#custom Magic card
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narset-enlightened-member Ā· 10 months ago
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lmigi Ā· 3 months ago
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Oathkeeper and Oblivion [Kingdom Hearts - Party Time]
Artist Credit: Kagachi_118 & Shiyu-artpainting
My friends and I prefer to play Commander using pre-con decks, as that way the less invested of us don't have to contend with those of us that have enough time in our days and motivation to spend crafting bonkers decks.
My personal favorite pre-con is entitled "Party Time", centering around the idea of having a "full party" on your team. As my favorite pre-con, I decided to customize the entire deck by making proxies of each card as a Kingdom Hearts themed deck. I was surprised to have found so many perfect matches for KH characters/ideas and the cards in this deck.
First up, we have the Commander, "Roxas, the Key" as a proxy of "Nalia de'Arnise". Admittedly, this proxy probably had the least association with its base card, but his presence as Nalia will make sense with further posts of these cards.
Second up is "Sora, Chosen by the Keyblade", a proxy of "Jazal Goldmane", which is a very clever reference to Sora's concept art as a sort of lion-boy. His ability to buff all creatures based on how many are attacking with him really exemplifies his "my friends are my power" mantra throughout the games.
Note: you'll notice that for this deck I opted to not use the "Legend Crown" frame around the names of Legendary creatures, this was intentional so as to maintain a cohesive aesthetic between all creatures, legendary and non-legendary alike, as even the non-legendary creatures will be represented with singular KH characters.
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affinityforanime Ā· 6 months ago
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Earth photographed from 6 billion km away by the Voyager 1 spacecraft.
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loreholdlesbian Ā· 22 days ago
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Art by Ringtail
Card transcription
Spiders Georg 3GU Legendary Creature- Human [rare] When Spiders Georg enters and at the beginning of your upkeep, create a 1/2 green Spider creature token with reach. 2, Sacrifice X Spiders :Add or subtract X from a number or number word on target spell or permanent until end of turn. This effect can’t reduce a number below 1 or a number word below one. 2/4 Watermark: Quandrix Border: Silver
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sohkrates Ā· 17 days ago
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Punk Magic
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I like Magic the Gathering. I started playing in high school, as a sort of replacement effect for my love of PokƩmon cards ('cause those were for kids and when you're a teenager there is nothing worse than being perceived as being younger). I was not great at it. I loved the slow, ponderous flyers in blue mana, specifically drakes, which were pretty much always outclassed. I sucked at deckbuilding but it was still a fun thing to do with friends.
Then several years passed and I never touched those cards. Then the commander format became a thing and all my friends were playing and I've pretty much been at it ever since.
But in the last few years while I enjoy Magic I have become, at best, unimpressed by the company that produces it. There's a lot of reasons for this and I'm not here to go into them in detail, but I find myself reaching for cards and game modes that are, frankly, beyond my ability to afford. I think large parts of this game are beyond most fans' financial means. Magic Arena is an absolute joke, limited printing of format staples mean you can't keep up without significant investment, and different booster packs and limited packs like secret lair make this game feel more like a video game full of randomly seeded lootboxes than something printed on cardboard that the company actually controls.
But I said I wasn't gonna get into all that. Instead I want to talk about how I've been enjoying Magic the Gathering recently:
It's a new format I'm calling Punk Magic.
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Punk Magic is all about using up those cards in your collection you are never going to touch. The ones that lay in white cardboard rows and old deck boxes. The ones that you love but never make their way into your commander decks. The cards that are just one more power or toughness away from being playable, from resembling the all-stars that you see across different formats.
Punk Magic is full of single player mini games: betting on mana racing against other punks, competing in junk fights in improvised arenas against booster packs of random cards, and going head-to-head against the Wizards of the Citadel, those vile wealthy mages who rule all the lands around you and charge you bonkers rent for the privilege.
Each mini game awards you coins you can spend on zining spells: taking parts of Magic cards and pasting them onto other cards for powerful spells, as well as unlocking special abilities to augment your chances at success, and even making custom spells that break the Laws of Spellmaking.
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Punk magic is also a multiplayer format. Build a cube you can draft with friends, and let them change, destroy, and add cards so the cube is always evolving. All you need is some scissors and glue, and some markers to let you and all your friends become adept spellmakers.
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Want to play commander too? No worries. Make a deck then zine a spell to represent your commander and play in free for all or head-to-head.
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Worried your zined spells will be too powerful? So too are the Wizards of the Citadel, who stick wanted levels on powerful cards, banishing them to the citadel jail until you decide to free them, or break them down into parts that can live on with other spells.
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My own cube has evolved in many ways through testing. There's the tried and true archetypes like cats, elves, and red/green ramp, but also oddities like lizard/wurm tribal and black deck wins. It's messy and unbalanced and represents my time spent in this hobby and will reflect the tastes and art of my friends and I couldn't be happier with it.
And now the rules are free for everyone to enjoy.
So what kind of magic will you make, punk?
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niuttuc Ā· 3 months ago
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Help me make a Magic card!
It'll take a bit, but let's determine most characteristics with polls!
I could design a four-color card but I don't want to under extra restrictions, the number of elegant four-color designs is already vanishingly small.
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thehappyastronaut Ā· 1 year ago
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I've been making my own custom Magic the Gathering cards for a while now, but I started really getting into it this week and thought I'd post some!
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Sorry for the blurry pictures, I really tried to get nice ones, but I have very shaky hands :_:
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These are in chronological order, and the first three are ones I made earlier in the year, all the ones after are the ones I made this week
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Hope you guys like them! I'll post more as I make them, but this is all I have as of now
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twineswine Ā· 7 days ago
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Custom MTG cards for Monster Hunter: Wilds
I plan to make more of these, but I’ve been toying around with making custom magic cards so I made some for Monster Hunter: Wilds.
These are for the game’s apexes:
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When used as commanders, these monster cards can be paired with a special land called a Realm. Realms follow the following rules:
All realms are non-basic lands.
Realms can be used as commanders.
Realms can only be played if you control basic lands that produce every color of mana the realm can produce.
Only one realm can be played at a time.
Effects that target non-land permanents can target realms.
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Still kind of new to MTG so I’m sure there’s holes lol, but I had a good time with it.
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juliaroseghost Ā· 4 months ago
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This is a commission I made for my cousin! He wanted me to make custom art of a Magic card he had called ā€œKarametra, God of Harvest.ā€ I don’t know anything about Magic but I was told that she was similar to the goddess Demeter so I went with it lolol.šŸ˜…šŸ˜… I made two versions of this piece, but the only difference is one has color dodge and the other doesn’t lmaooo. My cousin is the one that added the boarder to the cards in the last two images and I think it turned out very good! I hope you guys like it to!🧔🧔🧔
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toweringclam Ā· 27 days ago
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I was disappointed but not surprised by the lack of Roegadyn in the Final Fantasy set, so I made a card of my own.
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harmlesschimera Ā· 7 months ago
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Some Custom magic cards i made based of the characters in season 1 of arcane since the show has filled my mind entirely.
(1/2) Undercity cards
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inventors-fair Ā· 6 days ago
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At All (or no) Cost: Free-Spell Winners!
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Our winners this week are @bergdg, @grornt, and @izzet-always-r-versus-u!
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@bergdg — Flourishing Summons
I can see the kind of "summons" cycle that might come with this card, maybe with various caveats, but this one by itself seems like it could be a fine one-off, and those happen from time to time. Getting a big blocker and gaining (usually) 4 life is a reasonable price to pay. As for the "greatest toughness among creatures you control" part, I can see, like, the ability to respond to one of your own spells with it, or the fact that you could just pay the five mana and get a big thing if you're playing this fairly... Yeah, no, that makes a lot of sense. Nobody is playing this for free outside of limited, but the fact that you're able to does make it feel better.
Unless I'm missing something, I'm serious: what decks would be able to play this card? Hm... Actually, now that I'm thinking about it, imagine a Toxic Deluge deck where you pay a huge chunk of life, wipe the board, and then cast this card and respond with another one. Ha! There's a bit of setup, but it can feel really nasty after a wipe. Of course your opponents wouldn't be as willing to commit to the board following the first game, but I can see the spirit. This would still be good in a limited deck where you might have yourself some bad chump-blocks to get below parity before casting this on the swingback, or you just pay the five and make a decently-sized dude. Either way, it's certainly not "broken" and it only warps a game state, so I'm super down for this design.
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@grornt — Moonrise Newborn
Yeah, I'm a bit of an Innistrad sucker, but I'm also a sucker for the absolute grossest thing you can do in the BW Human Sacrifice archetype: this. The immediate first card that came to mind was Doomed Traveler, and following that there was immense relief that this card was powerful but still very much beatable. Of course, an environment would have to be slightly tailored around being able to take care of two-toughness creatures outside of black, and/or flying nonsense, but hey, that's why you gotta play removal in its various forms. A potential turn-one 2/2 flier is ridiculously good. Stranger things have happened and under much easier circumstances. And beyond that, there's no combo nonsense you can do with this card—it's down, and that's it.
I think I'd also like to take a moment for two comments. One, in general, I was impressed by the uncommon designs that came in this week and the slightly more power-tuned versions of the various precedent-setting cards that MTG's given us through the years. Two, I'm happy to note that the top-down and bottom-up variants I saw this week were committed to what they wanted to do and did it quite well. This one in particular is pretty gnarly, and it's not the only one with a quite specific set of characteristics that I'll be talking about later when we get there (surprisetool.png). "Something new" being framed as an inversion of human life right there is a great way to take something vague there and really dial up the creep factor. I like specificity, but you managed to make that vagueness really impressive.
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@izzet-always-r-versus-u — Dragon Force
On the inverse side, this card is bottom-up for sure. Exiling a Dragon card feels like something that's either wholly set-specific or MHX-y to the extreme. Or maybe more something in the Baldur's Gate kind of oops-all-dragons type of set, but that doesn't matter because either way one can imagine the environment in which this would be played. The wording of Fatal Push has really helped folks with the "if" aspects of wording, which I wholly appreciate, and then you've got the choices presented here that make this card just...so damn good. Exiling a Dragon is a big cost, though, and that's why I feel that this is a constructed pet card and/or a limited top end more than it is competitively viable. Which, of course, doesn't make it not strong, but a potential turn-one 3/3 haster is. At a cost, of course.
The dream would be to have a dual land on the play and counter a turn-two spell on your opponent's part while making your blocker. And the cost? One of the top-end cards of your deck. I can see the potential for really awful moments where you're just getting rid of a massive dragon turn one and swinging in with a flier, and that's a six-turn clock on the play guaranteed if you do literally nothing else. And that's not insubstantial! But the resource involvement takes that card out of your hand, and you're down a top end if they have any interaction. I'm going to be running through the motions forever if I keep talking... The takeaway that I haven't been getting to is: I'm a little worried about the dragon creation in an oops-all-burn throwaway kind of deck that only uses Dragons to pitch, but the general design of a freecast spell with entwine is a brilliant piece of work that really impressed me with this prompt. Woot.
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Runners coming at the end step... @abelzumi
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lmigi Ā· 3 months ago
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This Land Is Your Land [Zelda Proxy Project]
Artist Credit: Stephanie Louie
Support Stephanie further here: Stephanie's Shop
Some more lands for my wife's all-proxy Zelda-themed commander deck! I just couldn't get enough of Stephanie Louie's wonderful postcard-style landscape art and just had to make more lands with them! Enjoy!
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affinityforanime Ā· 2 years ago
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Happy Thanksgiving! 🦃 Once you thaw out that turkey, do you prefer roast or deep fry? šŸ— And then pumpkin pie for dessert!
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loreholdlesbian Ā· 4 months ago
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Aetherdrift Play Booster Challenge
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I always like to make a custom booster pack of cards to accompany a set release. (Once we start getting more UniBey sets this might change; I didn't do one for LotR cause I'm not overly familiar with it and that's gonna be happening more and more.) This is styled after a contest from GDS3 and in that vein, I try to make cards that not only would feel appropriate as part of the set, but also that are pushing in new directions.
Art Links
Caravan Leader's art by Stephan S. Gibson
Naktamun's Reconstruction's art by majrat
Thoptergraft's art by SƩbastien Levieux
Reluctant Racer's art by Jose Ferrer
Spin Your Wheels's art by kwee85
Ranger's Foreunner's art by Cranash64
Vizier of Bindings's art by Sephiroth-Art
Guidelight Compassbot's art by Elliott Chatham
Ride Again's art by azazel1944
Goblin Gizmonaut's art by Scorbutman
Accumulated Swarm's art by anastasia
Cloudspire Elite's art by Javier Alcalde
All-Terrain Bike's art by Ash Pierce
Rares
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Card transcription
Caravan Leader 2WW Creature- Llama Mount Vigilance Other Mounts and Vehicles you control have vigilance. Whenever this creature attacks while saddled for the first time each turn, take an additional combat step after this one. Saddle 4 4/4
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I wanted a good reward for Mounts and Vehicles and I thought an extra combat felt like one that would play well. Normally that would be red, but a strong reward like this would definitely rather be in GW in this set, and white can get extra combats so this felt like a good opportunity to explore it. I did vigilance granting to make it feel more white, not just something red can do.
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Card transcription
Naktamun's Reconstruction 3WW Enchantment Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) You may cast artifact and creature spells from your graveyard if their mana value is less than or equal to your speed. If you cast a spell this way, that permanent enters with a finality counter on it.
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This was the last card I made for the set and it was largely a "free slot". I'd covered most things I wanted to in the booster- I had a good spread of colors, I'd hit the major mechanics, I even had a representative of each team. The only real constraint is that I didn't want the design to be a creature or make tokens, cause the pack is pretty creature-slot heavy. I considered making a Muraganda-themed card, but I was having trouble coming up with a good Muraganda-themed noncreature design, especially when none of the mechanics really fit- Start your engines didn't really make sense, and I had a good deal of cycling and exhaust cards in the pack already. So I just came up with a general design I like.
Uncommons
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Card transcription
Thoptergraft 3U Enchantment- Aura Enchant artifact or creature When this Aura enters, draw a card. Enchanted permanent is an artifact creature, gets +2/+2, and has flying.
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This is a weird little modal card that I think does a good job of tying together set themes. I wanted to do an artifact animation card that worked well with Vehicles, since the whole set has a vehicles theme and blue in specific had an artifact theme. I considered more direct wording that animated, and also set a power and toughness unless the card was a vehicle, but I didn't like it as much. This version was more fitting in giving a better reward to Vehicles, and also more novel. I also settled on letting it enchant normal creatures as well to make it less of a narrow card, partially because I already had cycling on a good few cards that needed it more, but also I just thought it would play well. The ability to turn your normal creatures into artifact creatures isn't nothing in this set though; it's a bump for all your artifacts-matter cards in blue.
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Card transcription
Reluctant Racer 1B Creature- Human Survivor Survival - At the beginning of your second main phase, if this creature is tapped, create a tapped 1/1 colorless Toy artifact creature token. 2/2 "We all do what we must to make it to tomorrow"
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I'm honestly really disappointed that we didn't get a new survival card in the set. With a duskmourn team, having a mechanic from duskmourn worm its way into the set feels flavorful and survival is the obvious choice with its crew/saddle synergy. That basic concept was in the pack from the start, I just needed to figure out what it should do. Since the duskmourn team was in UB and had an artifact theme, it made sense to tie the card into that somehow. But just making it an artifact creature didn't really make sense; there's not a good flavor for an artifact survivor. So I settled on making artifact tokens instead, and Toy or Scarecrow was the most flavorful option. Toy felt better for the 1/1 token I wanted, so I went with that.
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Card transcription
Spin Your Wheels 1R Enchantment When this enchantment enters, draw a card. Each card in your hand has cycling 1. (1, Discard that card: Draw a card.) At the beginning of the end step, sacrifice this enchantment.
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I'm really, really proud of this name. There's the most obvious level, that "spin your wheels" is associated with cars so it's a reasonable name for a card in this set. On top of that, there's the fact that "discard your hand then draw that many cards" effects are called "wheels" in mtg slang, and this card is a play on that. But then finally, this style of gameplay, where you're drawing a bunch of cards and doing a lot of things but not necessarily adding anything to the board, is often called "spinning your wheels" in mtg slang because you're doing a lot but not necessarily going anywhere. It just all game together well. As for the actual card, I think it'd be a hell of a lot of fun to play. It helps you sculpt your hand, but has a very frantic, impulsive feel to it with only being around for a single turn that feels very red. It also plays really really great with the discard payoffs in this set; cycling through several cards while you have Maurading Mako out is gonna feel good. Giving everything cycling 1 is definitely a very powerful effect, but I think the one-turn limit does a lot to keep it in check.
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Card transcription
Ranger's Forerunner 2G Creature- Elf Ranger Whenever a creature you control attacks, if you've activated an exhaust ability of that creature, put a +1/+1 counter on it. Exhaust- 3G: Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.) 3/3 "Sometimes all that's holding you back is not knowing it was possible."
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Exhaust is a cool new tool in the toolbox and I wanted to play around with it. One neat thing is that, since exhaust is already asking you to remember whether you've exhausted it, it's not really asking any more of you to make cards that key off of whether a card's been exhausted. Putting +1/+1 counters on them feels like an appropriate reward, since many exhaust cards are using a +1/+1 counter as a memory tool to help you remember whether you activated the ability. And just like how it's not really asking anything extra of you to check if you've activated an exhaust ability of a creature, you can start putting counters on creatures willy nilly once they're already exhausted since you don't have to worry about memory issues. I also just think that this card in a vacuum plays neat; you have to pay the mana to get the exhaust going, but once you do it continues growing from there.
Commons
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Card transcription
Vizier of Bindings 2W Creature- Zombie Cat Cleric Whenever this creature becomes tapped during your turn, you may put a stun counter on it. When you do, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter on it would become untapped, remove a stun counter from it instead.) 3/1
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I wanted to make a fun stun counter card to play around with the tapping shenanigans that happens in the Vehicles and Mounts set, and it came out exactly like I hoped. It can attack, but its low toughness makes that a risky prospect, so you really want to play this with vehicles and mounts. And it's just using stun counters in I think an interesting way, as an optional cost for an effect. I made it amonkhet flavored because it feels so similar to the exert mechanic.
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Card transcription
Guidelight Compassbot 3U Artifact Creature- Robot Scout When this creature enters, search your library for a card named Guidelight Compassbot, reveal it, put it into your hand, then shuffle. Cycling 2 (2, Discard this card: Draw a card.) 3/3
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While the specifics of the card changed- the cmc, the color, the power/toughness, etc- I'd had the idea for a creature that tutors up another version of itself on ETB and has cycling for a while before Aetherdrift even came out. So as soon as I found out cycling was in the set, I put a version of this card in the booster. I just think it's a very fun combination of abilities that makes cycling not just tacked on but integrated into the design. Every time you tutor up a version of the card, you're presented with the cycling choice again.
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Card transcription
Ride Again 1B Instant Choose one or both- * Return target creature card from your graveyard to your hand. * Return target Mount or Vehicle card from your graveyard to your hand.
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This one's pretty simple, a disentomb that plays into the set theme. I originally just had it be "return target creature or vehicle", but I decided it would be cool to allow you to do one of each, so I threw Mount in as an option with vehicle as well. So mounts get the bonus where you can potentially get two back. I intend this card to be endrider flavored, but the art I found looks a bit more duskmourn admittedly.
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Card transcription
Goblin Gizmonaut R Creature- Goblin Artificer Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Exhaust — 4R: Put a number of +1/+1 counters on this creature equal to your speed. (Activate each exhaust ability only once.)
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This card uses exhaust in a fun way- it presents you with the option to get counters now, or to wait and get even more counters later. That potential for more makes you really feel the "only once" restriction. And of course, it's a good enabler for the speed mechanic as well. This is the card I'm most torn about rarity wise; while I don't think it's doing anything a common necessarily couldn't, it still has a pretty uncommon feel to it overall.
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Card transcription
Accumulated Swarm 2G Sorcery Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is 1 plus the number of cards named Accumulated Swarm in your graveyard. Cycling G (G, Discard this card: Draw a card.)
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I intend this card as part of a cycle of spells that all have an effect scaling based on the number of them in your graveyard and that have cycling. This cycle, like compassbot, had versions that existed well before Aetherdrift, though the individual card effects got tailored a bit more to the set. I just think the interplay between cycling and wanting these cards in your graveyard uses cycling in a really interesting way. It's costed to be rather weak without any in your graveyard, so that you're more likely to cycle the first one or two.
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Card transcription
Cloudspire Elite 2R/W Creature- Human Pilot When this creature enters, choose one— * Create a 1/1 colorless Pilot creature token with ā€œThis creature saddles Mounts and crews Vehicles as though its power were 2 greater.ā€ * Create a 3/2 colorless Vehicle artifact token with crew 1. (Tap any number of creatures you control with total power 1 or greater: That Vehicle becomes an artifact creature until end of turn.) 1/2
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Just in general, I think a lot of sets could benefit from a hybrid cycle at common. It's a useful tool for increasing the as-fan of a given color, and on top of that plays a similar role to the signpost uncommon in telling you what you can expect from that color pair in this set but in a way appropriate for common. Like this one tells you pretty clearly that RW is into vehicles without actually needing to be in a vehicles deck. You could happily play this in just about any red or white deck in the format, though some want this more than others. As for the specific card rather than the cycle, I just think a card that lets you choose between a pilot and a vehicle makes for a great card in a vehicle focused set. It lets you get a Vehicle if you're only drawing your payoffs but not any Vehicles, but if you're drawing too many Vehicles and not enough creatures to crew them, it can give you two. I also think the Vehicle token in the set was underutilized so this is an attempt to rectify that.
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Card transcription
All-Terrain Bike 2 Artifact- Vehicle Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.) Cycling 2 (2, Discard this card: Draw a card.) When you cycle this card, you may search your library for a basic land card. If you do, reveal it, shuffle, and put that card on top. (Do this before you draw.) 3/4
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I thought a cycler that let you choose between normal cycling and basic land cycling would be interesting, and from there the card kind of built itself. I knew I wanted it to be colorless, and probably a noncreature cause I had a lot of creatures in the set, but despite them being a major theme I didn't have a ton in the way of vehicles, so making it one felt like an obvious choice. Especially since vehicles do well with having cycling, so if you draw a vehicle without a good pilot for it, you can cycle it away.
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marshall-miller Ā· 5 months ago
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aesi? more like aye, see this cool art i made? .......... anyway, i think this one is really cool! I don't very often do a lineless style but i think it works well here and i like the colors, drawing all those scales broke my hand tho :')
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