Assign each to a color of magic. Whenever you do something using that color of magic you roll the die you assigned to it
The baseline you need for a success is 4 with – anything less than that and you may still succeed but not with the ideal results
So for example I wanna summon a Grizzly Bear but I’m real bad with green mana. I roll a 2 on my D4. Maybe I summon a weak Grizzly Bear that’s basically a 1/1 (not that this RPG uses stats like that probably). Maybe it’s a sort of illusion and vanishes when attacked. Maybe it turns on me. Maybe I just straight up summon some other green animal instead
You have five dice to assign to mundane skills as well. Stuff like longsword, athletics, first aid, guitar, etc. They work like the above except they govern doing stuff that isn’t magical. Probably anything outside of that stuff you roll a D4 on
Having advantage means you roll a die of the next unit up (for advantage on a D12 you add 2 to your roll). Disadvantage means you roll the next die down from what you would normally (and disadvantage on a D4 means subtracting 2 from the roll). So for example advantage on a D4 means rolling a D6. Disadvantage on a D10 means rolling a D8
BUT not every blue mage is the same. Maybe you’re better with artifacts. Maybe you do counter and control magic. Maybe you summon illusions. You have a specialty (maybe, maybe, two of them). The DM should take this into account when determining the difficulty check for a roll and adjust it lower for something that falls under your specialty
So, as many have already speculated, Amonkhet may just be a “planeswalker factory” set up by Nicol Bolas. However, the purpose of devising such a thing has not been as well theorized. (TL:DR version at end of post)
First, some background to get everyone up to speed. We already have evidence that Amonkhet is an artificial plane created by Nicol Bolas. I figure this is to prevent unwanted travelers to interfere with his plans. I assume an artificial plane is much easier to “hide” amongst the multiverse. As far as we know, only pre-mending walkers were ever powerful enough to create an entire plane on their own, so Amonkhet is probably pretty old, which means Bolas has had plenty of time to mold the plane and its inhabitants to his will.
So, the “planeswalker factory” in question is the Trial of the Five Gods. We’ve learned that all denizens of Amonkhet work their entire lives for a chance to partake in this trial to appease their God-King, presumably Nicol Bolas, and earn passage into the afterlife. We also know that sparks are most likely to ignite when the individual is put into an extremely stressful, potentially life-threatening situation. This trial could be just that. Putting individuals through tests to awake their latent spark. And since no-one is ever expected to return from the trial (moving on to the afterlife and all) no denizen of the plane can refute it and Bolas gets to do whatever he wants to the survivors.
So, for a while people have assumed Bolas has been collecting these planeswalkers as an army to use to conquer the Multiverse. However, we have been ignoring his greatest desire, to regain his original power. What if, instead of creating an army, he is stealing and storing/consuming all of the sparks from these new walkers and using them to regain his own lost power? We’ve seen sparks transfer from one to another (i.e., Venser and Karn) and sparks can exist independent of the person they originally belong to.
TL:DR: Bolas is using his “Planeswalker Factory” to create and harvest the sparks from new planeswalkers in order to make himself more powerful.
play it under literally any permanent and reveal it later
play it under another, legally cast Cheatyface
point at the door and say “who ordered pizza?” sneak it on while they are distracted (and disappointed)
play it under another, cheated in Cheatyface
ask to look at an opponent’s card, put Cheatyface under it when you put it back, ask to see it again and hope they focus on you instead of the Cheatyface you just left on the table
do the tablecloth trick but with all the card on top of the tablecloth. have a Cheatyface under the tablecloth. you either succeed in pulling the table cloth off quickly enough to leave all the cards behind, along with your now revealed Cheatyface, or you pull everything off into a huge mess and have bigger problems to worry about
play it under a token and reveal it later
place it next to your graveyard after discarding some cards–you actually placed it onto the battlefield but they don’t know that
catch something on fire. play Cheatyface while they are distracted
play it under and instant or sorcery
play Cheatyface while staring your opponent directly in the eye. when they call you out, hand them a get out of jail free card from Monopoly and insist Cheatyface is now a legal play
play Cheatyface in any sanctioned tournament
cut cheaty face into small pieces and hide bits of it in the sleeves of your other cards. play this card and slide out the bits of Cheatyface, leaving them face up on the table. assemble the bits of Cheatyface
Impossible creatures from beyond the Blind Eterntiies, the Eldrazi are creatures that exist beyond the understandings of the material world. Part of the Zendikar storyline from Wizards of the Coast’s popular Magic the Gathering card game, these creatures are less villains and more forces of nature- the eldrazi broods merely 3D ‘shadows’ of the 3 massive Eldrazi titans. They reduce all landscape to flat, white dust, absorb mana, and erradicate life to nothing beyond a memory. They have an affinity/weakness for ‘Hedrons”, geometric stones covered in rules that tap into laylines of power.