Planes of Chaos, Book of Chaos pg. 41
Planes of Chaos, Book of Chaos pg. 42
by Konstantin Void
I taught my boyfriend how to play Magic The Gathering and Ive never beaten him :(( I'm not even good at my alternative gratification activity anymore!!!!!!!!
sure, that transfem might not be very good at sex, but she can totally beat your ass at yugioh, and those two activities are practically synonymous for her at this point.
To provide easy access to any who would want to use the celestials I made for this project. Please let me know how it goes if you use any of these creatures, I’d love playtest notes.
Celestial Herald; CR 7; a messenger for when Sending won’t do it. Excels at ranged and skirmish combat with a magical returning javelin.
Apiarian Worker; CR 1; a bee-like celestial with a healing death burst ability. Skilled at both ranged and melee combat, particularly in groups.
Apiarian Queen; CR 5; a bee-like celestial civic leader. Ranged combatant, deadliest when her workers are with her to allow the use of her legendary actions.
Prism Heron; CR 1; a bird with a radiant tail, native to the shores of Mt. Celestia. Skirmish attacker with a blinding tail attack.
Kinderwachter; CR 1; a child’s guardian taking the form of a stuffed animal. Good at protecting a target, alone would rather flee than fight.
Bariaur and Bariaur Defender; CR 2 and 4; ram-centaur celestial nomads. Both skilled charge-attackers with ranged options and many attack types.
Celestial Witness; CR 3; spy, observer, and sometime defender for the heavens. Flying battlefield controller and debuffer.
Guiding Beetle; CR 4; beetle-like travelers who seek and aid the lost. Slow but equipped with good defenses and many ranged attack and control spells.
Brux Lightstalker; CR 5; forest warden and hunter in the Beastlands. Ambush and skirmish attacker with a light-blend ability.
Pax Pollinator; CR 4; conflict-averse heavenly field lurker. Multiple ways to nonlethally discourage or end combat, a radiant pollen attack for when the enemy won’t take the hint.
Mudsinger; CR 6; salamander-like patron of the arts and mountain wanderer. Likes to either mix it up in melee or stick to long-range combat, depending on how deadly it wants the fight to be.
Celestial Introspector; CR 7; heavenly therapist and advisor on mortal affairs. Can actually make you fight yourself, has touch attacks that prevent movement.
Belieren Warden; CR 6; steward of the Upper Planes’ prison on Elysium. Skirmish attackers specializing in isolating single enemies and locking down their foes.
Winterbird; CR 9; icy stormbird that rescues those in frozen reaches. Skirmisher with a protective aura of heavy obscuring winter weather.
Tarn Steward; CR 25; elephantine guardian of the Glass Tarn and its prophetic powers. Powerful charger and melee combatant with many options to shape the battlefield and move enemies around.
My rendition of Raven/621 and their Ayre. Mech Raziel to build from his colors.
(I love Cybergoths and Blame! So that was my inspo here hehe. Just a bit of this and that.)
When I started my transfeminine adventure I was mostly happy with how I dressed, I didn't care. I enjoyed dressing like Adam Sandler every day. Now I stress about outfits for hours before going out, and wearing my old clothes makes me sick to my stomach.
When I started my transfeminine adventure I enjoyed the way my hands looked. I enjoyed that they are scarred and covered in lines like utterly shattered glass. Now I'm exceedingly jealous of online hand models.
When I started my transfeminine adventure I didn't think about my skin, but now I worry about developing a habit of a skincare routine.
When I started my transfeminine adventure I enjoyed going out in public wearing my trans pride pin, but now I'm increasingly aware of the unwelcome stares I get - more than I've ever got in my life.
When I started my transfeminine adventure I wasn't so afraid.
Recently been struggling with very poor mood, sudden upsetedness (feels like a tantrum to me), etc.
Husband noted that all this started immediately after I doubled my dose of Estradiol. Good information to record.
Puberty was kinda okay for me the first time, this second ones gonna be a bitch.
Cutter's Guide to Planar Locations I'm going to have some fun writing excerpts from a planar travel guide. Lots of them! #ttrpg #dnd #planescape #ExuberanceToshwidger
Greetings traveller, and welcome to this humble travel guide of the sights and sites of the Infinite Planes of Existence. Within this series of reference books I hope you’ll find accurate information that aids you in your journey should you choose to ‘hop a portal’ and hang with the ‘bashers, factols, and knights of the post’ found out in the Planes. First to introductions – this author’s name…
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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.
Fun fact: the skitarii are so radioactive that every organic lifeform that they "save" will end up dying of terrible cancers sometime later!
I'm still new to Warhammer 40k, and I have gotten attached to two unit types that seem to be very prone to death (kriegers and skitarii), and I'm not sure if it's just coincidence and I have the tastes of a factually inaccurate lemming, or if it is so that everyone in the 40k universe is very prone to dying.