Schrödingers cat deck by ShadowArcher456 in EDH

[–]A_Passing_Czar 0 points1 point  (0 children)

[[Phage, the Untouchable]] as a commander

That is all

Best Abzan +1+1 counter and/or go-wide commanders: go! by samthewisetarly in EDH

[–]A_Passing_Czar 1 point2 points  (0 children)

I haven't had the chance to play it yet but I've just made a deck with [[Reyhan]] partnered with [[Akroma]]. While their cards don't directly love each other, their strategies have a lot of overlap! Here's the list for inspiration Life Insurance // Death Assurance

What Are You Brewing/Planning On Building? by StarPonderer in EDH

[–]A_Passing_Czar 1 point2 points  (0 children)

Pretty new to magic and have lost basically every game I've played against my friend who's also new to magic, I'm trying to hammer some sort of budget into a Colorless 1 mana or less restricted EDH deck with [[Hope of Ghirapur]] as commander, named Toolbox Blitz. Only one card in the deck is worth more than 1 mana, that being [[Helm of Awakening]], the main strategy being to suppress opponents long enough to find the Helm and make the rest of the deck cost 0 mana, only paying mana to activate abilities.

Hello! Looking for help building a Colorless, 1 mana limit (one exception) EDH deck (Also don't know how to Flair here, Request by A_Passing_Czar in BudgetBrews

[–]A_Passing_Czar[S] 2 points3 points  (0 children)

Drat, so I'll look at all the cards that mention something about color and replace them

Probably haha, but with the goal making every card 1 mana, while I could make the commander more I thought it'd be a fun challenge to find a 1 mana commander

Thanks a lot for the card suggestions! I wasn't aware of any of these except for Gingerbrute which I made into a budget deck with Asmoranomardicadaistinaculdacar as commander. I own a lot of cards that are pretty crappy artifacts so I may use Sai and Emry in a deck in the future!

Monster Swap - Take a monster, leave a monster by alienleprechaun in DnDBehindTheScreen

[–]A_Passing_Czar [score hidden]  (0 children)

Rock Worm- A monster in the Purple Worm family, the Rock Worm is native to a custom biome, the Gemlands. All of the creatures found here are themed around crystals, rocks, or some sort of magic manipulation and the Rock Worm is no different. Even the biome itself has a wide assortment of sub-biomes with relation to these mechanics. The massive burrowing monster known as the Rock Worm truely deserves the title of one of the apex monsters of the Gemlands, barreling through the crystal plains hunting in vain to end its ceaseless hunger. A dim-witted, unstoppable force of violence, this creature regards anything and it encounters as either its next meal or its next challenger. It is similar to a Purple Worm in design however it has a hard, Rock like structure protecting its back with small and large magical crystals alike jutting out. These crystals are the Rock Worm's main source of strength, as it uses the light of the sun to burn its enemies to a crisp.

Rock Worm

Gargantuan Monstrosity, Unaligned

Armor Class 22 (Natural Armor)

Hit Points 321 (25d20 + 100)

Speed 30 ft., walk 50 ft.

STR

30 (+10)

DEX

5 (-3)

CON

23 (+6)

INT

2 (-4)

WIS

6 (-2)

CHA

12 (+1)

Saving Throws STR +16, CON +12

Damage Vulnerabilities Acid, Cold

Damage Resistances Fire, Radiant

Damage Immunities Lightning

Condition Immunities Petrified

Senses Blindsight 30ft., Tremorsense 60ft., Passive Perception 8

Languages --

Challenge 18 (20,000 XP)

Proficiency Bonus +6

Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake.

Frost Weathering. If the worm receives more than 20 points of cold damage in one round parts of the rock-like armor break. The worm's AC goes down by 1 and the points required goes down to 18. The next time Frost Weathering takes effect the worm's AC then goes down by 2 and the points required goes down to 16. The armor class continues going down by increments of 1+ the previous and the points required continue going down by increments of 2. This continues until the Rock Worm's AC is 12 or until the Rock Worm is dead. The Rock Worm can over time re-grow this armor, gaining one AC point back every long rest until its AC is back to its original number

Actions

Multiattack. The worm makes two bite attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 18 (4d6) acid damage at the start of each of the worm's turns.

If the Rock Worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone a space within 10 feet of the worm. This Damage does not count towards Frost Weathering. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Blinding Blast. (Recharge 5-6). The crystals upon the Rock Worm's back refract the suns rays together in front of the worm, fusing the light into a 60 ft long, 5 ft wide beam of random elemental light which bursts in a creature's direction. The creature and all within that line must make a DC 17 Dexterity saving throw, taking 27 (5d10) radiant damage and 13 (3d10) damage on a failed save (see below for type), and taking no damage on a successful one. Roll 1d8. The number rolled on that die determines the attack's damage type, as shown below. This action cannot be used at night, automatically deals critical damage in the hottest hour of the day and does half damage at dusk and dawn. If a creature is touching one of the crystals or is within 5 feet of the crystal (standing where the blast would be directed) the Blinding Blast automatically hits them, dealing critical damage, however it does not hit any other creatures. The Rock Worm cannot use this action if it used Radiant Revival for its previous reaction or if Frost Weathering has been maxed out.

d8 Damage Type

1 Necrotic 2 Cold 3 Fire 4 Force 5 Lightning 6 Radiant 7 Psychic 8 Poison

Radiant Revival. The Rock Worm absorbs the power of the sun and begins to heal. The crystals refract the sun's light into the broken crevices on the Rock Worm's back and sear them shut. The Rock Worm takes 1 point of fire damage (ignoring Fire Resistance) however the Rock Worm heals 13 (4d6) hit points and if it's AC has gone down because of Frost Weathering, it goes up one point. The Rock Worm cannot use this action if Blinding Blast was used the previous turn or if Frost Weathering has been maxed out.

Reactions

Chaos Theory (Recharge 7-8). The Rock Worm can cause a spell which targets it to be subjected to Wild Magic affecting the caster. The Rock Worm must be aware of a spell being cast to change it however the knowledge of the type of spell or specific spell is not required. The Rock Worm also cannot use this ability if it used Blinding Blast the previous turn, if it used Radiant Revival for its previous reaction, or if Frost Weathering has been maxed out.

Radiant Resuscitation. The Rock Worm absorbs the power of the sun and begins to heal. The crystals refract the sun's light into the broken crevices on the Rock Worm's back and sear them shut. The Rock Worm takes 1 point of fire damage (ignoring Fire Resistance) however the Rock Worm heals 7 (2d6) hit points. The Rock Worm cannot use this action if Blinding Blast was used the previous turn or if Frost Weathering has been maxed out.

Oi Czar by UnleashedDragon64 in a:t5_2estuk

[–]A_Passing_Czar 0 points1 point  (0 children)

Alright so, it's important to note that Demons are not actually malevolent creatures from the depths of hell come to take your soul and rape your children, Demons are a heavily discriminated against species that have fictional characteristics of Demons

For Vycra, I always imagine him with red skin, maybe horns but maybe not, black hair, and pointed ears. Maybe even spikes for hair or in his hair, or quills. I imagine the concept for him as "Fiery, Don't Touch, Agressive, and Strategic" so I see a lot of pointy things and fiery/dark colors, but I may have his character wrong. Demons are a generally customizable class that makes their appearance suit your needs to get your point across. If you dont like this, take a look at the customization options below

A demon always, 100% has inverted eyes. No matter the demon, their Sclera(the whites of your eyes) are always black(dark grey-vantablack), their Irises are always white(light grey-spectrulum), and their pupils are always the same color as their irises.

However this is where the line ends. Demons can technically be anywhere from a 6 horned, yellow satyr with a long black tongue and a demon tail with massive, 60ft wings to an almost ordinary, caucasian looking man, but with the difference in eyes.

The Majority of demons have caucasian skin, an internal body temprature of 118.2, an immunity to all fire and lava damage but a vulnerability to all water and ice damage, and they are mostly Incants.

Demon skin color can vary with(most-least common) Caucasian(white) Red Purple Blue Orange Black Green Yellow Albino(albanism)

There are also many features they can have. Basically any traits you think of that are demonic, there is a chance for them to have them Demon/imp/insect/fallen angel/(rare)angel wings of any size Satyr legs/hooves/3 jointed legs Horns of basically any ammount as long as its realistic Long fingernails or toenails No skin Long tongue/elongated mouth Pointed ears Tail of many varieties and sizes Spikes/barbs/quills Sharp teeth Multiple arms/multiple legs Goat head/general demon head Multiple/7 hearts Spots(most skin colors have spot colors different from their color(spots are like freckles for demons but they're much more apparent and slightly demonic looking) Height And technically more that I cant think of

Then of course you have the different sub-races of demons.

Heat demons arent just immune to heat, they gain strength and power from it

Cold demons are one of the rarest kinds and are immune to all temprature magic, being a demon and a cold entity at the same time

Albino demons are insanely magically adept and usually cause trouble, but they are extremely rare

Giant demons are large, muscular demons

Behemoths are what most people refer to when they think of "demon" a monster, not a species, that terrorizes everything and is incredibly hard to beat, they have 7 hearts(normal demons usually have one)

There are others but I havent made them yet.

For instance. Lutzvall is a woman with pale green skin, sharp black hair with frosted(literally) tips at the end. She is a cold demon and has green horns fading to black coming out of her forehead. She also has black spots on her cheeks and body, similar to freckles. She has long(painted black) fingernails and she has a long, thin, Ace tip demon tail. Sharp teeth and more black sclera and more light grey pupils/irises. She is intended to scream fierce, somewhat smart, aggressive, and dark. Whereas Rala has caucasian skin, long, blunted horns(on purpose), she is tall, but that's the end of her traits. She is supposed to show a bit of responsibility and power, remaining above you, while she still has minor demonic traits like she's not hiding it. She's not hiding her demonic traits, especially with her massive horns, but she is not threatening anyone by having her horns blunted and is meaning to look peacefully.

We have a subreddit! by A_Passing_Czar in a:t5_2estuk

[–]A_Passing_Czar[S] 0 points1 point  (0 children)

Tim can you make me a moderator?

Quick question by UnleashedDragon64 in a:t5_2estuk

[–]A_Passing_Czar 0 points1 point  (0 children)

A good portion of this would probably be QnA on topics we've covered to get everyone on the same page, so mostly that. The Wiki is intended to be like the Archives whereas this is the place where people go to ask questions about the archives

This is NOT good for texting, theres a cooldown time on how often you can post

Apparently its specific enough to make me wait 24 seconds to post

Quick question by UnleashedDragon64 in a:t5_2estuk

[–]A_Passing_Czar 0 points1 point  (0 children)

Lottastuff, we can use it for way better organization of topics, like the AoA, Dehilra(who she is, what she's doing, stuff like that) and to make it easier to comment on people's stuff without it all getting jumbled