#doomskar
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Doomskar Oracle
"Giants and monsters loom on the horizon, and the elves plan to murder our gods!"
Artist: Taylor Ingvarsson TCG Player Link Scryfall Link EDHREC Link
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I decided I wanted to make my own mtg set. I know, I know. Shocking. But my idea was a multiversal doomskar happens during the events of the omenpath arc, so that Theros and Innistrad overlap. But these are a few of the cards I have made already. Thoughts under the cut.
Avacyn, Reborn
I wanted a card that harkened back to the original Avacyn while showing the beliefs of the Church of Avacyn are spreading across Theros. She is replacing Heliod in this set since he technically was compleated and killed in MOM.
Knight of Gavony
Green/White humans are present in literally every Innistrad set, so I wanted this card to represent that. I don't really know what the flavor text of these cards will be yet, and the names are also subject to change.
Nyxborn Slaughterer
What stuck out to me from Theros Beyond Death was the Red/Black sacrifice archetype. I love playing with sacrifice effects, and these are no different.
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Draft Archetypes for Fanset Doomskar
All cards subject to Change
Let me know your thoughts!
WU Fliers/"Constellation"
UB Self Mill
BR Sacrifice Aggro
RG "Ferocious"
GW Humans
WB Sacrifice Midrange
BG "Morbid"
GU Investigate
UR Instant-Speed
RW Aggro
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If we ever have a set with Foretell again, may I request each color to be pushed just a little bit more? Though all of Standard, if you weren't running blue, the card you foretold was never a secret. In particular, Doomskar is a great foretell card but without blue, it may as well have been foretold face-up since there wasn't a single other Standard playable foretell cards in white. But if you had blue, you had Saw it Coming, Behold the Multiverse, and Alrund's Epiphany.
I’ll keep that in mind.
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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.
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.
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.
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.
#mtg#magic the gathering#dnd#dnd 5e#ranger#horizon walker#changeling#littjara#worldbuilding#homebrew#dnd homebrew#kaldheim
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Fuuuuck things are getting dire fast. Nissa please be ok. Kaito please stop throwing yourself out of frying pans and into fires. Goro-Goro, you’re excellent, keep doing what you’re doing.
Also the mention of Nissa being able to see things “other than Kami” intrigued me muchly about the worldbuilding of this setting. I’d be interested to see other works in different areas of the same world once BTNV concludes.
Nissa, and also Tyvar and Sarkhan, are absolutely being used as tools to establish a potential for different settings in the same universe- Nissa's line about being able to see things other than Kami and Tyvar talking about Kaldheim's own realms and dropping mentions of the Cosmos and Doomskar being the big in-your-face examples, and also Sarkhan talking about Tarkir, to a lesser extent. I kind of want everyone who isn't a Kamigawa native in the cast to have these little lines like this, that pepper in potential for expanding the world outside of just Kamigawa.
Also
#he's just a pissed off old turtle goblin who hates change and is willing to throw hands about it#fanfic stuff#beyond the neon veil
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The Multiverse will be Forever Changed
I'm sure others have speculated on this before me, but I haven't had much time to peruse theories online and it hasn't come across my dash, so I'm just giving my two cents on what I think that line means, applied to the consequences of this whole phyrexia schtick.
Thanks to the Realmbreaker, Phyrexia is able to create portals that lead to different mtg planes. One might think that at the end of this whole arc, the realmbreaker will still be active, and usable by forces other than the phyrexians. However this doesn't really change the fundamental fabric of the multiverse.
I think what we really need to look at is the origin of the Realmbreaker: the World Tree and Kaldheim. Kaldheim is "technically" a plane, but it's more of a collection of 10 demi-planes. The 10 planes are all connected to the World Tree, and in fact are visible from one another (particularly Starnheim, the source of light for the other 9 planes), but only some (the Einir, creatures of the Cosmos, and the Valkyries) may freely go from one realm to another. Realm-bound creatures may only traverse to another plane through an Omenpath or when a Doomskar occurs. Not even planeswalkers can go from one realm to another, if they haven't discovered it through the Blind Eternities.
So, where am I going with this? Well, in substance, I believe that the wider MtG Multiverse will be subsumed under these rules, or similar. Maybe Wrenn will take control of the World Tree and go nuts with it, or something like that. Regardless, I think the end result will be an increased rate / intensity of inter-planar connections/travels, which will result in more and more plane-bound not only becoming aware of the multiverse (something that now entire planes are aware of) but also being able to travel in between them. This definitely fits with the larger trend of WotC favoring stories that play out through multiple planes, rather than the old model (unfortunately, imo). Will it be good? Will it be bad? Who knows. But this is what I'm expecting and I would be very surprised otherwise.
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Realms of the Plane
World Tree
The plane itself is a world tree, much like the plane of Kaldheim. Unlike Kaldheim however, the realms are rooted in place by the world tree. There are no Doomskars, they don't collide with one another momentarily, for the plane was designed to avoid that, to limit interaction between the planes as much as possible.
Excuse the bad art, it was made to illustrate the idea, in my head, the tree is far more like the world tree of Kaldheim, more a celestial force than a true tree.
Credit: Anastasia Ovchinnikova
The 'cosmos' of the plane is thin, fairly insubstantial, comprised solely of excess mana from the realms which becomes attracted to and accumulates in the core of the world tree. While within the cosmos of this world tree, you would appear to be within an iridescent outer space, the stars being the light of living planes, occasional shadows being planes devoid of life, or the forms of Eldrazi Titans as they move through the multiverse.
Isolation Barriers
Each realm is surrounded by a barrier, not designed to keep anything out, but to keep everything in. It interferes with how Eldrazi travels, proper planeswalking, and makes Omenpaths within the realms more ephemeral. The barrier for the vast majority of realms has not been changed or modified by the realm's mana, which would cause their guardians to be considered redundant, differentiate the barrier from the standard opaque grey wall, and grant the barrier generally unique capacities.
Within the world, the barriers specifically attempt to adapt to the Sliver Hive of the realm, they were designed to contain them specifically, but it just so happens that they end up containing everything else while pursuing that goal.
Not gonna lie on this one, I feel extremely proud that there were actual wall cards I found with the ability to do this, technically however though, MonoWhite does have an issue with 'Protection from White' granted by Ward Sliver.
In this part, I will also mention the day-night cycle. The cycle gives both exactly 12 hours each. the 'sun' of the realms is the core of the world tree. The night stars of the realms are the same as those seen in the cosmos of the world tree. Both of which are colored by the mana of the realm's barrier.
Evergrowing Fruits
Each realm grows in size over time, almost exclusively due to the guardians and the machines they maintain. However, the extreme realms, the all and none color identity realms, function differently for their expansions.
These 'fruits', the realms, leak vast quantities of mana, but this mana is almost entirely absorbed by the world tree, which keeps it alive and grows it in turn, expanding the plane, which gives the realms more space to grow in turn, magic allows for such impossible feedback loops. (Source: Flavor text for Empowered Autogenerator "Magic, unlike physics, has no unbreakable laws.")
This, the feedback loop, has also caused the plane to, despite the mana inefficiencies of the thirty-two realms within, avoid the gazes of Eldrazi Titans, since the mana leaks from the realms but not the plane itself.
Rings, Slices, and Layers
Pictured above is the general layout of the realms.
Rings (actual general layout top left, labeled layout top right); are general environments and terrain. Many realms follow that pattern as seen above. However, as realms become aligned to more colors of mana, rings can become smaller, more rings may appear, or rings may outright disappear.
Slices (pictured bottom left); Every realm is divided into slices of temperature, though, as realms become aligned to more colors of mana, this difference of temperature becomes less and less pronounced.
Layers (pictured bottom right); Many of the realms have enough of an underground environment for it to be mentionable. Every realm with a Sliver Hive (all of them) has at least a small portion of an underground layer, though because they are under the core of the hive, I don't feel they are generally worth mentioning specifically.
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#mtg#magic the gathering#magic the card game#color theory#planes#creative writing#worldbuilding#slivers#eldrazi#phyrexian#please forgive me I am stupid#i don't know what I'm doing#i edited this#i edit after post frequently#oc#i'm bad at writing#i'm bad at tagging#mtg au
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Doomskar by Piotr Dura
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カルドハイム最強の全体除去💥
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The cards inside the Magic the Gathering Kaldheim Draft Booster from Emerald City Comics: (First and second pics) 009 Zombie Berserker Token/MTG Store Locator ad featuring Fblthp from Totally Lost 092 Egon God of Death // Throne of Death [Rare] (Third pic) 056 Frost Augur [Uncommon] 281 Snow-Covered Swamp (Fourth pic) 010 Doomskar Oracle 067 Mists of Littjara 074 Run Ashore 100 Jarl of the Forsaken 124 Breakneck Berserker 126 Cinderheart Giant 149 Seize the Spoils 159 Arachnoform 183 Mammoth Growth 236 Colossal Plow [Uncommon] 243 Raven Wings 265 Port of Karfell [Uncommon] #emeraldcitycomics #magic #gathering #mtg #tcg #kaldheim #nikoaris #raiseyouraxe #magicmeetsmetal #metalocalypse #dethklok #zombie #berserker #fblthp #storelocator #doomskar #littjara #cinderheart #karfell #asgard #vikings #tibalt #punygod #snowlands https://www.instagram.com/p/CM_a6R8DhgM/?igshid=19vjfep54fthn
#emeraldcitycomics#magic#gathering#mtg#tcg#kaldheim#nikoaris#raiseyouraxe#magicmeetsmetal#metalocalypse#dethklok#zombie#berserker#fblthp#storelocator#doomskar#littjara#cinderheart#karfell#asgard#vikings#tibalt#punygod#snowlands
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Planescape: Raiding Inspiration from Kaldheim
I’ve been on a planear kick lately, and with the new MTG set coming out soon, I figure it’d be a great Idea to dip over and pillage some ideas from their vaults.
The results were.... less substantial than I originally thought, as several of their Norse derrived realms lacked any real, substantive lore and/or could be brushed off as “That’s just the feywild”. Still, this expedition wasn’t entirely fruitless, and we DMs can always use more inspiration, so here are the spoils of my plunder laid out for you to pick over as you see fit.
The Cosmos
Listen, LISTEN. Your humble author here is always a slut for the world tree, and throw in some aurora based aesthetics and I’m simply done. The Cosmos is Kaldheim’s take on the “world between worlds” astral sea type realm, and I think it’s an absolute win from a flavor perspective: The space between the branches of the worldtree filled with an aurora like light that’s impossible to move through unless you yourself are a creature of cosmos. This already fit with my “ Psychedelic Nebula” interpritation of the astral sea, and I’m immediately including the branches of an impossibly vast tree among all the usual scenery of dream palaces and fossilized gods. I particularly like the idea of giant trees ( whether innocuous or not) or sections of roots growing up throughout the landscape ( often in places they should not be, such as underground) as a sign of the worldtree’s presence.
Kaldheim’s multi-realm setup is also great fodder for spicing up your portals:
Omengates are weakspots through which a person may move from one realm to another, but tend to occur in out of the way places, and require a specific set of actions to prime. This can be anything from singing a certain song while walking through an old stone arch, taking the wrong path in a forest at the certain time of day, or opening a door with a particular key made in another realm. While you likely need some lore to open such a portal, powerful mages can FORCE such gates open or seal them closed for good.
Doomskars are violent collisions between the realms, accompanied by a seizmic disaster and a large, physical rift formed from one world into the next. They occur rarely on their own or can be caused by a mage recklessly forcing open a omengate, and are generally highly unstable.
The material of the worldtree can grant safe and stable passage between realms, with charms made out of amber, elixirs made of sap, or ships made out of its timber allowing one to freely pass through the cosmos without being disoriented. Doors and other structures constructed of its wood can also provide safe passage, with some offshoots of the worldtree actually having gates carved directly into them.
Axgard, Home of the Dwarves
I wasn’t particularly impressed with Kaldheim’s version of dwarves, as on the surface they seemed to be your classic “ axes and ale” archetype we’ve seen a million times before (Seriously, the name of the dwarf plane is AXGARD?) . That said, there were a few very interesting worldbuilding flourishes that I’d love to spin into something.
The City of Eight Doors is said to be the greatest hall of the dwarvenkind, with moria style entrances that are impossible to get through hidden throughout the realm. Gilded with a seemingly endless gold and resounding with the sound of mighty tales being told (Dwarves in this setting are prolific scalds). If I were to use this, I wouldn’t make the city of Eight doors a static settlement, but a near mythic, valhalla like place that all dwarves aspire to get to. The hall itself resides hidden in the feywild, with the eight doors scattered around the multiverse in hidden or well secured places, and are capable of being moved if they are discovered/breached in order to protect the city. All good things of dwarvendom dwell in the manifold halls, and it is said that if one’s story is spoken aloud within the halls your spirit will reside there forever. I also ran the name through a dwarven translator or two and came up with the far more wieldy name of Ker’Otteigurr
The Gold of Ker’Otteigurr is so plentiful that it’s worthless for the dwarves to use as money, who prefer to trade in practical iron ingots instead. This gold eminates from an endless molten lake in the depths of their fortress, and is prophesized to one day attract a titan who will destroy the city and devour all the gold.
Dwarven Smiths spend their first hundred years of life perfecting their craft and making a weapon or piece of armor, which they inscribe with runes and keep on them as a sign of their mastery. They take on last names addressed to this item, and are seen as dishonored among crafters if it is lost or stolen.
Immerstrum- The Sea of Fire
A hell dimension that takes the form of an archipeligo surrounded by a sea of oil and bubbling pitch, lit by no sun but the eternal thunderstorm in the sky. Demons sail burning longships to raid one another’s enclaves in an endless cycle of violence and carnage. METAL. AS. FUCK. \m/.
in all seriousness, Immerstrum is a great non-Abrahamic vision of hell that actually improves upon the whole “eternal blood war” thing that d&d’s been married to for years. The Demons here are infact imprisoned by barriers the gods put up around this dimension and are so terribly bored that they litterally have nothing else to do but kill eachother for eternity and rehash the pecking order all the time. There’s a lot of really interesting junk in this deathmetal feverdream:
The gods who put up the barrier around the Immerstrum were in fact OUSTED by the current pantheon in their rise to power, and they took whatever artifact/ritual/process they used with them. The barrier is failing, and the demons are slipping through, nessessitating a search through all the cosmos to find a way to repair the barrier before the demons escape and begin to rampage across the realms once again.
The Blodcrag is a massive volcano, filled with boiling blood rather than lava ( again, metal AF) that is revered by the demons of the immerstrum. Every drop of mortal blood they shed ( or is shed in their name) causes the blood within the mountian to rise by a proportional amount, and when it boils over, it transforms into new demons. Centuires of imprisonment have ensured the ranks of demons grow no larger, but if they were to be unleashed upon the multiverse it’s no doubt that there would be new legions pouring over the rim all the time.
The Vaults of Hellir: where these demon-vikings stored all their loot, in a labrynth of chambers beneath the boiling sea. Caring nothing for the value of their treasure beyond what pain they can inflict by taking it, the demons have heaped these halls with all manner of artifact, riches, and tome of secrets.
Karfell- The Wornaway World
A dead realm, with everything not yet swallowed by ice already starting to erode under lashing wave and biting storm. Karfell was once your classic fantasy kingdom until its ruler made a deal with a dark god to save his wealth and holdings from the spoils of war, cursing his realm and dooming his citizens to an eternity of undeath as drauger.
Still driven by greed, the “last king” of Karfell searches his realm over for omengates, looking for places he can rip holes in reality with no regard for the damage he causes on either side. Through these Doomskars he sends his drauger raiding, piling up their stone longships with loot before retreating back.
Even before it fell to calamity, Karfell was known to be fabulously wealthy, its reputation spread through its habit of interplanar trading and raiding. Those most hardy treasurehunters seek out its frozen vaults to this day, clashing against the native undead and the astral-pirates who come to trade plunder and slaves with the glacial courts.
Not all undead are created equal, as the curse that besets the people of Karfell slowly whittles them away till nothing is left but greed and obedience to their liege, becoming little better than frostbitten automota. The nobles of Karfell desperately seek to avoid this fate of drudgery, either by sleeping for years at a time in their glacial palaces or seeking out magic cures to fight the curse. Those that displease their rightful rulers are imprisoned in the ice and exposed to the howling wind, which quickly deprives them of their lives and eventual sentience.
Skemfar- the Cosmic Rootbed
As I said before, one too many of Kaldheim’s planes ended up being too thematically thin to inspire much in me. To solve this issue, I combined a few of them and I think the result is actually pretty neat.
The roots of the worldtree drift down through the omnipresent mist of Skemfar, finding their home among primeval forest and ancient battlefields half swallowed by bog. This is an eternal, dreamlike place, lit only by what little of the flickering cosmic auroralight can make it through the dense cloudcover. Traces of forgotten wars and lost civilizations are preserved here among the mire, remnants of eons past swallowed up by the origin of all existence.
Colossal trees, transmuted from the bodies of defeated gods grow out of the mire. Though no comparison in size to the worldtree itself, these massive plants are large enough to host villages among their roots and boughs, populated by elves and stranger beings to revere these lost deities that now serve as their homes. Each tree retains an echo of the god imprisoned within it, so the fruit of a god associated with healing might make potent medicine, while the timber of a warrior god might be unbreakable save for blades blessed in their name.
The shades of those cast adrift in the astral plane come to rest in Skemfar, retaining their knowledge of past lives but stripped of all passion, or desire even to be. They detachedly drift from place to place in small throngs, or hold quiet vigil over a particularly still stretch of wilderness. Oaths or powerful magic can compell these remnants into action, and one must be cautious that a lingering spirit is not infact a guardian simply awaiting the wrong trigger.
Runes appear etched all over Skemfar, in the bark of trees, on the hidden side of cairn stones, on relics dredged from the mire. One could spend a lifetime studying these emergent scriptures, and many have, reporting their findings to be alternatingly esoteric and prophetic.
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#D&D#D&D adventure#Homebrew Adventure#Adventure#DnD#kaldheim#mtg#planescape#astral#The Underworld#dwarf#elf#demon#fiend#hell#undead#villian
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Hi Mark, a funny thing I noticed about MOM is the way that quite a few parts of Kaldheim's lore that ended up being very plot relevant (The World Tree, Doomskars, Cosmos Elixir, etc) are the parts that come most directly from Norse Mythology.
Was this a case of "we built a Norse myth world and realized these ideas would work well the phyrexia arc", or was it "we were looking for ways to reintroduce planar travel and we discovered we wanted to draw from the way Norse Myth handles it"?
Kaldheim was designed in such a matter that it made the best Kaldheim set, and we saw the relevant pieces and realized they could help the Phyrexian story.
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My guess is they wouldn’t want ten new planes, each of which having only minimal representation for three colors. If they did that, Kaldheim would get Alara’d, and that would be a huge shame!
I’m thinking/hoping the invasion was basically the mother of all doomskars, and the end results will be the ten realms just all in one plane. As long as they still have their identities, I don’t mind losing the idea of the World Tree and separate-ish realms.
ok i have many questions about this um
how the FUCK do you burn the metaphysical scaffolding of a compound plane??? would kaldheim not fall apart or be destroyed????
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Ghost Bear Monks!
A disturb deck of my own design.
It has bears.
Deck 6 Island (MID) 381 4 Lunarch Veteran (MID) 27 4 Beloved Beggar (MID) 3 4 Covetous Castaway (MID) 45 4 Stuffed Bear (MID) 259 2 Plains (MID) 380 3 Doomskar (KHM) 9 4 Dennick, Pious Apprentice (MID) 217 4 Deserted Beach (MID) 260 4 Hengegate Pathway (KHM) 260 3 Vanquish the Horde (MID) 41 4 Monk Class (AFR) 228 4 Maul of the Skyclaves (ZNR) 27 4 Cave of the Frost Dragon (AFR) 253 4 Sparring Regimen (STX) 29 2 Field of Ruin (MID) 262
Sideboard 4 Reduce to Memory (STX) 25 2 Environmental Sciences (STX) 1 1 Mascot Exhibition (STX) 5
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