the current model of releases leaves a lot to be desired but ill never budge on "we should bring back blocks" being a bad take bc in the 30+ years of the game the number of good blocks that justify the concept can be counted on one hand. almost every block that people remember fondly was one good first set followed by two mediocre to bad sets that piggybacked off of its popularity
The outside of this cloak has a rough, leathery texture, while the inside is soft like velvet, and the cloak itself is large enough to swaddle your whole body. The cloak has 5 charges, and regains 1d4 charges each day at dawn. As an action on your turn, you can draw the cloak around yourself and speak the command word, expending a charge as you do so and causing it to harden into a sphere that fully encloses you. Then as part of the same action you can move up to your speed by rolling along the ground. During this movement you can move through hostile creature’s spaces as if they were difficult terrain, and when you move through a creature’s space, make a melee weapon attack against it. On a hit, the attack deals 1d6 bludgeoning damage plus your Strength modifier. At the end of your movement, you gain a number of temporary hit points equal to the damage dealt this way.
If you’d like to help support me to keep doing what I’m doing, as well as request your own card conversions, check my page or the notes for the links to my Patreon.
I can’t believe someone has actually done it. Someone actually requested the armadillo cloak this month. I know that the card itself is a spell, and believe me I’ll probably turn it into one at some point, but it feels much more right to me as a magic item. I mean look at that beauty. Truly a magic item for the ages- the next bag of holding. Every player is going to want one.
You wave your hand through the air, and a blinding flash of light bursts from your palm. Up to two creatures in range must each make a Constitution saving throw, taking 2d10 radiant damage on a failed save, or half as much on a successful one.
Kicker. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, if you’re a sorcerer, the spell now affects all creatures in range; if you’re a Wizard, any creature which fails the saving throw is blinded until the end of your next turn. When you cast this spell using a spell slot of 8th level, both effects occur, regardless of your class.
If you’d like to help support me to keep doing what I’m doing, as well as get some great benefits, check my page or the notes for the links to my Patreon and kofi pages.
The card Illuminate from Apocalypse was my $25 Patron Danielle Cardamone’s other request for January, and it’s a surprise, since I’ve somehow never seen this card, a rarity for me. It’s a good one too, with an interesting combination of Kicker costs blended in. I tried to keep those Kicker costs in mind while designing the spell, which is the first I’ve ever done where the effect of casting it at a higher level changes, depending on what class is casting it. It’s an interesting effect, and one I feel has a lot of room to work with, so I wouldn’t be against doing it again.
Managed to put this one together after getting 90% of it with some Invasion era bulk. Always a good time when you’re looking through and you realise you have both rares, and all those basics are all in the right colours too…
Scout
A red, green and white creature based midrange deck.
Official product information webpage (archived)
The Magic logo had been cut out to use as a label.
I think…