#lifelink
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You got something on your face >:3
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Care: At night you may Care for your lover, giving them Powerful Defense and curing douses, poison, and Dreamweaves. Care bypasses Jail targeting restrictions. Maybe both Admirer and Lover should be able to care. It'd be cute. -- (yes i know the colors are a little wonky it's been a while since i used the sharpies WAH)
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BREAKING: Child airlifted after being struck by vehicle in Mosinee
What we know so far about this developing story:
Wausau Pilot & Review A child was severely injured Wednesday and was airlifted to a hospital after being struck by a vehicle in Mosinee, according to emergency scanner traffic. Rescue crews were summoned at about 6:20 p.m. Wednesday, Sept. 25 to to the area of Western Avenue and Hwy. 153 in Mosinee. As CPR was being administered to the child, additional support from Riverside Fire was…
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#CardSynergy#deckbuilding#dueltactics#Extort#Extortstrategy#gamestrategy#life-drainmechanic#Lifelink#Magicgameplay#Magic:TheGathering#manausage#metagame#multiplayerMagic#Orzhovguild#resourcemanagement#spellcasting
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I've been very bored at work so I've decided to take my two special interests and smash them together to make a set of custom Fe3h universes beyond commander decks.
The designs are definitely still a WIP, especially the number tuning, and the art is... borrowed from the now defunct FE Cipher card game.
These are the face commanders I've created for each deck, explanations for the cards and the concepts for the decks in the Read More.
Edelgard / Crimson Flower
The Black Eagle/Empire deck is the fastest of the four, and focuses on overwhelming opponents through sheer numbers. The deck will generate a lot of creature tokens and has a number of effects that buff your whole team or provide keywords to them. There will be touch of Aristocrats flavor representing the Agarthan influence on the Empire, though cards related to TWSITD will appear in most decks as there were no nations that escaped their meddling hands.
Edelgard herself is a tough creature that encourages you to go wide, and can bring in a some elite knights to instantly enable her second ability if she focuses all her energy on attacking. She can also support her troops from the back line and play defense, but is at her best playing aggressively. She wants to end the game quickly and efficiently to cause as few casualties as possible.
Dimitri / Azure Moon
The Blue Lions/Kingdom deck wants to bide its time until it can attack with one large creature, though it is not intended to be a voltron deck (focused on equipments/auras). There are also some Knight kindred elements meant to represent the Kingdom's culture of Chivalry, and a few cards that involve the monarchy meant to emphasize Dimitri reclaiming the throne once he comes to his senses. The Blue Lions deck is the second slowest of the four.
Dimitri himself is designed to evoke that very concept. When he enters, he must reclaim the throne before he can take his place as king. Once he does, his followers look on with pride (or perhaps exaltation), placing their faith in the nobles of the Kingdom.
Claude / Verdant Wind
The Golden Deer/Alliance deck understands that it must make use of every possible resource to ensure victory. The lands of the Alliance are smaller than those of the other factions, and as such they must rely on diplomacy and clever use of resources to find victory. The deck will produce a lot of different types of artifact tokens, and has a dash of board politics to keep its opponents mollified until it sneaks in a win. The Golden Deer deck is the second fastest of the four.
Claude is a man who understands diplomacy, but also the idea that, “It’s a win-win arrangement. I just happen to win the most.” (To quote the flavor text of Cut a Deal). He plays nice with your opponents by letting them draw cards, but gathers information on their plans to prepare for what's coming.
Rhea / Silver Snow
The Church of Seiros deck is the slowest of the four, and wants to control the flow of the game while it builds up to something big. To aid that, the deck will tax your opponents and encourage them to fight amongst themselves, while a small life gain subtheme will keep you sitting pretty until its time to deal with whoever is left. Like the Alliance deck, there is a dash of board politics meant to allow you to provide boons to those who take your... advice.
Rhea is meant to be relatively unassuming at first glance, but also to threaten your opponents with the knowledge that she could transform at any time. The Immaculate One by contrast is a major beater, and can swiftly end the game if your opponents aren't prepared for it. When Rhea dies as The Immaculate One, she returns in a weakened state, and will perish for good if she transforms again before she recovers.
(Also she doesn't have the flip symbols because the version of MSE I'm using doesn't have borderless flip cards as an option.)
#fe3h#fire emblem#fire emblem three houses#mtg#mtg commander#magic the gathering#custom mtg#theres honestly a bunch of stuff im still toying with#i might take lifelink off of the immaculate one for eg#and maybe give Edelgard a small Ward cost
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MtG Token: 1/1 White Cat with Lifelink
Magic: the Gathering has been around for 30 years. There are 27,000 unique cards and growing. And a lot of them create tokens. While the official tokens are great, I have a need to celebrate the artwork of our (mtg) ancestors. Let's celebrate older artwork with a new coat of paint.
Token: 1/1 white Cat creature token with lifelink
These are the cats that come with Regal Caracal
A newer cat type, we look to "newer" cards. First we have God's Hall Guardian from Kaldheim and Garrison Cat from Ikoria: Lair of Behemoths, both by Sidharth Chaturvedi
The literal and graphical information presented on this site about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.
#magic the gathering#mtg#token#fan art#token artwork#celebrate mtg#mtg artwork#fan token#1/1 white cat with lifelink#regal caracal#God's Hall Guardian#kaldheim#Garrison Cat#Ikoria: Lair of Behemoths#ikoria#sidharth chaturvedi
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You're more amazing than face-down cards
White commons! Enchantments aplenty!
To be clear, the cards with capitalized names are existing cards that I'm using as reprints. Some, like Karametra's Blessing, will get new names eventually.
Also, using Elemental as a creature type was mostly just a placeholder, and now that I'm settling on the flavor I'm looking for a better subtype. The flavor is that they're spawned from human emotion, like faith, hope, or devotion for the enchantments, or passion or creativity for the artifacts. I scrolled through the creature types, but none really stuck out to me as a solid fit. The best I could come up with was spirit, but I figured I'd ask for ideas before committing to changing every instance of the Elemental type. I could even go with a totally new subtype, but I couldn't think of any good names.
#asks#custom cards#i think i previewed Bestow Bird earlier. it got changed to Bestow Doctor because i wanted blue to have a bestow flier#and then i needed to move other stuff around because i already had a lifelink creature but i couldn't just swap it with flying#it was a whole thing but now blue has a bestow flier so it's all good#speaking of blue i finished the blue commons this morning!#i am On Pace to just have all of this done#also apparently even though affinity is getting used in modern sets it doesn't appear at common#but there's fairly modern commons like Brine Giant that basically have affinity and it's super simple so i think it's fine#i've heard the new design philosophy at wotc is “if a card is using an old mechanic then just put the mechanic on the card”#they even do it on commons like Final Flourish#so as long as the reminder text fits comfortably it's fine#oh yeah Dutiful Spirit is a weird one#before it just said “as long as blah blah blah this gets +1/+1”#but then i realized “what if it takes 1 damage and your only other elemental dies during combat?”#Dutiful Spirit would lose the +1 toughness and die. and that's dumb. so i fixed it with the Burning Sun Cavalry template#oh fuck i made two 3-drop fliers#eh it's fine as long as they have different powers
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let's talk about how I made an "equines" deck (unicorns, pegasi, horses, ect) kind of as a meme deck but it actually goes fucking crazy
Lathiel is the commander and there's nothing quite like playing a lame 2/2 lifelink pegasus, and then a few turns later it's an 8/8 flier and if it attacks I can make it a 16/16
#in our first game i played felidar sovereign and became A Problem#but was stopped from winning bc someone went infinite#in the second game i got Crested Sunmare to stick around#and just started pumping out huge indestructible horses to run over the game#like I could take out the bad unicorns and just make it a lifegain/counters deck with way better creatures#but making a bad unicorn into a huge lifelink threat is part of the fun to me#mtg#ramblings
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Being a recovering Magic: The Gathering collector (read: I sold most of my cards during a bout of unemployment and I'm still sad about it), I'd talked myself out of buying any of the Doctor Who-themed cards. But I've been poking through the art tonight anyway.
For some reason, what's getting to me the most are the basic land cards.
For the unfamiliar, land cards are how you make the whole game work. You have to utilize the appropriate land cards to fuel basically anything you want to do. Because of this, the same foundational land types -- mountain, island, swamp, etc. -- have existed in the game since day 1. There are special land cards that do unique things, of course, and the art for those can be pretty intricate, but the basic ones generally don't get the fanciest art. They're just pretty landscapes, really, lightly themed to match the rest of the set they're in.
So for the Doctor Who set? Plain old forests and fields and such, as always.
Except the TARDIS is sitting out in the middle of them.
I would put these cards in any game of M:TG I'll ever play until the end of time.
#doctor who#magic the gathering#meanwhile: catch me checking the stats on some of these character cards#because i have Opinions#like: 'rory better damn well have some sort of healing capability...lifelink! Yes! GOOD.'
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So for the most part guesses on these lined up roughly how I expected! First Strike and Lifelink were more evasive than I thought they would be but the incorrect guesses were understandable, and Reach also gave folks trouble but some guesses did land surprisingly close. A couple folks noted knowing some terms because of other card-based combat games which is a neat fun fact.
I’m going to briefly explain the first list of terms in the tags of this reblog so anyone who still wants to guess them can do so, and throw on a bonus round of rarer or more complex keywords. Some of these interact with things I didn’t describe in the first post, like the ability to modify creature’s stats, but are otherwise all primarily if not exclusively combat-related:
Defender
Wither
Annihilator
Mentor and Training
Decay
Battle Cry
Landwalk (usually specified as, for example, forestwalk or swampwalk)
Shadow and Horsemanship
Ninjutsu
I’ve only been playing magic the gathering for a few months and I feel like I understand how it works pretty well, but I tend to pick things up quick anyway so it makes me wonder how comprehensive it is to complete strangers to the game.
For people who don’t play magic: one of the types of cards is “creatures,” which are left on the playing field and have numerical values called “power” and “toughness,” meaning strength and health. During one player’s turn, they may have their creatures attack another player, which requires them to be “tapped” (turned sideways); being tapped prevents the creature from doing other actions, including blocking. However, creatures that were played the same turn can’t be tapped to attack. For each attacking creature, the defending player chooses one of their own creatures to block it, and blocking creatures do not tap. If an attacking creature is blocked, both creatures deal their power against the other’s toughness as if fighting. Creatures that are not blocked damage the other player’s life total.
With this in mind, creatures can have additional abilities that modify the above combat process. Each of the following “keywords” is used to summarize a sentence or two of additional rules that apply to creatures who have the keyword on their card. I’ve sorted them in what I personally consider to be most to least intuitive, and would like any willing non-players to try and guess their effects without looking them up:
Deathtouch
Trample
Double Strike
First Strike
Lifelink
Flying
Reach
Haste
Vigilance
Menace
#answers for the first round as follows:#deathtouch means even 1 point of power for the deathtoucher will destroy the other creature regardless of toughness#trample means if the attacker’s power is higher than the blocker’s toughness the overflow hits the defending player#double strike is connected to first strike in a way that makes it slightly more complicated than you would think#a creature with first strike deals its combat damage before others#and a creature with double strike deals damage at the first strike step and then a second time at regular damage#lifelink means damage dealt by the creature restores that same amount to its player’s life total#creatures with flying can only be blocked by other creatures with flying; EXCEPT#creatures with reach can block fliers without being fliers themselves#haste allows the creature to attack the turn it was played instead of waiting til next turn#vigilance means a creature doesn’t tap to attack and so can still block (or be tapped by other effects)#and a creature with menace that attacks can’t be blocked by a single other creature. it requires at least two blockers
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Maro’s “Look Inside the House”: A Duskmourn: House of Horrors Teaser
The new plane of Duskmourn is a perilous place, but if you can survive the horrors within you may come out stronger than ever. I’ve been there. I’ve seen the darkness and to that end, here are some hints of things to come – but will this information help or hinder your journey? Only time will tell. As with any good piece of horror media, you’re only receiving partial information and things are not always as they appear:
First up, here are some things you can expect:
• A component of the set with a frame using technology first designed for an Un-set
• A tweak on an ability word that first appeared in the third set of a block
• Counters used in the set: +1/+1, -1/-1, finality, flying, lifelink, lore, loyalty, nest, possession, rev, stun, and time
• The first ability word to reference “second main phase”
• A 10/1 creature for UUU
• A variant on a mechanic that itself was a variant on another mechanic
• A modal three mana white mass removal spell
• A character returns as a legendary creature that first appeared in flavor text in Alpha
• A new ability word that cares about a card type and a (new) keyword action
• Creature tokens: 1/1 white Toy, 1/1 white Glimmer, 2/1 white Insect, 3/1 white Spirit, 4/4 white Beast, blue token copy, X/X blue Spirit, 2/2 black Horror, 6/6 black Demon, 1/1 red Gremlin, 1/1 red Balloon, 2/2 green Spider, 1/1 black and green Insect, and 0/0 green and blue Fractal
Next, here are some rules text that will be showing up on cards:
• “unlock a locked door”
• “Search your library for a Demon card,”
• “where X is the number of creatures you control with power 2 or less.”
• “Exile any number of target instant, sorcery, and/or Tamiyo planeswalker cards from your graveyard.”
• “The same is true for creature spells you control and creature cards you own that aren’t on the battlefield.”
• “You have no maximum hand size and don’t lose the game for having 0 or less life.”
• “Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell.”
• “Shards you control become copies of it until the beginning of the next end step.”
• “of creatures you control that don’t have the same name as this creature.”
• “(2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)”
Here are some creature type lines from the set:
• Creature – Human Doctor
• Creature – Kor Survivor
• Creature – Goat
• Creature – Shark
• Creature – Eye
• Creature – Fish Insect
• Artifact Creature – Monkey Toy
• Creature – Human Clown Berserker
• Legendary Creature – Elder Demon
• Legendary Creature – Rat Ninja Wizard
Finally, here are some names in the set:
• Acrobatic Cheerleader
• Don’t Make a Sound
• Exorcise
• Friendly Ghost
• Jump Scare
• Let’s Play a Game
• Meathook Massacre II
• Orphans of the Wheat
• Split Up
• Unsettling Twins
Tune into Duskmourn’s Debut at 2pm PT, August 31 – streaming live from PAX West – where the House will finally reveal more of its secrets.
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Well OOPS
this scribble got out of hand sorry Shin
#something something cat out of the bag#what is the ship name so you poor ppl can ignore my nonsense?#lifelink#beerus#kaioshin#real posting hours#bbart#beerusxshin
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well better luck next time
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so the main functional difference between Spirit Link and Lifelink is what they do when cast on your opponent's creatures. Lifelink does what it says on the tin: gives the creature Lifelink, gaining its controller (i.e. your enemy) life as it does damage. this is usually bad for you. Spirit Link, on the other hand, gains life for its own controller (i.e. you), not the controller of the creature it's enchanting. in practical terms, this means that you can slap Spirit Link on your opponent's biggest creature to effectively reduce its attack to 0, since you'll be gaining life equal to the damage it's hitting you for.
...unless it's hitting you for lethal damage, because that's where the other difference between Spirit Link and Lifelink arises: the former is a triggered ability, whereas the latter is a static ability. you lose the game if you have 0 or less life when state-based actions are checked, and unfortunately they do get checked between you taking damage and Spirit Link healing you back up. Lifelink healing, on the other hand, is actually simultaneous with the damage being dealt.
on a side note, you are correct about the first half of Canopy Cover, but the real strength of that card lies in the second ability not being Hexproof. as printed, you can enchant your opponent's stuff to prevent them from targeting it with any of their own further buffs, because the text "spells or abilities your opponents control" is written on Canopy Cover itself (controlled by you) rather than being part of a Hexproof ability granted to the creature (controlled by your opponent).
BONUS ROUND (featuring my own trade binder):
these cards ARE functionally identical. consider this and attain enlightenment.
rule 702.9b says: "A creature with flying can’t be blocked except by creatures with flying and/or reach."
rule 702.11b says: "“Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”"
the first ability is not Flying. the second ability is not Hexproof. if you changed the text to say "Enchanted creature has flying and hexproof", you would have a functionally different (and mostly worse) card.
consider this and learn.
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#boardcontrol#cardinteractions#cardtypes#combatdamage#combatstrategies#creatureabilities#DashMechanic#gameplaymechanics#haste#Lifelink#Magic:TheGathering#MTG#MTGstrategies#MTG'sDashMechanic#triggeredabilities
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You're more amazing than flooding
Big fat combat trick to pump all your excess mana into!
Cards used as example for balancing the modes:
#asks#custom cards#a little bit worried about the red + white mode#+7 power + trample + lifelink is. a lot#but it costs 6 mana so it might be fine#probably not even good enough to be a modern rare anyway#anyway finding comparisons for balancing was kinda hard#i'm not entirely sure how spree is balanced but i tried costing each mode like an individual spell#the drawback is that you have to pay 1 more mana but the benefit is the versatility and ability to cast multiple modes#so i think it balances out#couldn't quite find perfect comparisons for the red and white modes#Colossus is multicolor but it's also a modal spell so i think red could maybe probably get +4/+2 and trample for 2 mana#Prepare gives +2/+2 for 2 mana and scaling up makes the lifegain stronger but also less flexible for untapping so i think it's fine#plus Prepare has Fight as an aftermath#another comparison is Butcher's Glee which gives +3/+0 and lifelink and regenerate for 3 mana#regenerate is basically indestructible so that's even better than +3 toughness so that kinda makes up for the lack of untapping#overall i THINK each mode is balanced as a standalone spell and that's kinda sorta how some spree spells are balanced so i think it's fine#rare spree spells like Three Steps Ahead have some modes that would be too strong as a normal spell. 2 mana to counter any spell is strong#and the other modes (2 mana to draw 2 discard 1 and 3 mana to make a copy of a creature) are still reasonable as standalone spells#so i think the balancing of my spell is fine and maybe even a little underpowered for a rare#i had no idea what to name it at first so i started thinking about jeskai (both the clan and the color trio) and remembered Hinata#a jeskai legend that wants you to target stuff! perfect!#one quick trip to the wiki to read its lore and i had the perfect name#this was made for the inventor's fair contest this week to make a card that can target multiple things#and boy do i love targeting things! so i came up with this unique little idea that fits both my tastes and the contest perfectly!#i'd be surprised if no one else references Hinata in their cards#oh yeah i wanted all the modes to be different sizes so that's why i insisted on the white mode being big#made this yesterday and looking at it again today i'm still satisfied with it so i think i'll submit it
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