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More phone backgrounds, ft. Teyo and Saheeli
daily mtg edit ➵ 20. sow with blood
↳ I'll let you decide whether my flavor text is a joke about this card being terrible. As you can see, I'm always trying to make Rampant Growth cheap again. It's not going to happen. Stop trying to make it happen, self! Oh well, flavor is strong here.
School of Innovation: D&D Homebrew
This is a homebrew wizard subclass for D&D 5th Edition. Enjoy!
SCHOOL OF INNOVATION
Innovative Spellcreation
Starting at 2nd level, you can attempt to combine spells you already know to create magics unstudied by the academic world. At the end of a long rest, when preparing spells from your spellbook, you may attempt to prepare an Innovation of a spell level that you can cast, using spells from your spellbook. An Innovation consists of two other spells whose combined spell levels are equal to the level of Innovation you wish to prepare. For example, you could attempt to prepare an third-level Innovation consisting of Flaming Sphere (2) and Sleep (1). Cantrips count as level zero for these purposes. You cannot create a spell higher than 9th level this way. Your DM rolls on the Innovation Table and uses their best judgement to determine the outcome of your attempt. Irrespective of the outcome, you must count this attempt as one prepared spell. Innovations leave your spellbook at the end of each long rest.
Elementary Inspiration
When you grow to 6th level, choose three cantrips from any class list, only one of which can deal damage. Add a first-level spell to your spellbook which has the text and properties of all three cantrips. All three of the cantrips will come into effect each time you cast this spell.
Boundary Breaker
Starting at 10th level, when you attempt to prepare an Innovation, you may select spells to combine from the spell list of any class, not just from your spellbook.
Advanced Spellcreation
Starting at 14th level, you may attempt to prepare two Innovations at the end of each long rest. Your DM rolls on the Innovation Table separately for both attempts, and you learn the results of the first attempt before attempting the second. You may use spells in both attempts if you choose. Innovation Table:
1–The prepared spell is secretly a combination of two randomly selected damage spells of the selected levels, which always target the caster.
2–The prepared spell functions as normal (figure it out), but secretly, the casters' cantrips are each accompanied by a loud squawking noise until the end of their next long rest.
3–The prepared spell functions as normal, but secretly can't deal more than 2d10 damage.
4–The prepared spell secretly only functions as the higher level of the two spells, cast at the intended level of the Innovation. If both spells are the same level, choose one at random.
5–The prepared spell secretly functions as an Innovation of Fireball and Prestidigitation (to create bubbles), wherein a Fireball is cast but is made of bubbles. It deals bludgeoning damage instead of fire damage, but only to fey creatures, creatures made of metal or fire, or creatures with severe allergies.
6–The prepared spell functions as an Innovation of the two chosen spells plus any first level spell of the caster's choice that could be selected for an Innovation.
7–No spell is prepared, but the attempting wizard may immediately summon a familiar as if by the Find Familiar spell. Flavor may make this familiar reflect the two chosen spells, but it should have little to no in-game effect.
8–The prepared spell functions as normal, but can be cast at a range of 50 ft, even if one or both spells have smaller range.
9–The prepared spell functions as normal.
10–The prepared spell functions as a conjuration spell, summoning a medium Elemental creature that can't attack under the control of the caster with properties of both spells who must be maintained using concentration for up to 1 minute. Use the Earth Elemental stats as a baseline guide. The Elemental may cast either spell if the caster uses their action to direct it to do so. However, the Elemental cannot cast a spell of 4th level or higher more than once this way.
11–The prepared spell functions as normal if the caster is hidden from each target of the spell, or if the spell targets the caster. Otherwise, the spell has no effect.
12–No spell is prepared, but secretly, a magic item with properties of both spells is created in a random location within 20 miles of the attempting wizard. Any use of the spell Find Object within a 40 mile radius of the item during the next 24 hours will locate the magic item instead of its intended target, and any compass used within that radius will point to the magic item. The DM should design this magic item with caution.
13–The prepared spell functions as normal, but secretly, every time it is cast, the caster must make a Wisdom saving throw with a DC of 10 + the spell's level. If they fail, they are overcome with guilt and cannot cast the prepared spell again for 8 hours.
14–The prepared spell functions as normal, but has the additional required somatic component of having kissed each target of the spell within the past minute.
15–The attempting wizard takes Xd8 psychic damage, where X is the level of the spell they attempted to prepare this way. No spell is prepared. Some boundaries of magic should not be crossed this day!
16–Secretly, the next spell cast by any spellcaster within 100ft of the attempting wizard functions as the intended spell. No spell is prepared.
17–The prepared spell functions as an abjuration spell that can be cast as a Reaction that grants immunity to any damage types relevant to both spells for one round.
18–The prepared spell functions as normal, but secretly can't affect spellcasters.
19–The prepared spell functions as normal, but secretly both spells are cast at the level of the Innovation rather than at their base levels.
20–The prepared spell secretly functions as Mordenkainen's Magnificent Mansion, except all of the servants inside are squirrels, and anyone who enters is polymorphed into a squirrel. The Mansion has properties of both spells. The floorplan is decided by the DM.
Of course, an experienced DM would likely forego this table for one of their own creation! Would you play as a wizard with this school?
daily mtg edit ➵ 28. murder of martyrs
↳ Caw! Caw! X belongs on every type of spell, doesn't it? There are only 6 printed enchantments with an X in their mana cost, and they're all mono-color and super bizarre! Well, except Quarantine Field, which always felt to me like it could have been a lot cooler. This card is an actually useful X enchantment with modern sensibilities, combo potential on its own, and cute bird concepting and great flavor as a bonus. Enjoy!
daily mtg edit ➵ 4. deliberate doom & calculated carnage
↳ On this 4th of July, I’m thinking a lot about the dangers of patriotism as a blinding force, and how Americans are manipulated into supporting horrific atrocities with ease. So anyways...here are some unique semi-one-sided board wipes! Board wipes in atypical color combinations are exciting, especially for Commander and Standard, and I love the potential strategic changes to control decks that these provide. I’m not sold on the casting cost of Calculated Carnage, but there isn’t a great history of board wipes in red or blue to base the costing on. Let me know what you think!
daily mtg edit ➵ 13. anxious abjurer
↳ Ah, sweet sweet flavor. This is the sort of card design that I am most proud of–simple, uninteresting, awesome stuff. I would love to see this card in a Limited environment with a UR or UW aggresive auras archetype, since it ensures that you get at least one attack in with it buffed-up before being vulnerable to sorcery-speed removal on your opponent's turn. I can see commons like this being printed in a cycle of little nervousbois, but I think keeping it at just one card keeps it novel and loveable. I'm a little too proud of the flavor text, despite it being a bit obvious.
daily mtg edit ➵ 10. starblade of nistahar
↳ Sentience is a mechanic I've been playing around with to give noncreature permanents the ability to come to life. We've seen permanents that do this before–Vehicles, enchantments like Riddeform from Hour of Devastation, and various other quirky cards. In my ideal world, I would make a few edits to this card: its type-line would read "Legendary Artifact–Equipment Spirit" which is a bit long and wouldn't have a power and toughness (tbh I don't have photoshop or I would fix this myself), and it would be called Nistahar, the Starblade, or something like that. A real name. A Legendary name! I'll be showcasing the Sentience mechanic for the next few days. Enjoy!
daily mtg edit ➵ 3. mentor of marching dead
↳ Mentor of Marching Dead is an excercise in making a gold card that skews to one color. By keeping the Eternalize cost of the Mentor in Bolas' wheelhouse, the card is intended to reflect a transition from Amonkhet to Hour of Devastation, fully losing its white aspect. Sure, this card could be mono-black based solely on its abilities, but the parallel of the first ability to classic white card Mentor of the Meek and the specificity of tokens in the second ability makes it feel like a gold card–at least until it is rebirthed as a Zombie itself.