vorrenthalla
vorrenthalla
Vorrenthalla
141 posts
She/They. | I mostly talk about card games and RPGs.  | Linktree: https://linktr.ee/vorrenthalla | Profile pic by @EllyJBurg on twitter
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vorrenthalla · 24 days ago
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Guys shes right behind you !!
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vorrenthalla · 1 month ago
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This is me like every time I break something. I can never be normal about it it always breaks in a way that makes people question what the fuck I did.
One of my favourite examples was that one time when playing Digimon World I somehow accidentally entered a debug mode, I have no idea how I did it, I couldn't find anything online about it at the time. In my defence that game was held together with chewing gum and hope.
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vorrenthalla · 1 month ago
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This is my final post of the card of the FFIX commander deck. Cards I missed from other posts.
First one of my favourite characters of the game, Beatrix.
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Beatrix is a recurring boss fight but you never actually beat her. To represent that you can't lose while she is in play. First Strike is to represent that she is always the one attacking you and lifelink is to represent her white magic abilities.
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Zorn and Thorn unfortunately did not get their own custom cards, instead I chose to represent them with a single reprint. Trouble in Pairs is a strong card and works quite well for them.
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Induce Despair is another card I didn't really know about until making this deck, it's not a strong removal spell but it does work in the deck and I think it goes well with the scene of Lindblums destruction.
Disenchant is a simple removal spell that I used to showcase the moment when the enchantment guarding Cleyra was destroyed.
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Two more removal spells both from the same cutscene depicting Bahamut and Alexander's destruction.
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These also are moments from the same cutscene. Abstruse interference depicts the moment when the invincible shows up to take control of Bahamut from Brahne and kill her with it. The spell allows you to exile a creature and then cast it yourself. Worth noting that I did devoid a bit different to normal aesthetically because I didn't think the eldrazi frame worked well here but I still wanted to get across the devoid.
Bitter Triumph depicts Brahne's death itself, it's a victory for the party because a villain is dead but Garnet still mourns for her mother anyway. The quote is taken directly from that scene and really exemplifies why it's perfect for the card. The card itself is great for the deck since it lets you fill your graveyard.
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Finally I have two more cards that I actually decided on early on. Eye of Doom is an interesting card for commander and depicts the eye of the invincible.
Mass Calcify is a strong boardwipe and here depicts the petrification of evil forest and blank.
That's it, I've shown pretty much every card in the deck now and gone over my thoughts on them. I hope some people here enjoyed the deck and if you didn't well I'm shutting up about it now haha.
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vorrenthalla · 1 month ago
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Fun Sorceries on the FFIX commander deck
There are some Sorceries in this deck though not many.
Of course being a reanimator deck we have to have some reanimation.
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Graceful Restoration here depicts the rebuilding of Alexandria and there are a decent number of creatures in the deck with power 2 or less making this more valuable.
Vat Emergence is another card that I feel is perfect here, it returns a creature and proliferates which normally wouldn't be all that strong but with saga creatures it allows you to get two chapters immediately as well as triggering the chapters of any other creatures you might have. At first glance it doesn't seem like something that would make flavour sense for FFIX until you remember how genomes are created on Terra.
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Kidnap the princess was created because I wanted a card to depict Tantalus, the scene where they are planning the kidnapping particularly. There were a few different ways to do this but I went with milling a player and getting a creature or artifact from among them. It's only really theft if you target the opponent but it wouldn't really synergise well with the deck if it couldn't be used on your own deck. Honestly I'm not too happy with this card and I'm open to better ideas.
Jailbreak was another card that I didn't even know existed before making this but felt very good for the deck. It depicts the moment Steiner and Marcus break out of jail. It's also a 2 mana reanimation spell, you have to give an opponent something but it's probably worth doing.
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One of the more powerful reanimation spells in the deck is storm of souls. It won't work too well with the few creatures in the deck that rely on being big like the Yan but there are plenty of creatures in the deck that are powerful because of their abilities instead. The scene depicted here is the souls swirling around the outside of the Iifa Tree.
There isn't just cards to get back creatures.
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Past in Flames lets you recast the other Indians and Sorceries in the deck but really it's in here more for flavour as I wanted to depict the scene in which Madain Sari was destroyed.
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Every deck needs some card draw. Secret Rendezvous is a fun reference to the love letter section of the game while cathartic reunion depicts the last moment of the game in which Garnet and Zidane are finally reunited, it also plays nicely with the reanimation theme.
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Lastly there is the boardwipe Blasphemous Act. Depicting the scene where Kuja destroys Terra, a scene I absolutely had to depict on a card.
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vorrenthalla · 1 month ago
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Technology transparent PNGs
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vorrenthalla · 2 months ago
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Lands
What does the manabase look like in the FFIX commander deck? I mentioned on my last post that I included shattered landscape, Nightmarket and Promising Vein but it's not all common lands.
There are other great lands for graveyard decks.
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Silent Clearing is a pain land that you can sacrifice for card draw, which is great with Crucible of Worlds and Sun Titan. The art here is the clearing in Evil Forest which I think looks quite serene.
I also included surveil lands like Shadowy Backstreet to help put your creatures in the graveyard for later reanimation. Here I depicted the alleyway in Alexandria which I think fits great.
Of course every commander precon comes with a Command Tower so what did I do for that?
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I chose Memoria for this. I did consider Lindblum but that art is already in the main set so I had to find something else and I think Memoria looks fantastic here.
I also put Fabled Passage in the deck and used the portal to Memoria for that.
A couple more lands of lower rarity here
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Tainted Field is an underrated land I think, it's like a slightly worse verge, I think it'd be nice if we got more uncommon cycles like this one but really I just wanted a land where I could depict Qu's Marsh since I and other people who love Quina spent so much time there, it also has one of my favourite music tracks.
Tramway Station is not a good land but sometimes you just see something that is normally a bad fit for reflavouring have a good fit and you just have to include it. Lindblum actually has stations for an inner city public transport system! So yes I depicted that for that tramway. It might not be good but I love it.
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A couple of other things I wanted to depict in the deck were the play from the start of the game and the mognet. I don't think either card here is amazing in the deck but they aren't bad either. Thespians Stage of course depicting the sword fight between Zidane and Blank during the play and Nomad Outpost depicting Mognet Central. I think the latter fits pretty well since the moogles working for mognet are pretty nomadic.
Finally we have a couple of utility lands
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Blast Zone is another solid fit for the decks themes and goes well with Sun Titan, it depicts the destruction of Alexandria. Rogues Passage is just a solid card in general and here it depicts the secret passage that leads from the castle to the Gargan Roo.
There are some more fixing lands I didn't show but I think this give a good idea of what is in the deck.
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vorrenthalla · 2 months ago
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More cards from the FFIX commander deck I made. This time I'm going over the ramp the deck has. This is all reprints here nothing new so the focus of this post is on the flavour.
Every precon has a Sol Ring and an Arcane Signet and this one is no exception.
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For the ring I chose to do the rings around the crystal, with the way sol rings are usually depicted in the art this image just screamed sol ring to me.
For the Arcane Signet I went with Garnet's Pendant and used a great shot from the last cutscene in which she drops it on the floor. The flavour text is the in game description for it.
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I was originally going to include the talismans for each of the other 3 jewels but unfortunately I couldn't get a clear image of the desert jewel in the game and the falcon claw never shows up at all but I can use Eiko's E earring and since it's not part of a group of talismans I decided to pick a more flavour appropriate mana rock with honored heirloom.
Solemn Simulacrum is of course in this deck and for that I picked one of my favourite moments in the game.
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This is the scene where Vivi talks to Black Mage #288 about mortality and the unfortunately short lifespan of Black Mages. It's only shortly before this that you learn the Black Mages are self aware and before you've had a chance to fully think through the ramifications of that it hits you with the fact that some of them not only know they are going to die but that it's going to be soon and there is nothing they can do about it. The quote in the card is one that has always stuck in my mind since the first time I played the game.
This flavour fits the card well in my opinion and allowed me to show off one of my favourite scenes.
Maps
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I was looking through ramp options I could include in the deck. Archeomancer's map seemed like a good option, initially I used the map Blank gives you but that didn't quite feel right and then I remembered the scene in Treno where Doctor Tot shows his map and thought that fit much better. Planar Atlas was actually the other way around, I wanted to delict oelivert and when I saw the atlas I thought "wait there is a card in magic I can use for this" and that's how I got planar Atlas for the holographic globe in oelivert.
One of the first cards I made for this deck was Crucible of Worlds
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I'd decided very early I wanted a graveyard theme for the deck before I even knew I'd do mardu (I considered Abzan and Jund) which Crucible goes well with and knew exactly what art I'd used for Crucible. This moment in the game looks quite similar to the art for the original crucible with two planets close together.
The flavour text is a quote from Garland that he says when you first enter this area.
I of course made sure to include lands that work well with Crucible.
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Night Market has cycling and depicts the auction house in Treno, a sight that is very recognisable for those who have played the game. Promising Vein sacrifices itself to get a basic land but can also just be used for colourless mana if you'd prefer, I depicted the Fossil Roo in this one which I'm quite happy about because I really wanted to depict either the Gargan Roo or Fossil Roo.
I also included a land that both cycles and sacrifices to find a basic
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Here Shattered Landscape depicts Alexandra shortly after it was destroyed by Bahamut.
I'll do another post soon showing off some of the other lands in the deck.
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vorrenthalla · 2 months ago
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Bonus FFIX commander post.
The Black Waltzes.
I initially made a custom card for them but the custom card slots were quite tight and their card did not synergise well with them so I cut it but by that point I'd already found another way to represent them. There are actually exactly three cards in magic with "Waltz" in their name, they are all in colour and all suit the deck which seemed too perfect not to include and was another good reason to include black in the deck.
Below of the Waltzes. Each has a close up picture of them and a quote from them for their flavour text.
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Macabre Waltz for Black Waltz #1, Sinister Waltz for Black Waltz #2 and Waltz of Rage for Black Waltz #3
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I can't emphasize enough how much I love these reprints for them and think they fit absolutely perfectly each matches their personality, macabre and sinister work very well in graveyard decks and Waltz of Rage is great for representing the moment that they kill the Black Mages on the cargo ship.
There is actually one more card in the deck depicting Black Waltz #3
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The moment when they accidentally caused their own ship to blow up due to sparks from their magic, the expression on their face in this moment is just perfect and untimely malfunction is just a great commander card in general.
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vorrenthalla · 2 months ago
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Today I want to post about the creature cards I made out of FFIX enemies
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First, let's go over the final boss of the game Necron. One of the biggest reasons that I wanted to include black in this deck as I can't imagine Necron as any other colour. Wasn't actually sure if I should go with god or avatar for the creature type, Necron is the manifestation of death, hatred, the void but they feel godlike enough for me. I made them a 4 mana 4/4 with 4 keywords because in Japan the number 4 is associated with death. I also gave them the ability to be cast from the graveyard whenever a creature dies to represent the fact that they appear only after Kuja does and state that they will always exist as long as life (and death) does.
Next, one of my favourite characters who didn't even get a reference on MTG final fantasy; Lani
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Lani is sent after Garnet later on in the game but unlike everyone hired before by Brahne she is not ordered to capture Garnet alive, she just needs to get her pendant.
Lani doesn't care about anything more than getting the job done and being paid so I represented that in her card by making her a mercenary and having her create treasure if she gets the kill. First strike is to represent the fact she ambushes the player. I also gave her the very old and almost never used ability Provoke which not only fits her personality but helps her actually generate treasure, I think without it she'd end up being used as a blocker.
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This was a fun one to design. The first proper boss fight of the game. The Prison Cage kidnaps Garnet and The party fail to deal with it quick enough so it escapes with Garnet then comes back to kidnap Vivi but this time they manage to kill it freeing Vivi.
I represented this with a temporary exile creature similar to banisher priest but with a tap ability to put the creature in the graveyard and return Prison Cage to your hand and because it goes back to hand you can do it again just like how it comes back in the game. We've actually had similar cards to this but not on a creature. We've had a few enchantments that exile temporarily but can turn into straight removal for extra mana. I don't think this card is super strong but it is very flavourful.
The next is the strongest non-boss enemy in the game, the Yan.
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In FFIX this cute little sheep is terrifyingly strong, aggressive and usually comes in a group of 3 (hence the Myriad ability) so I made it a simple big trample creature that has to attack. I did consider giving it some sort of ability to represent the Snort attack but I didn't want to overcomplicate the card.
Of course I didn't just make regular Yan I also made the strongest enemy in the game the Friendly Yan
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Like the Yan the Friendly Yan is a huge trample creature that has to attack. In the game you meet this lil guy on their own and they ask you for a diamond, normally friendly creatures that ask you for gems will leave happily if you give them it and run away if you don't but the Yan is a bit different, if you don't give them the diamond they will attack you and they are strong, literally the highest stats in the game, higher than even the super boss Ozma. This was a card I got help from a friend on because I wanted to mechanically represent the idea of the opponent giving Yan a diamond to avoid it's wrath. I initially made it an etb but my friend advised that it was a bit too weak like that and suggested changing it to a combat trigger.
This makes it a lot more interesting with opponents having the option to give you card draw to ensure they won't be attacked for a turn. In the right situation this could draw a lot of cards but it could equally end up in a situation where it can't really do much.
That's it for the new cards but I did also do some reprints.
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Sun Titan seemed like it'd be a good addition to this deck since it brings things back from the graveyard. The giant you fight near Condie Petie seemed like a good fit for it too.
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I have two cards for the silver dragons of the game. Guardian Scalelord is another good synergy piece for a reanimator deck and represents the dragons that defended the portal to Memoria. Tyrant's Familiar represents specifically the dragon that Kuja rides.
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This felt like a perfect fit for flavour, one of the more memorable things about FFIX is that there is an exit to Gizamaluke's Grotto that leads to the area on top of it which has high dragons that are way too high level for the player at that point and new players have likely had a game over due to them, I know I did. So the name "Terror of the Peaks" is very fitting.
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This is also quite fitting for flavour, the soul cage in the Iifa Tree doesn't really harvest souls as such but it does manipulate them, it's close enough for me and I like this card in reanimator decks, especially considering how Garnet plays.
I can't fit the images on here sadly but the last two cards I wanted to mention are Shriekmaw which uses the Mandrake from FFIX, a pretty strong enemy that fits the name and Meteor Golem that Depicts an Iron Giant from Memoria. Another card that is great in reanimator decks.
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vorrenthalla · 2 months ago
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Oh I love these!
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Pixel Perfect [Miscellaneous Proxies]
Honestly, I just really like how pixel art looks on magic cards. That's really it. So enjoy these Kanto-themed lands!
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vorrenthalla · 2 months ago
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Today I'll post some of the other player characters in the FFIX deck.
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Vivi is my favourite character and I decided to make him into a strong reanimation target for this deck. His design is based on his trance, double black, which allows Vivi to cast two black magic spells a turn. Each if the options is a black magic spell Vivi learns, I tried to make sure the options were varied while not breaking the colour pie.
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Steiner's role for most of the game is protecting the princess so I designed him around being able to protect one creature very well. Vigilance is there more for flavor than being useful and the ward is an extra layer of protection as Steiner does not give up on protecting the princess easily.
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I'm not a fan of this art but unfortunately Freya only appears in one cgi cutscene and it's when she's on the floor after being beaten up. Not the way I wanted to show her but I wanted to keep all the player characters consistent and use the CGI cut scenes for them. I gave her jump of course just like her fin counterpart but I also have her an enters and attacks rummage that buffs her power based on how many dragons are dead. This is inspired by her dragon crest attack which gets stronger the more dragons have been killed. I think she could make for an interesting dragon commander but her role in this deck is setting up the graveyard.
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Quina was one of the first cards I designed and I never changed it after I did. They aren't super synergistic with the rest of the deck but they are an interesting design. This is my way of representing Quinas blue magic and could themselves be another interesting commander.
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Eiko is another design that didn't really change. I needed some reanimation spells, Eiko has full-life as a spell. The skulk is there for flavour to represent her agile thief side. She isn't super strong but I don't think every character should be.
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Finally we have Amarant. I gave him two abilities, one for his throwing skill which is basically just fling and the other is his trance. In the game Elan makes his normal single target attacks skills hit every enemy or every ally instead. Magic already has a mechanic that does that, overload, do he simply gives all your spells overload for a higher cost. It'd be interesting to see the sorts of shenanigans people could do with that as I don't think we've had the ability to give spells overload before. In this deck it'd go quite well with a card like Coiling Rebirth to turn it into a better Rise from the Dark Realms
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vorrenthalla · 2 months ago
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The Summons
For the deck I made I created 5 summon cards.
There are a lot of summons in Final Fantasy IX, which makes sense because the game has two summoners in the party and the main antagonists can use summons too. The only FFIX summon we got in the main set thought was Alexander and he was unfortunately relegated to being a decent limited card too weak to see play in other formats. I didn't want to overlap so I didn't make a new Alexander and I didn't feel the need to make summons we got cards of from other games like Bahamut, Ramuh or Shiva (though I don't count the FFXV cards). So I made summons for the 5 summons we didn't get
First up I'm going to show off Atomos!
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I based these abilities on both Atomos's cutscene appearance and summon. In the Cutscene it appears outside Lindblum and starts destroying it (destroy target land) then you see the soldiers and black mages ripped out of the city (destroy all other creatures) and then a wormhole appears and sucks everything in (exile graveyards), the final chapter is Atomos as a summon which uses G-Force 199 a variant of the Demi spell that halfs all enemies HP, so that's what it does here, halfs the opponents life total.
Click to see the other four.
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Phoenix did kinda of get an appearance in the main set through Joshua but like I said I'm not counting FFXV characters (plus phoenix is the only one to not *also* have a separate summon card). Phoenix in the games revives the party and deals damage to the enemies so I wanted to depict that, but I also wanted to depict a unique aspect in of phoenix in FFIX which is that if everyone dies and Eiko is in your party there is a small chance of Phoenix getting summoned and reviving everyone. So the way I did this in magic is had Phoenix ressurect all creatures from your graveyard that went there that turn when played and also gave it an activated ability you can use from the graveyard to return phoenix to play and ressurect everything again, perfect for when someone boardwipes. I added a finality counter to prevent it being too strong though.
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Carbuncle was one of my favourite summons in IX and was also very difficult to figure out how to translate to magic. Emerald Light was easy, it gives everything haste and magic has haste. The others were more difficult. Ruby light gives Reflect which could be represented with a redirection effect but that takes up far too much text to be one mode of a 4 mode saga creature so I ended up compromising and going with it giving hexproof. Diamond light is Vanish in FFIX which makes you impossible to hit with physical attacks and also improves your ability to hit enemies. I thought about phasing, blinking and unblockable for these but ultimately I settled on flying which doesn't really fit the flavour much but isn't too far off mechanically and I ended up going with counters for a reason I'll get into in a moment. Pearl light is Shell which reduces magic damage and I thought a good way to represent that would be preventing noncombat damage but I went with Shield counters because one thing I wanted to do with Carbuncles effects was have them matter for more than a single turn. I tried doing it a few different ways but the wording got a bit long and complicated. Sometimes you just have to scale back to make the card grokable and physically readable and so I went with the approach of using keyword counters instead which let me get close enough effects for each ability while also having them all stick around. I imagine it could end up a bit annoying to track in paper if you have a lot of creatures though.
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Madeen is Eiko's ultimate summon that unlocks when her moogle Mog goes into a trance. I liked desigining this one. The first chapter is the moment Mog goes into trance to protect Eiko which I represented by Madeen giving a creature indestructible while she is in play like Aegis Angel does. Terra Homing is the name of Madeen's attack which instantly defeats Eiko's attackers so I had it destroy all tapped creatures. The way this ends up playing is that a player attacks you, you flash in Madeen, make a creature indestructible and then on your turn Madeen deals with the attackers. Double White is actually a reference to Madeen in a different game, in Dissidia Final Fantasy Opera Omnia after summoning Madeen Eiko gets the Double White buff. Double White is Eiko's trance in FFIX and let's her cast two white magic spells a turn instead of one. I could have done this by making it so you double the next white spell you cast but that felt like too much of a colour pie bend plus Madeen already seemed strong enough so I did that she doubles your lifegain which feels flavourfully appropriate for the ability.
Finally the strongest Summon in FFIX and one of the weirdest summons in the franchise: Ark
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If you haven't played FFIX you are probably thinking the same thing I did when I first played the game "the fuck, a robot summon?" and yes Ark is a robot. More specifically its an airship that turns into a robot. I could have made this a vehicle but I thought that might be a bit too complicated as funny as that would be. I don't have a huge amount to say about this one because this was the one card in the set I didn't do much of the design for. I was struggling of thinking of what to do with Ark so I asked a friend to help and she came back with a design that was almost perfect, I tweaked it a little from there to lower the power level just a tad but its mostly just what she presented. Each of the chapters is an attack that Ark has in the game either from the summon or from the boss fight with it and I think they have been translated quite well into magic abilities.
Ark is the strongest summon in FFIX and honestly I think its probably the strongest summon in magic with this design, its certainely in the same tier as Bahamut and Knights of the Round which is where I think it should be.
I want to show a couple more cards I designed which aren't summons but do depict them.
First a reflavoured reprint; Damnation.
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This depicts the moment that Brahne uses Odin to destroy Cleyra, an iconic scene from the games that I absolutely had to depict on a card. The flavour text is a letter you deliver through the mognet sidequest.
While I didn't make a summon for it I still wanted to depict Alexander
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I thought the best way to do this was make a protection spell out of the moment Alexander protects Garnet and Eiko from Bahamut. I wanted something in a similar vein to Teferi's Protection which is something we keep getting in commander decks. I made it a weaker effect but also added the ability to apply it to any two players, so you can use it politically in commander to protect another player as well as protecting yourself, if you really wanted you could protect two other players. Its not an effect we have yet.
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vorrenthalla · 2 months ago
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I can’t believe the dialogue matched this terrible glitch perfectly istg
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vorrenthalla · 2 months ago
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The multicolor legends I designed for FFIX
I made a full FFIX commander precon which you can read about here:
This post is going over the multicolor legendaries in the deck. First the face commander and the secondary commander.
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Dagger is the face commander her rather than Zidane because she works better with the reanimator theme of the deck. In the game Dagger's trance is called Eidolon and if you summon with it that summon has a random chance of coming back and attacking again later on. So I tried to recreate that ability in magic, if you've already played a summon it should be in the graveyard and this ability could bring it back! But it'll only be around for one combat. This can work with any creatures but it does work better with summons just because they often have such strong effects when they enter.
Zidane was harder to design.I wanted to make him around stealing since his character in the game focuses on that but also needed to do *something* that synergises with the deck. I was looking at other thieves in magic and was inspired by Tiny Bones who lets you play cards from the opponents graveyard, so I made Zidane's steal ability mill everyone then you can take a noncreature artifact from among the milled cards. With only 4 cards milled each time there isn't a high chance Zidane will actually steal anything off a single activation but anyone who has played FFIX will know that is just accurate to the game. I added the treasure part because it felt a bit weak for a mythic legendary without it. Thievery is a reference to an attack with the same name that does more damage the more you have stolen.
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The Brahne I created is very different from the official one. I don't dislike the official one we got but I don't think it quite suits the character much either. Brahne never fights anything herself so giving her prowess and an ability that requires attacking feels wrong. Yes Black Mages fight for her but that is definitely more Kuja's thing than her thing. What she does do however is use Eidolons. She steals the power to summon a lot of them from her daughter then spends all her time trying to collect rare magical objects in order to summon even more powerful Eidolons which she uses to destroy the other nations of the Mist Continent, collecting more Eidolons is actually her entire motivation for the invasions too. So I built her around that, when she enters she tutors for a saga (which all summons are) and puts it straight onto the battlefield, a very powerful ability. This also lets her use non summon sagas but I think that actually works too since she is the face of a lot of the major events in the game. I kept her as a 2/1 because she never fights herself so it seemed fine to keep her weak in that regard. She could be quite a fun saga commander.
I think my favourite multicolor legend in this deck, and one I'd personally love to build a deck around is Kuja.
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This design changed quite a bit from my initial design (which is why I changed the name, I forgot to do that before posting the list though).
Originally I was going to build Kuja around summons, just like Brahne because he also uses summons in the game but then I thought about it more and he only actually uses one, Bahamut, which he stole from Brahne after she had summoned it. So I came up with a new idea to focus on the black mages but in a different way to his other cards. The way that Black Mages are actually created in the lore is that they are created from Mist which are souls that have been removed from the life cycle. So it made sense for Kuja to bring back creatures from the graveyard as black mages as well as sacrificing to do so (note: you can't bring back the creature you sacrificed to activate the ability, as you have to choose a target before you pay the costs). This is a completely different way to do reanimator and encourages caring about the abilities the creatures have rather than the sheer power.
Speaking of the Mist
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I had to make a card representing the Mist and the Iifa Tree (note: thats a capital i not an L), both are very important parts of the games story and I ended up putting them into one card.
As I said above The Mist in the game is souls that have been removed from the life cycle. The tree is what is doing that, souls that should go back into the planet and then reincarnate into new life are being prevented from doing that by the tree which instead floods the Mist Continent (which the tree is not actually on) with these souls in the form of a Mist. The Mist completely envelopes the lower lands of the continent (which is why all the settlements are on top of the mountains except for Burmecia and Cleyra which have their own forms of protection, its a cool detail), it enrages and mutates the wildlife there and thats where the monsters in the game come from. I wanted to ensure it represented both the aspect of the fact its driven by the dead as well as the enraging aspect. This is what I ended up with. It brings creatures back from the graveyard but it does so indiscriminately, everyone gets creatures back, the creatures are given haste and goaded to represent the violence the mists cause. The controller of the mists doesn't have to worry about this violence of course, the fighting is happening elsewhere just like in the games.
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Sir Fratley was not really designed to be a commander (though I guess he would make for a decent voltron commander), he only really shows up once in the game where he saves Zidane from Black Mages in Cleyra the flash and first strike is to represent that moment where he comes out of nowhere and easily dispatches the Black Mages. Jump is of course because, like Freya, he is a Dragoon and can jump absurdly high. Honestly I really like Jump as an ability in magic and I'm hoping it becomes an evergreen mechanic for red.
So those are the legends I designed for this set. What do you think of them? Would you build around any of them? Let me know!
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vorrenthalla · 2 months ago
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I created a FFIX commander precon!
It's an deck made in the same style as the Final Fantasy precons with 25 custom cards and 58 reflavoured reprints with the last 17 cards being basics and lands taken from the FFVII and FFXIV decks (this is what the FFVI deck did, so thats why I did it as well). The art on the mock up of the box is official artwork that was released recently and the art on every card was taken from the hd version of FFIX (its a mix of cgi cutscenes and in-game graphics). If you want to see it let me know and I'll post the cards that are in it.
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vorrenthalla · 2 months ago
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I created a FFIX commander precon!
It's an deck made in the same style as the Final Fantasy precons with 25 custom cards and 58 reflavoured reprints with the last 17 cards being basics and lands taken from the FFVII and FFXIV decks (this is what the FFVI deck did, so thats why I did it as well). The art on the mock up of the box is official artwork that was released recently and the art on every card was taken from the hd version of FFIX (its a mix of cgi cutscenes and in-game graphics). If you want to see it let me know and I'll post the cards that are in it.
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vorrenthalla · 2 months ago
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People always assumed I was younger, especially since I started HRT. Most of the time I find it funny but it's annoying getting ID'd on the rare occasion I want to buy something age restricted.
rb with whether people assume you’re older or younger than your actual age
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