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#kaldheim god
mtg-cards-hourly · 4 months
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Sigrid, God-Favored
Never alone, never afraid.
Artist: Johannes Voss TCG Player Link Scryfall Link EDHREC Link
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light-bender · 1 year
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Well that's the coolest art I've ever seen on a standard legal card!
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5ecardaday · 1 year
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Monster Popularity Contest– Kaldheim
Esika, God of the Tree Inga Rune-Eyes Koma, Cosmos Serpent
Alright, after a quick and easy month-long break to decompress after Arcanatober, I’m back at it again. On my Patreon, I do weekly patron-exclusive polls, and the first poll of each month is the Monster Popularity Contest. This month, to celebrate the upcoming arrival of Winter, I’m also doing exclusively winter-themed homebrews! This, of course, means a visit to the coldest MtG plane of all, Kaldheim
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art-of-mtg · 1 month
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Sigrid, God-Favored (Kaldheim) - Johannes Voss
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Valki, God of Lies (Showcase Ver) Initial and Final Version by Jeff Miracola
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phyrexianphamily · 2 years
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Who the hell tries to steal eggnog?
Esika, about Tibalt's rampage on Kaldheim
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washed-up-wurmcoil · 1 year
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MTG gods then: Indestructible creatures that gain an extra layer of protection when you’re in a bad board state by ceasing to be creatures representing how the gods are ideas of mortals given form and how hard it is to kill an idea. MTG gods now: A creature with the same toughness as a rhino.
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vauslogia · 6 months
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After HornyClex, my favorite Jin-Gitaxias Tyrant of Progress, core teller, the sexiest man in the world, smart, handsome, charismatic, fashionista, moves into the world of Kamigawa. I thought about the pose for a long time, took a bunch of photos of a sculpted figure of a blooper. Then I made several sketches and agreed on where he towers above us. If Vorinclex was just running sideways, then here I wanted to give him some kind of epic. But whether it worked out or not... interesting questions) I added his headband, scarf and neon sword, which is not in the canon, blowing in the wind. BUT WHO WILL STOP ME, GOD. Cyberpunk is difficult for me to draw, but I really tried, I love this direction, especially in Kamigawa. I feel this world much more than Kaldheim. Also, I wanted to add aggression to him, so Jin killed some local naga, because they are against progress. It was also difficult to create neon highlights on his beautiful body, but I tried. I made them in 3D at home, but Viray didn’t render them. Perverted with the screen
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Kaldheim Homebrew: Realmwardens
This is a mono-green faction I initially created as part of my changeling Horizon Walker ranger's backstory for a Kaldheim D&D game, together with my lovely DM @socialpoison! Rooted in the realm of Littjara, the Realmwardens are Kaldheim's cosmic park rangers, keeping the World Tree healthy and the realms in balance.
As optional context, my previous post on Littjara and shapeshifter lore is here.
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The world of Kaldheim is a compound plane, made up of many realms growing together on the branches of a great World Tree, and the Realmwardens are its guardians. The vast majority are shapeshifters, and the faction's core ideology--world-spanning and fluid--is deeply linked to shapeshifter life histories. They are, after all, the only people of Kaldheim gifted with the natural ability to cross the realms and survive the Cosmos. However, members of other species may also be welcomed into their ranks, particularly human Omenseekers.
Founded long ago by legendary shapeshifter rangers of Littjara, Realmwardens live and act by a code of tenets:
The Code of Realmwardens
Fight for life, not for glory.
Remain impartial in the conflicts of the realmbound.
Rise above realmbound shortsightedness; remember the unity of the Cosmos.
Draw wisdom from all you encounter.
Act toward no realm's destruction.
Never lose sight of from whence you came.
Above all, preserve life.
Unlike the rest of Kaldheim, Realmwardens place no emphasis on glory in battle. The majority are changelings who need not concern themselves with the judgement of Valkyries, focusing instead on duties which are unsung but essential. This includes patrolling Doomskar sites, protecting the inhabitants of any realm involved, and securing Omenpaths. Their focus is on the ecological balance of Kaldheim as a whole, seeing each realm as an integral part of the World Tree's ecosystem (that is, until they age and fall). For example, though Realmwardens often find themselves at odds with the demons of Immersturm when they pour out of Doomskars and spread carnage, they'd step in all the same if Immersturm itself was threatened. Even the darkest corners of Kaldheim are essential to its balance.
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Realmwardens are neutral in conflict, as they guard what is and what always will be--the World Tree. Like the Valkyries, they operate independently of whatever pantheon is currently ruling and are in fact duty-bound not to obey or be beholden to gods. They also tend to stay out of intra-realm conflicts, even if the solution appears morally straightforward. Their job must always be the big picture, and they must serve Kaldheim as a whole above any and all else. Even when Realmwardens kill, it must be with the ultimate goal of preventing threats to life throughout the realms.
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Realmwardens are most commonly seen wielding bows and arrows, teleporting across battlefields in swirls of aurora magic and casting powerful banishment spells on their foes. They leave behind myths of great heroes of various races defeating cosmic threats before disappearing, never to be seen again, content to live through skalds' songs and mages' whispers in their ever-changing forms.
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Random Encounter: Rift Events
The thinking DM’s alternative to “rocks fall, everyone dies”
Sometimes a the heroes fuck up catastrophically. They fail to stop the dark ritual in time, they sever one of the anchors of reality in the midst of a battle, they drop the doomsday artifact down a very long flight of stairs and it ends up breaking. You could end the campaign right there, improvising a hasty epilogue and send your party home for a couple weeks while you prepare to start from scratch.  Alternatively, you could use the narrative stakes you set up for yourself and do something interesting. 
One of the most important writing lessons I’ve learned as a DM is to ask myself “what happens if the party fails” as a means of giving my writing richer dramatic stakes, because unlike most forms of fiction a d&d campaign can’t have an ending predetermined by the author. To that end it’s a good idea to have some options in your back pocket for when your party goes so far off the map that you couldn’t have possibly prepared for this eventuality. Taking inspiration from the “Doomscars” of Kaldheim, a rift event represents a breach in the fabric of reality accompanied by a natural disaster, the result of either a catastrophic release of magical energy, the fracturing of fate, or planes smashing into eachother with the force of sizemic shifts. 
To quote Jason from The Good Place: “I'm telling you, Molotov cocktails work. Anytime I had a problem and I threw a Molotov cocktail, boom! Right away, I had a different problem.“ And that’s exactly the ethos we’re looking to bring to the table with a rift event. Whatever stakes your campaign had at the moment, whatever crisis your heroes were gearing up to face, they suddenly have a VERY different crisis which you can eat up the rest of the session ( or the session after a cliffhanger) with to buy yourself more time to figure out the long term implications of what your heroes have done.
Consider some options below:
Your party, every one, and everything are suddenly sucked into a different plane as the world is overturned around them, giving you time to move the plot forward back in the material plane while they play out a short “ get back home” arc. The Astral Sea is a great place to dump them out, as it’s not only a shocking contrast to your mundane campaign world but can also provide novel means of transport home.
The area your party is standing is now having an earthquake, which they desperately need to escape through skillchallenges and cooperation. When they finally get clear and survey the damage, they realize that not only did they put a dent in the world, they went and created a portal to some other reality, which is now bleeding mosnters and weird magic into the material plane. Bonus points if the villain/loved ones/the mcguffin is now on the other side of the rift, forcing the party to choose between dealing with the newly emerged threat or go perusing their original goal.
Awaken a Kaiju. No really, having your mid to high level heroes inadvertently release the tarrasque or some other giant beast is a great way for them to get back to the monsterhunting days of the early campaign, AND a convenient way to not have to explain why no one mentioned the campaign ending threat lurking in the wilderness before now.
Consider Divine intervention. There’s no better moment for the gods to make themselves known then when all seems lost. This interference can be as direct or subtle as you’d like, either coming as a devil’s bargain or an act of otherworldly compassion. My advice is to reward the character who’s the most pious (even if they’re not the cleric) or the most in need of saving, and have the intervention take the form most apt for the particular divinity. A god of healing may give the lost one more desperate breath of life, enough for the heroes and bystanders to pull them from the rubble, while a god of knowledge might reveal that the past 24 hours have all been a vision, forewarning of what WOULD happen if the party makes the unwise chose. Also feel free to throw a fiendish or eldritch twist to this, with faustian pacts being made to pull the world from the fire.
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pikachugirltits · 7 months
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Magic Story Speculation: Return to Lorwyn and Irish Myth's The Book of Invasions
So, the other day on Blogatog Mark answered this ask:
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And I made a comment in the replies about wanting to see a proper Theros/Kaldheim/Amonkhet style Celtic mythology world. Particularly something that acknowledges that there's actually no such thing as a universal pan-Celtic mythology. I wouldn't mind a world that mashes up elements of Irish, Scottish, and Welsh myth, just as long as we're all aware that they aren't interchangeable.
But then I got to thinking about Irish Myth. And I realized that with the Omenpaths, there's a particular part of Irish Myth they could evoke for the return to Lorwyn: the Lebor Gabála Érenn, or as it's known in English The Book of Invasions.
So the tl;dr of The Book of Invasions is that Ireland has been settled over the years by six distinct groups, with the previous groups of settlers either dying off before the next group arrives or being conquered and driven out. Notably, the fifth group of people that conquer and settle Ireland are the Tuatha Dé Danann, the gods of Irish Paganism, and the sixth group of invaders are the Milesians, a.k.a humans and the ancestors of the modern Irish people.
Now, one of the things Lorwyn is best known for is that it's one of the few planes in the Multiverse with no humans. At the time of Lorwyn's release this was considered a controversial element and was occasionally speculated as one of the reasons for Lorwyn's poor performance. Now, while the existence of Bloomburrow does show that WotC hasn't completely soured on the idea of human-less planes, one does have to wonder if they might want to fix that element of Lorwyn.
So here's my completely baseless bit of speculation: our return to Lorwyn is going to be inspired by The Book of Invasions. A group of humans from another plane are going to travel through an Omenpath to Lorwyn and attempt to settle it, kicking off a battle between them and the inhabitants of Lorwyn. Now, wether Magic plays it straight and has the humans succeed and become a part of Lorwyn going forward or if they reverse it and have the humans driven off so future returns to Lorwyn go back to having no humans remains to be seen, and I have to wonder how much of that will hinge on the reception of Bloomburrow and fan reaction to this theoretical invasion of Lorwyn.
(Interestingly enough, the Phyrexian invasion works well within this pseudo-Book of Invasions plotline. The Phyrexians wind up taking a role similar to the Fomorians, a group of malicious beings that are fought by several of the groups that settled Ireland at various points in these myths.)
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markrosewater · 8 months
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What would Arcane be outside of Kamigawa? The lore says Arcane cards are the spells used by the Kami by channeling magic from their realm. Is it fair to assume that Arcane spells are those that rach across realms? Could there be (lore wise) Arcane spells linked to Theores/Kaldheim gods and Eldrazi? The alternative art of through the breach at least implies possible relations to the blind eternities
The subtype Arcane can mean different things on different worlds.
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colossal-idiot · 8 months
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Since we have D&D crossovers in MtG, WotC should make a prepackaged campaign based on MtG.
In fact, they could milk it and make a campaign for each plane.
Infiltrating different Ravnica guilds.
A party of a human, werewolf, vampire, spirit, and zombie adventuring in Innistrad.
Reenacting several fairy tales in Eldraine.
Overcoming a feud with the gods on Theros.
Braving the Kaldheim winter.
Zendikar would just plain go crazy.
There's some insane potential here.
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jeskai-lesbian · 1 year
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Magic: the Bracketing
Tournament to determine the best SET TRAILER, so please vote based on the videos and not just which set you personally like best.
All the trailers can be found here
Round One:
Lorwyn VS Dark Ascension VS Kaladesh
Homelands VS Gatecrash VS Ixalan
Ice Age VS Amonkhet VS Dominaria United
Theros Beyond Death VS Dragon’s Maze VS Zendikar Rising
Midnight Hunt VS Born of the Gods VS Odyssey
Ravnica VS Dragons of Tarkir VS Kaldheim
Kamigawa Neon Dynasty VS Dominaria VS Theros
Scars of Mirrodin VS Guilds of Ravnica VS Throne of Eldraine
War of the Spark VS Innistrad VS Battle for Zendikar
Shadows Over Innistrad VS Return to Ravnica VS Streets of New Capenna
All WIll Be One VS Avacyn Restored VS Aether Revolt
Hour of Devastation VS Origins VS Crimson Vow
Brother’s War VS Ravnica Allegiance VS Magic 2012
March of the Machine VS Journey into Nyx VS Strixhaven
Eldritch Moon VS Legends VS Magic 2013
New Phyrexia VS Khans of Tarkir VS Ikoria
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wifelinkmtg · 1 year
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gotta get back. back to the present samurai jesent
*wh-cha*
I am ten goddamn sets behind but I have to catch up because we’re almost back to The Horniest Goddamn Plane In All Of Magic Canon (that’d be New Phyrexia, babes!) and if I don’t cover that in uncomfortable detail, then what was this blog even for? We got some ground to cover, so let’s get going.
CORE SET 2021
Good news! Unlike Core Set 2020, this one isn’t a complete wash!
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Indulging Patrician (art by Miranda Meeks)
Meeks giving vampire-fuckers exactly what they want here. Rose-tinted diaphanous silks & equally-diaphanous bats, the delicate damask patterns, the bridal carry, the victim’s languid pose, the collarbones, the blood - but for me, it’s the contrast between the vampire’s self-possessed hauteur and the trickle of blood down her throat that really makes this work.
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Liliana, Waker of the Dead (art by Anna Steinbauer)
Liliana almost always makes the list, of course, but usually she gets here through raw displays of power and dominance. Steinbauer’s taken a different tack here, though, constructing this pastoral idyll centered around Liliana as a Gothic heroine. Is that sharp-edged pensiveness hesitation? Regret? Whatever it is, it’s a vulnerability we don’t usually get to see with her. This is easily, easily my favorite Liliana. It’s also about forty percent more Audrey Hepburn than typical, which. Yeah, that works for me.
KALDHEIM
man i just really do not care for the art direction in Kaldheim if I’m being honest. “viking plane” has a lot of potential and most of the art here is well-executed i just can’t help but feeling like the briefs the artists were given were kind of half-assed. like they have gods of DEATH and FEAR and they just look like whole foods hipsters. still, though! couple of hot valkyries.
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Eradicator Valkyrie (art by Tyler Jacobson)
You really have to appreciate when someone just fully commits to a vibe. She could have stopped with the corpse paint and the black and gold everything but she went that extra mile for the blue flame wings and the smoldering pillar of the damned.
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Youthful Valkyrie (art by Anna Steinbauer)
Yeahhhhh, I knew I could count on Steinbauer to deliver something ineffably sapphic. Hot, broody warrior angel fits the bill. Thank you for your service as always, ma’am.
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HONORABLE MENTION: Jorn, God of Winter (art by Magali Villeneuve)
I gotta give credit where credit is due: in one of the drier sets in a very neutered Magic the Gathering era, Villeneuve has made a god who one million percent fucks. This rules.
STRIXHAVEN: SCHOOL OF MAGES
You know, I figured there’d be more candidates at wizard college, if for no other reason than there’d be more girls with glasses - but no, not even Goth Entomologist House OR Bitchy Poet Vampire House produced a single hit between the two of them. Here’s what we do get:
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Professor Onyx (art by Kieran Yanner)
Liliana Vess: MILF professor version. I don’t need to say more than this, the scenario writes itself. Still, I do wanna pause and note the shoulder battlements. This is a woman who knows the value of fortifying gun emplacements, by which, yes, I do mean her tits.
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Dragonsguard Elite (art by David Rapoza)
Oh yeah this is genuinely horny. Big owl glasses, perfect facial features, picturesque windblown hair, a dramatic display of power, those curves. I’ve really missed art that manages to be self-indulgent but not boring. More of this!
ADVENTURES IN THE FORGOTTEN REALMS
I have a great deal of resentment about the D&D crossover sets in terms of flavor. You can’t make Lolth, Zariel, and Mordenkainen planeswalkers in Magic canon and then be like oh well but no not really it’s not like they can go to Ravnica or something like that. Motherfucker then they’re not planeswalkers! You didn’t even bother to make Lolth hot! That was a fucking slam dunk! Three different D&D sets and you didn’t even include a single marilith!
I could keep going, at great length, but instead I’m choosing to be responsible and talk about the hot girls.
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Ingenious Smith (art by Nicholas Elias)
I’m going to confess to spending an unspecified-but-lesbian amount of time watching Simone Giertz build weird shit on youtube. This scratches that same primal dyke itch of wanting to watch a clever, funny woman make something with her hands, but with bigger biceps.
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Djinni Windseer (art by Livia Prima)
Look, man, sometimes what you want is a hot blue lady in a tornado.
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Kalain, Reclusive Painter (art by Justine Cruz)
Cruz is almost a complete newcomer to Magic the Gathering here, which is really impressive because Kalain is the clear stand-out of this set. I personally wouldn’t choose to paint in my finest red doublet, but obviously this is a deficiency in my commitment to the Byronic artist Aesthetic. Obviously I don’t glower intensely enough. Obviously I don’t dress enough like a mildly-genderfluid Prussian vampire. Rest assured Kalain will be making none of these rookie mistakes!
I genuinely have so much gender envy about Kalain, holy shit.
OKAY progress made. This was the tail end of the drought. We got two Innistrad sets next, and whatever else you wanna say about those sets, I’m pretty sure we get more hits in even just one of them than we did in the four sets covered here together. Next time we got: girls accessorizing with bones, girls accessorizing with snakes, Hot Crossbow Autumn, woman laughing alone with shovel, dog mom, and so, so many vampires.
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Reidane, God of the Worthy by Jason Rainville
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