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Spiked Fence - Magic by Luigifan18
Spiked Fence - Magic
This card is exactly what it looks like - a spiked fence. I created it to explore the fortification subtype of artifacts.

This went through a few revisions, all of which were induced by fridge logic on how a spiked fence would work. The first revision had "When fortified land becomes tapped, Spiked Fence does 1 damage to target creature or player." But that would imply that a fence would actively be able to hurt someone. The second revision was essentially the same as the final version, except that the "When a creature you don't control attacks, Spiked Fence does 1 damage to that creature." clause only applied when the fortified land was untapped; if the fortified land was tapped, Spiked Fence instead had "When a creature you don't control blocks, Spiked Fence does 1 damage to that creature." But that doesn't make sense because a fence stays where it is, so a fence in your territory can only defend your territory; it can't interfere with an enemy's attempt to defend his territory. Finally, I remembered at the last minute that something that flies can simply fly over a fence, so I had to exclude flying creatures from being damaged by Spiked Fence. (It would also make logical sense to include something like "Creatures you don't control with flying get +1/+0 until end of combat when they attack you without being blocked" (while the fortified land is untapped) and "Creatures you don't control that have flying get +1/+0 until end of combat when they become blocked by a creature you control" (while the fortified land is tapped), since the absorb 1 you receive while the fortified land is untapped and the +0/+1 your creatures receive while the fortified land is tapped are both representative of the fence making it harder for enemy creatures to attack, and a flying creature wouldn't be impeded by a fence. But actually writing that in would take up way too much space on the card and add another layer of complexity.) Spiked Fence also had an ability that read "3, Sacrifice Spiked Fence: Regenerate target creature, artifact, or land." at one point in its development. But I scrapped it because the idea of a fence being able to take a hit for just anything, instead of the location it was specifically erected around, seemed a bit absurd. However, I did add an ability to untap the fortified land so the player could switch back to the untapped benefit (and made it cost 2 mana, so as to avoid mana exploits).

Rulings 1: Regenerating a land works the same way as regenerating a creature. The regenerated land will automatically become tapped as a side-effect of shrugging off the effect that would have destroyed it. However, this is part of the effect of regeneration, not a cost; a tapped permanent can be regenerated just as well as an untapped permanent. (The "remove from combat" clause of regeneration doesn't apply unless the land is also a creature, as only creatures can attack or block.)
Rulings 2: Spiked Fence is the source of the damage dealt because of its triggered ability.
Rulings 3: Spiked Fence's triggered ability occurs when attackers are declared. If it deals lethal damage to an attacking creature, it dies and leaves combat before you have a chance to assign blockers.
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Simple Fence - Magic by Luigifan18
Simple Fence - Magic
This card is exactly what it looks like - a wooden fence. I created it to explore the fortification subtype of artifacts. It's essentially a watered-down Spiked Fence.

Rulings: Regenerating a land works the same way as regenerating a creature. The regenerated land will automatically become tapped as a side-effect of shrugging off the effect that would have destroyed it. However, this is part of the effect of regeneration, not a cost; a tapped permanent can be regenerated just as well as an untapped permanent. (The "remove from combat" clause of regeneration doesn't apply unless the land is also a creature, as only creatures can attack or block.)
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So, I've recently started making Magic cards again, using a site called MTG Cardsmith. It's really cool, but one of its shortcomings is that it doesn't let you make a card unless you have artwork for it. And I have a few card ideas that I'd really like to show off, so I'd really appreciate it if someone could point me to - or better yet, create - artwork for them! (I don't exactly think my skills are good enough to do it myself.) I'll describe these ideas and what I want from their artwork here.

Notes: In rules text and costs, the symbol for a cost will be represented in parentheses. (T) or (Tap) means tapping the card. (A/C) means hybrid mana, where both A and C are one of W, U, B, R, or G (the five mana colors - white, blue, black, red, and green), but not the same one.




Idea 1: Devourer of Effort
Cost: UUUUU
Creature - Horror
2/3


Rules text: Whenever a spell, activated ability, or triggered ability is countered, put a +1/+1 counter on Devourer of Effort. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.)

Flavor text: It feeds on dashed hopes and shattered dreams.

Artwork: I want this card to depict some sort of... thing that vaguely resembles an aquatic creature. It would really help if it is shown to be feeding on something incredibly unusual, preferably a failed spell or some sort of psychic energy.




Idea 2: Unscrupulous Detective
Cost: 2(U/B)U
Creature - Human Rogue
2/3


Rules text: Whenever a player other than you discards one or more cards, investigate. If Unscrupulous Detective has a clue counter, instead investigate once for each card that was discarded.
When Unscrupulous Detective deals combat damage to a player, that player discards a card.
T, BB: Target player discards a card.
T, 1UU(U/B)B, Sacrifice 3 Clue tokens: Put a clue counter on Unscrupulous Detective.

Artwork: Basically, I want a detective getting information through... questionable (read: thuggish) methods.




Idea 3: Power Lock
Cost: 2
Instant


Rules text: Place +1/+0, -1/-0, +0/+1, and -0/-1 counters on target creature until its modified power and toughness are equal to its current power and toughness. Cast Power Lock only during the end step.

Notes: I am... not confident in how I worded this card. Basically, the idea behind it is to make a temporary boost or penalty to power and toughness (such as Giant Growth, prowess, Aerial Maneuver, exalted, Ampryn Tactician, or Ana Sanctuary) permanent by immediately ending the boost effect and replacing it with the appropriate type of counters. For instance, Giant Growth gives the target creature +3/+3 until end of turn. Following it up with Power Lock would cause Giant Growth's effect to wear off as though the turn had ended, and replace the effect with 3 +1/+1 counters - therefore changing the temporary power boost into a permanent one. Also, a temporary boost is one that ends at some specified point, such as the end of the current turn - which means that boosts granted by static abilities (such as Angel of Jubilation, Chief of the Foundry, Cream the Rabbit, or most Equipment) don't count (even though such boosts go away when the permanent granting them does). Power Lock also doesn't cause temporarily-gained keywords and abilities to become permanent, only changes to power and toughness. I really don't know how to write the rules text to make how the card's supposed to work clear.

Artwork: Actually, I was originally going to use this, but now I'm not so sure that it fits. So, uh, something that represents a temporary change becoming permanent, I suppose.




Idea 4: Valiant Distraction
Cost: (R/W)
Instant


Rules text: As an additional cost to cast Valiant Distraction, tap an untapped creature you control. If its overload cost was paid, sacrifice it instead.

Target creature you don't control can't block until end of turn.

Overload - 2(R/W) (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of 'target' with 'each'.)

Notes: The overload effect was originally going to be the spell's effect, period. ("As an additional cost to play Valiant Distraction, sacrifice a creature.  Creatures your opponents control cannot block until end of turn.") Yes, it was originally going to render all your opponent's creatures incapable of blocking for a turn for just 2 mana (well, somewhere from 1 to 3, plus sacrificing a creature - I wanted the spell to be something you could easily afford late in the game). I changed it when I decided that even with a sacrificed creature, 2 mana was too small a cost. However, I still wanted it to be castable for a relatively low cost. I was also kicking around an idea for tapping a creature and having it fight an opponent's creature, preventing it from blocking in the process (which could get your creature killed, but not necessarily), so I just used that, minus the fighting, for a base effect. The overload effect would have been just a kicker effect (with the kicker cost being just an extra white mana and sacrificing the creature tapped for the base cost), but that would have gotten complicated and there was a perfectly good keyword lying around (e.g. overload) that could both provide an alternative cost that overrides instead of being added onto the base cost (thus obliviating the need for me to specify that the tapped creature be sacrificed for the powered-up effect - I could just have the sacrifice cost flat-out replace the tap cost (though I still decided to require that the sacrificed creature be untapped)) and had a built-in benefit for the greater cost that was exactly what I wanted the kicker benefit to be. (Though, I still spelt out on the card that you don't need to pay the extra cost of tapping a creature if you pay the overload cost, just to be on the safe side.)

Artwork: This card was heavily based on a scene from one of my roleplays with :iconpommyman:. However, I would be more than content with a simple scene of a guy getting right up in the grill of some guards, forcing them to devote their attention to him and allowing several other people to slip by unnoticed.




Idea 5: Devoted Protection
Cost: 2WW
Enchantment - Aura


Rules text: Enchant creature or planeswalker
Flash
Champion a creature (When this enters the battlefield, sacrifice it unless you exile a creature you control. When this leaves the battlefield, that card returns to the battlefield.)

If an effect or cost would require you to sacrifice the enchanted permanent, you may sacrifice Devoted Protection instead.
Sacrifice Devoted Protection: Exile enchanted permanent and all permanents attached to it, then return them to the battlefield. Counters that do not lower power and/or toughness remain on the permanents as they move to exile and back.

Artwork: I almost used "I'll Rescue You!" for this card, as it would have fit quite well. Ultimately, however, I decided to use that one for Big Damn Heroes. So, for Devoted Protection, once I've worked out the kinks with the wording, I'd like to use a picture of somebody doggedly defending someone else. (And, no, it doesn't have to be romantic; a platonic bodyguard would work just as well.)




Idea 6: Mortician of Magic
Cost: UUUU
Creature - Moonfolk Wizard
2/2


Rules text: Whenever a spell, activated ability, or triggered ability is countered, investigate. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.)

Flavor text: I believe I've found why your spell failed. Somebody interfered with it.

Artwork: The main thing I have in mind is either "undertaker dressed up like a wizard" or "wizard dressed up like an undertaker", though in all honesty, the concept is basically a magical forensics specialist.




Idea 7: Warren's Herbalist
Cost: 2(G/W)(G/W)
Creature - Rabbit Shaman Ally
0/2


Rules text: T, G: Draw a card.
T, W, Discard a card: Prevent the next 3 damage that would be dealt to target creature.
T, 1(G/W), Discard a card: You gain 3 life.
T, 1(G/W), Discard 2 cards: Put 2 +1/+1 counters on target creature.
T, (G/W)(G/W), Discard a card: Put 2 loyalty counters on target planeswalker.
T, (G/W)(G/W)(G/W), Discard 3 cards: Remove 2 poison counters from yourself.

Notes: The idea behind this card is that it's, well, a herbalist (Magic doesn't actually have a creature type named "Healer", I made that up out of whole cloth). Essentially, the Warren's Herbalist is a medic who relies on medicinal herbs (I made it a rabbit because I wanted to use something other than a human). It can heal in a variety of ways, but since it heals through herbal concoctions rather than magic spells, it relies on having enough materials in order to do anything (hence its abilities requiring you to discard cards). The poison counter removal ability has a particularly steep cost because, well, removing poison counters shouldn't be easy, but curing poison is something that a skilled medic who knows what they're doing and has the right tools would logically be able to do. However, as a trade-off for its healing prowess, the Warren's Herbalist is very, very much a noncombatant, with no power and really bad toughness for its mana cost. So try to keep it out of harm's way.

Artwork: An anthropomorphic rabbit practicing herbal medicine. (I am legitimately surprised that I was unable to find this myself.)
  • Listening to: "One Vision" by Queen
  • Reading: Nothing
  • Watching: Let's Plays
  • Playing: Magic: The Gathering: Puzzle Quest
  • Eating: Nothing
  • Drinking: Water
Bowser, King of the Koopas - Magic by Luigifan18
Bowser, King of the Koopas - Magic
I recently made a card for the leader of the Heroes' League. (Well, not quite. I do have a separate card concept for myself as the leader of the Heroes' League, but I don't have the art because I would need to heavily Photoshop the requisite self-portrait.) So I figured it was time to make a card for the leader of the League of Villains - none other than Bowser, the King of the Koopas and the archenemy of Super Mario!

TV Tropes claims that Bowser's position in the color pie is the combination of black and red (i.e. Rakdos's colors). I'm heavily inclined to agree. To quote the Analysis page, "He lives in a dark, lava-filled badland, constantly plots to take over the Mushroom Kingdom and possibly beyond, has a temper as fiery as his breath, and a major crush on Princess Peach which is implied to be a major reason why he bothers to kidnap her in the first place." In other words, he's both incredibly selfish and ambitious and heavily driven by his emotions - the domains of black and red.

As for Bowser as a planeswalker himself, he's relatively straightforward. His basic, loyalty-gaining ability is simply to blast one of your opponent's creatures with a fireball (think Lightning Bolt). The second ability uses Bowser's shell to protect one of your permanents, rendering it indestructible for a turn. The final ability involves Bowser rearing up and letting his mighty flame breath loose on your foe, killing them in one shot unless they've gained life beforehand or find a way to reduce the damage. (Or you're playing a format where you start with more than 20 life, like Archenemy or Two-Headed Giant. Speaking of alternate formats, I meant to include a clause that Bowser could be your commander, but MTG Cardsmith's Planeswalker creation engine doesn't really let you add much of anything to a planeswalker outside of their three loyalty abilities. This is also the main thing holding me back from making a Planeswalker card for Garcia, because I want him to negate damage from red sources and gain loyalty from them instead, darn it!)

...And there lie the problems. When I was making this card, I kinda completely forgot about the fact that planeswalker abilities can only be activated as sorceries, making the second ability nearly useless, since the indestructibility wears off at the end of your turn. (No, you can't activate the second ability in response to an opponent targeting one of your permanents with an instant that would destroy it; sorceries (and spells and abilities of equivalent speed) can't go onto the stack except for the very first thing at the bottom.) This means that the only feasible use for the second ability is using it on one of your creatures that you really want to attack with that turn, but fear losing in the process (i.e. getting killed by a chump-blocker) - in other words, a cheap approximation of Zurgo Helmsmasher. To be fair, that sort of thing is about how defensive red-black is meant to be - it's a very glass-cannony, hyper-aggressive color combo. The main reason why Bowser even has a defensive ability in the first place is, well, he's a freaking turtle! But still, it has so many ways to get around it that it's hardly even funny. I've been thinking about reworking the card so that the second ability either lasts until the beginning of your next turn (so your opponent can't simply fire off a removal effect on their turn) or adding a clause to make it actually work at instant speed (and also be unusable during an opponent's turn if you used a loyalty ability during your turn, since planeswalkers are supposed to be limited to activating a loyalty ability once per turn). I also think I might have made the card a little too expensive (like I said earlier, black-red decks tend to be glass cannons; if a black-red deck hasn't won by turn 6, it's not all that likely to win, period, and turn 6 is the earliest you'd be able to play this without some sort of mana acceleration, never mind firing off the ultimate). And maybe I should have made the starting loyalty 5 instead of 4, and made the damage of the ultimate a little higher; as I mentioned, since you would be using a black-red deck in order to use this, if you haven't already won the game by the time you're able to fire it off, your opponent may very well be able to tank a 20-damage hit, especially if they're playing a white or green deck.

The artwork is "Evil Generations" by :iconsupercaterina:. Super Caterina's a highly talented artist and character-maker and an unabashed Bowser fangirl (I've actually borrowed her character for one of my roleplays with :iconpommyman:, and yes, I did ask permission; I was actually going to have her help me write her scenes, but that ended up falling through). Anyways, I knew I wanted one of Caterina's artworks in order to properly do Bowser justice, and I settled on this one because I really liked Bowser's pose in it.
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deviantID

Luigifan18
Matthew Bradley
United States
Current Residence: Not telling you
Favourite genre of music: Almost anything that isn't raunchy
Operating System: Windows
MP3 player of choice: My iPod
Shell of choice: Um... what's that?
Wallpaper of choice: I'm not an interior designer...
Skin of choice: ...That's a little disturbing...
Personal Quote: "Christ is the only <i>true</i> solution to the problems plaguing mankind."
Interests
So, I've recently started making Magic cards again, using a site called MTG Cardsmith. It's really cool, but one of its shortcomings is that it doesn't let you make a card unless you have artwork for it. And I have a few card ideas that I'd really like to show off, so I'd really appreciate it if someone could point me to - or better yet, create - artwork for them! (I don't exactly think my skills are good enough to do it myself.) I'll describe these ideas and what I want from their artwork here.

Notes: In rules text and costs, the symbol for a cost will be represented in parentheses. (T) or (Tap) means tapping the card. (A/C) means hybrid mana, where both A and C are one of W, U, B, R, or G (the five mana colors - white, blue, black, red, and green), but not the same one.




Idea 1: Devourer of Effort
Cost: UUUUU
Creature - Horror
2/3


Rules text: Whenever a spell, activated ability, or triggered ability is countered, put a +1/+1 counter on Devourer of Effort. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.)

Flavor text: It feeds on dashed hopes and shattered dreams.

Artwork: I want this card to depict some sort of... thing that vaguely resembles an aquatic creature. It would really help if it is shown to be feeding on something incredibly unusual, preferably a failed spell or some sort of psychic energy.




Idea 2: Unscrupulous Detective
Cost: 2(U/B)U
Creature - Human Rogue
2/3


Rules text: Whenever a player other than you discards one or more cards, investigate. If Unscrupulous Detective has a clue counter, instead investigate once for each card that was discarded.
When Unscrupulous Detective deals combat damage to a player, that player discards a card.
T, BB: Target player discards a card.
T, 1UU(U/B)B, Sacrifice 3 Clue tokens: Put a clue counter on Unscrupulous Detective.

Artwork: Basically, I want a detective getting information through... questionable (read: thuggish) methods.




Idea 3: Power Lock
Cost: 2
Instant


Rules text: Place +1/+0, -1/-0, +0/+1, and -0/-1 counters on target creature until its modified power and toughness are equal to its current power and toughness. Cast Power Lock only during the end step.

Notes: I am... not confident in how I worded this card. Basically, the idea behind it is to make a temporary boost or penalty to power and toughness (such as Giant Growth, prowess, Aerial Maneuver, exalted, Ampryn Tactician, or Ana Sanctuary) permanent by immediately ending the boost effect and replacing it with the appropriate type of counters. For instance, Giant Growth gives the target creature +3/+3 until end of turn. Following it up with Power Lock would cause Giant Growth's effect to wear off as though the turn had ended, and replace the effect with 3 +1/+1 counters - therefore changing the temporary power boost into a permanent one. Also, a temporary boost is one that ends at some specified point, such as the end of the current turn - which means that boosts granted by static abilities (such as Angel of Jubilation, Chief of the Foundry, Cream the Rabbit, or most Equipment) don't count (even though such boosts go away when the permanent granting them does). Power Lock also doesn't cause temporarily-gained keywords and abilities to become permanent, only changes to power and toughness. I really don't know how to write the rules text to make how the card's supposed to work clear.

Artwork: Actually, I was originally going to use this, but now I'm not so sure that it fits. So, uh, something that represents a temporary change becoming permanent, I suppose.




Idea 4: Valiant Distraction
Cost: (R/W)
Instant


Rules text: As an additional cost to cast Valiant Distraction, tap an untapped creature you control. If its overload cost was paid, sacrifice it instead.

Target creature you don't control can't block until end of turn.

Overload - 2(R/W) (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of 'target' with 'each'.)

Notes: The overload effect was originally going to be the spell's effect, period. ("As an additional cost to play Valiant Distraction, sacrifice a creature.  Creatures your opponents control cannot block until end of turn.") Yes, it was originally going to render all your opponent's creatures incapable of blocking for a turn for just 2 mana (well, somewhere from 1 to 3, plus sacrificing a creature - I wanted the spell to be something you could easily afford late in the game). I changed it when I decided that even with a sacrificed creature, 2 mana was too small a cost. However, I still wanted it to be castable for a relatively low cost. I was also kicking around an idea for tapping a creature and having it fight an opponent's creature, preventing it from blocking in the process (which could get your creature killed, but not necessarily), so I just used that, minus the fighting, for a base effect. The overload effect would have been just a kicker effect (with the kicker cost being just an extra white mana and sacrificing the creature tapped for the base cost), but that would have gotten complicated and there was a perfectly good keyword lying around (e.g. overload) that could both provide an alternative cost that overrides instead of being added onto the base cost (thus obliviating the need for me to specify that the tapped creature be sacrificed for the powered-up effect - I could just have the sacrifice cost flat-out replace the tap cost (though I still decided to require that the sacrificed creature be untapped)) and had a built-in benefit for the greater cost that was exactly what I wanted the kicker benefit to be. (Though, I still spelt out on the card that you don't need to pay the extra cost of tapping a creature if you pay the overload cost, just to be on the safe side.)

Artwork: This card was heavily based on a scene from one of my roleplays with :iconpommyman:. However, I would be more than content with a simple scene of a guy getting right up in the grill of some guards, forcing them to devote their attention to him and allowing several other people to slip by unnoticed.




Idea 5: Devoted Protection
Cost: 2WW
Enchantment - Aura


Rules text: Enchant creature or planeswalker
Flash
Champion a creature (When this enters the battlefield, sacrifice it unless you exile a creature you control. When this leaves the battlefield, that card returns to the battlefield.)

If an effect or cost would require you to sacrifice the enchanted permanent, you may sacrifice Devoted Protection instead.
Sacrifice Devoted Protection: Exile enchanted permanent and all permanents attached to it, then return them to the battlefield. Counters that do not lower power and/or toughness remain on the permanents as they move to exile and back.

Artwork: I almost used "I'll Rescue You!" for this card, as it would have fit quite well. Ultimately, however, I decided to use that one for Big Damn Heroes. So, for Devoted Protection, once I've worked out the kinks with the wording, I'd like to use a picture of somebody doggedly defending someone else. (And, no, it doesn't have to be romantic; a platonic bodyguard would work just as well.)




Idea 6: Mortician of Magic
Cost: UUUU
Creature - Moonfolk Wizard
2/2


Rules text: Whenever a spell, activated ability, or triggered ability is countered, investigate. (A spell or ability is countered if it is countered by a spell or ability, or if all of its targets become illegal after it is cast/activated/triggered but before it resolves.)

Flavor text: I believe I've found why your spell failed. Somebody interfered with it.

Artwork: The main thing I have in mind is either "undertaker dressed up like a wizard" or "wizard dressed up like an undertaker", though in all honesty, the concept is basically a magical forensics specialist.




Idea 7: Warren's Herbalist
Cost: 2(G/W)(G/W)
Creature - Rabbit Shaman Ally
0/2


Rules text: T, G: Draw a card.
T, W, Discard a card: Prevent the next 3 damage that would be dealt to target creature.
T, 1(G/W), Discard a card: You gain 3 life.
T, 1(G/W), Discard 2 cards: Put 2 +1/+1 counters on target creature.
T, (G/W)(G/W), Discard a card: Put 2 loyalty counters on target planeswalker.
T, (G/W)(G/W)(G/W), Discard 3 cards: Remove 2 poison counters from yourself.

Notes: The idea behind this card is that it's, well, a herbalist (Magic doesn't actually have a creature type named "Healer", I made that up out of whole cloth). Essentially, the Warren's Herbalist is a medic who relies on medicinal herbs (I made it a rabbit because I wanted to use something other than a human). It can heal in a variety of ways, but since it heals through herbal concoctions rather than magic spells, it relies on having enough materials in order to do anything (hence its abilities requiring you to discard cards). The poison counter removal ability has a particularly steep cost because, well, removing poison counters shouldn't be easy, but curing poison is something that a skilled medic who knows what they're doing and has the right tools would logically be able to do. However, as a trade-off for its healing prowess, the Warren's Herbalist is very, very much a noncombatant, with no power and really bad toughness for its mana cost. So try to keep it out of harm's way.

Artwork: An anthropomorphic rabbit practicing herbal medicine. (I am legitimately surprised that I was unable to find this myself.)
  • Listening to: "One Vision" by Queen
  • Reading: Nothing
  • Watching: Let's Plays
  • Playing: Magic: The Gathering: Puzzle Quest
  • Eating: Nothing
  • Drinking: Water

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:iconkiiro-nee-san:
Kiiro-nee-san Featured By Owner 1 day ago  Hobbyist Digital Artist
Thanks a lot for the watch darling <3
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:iconlandobaldur:
landobaldur Featured By Owner 4 days ago  Professional General Artist
mtg best cardgame
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:iconhectorny:
HectorNY Featured By Owner 5 days ago  Hobbyist
Thanks for the faves.
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:iconpk-condor:
pk-condor Featured By Owner 6 days ago
You have with your loved ones a Happy (Late) Birthday and many happy years and this year God fill you with blessings and happiness my friend. =P :hug: :iconballoonplz::iconballoonplz::iconballoonplz: :iconballooonplz: :happybounce: :happybounce: :happybounce: :happybounce: :happybounce:  :hug: :hug: :huggle: :huggle: :heart: :heart: :heart: :heart: :airborne: :airborne: :airborne: :iconponyhugplz: :iconapplejackplz: :icondragonhug: :airborne: :wave: :w00t: :w00t: :#1: :#1: :popcorn: :love: :meow: :meow:  :iconcaekplz: :icongiftplz: :iconpinkiepiecakeplz: :icongiftplz: :icongiftplz: :icongiftplz:  :iconballooonplz: :iconballooonplz: :iconballooonplz::icondragonglomp: :cake::iconhappybirthdayplz: :iconpresentplz::iconcheerplz: :iconlabeatplz:
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xXMidnightQueenXx Featured By Owner Jun 18, 2016  Student Digital Artist
Happy birthday
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:iconlunastarlightgirl:
LunaStarLightGirl Featured By Owner Jun 18, 2016  Hobbyist Digital Artist
Happy Birthday.

:iconpinkiepiecakeplz: :cake: :iconcakeplz: :iconcake3dplz:
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:iconchelseakittygirl:
ChelseaKittyGirl Featured By Owner Jun 18, 2016  New Deviant Hobbyist Digital Artist
Happy Birthday!
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:iconluigifan18:
Luigifan18 Featured By Owner Jun 18, 2016
Thank you! <3
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ChelseaKittyGirl Featured By Owner Jun 18, 2016  New Deviant Hobbyist Digital Artist
You're welcome!
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MostWanted06 Featured By Owner Jun 18, 2016  Student Digital Artist
Happy birthday! :)
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