Choose an adventure game

Pygyzy
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Post by Pygyzy » 2 years ago

The idea of this game is similar to how a choose an adventure story works. Each player posts two options, continue or turn back. If you choose continue, post a card following the prompt, then a continue prompt about what happens next and a turn back prompt.

If you choose turn back, you may choose the previous turn back prompt or the most recent, and post a card following that, as well as a continue or turn back. A turn back prompt is any thing else that you would like to see.

You can take the story any way you like, so feel free to change it in any way.

Oh I almost forgot, if you don't like the story you can end it at any time but you have to start a new one. If you end the story, write a conclusion.

Make sense? I'll start

Our story begins...

Continue: A goblin finds an enchanted sword.
Turn Back: You see a wall.

Unscalable Wall 6
Artifact Creature - Wall (R)
Defender, reach, protection from you
You can't attack.
0/Infinity

Continue: That's a pretty big wall.
Turn back: You see a dead goblin.

I'll do one more to move it forward

Forgone Conclusion
Instant (C)
Choose one or both -
- Destroy target artifact if you control a Goblin.
- Destroy target Goblin if you control an artifact.

And there was peace among nations. Conclusion.

That should give a better idea how it works.

Our story begins again...

Continue: A man seeks the council of the Dragon Lords.
Turn back: A town is cursed with haunting omens.

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Lorn Asbord Schutta
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Post by Lorn Asbord Schutta » 2 years ago

A man seeks the council of the Dragon Lords.

Journey to Sovereign
Instant (R)
Exile target creature.
When a creature with mana value five or greater enters the battlefield, return the exiled creature under it's owner control.

Continue: The Council seat is in great mountains
Turn back: A man seeks the council of the Dragon Lords

slimytrout
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Post by slimytrout » 2 years ago

The Council seat is in great mountains.

Shrraz, the Dragons' Keep
Land - Mountain (R)
Shrraz, the Dragons' Keep enters the battlefield tapped unless you control a red creature.
2RR, T, Sacrifice a creature: Create a 4/4 red Dragon creature token with flying and haste. Activate only as a sorcery.

Continue: On the road, he hears a gurgling coming from a ditch.
Turn back: Exhausted from traveling, he visits a den of vice.

Pygyzy
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Post by Pygyzy » 2 years ago

On the road, he hears a gurgling coming from a ditch.

Desperate Survivor 1W
Creature - Human Survivor (U)
Cast this spell only if a creature you control died during combat this turn.
Flash, last strike
If Desperate Survivor would die during combat, exile it then return it to the battlefield transformed instead.
2/4
//
Fight for Life
Enchantment — Aura
Enchant creature card put into your graveyard from the battlefield this turn
When Fight for Life enters the battlefield, if it's on the battlefield, it loses "enchant creature card put into your graveyard from the battlefield this turn" and gains "enchant creature put onto the battlefield with Fight for Life" Return enchanted creature card to the battlefield under your control and attach Fight for Life to it.
Enchanted creature gets +2/+4 and gains last strike.

Continue: Attempt to help an injured traveler
Turn back: Down a dark road, it feels as though something is watching.

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lookingupanddown
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Post by lookingupanddown » 2 years ago

Attempt to help an injured traveler

From the Brink WW
Instant
Exile target attacking or blocking creature, then return it to the battlefield tapped. It gains indestructible until end of turn. You gain 2 life.
"Another life saved."

Continue: The traveler thanked you, identifying himself as an important advisor to the Dragon Lords.
Turn back: From the corner of your eye, you spot movement.

Pygyzy
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Post by Pygyzy » 2 years ago

The traveler thanked you, identifying himself as an important advisor to the Dragon Lords.

Lovias Silverscale 1WU
Legendary Creature - Human Dragon Advisor
Protection from Dragons and noncombat damage.
T: Target creature with flying can't be blocked this turn.
"Only the strong survive in these lands, if they're crafty."
2/4

Continue: Following the advisor, you make your way up a dangerous ravine
Turn back: The advisor warns of danger ahead

slimytrout
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Post by slimytrout » 2 years ago

The advisor warns of danger ahead.

Ominous Warning 1WB
Instant (U)
Exile target creature you control until the next time you lose life. When that creature enters the battlefield, destroy up to one target creature.
"Only suffering awaits along this path."

Continue: He tells you of a terrible beast that preys on travelers through the pass.
Turn back: He tells you of a gang of thieves who robbed him and left him for dead.

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

He tells you of a gang of thieves who robbed him and left him for dead.

Left for Dead G
Instant
Target creature gains persist until end of turn. Gain 1 life.
"I'm still carrying three arrowheads in my back."

Continue: Join the advisor and continue together.
Turn Back: Share your story and your provisions, then part ways.

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lookingupanddown
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Post by lookingupanddown » 2 years ago

Join the advisor and continue together.

Two Pairs of Eyes 1WW
Enchantment - Aura
Enchant creature
Enchanted creature has vigilance and "Whenever this creature attacks, untap another attacking creature you control."
When enchanted creature dies, you may WW. If you do, attach Two Pairs of Eyes to another target creature you control.

Continue: Travel through the night, watching the surrounding trees for any more bandits as you go.
Turn back: Arriving near an inn as night falls, you new companion suggests stopping for now.

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

Arriving near an inn as night falls, your new companion suggests stopping for now.

Jovial Inn-Keeper 1G
Creature- Human Peasant
Tapped creatures you control get +0/+1 and have ward 2
At the beginning of your end step, if all other creatures are tapped, untap Jovial Inn-Keeper and transform it.
"Welcome, and enjoy your stay at the Friendliest Inn!"
1/2
/////\\\\\
Jolly Scoundrel
(Blue) Creature- Human Rogue
T: Target tapped creature doesn't untap during its controller's next untap step. Create a treasure token.
"What?! Your room was burgled in the night?! I must certainly look into this matter! Goodbye now."
2/4

Continue: With a full belly and an empty purse, head out into the badlands.
Turn Back: Accuse the inn-keeper of thievery.

slimytrout
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Post by slimytrout » 2 years ago

Accuse the inn-keeper of thievery.

Heated Argument R
Sorcery (C)
Heated Argument deals 1 damage to target creature. That creature blocks this turn if able.
After fiery words come fiery deeds.

Continue: With the inn in ashes and the inn-keeper badly burned, you flee into the wilderness
Turn back: You and your traveling companion attempt to fight the flames

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

With the inn in ashes and the inn-keeper badly burned, you flee into the wilderness

Avenging Brutes 2R
Creature- Human Berserker
When Avenging Brutes enters the battlefield, put a mark counter on target creature.
Avenging Brutes attacks each turn if able as long as an opponent controls a creature with a mark counter.
"Them's the ones that torched Friendly's! Get 'em!"
4/3

Continue: You lose the pursuers in the depths of the wilderness.
Turn back: Brawl with the townsfolk.

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dyd
Randomancer
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Post by dyd » 2 years ago

"Continue: You lose the pursuers in the depths of the wilderness."


Secret Roads gu
Enchantment
Whenever a nontoken creature enters the battlefield under your control, target creature can't be blocked this turn except by creatures with the same mana value.


Continue: You get to a raging river. No bridge is in sight.
Turn back: You see a grim hut in a silent grove.

slimytrout
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Post by slimytrout » 2 years ago

You see a grim hut in a silent grove.

Eerie Calm 2WU
Instant (M)
End the turn. You can't cast spells, activate abilities, or play lands until the beginning of the active player's next turn.
In the oppressive stillness, movement felt impossible.

Continue: Opening the door of the hut, you are almost overwhelmed by the stench.
Turn back: It feels like someone -- or something -- is watching you.

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lookingupanddown
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Post by lookingupanddown » 2 years ago

Opening the door of the hut, you are almost overwhelmed by the stench.

Remote Abattoir
Land
Remote Abattoir enters the battlefield tapped unless a creature you control died this turn.
When Remote Abattoir enters the battlefield, if a creature died this turn, discard a card.
: Add C. If a creature died this turn, add B instead.
The blood and viscera covered the floor, but there was no mistaking human remains.

Continue: There were corpses in the hut, but none were the source of the blood that covered the walls.
Turn back: The severed head on the table seemed to imply all this carnage was one person torn to shreds.

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

The severed head on the table seemed to imply all this carnage was one person torn to shreds.

Severed Head 0
Artifact- Clue
Severed Head is a 1/0 Human creature as long as it's in your graveyard.
2, Sacrifice Severed Head: Draw a card.
Despite the missing body, its expression was quite serene.

Continue: Set the house ablaze. It's the best burial this poor person can expect.
Turn Back: Turning to flee this horrific scene, you see the killer standing right behind you.

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Lorn Asbord Schutta
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Post by Lorn Asbord Schutta » 2 years ago

Set the house ablaze. It's the best burial this poor person can expect.

To the Ashes
Sorcery (C)
Destroy target artifact or land. If that permanent got to graveyard this turn, exile it instead.
"Let nothing remain of this, so no further soul can be scarred by this sighting.

Continue: There is still a journey ahead of you.
Turn Back: With another place aflame, you start to feel strange cravings.

slimytrout
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Post by slimytrout » 2 years ago

With another place aflame, you start to feel strange cravings.

Incendiary Tendencies 2R
Enchantment - Aura (U)
Enchant creature
When Incendiary Tendencies enters the battlefield, it deals 2 damage to any target.
Whenever a source you control deals noncombat damage to a player or permanent, put a +1/+1 counter on enchanted creature.

Continue: This is the last place you'd want to make camp, so you climb a nearby hill to scout.
Turn back: When the fire has died down, a spirit rises from the ashes.

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

When the fire has died down, a spirit rises from the ashes.

Grateful Spirit 1W
Creature- Spirit
Flying, lifelink.
1/2
//////(Modal DFC)\\\\\\
Raging Flamegeist 3R
Creature- Spririt
Flying
When a land is destroyed, Raging Flamegeist gets +1/+0 and haste until end of turn.
3/1

Continue: The grateful spirit blesses you on your journey as it goes on to its eternal rest.
Turn Back: The raging spirit chases relentlessly after you, forcing your companion to use his most powerful magic.

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JovialJovian
Captain, I object!
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Post by JovialJovian » 2 years ago

The raging spirit chases relentlessly after you, forcing your companion to use his most powerful magic.

Word of Annihilation 2WUB
Instant
Exile target permanent, search it's controller's hand, graveyard, and library for any number of non-basic cards with the same name as that permanent and exile them, then that player shuffles.

Continue: The spell was too powerful to control, you need to do something!
Turn Back: The fire and the noise has attracted the attention of the Lord's soldiers, on the hunt for an arsonist!

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dyd
Randomancer
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Post by dyd » 2 years ago

The spell was too powerful to control, you need to do something!

Freeze Time 3uuu
Instant
Each nonland permanent phases out.
End the turn.

Continue: Search for useful items while time is frozen.
Turn Back: Run away as fast as you can.

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Venedrex
Wait, we can have titles?
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Post by Venedrex » 2 years ago

You search for useful items while time is frozen.


Gather the Essentials
Sorcery (U)
Return up to one target artifact and/or enchantment from your graveyard to your hand.


Continue: Take the gear to your steed and flee into the night.
Turn back: Make a stand at the camp and await any foes that may come.
Epicurean, EDH without Universes Beyond.

http://nxs.wf/np748831

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Mergatroid_Jones
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Post by Mergatroid_Jones » 2 years ago

Take the gear to your steed and flee into the night.

Thoughtless Abandon 4R
Instant
Gain control of target creature until end of turn. Untap it. It gains haste this turn.
Draw 2 cards then discard 2 cards.

Continue: Ride alone through the night until you reach Shrraz, the Dragon's Keep.
Turn Back: You stop to morn for your companion, destroyed in the aftermath of his own spell.

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dyd
Randomancer
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Post by dyd » 2 years ago

Ride alone through the night until you reach Shrraz, the Dragon's Keep.

Shrraz, the Dragon's Keep
Legendary Land - Mountain
(t: Add r.)
The first Dragon spell you cast each turn costs 1 less to cast.

Continue: enter the keep, declaring that you have a message for the council of the Dragon Lords.
Turn back: This is a bad idea, they will never let you in. You must find another way.

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lookingupanddown
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Post by lookingupanddown » 2 years ago

Enter the keep, declaring that you have a message for the council of the Dragon Lords.

Messenger's Entrance U
Instant
Until end of turn, whenever a creature you control deals combat damage to a player, draw a card.
Buyback 1U

Continue: Your entry is barred by two giants in full armor.
Turn back: You run into the great hall, only to find it empty.

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