#moxtober day 4
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loreholdlesbian · 1 month ago
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Moxtober Day 4: Doom
Art links
Prophet of Oncoming Doom's art by Eryk Szczygieł
Doomsday Machine's art by Ashvall1
Doom's art by Enora Mercier // Doom's art by Jorge Jacinto
Card transcriptions below
Three cards
The first
Prophet of Oncoming Doom 1R Creature- Human Shaman [rare] Landfall - Whenever a land you control enters, that land deals 1 damage to each opponent. Scry 1. 4RR, Sacrifice Prophet of Oncoming Doom: Each land you control deals 1 damage to each creature. Activate only as a sorcery. 1/2
The second
Doomsday Machine 1B Artifact [mythic] At the beginning of your upkeep, put a doom counter on Doomsday Machine. B, T, Pay 1 life: Draw a card. 1BBB, T, Remove all doom counters from Doomsday Machine: Search your library and/or graveyard for that many cards, then exile the rest. Put the chosen cards on top of your library in any order. Activate only as a sorcery.
The third
Doom 1BB Instant Destroy target creature or planeswalker. // Gloom 3B Instant Target player loses 1 life for each card in their graveyard that's a creature or planeswalker. // Fuse (You may cast one or both halves of this card from your hand.)
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captaincalian · 1 year ago
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Moxtober Day 4 - Favourite Eeveelution: Jolteon
This one I was already near finished before I went into the ER. Wanted to finish this one the other day before I end up at bedrest again.
I posted a collection of these artworks I did so far on PIXIV. https://www.pixiv.net/en/artworks/112334835
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seaweedraindraws · 1 year ago
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Little Meow Meows Moxtober day 4: Fav Eeveelution
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vorrenthalla · 13 days ago
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Moxtober 2024
I did Moxtober this year (its on my 🔵 sky, same username as this). So I thought I'd post the entire month worth of custom cards I made here as well! Here is the prompts.
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So the first thing I noticed is that most of these are in pairs; Alpha & Omega, Smoke & Mirrors, Doom & Gloom etc. As a result of this I decided that I would do exclusivly split cards and double faced cards for this. This actually helped narrow things down a bit and made it easier for me to come up with cards. There are an odd number of days though so Quick ended up being two parts of a split card released on the same day.
See all the cards below.
So the first card and the last card of the month were Alpha and Omega. For this I decided to do an Innistrad werewolf as werewolves are often named Alpha. But in a similar vein to the eldrazi werewolves the front side would be the werewolf. The back side however would be a compleated werewolf which theoretically did happen during the Phyrexian Invasion (as only the undead were immune to compleation). So here are the cards for October 1st and October 31st
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I particularly like the flavour text I did for this one. Mechanically I looked at the uncommon phyrexian transforming cards from March of the Machine to help me get the balance right. On the front side its a 4/4 for 4 with minor upside but on the back (which costs at least 5 mana to get) it functionally acts like an edict every turn and becomes incredibly deadly if given trample. I think this would be a scary uncommon to see in limited but would still be beatable.
The next pair is Smoke & Mirrors from the 2nd and 3rd of October.
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This is a split card so either half can be cast. Smoke is a fog but a little different. Fog prevents all combat damage to everything. Smoke however prevents any kind of damage but only to you. You can't save any creatures with Smoke but you can save yourself from not only an attack but burn spells too. Meanwhile Mirrors doesn't prevent damage and instead any damage that would be dealt to you is also dealt to the sources controller. This gives a fun dynamic of the card where the player has the choice to either prevent the damage coming at them or deal it back. Dealing damage is usually stronger but can be risky as if the opponent manages to buff the damage up you the player could lose before being able to deal any damage back.
The next one is Doom and Gloom
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For Doom I got the idea of just putting a finality counter on a creature. So far finality counters have only been used as a downside effect but they can be used offensively like this. You can "doom" an opponents creature to being exiled with this. Its a nice little 1 mana effect but on its own would probably never see play. The other half of the card is Gloom and I had a look at what cards flavoured with Gloom usually do and typically its reducing power and toughness which gave me a great idea. Gloom for a single mana gives a creature -X/-X for twice the number of counter it has on it. Great counterplay to creatures that grow with counters but again not good enough to see play on its own. This is where fuse comes in as when you combine both effects the result is paying black black to give a creature a finality counter which means that with no other counters on it Gloom gives the creature -2/-2 and the creature will be exiled. 2 mana to give a creature -2/-2 and exile it is a good enough effect to see play, again if thats all it did it would be a bit on the weak side but the potential upside of hitting bigger creatures helps a lot.
Oil and Water is next. For this one I wanted to focus on what the phrase itself means; that oil and water don't mix and usually result in disaster.
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This is also the first time the second half of a fuse spell came first. This had to be done as the way fuse cards resolves means I wanted "Water Spill" to resolve before "Oil Spill" and so it had to be first. I did reveal Oil Spill first however. Water Spill is an effect we have seen many times before, it puts a flood counter on a land and that land becomes an island for as long as it has the counter. Useful if you care about the opponent having islands (such as for islandwalk) but can also be used to give yourself more islands if needed. Oil Spill does a couple of things, first it lets you put three oil counters on a creature artifact or land. This is to synergise with all the oil counter things we got in recent sets and I think that archetype could do with the help. Three is a good amount often allowed to activate abilities straight away. The card is a bit too narrow if it was just that though and even with the fuse probably wouldn't see play. However the next bit of oil is "Destroy all islands with oil counters on them" this allows you to fuse the spell into a land destruction spell for blue red red. You can potentially destroy more lands if you can move oil onto your opponents lands but thats not an easy thing.
Next up is Trial and Error. This was a little difficult to come up with but eventually I got the idea of having a scientist doing some trials and then messing up. I ended up doing Ludevic with necromancy experiments.
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I really like what I came up with here. I wanted to make the trials a risky endeavour so that you would be incentivised to do a trial but there was a risk of getting an error. The way I did that mechanically was an activated ability, its very cheap only requiring you to exile a creature card from your graveyard but then you have to roll a D20. If you get a 20 you get to put any creature you exiled with Ludevic's Trials into play, a really powerful ability and the biggest incentive. Most of the time though you will either just get a 2/2 zombie or worse a 2/2 zombie with decayed. If you roll a 1 however, you transform the enchantment and give it to your opponent. The back side of this is a 6/6 with menace and indestructible that attacks its owner each turn. A pretty strong threat considering your opponent got it for free. Flavourfully Ludevic is testing different necromany techniques, a 20 is when everything goes right and he gets a perfect ressurection. Getting a regular zombie is when it goes well but not perfectly, getting a decayed zombie is when things go a bit wrong and the zombie won't last long and getting a 1 is where the reanimation mostly worked but Ludevic loses control of the monster he has created. This is probably one of my favourites I made.
Next is Cat and Mouse. Again I wanted to try go for what the phrase means here and create a game of Cat and Mouse. But how to do that? Being the cat means chasing and the Mouse is trying to get away. So I did a transforming enchantment, on your turn you are the Cat and attacking the opponent, pouncing on anything that blocks. On your opponents' turns you are the mouse and hiding away your creatures when they get targeted.
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Mechanically this means that "Power of the Cat" will exile any creatures that block but only until it transforms or leaves play. Meanwhile the "Power of the Mouse" exiles your own creatures when they get targeted by opponents spells and abilities (its a may effect, so you opponent can't use buffs for temporary removal) again until it transforms or leaves play. I also had Power of the Cat grant haste so that creatures exiled with Power of the Mouse still get to attack. Combined these effects give you a lot of control over the battlefield in a rather aggressive manor, a very boros effect.
Cut and Thrust is next and this one I struggled with the most. I eventually came up with the idea of doing a "Sword of a thousand cuts" and its opposite a "Spear of one thrust". The former being able to deal a lot of small amounts of damage and the latter destroying only one thing but doing so in one hit. I had help from a friend on balancing this one.
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This is the first time I'm doing an MDFC. For 3 mana you can play the sword which gives double strike and every time it hits deals damage to up to X targets where X is the creatures power. This could easily be a board clear for 2 toughness creatures and is brutally strong if combined with a deathtouch creature. This is why this card is mythic. The other side is more expensive both to play and equip, it gives first strike and deathtouch allowing it to destroy pretty much any creature that blocks its wielder and it likely will be blocked because its other ability is that if the equipped creature deals combat damage to a player that player loses the game. Another very powerful effect.
The next prompt is Quick. I decided to do another split card with this one.
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This is a very simple common split card. You can give a spell flash or give a creature haste and untap it. This is the best way I could think of to allow you to functionally make anything faster. Quicken Spell is an effect we've had before in the spell "Quicken" that draws a card as well though and is an uncommon (it was a rare at one point which I never understood). I think having it as a common without drawing a card is about right. Quicken Creature however is not an effect we've ever had before. There are plenty of cards that can do this but they start at 3 mana because they also gain control of the creature temporarily and are used to take opponents things rather than untap your own and give them haste (though you can do that). So its an effect I'd like to see. My experience of the spell Quicken is that neither of these are effects you really want to spend a deck slot on but I think both together make it worth it.
The next one is Dead and Alive. This one immediately brought to my mind the phrased "Wanted: Dead or Alive" something that suits Thunder Junction quite well. So that is what I made, a card that hypothetically could have been on Thunder Junction if it had split cards.
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Very simple design here you can either destroy a creature for 1 black black or you can detain it for 1 and a white. Either way you are rewarded for claiming on the bounty with a treasure token. Wanted Dead is actually an effect that already exists as a card called Grim Bounty. However Wanted Dead is 1 mana cheaper and can't target planeswalkers. I haven't got more to say about this one.
Bread and Circus is next and this is one that doesn't feel connected at all to me. I'm not sure if I'm missing something or if its just a break in the trend. Either way though I'm happy with what I came up with. For this one I decided to make a Room card set on Duskmourn
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The first half is "Supicious Bakery" for the bread theme and flavourfully is a reference to the Pie Shop from Sweeney Todd, something that would fit on Duskmourn but wasn't done. Mechanically whenever a creature goes to the graveyard you instead exile it and make a food token (the food tokens for this card would of course depict Bread.) I also enjoy the gross flavour text I added. Circus Tent is the other side and it acts as a board clear. The flavour is that like the Rakdos circuses the audience is often an unwilling participant in the acts and people rarely survive the show.
Rhyme and Reason is 19 and 20 of Moxtober.
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This is another MDFC but this time its set on Innistrad with two spirits willing to help the player, one of which the spirit of a Bard that is a 1/3 that can tap down creatures, the other is a 3/1 wizard that can counter activated abilities. The latter is a stronger attacker but the ability is more narrow, though still useful. It also costs more mana. I think this would be a strong and fun card for the spirits archetype in Innistrad limited. Giving the player a lot of options in how to play it.
Hook and Crook is another card set on Innistrad (I love Innistrad, if that wasn't clear).
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This one is another MDFC equipment, odd that I ended up doing that twice. Crook is fairly simple, its an equipment that functionally gives you an Avacynian Priest. The fact you can move the equipment to tap down more creatures though makes it much stronger, hence it being uncommon rather than common. The Meat Hook is a lot more complicated though, I had to do a lot of work to make this mechanically work for the flavour I wanted to portray. You attach the meat hook to a creature and it becomes food but I wanted it to be able to act as a removal at least once. So when it comes into play you choose a player and they have to attach the meathook to a creature, it becomes a food (it stays a creature though so the equipment doesn't fall off) and you can then pay 2 mana and tap the meat hook to sacrifice the creature and gain 3 life (eating it like its food). After that you can then pay 1 mana to move it around your own creatures and sacrifice them for life.
Forgive and Forget was another that was difficult for me. I ended up settling on having an angel that reanimates for forgive and a saga that exiles creatures to represent forgetting. Its not a strong idea but I think the card itself is pretty good.
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I like what I did here mechanically and I think it'd be a fun card to play but like i say the flavour and its connection to the propmts is a little weak.
Hide and Seek is a fun one because it let me design something I've wanted in magic for a while, the yugioh card magical hats!
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Hide lets you do the magical hats thing or hiding one of your creatures among other cards. The was this works mechanically in magic is to exile any number of creatures you control face down, shuffle them and then manifest them. The end result is that your opponent will have to guess where your creatures are. The other half of the card simply turns a face down creature face up, so combined with hide it lets you turn one of those creatures face up, this can be done to trigger effects of morph cards, have a bigger creature ready for blocking or attacking or just to mess with your opponent by showing them where one of your creatures was. You can also use it on its own to flip up an opposing manifest or morph to find out what it is or (and this is the reason why its not cheaper than 3 mana) you can use it on your own manifest to functionally cheat on its mana cost.
Heaven and Hell is another transforming enchantment but this one utilizes Will of the Council.
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What the enchantments themselves do isn't particularly interesting, At the beginning of your end step Heaven gains everyone 3 life and draws them a card while Hell has everyone lose 3 life and discard a card. What makes this card interesting though is that the group as a whole gets to choose which effect happens each turn making for an interesting political addition to a multiplayer game. It is worth noting that in the case of a tie the card does not transform so in a 1v1 the card will likely stay on heaven unless both players want to transform it for some reason.
Finally we have 29 and 30. Rough and Tumble. This was another one where the second half of the card was first. This is one of my favourites and unfortunately I'm at my image limit for this post so I guess Rough and Tumble will get their own post! Let me know what you all think of these cards, which one is your favourite? :)
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teradul · 1 month ago
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Moxtober - Week 1
Got a late start on this Moxtober, but I do want to participate, so here goes:
Day 1: Alpha
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Alpha, Ranger Assembler 3 Legendary Artifact Creature - Robot 1/4
WUBRG, T: For each color, search your library for up to one legendary ranger creature card of that color, put those creatures onto the battlefield, than shuffle.
The Power Rangers beep is my sister's mesage notification sound, so I simply had to. Also, I'm not going to do the rangers themselves.
Day 2: Smoke
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Smoke Elemental 4BB Creature - Elemental 4/3
Flying Smoke Elemental costs 2B less to cast if an opponent was dealt noncombat damage this turn.
I do love limited designs, and I can see a clear RB aggro archetype that is focused on noncombat damage with this Big Boi as a payoff in lower rarities.
Day 3: Mirrors
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Curse of Reflections 3R Enchantment Aura - Curse
Enchant player At the beginning of each player other than enchanted player’s upkeep, they choose a creature enchanted player controls and create a token copy of that creature. It gains haste. Sacrifice it at the beginning of the end step.
This really feels like a straight to commander design built to punish the player that ramps or cheats out some heavy hitters (it's me, I'm the player)
Day 4: Doom
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Encroaching Doom 4BR Enchantment Creature - Horror
Haste, menace When Encroaching Doom enters, destroy each permanent with a doom counter on it. For each permanent destroyed this way, put a +1/+1 counter on Encroaching Doom and it deals 2 damage to any target. BR, Reveal Encroaching Doom from your hand: Put a doom counter on target creature or artifact. Activate it only once per turn.
Honestly, I just kinda fell for the "encroaching doom" idea, and wanted to give it a shot, but this feels... unfinished, somehow. I'd love to find a way to make it without having to pay mana at all.
Day 5: Gloom
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Gloom 3G Creature - Plant 1/5
Deathtouch Petal Dance — When Gloom attacks, it fights another target creature at random
Designing Pokémon in Magic is kinda hard. It isn't the easiest to boil down what any given pokémon is like when they're usually hella customizable, and also evolution itself is a whole can of worms that I am not touching here. Also, I went with Gloom the pokémon here because I really wanted a Green card.
Day 6: Oil
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Elbow Grease 1W Sorcery
You may tap an artificer instead of paying Elbow Grease’s mana cost Untap all artifacts you control.
Much like Gloom was something that I wanted to bring in Green, I wanted Oil to go to White, also as a contrast to black - which showed up twice and was threatening to show up again here - so I leaned into white's very much in-pie but not so widely explored artifact manipulation that aren't equipment and/or vehicles. Also, I like free spells that aren't busted in a vacuum, as it encourages interesting deckbuilding.
Day 7: Water
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Abundant Coral 2UU Enchantment
Fish, kraken, leviathan, merfolk, octopus, and serpent spells cost 2 less to cast.
As mentioned in the day 2 prompt, I'm the "cheat big things" guy, and if you are trying to get me to play blue, it better be big stupid stuff that wants to go face. Of course it'd be Sea Monsters.
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loreholdlesbian · 1 month ago
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Moxtober Day 16: Alive
Art links
Avian Progenitor's by Paul Mafayon
Nourish the Unborn's by Jonas Åkerlund
Ovomancy's by shadowlotr
Hatching Season's by Ferdinand Ladera
Nurturing Lithosaur's by Sapphire Unicorn
Roost's by kujtim mokolli
Ravenous Omnivore's by FantasyArtistry
Progenitor of Wonder's by Angevere
Spawn Mother's by Andiliion
Tidebrooder's by Judash 137
Egg token's by Kitak Lee
Card transcriptions below
Eleven cards
The first
Avian Progenitor 2U Creature- Bird Mutant [common] Flying When this creature enters, hatch. (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”) 1/2
The second
Nourish the Unborn 2U Instant [common] Counter target creature spell. Hatch (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”)
The third
Ovomancy 1U Sorcery [common] Hatch (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”) Draw a card.
The fourth
Hatching Season 1G Sorcery [common] Hatch twice. (To hatch, create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”)
The fifth
Nurturing Lithosaur 4G Creature- Dinosaur Beast [common] Trample When this creature enters, hatch. (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”) 4/4
The sixth
Roost 2G Sorcery [common] Search your library for a basic land card, put it onto the battlefield tapped, then shuffle and hatch. (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”)
The seventh
Ravenous Omnivore 2B Creature- Nightmare Dinosaur [common] When this creature enters, hatch. (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”) 2B, Sacrifice a creature: Draw a card. 3/2
The eighth
Progenitor of Wonders 1U Creature- Faerie Dragon [uncommon] Flying Whenever you reveal a noncreature card exiled by a hideaway ability of an Egg you control, put that card into your hand. 2/1
The ninth
Spawn Mother 2GU Creature- Fish Wolf [uncommon] Whenever this creature deals combat damage to a player, hatch. (Create a 0/1 colorless Egg creature token. It has defender, hideaway 4, and “When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand.”) Whenever an Egg you control enters, scry 1. 3/3
The tenth
Tidebrooder 3UU Creature- Elemental Octopus [rare] Vigilance When this creature enters, hatch twice. Whenever this creature deals combat damage to a player, the next spell you cast this turn has convoke. (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.) 3/4
The eleventh
Egg Token Creature- Egg Defender Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) When this creature dies, reveal the exiled card. If it’s a creature card, put it into your hand. 0/1
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loreholdlesbian · 1 month ago
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Moxtober Day 10: Cat
Art links
Rotting Companion's by Yury Lubishin
Bonder's Stalker's by Enothar
Zagoth Felidar's by Simul
Cat's by CorvusHound // Mouse's by moussee
Goldengrove Sentry's by MorePastel
Guardian Serpopard's by Yaaryl
Skypride Sovereign's by sandara
Veil Prowler's by Nadine Schäkel
Skycurrent Apex's by Alvia Alcedo
Hayokai's by KueshkaArt
Kemba's by Dirty-Wolf
Windgrace's by Rachael Vasilchenko
Ajani's by Jehan Choo
Card transcriptions below
Thirteen cards (God why did I make this many)
The first
Rotting Companion 2W Creature- Zombie Cat [common] When Rotting Companion enters, create a 2/2 black Zombie creature token. When Rotting Companion dies, put a +1/+1 counter on another target Zombie you control. 1/1
The second
Bonder's Stalker 1 W/B W/B Creature- Cat Nightmare [common] Flash When Bonder's Stalker enters, put a lifelink counter on target creature you control. If that creature is a Human, it gets +1/+1 until end of turn. 3/2
The third
Zagoth Felidar 3G Creature- Cat Beast [common] Daunt (This creature can't be blocked by creatures with power 2 or less.) When this creature enters, if U or B was spent to cast it, draw a card. 3/3
The fourth
Cat 2G Instant [uncommon] Create a 3/3 green Cat creature token with trample. // Mouse 2W Sorcery Create three 1/1 white Mouse creature tokens.
The fifth
Goldengrove Sentry 3W Creature- Cat Beast [uncommon] Vigilance Landfall - Whenever a land you control enters, choose one- - Put a vigilance counter on another target creature you control. - Put a +1/+1 counter on this creature. 3/3
The sixth
Guardian Serpopard 3WG Creature- Cat Snake [rare] Whenever a creature you control attacks, you may put a stun counter on it. If you do, draw a card. Tapped creatures you control have hexproof. 3/5
The seventh
Skypride Sovereign 2WW Flying Whenever you cast a creature spell, it enters with a +1/+1 counter on it if it has flying. Otherwise, it enters with a flying counter on it. 3/3
The eighth
Veil Prowler 2WB Creature- Cat Nightmare [mythic] Lifelink Whenever this creature attacks, return target creature card with mana value 3 or less from your graveyard to the battlefield tapped and attacking with a finality counter on it. Each creature you control with a counter on it has lifelink. 3/3
The ninth
Skycurrent Apex 2RR Creature- Cat Dragon [mythic] Flying, trample At the beginning of your upkeep, exile the top card of your library. You may play that card this turn. If you cast a spell this way, you may pay an amount of E (energy counters) equal to that spell's mana value rather than pay its mana cost. Whenever this creature deals combat damage to a player, you get that many E. 3/3
The tenth
Hayokai, Nekoru Heir 3BB Legendary Creature- Cat Dragon [rare] Flying At the beginning of your end step, if you sacrificed a permanent this turn, draw a card. Then put a +1/+1 counter on Hayokai for each card type among permanents you sacrificed this turn. 3/3
The eleventh
Kemba, Kha of New Dawn 2RW Legendary Creature- Cat Cleric Noble [rare] Whenever this creature attacks, for each Equipment attached to it and each other creature you control, create a token that's a copy of that Equipment and attach it to that creature. Sacrifice those tokens at end of combat. 3WW: Create a 2/2 white Cat creature token. 3/3
The twelfth
Windgrace, Urborg Titan 2BRG Legendary Planeswalker- Windgrace [mythic] +1: Exile the top card of your library. If it's a land card, put that card onto the battlefield. Otherwise, you may play it until the end of your next turn. -2: Destroy target permanent. Its controller searches their library for a basic land card and puts that card onto the battlefield tapped, then shuffles. -6: Create a black, red, and green Cat Avatar creature token with indestructible, haste, and "This creature's power and toughness are each equal to the number of lands you control." 4 loyalty
The thirteenth
Ajani, Zealot of Unity 2W P/W Legendary Planeswalker- Ajani [uncommon] Compleated (P/W can be paid with either W or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters on it.) Each creature you control with a +1/+1 counter on it has vigilance. -2: Incubate 3. You gain 3 life. (Create an Incubator token with three +1/+1 counters on it and "2: Transform this artifact." It transforms into a 0/0 Phyrexian artifact creature.) 7 loyalty
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loreholdlesbian · 1 month ago
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Moxtober Day 6: Oil
Art links
Chalice of Ichor's by Dominik Zdenković
Reverend of Rebirth's by Shabow
Oil's by Greg Evans // Water's by FrankRT
Card transcriptions below
Three cards
The first
Chalice of Ichor 3 Artifact [rare] This artifact enters with an oil counter on it. T: Add X mana of any one color, where X is the number of oil counters on this artifact. 4, T: Proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
The second
Reverend of Rebirth W Creature- Phyrexian Cleric [rare] At the beginning of your upkeep, put an oil counter on Reverend of Rebirth. 1W, T, Remove X oil counters from Reverend of Rebirth: Return target artifact or creature card with mana value X from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. 1/1
The third
Oil 1W Sorcery [rare] Put a +1/+1 counter on each artifact creature you control. // Water XUU Sorcery Return each creature with power X or less to its owner's hand. // Fuse (You may cast one or both halves of this card from your hand.)
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loreholdlesbian · 1 month ago
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Moxtober Day 1: Alpha
Art links:
Worzel's art by Aleksandra Ristic
Thomil's art by Stepan Alekseev
Aggressive Packleader's art by Lun-art // Monstrous Alpha's art by sandara
Card transcriptions below
Three cards
The first
Worzel the Wildermage 3GG Legendary Planeswalker- Worzel [mythic] +1: Create a 2/2 green Bear creature token. -2: Destroy target artifact or enchantment. -5: You get an emblem with “You may play any number of lands on each of your turns” and “Whenever you play a land, if it wasn’t the first land you played this turn, this emblem deals 1 damage to you." 4 loyalty
The second
Thomil the Hellslord 3BB Legendary Planeswalker- Thomil [mythic] When this planeswalker enters, create a 7/7 black Demon creature token with flying, trample, and “At the beginning of your upkeep, sacrifice this creature unless you remove a loyalty counter from Thomil the Hellslord.” +1: You may sacrifice a non-Demon creature. If you do, draw two cards. 0: Each opponent loses 3 life unless they sacrifice a nonland permanent or discard a card. 4 loyalty
The third
Aggressive Packleader 1GG Creature- Human Werewolf [rare] Trample Whenever this creature deals combat damage to a player, you may put a Wolf or Werewolf card from your hand onto the battlefield. Daybound 3/3 // Monstrous Alpha [g] Creature- Werewolf Trample Whenever this creature deals combat damage to a player, look at that many cards from the top of your library. Reveal any number of Wolf or Werewolf cards from among them and put those cards into your hand, then put the rest on the bottom of your library in any order. Nightbound 5/5
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