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Etherealness is the true MVP spell, since you can eavesdrop on any conversation from the safety of the Ethereal Plane. Most of your spells serve to relay information, sneak in or out of places, or stop enemies that are chasing you. Through spells like Dream, you can relay information to your Dimir Contact secretly without it being tracible. Similar to the Warlock, you can use Find Familiar to gather information, sitting on a park bench while your familiar stealthily lets you eavesdrop on the plots of your enemies. Illusions can also be effective tools in spreading false information, creating distractions, or being used as traps to keep prying eyes away from your guild’s actions. Guildmaster Lazav is a mindmage, and alters reality around him, something high level illusionists can do. The focus on Charisma also ensures that even if someone suspects you, you’ll have an easy time throwing them off your trail with +17 Deception checks. With Voice of the Chain Master, you can send small creatures such as ravens, spiders, and dogs to lurk right under someone’s nose while they divulge their plans and secrets, none the wiser that you’re spying on them. The mask of many faces can let you easily disappear into a crowd, while Devil’s Sight ensures that you can see through any sort of darkness. You’ll be able to knock out guards in another room before you’ve entered or teleport past security. By signing a pact with an Archfey, your Secret Agent can see through walls, allowing you to cast range of sight spells through walls. Bards from the College of Whispers already do this on their own, posing as bards from other colleges to infiltrate places they would otherwise be unwelcomed.
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More than any other agent, this type needs to excel at playing the social game to pass themselves off as someone else and maintain the long con.
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The Secret Agent infiltrates other guilds to gather information for House Dimir. By controlling the flow of information and spreading lies, rumors, and misinformation, they maintain their power over the people. They’re sustained through learning every secret they can get their hands on.
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Thus ensuring that only Lazav has complete knowledge of all of House Dimir’s undertakings and no captured agent can divulge all of House Dimir’s secrets even if they talk. Most Dimir Agents only know a small handful of other agents, mainly their contacts and those they report to, though not always them either. Agents sometimes go undercover as spies and infiltrate the other guilds and report back to their masters. They rig elections, silence their opponents, and maintain control over those with power and influence to exert their will over the City of Ravnica. House Dimir maintains its control through subterfuge, sabotage, and extortion. House Dimir is a secretive shadow society whose members are unknown and whose numbers are unaccounted for. Unlike other guilds, House Dimir doesn’t broadcast itself among the other guilds, although they’re aware that House Dimir exists. House Dimir is led by Lazav the Multifarious, a shapeshifting illusionist and mind mage. House Dimir cards let you see your opponent’s hand, see the top of your own deck, weaken opposing monsters, force your enemy to discard cards, and killing enemy creatures. Together, Black and Blue focus on controlling the field. Blue cards let you scry the cards on top of your deck, see your opponent’s hand, counter your opponent’s card effects, and freeze enemy cards to make them unusable. Blue favors control, favoring planning and clever gambits over rushed, emotional outbursts. Blue believes in progress and the acquisition of information, believing that innovation and new ideas are better than tradition. Blue is the color of intellect and insight. Black’s ranks are mostly filled with assassins, vampires, zombies, ghosts, and demons. Black’s playstyle is ruthless, with more cards that kill, weaken, and damage enemies. Black doesn’t care what moral lines it crosses in pursuit of its desires, and will step over its own allies to get what it wants. Black is the color of ambition and amoral pragmatism. In Magic the Gathering, every color has associated values and philosophies. All Dimir cards are Black and/or Blue cards. Their headquarters is hidden below the city, in the sewer systems that run below the feet of the citizens. House Dimir rules Ravnica from the shadows.
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