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drew the wander from mtg also tried something new
I've made fun of rangers for a long time... Only to play one in my new group... Oh how the tables have turned
On the Gate Watch, and survivable characters
Recently there was a post by odric-master-swagtician, on which Gate Watch walker might die. They suggested that it might be Gideon, our indestructible beef-slab. Now, I’m not going to rule out him, or any character could die. Nor am I going to suggest which ones should. The primary focus is going to be on the character Gideon. As was mentioned in Odric’s post, Gideon seems to want to die. This is seen in multiple stories in which, well he throws himself into senseless battles where he could die. Odric even suggests that this could be survivor’s guilt. I can definitely see where this idea comes from. I’m going to make a suggestion though, one that could help change his design, and how to build him as a future walker. Have him lose his indestructibility. That essentially would “kill” him. We could consider this a “born again” Gideon. Now if he acts selfish, and runs into a battle that in which he could die, well, like the interaction he and Nissa had with Chandra. The same can be applied to him. It can also be assumed that Gideon’s look on life would change; he would have more respect for it, now that he is mortal. Another thing to note, would be his tactics. In the Battle for Zendikar story, he was called out on his tactics, they were hard on the non walkers he was leading. Many of the tactics relied solely on him, yet still costed the lives of many. Now we can see him become a general. He can now lead with the understanding of life, of wanting to make it back home. As a card, we would see him lose the ability of becoming a Creature with the Indestructible keyword. This can be changed to reflect battle tactics, which white has a plethora of. If we want to spice it up, Gideon could go White/ Red, because of his passion for new life. I can see Gideon gaining the ability to give creatures First strike, Double strike, Vigilance, or have a pseudo banding effect. In which a creature would get bigger for each other creature attacking with it. Wizards doesn’t have to kill any walker to make a point. If written well, a character can die without ever losing their mortal body. I hope to see more character development in future Gate Watch stories, and I hope that the creative team doesn’t just give up on characters, because current design space is limited. Thank you all for your time. -Gryffnwing
I fucken love magic and I fucken love Tamiyo the moon sage
Her dancing whirls time apart...
sigil of:
Kalika Spiraling
time ceases to exist
reality bends to her whim
she walks all lokas
Brother Dee Walker The PHENOMENAL art was done by @isharton http://isharton.tumblr.com/ (If you use this art without permission or remove the credit, I will hunt you down!) ---------- Name: Dee Walker Species: Human Home Plane: Innistrad Colors: White and Blue Signature Spell: Anticipate Alignment: Neutral Good Backstory: Trained to be a monster hunter and protector of the people on Innistrad, Dee Walker became a Brother in the Church of Avacyn. Brother Walker lived as an Elite Inquisitor, a sect of the Church that actively hunted down the monsters that threatened humanity. But thanks to the work of the Elite Inquisitors, it was humanity who threatened the monsters. Walker excelled in his work, slaying many horrors that lurked in the dark. That is, until he encountered a particularly powerful demon. While on patrol around his home village, Brother Walker picked up on the tracks of a pack of devils. He followed them to the mouth of an enormous cave. Without any hesitation, Brother Walker plunged into the darkness. His swords cleaved through devil flesh, unhindered by the darkness. As he fought, a radiant glow emanated from the Symbol of Avacyn he wore around his neck. The brilliant light illuminated the cavern. The corpses of evil creatures covered the floor like a rug of flesh and blood. Many of the devils still wore their insane smiles as their blood soaked into the sand. It trickled into small crevices in the stone floor. Brother Walker turned to leave, thinking his task finished, his village safe. The light from his amulet faded as he went. In the dwindling light, a flash of light caught his attention. It was a singular, smoldering red spark. As Brother Walker turned, he saw that it was not a single red spark. There were two red spots in the dark. And the floor... The floor was not that of a normal cavern. The floor was made up of hewn rock; a cobblestone floor. As the last light receded into his amulet, the darkness surged inwards towards him. Darkness that was led by the face of a grinning demon. The red lights were demon eyes, and those eyes blazed as the shadows folded around Brother Walker like water surrounding a drowning body. Brother Walker whispered a prayer, a magic charm, and his body was encased in a white glow. With his protective aura, the Elite Inquisitor retreated from the cavern, the darkness flooding the space behind him. Brother Walker leapt through the mouth of the cave as the black mass exploded outward, coalescing into the form of an enormous demon. The demon laughed, freed by the blood of the devils that Brother Walker had slain. Brother Walker watched in horror as shadows swirled around the demon, creating an onyx whirlwind that moved towards Brother Walker's home village. Freeing himself from shock, Brother Walker leapt up and raced after the foul creature. But the demon was waiting. The demon overpowered Brother Walker's mind with dark, cacophonous whispers, seizing control, and leaving the holy warrior paralyzed. He then forced Brother Walker to watch as the demon summoned forth entities of the void and set them loose on the defenseless village. They devoured his whole village, burning everything and everyone with onyx fire. That traumatic experience, the sounds of sundered souls, the smell of burning bodies, and the laughter of a demon, broke something within Dee Walker. In all actuality, something inside him did not break - It Ignited. As the horrors the demon had summoned wrought unspeakable terrors upon Dee Walker's people, a power exploded within him. It manifested as a torrent of magic that blasted outwards, dissolving half the demon and obliterating the onyx fiends. Walker woke up in a smoldering crater, weak. Looking up, his first sight was that of feathered wings descending towards him from a brilliantly blue sky. However, as his eyes adjusted, they were not the angel wings he knew and honored. They were the wings of a massive blue dragon. In time, Dee Walker came to learn of the place, the plane, he had landed on. It was named Tarkir. He studied under the Dragonlord Ojutai to control his newfound magic. Through adventures and dangers, Dee Walker discovered a secret sect within the of the monks of Ojutai. They were who remained who secretly followed and protected the ways of the Jeskai. He joined their Order, earning the title of Brother once again. He learned from everyone he could, and hone his mind so that he would never be vulnerable again. To demon magic, dragon might, or anything else. He eventually left the Dragonlord, and the Order, to wander the Multiverse, seeking his own way.
Prestige Class Spotlight: Planes Walker
Magic the Gathering fans are getting their interest piqued right about now. Yes indeed, today we’re doing a spotlight on the classical dimension-wandering mage, the planeswalker. Unlike planeswalkers of the MtG multiverse, these mages are not all god-like beings of superpowerful magic that conjure the mightiest beings to fight for them, and cast spells using mana drawn from the land itself that make wish and miracle look like a joke… Instead, these mystics are considerably more mortal and limited in their power, but perhaps more otherworldly in their knowledge of the multiverse than most mages. What’s most interesting is that the requirements for this prestige class are so simple (A few languages, feats, skills, and the ability to cast magic circle against evil) that almost every spellcasting class can take steps to become one. However, full casters will always be the best option, due to their ability to best make use of the various abilities of this prestige class. Regardless of their background, it takes a very special sort of person to leave the material plane behind in search of greater understanding. Some say they possess genius, while others call them mad.
With their mastery of extraplanar travel, these spellcasters fully understand the nature of such travel, and are loath to see it used against them. Thus they have learned to use the magic normally associated with summoning to snarl and shut down the summoning spells of others, an act normally thought of as impossible due to the time needed to summon extraplanar alles. As their travels go further and further afield of the multiverse, these travelers learn much of the various planes and their denizens, learning to face down various forms of foes and/or become familiar with and move freely within various planes they choose to learn about. Whether fighting planar invaders to a specific plane, or the summoned and/or called minions of another foe, these planes walkers are masters of turning the inherent wrongness of a creature outside of its home plane against it, channeling planar energies to produce harmful feedback in such beings. Eventually, this harm also destabilizes such extraplanar beings, stunning, inducing nausea, or causing fear in those victims. As they grow acclimated to the multiverse as a whole, these mystics become resistant to the powers of outsiders, while their own powers pierce the resistance of such beings. Just as they can counteract summonings, they can also turn conjuration magic against those who seek to teleport to or away from them, forcing them back to their starting location. More powerful planes walkers can redirect this teleportation to somewhere nearby in a violent fashion, tearing at the recipient to their core. Their ability to channel planar energies eventually becomes so strong that extraplanar beings are often forced back to their home plane by these forces. Finally, at absolute mastery, they can counter teleportation by reflex alone. Furthermore, they can channel the planar energies to cause a whiplash effect, yanking those who very recently teleported away back to the planeswalker, ripping into them on a particle level. Plan on being part of a Planescape-style game? This prestige class is perfect for the extraplanar archmage in training. Given the wide range of classes that can become planeswalkers, the number of possible builds is actually pretty diverse. Are you a divine priest of some sort, traveling to the very home of your deity and their enemies? Are you a mage seeking the mysteries of the cosmos? Either way, conjuration and abjuration seem to be very strong points for this class, so keep that in mind.
I imagine that mortal planes walkers, with their mastery of the very fabric of the multiverse, are one of the few types of mortal spellcasters that are paid much actual respect by outsiders of all stripes. After all, a mortal conjurer is a temporary annoyance to those called by them, but a planeswalker can do all that and more, potentially making servants of outsiders ON THEIR OWN PLANE. For their part, planes walkers might share that disdain for those who are limited to one of the material planes, similar to residents of the Planescape setting.
Having retired to the backwater world of Genyor, the catfolk occultist Isea thought she’d never be involved in extraplanar affairs again… until the asura set their eyes on that world. Now, the party must rush to recruit the legendary Panther of the Planes before she decides to abandon this world to its fate.
Stranded in an extraplanar city and having no leads to their goal of rescuing a bunch of magically talented children who were kidnapped to be trained as weapons. Most of the natives have no interest in aiding material plane foreigners. Not all hope is lost, however, for there is one whom the natives avoid more than them: a strange gnome and his mysterious armored companion. Both have the lines of decades etched on their faces.
Reconnecting the magical byways between planets has been a nearly impossible feat, the ancient gates being of magic thought lost. However, there is hope. Supposedly a mysterious figure appears from nowhere on Mt. Algo every year on Renmas’s Eve. It’s a longshot, but perhaps this mysterious figure knows the secret of planar and planetary travel?