Realm of Nigeri storyline In a land originally inhabited only by dragons, tensions rise high between the dragons and humans while elves, griffins and dramen look on. A new human king has ascended and declared war on dragons after his father's death. Ahgjan, the Rathi of dragons, strives for peace between the two races, but until he finds it, his brother Arix and the rest of the dragon army must battle against the humans, while new threats awaken each day... Themes Nigeri is a world of rich, vibrant landscapes. A lot of history comes from the land, and many of the magicks are forged from the land. Therefore, the main theme of the set is land.
There are also several minor themes. To emphasize the war, combat plays a fairly major part for a minor theme. Stack manipulation also has a small part in it, to represent the arcane magic of Nigeri. Finally, there is a tiny tribal theme to push the war of the races.
Abilities Unchain COST
(At the beginning of your upkeep, you may pay COST to unchain this until the end of your next upkeep.)-Unchain shows up only on permanents, though it can be on any type of permanent.
-A permanent with unchain also has some sort of effect regarding unchain, such as "As long as ~ is unchained, EFFECT", or "Whenever ~ becomes unchained, EFFECT".
-If you pay the unchain cost of a permanent that's already unchained, it doesn't become unchained again. It simply retains its unchained status.
-If a permanent has several instances of unchain, you only need to pay one of the instances' cost to unchain the permanent.
Boon X
(Whenever this creature attacks alone, it gets +X/+X until end of turn.) -Boon is cumulative. If a creature has boon 1 and boon 2, it gets a total of +3/+3 whenever it attacks alone.
-A boon bonus lasts until end of turn. If something grants you an extra attack phase, the boon from the last one carries over, even if the creature doesn't attack alone in the second combat phase.
Accelerate COST
(COST: Put this spell on top of the stack.) -You cannot use accelerate to play a spell from your hand - you can only use it to put a spell already on the stack back on top of it.
-If you play a spell with accelerate and somebody targets it with Counterspell, you can accelerate the spell to put it on top of the Counterpsell. This means it will resolve first, and the Counterpell will fizzle for lack of target.
-If a spell has multiple instances of accelerate, you can choose which to pay to accelerate it. You don't need to pay them all.
Terraform X
(You have terraform as long as you control at least X lands.) -If a permanent's terraform ability is activated, you can only play it when you control the specified number of lands.
-If a permanent's terraform ability is triggered, it will only trigger if you control the specified number of lands. If you drop below that number when the ability would resolve, it still resolves normally.
-If a permanent's terraform ability is static, it's simply 'active' when you control the specified number of lands, and 'inactive' when you don't.
-If a spell has terraform text, treat everything after the word "terraform" as though it wasn't there if you control the specified number of lands, and add it onto the end of the rest of the text if you do.
Finally, a Realm of Nigeri legend who plays a very important part to the story, and can go nuts in multiplayer -
NOTE: I began working on this set before Betrayers of Kamigawa was released. Just a heads-up in case there are some issues.