#phyrexian architecture
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"Tourach's Gate"
Fallen Empires 1994 | Illus. Sandra Everingham
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what's the final solution you came with the phyrexian mana?
The solutions I have are far from final, as I'm still deep in development and playtesting stages, but my current solution is to make ichor magic unlockable by a feat and provide a few hopefully not overpowered options, similarly to metamagic.
Here's some text as it stands right now:
You can only use one Ichor Magic option on a spell when you cast it. Each option specifies a hit die cost. You pay hit die costs by rolling that many hit dice without adding your Constitution modifier and taking necrotic damage equal to the roll, which cannot be reduced or prevented in any way. The hit dice you roll this way are expended. You have advantage on Constitution saving throws made to concentrate on any spell you cast using ichor magic. Arcane Amplification. You may heighten the effects of a spell by expending hit dice during its casting. The spell counts as one level higher for each hit die you expend. You can amplify a spell this way up to a maximum level equal to your highest spell slot plus one. For example, if you are a 3rd-level cleric and cast cure wounds with a 1st-level spell slot, you can expend 2 hit dice to make the spell’s effects count as if it were 3rd level. Ichorous Bane. When you cast a spell that causes one or more creatures to make saving throws to resist its effects, you may expend one hit die to give Phyrexian creatures disadvantage on saving throws they make against the spell until the beginning of your next turn. You may prolong this effect on each of your turns by expending 1 additional hit die. Visceral Focus. When you cast a spell requiring a costly material component, you may forgo the component by expending 1 hit die per 100 gp of the material cost. If the component would be consumed by the spell, the hit points you lose in the casting are subtracted from your hit point maximum until you finish a long rest.
The exact architecture of ichor magic is open to change, of course, but I'm invested in the idea of using hit dice as currency, both because they introduce a natural limiter (you can't spend more hit dice than you have, and they are a real cost due to HP loss and attrition, forcing you to truly consider your priorities) and they make hit die numbers on NPCs meaningful, which they typically aren't in 5e from my experience. Also, ichor magic provides Phyrexian "typal hate," which I'm adding because I have been conscious of the strong bias towards Phyrexian options and power level in the supplement.
Something I'm definitely seeking to avoid is creating spell slots entirely out of hit dice.
Honestly, the idea of "blood casting" has just always been compelling to me and this is the perfect setting to try and make it work. Legacy versions of ichor casting have lent themselves to some very potent dramatic moments!
#mtg#magic the gathering#dnd#dnd 5e#game design#dnd homebrew#new phyrexia#phyrexian#askbox#obiusperson#glistener's guide to new phyrexia
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Some of the concept art for Wilds of Eldraine
Taken from this page.
Will Kenrith, the heir to the throne of Eldraine’s human kingdoms and ex-planeswalker, goes to war for the sake of his people against the witches of the wilds and his twin sister, Rowan. -Concept art by Magali Villeneuve.
“A few weeks after the end of the Eldraine 3 week session, I'm receiving another email from Andrew, asking me to work on Will Kenrith's new appearance for the coming set. The whole point was to design his king outfit. Also, the character lost his right leg facing the Blood Avatar, and that was a big part of the challenge in this design.
We don't go and work on such concepts "just like that". For Will, we received some help from a disability consultant regarding the prosthetics. There was a subtle balance to be found between making the prosthetic look believable, while still from a Fantasy world, but not thoughtlessly "cool" or "cyborg-like". We wanted Will to look strong, and still make his disability clear. So some realism was very necessary. For example, that's why you can see some bandage around his knee, to protect his stump. I imagined he would go and accept it as fully part of himself by doing the same on his other knee, as if his prosthetic was another type of leg armour for him.
As you can see, the general structure of the prosthetic is very real-life like. The fantasy element comes from the ice that Will build around it for extra protection during a fight. I added some delicate engraving, but didn't go too crazy. Again, it is a practical element, not an ornament.
The intent for the rest of the costume is pretty obvious : the "cold" motif was to be everywhere. You can see it as icicles on his shoulder, crown and forearms of course, but also as snowflakes patterns on the fabric parts. I had a lot of fun trying to find the good mix between the King and the Fighter. I grew very attached to Will through this visual development. It happens all the time! ^^I strongly believe a good design also comes from a good connexion with a character's personality and life.”
Edgewall & Human Characters
With humans being driven out of the five kingdoms of the realms in droves by the Phyrexian invasion, humanity finds itself face-to-face with the mysterious and unknown wilds on the edge of their civilization. Simple towns on the outskirts of the Realm already housed adventurous and hardy humans who welcomed the refugees, and some, like the rat-charmer Totentanz, took advantage of the chaos.

Totentanz, the Swarm Piper, a character based off of the real-world folklore of The Pied Piper of Hamelin, - Concept art by Jesper Ejsing
Totentanz charms rats and humans alike - Concept art by Jesper Ejsing
Wayward Knight, who has moss and flowers sprout wherever he steps. The basis of the card “Woodland Acolyte” - Concept art by Steve Prescott
“Herbalist potion maker” - Concept art by Steve Prescott
“Wilds-Enhanced” Robin-Hood type rogue character - Concept art by Steve Prescott
The Kingdom of Storms
An enormous kingdom of storm giants in the skies high above Eldraine’s Wilds, built upon islands of magical clouds. Only reachable by climbing enormous beanstalks known as “Everstalks.” Populated by other giant creatures, such as tempest harts, beanstalk wurms, and the Goose Mother. The capital, Stormkeld, is ruled by the storm giant Beluna.
The Kingdom of Storms, concept art from the Wilds of Eldraine world guide
Storm Giant Tower, concept art by Jehan Choo
Tuinvale, Court of the Fae
Home to Eldraine’s High Fae within the wilds, Tuinvale is a city of shimmering, translucent architecture made of gossomar glamors mixed with hewed stone and the forest itself. The lord of Tuinvale, Talion, presides from a perfumed throne-room in the center of the court, surrounded by twisted trees.
Fae Court, early study, concept art by Jehan Choo
A human adventurer entering Tuinvale, concept by Jose Vega
Studies of how different basic land types could be depicted in Tuinvale. Concept by Jose Vega
Dunbarrow & the Witches of the wilds
A misty land near to edgewall, and home to the powerful witch Agatha as well as other spellcasters and giant spiders, Dunbarrow and the surrounding area is home to all manner of wicked things. It was said the wildlife around Dunbarrow was twisted by Agatha’s magic and even friendly herbivores gained a taste for human flesh due to her influence. Agatha’s sister, the powerful witch Eriette, has left her home in Dunbarrow and now sits on the throne of Ardenvale Castle,
The witch Eriette casting the Wicked Slumber with her enchanted apple as she sits upon the throne of the overrun Ardenvale - Concept art by Magali Villeneuve.
Dunbarrow Witch’s Cottage studies & designs - Concept by Jose Vega
Witches & Warlocks of the Eldraine Wilds - Concept art by Magali Villeneuve.
The noblewoman Neva, an analogue for Sleeping Beauty, is placed within a Glass Casket to preserve her while she succumbs to the Wicked Slumber. Concept art by Magali Villeneuve.
The noblewoman Neva - Concept art by Magali Villeneuve.
Hylda’s Castle, Winter’s Home
The domain of the powerful ice-witch Hylda, her palace of ice known as Winter’s Home. Winter’s Home’s main tower stands on a rocky cliff that overlooks the loch, and glittering ice-towers stand guard around her domain.
“Winter’s Seat”, Hyldra’s Ice Castle. Concept art by Jehan Choo
Tundra Elk, beats of burden for crossing Hylda’s Domain. Art by Jehan Choo
The Rest of the Wilds
With Redtooth elves and were-foxes running around, the depths of Eldraine’s Wilds have an immense amount of lore and depth to discover.
Redtooth Elves/Werewfox Elves - Concept art by Magali Villeneuve.
“Werefoxes were part of the Beauty and the Beast archetype. There was no way I would leave that part of the push unexplored. Turns out my version of these very peculiar elves remained as the official one in the end. They allowed everything I like to do : working on strong silhouettes, mixing organic textures into a coherent ensemble. Look closely : not one piece of fabric involved. Only leaves, flower petals, wood, vegetal braiding, a touch of leather. I wanted them to feel like an autumn forest. The funniest part was definitely to show clearly their inner fox nature. It is especially obvious with the concept on the right, where it takes a second look to make sure whether we're looking at a humanoid's face or not.”
“Into the wilds” - Concept by Jose Vega
Wilds of Eldraine environment - Concept by Jose Vega
Wilds of Eldraine environment - Concept by Jose Vega
“Boundary Land” studies of the different land types in Magic and where they meet in the Wilds of Eldraine - Concepts by Jose Vega
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Today's Date is May 8th, 2024, and today's card is Wurmcoil Engine
[ID Wurmcoil Engine's art depicts a massive winding black metal wurm with green accents. At its mouth there are many sharp metal fangs forming an open roaring maw. Interestingly it looks like it has spit (phyrexian oil maybe?) and on the inside of its maw it holds a foggy green light source. The background is very vague and foggy/dusty/smokey but it doesn have some vaguely pointy architecture around.
It's an artifact creature that costs 6 colorless mana. It's subtypes are Phyrexian Wurm and its rarity is Mythic Rare.
Its rules text reads "Deathtouch, lifelink
When Wurmcoil Engine dies, create a 3/3 colorless Phyrexian Wurm artifact creature token with lifelink."
Wurmcoil Engine's power and toughness are both 6.
Its artist is Raymond Swanland and its print year is 2022. Its from the set The Brother's War Retro Artifacts. Its originally from the set Commander 2014. End ID.]
#magic the gathering#mtg#The Brother's War Retro Artifacts#BRR#Commander 2014#C14#$11.85#wurmcoil engine#colorless#artifact creature#artifact#creature#phyrexian wurm#phyrexian#wurm#raymond swanland#2022#mythic rare#retro frame
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I don't mind that the story is brisk like this, but I'd have liked some kind of...
Bookends with Ral reflecting on these events in Ravnica to Tomik.
Sorry dear, I can't sleep, I am besotted with questions! Did anyone whose spark ignited there just never planeswalk back home? Some queer inverse of that Ixalan business with the Immortal Sun?
Is that related to why no one in Valley was familiar with the multiverse? Or why this place bears zero scars of Phyrexian invasion? I think some of my companions were very book-dumb. How would they confuse Vraska with a lizard? It doesn't make sense!
Cruelclaw should probably go to Ikoria, people there would love to replicate Glarb's scheme with some of those monstrosities. [Tomik murmurs half-asleep: THAT sounds exceptionally foolhardy] Ral continues: The fact that he'd probably die in the attempt is just solving a problem with a problem. It's what the Guildpact would want, honestly. I feel like Lilly of the Vale should have meant something to me on that trip…[strokes chin in thought]
Oh, remind me in the morning to leave a letter for That Inveterate Tourist Vivien at the planeswalker bulletin board tomorrow morning. She'd probably trade a weighty favor for a chance to survey Valley's charming architecture, and if it spares me from a scuffle then all the better!
You know, for all that those rural folk were full of pluck, I DO NOT think they'd have even survived the egos of two sparked planeswalkers treading there. Our dearest Guildpact alone would doubtless have the impact of a damned Eldrazi titan or Dominarian sylex blast merely by introducing himself after stepping through an omenpath there.
Helga could probably get a better reception for her talents on Theros...What's the biggest thing that's going to happen while she reading the skeins of fate in Valley? Is someone going to misplace their carrot cake? [Tomik inhales to answer] abebebup, no, I'm not volunteering to 'walk her anywhere! That's what the interplanar rail network is for!
Hmmm, speaking of which, repeat tourism would be the death of charm for that place. Everyone from Alara to Zendikar's going to want to see what they look like under the peculiar magic of that plane. And every Innistradi human would think it paradise by comparison to their native horrorscape. DID VESS HAVE A SECRET FAMILY ON A BACKWATER PLANE?! WHEN? WITH WHOMST?
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Griffnaut Tracker (Murders at Karlov Manor No. 17, Illus. Svetlin Velinov)
One area of Ravnica worldbuilding that I often find myself wondering about are the city's "outskirts." As far as we know, the plane of Ravnica is entirely covered by city. But even in modernmetropolises, the city limits usually include some parts that are not as built up as the center, or borderline countryside (like the mountainous western part of Tokyo prefecture). So could it be similar on Ravnica?
Most Ravnica sets are set within the tenth district, which is essentially the heart of the city - so the backgrounds are usually filled with buildings. However, there have been some instances where the environment seem less urban. Take this forest from Return to Ravnica, for example. It looks like the central districts are off in the distance, and the part that is shown here is slightly tending towards the "rural" side. This mountain from the same set also seems to show the city center giving way to a low-rise surburbia kind of region.
In MKM, there are another few examples: This forest, this Island, this Plains. Going by how Ravnica is usually portrayed, you'd expect to see a mass of huge spires on the horizon, but the sky is mostly empty here, and the buildings that are there are around four stories tall at their highest point. The art for Tolsimir, Midnight's Light also shows him standing in what seems to be an empty field (although since Vitu-Ghazi is visible in the distance, I suppose this is a smaller area that was leveled during the Phyrexian invasion).
The background on Griffnaut Tracker seems to give us another glimpse at "rural Ravnica." There's a huge spire and some city blocks on the right, but in the left, beyond the Selesnya Guildgate, you can see meadows and natural hills, with a river slowly winding through them. Clouds are obscuring the horizon, so I guess one could argue that this is supposed to show a big park, not the countryside. But it doesn't really look like a Selesnyan park, does it? If that was the case, I'd expect to see a lot more landscaping, trees and groves interwoven with architecture, etc. The background right here just looks like a stretch of not-built-over land that's maybe maintained by a few rangers.
Of course, I don't think Griffnaut Tracker (or any of the basic lands I mentioned) confirm the existence of a "rural Ravnica." It's still fully speculative at this point. However, I do like the idea that there are far-off parts of the city where the plane almost retains some of its original, natural surface. Having fringes like that makes the setting a bit more realistic/diverse. It's something that would be nice to see explored a bit in future visits to the plane - even if it's just in the background like here.
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getting major Zdzisław Beksiński vibes from some of this Phyrexian architecture


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what? all non-green Phyrexians seem to have a concept of art. Their architecture is art, their songs are art, their bodies are art. ... okay yeah having all the sagas be architecture/sculptures might not work great, but phyrexians do have art.
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“What are you doing, Baihir? Stop!”
The Phyrexian priest fired a judgemental glare downward at the new ainok convert, who was taking the nearby staircase down away from him. The compleated hound ignored the order, and continued his descent, his new metal paws ringing out loudly against the stone steps.
“You disobedient cur! We have work to do!”
Finally, Baihir acknowledged the taskmaster, and turned around on the stairs to glare up at the other Phyrexian.
“Benzir, you said you were offering an end to Dromoka’s rule. I thought that would’ve implied your replacement wouldn’t be ten times worse.”
“And how, pray tell, is this any worse?”
The two Phyrexians locked eyes, as the city burned around them.
“Do I really need to say it?”
Benzir waved a dismissive hand. “Oh, we’re fireproof anyways. And besides, architecture, plant life, flesh. All this and more will be supplanted by their glorious Phyrexian counterparts!”
Baihir shook his head, and turned back around to continue descending the steps.
“Where are you going?” Benzir bellowed. “There’s nothing out there but sand!”
“I know.”
Baihir reached the bottom of the steps, and walked out onto the scorching desert sands. With a wave of his metallic arm, three separate streams of sand whipped up from the ground to form a phi symbol, much to Baihir’s amusement and Benzir’s chagrin.
“I shall ask once more, Baihir. What are you doing?”
“What I was doing before I got suckered into joining you,” Baihir chuckled. “Duneshaping.”
“That will not contribute to our invasion efforts, Baihir!”
“That’s the idea.”
Benzir fumed as Baihir continued to sculpt shapes from the sands, and began to descend the steps to stop him. About halfway down, however, the older Phyrexian noticed he was already at eye level with Baihir, and balked at the prospect of having to stop the metallic titan.
“Er…fine! Just know that when our praetors arrive to consolidate their victory here, you will be very sorry!”
Baihir continued ignoring the taskmaster, fully content with playing in the sand. With a final frustrated stomp, Benzir turned on his copper-plated heel and began the walk back up the steps.

“…Evolve, and hunt again. Join me, Baihir!”
“No, Benzir, I will not.”
“What?”
The two ainok confronted each other on the temple steps. The Phyrexian hound took several long, clanking steps down towards his incompleat sibling. The younger hound held his ground, even as his brother extended an outstretched paw dripping with a dark, viscous liquid.
“Surely you no longer believe that dogma Dromoka spews. She talks of family, of unity, while she lords over us. You were always the smarter of us two, and even I managed to grow wise to her drivel. Join me, and together we shall replace her empire with something truly great!”
“I wish I could, brother,” Baihir sighed. “And, I agree wholeheartedly about our dragonlord’s hypocrisy. But…I still will not fight.”
Benzir swiftly swiped his free claw out to his side in frustration. Then, after a brief pause, a palm tree to the side of the stairs bent over, cleanly sliced in half.
“Why? TELL ME!”
“Because…” Baihir clenched his paws. “If I join you, I’ll have to fight the other khans. My bond-kin. If I stand against you, I’ll have to fight my own brother! My family! Either path would kill me, regardless of the outcome. I beg of you, do not force me to choose!”
“You…”
Benzir took the final step down to stand level with his brother. Even so, the added height from his transformation let him tower over Baihir, who could now only stare silently up at him.
“…Run.”
Benzir’s command was whisper-quiet.
“Brother, you…Thank-”
“I see now! You are too weak for even the glory of Phyrexia to help you! Begone…cur! BEGONE!”
“Brother, wait! We can…”
“We cannot. You…can…”
Benzir’s synthetic voice hitched as he swung his blade, hitting only air but forcing Baihir to retreat downwards. Conveniently, Baihir reached the bottom of the steps just as a group of Phyrexian reinforcements appeared at the top. The new arrivals began descending the staircase, only for Benzir’s massive frame to slow them as Baihir fled into the desert.

[The DFC depicts a transformation, but the two names in the flavor text are different?]
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The Grand Opening
Salutations and Good Blessings Ravnicans! I, Theren Everwood, the Secretary and Public Face of the Wilds Initiative am humbled to be joined by so many citizens of this, our great city!
I am pleased to be standing here in the newly opened Flora Plaza to be the Master of Ceremonies for the grand opening of the Ravnican Menagerie of Zoological Wonders!
This project, spearheaded by the Wilds Initiative, was not only done by a few people. This menagerie stands today thanks to many different groups and persons.
The Wilds Initiative would like to thank the cooperation of the Selesyna and Simic Guilds for their work on the architecture of the building and the creations of the habitats!
We would also like to thank the members of the Gruul who have been willing to feed the animals and play with them to keep the animals entertained!
We would also like to thank the Golgari for providing the food services and cleanup! Your efforts may seem behind the scenes but we all really appreciate what you do!
On top of these guilds, we have also have had help from the Ravnican City Board. The thoroughfare many of you took to get here today was designed by members of the Izzet who sit on the board.
This is a momentous occasion in our great city! This is the first time we have been able to collect species of animals from all over Ravnica to have gathered in one place. When you go in you’ll be able to find different species of Krasis of the Simic, Wolves of the Selesyna, Horrors of the Dimir (if you are ready to be spooked), wild matkas from the Gruul Wilds, and many other fantastic creatures!
So, on behalf of the Wilds Initiative, I officially declare the Ravnican Menagerie of Zoological Wonders open to the public! May we all enjoy learning and seeing all the animals!
@actualborossoldier @chelsea-beleren-vess @selesnyapokemonprofessor @aspenvald @gardianforce @a-boros-named-seamus @confused-phyrexian @lazotep-phyrexian @asmund-scion-of-ice @zuzka-zhur-taa-animist @flavoracle @asktheguildpact @lucianofsamosata and anyone else who lives on Ravnica! I am tagging you so you hear the news!
#Ravnican Menagerie of Zoological Wonders#wilds initiative#Ravnican City Board#ravnica#theren#fanwalker#fanwalkers
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chiyuki muses about conlangs and magic the gathering
So I LOVE learning languages, it’s a hobby of mine. I love conlangs and fantasylangs too! I love the community around the fantasylangs of Elder Scrolls (mainly Dovahzul, but Ta’agra and Jel have cult followings as well ^w^. Also any -meri language have some development as well, notably Altmeri, Dunmeri, and Dwemeri/Falmeri) and there’s one for Flight Rising - Ursegal! !!! So excite
So I started a project to make Ravnican a thing. Magic has other languages - rudimentary Phyrexian is probably the most developed. Each Plane has words that are plane-specific, showing that each Plane could easily have its own language. The Planes are so diverse, there are countries/regions and other species - each Plane could have many languages! But my project focuses on a “centralized Ravnican”, something the plane-city would use for legal workings, inter-Guild relations, stuff like that. The Firemane angels, viashino, minotaurs, bug-people, merfolk (especially the merfolk) would have their own dialects and maybe even own pidgin languages, but everyone on the Plane would speak Ravnican as well as any “native” language.
This musing is mostly about language-families and where each Plane-lang would get it’s real life inspiration from. Ravnica is loosely slavic based. This is seen more in the architecture than anything, but the words themselves can also fit in Earth Slavic families. I LOVE the idea of a Ravnican language and I had some skeleton worked out. I might wait until I get a real base before posting it. Theros is VERY Greece based. It’s a flavor-plane, based on Greek Mythology. The words and language would reflect this. I wouldn’t want to say “Therans speak Greek”, because they don’t. They speak Theran. It might sound and look similar to Greek, but I think just giving Theros the Greek language would be the easy way out.
The Phyrexian language is so interesting!!! It’s a mechanical language and sounds so gritty! The writing is also known (to an extent), but it’s difficult to tell if they just took Phyrexian letters to write English or if the one card (Elesh Norn) is *actually* in *Phyrexian*. The words too (mostly names) are also so.... distinct! Mirran would be interesting. Humans are split into factions (Auriok, Neurok, Sylvok, Vulshok), leonin, elves, trolls... all mechanical too. A unified Mirran would have formed during the Phyrexian uprising, if not earlier, but stuff like Neurok would still be popular for keeping secrets between sects. Phyrexian would be unified, as if downloaded from a central database.
Alara is the big challenge. Each Shard was separate for centuries, they would have their own language and culture and morals, but the Maelstrom now has stitched them back together. Is there a central Alaran from before the shards split that was held on to? Or was it developed (again) after the Maelstrom? This would be a project to develop 6 languages. One for each Shard and then a centralized “common Alaran” for communication across Shards. It’s possible there once was common Alaran, and then each shard’s language would be in the same family, so they could be similar and semi-understandable to each other (like Swedish/Norwegian/Danish is today). So new-common Alaran would take from that as well.
Kaladesh is India-based. I’ve seen posts on “how to pronounce Kaladeshi words” by speakers of corresponding languages on Earth. I’d take from that, as well as Earth languages, to form a Kaladeshi language. It’s honestly low on my list ;w;.
Dominaria is HUGE. Whole sets took place on continents of Dominaria, instead of the plane as a whole. It is probably the most Earth-like plane, and each continent would have it’s own language. I’d probably pick one to be the “business language”, like how Earth used English for a lot of cross-country interactions. (this does not mean English is the most spoken or most popular, and it would be the same for Dominaria.)
And on Planeswalkers - I believe their Spark gives them a “universal translator”/”babelfish” thing. They hear other languages as their own, and it makes their speech sound like the native language. Or something like that. Jace, as a telepath, might be able to actually learn and speak the other languages (more easily?), since he might be able to “hear” the native language as it really sounds (instead of hearing Vryn (Vryni? Vrynish?)). I don’‘t know how much effort it would take for a ‘Walker to hear/speak/understand another language, with their Spark-babelfish overriding what they hear. It’s an interesting concept, I think.
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Black Lotus Museum
MTG Art 1993 - 2003
(. . . maybe up to 2013 Theros block someday) All images are clean & artifact free <3
List of Searchable Tags . . .
STYLE Abstract - Stylized - Horror - Spooky - Cute - Silly -
THEME Landscape - Flavortext - Magic - Battle - Ritual - Architecture - Ruins - Text - Object - Device - Machine - Vehicle - Snow - Sea - Fire - Dungeon - Underwater -
SUBJECT Forest - Plains - Island - Mountain - Swamp - Legendary - Warrior - Mage - Druid - Barbarian - Cleric - Shaman - Artificer - Scholar - Ranger - Hunter - Bard - Healer - Monster - Dragon - Unicorn - Pegasus - Griffon - Faerie - Dryad - Merfolk - Undead - Demon - Vampire - Golem - Minotaur - Centaur - Goblin - Orc - Giant - Hydra - Gargoyle - Troll - Imp - Elf - Dwarf - Treefolk - Homarid - Thallid - Thrull - Animal - Insect - Cat - Wolf - Spider - Bird - Fish - Horse - Bear - Mammoth - Lion - Plants - Fungi - Other -
LORE Jamuraa - Kjeldor - Balduvia - Soldevi - Phyrexian - Ulgrotha - Sengir - Serra - Yavimaya - Fyndhorn - Freyalise - Urza - Icatia
SET Mirage - Alliance - Homelands - Ice Age - Fallen Empires -
All Artists are tagged.
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I filled another sketchbook page yesterday, so here's weird Phyrexians 8-13!

8: Sometimes, clever mites use discarded bits from other Phyrexians as protection and camouflage. They use one set of legs to hold up the disguise.
9: This highly flexible, mobile Progress Engine octopus is a surveillance device with both eyestalks for visual input and antennae for picking up psionic signals. They will often cling to and hang from the spheres that form a major part of Progress Engine architecture, surveilling people who pass below.
10: Plants that grow wild in the Hunter's Maze, with bulbous glowing heads and trailing filigree veils like those of certain fungi. The patinated coppery stalks that twine up to support the heavy heads take the shapes of humanoid hands, and as a result can be a good quick place to harvest replacement parts if you don't insist on getting them custom.
11: Wearable secret familiar, popular among cenobites who want a little extra assistance. Its tail is longer than the pendant would suggest, as it telescopes out with stretchy red sinew in between the porcelain plates. In addition to attacking or spraying oil at foes with its hidden stinger, the familiar can be surprisingly effective at simple fetch tasks thanks to its prehensile tail.
12: This... monstrosity was originally designed to be a safer version of a viron, a massive Furnace beast that forms manastorms at its upper half and conducts electricity down its legs into the ground. Supervisors were disappointed, and goblins were thrilled, to learn that it was not in fact safer. The jubilant goblins then threw themselves fully into making it as unsafe as possible (its official purpose is now "intruder deterrent"). Problem is, it has been slowly breaking down as it wanders because no one wants to go close enough to maintain it. Great against Orthodoxy angels, though!
13: A Gitaxian automated scroll/reading wheel. It has spinners on each of its vertices, on top of which parchment is mounted, and this allows it to scroll as it or a user reads and writes. I had extensive conversations with friends about the potential silliness of this one, due to its bulk and tiny, spindly legs. Sometimes, when it tries to stop, it just keeps rolling. The Gitaxians keep it around anyway.
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Phyrexians in general like to blur the line between “people” and “architecture”, so why not “sentient tree”?

It's not clear whether Realmbreaker was fully conscious/sapient before Wrenn reached out to him, but it would be very reflective of Norn's particular strain of evil if her entire invasion plan relied on bullying a (Phyrexian) child into compliance.
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i've started binge watching the alien movies
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I want to hear more about your fan-planes! Tell me about the creatures that can be found there, what are the staple creatures like? Most importantly what are the dragons like!
I unfortunately haven't developed my fan plane ideas fully yet, but there are some ideas I've been bouncing around. Two main ones:
"Phyrexian world": A world where Phyrexians and other humanoids have learned to live in harmony after Karn passed by and dropped oil there long ago. They arrived at a certain earth-shattering revelation earlier than many other Phyrexian civilizations did, allowing them to forsake Yawgmoth’s control.
The Phyrexians of the plane are great healers, artificers, and archivists thanks to their ancestral memory bank.
Generally, society is extremely diverse, including stereotypically “monstrous” races like goblins, orcs, and kobolds without prejudice. Most classic fantasy races are there, as well as many rarer ones.
Dragons regularly intermingle with other species and even occasionally have kids with them! Dragonborn aren’t uncommon here.
If there were gods on this plane, they’ve long faded into obscurity, as its people have taken the values of self-sufficiency and scientific/magical progress to heart. They believe a lot in carving their own paths, instead of following celestial dictates.
They’re going through a kind of renaissance, and the arts and sciences are flourishing.
The level of technology is intermediate to high, making me think of high-fantasy Athens—the polis of Meletis in Theros actually might not be a bad comparison. More robots, though, and fewer temples.
"Aquatic world": A world that is almost completely covered in ocean, except for a smattering of small islands (some of which are in fact slumbering leviathans). Deep trenches extend miles down, with bioluminescent animals and fish clinging to their steep sides. There is civilization even at the very bottom of the ocean.
Merfolk could be considered the “dominant” species here, like how humans are often regarded on other planes. There are a number of different subraces sorted by cultural origin and the ecosystems they call home (coral reefs, kelp forests, open ocean, deep sea, hydrothermal vents, etc.)
Merfolk cities are known for their elaborate architecture and advanced arcane knowledge. Spires carved from sea stone, with coral shelves spiralling up their sides, are a beautiful sight in shallower, sunlit waters.
Humans sparsely populate the islands, along with other land-dwelling peoples, but the vast majority of the population is aquatic.
There are dragons.... aquatic dragons. Massive, streamlined reptiles with flaring fins resembling those of nudibranchs or tropical fish, the most powerful of which can bring whole weather systems with them above the water. (They can fly, but spend most of their time in the open ocean.)
Species like elementals, dryads, elves, goblins, and vampires are present, but all have an aquatic twist—fire elementals dwell near volcanoes or hydrothermic vents, dryads are bound to kelp forests or coral reefs, goblins have gills and make their lives in the mid-ocean mountain ranges, etc.
There are eldritch, ancient gods in the deep seas, worshipped by small circles of deep-sea merfolk and vampires.
Overall, the plane has a big Subnautica aesthetic, with surreal creatures and bioluminescence everywhere.
#mtg#magic the gathering#oc#mtg fan plane#worldbuilding#phyrexia#merfolk#phyrexian#dragonborn#askbox#little-red-rabbit
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