#rakdos charm
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mtg-cards-hourly ¡ 19 days ago
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Rakdos Charm
Artist: Zoltan Boros TCG Player Link Scryfall Link EDHREC Link
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magicjudge ¡ 1 year ago
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If my opponent has more than 1 creature will Ob Nixilis, Captive Kingpin trigger multiple times or just once with rakdos charm’s last ability to have each creature deal 1 damage to its controller?
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Whenever damage is going to be dealt, it goes through a multi-step process to determine the results. If there are no keywords or replacement effects that modify the effects or amount of the damage, then the result will be damage being marked on a creature, counters being removed from a battle or planeswalker, or a player losing life.
In the case of Rakdos Charm's third mode, we have one damage event where each creature deals 1 damage to its controller. (This is a single damage event because because the verb "deals" is only used once.) Assuming no replacement effects or keywords modifying the effect of the damage, then the result will be each player losing an amount of life equal to the number of creatures they control.
Since your opponent controls more than one creature, they're losing more than 1 life and so Ob's ability doesn't trigger at all here.
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devilcat3d ¡ 1 year ago
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GIRLTWINK OF THE YEAR FINALISTS
@goqmir - she/he/it
she's cute, smart and full of boygirl swag, its goqmir!!!! he is known the world over as a pooltoy loving, yoshi oc drawing, and robot loving cutie who also is voted in the top percentile of melee players worldwide!!!! it is also very good at magic the gathering and likes playing naya cast from exile!!!! she's also a fox girl and her ears are the softest thing on the planet!!!! grab this little pups tail and she'll do anything you want because shes as obedient as they come!!!! she has recently been very into yoshi girls and identifies as one herself as well!!!! also voted #1 switch of 2022!!!!!
@devilcat3d - she/it
she's adorable, she's sweet, and she's not from this world, its devilcat3d!!!! this devilishly charming cutie came all the way from hell just to take part in this competition!!!! its got very cute horns just built for grabbing and big brown eyes that make you want to forfeit all you own to her, this girltwink is to die for!!!! she likes playing magic the gathering in her free time and enjoys playing rakdos more than anything!!!! she also is known as a bird to many and her tweets and caws will make you say awwwwwww and youll just want to kiss her feathery little head!!!! it also gives head that will blow your silly mortal mind!!!! voted #1 succubus of 2021!!!!
CONGRATS TO THESE TWO CONTESTANTS FOR MAKING IT THIS FAR IN THE BRACKET
BE SURE TO CAST YOUR FINAL VOTE NOW
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danco110 ¡ 1 year ago
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The demon landed against the pavement, skidding to a stop lying on his back. Before he could recover, an armored boot stomped down hard on his neck, pinning him to the ground. An angelic face drew close to his, sneering down at his monstrous features.
“Those who show no mercy to the weak deserve no mercy from the strong.”
The angel raised a sword wreathed in flames, lowering it to point to the demon’s throat.
“Any last words, Iland?”
The seraph softened her step ever so slightly, allowing the fiend to gasp weakly for air. He choked out a single word, in a panicked voice:
“S-STOP!”
Surprisingly, the angel relented immediately, stepping off of Iland’s throat and throwing her sword aside, the fire magic already dissipating from the blade. She swiftly knelt down to the demon, who was clasping his neck in pain.
“Too rough?”
Iland nodded wryly. “T-Too rough, yes. Don’t worry though, Kavrova! I…just need some more practice before I try for real with Chase, is all. Let’s go again.”
“Iland…I think rather than more practice…what you need is to have a talk with her. About this.”
The demon tried to wave off Kavrova’s suggestion with an obsidian-black claw. “What? No…”
Kavrova rose to her feet, Iland following suit. Despite the angel being significantly shorter than the demon, she still somehow managed to stare down her nose at him, prompting him to recoil from the intense eye contact.
“Iland, you don’t sound ecstatic about this…which is surprising, given your background as a Rakdos. But regardless, Chase needs to know. I’m sure she’ll understand, even if she wants to do this.”
“I know. Just…like you said, Chase really wants this.”
“She still needs to know.”
“Yeah, I…I know.” Iland tightly gripped his arm. “I swear, I must be the only Rakdos in the city to get a lecture about sex - from a Firemane, no less!”
“Probably the only one to ever want sex with one of us, too,” Kavrova snickered.
“Definitely not the only one. Just one of the few with the charming personality to win her over! Not to mention my good looks!”
Kavrova nodded begrudgingly at Iland’s demonic features. “Yeah, I…I guess I can see it.”
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hyde-the-toad-bard ¡ 18 days ago
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Honestly the best part of my commander night was that during the three hour game I frequently told people what cards I had in hand, and because they still had to play the game of magic, they would still get taken out by it. Like, I took out two players in one turn with a rakdos charm I told them about 3 turns in advance, but when the Voltron player is the big threat at the table, who are you gonna take your chances with?
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lunapwrites ¡ 1 year ago
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Last night I won two games of MTG with my new deck and I'm still cackling over how they both happened.
These are both lengthy explanations so. If you don't care, don't click below lol. Short version though is that I pulled some dumb bullshit to come from behind in both games in spectacular fashion.
Game 1:
I place Curse of Echoes on the player to my right. Basically, any time he played a certain type of card, everyone at the table could copy the effect with a new target. Fun stuff.
Several turns later, he played Tempt with Vengeance for 11.
For the uninitiated, that means he suddenly had 11 little elemental creatures on his board, and was giving us all the offer to ALSO create 11 little elemental creatures. If we chose to do so, he would create another 11 little elemental creatures.
For those following along at home, this also triggered Curse of Echoes, and the short version is that we all ended up with a whopping 101 little elemental creatures.
And then it was my turn. and I had a whopping... I think 16 life left? Wasn't having a good time since my partner whooped everyone's ass. But I had A Plan.
I threw 20 little elemental dudes at each of the remaining (4) players. That should have left me with 20 but I miscalculated a bit and forgot one of them had an effect that buffed up anything attacking him, so I ended up with 40. Still, fine.
I used Claws of Gix, which I hadn't had much opportunity to use until then, to basically eat 13 of them - this left me with 29 life, and 27 creatures on the board.
And then I played Rakdos Charm, and triggered the ability where everyone's creatures deal 1 damage to them. 100+ damage to the table, with me left laughing my ass off in the smoking crater. Success.
Game 2:
My partner had pissed me off mightily and I was having trouble with mana, so I just kept throwing Ghoulish Impetus on the biggest baddest thing on the board so it would do my dirty work for me. The good side of this is that it kept my opponents slapping each other and not me. The downside is that everyone kept healing for the amount they were slapping each other for, but... well, that was a problem for Future LP.
So after my partner was summarily wiped off the face of the board, I started trying to figure out how I was going to unfuck my game. Because uhhhh I had 23 life left, and everyone else had like double or more that amount. Additionally, I had a time limit, because once everyone else was out, the guy with Ghoulish Impetus on his commander (haha) was going to be allowed to start aiming it at me (oh no.)
And then, somehow, the answer fell into my lap in the form of the unlikely combination of Tree of Perdition and Brash Taunter.
For the uninitiated: Tree of Perdition can swap its "toughness" with an opponent's life total. This effect does not have a duration, it just is like that now. I checked. Brash Taunter is indestructible and throws any damage it receives back to a target player. I can also pay some mana and tap it to make it exchange damage with any other creature.
So. The player to my right (with the big bad) ends his turn. At the end of his turn, I tap Tree of Perdition to switch his life total (69) with its toughness (13.) I then paid the cost to make Brash Taunter fight my own creature, which did 6 damage to him, leaving him at 7 life with no defenders. On my turn, I swung at him for 8.
Once he was out, Ghoulish Impetus bounced to another creature, this time the player to my left's commander, which unlike the other's did NOT have flying, so when she was forced to swing at me, I just kept blocking her with Brash Taunter and reflecting the damage back to her. Brought her down from 43 to 0 in like. 2 turns? 3? Slower than I would have liked, but still. Success.
Much bullshit. Many shenanigans.
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abarn82 ¡ 1 year ago
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Tahlee Dama who is a Witch of the Coven Of Eclipse featured in Warlock Homebrew, i have drawn Tahlee as a pencil sketch and turned her into digital art this is the last two stages of how i drew her.
Tahlee Dama embraced her destiny as an entertainer from an early age. Raised by rebellious parents, she inherited their audacious spirit and penchant for pushing boundaries. Joining the Rakdos circus as a young adult, Tahlee became known for her daring acts involving fire and danger. But her charisma went beyond her performances. Tahlee was a force to be reckoned with - a tantalizing blend of intelligence, deviant nature, humor, and seductive charm that left people spellbound. And with her witch animal familiar called Fable, by her side she was unstoppable. Fable was a mischievous troll prankster with a razor-sharp wit, and his antics only added to Tahlee's allure. When the notorious Nicol Bolas threatened Ravnica, Tahlee saw an opportunity to prove her mettle by defeating him as a joke. She led her team into an epic battle against the gargantuan dragon, combining wit and strength to emerge victorious. The defeat of Nicol Bolas was a triumph for Tahlee and her team, but she knew more challenges awaited. Her actions lead her to be accepted among other members on the council of the multiverse.
Race: Tiefling (Abyssal) Gender: Female Age: 22 Alignment: Chaotic Good Class: level 20 The Witch: Coven Of Eclipse ({WH} The Witch, a character class of natural arcana and the old ways of magic) Tool Proficiencies: Alchemist’s supplies, Herbalism kit, Poisoner’s kit, Brewer Supplies Background: Herbalist (Build Your Own Background) Languages: Common, Abyssal, Infernal Proficiency: Arcana, Nature, Medicine, Religion, Performance, Perception, Survival Feats: War Caster, Skilled, Magic Initiate (Ray of Frost, Shocking Grasp, Mage Armour), Alert, Spell Sniper, Crafter Cantrips: Watch Totem, Thorn Whip, Shocking Grasp, Ray of Frost, Druidcraft, Shocking Grasp, Ripple, Poison Spray, Thamaturgy Jinx's: Silenced, Wytchfire, Draining, Crippling, Beguiling Boon of High Magic: You gain one 9th-level spell slot, provided that you already have one.
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gcu-sovereign ¡ 2 months ago
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Did you Rakdos Charm him to death from 20?
I did it.
I can't fucking believe it.
It's a friggin Christmas miracle.
I managed to beat my buddy's uber-cracked Krenko commander deck.
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doctor-roman ¡ 3 years ago
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I need help with a ruling from any of my followers who are rules gurus regarding Magic.
I have Hall of the Bandit Lord on the field, Rite of Replication on the stack, and Dualcaster Mage in hand.
I cast Dualcaster Mage, giving it haste with Hall, copying Rite of Replication.
I then go “infinite” with Dualcaster Mage copies before settling on an arbitrary large number that is enough to end the game. Before anyone casts Rakdos Charm, do my Dualcaster Mage tokens all have haste?
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supereffectivemoonblast ¡ 4 years ago
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Ravnica
Chapter 7: When the imposter is sus...
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In this week's Ravnica D&D session, the Rakdos members are alerted to a wannabe murder hobo starting riots, apparently in the name of Rakdos. Now, Rakdos loves riots, but this ringleader isn't doing it correctly, people aren't dying, property damage is minimal, and as far as they can tell, the ringleader isn't even in Rakdos! So Callie and Ash gather up their allies Saffie and Lavinia, and head to the locale that the local paper indicated would be the location of the next riot.
Once there, they meet Sestri, an Azorius Officer who the party is friendly with, and exchange info. Sestri agrees that these riots are very un-Rakdos in nature, and seem like anti-Azorius propaganda. They set to look for the ringleader, and Lavinia sneaks off alone to discover them, a human named Milana, in Rakdos war paint. A fumbled attack attempt later, and Lavinia is unconcious, the angry mob are in a frenzy, and statues are being torn down. The party and law enforcement are unsuccessful in detaining Milana, but they capture an ally of hers and manage to get her next location out of them. Sestri asks the party of misfits to go ahead, while Azorius goes about their business the lawful, and very slow way.
The party finds themselves at a warehouse guarded by an intimidating Orzhov Angel. The Angel blocks Ash's charm attempts, and catches Lavinia trying to sneak around the back, but thankfully, only a small bribe is needed for this guard to look the other way. Inside we find Milana, who is quickly forced to surrender, and she asks for her freedom in exchange for information. Apparently an Azorius officer we met ages ago named Nassius has been pulling strings way beyond scales we'd imagined, and if we don't want the system getting any more corrupt than it already is, we should follow Milana's lead and look further into it. We let her go and ponder; how much deeper does this rabbit hole go?
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tigerkirby215 ¡ 5 years ago
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5e Jinx the Loose Cannon build (League of Legends)
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(Artwork by Riot Games)
Wanna join me? Come and play! But I might shoot you in your face! Bombs and bullets will do the trick; what we need here is a little bit of panic!
Would be unfair of me not to do a Jinx build after a Vi build, and would be unfair of me not to do a Jinx build in general. One of the most popular characters in League of Legends almost entirely because of her music video, Jinx is 7 brands of crazy and the perfect character when you want to get excited and blow stuff up!
GOALS
Come on; shoot faster! - We’ll need just a little bit of energy with quick movement and boosts of excitement when we get kills.
Let’s try something fun right now - We’ll need some tricks up our sleeves to keep alive and keep the enemies dead. Some people would call it anarchy.
Let’s blow this city to ashes - And see what Pow-Pow thinks when we shoot stuff before blowing it up!
RACE
Technically Jinx is a human, but no one really knows for sure and with skin that pale I’d probably say you’re some sort of Half Elf. In particular while it doesn’t make too much sense a Wood Half-Elf can run faster with Fleet of Foot for an extra 5 feet of movement speed. You also increase your Charisma by 2 and two other abilities by 1: choose Dexterity and Wisdom.
As a Half-Elf you get Darkvision up to 60 feet, and your Fey Ancestry gives you advantage on saving throws against being charmed, and magic can’t put you to sleep, cause you can’t make crazy go to sleep! Oh and you get a language; bleh boooring! Just pick whatever.
ABILITY SCORES
15; DEXTERITY - Jinx’s a walking Looney Tunes character, squashing and stretching and bouncing around like a maniac. Because you are a maniac.
14; CHARISMA - You won the hearts of pretty much every League of Legends player with your unique brand of crazy.
13; WISDOM - More in flavor to dump this, but we need Wisdom for our class features.
12; CONSTITUTION - You’re an ADC but I’m not about to dump CON.
10; STRENGTH - Jinx can take a lot of hits and come out fine, and lifting up Fishbones takes a lot of strength.
8; INTELLIGENCE - You’re completely bonkers. Technically a genius (and if your DM’s cool enough to let you swap your Intelligence and Wisdom that would make more sense for RP) but something’s gotta show that you’re insane.
BACKGROUND
Hey let’s get even crazier: you know Guildmaster’s Guide to Ravnica? How about we grab a background from there?! The Rakdos Cultist background is perfect for a crazy anarchy clown! You get proficiency in Acrobatics and Performance to dance in the mayhem, a musical instrument of your choice (Drums go boom, so pick those!), and a language choice between Abyssal or Giant; go for Abyssal cause why wouldn’t you speak like a demon?
As a Rakdos Cultist you have a Fearsome Reputation: people are too scared of you to stop you from making minor criminal offenses like refusing to pay for food or breaking down a door at a local shop. Well, as long as fat hands doesn’t see you.
NOTE: Rakdos Cultists do get additional spells from their background, but it’s a very Ravnica-specific thing and I know a lot of DMs would be against it. If they allow you to take the spells go ahead but I’ve elected to ignore them in this build.
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(Artwork by Riot Games)
THE BUILD
LEVEL 1 - MONK 1
Starting off as a Monk because I’m crazy! But it’s mostly for their skill and saving throw proficiencies. You get proficiency in two skills from the Monk list as well as an Artisan’s Tool: choose Athletics, Insight (because why not? But we might swap it later depending on your DM), and Tinkerer’s Tools to work on Mr. Sparkles.
As a Monk you get Unarmored Defense equal to 10 + your Dexterity and your Wisdom score, because one thing you certainly aren’t wearing is armor. You also get Martial Arts which lets you do some crazy stunts:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Monk weapons, which is good cause you don’t have much Strength.
You can roll a d4 for your unarmed strike or Monk weapon, which increases as you level up.
When you Attack with an unarmed strike or Monk weapon you can make one unarmed strike as a bonus action.
No guns yet, but that’ll be fixed by...
LEVEL 2 - WARLOCK 1
Jinx is known as the Demon of Piltover, so a Fiendish pact would be perfect for some mayhem! As a Fiend Warlock you can Get Excited with Dark One’s Blessing, letting you gain Temporary Hitpoints equal to your Charisma modifier plus your Warlock level whenever you slay an enemy.
You also get Pact Magic: you can take two Warlock cantrips and of course we’ll be grabbing a shock pistol with Eldritch Blast. You can also trick the sheriff with Minor Illusion. Make some fake booms spray some walls; distract them while the real fun begins!
For your spells of choice Hex will let you shoot the enemy just a little harder, and Arms of Hadar will serve as some Flame Chompers to help you get away from the cops.
Also if your DM’s okay with the Class Feature Variants UA I’d suggest swapping out your Insight proficiency with Intimidation for some proper anarchy!
LEVEL 3 - MONK 2
Now that we’ve got something to defend ourselves how about we grab a machine gun? But firstly Monks get Ki points to help get excited! You can spend Ki points on Flurry of Blows to punch twice instead of once with your Bonus Action (which your probably won’t do much but oh well!), Patient Defense to dodge a big metal fist flying at you with your Bonus Action, or Step of the Wind to Dash or Disengage with your Bonus Action and also jump twice as far! Step of the Wind is by far the most in-character choice to take. After all they’ll have to try a little harder to catch you!
Speaking of being hard to catch you also get 10 feet of Unarmored Movement. On top of Wood Elf movement you can run 45 feet in a turn!
LEVEL 4 - MONK 3
Pow-Pow, I missed ya! Way of the Sun Soul Monks are perfect for blowing up the sun. You get a proper ranged attack with Radiant Sun Bolt: instead of punching you can shoot some sun bullets, which will do your Martial Arts die in Radiant damage. They have a range of 30 feet, and you can shoot one out as a Bonus Action or spend a Ki point to shoot twice with your Bonus Action.
Third level Monks can also Deflect Missiles. If you’re shot by a weapon you can use your reaction to brace yourself for a d10 plus your Dexterity modifier and your Monk level. If you reduce the damage to 0 you can “grab” the shot and shoot them back with a Zap, spending a Ki point to throw the shot back as a Monk weapon with a normal range of 20 feet and a long range of 60.
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(Artwork by Riot Games)
LEVEL 5 - WARLOCK 2
Second level Warlocks can Zap their foes with Eldritch Invocations: Lance of Lethargy will properly slow down enemies hit by a zap, but I’d hold onto your other invocation for now. Likewise hold out on picking a spell as well for now.
LEVEL 6 - WARLOCK 3
The cool thing about being a champion as popular as Jinx is that just about anything is canonical. Want more tools as a PROJECT? Take Pact of the Tome. Star Guardian? Pact of the Chain! But the most in-character choice would be Pact of the Blade for more guns! You can summon swords and hammers, and with the Improved Pact Weapon Invocation they can be guns! (Well a shortbow, longbow, light crossbow, or heavy crossbow at least.)
If you’re going for Pact of the Tome take Book of Ancient Secrets instead. If you’re going for Pact of the Chain take Voice of the Chain Master instead. Honestly there’s practically no reason for you to take Pact of the Blade, but it is the most in-flavor.
You can also take second level spells now: Shatter will let you make a boom on your enemies or a wall, and Scorching Ray from the Fiend list will let you shoot out some red-buffed bullets! Kerchow, boom, kablamo!
LEVEL 7 - WARLOCK 4
4th level Warlocks get an Ability Score Improvement: seeing as Eldritch Blast seems to be our main source of damage at the moment increase your Charisma for more accurate Zaps.
You also get another cantrip like Prestidigitation for some fireworks, and another spell like Hold Person to keep them in place with some chompies!
LEVEL 8 - WARLOCK 5
5th level Warlocks get access to SUPER MEGA DEATH ROCKETS! Or rather third level spells like Fireball! And I mean, I don’t need to explain this: it’s Fireball! It’s a big explosion! Blow stuff up!
You also get another Invocation at this level and honestly there isn’t much that’s in-flavor. Pick whatever you think is good (Agonizing Blast is always a good pick) and roll with it. Can’t tell you everything: gotta make up your own plan sometimes!
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(Artwork by Riot Games)
LEVEL 9 - MONK 4
These builds always get weird, where we get our ult before our abilities. Regardless fourth level Monks get an Ability Score Increase for more Dexterity now since we’re working on Pow-Pow.
You also get Slow Fall to pull out some balloons as a reaction to reduce fall damage up to 5 times your Monk level.
LEVEL 10 - MONK 5
5th level Monks get Rev’d Up with an Extra Attack, equaling three in a punch punch bonus punch combo or four if you use Flurry of Blows. And speaking of Extra Attacks your Martial Arts Die increase to a d6 for even deadlier bullets!
You can also hold an enemy in place with some chompers with Stunning Strike: when you hit an enemy with a MELEE attack (so not your sun balls!) you can force them to make a Constitution save against your Monk DC (which is currently really low) or be stunned until the end of your next turn. Distract them and run back to shoot them up!
LEVEL 11 - MONK 6
6th level Sun Soul Monks get Searing Arc Strike, letting them cast Burning Hands using 2 Ki points and upcast it by spending additional Ki points. Considering that your Monk DC is awful I’d highly suggest against using this ability.
But hey at least your fists are magical now thanks to Ki-Empowered Strikes; not like you were shooting them with 6 different types of magic already... Oh and your Unarmored Movement increases by 5 feet, to a max of 50 now!
LEVEL 12 - MONK 7
7th level Monks get Evasion: when they have to make a DEX save they take no damage on a successful save or half as much on a fail. Jinx rides giant rockets until they explode and gets out without a scratch; you think that’s natural?
You also get Stillness of Mind, or the way I see it: a mind too crazy to keep still! You can use your action to let the crazy take over any effect of Charming or Frightening, so you can go back to shooting!
LEVEL 13 - WARLOCK 6
May as well hop back to Warlock so we can finally grab Dark One’s Own Luck. Once per Short Rest you can add a d10 to an Ability Check or Saving Throw you make; you can do so after you see the initial roll but before you know the outcome. Jinx knows her way around mayhem; what most think is luck is just a bit of natural skill, ‘tis all!
For your final batch of chompers grab Hypnotic Pattern for a whole line of the things to distract your foes! Who’s a good hunka junk?
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(Artwork by Riot Games)
LEVEL 14 - MONK 8
8th level Monks get another Ability Score Improvement and since we’re focusing on Pow-Pow now you should max out your Dexterity for deadlier bullets and more AC to, ya know, not die?
LEVEL 15 - MONK 9
At 9th level Monks gain the ability to move along vertical surfaces and across liquids without falling thanks to Unarmored Movement Improvement. Physics? That’s boring!
LEVEL 16 - MONK 10
At 10th level Monks get Purity of Body, making them immune to poison and disease. I’d chock it up to the fumes from Zaun. They also run 5 feet faster with Unarmored Movement, adding up to 20 extra feet for 55 feet total!
LEVEL 17 - MONK 11
11th level Sun Soul Monks can finally start using Fishbones! Searing Sunburst lets you shoot a rocket at a point within 150 feet; everyone in a 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage, but they don’t need to make the save if they’re behind full cover that isn’t see through.
You can also increase Fishbones’ damage by spending Ki points, gaining 2d6 damage per point to a maximum of 3 Ki points spent. (So 6d6 extra damage, or 8d6 total!) So yeah if you wanted you could totally shoot a Fireball’s worth of damage out over and over again, but you’d probably be better sticking to the actual Fireball spell for that.
Oh and your Martial Arts damage increases to a d8, meaning that Pow-Pow is doing the damage of a Light Crossbow now. It’s a Light Crossbow that shoots light! Ha!
LEVEL 18 - MONK 12
12th level Monks get another Ability Score Improvement: if you want more big booms increase your Charisma for a tougher Warlock DC. But if you want more little booms Wisdom will make your Searing Sunburst harder to avoid and give you more AC. I personally opted for Wisdom.
LEVEL 19
There are two directions you can choose for your last two levels in this build. The first option is to take the last two levels in Monk for Tongue of the Sun and Moon (which is meh) and Diamond Soul (which is amazing), or you can opt for 2 more levels in Warlock for more Invocations, higher level spell slots, and another Ability Score Improvement. I personally opted for Warlock in this build but feel free to adapt it how you want. Or don’t cause I know most groups don’t get to level 20 anyways.
WARLOCK 7
7th level Warlocks get more Invocations like I just said, and you’re more than welcome to cause some anarchy with Dreadful Word for the Confusion spell. Is it a bit too late to be getting 4th level spells that you can only use once a day? Yeah probably!
Oh and feel free to replace that one mystery invocation from 5th level with Bewitching Whispers. It’s technically more in-flavor!
You also get access to 4th level spells, and the Fiend list has Wall of Fire for a big row of huge flaming chompers!
LEVEL 20 - WARLOCK 8
And our capstone is the 8th level of Warlock for our final Ability Score Improvement. Much like I said 2 levels ago: Charisma for big booms, Wisdom for little booms.
And for your final spell; how about a little shock-and-awe? Sickening Radiance is like a 30-foot boom, but anyone who walks in the blast crater or starts their turn there must succeed on a Constitution saving throw or take 4d10 radiant damage. They also suffer one level of exhaustion, and emit green light in a 5-foot radius so they can’t go invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. It’s a real slow cooker; kinda boring, but reeeeal deadly!
FINAL BUILD
PROS
Do you ever wanna catch me? - With 55 feet of movement, somewhere around 18 AC (between 17 and 19 depending on how you build), Evasion, temp HP whenever you kill an enemy, a 30 foot range with your Radiant Sun Bolts, and some really long-ranged hits with Eldritch Blast and Searing Sunburst you can make sure you never feel ignored.
I'm really getting bored! - Almost all your abilities come back on a short rest, the only exception being a one-time use of the Confusion spell. That means you can use all your abilities and take a quick break before getting back into the fight!
Smile! It’s called gun play! - There’s also the fact that you do, just, a lot of damage. 3d8 + 15 Radiant damage with Radiant Sun Bolt (4d8 + 20 if you do Flurry of Blows), 4d10 Force damage with Eldritch Blast (plus an additional 16 if you took Agonizing Blast), and some massive bursts of AoE damage with Shatter, Arms of Hadar, Wall of Fire, and of course good ol’ Fireball.
CONS
No need to be scared... or alive - You’ve got an ADC’s lifebar, which is to say... not big. At best you’ll go a little over 100, which is still more than enough for you to be whacked a few times before being executed by Power Word Kill. 
All part of the plan I just made up - You’ve got three really good stats... and three really bad ones. Your DEX, WIS, and CHA are high but your Strength, Constitution, and notably Intelligence leave a lot to be desired. Your Strength is negated somewhat by proficiency in Strength saves and Athletics but plenty of things can hit you hard in the Constitution or Intelligence.
I'm MAD! Got a doctor's note - The same eternal problem remains when you mix classes like this: you have 3 primary stats so you’re going to have to dump something unless you rolled lucky during character creation. Your best bet is to get an 18 in both WIS and CHA, or a 20 in one of those stats and a 16 in the other. And regardless of what you do you’re going to want to grab an Amulet of Health to fix that awful Constitution score.
But who cares if you’re crazy; as long as it works! You’re packing a small armory with you and know how to use all of it at once. Kick down some doors, shoot the place up, all while singing a kick-ass theme song! Just don’t get too crazy, or the party Paladins might have a vendetta against you.
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(Artwork by Riot Games)
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twincanine ¡ 7 months ago
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CUT -
Rakdos Charm (feels like the last mode would never get caat with your board state and the other two modes can be covered more efficiently in other card slots)
Village Rites or Corrupted Conviction (or both) (theyre flexible but i like all the 2 mv with upside versions more)
Bartolome Del Presidio
Carrion Feeder
Company Commander
Ghoulish Procession
Mythos of Snapdax
Garna - agree with gcu-sovereign
Rise of the Dread Marn
Tragic Slip
ADD -
Goblin Bombardment
new Eviscerator's Insight or Fanatical Offering
Bojuka Bog
still a bit short but im uncertain
feel mediocre about painful truths - unless youre avoiding tutors, id rather diabolic tutor for about this mana value or diabolic intent if youre more concerned about mana and less concerned about dollar cost.
id also probably try to add in either the on color signets or talismans, but it looks like you already run a high number of 2 drops in the deck and 3 drop rocks of your choice in those slots would also help get caesar out a turn just the same
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Once again I have a deck where I need to make a whole bunch of cuts and I am asking the weird transexuals of tumblr to help me out
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oosteven-universe ¡ 4 years ago
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The Impure #1
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The Impure #1 Scout Comics/Nonstop! 2021 Written & Coloured by Ralf Singh Illustrated by Hannes Rakdo Lettered by Marc Schmitz & Ralf Singh The newest entry in the Scout NONSTOP! Imprint. Years after Nero and Minerva's homeworld, Castor, was destroyed by aliens, the siblings join the dreaded Earth Forces, to ensure something like this will never happen again. When Minerva betrays her Nero, and all they ever believed in, it is up to Nero to stop his sister before she reaches the alien alliance. For what Minerva has stolen may well turn the tides of war and spell humanity's downfall. Enjoy the World Premiere issue followed by the entire story collected soon after in one volume. Wow what an unexpectedly powerful issue this is and it certainly makes me want to see the entire story.  These first issue teasers is you will certainly do the job of what is traditionally seen int he opening and capture the readers’ attention, interest and imagination leaving them with the desire to see and know more.  I have to say that naming the children after a Roman Goddess and a Roman Emperor was a stroke of genius and it adds another layer to the story that should be taken into account considering what it is we see happening here. I like the way that this is being told.  The story & plot development that we see through how the sequence of events unfold as well as how the reader learns information is presented beautifully.  The flashback to when they were kids and how that relates to what we see today is very well placed within the story and it generates a lot of questions thus engaging the reader nicely.  The character development that we see is intriguing and that the kids have come to a decisively different conclusion based on matters at hand showcase something that I’m not prepared for.  Why because there’s something wrong in the state of Denmark and while I have a clue the whole picture isn’t clear at this time.  The pacing is superb and as we see it take us through the pages revealing the story it just captures your imagination perfectly. ​ How we see this being structured with the layers within the story emerging taking us to different places the intrigue factor rises exponentially. How we see everything working together to create the story’s ebb & flow along with how we see it move everything ever forward is really rather quite nice to see. The interiors here are nice.  I will say that what we see is a little more simple than I was expecting as the linework feels more consistently one weight but we see varying techniques and the detail is here and it’s fantastic!  Not gonna lie i’d like to see more backgrounds being utilised but what we do see certainly enhances the moments and brings us this nice depth perception, sense of scale and the overall sense of size and scope to the story.  The utilisation of the page layouts and how we see the angles and perspective in the panels show a solidly talented eye for storytelling.  The colour work is nicely rendered as well.  How we see the various hues and tones within the colours being utilised to create the shading, highlights and shadow work is well done.  Though i’d like to see some more gradation being utilised alongside the colour blocking just to add a little extra dimension. A very interesting story and that the kids are seen as The Impure, blunt instruments for their supposed masters.  They certainly set up an intriguing dynamic here and it will be interesting to see what happens when their rabid dog realises that doing the right thing, like momma used to say, is turning on the one hand that feeds you while smacking you around with the other hand.  There is a lot going on here and it’s only just the beginning so order the trade if you haven’t picked this up or heck if you did pick this up you are going to order the trade and tell all your friends to do the same.  Great writing with interesting characters and charming interiors make this a great addition to your reading list.
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ravnicaforgoblins ¡ 4 years ago
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Ravnica for Goblins
8 Interesting Places
Welcome back to another look at the sprawling chaotic cityscape that is Ravnica! Are you tired of the usual taverns and back alleyways common to all D&D campaigns? Are there buildings and locations a normal city would have that just seem to be missing from the limited maps available in the GGtR? Do you not have time to scour through Ravnican lore on a Wiki? Well fret no more! Here today we have 8 interesting, exciting, and possibly extremely dangerous locations for your Ravnica campaign! As with most lore in this campaign setting transferred over from a trading card game, details are very scarce about these locations; where they are, what goes on there, what they look like, etc. You’re going to be filling in the holes with your own details. As you’re probably getting used to doing by now, when in doubt, make sh*t up.
#1 Udzec Maximum Security Prison
This is the Big House. You don’t end up here for a drunken brawl at the bar, kicking an Azorius Lawmage in the nuts, or being exposed as a Dimir operative in the Orzhov Syndicate. This is where the Azorius put away individuals who have proven themselves to be serious threats to Ravnican society. Such acts range from smashing up Tin Street to disintegrating an entire building to threatening the existence of the entire city of Ravnica!
Udzec is located in the Second Precinct of the 10th District (aka, the map you have to work from). Most of the Second Precinct is firmly Azorius territory. Their Guildhall is there, their offices, their courts, their prisons, their officers and officials. To this degree, the greatest defense measure for Udzec is the fact that breaking out of the prison itself doesn’t mean anything if you can’t get out of the whole precinct before every available Azorius arrester is on you.
#2 The Moon Market
Held only once in every 5 full moons, the pretty obviously named “Moon Market” is the mecca of forbidden wares and contraband. Anything guaranteed to get you arrested for possession of will be in there, as well as other potential buyers who, by the very fact that they are in this blackest of Black Markets, should not be messed with. This is where the nastiest, scariest, and most dangerous individuals come to shop. Rakdos Blood Witches, Golgari Lich Lords, Dimir Assassins, Orzhov Tithe Drinkers, and unaffiliated psychopaths just trying to make the voices happy. Good news, you don’t have to worry about law enforcement here! Bad news, anyone here may try to kill you and your body would never be found.
The market is held in the Sixth Precinct, run predominantly by the Orzhov and the Golgari. It’s a safe bet that half the population here is undead, making wandering around the precinct at night at best a death wish and at worst an undeath wish. This means anyone in your group who is a cleric, paladin, or specializes against undead should stay home. They are not welcome in this market and the very act of showing up is likely enough to cause a TPK.
That said, if you need to find something or someone extremely dangerous, this market is, ironically, a safe bet. And if you don’t find the exact evil you’re looking for, you’ll certainly find others.
#3 Duskmantle
There are two Duskmantles. Like with many Ravnican Guildhalls, the old one has fallen into disrepair and become lost to the passage of time. The original Duskmantle was founded by the Dimir Parun, Szadek, and was among the most well-kept secrets in Ravnica throughout his reign. It is now an even more well-kept secret, being forgotten by all, except perhaps Lazav, the current Dimir Guildmaster. While the Dimir are not the type to be swayed by such things as “nostalgia”, “sentimentality”, or “great history”, they are the type to value information no one else knows. Whose to say what might remain in this former headquarters of espionage and scheming? If you wanted to hide something, you’d be hard-pressed to find a better spot than a hidden underground fortress that literally erases your memories of it when you leave.
As to where it resides, that’s anyone’s guess. The Undercity is as big as (and in some cases even bigger than) the sprawling cityscape on the surface. Compounding this is the fact that the whole Undercity is effectively a deadly labyrinth that even citizens who spend their entire lives (or afterlives) residing in will never fully master. I suppose one could ask Lazav, but several things would need to happen first:
1. Find Lazav, who is specifically designed never to be found unless he wants to be.
2. Confront the ultimate spymaster without him escaping or killing you.
3. Convince an individual who is immune to being charmed, frightened, or scryed to give you one of his most cherished(?) secrets.
4. Trust the word of someone who is incapable of being caught in a lie.
5. Traverse the Undercity’s darkest, most dangerous passages and find one of the most heavily-warded constructions in history.
6. Leave with all the memories you entered with.
So yeah, if you’ve already done six impossible things today, why not take a trip to a gloomy underground cathedral for some treasure hunting?
#4 Catacombs of the Obzedat
Within Orzhova, the opulent Guildhall of the Orzhov Syndicate, there are bejeweled catacombs wherein past & present members of the Ghost Council are interred alongside the wealth and riches they accumulated in their lives. This is where the oldest records and dealings made by the Syndicate are kept, hidden away from all but the Guildmasters. This is the heart of Orzhov power. But even beyond the riches, something even more valuable also exists.
Ancient magic predating even the Guildpact lies within these walls, making it one of the only locations on the plane where the magically binding laws hold no sway. There really is no understating the value of such a place. In a city where the laws are the single most powerful magic in existence, immunity to such magic has value beyond measure. This room is one of the biggest secrets in all of Ravnica.
No matter what sort of campaign or story you’re running, this place is a game-changer. Whether a party is intending to rob it for treasure, use it for acts that break Guildpact laws, break free from an ancient debt, borrow some of its power to take elsewhere, hit the scheming Orzhov where it hurts, or have a climactic showdown without outside interference; this is the place to do it. Getting there is the hard part, and getting out again almost impossible if you raise alarms, but there’s no denying the possible rewards if you succeed.
#5 The Jester’s Crypt
Depending on where one lives, one can occasionally forget that a 30-foot-tall Giant Demon Lord of Chaos roams the streets. Under normal circumstances, this would be cause for great alarm in citizens. However, this is Ravnica, and a living embodiment of mayhem & hedonism is not the worst thing you have to deal with on a regular basis. Odds are you have more to fear from your tax collector than Rakdos the Defiler. The Demon Guildmaster of the cult named for him does whatever he wants, and if nothing going on in the city interests him, he may well stay in his lava pit for months or even years at a time, just sleeping.
Having the demon lord’s attention can be a blessing and a curse. Having his ire, however, is pretty much the worst fate one can suffer on Ravnica. Rakdos does not tolerate anyone stealing his spotlight. If you are the poor soul who does thus, he brings you to the Jester’s Crypt to torture you forever. There are no appeals, no one is coming to rescue you, and the only people you will ever see again are similar individuals to be tortured....and Rakdos himself. It’s a door everyone knows but no one ever asks what’s inside. To do so invites suffering beyond measure.
If you are a player, you do not want to ever see this place. If someone you love/care about is sent here, any rescue is going to take preparation out the wazoo. If you’re looking for a breeding ground for tortured souls and individuals capable of challenging Rakdos the Showstopper, there’s no better place to pull one out of. It’s basically a Big Bad breeding ground for demons and malcontents. Considering the spectrum of sins to get one sentenced here ranges from talking sh*t about Rakdos when you don’t think he can hear, to openly challenging him to a deathmatch for control of the Guild, you can conceivably pull NPCs of any & every CR rating from out of here.
#6 The Red Wastes
The Rubblebelt is Gruul territory that makes up the borders around the entire city. Most of it is composed of broken buildings, smashed pavement, and, predictably, rubble. Beyond the Rubblebelt, however, lie the Red Wastes. These are the true untamed wilds of Ravnica, the last in existence. Meaning this is where the beasties too big for the Gruul to wrangle would roam. Wurms, hydras, elementals, and any other giant monsters one can have in a D&D campaign. Out here there is no law, no Guilds, no backup, no nothing. Forest, desert, grasslands, maybe even some tundra; but that’s it.
If your party needs a break from the city or needs to go hunting for rare animals/plants, this is the place they’d go. Pure, undiscovered wilderness savage enough to withstand any attempts at colonizing for over 10,000 years. Anything could be out here.
#7 The Overgrown Tomb
Deep in the Undercity, sparingly touched by rare beams of outside light, lies the lair of Vraska the Unseen. What may have once been a fountain in a plaza is now an underground mausoleum covered in moss and the petrified remains of Vraska’s victims. Given Vraska can range from an urban legend told around campfires to the deadliest assassin in Ravnica or even the Golgari Guildmaster, this, her most private of secret lairs, is one of the most well-kept secrets in all of Ravnica (lot of those, aren’t there?)
If you’ve found the Overgrown Tomb, Vraska will be seeing you shortly. If she’s in the tomb already, prepare for high tension and a strong possibility of certain death and/or petrification. If she isn’t, that’s possibly worse. Anything stolen from her lair will guarantee you a spot on her “Everyone Should Die the Death They Deserve” List. Odds are, if you stole something, she’ll steal an organ or two in return. Which means either you stay awake for the next month straight and die from exhaustion waiting for her to slither out of the shadows to murder you, or you wait around for her and try to appeal to the better nature of a Gorgon Pirate Assassin Planeswalker to hear you out and not kill you on the spot for invading her lair. If your campaign involves eliminating Vraska, this is likely where the final battle will take place. Plus side, there’s nowhere for the assassin to run, which is what assassins typically try to do. Minus side, you are fighting the deadliest individual in Ravnica in her home.
Regardless of the circumstances that might lead one to the Overgrown Tomb, this is one of the coolest places to see from a player perspective. From a character perspective, it’s one of the most terrifying places to be.
#8 The Implicit Maze
Central to The Dragon’s Maze TCG set from Magic the Gathering’s sequel release to Ravnica is the Implicit Maze, aka the Dragon’s Maze, aka Azor’s Labyrinth, aka the Ravnican Mega Dungeon. The Implicit Maze was designed by the Azorius Parun Azor I, a Sphinx, in the unlikely event the Guildpact was ever broken. Like it was. The maze itself winds and navigates its way through the territory of every Guild, hitting each of the wonderfully drawn Guildgates whose art you can post for your players to admire. It goes underground, above ground, through markets, up buildings, and in & out of the entire city. In short, it goes everywhere.
Given the size of the city and therefore the size of any puzzle path snaking its way throughout, the Implicit Maze is truly gargantuan. One could feasibly set an entire campaign around just navigating it. As far as the actual design of the maze/dungeon, there is none, or at least none that’s been released thus far. Which means one can either design their own labyrinth, or find a maze generator, or even steal layouts from other D&D modules/campaigns and just replace with Ravnican NPCs and features. Whatever floats your boat.
If you need a dungeon or even a mega dungeon, this is it. Plus, it’s designed by a Sphinx, who are notorious for being way too smart for anyone’s good (even their own), so it could conceivably have or do anything. It can be whatever sort of puzzle you need for whatever sort of character is tackling it. After all, every Guild’s champion navigated it successfully, from the brilliant mental magic planeswalker Jace Beleren to Ruric Thar the two-headed giant who negotiates corrupt authorities by smashing them with a big club.
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danco110 ¡ 3 years ago
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“A hundred zinos? For a letter?”
The vedalken smiled blankly at his Azorius counterpart. “Sorry, Senator Trigori, but you know the cost of shipping and handling. You want cheap delivery, find a guild agent to do it for you. Now, if you’d be so kind as to give me my money, I can give you your mail.”
“A hundred zinos,” grumbled the other vedalken, as he rooted through his robe pockets for the money. “Why I never. Back in my day…”
—
The Boros angel furiously threw open the door, weapon raised. “It’s two in the morning. You’d better have a damn good…Oh. Hello, Forty.”
“Firemane Chase!” greeted the spy leaning on the doorframe. “Fancy meeting you here.”
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“This is my home.”
“Semantics.” Forty offered the angel a sealed envelope. “Anyways, here is your requested correspondence, from your charming boyfriend in the Rakdos.”
“Iland’s not charming.”
“Well, he’s certainly-”
“You know, call me crazy, but this seal is very fresh. Almost as though it were applied only a few minutes ago.”
“All right, if you insist. You’re crazy.”
Chase leveled a flat stare at Forty, who began to sweat under the scrutiny.
“…All right! I read it! Lazav’s orders. I mean, you got free delivery from a Dimir agent. I don’t know what you expected. What, is Aurelia not paying you enough to afford an actual courier?”
“You could say that,” Chase sighed. “She and Feather are still going back and forth on whether or not we Firemanes should be paid at all. Which means we currently aren’t being paid at all.”
“In that case, I apologize for reading your mail. If it’s any consolation-”
“It isn’t.”
“-I doubt Lazav will be interested in your personal life.”
Chase shook her head. “Beat it.”
“Right. Well, have a nice evening, and I hope you’ll consider House Dimir for your deliveries in the-” Forty managed, before Chase slammed the door shut in her face.
[Do Boros angels get paid?]
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littjara-mirrorlake ¡ 4 years ago
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If not Simic, then what do people expect Oko to be in?
I feel like on a surface level he seems red-aligned, maybe even black (which is the impression I myself had of his personality at first). He's whip-smart and mischievous, but his motives aren't immediately clear. He enjoys getting away with stuff and appears to revel in chaos. He looks like he'd hit it off with Rakdos, or even Izzet. (At Ravnica Academy, Oko does spend a lot of time partying with Izzet residents in the science building after hours.)
Oko is definitely an oddball Simic. Though he's talented with druidcraft and transmutation, he prefers charms over biomancy and doesn’t click with the methodical, intricate observation science requires. However, he’s just as blue-green as any of his dormmates, expressing the colors differently than most: a blue expression of green ideals, as someone once put it. 
Oko is an example of how color identity can manifest in unexpected ways. It took the other residents of Simic Hall a while to come to terms with that, and he’s still the black sheep of the dorm in a class clown kind of way, but despite his shenanigans the Simics are ultimately still glad to have him.
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