#token artifact creature
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knickknackgalore · 2 months ago
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Robot T 0016 Magic: The Gathering Card from the Universes Beyond: Fallout series
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dravidious · 1 year ago
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You're more amazing than rules
Working on Modified Set 2.0! I've made some commons today and the ally-color archetypes are:
Auras
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Modified
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Equipment
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Supplies
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And Enchantments
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A lot of these probably really need the context of the enemy-color archetypes to make sense, but this post is already long. One little hint: Red also gets Resonance creatures, but Differently.
#custom cards#i'd put all the cards under a read more but that ruins the image formatting and makes them all huge#resonance originally wasn't an ability word but then i remembered a piece of mtg design wisdom:#if you're writing the same thing on several cards then just keyword it#anyway i'm kinda worried that this set isn't very unique#like the equipment theme is just a basic equipment theme with nothing to set it apart#same with the auras#Resonance helps the enchantment theme stand out a little but it's pretty basic too#oh well probably best to keep things simple#i'm One Person designing a whole magic set solo. making it complicated would be an unnecessary hurdle#in the original modified set i felt like i had to make unique mechanics for the equipments and auras#and for THAT set i probably did because it had like 3 themes. 4 if you count mentor and support as separate and 5 if you count modified#that is Not Enough to fill a set#but now i've broadened the design space a bunch so i'm fine#also thinking about adding Bestow to help get more auras in#supply tokens make for lots of artifacts and +1/+1 counters and auras really need the help#it would be the 5th mechanic in the set (kinda) so that would probably max out my mechanic budget#but i think auras really do need the help#thought about adding Escape but just for auras but that would just make them into equipment#bestow is a very Aura way to make more interesting and better auras and i've already got enchantment creatures so why not#ka asks
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mnemonicpneumaticknife · 2 years ago
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A possible counter to this is even funnier. It's based on the opponent's number of artifacts and enchantments which requires the opponent to have at least 3 total or there won't be enough mana for infinite treasure tokens.
Which means if the opponent has a way to destroy, sacrifice, or otherwise remove enchantments, enchanted creatures, and artifacts they can prevent it.
Like...
"Oh, I'm afraid you can't exploit the barrier between life and death for unlimited power because I threw all~ my stuff
in the garbage!"
The planeswalker says this as they stuff some poor goblin they enchanted into Urza's Trash Can, then activates the Curbside Pickup ability and uses the mana to cast Tax Fraud, which exiles all their artifacts while creating a 0/1 Green Haystack creature token for each artifact exiled in this way.
infinite combos in the context of the flavor of mtg are so funny to me. like imagine you’re dueling a wizard and they whip out a ghost in a boat and a pirate goblin and the ghost ferries the goblin over a river a billion times and that creates massive amounts of wealth which the wizard uses to hurl a fireball at your face, turning you into a pile of ash.
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markrosewater · 5 months ago
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Maro’s Aetherdrift Teaser
Before previews for Aetherdrift officially begin, I thought it would be fun to do another of my Duelist-style teasers where I give tiny hints of things to come. Note that I’m only giving you partial information. 
First up, here are some things you can expect: 
• 13/13 Vehicle with Crew 2 that costs one mana to cast
• Mechanic called Start your engines!
• Three planeswalker native to one of the worlds visited, and one non-native, gets a desparked legendary creature version
• Cycle of vanilla legendary creatures
• Cat and Dog Mounts
• An old God returns and new Gods are introduced
• New Lotus
• Cycle of multicolored Gearhulks
• Numerous mechanics from the worlds visited get cameos
• New Vehicle artifact token
Next, here are some rules text that will be showing up on cards:  
• “This creature saddles Mounts and crews Vehicles using its toughness rather than its power.”
• “Whenever you draw a card, each opponent mills two cards.”
• “Other Dinosaurs you control get +1/+1.”
• “Whenever a player casts a spell they don’t own,”
• “{T}: Add {R} for each Goblin you control.”
• “During turns other than yours, this Vehicle is an artifact creature.”
• “Whenever you activate an exhaust ability, draw a card.”
• “Put any number of permanent cards from your hand onto the battlefield.”
• “Whenever you attack, if a Pirate and a Vehicle attacked this combat,”
• “Creatures you control have base power and toughness 6/6 and are Oozes in addition to their other types.”
 Here are some creature type lines from the set: 
• Creature – Seal Pirate
• Creature – Lizard Berserker
• Creature – Insect Archer
• Creature – Kor Pilot
• Artifact Creature – Robot Turtle
• Creature – Ape Druid
• Creature – Zombie Cat Knight
• Creature – Vedalken Ranger
• Creature – Dinosaur Dragon Mount
• Legendary Creature – Aetherborn Rogue
 Finally, here are some names in the set: 
• Adrenaline Jockey
• Flood the Engine
• Gas Guzzler
• Maximum Overdrive
• Pedal to the Metal
• Road Rage
• Roadside Assistance
• The Speed Demon
• Spin Out
• Syphon Fuel
 Tune into Aetherdrift’s debut at 9:00 am on Tuesday, January 21 on twitch.tv/magic.
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nemisuki · 4 months ago
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𐔌 ✧.* ᴊᴜꜱᴛ ꜱᴡɪᴍ .ᐟ ֹ ₊ ꒱
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ꜱʏɴᴏᴘꜱɪꜱ || He didn't realize that saving a mermaid would led to him falling for the clingy companion. 
᧔o᧓ || katsuki bakugo x f!reader, she/her pronouns, pure fluff, no smut or angst, oneshot, fantasy au, mermaid reader, pirate bkg, first kisses, soft bkg, he’s just a lil guy, 963 word count
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Majority of pirates travel across the oceans in search of treasures – whether it be gold or artifacts, just about any valuable that's considered rare is hunted out – this includes one of the most searched for species in the land : mermaids.
The chances of coming across such an endangered species was almost little to none.
Though other varieties of fascinating groups existed – such as unicorns, dragons and griffins – the one that specifically has pirates in a loop is the aquatic creature.
Having an upper torso with the same structure as a human yet lower body as a fish, has the sailors enchanted by the similar anatomy that makes up the alluring beauties of the oceans.
However, this blonde seemed to have problems of his own with their kind.
After pulling up his net from the ship, in hopes to catch a sufficient amount of fish for his crew – the bag feeling extra heavy, giving him false hope – he stared bewildered as the girl clung to the straw lace, staring at him with an fearful expression.
He often heard rumors that this specific ocean had such mythical beings underneath the currents, yet he never sailed in this direction to purposefully capture one, simply passing through.
It's not like him to have interest in such beings – yet he only found himself looking in awe – it shouldn't be possible, but she's there before him as if a living token that this wasn't a dream.
Though he knew what had to be done, his eyes met hers one last time before cutting the net, releasing her back into the ocean much to her surprise.
She swims around before poking her head out, looking at him with curiosity as he stares back, shooing her away with his hands.
The way he stares at her with a lack of greed or even excitement, has her eyeing at him with awe.
Which explains their current situation.
After tying up his ship to a dock, he takes a seat on the sandy floor of the beach, waiting for a specific someone as he looks around the coastline.
"Bakugo!"
His heart quickens as he spots the familiar figure emerge from the water, glistening smooth skin and a multicolored tail dragging along the sand as she crawls over.
She smiles brightly while sitting beside him, leaning onto him for support due to the heavy weight of her tail – the familiar action having him involuntary blush at the feeling – her gaze looking into his own.
Not a single emotion of fear in her eyes like months ago.
"Hmph, yeah who else?"
He shoves the sweet treat he bought earlier in her hands, her eyes lighting up with joy as she looks down at the unfamiliar snack.
The boy sighs.
"It's called ice cream."
"Ah the frozen flavored water I heard about!"
She eagerly takes a bite, wincing as the cold texture hits her tongue, goosebumps covering her skin in response.
The sight has him stifling a laugh, tilting his head as he watches her intently, his gaze roaming across her features – an action he recently caught himself doing a little too much lately – unaware of how he admires her so openly.
"It's cold but really tasty! Did you not get some?"
A small pout forms on her face as she sees him empty handed, looking at him with disappointment.
He shakes his head no, waving off her concerns.
"I hate sweet stuff-"
"try some of mine!"
Their gazes meet and it's as if time paused for a moment, the sunset behind them only adding to the intimate ambiance of the beach, yet her smile is the only thing he's focusing on.
He slowly reaches out, wiping some ice cream residue from the corner of her lips, the touch being gentle yet only yearning for more.
"w-wont you have some....?"
Her stuttering words and wavering eye contact only fuel his drive, wanting to break this barrier between them – a mermaid and pirate, usually enemies of the sea – though now, he only sees that as a mere idea of the past.
Because what he felt for her was anything else than hate.
The blonde slowly leans forward, staying a breath away from her lips to test the waters, which has her instinctively parting them open.
Taking the green light, their eyes flutter close as the distance between them is no more, lips moving together in unison as they exchange this heat that's been building up between them for months now.
It's gentle and slow, an unfamiliar experience that has them parting away a few seconds later, both breathing heavily despite the soft action.
Leaving them both with their hearts hammering in their chest as they shyly look at each other.
"....it's too sweet."
He mumbles, averting his eyes as the blush from his cheeks spreads to the tips of his ears.
"But I like it.... or whatever."
The grip on her ice cream cone tightens as she tries to take another bite, and despite the good flavor, it's not the same anymore.
Seemingly forgotten in the midst of their kiss.
"....i think something else tastes better.."
Her words are nothing higher than a whisper but grasps his attention, his eyes widening for a moment but then softening.
Without looking back at her, he places a hand on her head, gently patting it with soft strokes, a small smile breaking out on his face when he notices her wagging tail.
"yeah... guess that's my exception."
They sit beside each other in a calm silence, looking out into the deep blue ocean – the place that brought them together all that time ago – maybe now they can explore the waves of fate, as something more than a mermaid and pirate.
Exploring the tide of destiny with an ice cream in hand.
✦ ⎯⎯⋆ ˚。⋆ ୨ masterlist || taglist || intro || socials ୧⋆ ˚。⋆⎯⎯ ✦
a/n ||| oh how much i love me anything fantasy... most of you liked my other fantasy fic so i wrote this one but about mermaids hehe... thinking about writing more magical stories in the future for sure! tags ||| @leleyro @zaiban2989 @qyuin ໒꒰ྀི ´๑  ̫๑`  ꒱ྀིა
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waokevale · 6 months ago
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Some Dwarf headcanons, since they're extremely underrated and deserve more love. (And lore)
I imagine them to be humanoid, but at the same time, very creature-like. Don't get me wrong, I love the idea of them just being like Marvin from Looney tunes and straight up having a pitch black face, but I wanted to play with something different. :>
They have thin fur but it does very little to protect them from the cold.
They have night vision and are nocturnal.
They can see very well in warm light, but struggle seeing shades of green.
They regularly visit floor 100 to keep up their ancestors' tradition of Lava eel fishing.
Speaking of lava eels, I'd like to imagine they eat them whole, like that one quote from the Canon-Friendly Dialogue Expansion mod.
They can survive in insanely hot temperatures and are relatively unharmed by lava, but they struggle a lot during Winter.
They are ectothermic or 'cold-blooded', their internal body temperature is similar to that of a reptile, hence why they're especially uncomfortable with cold temperatures.
Winter is actually when their kleptomania is at its highest peak. Due to the scarceness of supplies and foregables and their need to eat a lot more to keep up their body warmth.
They sleep very little and can't hibernate, so instead they have to rely on eating a lot more food than usual, since they burn energy insanely quickly.
Unlike shadow people, they become independent from their guardian a lot quicker. They mature quicker too, but they live significantly shorter. (Still about 20 times longer than a human though.)
They used to keep many stonefish pets throughout centuries, but gave up on raising them after the 53rd one died. (Yeah those don't exactly live very long...)
They were created in a laboratory, which soon thereafter came to ruin. – They don't remember anything of this time and don't know the whole story of their origins.
They're one of the youngest living members of their species.
They of course consume minerals on regular basis; those are very rich in elements which Smoluanu require to survive.
To be able to easily break open said minerals, their teeth are extremely sharp. Almost as hard as diamonds, although they don't use them very often and would rather grind them up with tools.
Their bone structure is at least 5 times harder than that of a human, except for their skull, which is their only true weak point. Hence why they only need to wear protection for their heads.
They have rat-like paw-pads on both their hands and feet to protect them from rough terrain, though they chose to wear clothes over them.
Part of the reason why Smoluanu wear clothes and helmets is to disguise themselves from their enemy. No shadow fiend has ever seen a Smoluanu without their disguise, or so they say...
If it were to come to that a Smoluanu has been spotted without their helm by a void spirit, they would immediately have to kill them. If it was a group of brutes however and they were cornered, they'd be forced to blow both themself and their enemies up.
Dwarf has been collecting the helms of their fallen brothers and sires and keeping them on a shelf as mementos and as a sign of respect for them. They sometimes bring tokens, which remind them of the fallen person and place them inside their helm.
They hope that one day, they'll be able to recover the lost secrets of their ancestors' technology. That's why they appreciate when the Farmer gives them artifacts. It makes them feel closer to their ancestors' history and adds another puzzle piece to their theory about them.
For now though, they like to tinker and make small gadgets, usually nothing as ambitious as Maru, but they sure are trying. ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯
That's all I have for now. 👍
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bayesic-bitch · 10 months ago
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Okay I need help here. Suppose you set up an infinite turns loop with this card in play. What is the most difficult math problem you can set up, such that the game ends if and only if you can prove a certain theorem about the primes is true?
You can set up a boardstate where having infinite damage depends on there being infinitely many primes: (any infinite turn loop + solemnity + impact tremors + replication techinique + any artifact land + elixir of immortality). Basically take infinite turns, keep drawing elixir of immortality and replication technique, use replication technique to copy the artifact land, use elixir to reshuffle. You get infinite lands, and you get a token each time, but solemnity ensures it dies after triggering impact tremors and dealing 1 damage. Thus infinite damage is dealt iff if you create infinitely many creatures, which happens iff there are infinitely many primes.
Can we get one where a loop being infinite depends on the Reimann conjecture being true?
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ironclark · 3 months ago
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Image Comics Keyblades!
FINADDICT-
A Keyblade modeled after the fantastical fin of Dragon from Image Comics' Savage Dragon! This Keyblade is designed to have increase damage with combos! The hilt of the blade is formed with two of Dragon's fins, but using the coloration of Malcom Dragon. The center of the hilt has the star emblem from when Dragon was a member of SOS. The Teeth of the blade is an axe-like version of Dragon's fin. The token is a police badge. 
The world logo is taking the classic Savage Dragon Logo. The name comes from the fan collum at the end of the books. 
KING OF HELL-
A Keyblade modeled after the dangerous Spawn from Image Comic's Spawn! This Keyblade is designed to have stronger darkness powers! The hild guard is formed from Spawn's iconic cloak while the shaft of the blade comes from the various swords that Spawn has wielded. The teeth is half of Spawn's symbol, with the token being the full symbol.
The world logo comes from the Dead Zones that supernatural creatures can enter from. The Name comes from the fact that Spawn, for a time, owned the title of King of Hell. 
GLOBAL GUARDIAN-
A Keyblade modeled after the strength of Image Comic's Invincible! This Keyblade is designed to have more aerial combos. The blade is designed after different versions of Mark's costume, with a hidden Omni-Man symbol on the hilt. The shaft of the blade is that of the Invincible symbol, with the Virtriumite emblem at the top as well as the token.
The world logo comes from the fact that Invincible takes place in Chicago. The name comes from the fact that Invincible takes the role of a Global Guardian after the Global Guardians went splat. 
TRUTH IN EXISTANCE-
A keyblade modeld after the fantastic powers of Image Comic's Radiant Black! This Keyblade is designed to have increase Gravity magic! The teeth and the hilt of the blade is designed after the energy that Radiant Black is able to produce. The crossguard is Radiant Black's Radiant, which also serves as the token. The shaft of the blade is of the Robot living inside of Radiant Black, and the keychain is of the other radiants.
The World logo comes from where Radiant Black takes place. The name comes from the journey that Radiant Black took to get his friend back.
BORN IN DARKNESS-
A Keyblade modeled after the dark armor of Jackie Estacado from Top Cow's The Darkness! This Keyblade is designed to increase the spawn rate of Heartless! THe entire blade is designed after the armor that Jackie is able to producde and cover his body. The toten of the blade is one of the heads of the Darklings that Jackie can spawn.
The world logo is the skyline of New York, but referencing the dark world that Jackie exists in. The name comes from the fact that the Darkness is passed along genetically. 
WITH HUNTER-
A Keyblade modeled after the legendary artifact from Top Cow's Witchblade! This Keyblade is designed to ensare and stun the targets! The entire armor is designed after the armor that Sara is able to produce from the Witchblade gauntlet. The token is the gems that appear on the Witchblade, specifically when in bracelet form.
The world logo is the skyline of New York, but referencing the corruption that Sara deals with. The name comes from the first volume of Witchblade comic. 
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djgamek1ng · 1 month ago
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Magic The Gathering x Final Fantasy - Spoiler Season Part 13 (12/05/2025 - Limit Break Pt. 1)
Now we're moving to the Final Fantasy 7 pre-constructed deck, Limit Break! Let's start with... oh my f**king god, it's another Cid card! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
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2 mana for a 2/2 is completely on rate, good job. His abilities are:
Equipment and Vehicle spells you cast 1 mana less to cast. Neat, slightly cheaper Equipment and Vehicles. This might make him an auto include for Equipment and/or Vehicles decks.
During your turn, Cid has flying. Since he's a Dragoon. Yeah, this checks out.
For 2 mana and tapping Cid: Return target Equipment or Vehicle card from your graveyard to your hand. So Cid has Equipment and Vehicle recursion. Yeah, with the first ability, this definitely makes him an auto include for an Equipment or Vehicle deck.
That last line basically sums up my opinion on this card. This is an auto include for any Equipment or Vehicle decks that have White in their color identity. I wouldn't run him as your commander self, since while he's certainly not bad, he also doesn't particularly do anything himself aside from making Equipment and Vehicles cheaper, which is fine, but not buffing himself or making the board state particularly scarier. If anything, he's a ramp piece for Equipment and Vehicle decks. Not bad to have in the command zone, but you can also have something more actively threatening.
Now for the art. Credit to Billy Christian. Link to his ArtStation. Billy can't miss, it is actually impossible. Cid looks fantastic, the Tiny Bronco in the background is great. Good color choices as well. It's fantastic, this is great!
Now we move on to Elena, Turk Recruit!
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3 mana for a 1/4 is slightly behind rate, but it is manageable, since it is only one point of power or toughness. Her abilities are:
When Elena enters, return target non-Assassin historic card from your graveyard to your hand. Okay, the non-Assassin qualifier is very interesting and also mostly useless? If you are running her in the 99 of a deck, fair enough, but still. Also, historic cards are Artifact cards, legendary cards and Saga cards. So she has some minor historic recursion. Neat.
Whenever you cast a historic spell, put a +1/+1 counter on Elena. She gets bigger with every historic spell you cast. You'd ideally get her out as soon as possible so you can fully benefit from this. Also, be sure to run protection pieces for her if you want to be swinging with her. Equipment go great with her, since those are historic cards and can further augment her.
Hmmm... I'm not blown away by her, but she will be a perfectly viable historic commander. She will be punching hard if a few historic spells enter while she is on the board, plus the fact that she guarantees to bring one back. Could be an Artifact or Saga that has sacrificed itself so you can get those benefits again. She also works perfectly well in the 99 of a historic deck.
Now for the art. Credit to Magali Villeneuve. Link to her BlueSky. Magali back with a banger. I love how cozy the building behind her looks, while Elena self looks incredible. Not overly threatening, but definitely ready for a fight. Love love love this art!
Now we go to Heidegger, Shinra Executive!
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4 mana for a 3/3 is below rate. Not hugely so, but it can be noticeable. His abilities are:
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is the number of Soldiers you control. Ah, this is "Soldiers typal: the card," isn't it? Alright, pretty decent buff for 1 target creature. Kind of weird, since Soldiers are generally more token based, but this makes one very beefy creature.
At the beginning of your end step, create a number of 1/1 white Soldier creature tokens equal to the number of opponents who control more creatures than you. H... huh. This is a way to generate tokens when you are behind on creatures. That's... neat, but like I just said, Soldier typal usually have some sort token generation already, so you will rarely get benefit from this. It's not bad though if you are put behind, but only 3 tokens every turn is also not fantastic.
Put this in the 99 of a Soldier typal deck. As your commander, while he does have turn 1 value, only half of his card is consistent. The other half is very much not consistent, which is what prevents me from saying you should run him as your commander. It can be used to build up your board state again after a board wipe, but... it is not super fast. Oh well.
Now for the art. Credit goes to Dancaio. Link to their Twitter. What a big goofy grin! I'm sure he's a good guy :) Honestly, this is fantastic. I really like how you can see all the troops behind him, really goes to show that he is a higher up at Shinra. Very very nice!
Now we go to Helitrooper!
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2 mana for a 1/2 is slightly below rate, but with flying to compensate, you won't notice it too much. Its abilities are:
Whenever this creature attacks, another target attacking creature gains flying until end of turn. That's decent if you have no other ways to give flying to other creatures, otherwise this is just alright. Especially in flyers typal, this is worthless, but to be fair, you don't want to be running this with flyers typal, because...
Equip abilities you activate that target this creature cost 2 mana less to activate. You want to be equipping this guy. Maybe not with everything, but at least a little bit of equipment on them would do them some good. That also makes it so you are generally running less flying creatures, so his first ability is more relevant.
Not a bad little creature. I don't think this will see too much play, since there are a bunch of ways to give your creatures evasion with equipment, but I suppose this isn't too bad to have as a way to support a heavily equipped creature.
Now for the art. Credit goes to Haikei. Link to their Twitter. That sure is a helitrooper. That's really all I got to say. Looks good tho.
Let's go to Cloud's Limit Break!
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Oh hey, a new Tiered spell! Instant speed, so that's already nice.
For 2 mana, you destroy target tapped creature. That's pretty on rate and keep in mind that aside from a creature with Vigilance, you can destroy an attacking creature with this, since it is tapped right when it attacks.
For 3 mana, you destroy ant number of target tapped creatures with different controllers. So 3 mana for 3 potential destroyed creatures. Very nice, that's actually very on rate. They do need to be tapped, but it works.
For 6 mana, you destroy all tapped creatures. Keep in mind that this does include your own creatures, so try to do this whenever your creatures aren't tapped, especially if you have mana dorks running around.
This is just a flexible removal spell. You can basically run this in any deck ever that has White in its color identity. Very adaptable, so that's great. Good spell.
Now for the art. Credit to Billy Christian. Link to his ArtStation. My man doesn't miss! The face looks a bit wonky on the main Cloud, but that's also the angle. Having the after images of Cloud, who is probably in the middle of Omnislash, is fantastic. I love this art!
Now we get to the first of three Foretell cards in this deck, Ultimate Magic: Holy!
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3 mana to have all your permanents gain indestructible until end of turn at instant speed, which is pretty solid. For 2 mana, you can foretell this card for 2 mana, at which point it is in exile. Then, for 3 more mana, you can flip it up at a later turn, at which point you also prevent all damage that would be dealt to you this turn. That's pretty solid, a mini Teferri's Protection, though it doesn't make all your permanents untouchable. Still solid, but it is a bit rough to try and get this going for the full effect. However, keep in mind that the play from exile doesn't care about it specifically being from the foretell, any play from exile works. If you can get that going, that could make this way better.
Now for the art. Credit to Ashley Mackenzie. Link to their BlueSky. This sure is the lifestream working back against Meteor and casting holy. I have not much to say, it just looks good.
Now we go to the last mono White spell, SOLDIER Military Program.
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3 mana for an enchantment that gives you one of two effects at the start of combat on your turn, though if you control a commander, you may choose both instead.
Create a 1/1 white Soldier creature token. Not bad, but also not super fast. Definitely just kind of... exists as a mode.
Put a +1/+1 counter on each of up to two Soldiers you control. That's a lot better, especially if you already have at least 2 Soldiers on the field. Very much starts pumping your board and starts to make it scary. Still a little slow though, but that's where counter enhancers are for.
This will definitely go into Soldier typal decks. Especially the pumping effect will be able to catch people off guard out of nowhere. Getting both at the same time each turn definitely makes this way better, but even without it, the pumping can at least get to be dangerous.
Now for the art. Credit to Yoshio Sugiura. Link to their Twitter. This looks like a propaganda piece to join Shinra's military and it looks WONDERFUL for that angle. Showing you the 3 SOLDIERs as they are posing with Midgar in the background really makes this seem like this could be on a poster somewhere in Midgar (or Nibelheim for example) to convince you join. It's great, really love this one!
We now move to the Red cards, starting with Avalanche of Sector 7!
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Love how they covered Biggs, Wedge and Jessie on the card, very nice to see them represented.
3 mana for a */3 is... well, it depends on the exact power it comes in with whether it is on rate or not. Their ability is:
Menace, so they will be slightly more likely to get in when attacking.
Avalanche of Sector 7's power is equal to the number of artifacts your opponents control. This... is very dependent on what your opponents play. Against artifact heavy decks, this will feel like some real hater stuff. Against artifact light decks, this is gonna feel pretty bad, since their power won't be that high.
Whenever an opponent activates an ability of an artifact they control, Avalanche of Sector 7 deals 1 damage to that player. This is super hater stuff. Keep in mind that equip costs being paid counts, so you can absolutely be a gigantic hater.
And that's the review for this card. This is anti-Artifact: the card. This is a hard card to recommend in any deck, honestly, since this really is just anti-Artifact: the card. I guess if you have a trauma response to a certain activated ability of an artifact, you can include this, but keep in mind that you might become the target of that artifact instead.
Now for the art. Credit to Arif Wijaya. Link to his ArtStation. These sure as Biggs, Wedge and Jessie. Nothing wrong with that, but also nothing much to say here, they are looking quite good!
Now we get to Cait Sith, Fortune Teller!
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4 mana for a 3/3 is below rate, but that's not super much. His ability is that at the beginning of combat on your turn, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value. So this is pretty decent, especially since you are given the chance to see the card you would flip in advance and can put that on the bottom of your library if it is like a land, which would get you no buff. It is a bit random, but it is a random you can force to be more in your favor with having more draw, scry and surveil effects in your deck, especially at instant speed.
I don't rate this card super highly as your commander, but you can do it. My main thing actually doesn't have to do with his ability, but more his mana cost. Like, actually, at 1 mana cheaper, I'd be a good amount more positive about him, but due to him being 4 mana, he's in this awkward "expensive enough" position. In the 99 of any given deck, I'd think he'd be pretty decent. As the commander... paying 6 mana for a 3/3 is rough, man.
Now for the art. Credit to Kevin Sidharta. Link to their ArtStation. That sure is Cait Sith and the giant toy moogle he's riding. He does look very cheerful. I like this art, it is nice c:
Now we move on to Vincent, Vengeful Atoner...
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3 mana for a 3/3 is perfectly on rate, good job. His abilities are:
Menace, so he will be a bit tougher to block, since you need 2 creatures to block him.
Whenever one or more creatures deal combat damage to a player, put a +1/+1 counter on Vincent. Only 1 +1/+1 counter is a little low, though keep in mind that this goes for every single player, so if you are able to hit 3 players, that does mean 3 +1/+1 counters on Vincent, so this card incentivizes you to swing wide and towards all your opponents.
Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater. And now we're getting into mass burn territory. A Vincent on 7 power (or more) is horrifying, since he can basically end the game if not properly blocked and/or removed.
Uh... yeah, this is basically a finisher and you can basically build him in whatever combat oriented way you want. If you are wanting to run him as your commander, I'd recommend going for Equipment to give him stuff that can protect him. Otherwise, go ham. At 7 power, if Vincent ever comes through, he will start chunking health bars. Also good in the 99 of an aggro deck.
Now for the art. Credit to Lius Lasahido. Link to their Instagram. This basically looks like an in-game screenshot or promotional artwork for Vincent. Yeah, this is really good. Not much to say here.
Let's go to Yuffie, Materia Hunter!
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3 mana for a 3/3 is perfect on rate, so good job again. Her abilities are:
Ninjutsu for 2 mana, so you can bring her in from your hand for 2 mana in place of an unblocked attacker, so she does the damage instead of the attacker. Get tricky with this, since this is already after blockers are declared and so the creature she replaces is the evasiveness you have to keep in mind.
When Yuffie enters, gain control of noncreature artifact as long as you control Yuffie. Then you may attach an Equipment you control to Yuffie. This is fantastic. You get to steal an artifact and equip any Equipment you have laying around. Steal their Sol Ring and just have more mana for as long as Yuffie is around.
This is a hard card to rate, since ideally, you want to bring her to hand somewhat often, due to the Ninjutsu ability being great for in and out attacks. On the other hand, you kind of want her to stick around for a while so you can have someone's artifact for a long while. I wouldn't recommend her as your commander, to be honest, but in the 99 of an Equipment deck, I think she could be very powerful at disruption.
Now for the art. Credit to Touge369. Link to their Twitter (they don't post much art). That sure is Yuffie. Pretty anime styled, but that isn't a bad thing for a character like Yuffie, I feel. Good art, I like it!
Let's go to the summon of this deck, Summon: Kujata!
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6 mana for a 7/5 is perfectly on rate. Trample and haste too, so it will be immediately able to strike and go through enemies if they don't block it with 7 toughness or more. Let's go through the abilities:
Lore counter 1: This creature deals 3 damage to each of up to two target creatures. This means that you can even weaken the creatures that would create enough toughness to full block you or just outright destroy 2 creatures. Very good first ability.
Lore counter 2: Up to three target creatures can't block this turn. Make one opponent sweat bullets as a good part of their board can't block, meaning you will chew through the chaff or just straight up smack them in the face.
Lore counter 3: Discard a card, then draw two cards. When you discard a card this way, this creature deals damage equal to that card's mana value to each opponent. Drop a huge thing in your graveyard, do huge damage to opponents. Also handy if you just need something in your graveyard because it benefits you somehow, like an Anger.
Overall, pretty solid. It gets to attack twice, has some good removval and evasion and then draws you two cards and does some burn. Pretty dang solid, though probably not an auto include in decks, since it is pretty obvious and it is a 6 mana creature, so removal is definitely gonna get slung its way.
Now for the art. Credit to Alexandre Honoré. Link to his ArtStation. That sure is Kujata with elemental effects surrounding it. It looks good though, so no complaining in the slightest!
As for the alternative art (this is a trend with the summons):
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Credit to YOSHIYA. Link to their Twitter. The same thing as before, but more classic Japanese style. Still looks great, very very nice!
Let's move on to the final card of this part and the counterpart to Holy, Ultimate Magic: Meteor!
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For 6 mana, this is a 7 damage based board wipe for all creatures. If you choose to foretell it (or in some other way cast it from exile), it also takes with it an artifact or land of each opponent. This is just alright. 6 mana for a 7 damage based board wipe is rough, since there are enough ways to prevent damage, and the exile effect is marginally better, but foretelling does say that people have to play more careful, regardless of which card you foretell. Also, sorcery speed, so you can't even flip it at instant speed.
Now for the art. Credit to Ashley Mackenzie. Link to their BlueSky. That sure is Meteor threatening to destroy the planet. Also, good on you Wizards to hire the same artist for both Holy and Meteor. That's actually good thinking. Aside from that, not much to say.
And that's it for part 1! Next part is 10 more cards, 2 Artifacts, 4 Green and 4 Multicolored, including a few interesting characters to talk about! Yes, that includes a certain silver haired prick... AGAIN Anyway, thanks fore reading and have a nice day o/
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drmapzo · 10 months ago
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Hello, everyone!
It's time for your players to travel to the top of the volcano to destroy the artifact that will consume all life as we know it.
The journey will be hard and full of dangers, but everyone will remember the valiant efforts of those who could succeed at saving the world!
The creature tokens for this map are a Fire Djinn, a Phoenix and a Volcanic Demon. Emerald tier gets the Volcanic Demon while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this week’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.
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loreholdlesbian · 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 Sébastien 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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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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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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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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Cloudspire Elite 2R/W Creature- Human Pilot When this creature enters, choose one— * Create a 1/1 colorless Pilot creature token with “This creature saddles Mounts and crews Vehicles as though its power were 2 greater.” * 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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dravidious · 2 years ago
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You're more amazing than sickness
Lost Caverns of Ixalan is coming out on Arena tomorrow and I've avoided looking up any spoilers, aside from a few individual cards I stumbled across that didn't have any reminder text, so I have no idea what the new mechanics are. I looked up a list of the NAMES of the mechanics on the mtg fandom wiki, and I decided to make mechanics based on those names to see how close I get and also because it's fun.
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Also I made this card for the descend mechanic at first but I didn't like the mechanic. How dare WotC make such a parasitic mechanic, they should really hire better designers smh. Also I realized that craft would probably be more interesting with artifacts that have tap abilities.
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#custom cards#i picked up little bits and pieces about the mechanics#i know that maps are tokens and that discover comes with a number#and i also know that caves exist and transforming cards were listed as a mechanic so i made something with that#a neat inversion of the original ixalan block's nonlands that transform into lands#i also know that there's a graveyard theme so i built that into discover#but craft? all original baby#and i think i heard something about descend having variations? so my “ascend but graveyard” mechanic is definitely not accurate lol#also for context a “parasitic mechanic” is a mechanic that inherently works better the more of it you put in your deck#or that's really weak unless you have multiple of it#sometimes this is okay but my depth counter version of descend is just kinda really boring#it may as well say “this card is stronger the more cards with descend you have in your deck”#stuff like energy and dungeons are kinda parasitic but they're using that to do cool stuff not just to scale effects#also also putting craft on artifacts that have tap abilities IS weaker because now you have to choose what ability to use#but that also makes it fun because you have to choose so you can't just get everything#attachable lantern was actually the original craft card i made but i made Mortician's Toolkit because tap abilities were so bad with craft#little did i realize that having that anti-synergy makes the mechanic actually cool instead of just making your artifacts cheaper#craft+tap offers a tradeoff: you can get access to the effect for cheaper but you have to put it on another artifact#of course you can just use artifacts that don't need to tap. if you have one#the main reason why i don't think my craft mechanic is accurate is because “equipment that taps” is a terrible idea#even if the tap ability is being given by another card#when you tap an equipped creature it's easiest to just turn the whole pile of cards sideways#but if you have to track whether an equipment is tapped or untapped that becomes a pain#Reconfigure creatures are on thin ice#well actually there's cards Citanul Stalwart that tap artifacts as cost so maybe it's not that bad?#i'm most confident in the accuracy of my map tokens and transforming lands ideas#though idk whether the transforming lands and the cave lands would be the same thing#if they have transforming lands then probably because it'd be weird to have 2 separate land mechanics#spelled separate correctly first try fuck yeah
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pikagatogirltits · 5 months ago
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Have I ever actually mentioned how addicted I am to brewing Magic decks? I currently have 37 Commander decks... that is to say the decks I currently have physically built for playing with. I just thought it might be fun to share a list of them, complete with Moxfield links. I even sorted them into a few different categories for better organization.
Trans Women of Magic (pet project to build a deck around every canon trans woman on a Magic card)
Alesha Says Trans Rights - Alesha, Who Smiles at Death. RWB power 2 or less recursion shenanigans. My personal favorite deck.
Ballroom Blitz - Xantcha, Sleeper Agent. BR goad and group "hug."
Hit and Run Time - Arcee, Sharpshooter. RW +1/+1 counters and combat tricks.
Legends Never Die - Alesha, Who Laughs at Fate. RB reanimator and +1/+1 counters. (Characters who get multiple cards I'm probably only going to hold myself to building one deck per character, but I like how Granny Alesha plays well enough to build her anyways.)
The Doctors Are In - Rose Noble and The Fourteenth Doctor. WURG Doctor Who themed deck, mainly wins via Gallifrey Stands.
When Fluffy Bunnies Attack - Cadira, Caller of the Small. GW tokens.
Other Favorite Decks
Gatewatch Assemble! - Jared Carthalion. 5 color Superfriends.
Let's Go Lesbians! - Halana and Alena, Partners. RG +1/+1 counters.
Squirrels Squirrels Squirrels! - Chatterfang Squirrel General. BG tokens aristocrats.
Ziatora the Burninator - Ziatora the Incinerator. BRG sacrifice with a strong focus on self reanimating creatures.
Artisan Commander (commons and uncommons only)
A Wizard Did It - Balmor, Battlemage Captain. UR wizard typal and spell slinger.
Iron Gut Rampage - Gut, True Soul Zealot + Agent of the Iron Throne. BR tokens aristocrats.
Rograkh and His Puppy - Rograkh, Son of Rohgahh + Anara, Wolvid Familiar. GR Voltron.
That's a Lot of Elves! - Miara, Thorn of the Glade + Numa, Joraga Chieftain. BG elf typal.
The Ups and Downs of Life - Dina, Soul Steeper. BG lifegain.
To Arms! - Akiri, Fearless Voyager. RW equipment.
Typal Decks
Changeling - Morophon, the Boundless. 5 color changeling "typal" aka a bunch of different typal lords combined with changeling cards.
Cleric - Orah, Skyclave Hierophant. WB cleric typal/graveyard shenanigans with a lifegain subtheme.
Dinosaur - Pantlaza, Sun-Favored. RGW dinosaur typal.
Dragon - Miirym, Sentinel Wyrm. GUR dragon typal that makes lots of token copies.
Dwarf - Depala, Pilot Exemplar. RW dwarf typal with an artifact subtheme (with an emphasis on equipment and vehicles.)
Elemental - Omnath, Locus of the Roil. GUR elemental typal with a land subtheme.
Elf - Marwyn, the Nurturer. G elf typal.
Goblin - General Kreat, the Boltbringer. R goblin typal. (General Kreat is the third commander for this deck after Krenko, Mob Boss and Pashalik Mons as I try to hit the sweet spot of "strong but not too strong for my very casual playgroup.)
Pirate - Admiral Beckett Brass. UBR pirate typal with a treasure subtheme.
Rogue - Anowon, the Ruin Thief. UB rogue typal with mill and theft subthemes. (The mill is mostly there to enable stealing from your graveyard.)
Soldier - Darien, King of Kjeldor. W soldier typal. (Currently considering taking this apart and turning it into RW soldier typal with Commander Mustard at the helm.)
Vampire - Anje, Maid of Dishonor. BR vampire typal with a blood subtheme. (Second iteration of the deck, original one was heavily water damaged by a cat dumping it into the dog's water dish right after I had sleeved it...which managed to save some cards at least.)
Warrior - Tazri, Beacon of Unity. 5 color warrior typal with token subtheme. (Originally a Najeela, the Blade-Blossom deck but not one of those Najeela decks so I changed the commander so I wouldn't get auto targeted for running a powerful commander.)
Werewolf - Tovolar, Dire Overlord. RG werewolf and wolf typal.
Wizard - Naban, Dean of Iteration. U wizard typal ETB shenanigans.
Zombie - Wilhelt, the Rotcleaver. UB zombie typal. (My first ever EDH deck, it used to be helmed by Grimgrin, Corpse-Born.)
Other Decks
Daretti's Scrap Shop - Daretti, Scrap Savant. R artifact aristocrats/recursion.
Double-ment Gum - Yenna, Redtooth Regent. GW enchantments.
Oops! All Creatures! - Nikya of the Old Ways. RG all creatures gimmick deck. (Nikya's "you can't cast noncreature spells" isn't a restriction if I'm not running noncreature spells.)
Slimefoot and Friends - Slimefoot, the Stowaway. BG saproling aristocrats.
Ultimate Showdown - Buttercup, Provincial Princess (Sisay, Weatherlight Captain.) 5-color historic/legends matter with a token subtheme. All Universes Beyond deck, and all creature cards are legendary.
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markrosewater · 4 months ago
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Maro’s Tarkir: Dragonstorm Teaser
Before previews for Tarkir: Dragonstorm officially begin, I thought it would be fun to do another of my Duelist-style teasers where I give tiny hints of things to come. Note that I’m only giving you partial information. 
First up, here are some things you can expect:  
• A cycle of Dragonstorm enchantments
• Two planeswalkers
• Some counters in the set: decayed, lifelink, and time
• A card that can tutor for one of two other cards
• A legendary enchantment
• A Hydra that uses a clan keyword
• A common archetype theme gets an ability word
• An instant the generates five effects
• Dragons get a new typal enchantment based on a popular Zombie one
• A new instant and sorcery subtype
Next, here are some rules text that will be showing up on cards:  
• “Whenever you cast a Turtle spell, untap this creature.”
• “As long as there are three or more different kinds of counters among creatures you control,”
• “You may cast it without paying its mana cost if that spell’s mana value is 8 or less.”
• “If you put +1/+1 counters on five Dragons this way, you win the game.”
• “Whenever a creature you control enters, if you cast it, destroy that creature”
• “At the beginning of combat on your turn, if you’ve case both a creature spell and a noncreature spell this turn,”
• “Then if creatures you control have total toughness 20 or greater,”
• “During your end step, Warrior tokens you control have ‘This token can’t be sacrificed.’”
• “Whenever this creature deals combat damage to a player, you may search your library for a card named <CARDNAME>, reveal it, put it into your hand, then shuffle.”
• “Spells you cast have delve.”
Here are some creature type lines from the set: 
• Creature – Dog Monk
• Creature – Elephant Druid
• Creature – Yeti
• Creature – Djinn Cleric
• Creature – Zombie Advisor
• Creature – Kirin
• Creature – Snake Shapeshifter
• Artifact Creature – Chimera
• Artifact Creature – Ape Snake
• Legendary Creature – Zombie Snake Warlock
Finally, here are some names in the set: 
• All-Out Assault
• Cruel Truths
• Desperate Measures
• Dragonologist
• Hundred-Battle Veteran
• Lightfoot Technique
• Rescue Leopard
• Seize Opportunity
• Stillness in Motion
• War Effort
 Tune into the Tarkir: Dragonstorm Debut stream on March 18th! Watch it on twitch.tv/magic at 10am PDT (Don’t forget, this weekend is Daylight saving time! So the US will shift their clocks forward 1 hour and the start time may be different than you expect as a result.)
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inventors-fair · 5 days ago
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Box of Friends
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Alright, I could spend some time waxing poetic about this, but this contest kind of defies that so I won't talk your collective ears off.
So, uh...tokens, huh?
Design a noncreature artifact card that creates a nonartifact creature token.
The prompt is an outwardly pretty straightforward one, with a strict checklist of Qualities Your Card Must Have. As such, the explanation won't be a long one, but there are a few important notes to go over.
First, the only actual restrictions on the token are that it must be a creature and must not be an artifact. Any and all other types are therefore fair game, so if your design presents a compelling reason to make enchantment creature tokens, by all means. Plus, the same goes for the artifact card, of course.
I do want to highlight the central design issue here to bring it into relief: namely, that while a creature bringing along a trinket is perfectly expected, a trinket bringing along a creature is a bit more of an unusual proposition. Think carefully about what exactly the act of creation is meant to signify in your design, because the best entries are those that find a winning formula.
So anyway, make like a Carrot Cake and create! @spooky-bard
>> Desktop Submissions >> Mobile Submissions/Asks >> IF Discord Server
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goqmir · 11 months ago
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bloomburrow might have the title for the strongest complete set of face commanders on average for any commander product. all four of these guys just have absurd lines of text on them.
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Bello working off of both enchantments and artifacts is incredibly open-ended, and making each of them 4/4s with indestructable is by far the silliest part. the card gives you a lot of leeway. you can use both artifacts and enchantments for the best of both; they all are given haste, so you don't have to set up before you pop off; they all are given indestructible, so you're never punished for swinging board; they are each given an individual card draw instance, so you have plenty of cards to work with. bello is in my opinion the strongest of the bunch because he's so much more honest than the other three and still does all that!
Hazel is one of my favorite magic characters ever. god i love her. she's the face of my new golgari storm deck i'm excited to showcase at my table tonight :) in my opinion Hazel is so strong because she just does so much! mana? big check. she'll make all the mana you need as long as her and her army stick on the field. plus, she makes the army herself with the populate effect every end step! Hazel is technically the most restrictive of the four, requiring a tap to make mana and an end step to make tokens. however, Hazel's effects are so strong she doesnt care. Hazel is, in my opinion, the most versatile commander of the four. want a simple tokens deck packed with overrun effects? check, hazel makes two squirrels for each of your end steps and black and green are packed with solid big-board effects! want a value-pile populate deck? check, hazel can make a copy of any token every end step, and support the deck with her mana ability! want an aristocrats pile built around strong sacrificers? check, that's golgari's whole deal, and hazel turns the sac fodder thralls into mana and then makes more of them! want a combo-heavy spellslinger storm deck? check, Hazel has you covered in the mana department even if you run only 11 or so token making effects, allowing you to stack your deck with card draw to storm off! she can do a lot of things if you just build her in the right way, and she's definitely my favorite golgari commander of all time :3
Ms. Bumbleflower has. i mean. cmon. "Whenever you cast a spell, target opponent draws a card, then put a +1/+1 counter on target creature"? she is one of the best combo deck face commanders ever. any storm count spell loop can be implemented and if she's out she has the potential to make infinite value with the vast array of scurry oak effects, and even without them she will deck out your opponents unless they draw into a counterspell or removal piece. in this way i almost think ms. bumbleflower is too weak for cedh tables (who are running so many free counterspells and removal spells) but too strong at any other table; she's in a bit of a weird spot. still, ms. B could easily be a contender at a cedh table with how light of a touch she needs to pop off. i havent really explored ms. bumbleflower combo routes at all, but MH3's Evolution Witness comes to mind immediately: "Whenever one or more +1/+1 counters are put on Evolution Witness, return target permanent card from your graveyard to your hand." i'm almost sure theres a relevant permanent card that can be inserted in between those two girlies to deck out every opponent :P
finally, Zinnia. did you know that Hazel of the Rootbloom isn't even the strongest token-based face general in bloomburrow commander? this is because while hazel can make copies of any token, you have to first create the tokens yourself. furthermore, the vast majority of the tokens you copy in hazel are smaller, less useful simple tokens. Zinnia makes good tokens. any card in your hand with zinnia on the field can be copied for 2 mana, with the copy being a 1/1. we don't care about power and toughness though (least of all because Zinnia themselves becomes bigger with every new token, making it an effective threat without even trying), we want token copies of strong creatures with good abilities. a token copy of a creature can often be much stronger than a nontoken creature. this is because the tokens can be doubled, populated, and copied very easily! Hazel might make a big board of dorks that can be tapped for mana, but Zinnia makes a big board of threats that have strong and valuable abilities, especially in tandem with each other. if i was building the deck, i'd think Sakashima of a Thousand Faces would be a relevant include, copying creatures and offspringing himself for even more, while enabling legends that go infinite with a copy of themselves (my lovely Omarthis, Ghostfire Initiate jumps to mind!) to be offspringed as well for a GG.
the bloomburrow face commanders are probably my favorite set of them we've ever had. id love to know your opinions: do you think this is the strongest overall set of face commanders? furthermore, what's your favorite set of face commanders? id love to hear! thanks for reading :D
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