You know these by now, we’ll go color by color, mixing main set and commander set. Reprints can be included if they brought the price down under our bar or are otherwise notable. All the cards presented here are under $2 at time of writing. Cards will be evaluated as part of the 99, not as commanders.
Let's start with three cards for the price of one, three one-drops to keep your curve lean and clean, with useful effects in some decks. Helping Hand is solid recursive value but will need specific decks that are running a toolbox of cheap creatures.
The reliquary is a very serviceable removal if your deck will reliably have stuff to throw away to cast it, adding Ward to an O-Ring makes it a bit less likely for it to be removed. Being a one-mana artifact also means you can find it, a removal for any creature or artifact, off of a Trinket Mage if you need to, which could be clutch.
The Gnome will basically shield you from early aggression then be cashed in as a cantrip later, particularly in decks that can sac it themself. With a reliquary, for example!
I don't know how long this will stay in the budget, but Karnstructs are strong. This represents two artifacts by itself, can be blinked or reused, and even without a board it's not hard to flip it with a few equipments or artifacts lying around and start pumping out more Karnstructs every turn. Consider it in token decks, in artifact decks, in artifact token decks...
Abuelo's Awakening is not great reanimation in any form, but four mana to bring back any powerful enchantment or artifact is pretty much the cheapest we've seen this effect... Just don't be banking on that artifact or enchantment surviving too long. And you need to know what you want to be doing to be playing this, it won't just go in any deck.
A sun titan for 4 is an interesting offer, and one that will do work in pretty much any deck. We're not replacing Sun Titan here (nor Guardian Scalelord) though, Coven requires you to have at least three creatures around, which makes this significantly worse at redeploying after a board wipe and will be much more of a feels bad when you just don't have coven when you need it, and attacking with a 3/3 on the ground can be tricky to trigger it later. I'll stick to my existing options for the time being, but if I ever run a deck that wants 4 different Sun Titan effects and has plenty of creatures, this likely would make the cut.
This is a good removal. White has a plethora of good options for removal, but have another here that's both versatile and efficient, your middle-point between a Swords to Plowshares and a Generous Gift on versatility vs cost.
Grasp of Fate on a body for just one more mana! Of course, that means it'll die much more easily, but that's why the activated ability is there to munch on things... Which will end up costing you a lot more than four mana to get rid of stuff permanently. If your pod can expect a creature to survive a turn cycle though, might still have some places to play this, particularly if you can hold up mana and threaten munching on stuff at instant speed if they point something in your foragers' direction.
This is a two-mana mana rock for artifact decks, that also happens to loop artifacts once or twice. Play it in all your artifact decks with white. Exiling your own stuff means you're less likely to go infinite with it than the average artifact, but if it merely brings back your other infinite pieces while also being a rock, it's good enough.
If you want your board wipes to be artifacts, you now have one more option in white. With a lot of artifact support pieces being creatures with low power (did you know all the Urzas have power 2 or less?), and you picking for all players, this should allow you to keep your best cheap enabler while leaving the opponents with hopefully less impactful dorks. Beyond that, the flip side is a pretty great windborn muse: who would skip their turn of casting spells just to attack you? And you get a 5/3 flier, which isn't too shabby either.
It's a new flying Pridemate, and one with quite an upside when your opponent finally removes her or wipes the board. Beyond the classic souls' attendant style decks, she will also make her way into aristocrat decks, where every blood artist turns every creature sacrificed before her into more creatures when you run out, allowing relatively easy aristocrat combo wins.
Reanimating every turn is nice when you start on the first turn, though the six mana are pretty steep here, you'll want to make sure what you're reanimating is impactful every turn. A card for angels, dragons, demons and such, but in those decks, the top of your curve tends to be filled with creatures of that type, so you might not find room for this.
Sister Of Chaos Undivided by Rotaken(DA)/Rotaken(Tb)
Very fun to think about the few mutants allowed to live in the Imperium, and the even fewer who may be considered for the Astartes in the first place. And the even fewer who choose to forsake it all...
Commission for Orcspit
I'm posting a group project I did for film school. Idk man
I might've added the BG3 Art Book to my dnd assets stash
It' 100% does not have things like the 5e players' handbook + 5e’s character sheet, several gm guides, critical role's explorer's guide to wildmount, baldur's gate and waterdeep city encounters, 101 potions and their effects, volo's guide to monsters, both of xanathar's guides, a bunch of other encounters, one shots, and class builds
In no way are there any pdf’s relating to any wizard who may or may not be residing on any coast
(Edit that I’ve moved the folder to the new link above! So if you catch a different version of this post that link won’t work anymore!)
On his first name day, the faeries approached the king and queen to ask what gift they would have for their son. They could have wished that the prince would be wise, or that he lead a long and happy life, or that he bring prosperity to his people. Instead they wished him be strong, stronger than any who would challenge him.
The heir to a kingdom faces many challenges, and only a fool, or a monster, could think that strength could solve them all.
- Braidbrook’s Fables
In the husk of a once grand palace, a wretched giant squats among squalor and bones awaiting the champion that will slay him. Surrounding villages have been abandoned for decades for fear of the giant’s rampages, and all in the realm dread the day that boredom or some mad fool’s promise of tribute bring the giant to their homes. It will take more than blades and bravado for the party to overcome this foe, as they will not only have to face off against an invincible opponent, but an awful and irrevocable curse.
Adventure Hooks:
For generations the counts and countesses of Galinae have borne a blade handed down since the founding of the kingdom, a mark of their steadfast and indelible honour. This tradition has become a problem for the countess Orana Galinae, since her brother lost the sword and got himself killed trying to slay the Ruiner Prince thirty years ago. Only recently ascended to her ancestral seat, Orana is already hearing rumours circulate that the blade’s absence is a dire omen for her reign. The countess is sure to bestow great rewards and honours for any who return the heirloom to her, though the party’s attempt at a stealthy extraction might be hindered when they realize that though the castle is littered with scattered weapons, many of the choicest ones have been impaled into the meat of the giant’s back, where he is sure to notice their theft.
Fairy gifts are not easily returned, even when the fairy in question could wish nothing more Over a century of watching the boy she was supposed to be godmother to go feral has filled the fey known as Mossmaven with regret, and seen her doting on the mad giant in those few moments where his brimming rage gives way to confusion and loneliness. She may take on a disguise to request the party’s help in undoing the magic she has done, or attempt to intercede should she discover them skulking about the ruiner’s palace. Should the party agree to help her, they’ll likely end up on a journey through the feywild in search of a partiularly introspective mirror.
Keep reading
burning text gif maker
heart locket gif maker
minecraft advancement maker
minecraft logo font text generator w/assorted textures and pride flags
windows error message maker (win1.0-win11)
FromSoftware image macro generator (elden ring Noun Verbed text)
image to 3d effect gif
vaporwave image generator
microsoft wordart maker (REALLY annoying to use on mobile)
you're welcome
“-and so you have sinned” said the pearl-laden emissary as the shutters crashed open and the royal court became a tumult of wind “You have trespassed my realm and plundered foreign lands, making me accessory to your slaughter”. The figure rose, throwing aside their moral guise and those assembled said it was as if the sky itself levelled an accusing finger at the sovereigns. “You sought riches, now you shall pay.”
The remnants of a great treasure fleet scuttled in an act of divine wrath, this palisade of masts and reef of broken keels has been collecting the vessels of the greedy and the wayward ever since. The locals got tired of warning folks about “the cliffs of a thousand ends”, so over time the name was worn away just as the sea has worn away at the surrounding land.
In addition to becoming a home for all manner of sealife that now nests within the shattered ships, a covey of sirens now roosts among the nearby cliffs, their songs carried by the wind to ensorcell the minds of sailors and navigators passing by and draw them off course. ( Blame @5ecardaday for the excellent monster)
Hooks:
Driven below deck by of rain while travelling from one port to another, the party have only a few days to notice that more and more of the crew are acting strangely as they fall prey to the sirens’ enchantment, becoming sluggish and uncoordinated as they each drift off into their own fantasy land. If they don’t figure it out they’ll end up crashing on the rocks and having to fight their way through the periphery of the dungeon and then to shore as the sirens pick off the sailors.
Piled high with the fruit of slave mines and plundered temples, the ships of the treasure fleet carried tribute to fuel an empire across the sea. More than just wealth, there are any number of cultural treasures up and down the coast that the party could return to their rightful owners for great renown.
Even before they were sundered by the wrath of a seagod, there were damned souls aboard the fleet, the blunt instruments of imperial ambition all too used to bleeding people and entire nations for the sake of feeding the royal coffers. Now they haunt the depths protecting their gold from thieves, bound by greed or fanatical loyalty to a long-fallen crown. Should the party REALLY piss them off, they will band together animating the surrounding dredgewood and perusing them even back to their vessel.
Perhaps the only thing that could dissuade a group of adventurers from seeking out what might be a motherload of sunken treasure would be their inability to breathe underwater
Because this dungeon is so expansive and atypical of layout, consider using my system for running large scale dungeons with an abstract floorplan. It’ll be far easier than trying to map out dozens of vessels above and below the waterline.
Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here
[Despite being a well-read kid, I somehow never even heard of His Dark Materials until I was a senior in high school, and didn’t know about the panserbjorn until publicity for The Golden Compass movie geared up a few years later. So when I first read Frostburn, I thought, “armored polar bears? What a weird and novel idea!” I’m onto your game, WotC.
The original urskan was a strongly overpowered CR 5–I bumped them to CR 7 and still had to tone down their offensive capabilities. No more powerful charge, no more rend. I also got rid of their cold subtype, because not every arctic monster needs it.]
Urskan CR 7 Magical Beast This white bear has a gleam of intelligence in its eyes, and a suit of armor on its body.
The urskan are a species of sapient, semi-aquatic bears. Due to their love of heavy armor, they are sometimes referred to as “armored bears” or even “tank bears” by outsiders. Although they resemble polar bears closely, they also have a notable feature of pandas. All urskans possess a mobile sesamoid bone in their wrist, acting like a thumb to help them grip objects. Although their grip is not as fine as a human’s—urskan writing implements more closely resemble fitted bracers than a pen—it is good enough for them to hold tools and weapons.
Urskans typically hunt in the water for seals, whales and large fish, and do so unarmored. Their armor is donned for territorial battles, displays and clashes with other polar powers such as frost giants. Their claws are exceedingly sharp, but many urskans wield hammers, picks or other dual-purpose weapons as well.
An urskan stands ten feet tall when it rears on its hind legs, but they typically walk on all fours. They get along well with dwarves, and are somewhat distrusting of humans. An urskan’s lifespan is short by humanoid standards—one that survives into its fifties is seen as ancient.
Keep reading
leave your laundry on the floor for them
Now that these monsters are posted… check out the concept sketches and the final version + quick background (because Tuz wants to have the transparent PNG be exclusive).
Done as a commission for DM-Tuz. Check out his stuff, he has some good DnD 5e homebrew content!