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The Praetors of New Phyrexia and Their Factions

The latest events in Magic's history are leading to a great battle in New Phyrexia. The Phyrexians are one of the greatest threats to the Multiverse and in this article, you will know more about them.

Unlike their previous incarnation where Phyrexia fed on colorless artifact mana and the black mana of decay and death, this time the Phyrexians infiltrated all five colors of mana and thus brought war to all the peoples of Mirrodin. However, this created Phyrexian factions based on their color alignment and each alignment got a Praetor to lead then. [image](https://cdn.cardsrealm.com/images/cartas/crop/ima-iconic-masters/vorinclex-voice-of-hunger-189-med.jpeg?8572) For years the Phyrexian praetors planned to dominate the surface of Mirrodin, started with the brutal attack of the Vicious Swarm, the green faction led by Vorinclex, Voice of Hunger, the green praetor of the hunt. Unlike the other factions, Vorinclex and his right arm Glissa believed that, instead of waiting for the right moment to attack, they should attack immediately. Through a selection that believes more in the survival of the fittest, they killed those who were considered weak and strengthen the great predators of Mirrodin. They have created a fearsome legion of Phyrexian predators and sent some of these animals to conquer Tel-Jilad and, when the rest of the factions appeared, the forest was already conquered. In the Vicious Swarm, Vorinclex wants to create a world in which the strongest beings dominate. The green-lined Phyrexians were the first to attack the Mirrans, quickly dominating the Tangle and, like all Phyrexians, the Swarm members believe that the flesh is weak. But unlike the other Phyrexians they believe that the New Phyrexia should progress on a more natural way, based on the roles of predation, allowing the strong to triumph over the weak. They believe that artificial engineering must be restricted to make predators more efficient, and that sensitivity and wisdom are inadequate curses when compared to the raw power of instinct. In the absence of any kind of organization, they are just a huge variety of creatures that kill themselves for the purpose of selecting the strongest. [image](https://cdn.cardsrealm.com/images/cartas/crop/ima-iconic-masters/sheoldred-whispering-one-108-med.jpeg?7779) The black-aligned faction is The Seven Steel Ore, which was led by Sheoldred, the Whispering One, the black slave of slavery. She was the most traditional leader of the Phyrexian ideals, believing in control by subjugation or death. Mirrodin's Phyrexian invasion began at Mephidross. Over the years the Phyrexians grew in size and power in this area until they were able to spread. They managed to stay hidden thanks to Geth and now each of the Thanes has moved to different parts of the Mephidross. The Thanes, also called Lords of Metal, learned truths about their roles in the plane. These truths are that Phyrexians are the only beings who can survive a Phyrexian world, there can be only one Father of Machines. Sheoldred and the other Thanes clashed with each other for the purpose of supreme power. Sheoldred won the brutal battle and became the leader of the faction. The Phyrexians, aligned with black, are made by absolute corruption, they are all fighting a war of succession to be named "Father of the Machines". However, Sheoldred's territory was dominated by Elesh Norn and the whereabouts of the black praetor are unknown. [image](https://cdn.cardsrealm.com/images/cartas/crop/ima-iconic-masters/jin-gitaxias-core-augur-62-med.jpeg?4698) The Mechanism of Progress is the blue-aligned faction led by Jin-Gitaxias. They invaded the seas of mercury. The first part of his invasion plan was to pump shiny oil into the Mercury Sea. This would allow the Phyrexian infection to spread faster than other means. Gitaxias conquered the city of Lumengrid and made it his base of operations and laboratory. He created weaker Phyrexian beings in this laboratory and supervised all Phyrexian projects. Most of the other buildings in Lumengrid were reused as slaughterhouses and small Phyrexian laboratories. In order to achieve true perfection, Jin-Gitxaias plunged into the realms of the occult and divine. Blue-aligned Phyrexians remain at a greater degree of perfection than other factions, and seek what they call "The Great Synthesis". They carry out experiments in several laboratories spread over the Sea of mercury, described as "slaughterhouses", creating new forms of life and technology. They are the most organized group, with at least ten outposts. One of his great experiments is the fusion network, in which the wells of knowledge are filled with the brains of hundreds of sentient beings, connecting all in one. [image](https://cdn.cardsrealm.com/images/cartas/crop/ima-iconic-masters/urabrask-the-hidden-152-med.jpeg?4262) Urabrask, The Hidden is the red praetor of the industry. His faction is The Silent Furnace, he likes to build monstrosities and ever greater artificial weapons. The red mana's streak of independence makes this faction less like the original Phyrexia composition. Phyrexians aligned with this color built gigantic furnaces in Mirrodin, based on similar layers of ancient Phyrexia, where the machines were born. Its main function was to take care of the forges, building weapons and recycling the Phyrexians and Mirrans. Red Phyrexians differ from everyone else since they have strong emotions and individuality, and as such have developed empathy for Mirrans. While still brutal creatures, their empathy proved to be strong enough to allow Mirrodin's survivors to remain in their territory, treating them as if they did not exist. To hide this secret, as well as to avoid having to deal with other factions, Urabrask demanded that all access to the Furnace Layer be sealed from the other factions, isolating himself and his servers. The Phyrexians in the mountains serve as guardians of the entrances of the Furnace Layer. For that kindness, the Silent Furnace became the target of Elesh Norn who destroyed the place. She does not know if Urabrask is still lives, but he gave time for resistance to flee the place, out of Norn's reach. Speaking of Elesh Norn, she is the leader of the Orthodoxy of Machines and the greatest threat of New Phyrexia. [image](https://cdn.cardsrealm.com/images/cartas/crop/mm2-modern-masters-2015/elesh-norn-grand-cenobite-16-med.jpeg?6605) During Elesh Norn's invasion, she sent her troops to the razor fields and quickly controlled them, massacring the people of that place. Eventually, the strength of their armies was enough to invade Mirrodin's prairies in a short period of time, easily capturing many of them and infecting the strongest, mutilating and physically reorganizing low-level members of Orthodoxy and transforming their infrastructure into new temples. Only the 'Bladehold' fortress was able to withstand the Phyrexian threat, yet an isolated group with no hope of victory. White-lined Phyrexians are guided by scriptures called Argentum Engravings, but are divided into smaller sects. Three of the most prominent sects include The Singularity of the Flesh, The Porcelain Legion, and Karn's disciples. The Singularity of the Flesh tries to achieve total unity by literally skinning the creatures that inhabit the land and sewing them together. The Porcelain Legion reuses and adapts creatures by implanting white metal plates on their bodies. And the Karn's Disciples held Karn hostage, hoping to push him into insanity, so that he could become a leader, the Father of Machines. Karn was freed thanks to Venser's sacrifice, but for Elesh Norn it was a great opportunity to be the prophet with the greatest influence of Phyrexia, dominating the territories of Sheoldred and Urabrask. As she likes to say, "I still have a lot of work to do. Everything will be one." And now everything indicates that we are going back to New Phyrexia. In Theros, Ashiok looked at Elspeth's nightmares and was fascinated by the Phyrexians and went to meet them. Elspeth herself escaped from the world of the dead; she still thinks about her companion Koth who is imprisoned at the place. Karn has obtained a Clexus in Dominaria and is ready to destroy the Phyrexian threat, Ajani and Teferi are with him on this mission and Tezzeret is free from the clutches of Bolas, ready to put his own plans into action. [image](https://cdn.cardsrealm.com/images/cartas/crop/mbs-mirrodin-besieged/priests-of-norn-16-med.jpeg?7916) New Phyrexia has potential to be the next great Magic saga.

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Canal InvoKando

My name is Marcos, in love with the lore of Magic: The Gathering. Content editor and creator of the InvoKando channel

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Got excited about Pauper and want to get into it! Where should I start?


Hello my friends, I am Betão and I wrote this article to help players who want to start playing Pauper. Born in 2008 on Magic On-line, and officialized as a format in "paper magic" in 2019, Pauper always had its fan base who always played on-line, at a local store or even in the kitchen tables around the world when they had the oportunity. Nowadays, Pauper is growing and getting new players every day. Because it is one of the cheapest formats in Magic? Of course! To start in this format the player does not need to pay a large amount of money and Pauper still allows you to play with historical cards like [card](Counterspell) and [card](Lightning Bolt). But that's not the only reason. The unity and hospitality of the Pauper community is also a strong reason to play it, and we will keep spreading the good aspects of the format in order to keep it alive! * But after all, what is Pauper? * Technically, Pauper is a format built with a minimum of 60 cards in its main deck and 15 reserve cards, the so-called sideboard. Only cards that have, at least once, been released in the common rarity, printed or online, are allowed. * How to build the main deck? * The main deck is built within a pre-defined game plan that exploits your strategies to the fullest. The deck can be interactive or non-interactive, which means that it can interact or not directly with your opponent's cards. Also, they can be active, which imposes their pace of the game and try to dominate the battlefield early, or they can be reactive, which approaches the game in a different way, trying to eliminate threats when they appear, seeking to exhaust the opposing resources and after that dominate the field to achieve the victory. * What about the sideboard? What is it for? * All decks have strengths and weaknesses. This is what makes the game healthy and balanced. There will always be good and bad match-ups against your deck. In order to try to overcome the weaknesses of your deck, the sideboard assumes the function of containing cards that improve the development of your strategy against the adversary. So, we have a maximum of 15 cards that are designed to cover these weaknesses against the decks that hurt you the most. It would not be nice if some strategies are stronger than all, this is a problematic situation that can lead to bans. * Wait, bans? * That's right! With the number of cards created since 1993, there is a huge collection of common cards available. So, it is possible that the interaction between some cards becomes problematic and unhealthy for the format, and interventions might be needed to attend this issue. There interventions are the banning of specific cards that WotC believes to be the key points of problematic strategies or gameplays. [link](https://magic.wizards.com/en/game-info/gameplay/formats/pauper)(Click here to access the updated banlist.) * I already understood what Pauper is, and now I want to play. Which deck should I start with? * There are a few tips that can help you choose your starting deck. On YouTube, you can find videos from different content creator talking about decklists and showing how they work. You can also visit the metagame page in the menu on this site, and watch some of the most played decks in the biggest tournaments around the world. So to speak, this is the metagame, the name and list of the decks in a tournament, with their presence and performance percentages. However, some decks have two or more colors, and this can hinder the development of your game when making decisions about sequencing your land drops onto the battlefield, as a wrong decision can forbid you to generate the right colors when you need it. Based on this fact, choosing to start with a deck of only one color seems to be a good idea, as you will always have the right lands available and generate the necessary mana and you can concentrate on learning the strategy and playing sequences of your deck, as these are fundamental to have a better performance at the game. Later, when you've already developed your gameplay skills and learned more about the metagame, you can gradually venture into decks with more than one color. Assuming that at this initial moment the safest option is to choose a one-color deck, I will list below five one color decklists that have done good results in some championships. [center]{Red - BURN} Burn is a non-interactive deck that seeks to assign direct damage to your opponent's life points as quickly as possible, with cards like [card](Lightning Bolt). But also keep in mind that sometimes it is useful to use some burn spell as removals for threats that your opponent may present during the game. Red does not have a lot of cards that allows you to draw in abundance, so the deck tends to lose its breath when the game extends for many turns. [deck](47263) [center]{Green - STOMPY} This is an aggressive deck, meaning your strategy is to win by quickly dealing enough combat damage to your opponent. This is done by putting small creatures on the battlefield and trying to increase their power. Green does not draw beyond what is possible and, therefore, is a deck that needs to be fast. [deck](47262) [center]{Black - Mono Black Control (MBC)} This one is a favorite among Brazilian players! As the name says, it is a control deck. It seeks to eliminate the opponent's threats and is efficient in that, as it has many options for removals. It is consistent, summoning creatures on the early turns and having ways to draw cards, which is important in the late game. It is good at gaining time delaying your opponent's game while evolving yours. [deck](47266) [center]{White - Mono White Heroic} The heroic ability allows you to place a +1/+1 counter whenever the creature with that ability is targeted by a spell. This makes your creatures very strong in a very short time, because in addition to these creatures the deck has enchantments that add other abilities that are of great value your creatures, such as vigilance, lifelink and first strike. This deck doesn't draw a lot of cards either, so it needs to be fast too. [deck](47265) Finally, it is important to note that it is not a rule to start with decks of only one color, however it seems to be a safe way to know more about the format. That's it for today. I hope you found this reading informative and also pleasant. Welcome to Pauper and until next time!

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Betão, professor de Física, entusiasta de todos os formatos, se dedica única e exclusivamente ao Pauper desde 2019 e recentemente ao PDH.

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