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zkshz6hcb · 1 year
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e4kz199bxooh · 1 year
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mtg-cards-hourly · 6 months
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Pentarch Ward
Artist: Dany Orizio TCG Player Link Scryfall Link EDHREC Link
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agardenandlibrary · 3 months
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Fires of Heaven: Chapters 7-10
godDAMMIT. I’m stomping on my hat like Yosemite Sam. I am pouting like Tweety Bird. 
ANYWAY chapter 7 would’ve been a better break point for the last post because after that we switch to Elayne and Nynaeve!! FINE, IT’S FINE.
ahem. 
Rand et al begin their journey out of Rhuidean. 
Oh, some other stuff?
Egwene is learning how to dreamwalk through others’ dreams without entering the Dreaming (tel’aran’rhiod). She spies on everyone’s dreams then gets upset when she can’t peek at Rand’s and becomes determined to get past his defenses. Egwene, faced with a boundary: that won’t stop me because I refuse to let anyone dictate what I can and cannot do! 
She does worry about what Aviendha would do if she found out Egwene had been spying on her dreams, so maybe we’ll learn to respect Rand’s privacy? No? 
Moiraine swore to obey Rand so he’d stop shutting her out completely. It’s kind of working? 
So Nynaeve and Elayne. Journeying with Thom and Juilin (thief-catcher). They were sent on their way from Tanchico with a lot of bribes gifts from the Pentarch who was very eager to have them leave for some reason. Elayne’s doing this weird fawning all over Thom and I’m a bit. Like. Girl. Didn’t you find out in the last book that he was banging your mom? It’s a choice, is all I’m saying. Nynaeve is also like… ma’am, what the fuck are you doing. 
Anyway they enter Amador?? Which is currently a Children of the Light bastion. They find a woman with the Yellow Ajah code for “urgent message” and end up nearly kidnapped and sent off to the Tower on orders of the Amyrlin. The urgent message was that all Sisters are welcome back to the Tower. Elayne & Nynaeve: weird as fuck, but okay. 
There’s a fun little bit at the end of chapter 10 where it turns out spies be spying. The White Tower is notified about Nynaeve & Elayne, and so are two other, unknown parties.
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drondskaath · 2 months
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Convulsing | Perdurance | 2024
Australian Black/Death Metal
Artwork by Jay White Art
In memory of K.G. Bartlett
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cavedwellermusic · 2 months
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Convulsing – Perdurance (2024)
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James looks at Perdurance, the new album from Australian dissonant death metal project Convulsing (Brendan Sloan), released independently on March 1st.
With Perdurance, Brendan Sloan takes a unique approach to dissonant death metal working in progressive, jazzy and at times atmospheric elements. There’s an underlying melody in many parts that balances out the harshness and technical complexity of the album. Woven into this complex mixture are moments of respite that allow atmospheric beauty to shine through. Each track flows seamlessly from one jarring stylistic change to the next, which keeps the listener on their toes from start to finish. As far as I’m concerned this is Brendan’s magnum opus, at least for now and leaves me excited for what comes next.
Read James' full review and listen to and order the album at the link below:
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pentarchventures · 8 months
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Strategic Growth with Pentarch Ventures: A Top M&A Firm in India
          In the fast-paced world of mergers and acquisitions (M&A), finding a partner that can navigate the complexities of strategic growth is essential. Pentarch Ventures emerges as a beacon of expertise and excellence among the best M&A firms in India. As a top-tier M&A firm, Pentarch Ventures brings a wealth of experience, strategic insight, and a commitment to facilitating growth opportunities for businesses across the nation. In this article, we'll delve into what sets Pentarch Ventures apart as a trusted name in the world of M&A, focusing on their role in driving strategic growth in India's dynamic business landscape. Pentarch Ventures has cemented its reputation as a top M&A firm in India by consistently delivering exceptional results. With a distinguished track record spanning years, the firm is at the forefront of facilitating strategic growth through mergers, acquisitions, and strategic partnerships. Their expertise extends across various sectors, including finance, technology, healthcare, and more.
          What sets Pentarch Ventures apart is their commitment to understanding the unique needs and objectives of each client. They recognize that no two businesses are alike, and as such, their approach to M&A is highly tailored. This personalized approach ensures that every strategic move aligns seamlessly with the client's long-term vision. At the heart of Pentarch Ventures' mission is the facilitation of strategic growth for their clients. They understand that M&A is not just about consolidation; it's about unlocking potential and creating value. Here's how Pentarch Ventures drives strategic growth:
Market Insights: Pentarch Ventures possesses in-depth market insights, enabling them to identify growth opportunities that others might overlook.
Strategic Partnerships: The firm excels in forging strategic partnerships that benefit their clients by leveraging complementary strengths.
Risk Mitigation: Pentarch Ventures conducts comprehensive risk assessments to ensure that every move is made with confidence and foresight.
Post-Merger Integration: They are not just about closing deals; they focus on seamless post-merger integration to maximize the benefits of M&A.
          Pentarch Ventures' commitment to excellence has not gone unnoticed. It consistently ranks among the best M&A firms in India, a testament to its unwavering dedication to client success. This recognition is not just based on numbers but also on the tangible impact Pentarch has on the businesses it serves. Pentarch Ventures' portfolio of successful mergers and acquisitions tells a story of strategic growth, increased market share, enhanced profitability, and strengthened competitiveness. These achievements contribute to Pentarch's reputation as a trusted partner for businesses seeking to navigate the intricate world of M&A in India. What truly differentiates Pentarch Ventures is its client-centric approach. The firm sees itself as an extension of its clients' teams, working collaboratively to achieve common goals. From the initial consultation to deal execution and beyond, Pentarch Ventures places client interests at the forefront of every decision. This commitment to client success is a driving force behind their recognition as one of the best M&A firms in India.
          In the realm of strategic growth through mergers and acquisitions, Pentarch Ventures shines as a beacon of excellence among the best M&A firms in India. With a track record of delivering exceptional results, a personalized approach, and a commitment to client-centric excellence, Pentarch Ventures is the partner of choice for businesses seeking to unlock their full growth potential. When it comes to navigating the dynamic landscape of M&A in India, Pentarch Ventures stands as a trusted and accomplished ally, ready to facilitate strategic growth journeys.
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rssgreys · 2 years
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Roads of rome new generation 2 walkthrough level 22
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ROADS OF ROME NEW GENERATION 2 WALKTHROUGH LEVEL 22 HOW TO
ROADS OF ROME NEW GENERATION 2 WALKTHROUGH LEVEL 22 PATCH
Reclaiming the Holy Land: Year is past 1090 and Jerusalem not held by Christian.The one that could realistically fall is Toulouse, should the Umayyad push into France, but you can't rely on it. Byzantium, France or Germany Threatened: One of several critical duchies controled by non-Christian.Fall of Rome: Rome is held by non-Christian or heretics.We want to use Crusades, which can be activated by the following triggers: With the infidels out of the way, let's refine our strategy. Historically, the city fell, but these enemies are comparatively much weaker than the 1066 Seljuk invasion. The immediate threat is a large Muslim force besieging Syracusae. The rest of the world is more fragmented than at any other start, which is for the best since it means less coordination inside the Defensive Pacts. The other large realm is the Umayyad, but they are on the other side of the Mediterranean and someone else's problem. The Abbasid are your most powerful enemy, but they are not strong enough to cause serious damage unless they catch you in a civil war. The Byzantine begin the game in a good position, they are the first military world power and led by the capable Basil I. Crusades are pretty much the only way to conquer an entire kingdom from the Muslims. I took that decision because, in the late game, Defensive Pacts essentially limit you to one war per decade, forcing you to grab as much land as possible in a single war. I decided my second attempt would be a Catholic run. I would have been mad if this hadn't been a brilliant move from the AI's perspective. My first try from the 1066 start failed because my last-ditch effort to annex the HRE was thwarted by its dukes, who managed to turn the empire Elective when faced with the prospect of my son inheriting it. Defensive Pacts and Shattered Retreat are on, Women Status laws are available.
ROADS OF ROME NEW GENERATION 2 WALKTHROUGH LEVEL 22 PATCH
The game was done in patch 2.6 with the following DLCs: Conclave, Legacy of Rome, Sword of Islam and The Old Gods. It can also be used for the more limited Pentarch/Legacy of Rome playthrough, and many of the notions apply to any world conquest or super-empire runs.
ROADS OF ROME NEW GENERATION 2 WALKTHROUGH LEVEL 22 HOW TO
The point is to show how to deal with the challenges posed by Defensive Pacts in an on-the-rails, no gimmick playthrough (this also means no vassal pope). It does not try to give the fastest way to get SPQR, otherwise we wouldn't be using Defensive Pacts at all. achievement with Defensive Pacts on, and gives detailed descriptions of the intermediate and advanced game concepts your success relies on. This guide describes how to get the S.P.Q.R.
8 Alternative paths: Later start dates playthroughsĬonsilium - Defining a Strategy.
5 Astra Inclinant, Sed Non Obligant - Additional Goals.
4 Roma Invicta - The Imperial Reconquest.
3 Patriarchae Orientales – The Roman Restoration.
2 Inter Arma Enim Silent Leges - Getting Started.
1.3 Invasion with bloodline (Holy Fury DLC).
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cryptovexillologist · 5 years
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Hello, it’s time to launch this writing blog properly now that there’s content and a queue!
Tales From the Pentarchate is an ongoing open-source worldbuilding almanac, documenting cities, civilizations, and cultures across space. Currently, we have:
The Factorium Infinitum, a frenetic post-scarcity theme park for businessmen;
The Iridium Throne, a eugenicist theocracy heading straight for a succession crisis;
And, previewable on Patreon, The Infinitive, a failed ship that became a thriving city-state.
Also, if you’d like to submit an entry to this, in any form, you could win a share of the Patreon income!
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the-suthay-raht · 3 years
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Pentarch Cieverness
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mirielsart · 3 years
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Elaine Dorell, of House Ravenwatch (formerly Pentarch Elaine of the Grey Host).
The Greymoor storyline is basically her redemption arc.
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mtg-cards-hourly · 2 years
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Pentarch Paladin
Artist: Jim Murray TCG Player Link Scryfall Link EDHREC Link
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agardenandlibrary · 10 months
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The Shadow Rising: chapters 54-58
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[can you believe meme]
Let me say upfront that I enjoyed this one. Rated on things I enjoy:
Aiel: 10/10 delicious content. We’re in the Wastes. We’re in the sietches. We’re in the history back to the Age of Legends!
Wolfbrother shenanigans: solid 7/10. Not nearly enough wolves, but Perrin isn’t being as squirrely about the dreaming as he could be.
Girls causing problems: 10/10. Wreak havoc, girlies. Elayne and Nynaeve starting a riot. Elayne kidnapping the ruler of the city and making her do chores to learn some humility. The Black Ajah destroying the whole palace in Tanchico? I support women’s wrongs.
Let’s get this show on the road.
First, let’s resolve the Two Rivers storyline. We left off with Perrin sending Faile away. The Emond’s Field folk are bracing for another huge Trolloc attack and this time they’re expecting to die, basically. Perrin pushes for the Whitecloaks to help, promising to surrender to them after the battle if they do. Spoiler alert: they do not.
Faile returns with help from the other towns in the Two Rivers just in time to save the day. She’s like, “Look, you can be mad at me, but I’m not sorry.” Perrin and the rest of the Two Rivers folk send the Whitecloaks off.
Footnote: Padan Fain, who has corrupted a group of Whitecloaks and a Fade and has been perpetrating half the attacks on the villages, also bails at this point. Cue evil laughter. He’s still trying to hunt down Rand and get back the evil dagger Mat had.
Now in Tanchico. Nynaeve and Elayne start a riot, kidnap (but mostly rescue) the Pentarch of Tanchico. Nynaeve fights Moghedien and wins with the power of punching people in the face. She also gets the a’dam (look, that’s not technically what it’s called, but it’s the same idea and the closest similar item, so that’s what I’m calling it) and one of the seals on the Dark One’s prison while she’s at it. They escape. Elayne puts the Pentarch to doing chores and after trying and failing to destroy the a’dam, they charge Bayle Domon with dropping it into the deepest part of the ocean he knows. Well. It’s worth a shot. But I can’t imagine we’ve seen the last of that.
And in the Wastes, Rand makes it to the Golden Corral (Aiel meeting place) pretty much just in time. Someone else declares himself He Who Comes With the Dawn (and also has the supposedly unduplicatable marking).
In the style of Qui-Gon Jinn saying “there’s always a bigger fish”: There’s always another Dragon.
The Aiel split over this, as one might expect. But Rand is a little preoccupied because Lanfear and Asmodean have been disguised amongst the peddlers. Rand chases Asmodean to Rhuidean, where they fight over one of the control rods for a huge angreal, Rand cuts Asmodean off from the Dark One, and they destroy the fog protecting Rhuidean and also on accident bring a lake up to the surface nearby. Rand’s going to use Asmodean to teach him how to channel, which I’m sure will go well and have no consequences whatsoever.
And that’s the end!
Additional thoughts: Rand reminds me of our new dog Ahsoka, who is so big and does her best not to knock stuff over but is also a heckin stout lass and doesn’t quite know what she’s doing with her body. Basically, he keeps knocking stuff over and regretting it deeply.
The relationship stuff continues to be exactly the same. Given what Jordan’s doing with the men vs women of it all, I can Watsonian argue myself around to being less annoyed with it. Like, 3000 years of women channelers being the wizard popes and male channelers being wrecking balls/might destroy the world, I can see how a society would internalize that in a lot of weird ways.
If you read this far, bless you, see you next time
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therealvagabird · 4 years
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The Dawn of the World and the Rule of the Pentarchal Empires
Some Lovecraftian worldbuilding featuring a genesis story that can both feature in my Archenia D&D setting as well as just being nice exploitable eldritch/cosmic deep lore for all kinds of purposes. If you like weird aliens, check it out below the cut or over on my WordPress.
In the beginning, this planet was a lifeless husk, unformed and chaotic, its consolidated form still little different from the astral primordia that composed it. Devoid of creatures imbued with life essence, the world still was host to many primitive elementals which coalesced in their own inscrutable civilizations soon after the formation of the planet. First there were the primordials of flame and chaos, and then those creatures born of the solidity of rock, metal, and the cooling inferno. These nameless forces warred, and over the eons greater order emerged from their debris – the elementals of vapor, who were caught within the bounded skies, and in turn gave rise to their own spawn. Most notable of all were the waters, which spread across the globe and aided in its temperance.
Over time, the resulting landscape was one more stable, richer in those conditions hospitable to life, yet still without anything that could be counted amongst the living. The elementals raised up ancient edifices of their own civilizations, but these were as inconsistent as they were, and forgotten by their makers in the abyss of time before the first histories were ever written.
Unto this world, then, came the Outsiders. On membranous wings they arrived, in clouds of stardust were they borne, from the vibrations between the Planes did they congeal. These alien beings, primitive or advanced, would seed the planet by various means with the raw stuff of life.
Again, for many eons there was nothing but chaos, but there came at last the height of that primordial era. Lost to all but the deepest occult lore, it would be the work of five great civilizations that would set the growth of life upon its current course. Counted together, they are known as the Pentarchal Empires.
Perhaps most abundant of all were those beings known as the Deep Spawn, who came in an unknown age upon beholding the promise of this planet’s vast newborn seas. Wormlike creatures of ill-defined form, the Spawn possessed great magics and sciences, and prided themselves on their boundless efficiency and ability for adaptation. Out of mineral precipitate they were able to craft modular shells for their soft bodies, growing and improving upon themselves so that their hive elders were as chitinous mountains compared to their hydrozoan polyps. The Deep Spawn were eusocial, following a communal will guided by the immense wisdom of their parental elders. Their sprawling aquatic cities drew upon the power of deep-sea vents and more arcane crafts, such as their mastery of hydrophilic lightning and magnetic manipulation. It is perhaps the curious and unceasing studies of the Deep Spawn that gave rise to the greatest explosion of life upon the world, as the Spawn terraformed an ecosystem to suit their needs.
There came the largest division between the coastal Spawn and the deep-sea Spawn. Both were communal and made use of extensive eldritch inventions to aid in their expansions, but the coastal Spawn were warlike and brutal, as opposed to their more erudite and temperate abyssal cousins. The tyrant elders of the shallow hives raised vast slave armies that warred with all about them, whether it be their own kind or other groups of Outsiders in that dawn era. In turn, the deep-sea Spawn were content in their well-ordered civilizations far removed from outside concerns, emerging with powerful technologies but in times of great desperation. These two branches of the Deep Spawn conquered and overthrew each other many times, but their ultimate fate is unknown. It is posited that those of their kind that were not destroyed evolved in time into more familiar forms – planting their genetic lineage into all life upon the world as their own expression of immortality.
The skies of the infant planet came under the control of yet more alien creatures, who descended in turn down from the stars to colonize and explore, as they were compelled to by unknowable emotions and drives. These were the Great Beings of Ga-an, whose forms too were mutable and uncertain as was the result of their chaotic biology and weird sciences. Looking like conglomerations of gaseous sacs interspersed with unnumbered pseudopods and growths suited for locomotion and observation, the Great Beings were not born but “built” by the strange craft of their kind from unshaped flesh-stuffs. Into adulthood this obsession continued, until over the course of their lives the Ga-an became as hovering masses of surgical insanity, built and deconstructed countless times as their needs changed.
A curious and inscrutable people, the Ga-an were motivated not so much by greed for power or resources or even ties of familiarity, but from individual lusts to learn. Every Ga-an was a mad scientist, artisan, and inventor in their own right, and they formed great swarms and covens not out of social aid but out of social curiosity, as Great Beings of similar goals gathered in the interest of grand experiments. Unconcerned with war outside of a testing ground for their more destructive inventions, the Ga-an survived despite their lack of coordination through sheer numbers, ingenuity, and avoidance of conflicts they had no stock in. Some scryers of the most ancient lore believe that, despite these measures, the Great Beings were wiped out by their neighbors; though others hold they left this sphere of their own accord, growing bored with the planet as was always an inevitability for their species.
It is unknown when within the deepest reaches of the lightless underworld the Nameless Things formed, but form they did beneath the notice of all above them. Flowing down in ever-mixing paths of effluvium, the raw detritus of a world burgeoning with life collected in abyssal pits near to the boundaries where the crust of the planet met its molten core. This black substance was the stuff of death and decay, but by magical means was it made animate yet again, roiling and twisting and spawning forth those Nameless Things.
The first of the Nameless were unformed creatures who lived but mere moments, their every second of life agony as they struggled to even be. Yet still, compelled by the energies that suffused their otherwise entropic forms, the Nameless were born again and again as their birthing-pools churned with unceasing vigor. Over eons and eons were new forms of un-life created, until at last the first true members of their race were given body. These mounds of living rot were made stable by forming shells of resin for themselves, crafted from a mixing of subterranean sediment and their own tar-like excretions. Not beholden to conventional limitations, the Nameless nonetheless gravitated towards arachnoid forms out of convenience, and began to build their unseen civilization through the use of great burrowing worms, erecting hives within the cavernous depths that staggered the mind with their palatine size and majesty.
A communal race, the Nameless Things were bonded by a common experience – pain. They were all of them afflicted and could sense even within their very beings that there was something unnatural at their continued existence. Unable to look upon even their own forms without disgust, these emotions nonetheless inspired a sense of empathy and desire within them. Upon their emergence into the territories of other races, they brought nothing but death, yet among their own kind they were peaceful and gentle, and aided each other in the building of a grand empire that sought to touch something of the beauty and strength they all desired despite the adversities of their species. The Nameless Things were fascinated by death and the cycles by which life and death gave rise to each other, and became masters of occult magics feared by all, learning how to trap souls and walk between the veils that separated the Planes. Any who fell in battle against the Nameless were brought within the fold of the unliving empire without malice, and even upon the borders of their lands there grew a great wealth of unbeautiful yet persistent and useful life that aided in the balancing of the biosphere’s many cycles.
Yet the doom of the Nameless came from within. A cabal of dark sorcerers became enthralled to the call of the Oblivion, the Hungering Void. They sought to corrupt the nascent world-spirit of the planet and destroy all who opposed them. The lords of the Nameless called upon the other empires for aid, and were granted assistance, managing to push back the hordes of the Void-worshippers and imprison them within the Abyss. Still, the other races saw how the Nameless had become weakened in this war and turned upon them soon after their victory. Many died, but the ultimate fate of the unliving ones is not known, as so great was their power that they may have but moved to another Plane when faced with the destruction of their subterranean civilization.
Upon the lands, youngest of the great empires, there came to be a collection known as the Everborn. It cannot be known if these creatures were of one race or many, as they are among the most enigmatic and chaotic of the Pentarchy. Some hold that the Everborn were the earliest expression of the Green, the unified lifeforce of all creatures on the planet, and they are said to have been perhaps the most skilled and suffused with magic of all their competitors. Little can be known about their true forms, though some occultists have described the Everborn as being like imps or kobolds, while others hold them as giants, formless spirits, or great seas of hive-minded proto-plantae. It may be that the Everborn came from another Plane, within different vibrational patterns than their neighbors, and that their existence in the material world was predicated on possession and manipulation of existing matter.
Next to the Deep Spawn, it is believed that the Everborn contributed most to the spread of primitive life across the once-dead globe. Theirs was a shamanic and obscure culture, so caught up in the practice of grand negentropic magics that all other concerns for technology and artistry fell by the wayside. Cyclopean monuments were erected across the lands where the Everborn could coalesce their powers, and that race delighted in the enthrallment of lesser beings to defend their territories, terrorizing any who dared intrude upon their sacred lands. The fate of the Everborn is as little-known as their origins, but by virtue of their predilections, it is believed that they became one with the gestating Green, and continue to live on in some form.
Yet all of these grand civilizations could not compare to the unfathomable powers of that race which was the tip of the Pentarchal Empires, the Dawn Celestials. Mighty beings who came from the outer blackness, it was rare for them to ever descend onto the world proper. Rather, like gods they presided over the whole of the world and its surrounding astral bodies, acting in accordance with some strange nature or purpose towards the evolution of the planet. The Dawn Celestials were beings of stardust and shadow which whirled about hearts of crystalline Void – creatures locked between creation and destruction, who might harness the powers of both to whatever ends they wished. It is believed that the Dawn Celestials’ greatest strength was their mastery over the mysteries of time, which they were able to move through as other beings moved through space, existing all within one singular moment. More unfettered theories by the maddest dreamers and far-seers even propose that every “individual” of that race was but the same being stretched across a billion moments.
It was rare for the Dawn Celestials to ever contend with others, and for the most part their interest was in the construction of various great works of incomprehensible design and unknowable purpose, which brought chaos and order to the world in equal measure. As soon as their great inventions had been completed, the Dawn Celestials would tear them down again, and like mortals beholden to angels did the other races suffer their intrusions as if they were natural phenomenon. What became of the Dawn Celestials is as little known as any of the other spokes of the Pentarchy, but they were never seen again. Some scholars on the natures of the divine speculated to the point of giving the Dawn Celestials their name – born from a belief that they were the still-forming expressions of the later Gods of mortals, congealed out of the raw forces of creation. Still, few are the souls who know anything of that primordial eon, and fewer still are those who are privy to those secrets and have not been driven mad.
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mtgaddicted · 5 years
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So, with the painter's servant unban, these are all the things you can do naming...
White:
Gloom: All spells cost 3 more. All activated abilities from enchantments cost 3 more.
Havoc: Opponents lose 2 life each time they play an spell
Stromgald Cabal: Counter any spell for 1 life
Yawgmoth's Edict: Opponent lose 1 life and you gain 1 life for each spell they play
Anarchy: Destroy all permanents
Dread of Night: All creatures get -1/-1. RIP tokens
Dystopia: At the beginning of each upkeep, that player sacrifices a permanent.
Execute: it becomes pretty good actually
Glare of heresy: Exile target permanent. Stick this to an isochron scepter
Jovial Evil: 2 damage to each opponent for each creature they control
Kithkin Rabble: Becomes huge
Martyr's Cry: Exile all creatures.
Mistveil Plains: Gets a boost
Omen of Fire: Each player sacrifices all permanents.
Resplendent Mentor: All your creatures have T: Gain 1 life. Pretty sure this can combo with something.
Virtue's Ruin: Destroy all creatures
Black:
Freyalise's Charm: GG to draw a card when an opponent plays a spell
Lifeforce: GG to counter any spell
Order of the Sacred Torch: Counter any spell for 1 life
Read: Return cards from your GY to your hand equal to the number of permanents an opponnet controls
Thrull Wizard: Counter a spells unless they pay 3 or B
Compost: Draw a card when a card is put in an opponent's graveyard
Cleanse: Destroy all creatures
Elephant Grass: Creatures can't attack you
Light if Day: Creatures can't attack or block
Mausoleum Secrets: Tutor any card basically
Pygmy Kavu: draw a card for each creature your opponents control
Reclamation: Creatures can't attack unless its controller sacrifice a land for each...
Vampire Nocturnus: Always get the boost
Green
Bereavement: Each player discards a card when a creature is put into their GY
Breath of Dreams: Creatures get a cumulative upkeep
Deathgrip: BB counter any spell
Dramatic Entrance: Put any creature into play
Drove of Elves: Becomes huge
Flooded Woodlands: Creatures can't attack unless its controller sacrifices a land for each
Hibernation: return all permanents to their owners hand... INSTANT SPEED
Insight: Draw a card whenever an opponent plays a spell
Leshrac's Sigil: When an opponent plays a spell, look at their hand and make them discard a card of your choice
Lure of Prey: Put any creature into play
Natural Order: Broken as FUCK
Perish: destroy all creatures, they can't be regenerated
Skalla Wolf: Puts any card into your hand instead
Summoner's Pact: Tutor any creature
Tidal Control: Any player can counter any spell for 2 life or 2 mana
Woodland Bellower: Search any creature instead
Yeva, Nature's Herald: Your creatures have flash
Oran-Rief, the Vastwood: Put a counter on each creature that enters under your control
green sun's zenith: tutor any creature
Red
Absolute Law: This would be fun ahhaha
Chill: Spells cost 2 more to cast
Douse: Counter any spell, always
Flash flood: instant speed destroy any permanent for one mana
Justice: it hits back
Pyromancer's Goggles: duplicate you spells
Wrath of Marit Lage: Creatures don't untap
Blue:
Norritt: Untap a creature. Illusionist's bracers and you have a combo
Active Volcano: instant speed destroy any permanent for one mana
Grand Architect gets a boost
Llawan, Cephalid Empress: return all creatures you opponents control to their hand. your upponents can't play creature spells
Seedtime: gets a boost
Any color (varies):
Ghostly Flame could work? Idk
Mangara's Equity: Deals damage to each creature that damages you.
Nature's Wrath: Each player sacrifices a permanent when a permanent comes into play
Oona, Queen of the Fae sends her regards
Snake Pit: Get a snake for each spell your opponents cast
Sphere of Duty, Grace, Law, Reason, or Truth: Prevent 2 damage always.
All the circle of protection and all rune of protectio: Duh
Chaotic Backlash: Deals a lot of damage
Magistrate's Veto: Creatures can't block
Putrefaction: Play a spell, discard a card
Mind Harness: Gain control of any creature.
Murkfiend Liege: Untap all your creatures in each player untap step
Rith, the Awakener says Hi
Wort, the Raidmother gets a boost
All is dust: Each player sacrifices all permanents
Celestial Purge: exile any permanent
Defiler of Souls: This could be fun. At the beginning of each player's upkeep, that player sacrifices a creature
Din of the Fireherd: Not sure but could be fun
High Seas: Creatures cost 1 more to cast
Lightwielder Paladin: exile a permanent when it deals combat damage
Mindwrack Liege: Put any creature into play
Veil of Summer: gets a boost
Avacyn, Guardian Angel gets a boost
Chameleon Spirit: becomes HUGE
Crosis, the Purger: discard your opponent's hand
Curse of Wizardry: each player loses a life for each spell they cast
Darigaaz, the Igniter is happy with this
Dream Halls gets crazy
Dromar, the Banisher could work
Grindstone: You win
Harsh Judgment: you get no damage from instant or sorceries
Mana Maze: Only one spell per turn
Mind Extraction: opponent discards hand
Pentarch Paladin can now destroy lands
Persecute: target opponent discards their hand
Ramos, Dragon Engine gets a boost
Scrying Glass gets a boost
Sisay, Weatherlight Captain gets a boost
Sphinx Tutelage: you win
Wash Out: return all permanents to hand
There are a lot of cards that I didn't mention here. These are the fun ones I liked. I'm definitely updating my jolrael deck to includd some of the green ones and painter's servant ahhaha
Also, a Muldrotha based on these cards would be SICK
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pentarchforestry · 2 months
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