List of card art descriptions/Dominaria

Card 	Description
 	[Angel's Purge]
This card should show an angel in the center of a group of dark, evil beings. The beings were attacking the angel, but because of the her spell have now started to disappear or dissolve away. The main focus of the card is the huge size of the spell.
 	[Sear]
This card should show a red wizard casting a spell which causes its victim to burn. The main focus of this card is the fact that the wizard is a psychopath and that he is enjoying his work.
 	[<c>Diabolic Tutor</c>]
A dementia summoner having a devious idea.
 	[Cabal Healer]
This card should show a cabal healer who is patching together dead body parts to make one being. This is a serious piece but please do not get real gross with this one.
 	Location: A clear lake in a forest clearing. A massive, full-grown purple hippo with feathered wings aggressively launches itself out of the water, into the sky. The hippo should have huge tusks jutting out from her lower jaw. Make it as intimidating as possible (i.e., not silly or cartoonish)
 	Location: Keld battlefield. A female Skyshroud Elf rides a Colos beast over a Phyrexian. The Elf should have both the red coalition symbol and the white coalition symbol on her armor or clothing.
 	This is a red card that should show a memorial or trophy case to the school of red magic. Lots of flames coming from different kinds and sizes of vessels, etc.
 	[Mini Dementia Firebeast]
This is a dementia creature (See style guide for reference). It should be shown as red, not black, and as causing the land to shake.
 	[Dark Knowledge]
This card should show a black wizard casting a spell which causes knowledge to erupt all around her. This could be shown by ghostly books and scrolls spinning about the wizard. The main focus of the card is the huge size of the spell. The main characters and elements can be shown smaller, but clearly visible.
 	This card should show a person in the process of changing into a shade or disembodied spirit. This spirit should look creepy and the change should be caused by a spell.
 	This card should show a bird warrior charging into battle with arrows passing harmlessly through him. The bird warrior is becoming intangible.
 	Location: Weatherlight, Below decks. Squee holds up two pieces of paper with a look of utter confusion on his face (he can’t read). Behind him, Hanna gestures impatiently.
 	This is a green card and should show the Erhnam Djinn in a dramatic pose. .
 	This card should show the character Chainer in a very insane pose.
 	[Jowser's Shadowcreeper]
This card should show a monster that glides through shadows to reach you. If it touches you, it causes you intense guilt, feeding off your memories of the past, and the remorse causes you harm, thus the life loss. If you can depict this in some way that would be great, but the main focus of this card is the monster. He should probably be shown as a creepy shadow form.
 	Show a literal wave of flame that travels down the exterior of Volrath’s mountain. The Vec soldiers advancing up the mountainside are being fried by the oncoming wave. They don’t have a chance to escape.
 	[Barbarian's Wish]
This is a red card and should show a djinn handing a barbarian a fireball with which he accepts with awe.
 	[<c>Blinding Light</c>]
An angel hovers at the center of a intense supernova-type explosion, blinding all humans and Phyrexian ground troops nearby.
 	Location: Koilos Battlefield. Urza, in his Titan Suit, casts a major destructive fire spell; Urza should have the amalgamated coalition symbol.
 	This is a red card and should show Kamahl slamming his sword, with the Mirari attached to the pommel, into the ground. This causes the ground to erupt and sends lava streaming towards a battlefield. See reference for Kamahl.
 	This is a green card and should show a jedi in the shape of a centaur made of tree bark. See reference.
 	[Unseen Wildlife]
Dozens of small hungry critters scurry in the low undergrowth of the jungle. In this picture, we cannot tell what the critters are. We can only see the eyes.
 	A large lightning bolt from a stormy sky zaps two drakes in flight, then continues downward to zap one more. All three drakes are being electrocuted at exactly the same moment in time.
 	[]
This is a white card and should be a non-representational piece about balance - the best way that you can convey the sense that things are being realigned to create a sense of balance.
 	This is a blue card and should show a wall of mirrors of various shapes and sizes. Light should be shown bouncing off several of the mirrors creating a concentrated searing beam of light. You can show some victims of this beam but no reflections need be shown in the mirrors.
 	[Dwarven Cleric]
A dwarven mage, perhaps a cleric, doing his thing (not fire-related). This card should show a dwarven mage in his study intently studying some object there. The focus should be on the mage.
 	[Nomad's Wish]
This is a white card and should show a djinn offering a female nomad a splendid looking glowing ring. The nomad should appear overjoyed to receive the gift.
 	This is a blue card and should show an aven wizard casting a spell with a staff that causes the land below him to be enshrouded in a very thick fog. The focus is the wizard so his clothes should reflect the point that he is a wizard.
 	This is a white card and should show a fantasy hawk in flight on the hunt.
 	Location: Skirk Ridge
Action: multi-headed mountain beast. Some of his bonespurs spit flames.
 	[Lurker in the Shadows]
Location: Aphetto
Action: a demon (barbed wire, grossly exaggerated horns, etc.) emerges from the shadows of a dark alleyway.
 	Location: Great Pit-Arena (The Coliseum)
Action: Champion Red Pit-Fighter. Bad-ass red scaled dragon. It's serpentine in shape (though it must have legs), and has four wings. It flies very fast.
 	[Decipher]
Location: Aphetto
Action: Wizard in the foreground, his hands are glowing magically. The land around him is covered in blue glowing magical runes. He is drawing the runes out of the land.
 	Location: sky
This card represents White, Blue and Red magic.
An armed, armored angel streaks across a stormy sky. Small arcs of lightning sprout from her sword before her and in her wake. Focus on the angel.
 	This card needs to show a horrible-looking non-human creature about to attack the viewer. It should be coming out of a grave after feasting on a corpse.
 	A 40' tall giant plant elemental launches some of its natural thorns at a passing flock of birds. rk post redux?
 	Location: Aphetto
Action: Dwarf Pit-Fighter surrounded by a swarm of gnats. They are suffocating him by flying into his nose, mouth, etc.
 	At Kamahl's command, forest matter (soil, roots, bark, etc) magically coalesces and takes the shape of two large bears.
 	Location: Krosan Forest. 
Action: Kamahl in action pose.
Mood: Bad-ass. Smug (not comically). Powerful.
Notes: Story card. Remember, this is Kamahl as a Green druid.
 	Location: Aphetto City. 
Action: a swarm of Zombie hands (some with arms or tendons trailing) crawling through the city.
 	[Balrog]
 	Necropotence.
 	[Mirrored Drake]
Location: Breaker Bay, above the water. Action: Drake with mirrored or shiny reflective scales flying above the water.
 	[<c>Mountain</c>]
Location: Skirk Ridge. 
Notes: Basic Land. These are the mountains where the Goblins live.
 	Location: Krosan Forest
Action: giant bipedal Beast towering over the Krosan forest. It uses its bonespur claws to scoop up a handful of the forest to munch on.
 	Location: Great Pit-Arena (The Coliseum)
Action: Champion Black Pit-Fighter. This is a female Grgon [sic], like . Instead of the claw, she has weird wings made out of the same plated material. She is unmasked, and her eyes glow with dark energy. She is in mid-combat (opponent unnecessary).
 	This earth spirit is a creature of the soil. It seems to be the epitome of the fertility of the fresh ground and it thrives on that still unseen. In many ways it is the avatar of the seedlings, maybe plants randomly sprout from Maro's body.
 	Location: Wirewood Forest
Action: large forest Beast that has four big centipedes as its 'hair.'
Notes: Insect Token Cycle. Don't forget the bonespurs.
 	[Mr. Babycakes]
A humanoid elemental of moss supports itself with a hand against a dead tree. From where the elemental touches, it spreads wild regrowth.
 	Location: Breaker Bay
Action: Floating head Avatar. The Avatar is made of energy and should resemble the ultimate Wizard, in this case a large, floating head (the face should look stern, wise, and powerful).
Notes: Avatar Cycle. Not flying. For the floating head, we were thinking the great and powerful Oz, the mirror from Disney's Snow White, etc.,--not Gandalf.
 	Color: Blue
Location: Riptide Project.
Action: Show a refugee Wizard surrounded by a blue magical bubble that is repelling a magical spell coming from outside the picture.
Focus: Refugee Wizard.
Notes: Refugee Wizard can be male or female.
 	Color: Black
Action: Show a demon flying at night.
 	Color: Green
Location: Krosan Forest.
Action: Show a beautiful female Spirit, somewhat ghostlike, in the Krosan Forest surrounded by large and vicious looking Krosan plants. She is walking past the plants unconcerned.
 	Color: Green
Location: green forest setting
Action: Show a Sliver that appears to be materializing, half visible, half transparent, in a green forest setting.
 	This is a creature card and should show an amorphous creature that is made of water and can change form or appearance. Think of the creature from The Abyss.
 	Location: Yavimaya
Upright dingo lizard, 15´, heavy back limbs and sharp, quick forelimbs, crushing and tearing apart a 10´ Phyrexian.
 	Color: Red
Location: Skirk Ridge
Action: Giant fierce looking charging firecat (see for reference).
Focus: Firecat
Mood: Action
Notes: Made of fire, not on fire
 	Color: Red
Location: Skirk Ridge
Action: Show a reptilian beast standing on a ridge with his head bent back letting out a war shriek.
 	[Shadowcrafter]
 	[Pain Elemental]
Show a horrible black creature somewhat snake/insect-like rearing up out of the swamp with imprints of its victims faces in agony clearly visible in its underbelly.
 	[Petrification]
Color: White
Location: Daru Plains
Action: A beast changing into a statue of gold. Perhaps, we see other creatures that have been turned into gold in the background.
 	[Firecoat Sliver]
Color: Red
Location: Skirk Ridge
Action: Show a large, powerful sliver with plating on its skin that appears to be made of magma & fire. These plates can have a red glow between them and be steaming.
Notes: See style guide for sliver concept, but bring out the special skin and some other slight variations along the same line.
 	[Daru Flickerer]
Color: White
Location: Daru Plains
Action: Show a refugee cleric standing in the Daru Plains as others around him in the background appear to be transparent.
 	[Swarm Zombie]
Color: Black
Location: Swamp
Action: Show a refugee zombie moving towards the viewer surrounded by insects or flies that spread disease. Several of these can be closer to the viewer so we can tell what they are. Make sure, however, that the focus is on the zombie.
 	[<c>Daru Encampment</c>]
Color: Land
Location: Daru Plains, Order encampment
Action: This is the coastal side of the Order encampment. The beach between the water and the encampment.
Focus: all
Mood:
Notes: Populated Land Cycle
[<c>Grasslands</c>]	Color: Land
Location: Between Wirewood Forest and Daru Plains
Action: where the plains of grass and dunes turn into the birch forest
Focus: elements of plains and elements of birch forest
Mood: life
Notes: Fetch Land Cycle. Reprint.
 	Color: Black
Location: Aphetto Swamp
Action: A ZOMBIE has found the corpse of a CABAL CLERIC. The ZOMBIE reanimates the CLERIC by emitting some weird, thick smoke from its mouth.
 	The savage Shivan Dragon in flight, breathing fire.
 	[Wizard King]
This is a blue card and should show the schoolmaster of wizardry. A wise, old human headmaster. The focus is the master, so place him in a surrounding that conveys this.
 	[Mass Gravedigger]
Color: Black
Location: Interior Aphetto city
Action: Show a Cabal Cleric peering into a magical portal which has formed in front of him. Through the opening evil images such as zombies or bat wing like creatures can be seen.
Focus: Cabal Cleric
 	[Crystal Dragon/Bashing Dragon]
Color: Red
Action: This is not your typical D&D dragon. Show a dragon (of the artist's imagination) on a rocky perch. He has fired a blast of hot sand at a couple of fleeing goblins. The superheated sand coats the goblins and when it cools off it turns to glass. So you end up with dead goblins covered in glass.
Focus: The dragon
Mood: intense
 	[Den Awakener]
Color: Green
Location: Wirewood Forest
Action: Show an elf who is peering into a cavern as bear-like creatures peer out at him. These creatures should be represented by shapes or shadows and should be bear-like but not a typical Earth bear.
 	[Elvish Reviver]
Color: Green
Location: Wirewood forest
Action: Show an elf who is much larger and stronger than other elves of his kind. Other elves can be shown but it's not necessary.
Mood: Strength
 	[Soldier Miniboss]
Color: White
Location: Daru plains
Action: Show a refugee soldier. Around its neck is a pearl medallion on a chain which designates this creature as a leader among its own kind. Other soldiers can be shown rallying around their leader.
 	Color: Black
Location: Aphetto city scene
Action: Show Braids, grabbing the head of a dead victim, with the victim’s life force draining out of its head and into Braids.
 	[Transformer]
An artifact creature whose head has different faces of different creature types; he can rotate his head to give himself whatever face he wants.
 	Location: Skirk Ridge
Action: Show the goblin dwellings and their possessions, etc., burning and burning badly in the shadow of Karona. This is the fire that brings the 'END OF THE WORLD' and the end of all that is living to the goblins.
 	[Whimsy Charm]
Blue mist in a glass charm shaped like a shell.
 	Location: Riptide project
Action: Show a very powerful sliver wrapped around a victim it has ensnared. Its prey is going limp as the sliver sucks the energy from the head of its victim through its specialized talon.
Notes: See the style guide for the sliver concept, but feel free to give it some slight variations, especially in the talon which is equipped to leech mind energy.
 	[Gazarsgo’s Plow]
An hourglass with a destroyed forest in the top chamber and a beautiful lush forest in the bottom chamber.
 	Location: The Wirewood Forest
Action: Show an elf emerging from the forest alongside a couple of mammal-like, fantasy forest beasts. They are clearly traveling together.
Notes: the elf is a cleric and so should be carring a staff and no weapons.
 	Location: Interior room, Aphetto City
Action: Show a close-up of a victim's face with a blank stare as ooze and slime (representing the victim's knowledge) runs out of its eyes, ears and nose. The victim's head is starting to wither away. In the shadows of the background, a Cabal cleric can be watching with delight.
 	Location: Breaker Bay city
Action: A refugee wizard and a cephalid sitting across from each other at a table, haggling over various magic items, scrolls, etc.
 	[Lumberjack's Daddy]
Color: Red
Location: Skirk Ridge.
Action: Show a goblin that has is hauling an armful of wood up to his cave entrance.
Focus: The goblin.
 	This piece should show, in an illustrative way, a blue wizard's head that is overflowing with knowledge that is represented by water. This water should reflect this knowledge and cascade down over the content wizard's face. This is a non-representational piece.
 	This card should show a barbarian with grafted-on body parts that work, but obviously came from other creatures. He is obviously corrupted and 'enhanced' by the Cabal, and should be shown in a pose that shows this and enhances the alien body parts.
 	Red Magic
Location: Shiv, Mana Rig
A strange device mounted on the Battlements of the Mana Rig fires a heat ray at a goblin that tried to break in. The goblin is fried on the spot.
 	Location: Keld.
A Keldon war party has gathered around a huge bonfire, hands raised in pre-war frenzy. Embers and ash flow wildly in the high wind, being carried high and far away.
 	Red Magic
Location: Shiv
A small group of Goblin Spelunkers. Show them attempting to climb down through great subterranean caverns, and getting themselves hopelessly knotted up with the ropes in the progress.
 	Humorous piece: a trio of grimy armed goblins crawls along a darkened subterranean cave; each has a dripping candle burning on his head in a comic echo of a miner’s lamp. The candles are very short, almost burned out.
 	Color: Red
Environment: It's all about snow and ice. The setting is artic, tundra, glaciers, snow dunes, etc.
Description: "Lovisa Coldeyes" is a legend and the leader of all of the Balduvian tribes. She is a very massive, muscular and powerful woman who demands respect from all warriors. She doesn't take any crap. She dresses in furs, leather and armor. She has blonde hair which is very rare for a Balduvian.
 	Color: Green "Delay Spell"
Location: Your choice (see below)
Action: This spell represents searching for habitable land in this decimated world. Show this how you think works best. One idea is to show a post-apocalyptic elf on horseback, or a mage walking from one kind of terrain that is seen through an "x-ray" kind of solarized filter (representing another dimension) out into another dimension with different land in normal local color.
Focus: the journeying figure
Mood: There must be somewhere better ahead.
 	[Sea Kraken]
Color: Blue
Location: stormy beach
Action: Show a large “Time Delay” kraken that is moving from one green/blue time dimension into the current dimension. The “current dimension” should be in local color.
Focus: the kraken
Mood: Emotionless and destructive
Notes: see jpeg for kraken ref.
 	Color: Black
Action: Show a wide shot of an expanse of Urborg, the famous dark land where the Phyrexian Invasion began and ended. The focus of the landscape should be a huge, sickly 'blast radius' -- the place where the dark lord Yawgmoth fell. From the pitch-black center, the stain on the land spreads outward like tentacles of black mana corrupting the land. In the background can be seen the shattered remains of Volrath's mountain stronghold, now with its metal cap mostly corroded away and no Magic emanating from it.
Focus: the site of Yawgmoth's death that still poisons the land
Mood: The land is tainted with evil forever.
Notes: LINK to for Stronghold reference.
 	Color: Green
Location: forest remains
Action: In the midst of a devastated forest, two dead trees have broken and splintered in such a way as to vaguely represent two arms and hands reaching upward. On the forest floor between this landmark, vivid green vines have begun to practically boil out of the hard ground and entwine the bases of these two dead trees. If you want, you can add a green-aligned druid to the scene who seems to be performing some kind of invocation.
Focus: the whole scene
Mood: a glimmer of hope for the forest
 	This card is an evolution of our baseline demon concept as seen on , , , etc. (references attached). It should answer the question, "How does the Magic demon concept look several years in the future?"
Note: This card is a "timeshifted" card with a nontraditional frame and aspect.
 	Color: Blue Spell
Action: Partially symbolic piece -- show a powerful blue-aligned wizard against a toxic, clouded, reddish sky. The wizard has thrust his/her hand powerfully upward toward the sky, and the sky has parted as though the wizard's hand were a celestial knife, revealing beautiful clear sky in the split.
Mood: This ends now!
 	Color: Red spell
Location: "mountain" top
Action: We see the hands of a red shaman holding his staff high. The metal top of the staff has magically opened down the center, revealing pages, as if it were an opened book. A bolt of lightning surges from the open spread and hurtles toward the viewer.
Focus: the *lightning* spell
Mood: A magical allegory of the power of knowledge to inflict injury on my enemies!
Notes: Daren, find an angle and sell it :) have fun!
 	Color: Black Spell
Setting: Ice Age setting. Lots of snow and ice
Overview: This spell destroys white and green creatures.
You can focus on a spell destroying a creature or you can approach it more abstractly if you think you can pull it off.
If you go more abstract, think of it as spell energy that eliminates white (light/law) and green (nature/life) creatures with the powers of darkness. Depict this in any way you wish.
Feel free to use or ignore the following suggestion:
Location: snowy village
Action: Black tendrils rise from a well in a snowy village and pull down a flailing villager.
Focus: the tendrils
Mood: unwilling sacrifice
Notes: "black tendrils" = evil magic, "villager" = order, good
 	Color: White Enchantment
Location: see below
Action: This spell magically recalls a time in its caster's life when he/she was strongest and happiest. Represent this in a way of your design. One (maybe not so great) idea is to show an old man in the ruins of a castle, looking through a broken stained-glass window frame (with the leading left). Through parts of the window is a view of a grassy, sunny meadow on which a younger version of the man stands guard.
Focus: the magical recalling of better times
Mood: If only I could relive those days . . .
[Raging Rigger] 	Color: Red creature
Location: Unimportant; perhaps craggy wasteland
Action: Show a female goblin rigger leaping off of the base of a rusty bronze monument to attack foes below. (See style guide for reference on riggers and monuments.)
Focus: The goblin attacker
Mood: Move over Jimmy "Superfly" Snuka...
 	Color: Blue
Location: see below
Action: This a "Time Delay" Spell. Show the pyramids based on the Aztec style, from in a solarized blue green background. (That represents one point in time). But these pyramids are trapped between two dimensions. Everything in the solarized world is before the apocalypse and are not destroyed but the tops of all the pyramids that break through the solarized color appear in "local color" and everything in the "local color' dimension is in ruins and post apocalyptic. Visible somewhere in the frame, even if in the background, are three faint ghosts (not Aztec ghosts or anything, just three humanoid spirits).
Focus: the crumbling pyramid
Mood: ancient, quiet
Notes: LINK to 92305.
"Time Delay" spells are creatures or things that move from 1 time dimension (represented by a green/blue monotone color) and they move into our dimension represented by "local color". Think of a water fall. Everything behind the waterfall is the solarized dimension and everything in front of the waterfall is in local color. See jpegs for examples. Think of the delay thing as a fog/mist line.
 	Color: White Spell
Location: not important
Action: This spell "calls for reinforcements" when you're up against the ropes, in the form of three soldiers. How to represent this is up to you. One idea is to show a fallen soldier whose sword, helm, and shield have fallen onto the ground around him. The armaments reflect the fallen soldier's form, and those reflections have magically come to life and are emerging from the armaments, stepping foot into the real world.
Focus: The arriving reinforcements
Mood: the tide has turned
 	Color: Red Spell
Location: Not important
Action: We see the head and shoulders of a blue-aligned mage reeling forward, as if struck in the back of the head by an invisible baseball bat. His expression is that of sudden, horrible agony, and his face is cracked like crumbling brickwork, smoke from the mind-blast seeps from between the cracks.
Focus: The stricken mage
Mood: Magical blunt-force trauma
 	Color: Green Spell
Location: N/A
Action: Show us a tight bust shot of a human who feels green-aligned (indications of leather and fur on the barely visible clothing maybe?) and who we can see has been beheaded at the bottom of his neck... But thanks to this spell his neck is re-growing, not as flesh, but as grass, and weeds and mostly as white flowers. The flowers are sparse at the bottom, so we can see how much of him should be missing, but as they go up, they are more and more numerous and grow closer and closer together until they overlap and start to magically merge and re-knit his flesh. By the time we are up to his eyes, we can see his actual head has re-formed from that point up. Maybe his eyes are focused up a bit, as if toward the sun, and maybe they are a bit intense... Maybe this process isn't the most comfortable thing ever. He was beheaded, after all.
Notes: Don't let this be gory, even though it's a concept based on beheading. Keep it feeling "green."
 	Color: Green creature
Location: Forest
Action: Show a massive, elephantine jungle creature with crystal yoke and helmet.
Focus: On the elephant
Mood: Armored for battle
 	Color: Blue spell
Location: Inside a shadowy wizard's library
Action: A grim human wizard holds his or her arm out above a strange five-sided fantasy game-board. The board was crowded with interesting game pieces (carved figures or abstract 3-D domino shapes), but now they're dissolving into thin, blue lightning trails that unravel upward past his or her hand.
Focus: The empty fantasy "chessboard"
Mood: I can wipe the slate clean in the blink of an eye.
 	Show an intricate thran looking clock or watch.
 	This card represents Red magic. The image must include at least one major element that is Red.
Location: Stronghold
A big, burly mogg leans against a large pike presumably guarding a Stronghold door. He ain’t moving.
 	This card represents Red magic. The image must include at least one major element that is Red.
Location: Stronghold
A big, burly mogg leans against a large pike presumably guarding a Stronghold door. He ain’t moving.
 	Location: Arctic world in a blizzard
Action: Show a variation on the Lhurgoyf, a monster unique to Magic. This creature should resemble the Lhurgoyf a little but can be stranger in form.
Focus: the ancient and terrible Lhurgoyf
Mood: a devouring monstrosity
Notes: Not set in world of styleguide. Design an alternate MAGIC reality!
 	An academy tutor stands in front of a blackboard filled with unrecognizable symbols and words. The only recognizable markings appear to be a diagram of a wizard summoning a creature and it is this that the tutor indicates to. In his other hand, outstretched to the viewer (who’s POV is that of a student) the tutor summons a single small creature. It might be nice to have Jeff Miracola do this piece and for the little creature to be one of his now famous pink critters!
 	Setting: Dominaria
Color: Land associated with black mana
Location: The dim water under an ice shelf
Action: We'd like you to create a scene of the same icy location shown in the reference, but reversed, so that we're underwater with the eldritch entity, looking up through the ice at the tiny figure. Imagine floating near that dark tentacled thing, its unnatural mass rising toward the ice-crust, and the figure walking across the ice above hasn't yet noticed what is just below them.
Mood: The evil that lurks just under people's feet
 	Setting: Dominaria
Color: Blue spell
Location: Tolarian Academy interior
Action: This scene shows a desperate search underway in the workshop of a Tolarian wizard. The wizard is digging through books, papers, and doodads, clearly looking for something important. Perhaps a trained bird watches quizzically or assists.
Focus: The search
Mood: It's 5 minutes before class and you can't find your term paper.
 	This spell allows you to unsummon one of your opponent’s creatures each time you summon one of your own. Represent this with scales, each overflowing with little critters. One is filling up while the other empties, and the scales are pulled into alignment.
 	Probably a good comedy piece. Maybe show a group of horrific creatures looking queasy because an unbearably cute thing has entered their presence. Or perhaps a group of Skyshroud elves has entered a Mogg warren and have stumbled upon (but preferably not into) the latrine!
 	A large Mogg having beaten a smaller Mogg to the floor in a bloody pulp.
 	an alternate illustration of your avatar of woe.
 	Action: Show an imp that’s a kitchen helper for Asmor, the Underworld Cook.Flavor text of
 	Intent: Magic has made a Greater Gargadon and a Lesser Gargadon (see ref). We want you to design the “average” Gargadon.Flavor text of
 	Mood: A powerful, quirky, curious man.Flavor text of
 	Show juvenile version of the Kavu, reptilian creature specific to Magic. We've never seen a juvenile before. Please show it in the same pose as the profile reference (). It's trying to shoot a giant fireball out of its mouth, but it's only shooting a little bit of fire and some sparks. Still, we can tell it's going to be a ferocious creature as soon as it grows up.
Mood: It's appealing now, but when it grows up, we're all in trouble
 	Setting: Dominaria
Color: Black legendary creature
Location: Swamps of Urborg (see p. 68) *This unique legendary character is yours to design.* 
Appearance: Introduce us to YARGLE, a terrifying swamp spirit. We'd like to use the creature on p. 74C as a starting point, with its huge mouth and claws, but teeny-tiny legs. This creature cannot fly, so we'd like the legs to be firmly on the ground. The result of these proportions can be a bit comical: a terrifyingly large mouth, empty eye sockets, wicked claws—all skittering around on half a dozen little legs. Yargle's body is a bit smoky and indistinct, but his mouth and claws look very solid and real. He's huge, something like 50 feet tall (15m).
Action: Towering over the Urborg swamp, Yargle fights a squad of Cabal knights and soldiers (see pp. 62–65 for Cabal styling, plus knights on p. 67), and he is easily winning. He might be casually tossing a horse and rider into his mouth with one hand while flattening another fighter or tearing them to shreds. Or maybe he's daintier about it, lifting a Cabal knight off her horse and holding her in two fingers like a delicious morsel. Down at the base of Yargle's weirdly proportioned body, one Cabal soldier desperately raises an axe to cut through one of the spirit's tiny little legs. (This should be a non-focal, second-read thing; the main point is that Yargle is terrifying and destructive.)
Focus: Yargle
Mood: Fifty feet of razor-sharp teeth and angry claws (that just might have a weak spot)
Notes: This card's mechanics are that it hits really hard, but it can't take much of a hit back and doesn't have any special abilities.
 	Setting: Dominaria
Color: Legendary creature associated with blue and black mana
Location: A room at the Lat-Nam Tolarian academy, like the one on 321
Action: ERTAI, a wizard resurrected by dark Phyrexian science, has taken charge of operations at the Tolarian Academy of Lat-Nam. All around him is the strange melding of Phyrexian and Tolarian technology—oily dark cables, brass rings, ghostly magical projections. Perhaps we see him arrogantly directing Gixian acolytes in various scientific tasks, or channeling dark magic through one of his two sets of arms.
Focus: ERTAI
Mood: Industrious dark science
Notes: See 294 for the new Ertai design. See 324 for Gixian acolyte reference.
 	Setting: Dominaria
Color: Legendary creature associated with black mana
Location: On one of the volcanic plains of Shiv. Ash and sulfur swirling in the air.
Action: This is the epic movie poster shot of SHEOLDRED, the terrifying leader of the Phyrexians on Dominaria. Her human upper body (see 293) is affixed now to the top of a DRAGON ENGINE (see 288) with many legs, or multiple dragon engines affixed together like a centipede; headless, it drags her forward. In the sulfurous smoke, inhuman silhouettes throng behind her; she's at the head of an awful Phyrexian army.
Focus: SHEOLDRED
Mood: A monstrous villain at the height of her power
 	Setting: Dominaria
Color: Creature associated with black mana
Location: Cabal temple inspired by imagery from attached reference and pgs.132–133
Action: Show us Braids (p375), the new leader of the Cabal. She was once human, but now has a body made entirely of DARK, SWIRLING NIGHTMARE ENERGY that peels from her body into hands and screaming faces, and she glows from inside like an incense burner. Here, she has just been summoned by her evil minions. She leans back, MADLY CACKLING while surrounded by the corpses of her followers whose heads have exploded during the ritual, streaming smoke from their necks (no blood please). Followers should have costumes inspired by pg.139.
Focus: Braids
Mood: Demented evil
 	Setting: Dominaria
Color: Creature associated with blue mana
Location: Outside a Tolarian tower, like the ones on 104–108
Action: An imperious DJINN floats above a Tolarian tower, looking at us with arrogance. Suggest scholarly Tolarian-style robes in his design, like the ones on 113—except parts of them might be made of smoke or mist or magic.
Focus: The djinn
Mood: An all-knowing creature (that knows it)</br>
Notes: See 257 for Djinn references
 	***VERTICAL PLANESWALKER ASPECT RATIO***</br>
Setting: Dominaria
Color: Legendary creature associated with red mana
Location: In a Keldon camp. Brown tents in the background.
Action: Show JAYA BALLARD, legendary pyromancer and Planeswalker, smirking confidently. Her staff might be glowing with faint traces of her wispy orange fire magic. Behind her, there are a few burly, tough-looking Keldon warriors. Maybe her outfit has accents of fur now since she's been spending time in the frozen north.
Focus: Jaya
Mood: Wry, knowing, confident. Notes: See 168–173 for Keldon references. See 361 for Jaya reference.</br>
ALSO PLEASE NOTE:All Planeswalkers going forward will be commissioned to fit both standard and borderless frames. Please make sure the art fits both templates, making sure all relevant details are optimized within the central frame of the standard template.
 	Setting: Dominaria
Color: Creature associated with all colors of mana
Location: Among the Ruins of Kroog (pgs. 221-222) in Yavimayan rainforest
Action: Jodah (p. 373), an immortal and powerful wizard, has just encountered an expedition of YAVIMAYAN ELVES (pgs. 226-230). He stands among them in an attempt to gain their favor and trust so they can help him and his allies in the upcoming war. He should look diplomatic and maybe even has put on a piece of Yavimaya clothing in order to show his goodwill.
Focus: Jodah
Mood: Diplomatic
 	Setting: Dominaria
Color: Planeswalker associated with no color of mana
Location:In a jungle clearing being excavated. We can see trees in the background.
Action: Show us Karn, a living machine seen on p. 360. He stands examining ancient Thran artifacts (p. 285-287) that have just been excavated. Maybe we see dirt still surrounding them or atop them. Maybe he is reaching out to brush off the artifact in front of him, or is standing with his back to them, pondering their purpose.
Focus: Karn
Mood: Excavator
 	Setting: Dominaria
Color: Legendary creature associated with blue, black, and red mana
Location: Interior of a palace overgrown with vines, tendrils, hanging moss, and swamp stuff.
Intent:Before being corrupted by dark magic, this creature was an elemental like Multani, on p. 375. Some similarity in their visual design would be cool.</br>
Action: SOL'KANAR, a DEMON shaped out of mud, ichor, and swamp plants, looms terrifyingly over a throne much too small for him. In one huge hand he holds a MACE made of corrupted, rotten natural materials, bristling with bones and long thorns.
Focus: SOL'KANAR
Mood: Corrupted nature
 	Setting: The Brothers' War
Color: Black and red LEGENDARY creature
Location: On the shore of Argoth (p. 93–95) during Act III (p. 122–125 for guidance) below a RUINED STONE COLOSSUS (inspired by the silhouettes on p.9, the size of an aircraft carrier).
Intent:Mishra is one of the main characters of The Brothers' War novel, and the brother of one of Magic: The Gathering's most storied Planeswalkers. This image will show him at the height of his mortal power, prior to his death; at this moment, he is fighting his brother Urza at the climax of the novel.</br>
Action: Show us MISHRA (p. 19c) RAISING his WEAKSTONE (p. 133b), preparing to FIRE IT at Urza, who is standing off-screen. Mishra's METAL ARM and parts of his METAL SKELETON have been exposed during this fight; maybe we see his clothing and skin smoking and smoldering, revealing the machine construction underneath.
Focus: Mishra
Mood: A climactic battle
Notes: Please mitigate gore as much as possible.
 	Setting: The Brothers' War
Color: Red-aligned colorless artifact
Location: On Argoth (p. 92–96 for reference and inspiration) during a battle in Act III (p. 106 for guidelines, p. 122–127 for examples)
Action: Show us a large DRAGON ENGINE (p. 28, 10 meters tall) KILLING an automaton (p. 8c, 8 meters tall, materials on p. 6). Maybe we see Mishra (p. 19c) riding or commanding the dragon engine. If composition allows, we may see Mishran machines (p. 20 for reference, p. 128 for weathering) fighting Argivian soldiers (p. 46–46, p. 50–51) on the ground.
Focus: The dragon engine
Mood: A clash of titans
 	Setting: The Brothers' War
Color: LEGENDARY artifact creature
Location: On the beach at Argoth (p. 93–95) during Act III (p. 122–125 for guidance)
Intent: This is a MELD card, which requires two different cards to be activated before this one can be played: in this case, it requires Mishra (p. 19c) and a dragon engine (p. 28). The character depicted here will be a blend of both Mishra and the dragon engine.</br>
Action: Show us the TOP HALF of MISHRA (p. 19c) MELDED with a DRAGON ENGINE (p. 28d) in a DYNAMIC, CRUEL, TRIUMPHANT pose. Mishra should look as if he was GRAFTED or WELDED onto the machine, maybe in place of its head or as a part of its head.
Focus: The Mishra monstrosity
Mood: The secret final boss'''
 	Setting: The Brothers' War
Color: White and blue LEGENDARY creature
Location: Atop a RUINED STONE COLOSSUS (inspired by the silhouettes on p.9, the size of an aircraft carrier) on the shore of Argoth (p. 93–95) during Act III (p. 122–125 for guidance).
Intent: Atop a RUINED STONE COLOSSUS (inspired by the silhouettes on p.9, the size of an aircraft carrier) on the shore of Argoth (p. 93–95) during Act III (p. 122–125 for guidance).</br>
Action: Show us URZA (p. 5d for direct reference) FIRING a BEAM OF RED ENERGY from his MIGHTSTONE (p. 5a and 133d for reference) at an enemy off-screen. Urza holds the SYLEX (p. 133a) under his arm, protecting it. We might see a stormy ocean behind him and the spray of waves crashing on the colossus. We might see the sparks of raging forest fires drifting in from off-screen, where he is firing his beam. It looks like the end of the world.
Focus: Urza
Mood: The final battle, the end of the story
 	Setting: The Brothers' War
Color: Colorless artifact
Location: On a beach battlefield during Act III
Action: Show us the MIGHTSTONE (p. 133d) and the WEAKSTONE (p.133b) SMOKING in a crater of GLASSED DARK SAND. The Mightstone should have a dim, ruby-red glow; the Weakstone should have a dim, emerald-green glow.
Focus: The Mightstone and the Weakstone
Mood: Artifacts of great power
 	Setting: The Brothers' War
Color: LEGENDARY planeswalker
Location: On the coast of Argoth (p. 93–95 for reference) after Act III (p. 122–125 for environmental notes)
Action: Show us URZA (p. 5d) walking across a landscape TURNED TO DARK GLASS by a massive explosion. We can see Urza's eyes have been cleanly replaced by the MIGHTSTONE (p. 133d) and WEAKSTONE (p. 133b), lit from within by a dim glow. Maybe we may see a slice of blinding white light closing behind Urza, as if he has just stepped out of a rip in reality. It could be snowing or raining, or there could be a strong wind blowing across the landscape.
Focus: Urza
Mood: Ultimate power, apotheosis
Notes: This card is a meld card, which means it can be played after two other cards [(430164) and (430180)] have been played. You may want to combine elements of those images in the composition of this image.
 	A large Orangutan showing off for a baby golden monkey, who laughs and claps with delight. Maybe smashes a plate or clay pot against its head. The baby golden monkey's parents are looking on from the background.
 	This spell represents green and black magic. The image must contain a major element that is green and black
Location: Phyrexia
Close-up of a tolarian energy bomb (see Urza's Legacy styleguide for tolarian designs) as Freyalise sets it to go off. The bomb pulses with energy
==References==
Category:Parts of a card