Vote for the deck that you think should be the next FG deck added to Elements. Vote based on this criteria:
1. How much fun the deck would be to play against (50%)
2. How well the deck fits the "Outcasts" theme (50%)The community now has a chance to decide what happens in the game. We ask everyone to take this vote seriously and really think what kind of FG opponent would make Elements a better and more fun game. Voting for joke decks or really bad/boring decks would only show that we are not up to the task, and we won't be asked for any FG ideas ever again.
While every deck has an opportunity to be added into Elements, there are no guarantees for the winning submission of the competition to be added into the game. It will be Zanzarino's decision as to which one will be added.
This nameless warrior was a glorious paladin who used to protect the sanctuary of the Gods. The False Gods spread the rumor of the paladin having associated with the Dark Arts, and eventually forced the Gods to banish him from the sanctuary.
The exiled paladin soon mastered both
and
and secretly grew in power. Now, the paladin, known as the FALLEN PALADIN, has joined the ranks of the False Gods to seek revenge. He uses his vampiric swords and dark cloak to deliver pain upon the enemy from the shadows.
Stalkers, the overlooked brother of the forest scorpion and dune scorpion. He hide in the shadows, creeping, crawling, waiting. He hides, lurking waiting for the power of the lunar eclipse to provide him with strength. His army grows, his patience withers with the moon.
He finds his next prey............. he strikes. A flooding army of power hungry scorpions to overcome the helpless traveler. They see the moon lower, they know their time has passed, they retreat with the taste of fresh blood dripping off the tips of their tails raised high with victory! Their time has come, they are a force not to be taken lightly, one hit, one kill.
My reason for entering this: Scorpions aren't used enough or taken as a big enough threat, but combining the new catcher + pandemonium for random fun will either make or break this deck. Ai can play it correctly since pandemonium is triggered when 3+ creatures hit the field. I just wanted to show my scorpion some play time against anybody unprepared.
Scorned by society, cast away by their own brothers and sisters, the Outcasts wandered for eternity, searching for anything to devote their lives to. They traveled through many millennia, finding nothing worthwhile. Then they realized that nothing lasted forever. People die. Times change. When you are immortal, time passes by like the wind – you don’t even realize it’s there until it’s gone. Devoting your neverending life to something is impossible.
One day the Outcasts discovered the existence of the False Gods, outcasts like themselves that were denied the right to be gods. The fake deities allowed the Outcasts to join them, as they were more powerful than mortals, but they were also rejects – the perfect candidates. And as the Outcasts joined the ranks of the False Gods, their wish was fulfilled. They had finally found a meaningful reason to live. Now, they are known as a single entity: Immortalis.
At the darkest hour of the night, the assassin stalks his prey. Silent, Untouchable, Unseeable, the Lord of the Underworld
slips into the darkness and disposes of his targets without them ever knowing....
This is Midnight, my entry for the False God competition. It's designed to be fun, thematic, annoying, somewhat difficult, but nowhere near impossible. Eclipsed Vampire Daggers offer the main source of damage. They are incredibly cheap, and can be spammed somewhat effectively, and can also be TUed later. Their damage is the same as Morning Glories when Eclipse is out, and for only 2 quanta, they make for great rush material. The combination of Silence and Phase Shields offer the main stall, silence to annoy you and make it more difficult to set up, and phase shields to keep your creatures from connecting. Combined with the healing from Vamp Daggers, it would be difficult to bust through this god's defences. Cloak is the main all around protection. With chained cloaks out, it makes it both difficult to keep track of what the god is doing, as well as more difficult to bust through the phase chain. With all the daggers protected as well, it becomes more difficult to control this god, on top of silences already. Finally, Steal offers some PC to get rid of anything annoying.
In the thematic side of it, this god was basically created to represent an Assassin. Daggers, of course, are the main weapon of choice of the Assassin. Eclipse represents the darkest hours of night. An assassin's Cloak keeps him hidden from view, and he moves in complete Silence. Phase Shield just adds to the feeling of stealth and untouchability, while Steal represents yet another one of an Assassin's many skills. Twin Universe represents flexibility and adaptation, yet another important characteristic of the Assassin.
As for the theme of Outcasts, when I saw "Outcast", I immediately thought of Team Underworld from War. And what better way to represent the Lord of the Underworld than a Master Assassin?
The Holy Necromancer. An angel who has come down from its paradise in the sky to learn the ways of the Elementals that reside below. Learning the culture and traditions of the Elemental clans, this angel found its temporary home among the dead. Those who were forbidden to enter the holy realm that was once its home. The dead enchanted this angel, and before long, consumed it. This angel once thought of as a holy creature now held the power of the dead at its hands, becoming a Necromancer. Thanks to this angel's new found power, it has been cast out of the paradise the angel once called home, forbidden to ever return.
Cats. Hated, feared, often associated with witchcraft and unearthly rituals. Now, under a new leader, the cats have decided to prove what were once wild, baseless, spiteful accusations. Cats that were once abused now carry traps to absorb the souls of their enemies, and bring forth birds of prey, plagues, and skeletons to rend armies and crush those who once oppressed them. Worse: they can bring themselves to the brink of death, to make their followers even stronger. Not even shields will help their enemies, for their blades drip a deadly toxin. Fear the army of cats, for they are harder to kill than it might seem...
They pretended I was dead, after I tried to fly to sun with my wings, made of feather and wax. Even my father, Daedalus, thought I was dead. But I'm not, and I'm ready to blitz them from the sky, with my new allies, the dragons. They used my story to tell people to be not so ambitious. I wasn't ambitious, I was successful, I was a hero, I was the legend. I'm now a GOD! I'll spread chaos among them. I'm not a loser, I'm the only winner. I am ICARUS! I am the first real master of Air.
Painweaver is the other 'counterpart' to Morte's hard poison and stall tactics - instead of focusing poison with Arsenic and Deadly Poison (with Miracle to help stall alongside Bone Wall just in case), Painweaver instead just throws out creatures and hopes that they
actually die in order to reap their benefits. He doesn't have much permanent control or protection, so a little PC can actually ruin his main source of quanta generation (which in turn, makes it impossible for him to play his tougher or more dangerous creatures/cards, like the dragons, Bone Walls, or Death Nymphs. On the other hand, using CC against him can be beneficial or detrimental - if you deny him of using Cremation, he can't bring out his toughest CC spells and weapon (Firestorm/Farenheit), but you also fuel him more
quanta to play his more significant cards...
Most cards here aren't used by any other FG: Steam Machine, Damselfly, Sky Dragon, Elite Firefly (as a standalone), Sky Blitz and Pendulums have never before been seen in FG-environment.
I decided to use what I believe are some of EtG's true outcasts (there are more, and even more “outcasted”, but they didn't blend in so well): few people (if anybody at all) use Damselflies, Ice Bolts , Steam Machine, Lightning Storm or standalone Elite Fireflies. Some very specific decks use them though, but they aren't the most popular. Dragons are played a little more, but not much.
- Pillars and pendulums: they are what they seem to be, quanta generators.
- Damselflies: arguably among the most “outcasted” cards in these game, they are fragile, but they add some initial rush damage, generate and help with Air Blitz burst damage.
- Fireflies: normally left out in favor of FFQs, they generate to power the Steam Machines and the occasional UGs.
- Sky Dragons: with 13 attack power, they are pretty powerful, and when they double their attack power, they are a force to take into consideration.
- Sky Blitz: a bit of 1.26 taste in this FG, along with the flying creatures it represents win condition #1. With the right setup and a little luck, it can take away a big pile of health
- Air Nymphs: taking advantage of the excessive , they produce UGs, and when paired with Fireflies to both power UGs and soften the enemy, they can be deadly (to balance this, there's only two of them, and as AI will most likely ignite UGs the turn after they are produced, there's only so much this FG can do with them). Thus, they represent win condition #2 when paired with a couple damage dealers.
- Lightning Storm, Shockwave and Ice Bolt: along with the occasional UGs, they make for a fair amount of PC to deal with enemy creatures. Lightning Storms were added theme-wise, but they help to soften big creatures to easen Shockwave's work. Ice Bolts help to direct excess into something useful, but I avoided Congeal (which might look like a better option) because of AI failing to play rationally when the frozen creature + Shockwave combo is available.
- Explosions: they're there to destroy some permanents and ramp difficulty up a little (but not to a point where you'd need a lot of PAs / spare Hourglasses to survive, there's only 2 of them). They also profit from the generated from the Fireflies, so their impact on quanta usage is low.
- Eagle's Eyes: a good all-rounder weapon, also adds some CC.
- Steam Machines: they are usually left out in favor of any other growing creature (even though they grow twice as fast as their competence and they are far more resilient) because of their double ability activation cost, but they can be incredibly powerful with the right build, and I strongly believe that this deck can take the most out of them. Backed by some Fireflies, they represent win condition #3.
- Permafrost Shield: it's here to delay the opponent as hell so that the creatures can carry out the dirty work. Any creature used against it that can bypass the shield and thus get congealed is worth wasting a Shockwave on it, so the AI won't fail much with the instakill combo.
quite a bit of work went into balancing this FG. my design theory for FGs: fun and thrilling to play against, challenging but not impossible, good chance with most decks if you make good decisions.
this FG has a very capable, control heavy deck, packing 12 creature controls (2 mutations, 2 druids, 8 pandemoniums) and 14 permanent controls (2 butterfly effects, 12 steals) total. however, this is also a very large deck, without any means to speed up the draw by itself, which means unless you let him steal your hourglasses he will not be able to reach his full potential. unlike against most other FGs, you really have to watch what you play here, as permanents can be stolen and big creatures can be TU'ed by pandemonium. if you are willing to use them, quint and PA still give you solid protection against this FG's control, and he has no shields with negative effects that threaten your quinted creatures, unless you give him one.
this FG's rush potential is medium, main damage here is werewolf, lobo (quinted mind flayer or PA'ed lobotomizer would do nicely) or just getting rid of them before they use their lycanthropy will significatly hamper his damage. 4 dragons are also good targets for antimatter. damage will come slower than other FGs, but that's fair considering that you need to be conservative with your defense against a FG with a lot of permanent controls.
This deck fits the outcasts theme because Colossal Dragons, Gnomish Gemfinders and Graviton Guards are never used in normal gameplay.
The idea is to:
- Basilisk Blood + Gravity Shield to block damage
- Basilisk Blood + Trebuchet to launch those worthless creatures
I thought about adding more Pulverizers, but we don't need everyone to rage-quit this one
Anyway, here's a nice story to describe the strategy:
The coldblooded Basilisk causes every opponent to petrify at it's sight. Opponents crumble as they face an endless barrage, for Basilisk knows no mercy, not even for it's own minions. They too are petrified, for stone hits harder than flesh when put onto a catapult. Even the few opponents that remain are smitten down and Pulverized by the Basilisk's vicious tail.
This deck uses cheap, ability-less creatures as Luciferase fodder to feed the monster known as Hope. With so many creatures, this deck is resistant to Antimatter. Many of the creatures also have pretty decent health so they are resistant to mass creature control like Firestorm. And if a deck has no creature control, they better hope their creatures can outgrow the Hope or do alternate damage like Poison, Bolt, UG, or Voodoo. But all the healing through Luciferase and Light Nymphs makes even these options difficult. It also has PC, CC, and QC cards to even things out.
What? A stalling FG? But stalling FGs either suck like neptune, or dominate like hermes. They're incredibly hard to balance. And to top it off, it uses
thunderstorm? And
damselfly?!?! Clearly an outcast.
Pretty well balanced. It'll lose to Voodoo doll if the dolls drop their combo, but it'll dominate Rol/Hope. It's an even(ish) fight versus CCYB, it really depends how fast CCYB gets its pulvie out.
I think it's well done.
Alternative name: Zapdos.
"Long ago, our people were children. Feared all that surrounded, they were victims of Creation. We taught them the learn, to hunt, to survive and to shape. We gave them knowledge of the elements and the cycle of seasons. Prepared them with tools and perception to live and prosper, and tools to defend and fight, if must. Once they asked for our guidance and offered us their prayings and veneration.
Once they thanked us..
Now, our people see themselves grown. They believe they mastered the arts and shape. They forgotten the spirits who taught them, and the rituals that provided balance. They worship the tools created by hand - the very reflection of their own weakness. They forgot the rituals of battle. They have forgotten us. They have forgotten Creation.."
I am the spirit of Iron, Fire and War. I am Ogun.
I am the Will to survive.
Long time ago, in the Land of Myths, the war between the Nice and the Evil was running. Children ran from a place to another in fear of the war. Noone really liked this war, but each part knew if they laid the swords down, they would die.
One day, the White Warrior, the nicest of the nicest, though the most brutal living in this universe came to the Land of Myths. He took the weapons from all fighters, and crafted them all to a giant sword. He used the sword to divide the land in two parts, and from that moment the Land of Myths became peaceful.
The White Warrior wants new fights. And THIS is his chance.
When imagination and destruction are combined the results are terrifying , but when control and destruction are together its a perfect force that came only to abuse its perfection to destruct every thing in its way... it is amazing.
It is just for fun, it isnt like if anybody would like this guy to appear to them.
Story: Death bringer started as a normal boy in a normal village. But, grass was always a bit more yellow under his feet, breathing a little more difficult to others, and always the birds, doing circles around him, like waiting. He was different, and sometimes people are afraid of the different. With the years everything got worst. He was atracting storms, fire, plages and draining the life of everybody around. He was sent away because of the great danger he was to people, and nobody wanted him close. He joined the false gods to learn to control his power and get his revenge against those that rejected him.
He has one weakness:immortals+protected pulvy+mirror shield.(a quartet or a trio with burrowable creatures)
"Antemortem is described as that which precedes death. Many mortals have claimed to see their lives flash before their eyes moments before their demise. We are not told of everything, though. An arcane society, who refer to themselves as "The Outcasts", tell us that a mysterious cat leads them through these visions of chaos, bliss, and pain. All the while, their every move is watched intently by starving, avian eyes. If one should ever show the slightest weakness to these eyes, they will descend, and nothing of the mortal will remain.
So stay vigilant. Be strong. Remember, do not display your weaknesses to the eyes and only then might you escape Antemortem.. for now."
A legend says that in late Middle Ages, early Renaissance, women of Florence used to dose a few drops of poison to their husbands before they come out of their house, and gave them the antidote to their return. If a man, a traitor, had spent the night outside the home, he would spent it in agony...until his death.
The idea behind this deck is very simple: poison to kill you, silence and phase shields to stall you and, last but not least, twin universe to use your own creatures against you.
Laudanum has a small CC ability and doesn’t have PC at all. Why? He doesn’t need anything like that watching you die while no one can hear you scream for help…
Jezebel is a False God designed to win through subtlety and secrecy. By hiding her activities with Cloak, she prevents the players from knowing which Nymphs she's pulled up with her Tears. Because those Nymphs are random, every game against Jezebel will play out differently. But her defenses are many: Cloak to protect her precious ladies from the prying eyes of the elemental brutes that dare assault her; her own skills at purloining the items of her opponents, honed by a millennium of hiding and skulking; her icy demeanor, a virtual shield of frost that stops lesser creatures cold; and of course her 'damsel's defense', a small dagger enchanted with the dark magicks she learned in her time as an outcast.
Offensively, the huge amount of Steal-power in Jezebel's arsenal will turn many standard FG decks on their heads, and of course the right Nymphs will put a hurting on almost any deck if they happen to pop out at the right time. There's not a lot of attack power in there unless a host of Green, Time, and/or Turquoise Nymphs come up, but then Jezebel's not looking for a fast victory -- just a sure one.
Isn't it time the FGs had a little
sex appeal?
Explanation of the theme: Ok, he was originally a weak lord/master of time. From there come the Rewinds, Eternity, and Scarabs. Rewind and Eternity because of a slight mastery of time, and Scarabs, a semi-weak creature of his natural element. When he originally landed in the Gravity Basin, and throughout the following centuries he become infused with some amount of gravitation control, thus the Unstoppables and Gravity Forces. The former is pretty self explanatory, the second could be used to take something with super high hit points down far enough to be devoured. As time moved on, and the Pharaohs came along, Ravager was attracted back to the Desert of Time. Though he never revealed his power, so as to avoid unwanted attention, he still affected some Pharaohs willing to give him their allegiance. From him, they learned the ability of controlling scarabs. Last, but not least, Ravager added the Otyughs to his arsenal when his attention was brought to them, as they reminded him fondly of his scarabs.
Explanation of the theme: The creatures used by this god are outcasts because they're ugly and so they hide in the shadows. All the cards follow this theme except the ones which represent Nerthus's own power like pandemonium. I don't know what Nerthus's goals or motives are because I want her to be mysterious
How the deck plays: steals will take your best permanents. If you put down too many unprotected creatures then pandemonium will likely take care of them. Gargoyels and werewolves can do quite fast damage, and because of steals and cloaks it might be hard to stop them. The earth pendulums power the protect artifacts, and also the pests and gargoyles ability. Cloak gives the permanents and creatures protection from most forms control.
Cerebra was outcast because she was seen as “soft” by the other false gods. They told her to be a false god one must use brute force accompanied with shock and awe to completely obliterate any challenging Elemental. She told the false gods their bravado was simply overcompensation and for that she was cast out from their ranks.
In exile she developed the ability to manipulate others. Rather than attack Elementals with strong creatures or powerful spells, Cerebra opted to use Dune Scorpions to infect her opponent with neurotoxin. Once this toxin invades the opponent’s brain, Cerebra manipulates her opponent into making the same decisions over and over. The speed with which she causes this terrible amnesia is astounding and although her creatures are weak, her ability to manipulate is strong.
The Scarabs were strong, once. They were not useful alone, but with the strength of other elements and in numbers, they were strong. But then a new master came to them, and he lured them, caught them, and made them his. The Pharaohs captured the Scarabs, and made them worthless slaves. Now, though, the scarabs are strong again. They have broken free of their chains, their masters, and become their own beasts, devouring and getting larger faster than ever before. And they have friends.
The Idea:
Originally, my idea of a FG was a Death/Fire rush deck with plenty of both Dragons, Retroviruses, Cremation and some cannon fodder to cremate. While searching through wikipedia for a name I stumbled upon Charon and felt a new idea grow: Water/Death, Poison with Dragons which would fit the characteristics of Charon.
Strengh:
Poison Spaming.
Quite Fast.
Doesn't care much for CC.
Weaknes:
No PC
Only CC are Retroviruses
No Healing
Mutations are bad... but what if you don't know what they are??? What if your creatures and permanents start to disappear for no apparent reason? Plenty of creatures to mutate, plenty of creatures to be mutated. When the cloak comes off and the surprises are revealed, did you guess right?
Pandora can either totally run you over with huge creatures and awesome abilities, or totally fail. But of course you won't know that until Pandora let's you!
How it works: Put down RoLs and Deja Vus then Mutate them into random creatures with random abilities.
Pandora has no relation to that fake Chaos Lord... :p
The basic idea of this deck is for the god to use the Nymphs and BBs to either buff up the Armagios, or to deny the opponent with Gravity Shield. After buffing up the Armagios, it should use the Trebuchets to launch the Armagios, which would either kill the opponent or get rid of meddlesome creatures. Although it kind of seems un-balanced with no offence, being a FG might give you a different view. The Chimera would be for one sudden attack, let's say, you have 10 Armagios, and only one Trebuchet. You would use Chimera, then launch them all at the same time. I'm not sure if this could be done by the AI, or if it's too powerful.
Toruk, the last shadow. This great beast is the terror of the air, and the sky turns dark when he flies overhead. His sharp eyes allow him to see every detail on the ground. He attacks from above, easily dodging any retaliation. Occasionally, he will dive down for an extra powerful strike. He preys on those he defeats, restoring a bit of his own health. After combat, Toruk returns to the air, soaring majestically through the sky. Envied by all, loved by none.
The legend of Venus.
They ridiculed her when she stepped up for a position on the battlefield. What could she do? This was not the place for an icon of love and beauty. They laughed behind her back, and made sick, perverted jokes about what she could be used for during the war. She would not stand for it. It was time to reveal her true self.
The warlords were shocked, as she transformed in front of them. The result could only be compared to the Gargoyles that hid in the haunted mansions. She revealed that her beauty was only a trick; a simple manipulation of sight. But this was not the limit of her manipulation powers. She could also control the minds of others. The high warlord was brought to his knees by his allies. To add the finishing touch to her cruel, twisted games, she infected the high warlord with a deadly neurotoxin. With this, she formed a link that allowed her to drain his powers as the battle progressed. There was nothing he could do.
The kingdom and its army belonged to her, but the methods she used were incredibly distasteful. She was banished by the higher Gods, and stripped the respect she once had.
But it was not the end. She had taken down one group, and there was no way she would turn back from her goal now.
Hyperion (Greek Ὑπερίων, "The High-One") was one of the twelve Titan gods of Ancient Greece, which were later outcast, supplanted by the Olympians. He was the lord of light, and the titan of the east. This deck utilizes blessings on Ball Lightnings for its main attack, with white nymphs healing and providing bioluminescence to the BL's. Hyperion has a chance for a miracle as well as a hope shield defense. He has silence as light should be seen, not heard... and thunderbolts for when it should be heard. There will be 80 cards (double the image shown).
Sybil the fortune-teller is a sister of the oracle. She possess the same power of prediction as her brother.
But her biggest power is the friendship with nymphs. She resides in a High Orchard with nymphs, High Orchard is huge garden with many fragrant flowers, exotic trees with sweet fruits and glassclear water.
Once she fell in love, but the one she loved betrayed and imprisoned her. Sybila full of hatred and sadness transformed in to half nymph half elemental and killed 29 guards in the prison. Afterwards she joined her nymph sisters in the High Orchard and acquired the title Guardian of the Roses.
Numerous elementals tried to steal Golden and silver roses for some electrums coins from the High Orchard, unfortunately most of them were killed by Sibyl, only few succeded.
Name of her boyfriend was.... Neptune.
Farmer Joe doesn't know what all this hubbub is about, he just want's to plant his crops and feed his false-dog. He has never been known for confrontation, preferring to live a quiet life of solitude. His origin is unknown, as there is not much known about him, he mostly keeps to himself on the outskirts of society. Only on Sunday does he venture in to town to sell his full grown rustlers. Farmer Joe is old and not in the best of health, so he would appreciate it if you would stop attacking his farm and stealing his crops and livestock.
The universe does not deal out power and wisdom in equal measure. This is the case with Jealousy, the youngest of the False Gods. There is nothing that she desires more than what someone else already has. She will attempt to take whatever she wants from others without asking. And what she cannot take she will destroy, for if she cannot have it then nobody can! But Jealousy is as empty as she is envious--she can do little in the art of summoning on her own. Perhaps this is her weakness?
Armagon never lost a battle. Never. As the king of Armagio, he vowed to rule with noble justice and truth. Although he was a kind-hearted ruler, power slowly wormed its way into Armagon's head.
"Conquer," it said, "your people will love you. The world can be in the palm of your hand."
And so Armagon began to expand his kingdom. But even as powerful as he was, Armagon could not win every battle. Losing control over himself, his lust for power began to take over. After his first defeat, he finally snapped. Turning from a benevolent ruler to a feared dictator, Armagon vowed never to lose a battle again - even at the cost of his own men.
He won. But his people were gone, killed by their own king for the purpose of war. Such cruelty was unacceptable, even among the False Gods. They rejected Armagon, causing him to lose the last bit of his sanity. And now he is back.
The Broken Knight, might seem at first as a typical Vampire Crusader deck at first, but as you can clearly see there is the aspect of a RoL-Hope in there as well.
It might be tricky to defeat Broken Knight if you do not possess a good perma/cc in your deck, as those RoL will bring an intense defense coupled with the Hope shield, while the Crusader will constantly be buffed and deal huge dmg and even heal. And to be an even more evil bastard, he has Steals. Deal with it.
To sum it up, defensively and offensivly, Broken Knight is hard if you let him set up. But I do think that rush decks such as normal RoL-Hope fractal, and maybe even a Shakar deck could handle it easily.
Dragons were once the mightiest creatures of the world, repository of the ancestral knowledge and keeper of the rarest treasures and creations of all races. Every race turned to them for council, addressing prayers to the wise dragons. The Gods became jealous of their power and corrupted the minds of the representatives of all elements´ races, promising them the riches of the dragons, if defeated. Soon after followed a terrible war, known as the “last hunt”. The Dragons were defeated and banned in an other dimension. Millennia passed. During this time the dragons mastered the power of the stars (supernova and quantum energy) and succeeded in perfecting dimensional travel.
Seeking powerful allies, the false Gods offered them an alliance. Now they are back for their revenge. It will be quick and brutal as they rely on their enormous strength for victory. The time has come for the dragons to rule the elements world again....
For eons Night Bringer was numbered among the True Gods of Elements - and yet even then
he craved power - thirsted for the blood of his brothers and sisters. It was during the Great
Schism - the time that spawned the False Gods - that Night Bringer brought war to the heavens.
It lasted for centuries before the other Gods captured him and brought him in chains before The
First Elemental Council. There he was declared Outcast, stripped of his power and banished from
the Elemental Planes. Since then he has been waiting, gathering his strength and learning - and
now the True Gods have receded replaced by False Gods of lesser power and greater number.
And Night Bringer walks the Elemental Planes hunting and thirsting for power again.
Wait, it's a fire-gravity duo... Without PC, and no unstoppable? Yay, Flamber was seen as a loser in the FG school, because of his uncommon practices, but now he gathered enough power to make anyone tremble and cry, as you won't be able to have neither big creatures (grav. shield) or small ones (RoF, Firelance if the AI manages to use it wisely).
The poll will run for 7 days.