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#wrath of god
mtg-cards-hourly · 1 year
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Wrath of God
Artist: Thomas M. Baxa TCG Player Link Scryfall Link EDHREC Link
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The Sinister Cyborg
Gigan from Wrath of God
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blu3mila · 10 months
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a trade with @stmichaelthearchangel
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art-of-mtg · 21 days
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Wrath of God (Magic Player Rewards 2007) - Ron Spencer
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Fire and Brimstone
and the Lord began to destroy Sodom and Gomorrah. He caused fire and burning sulfur to fall from the sky. — Genesis 19:24 | Easy-to-Read Version (ERV) The Holy Bible, Easy-to-Read Version Copyright © 2006 by Bible League International. Cross References: Genesis 13:10; Genesis 13:12; Luke 10:12; Luke 17:29; 2 Peter 2:6; Jude 1:7; Revelation 14:10
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fierysword · 6 months
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Source: Swallow's Nest: A Feminine Reading of the Psalms
1 Why this raging of the nations and vain plotting by their people? 2 Their rulers defy God's will, and the leaders conspire together against Shaddai and Her beloved, saying, 3 "Let us disregard God's commands, and break Her bonds of justice." 4 She who lives in heaven laughs and derides their proud plots. 5 Her Word resounds against them in righteous anger, and Her fury at their injustice frightens them. 6 "I have chosen my own to rule," She says. "I will set them in places of power." 7 The decree of God is this: We are Her children, to whom She has given birth. 8 She promises that the nations will belong to us, and that the earth shall be ours to its farthest reaches. 9 In Her might we shall break the oppressive strength of the powerful; it will be dashed in pieces like a clay pot. 10 Therefore, O rulers, be wise and be warned! O leaders of the earth, 11 serve God with reverence. With trembling humility 12 kiss Her feet and bow to Her just demands, lest She be angry with you and you perish in your pride. For Her wrath is an instrument of justice. Blessed are all who take refuge in the strength of Shaddai!
Possible uses of this psalm according to Power of the Psalms by Anna Riva:
Render an enemy incapable of power over you
Relieve tension (anoint temples and forehead with healing oil and then repeat the last sentence of the psalm over and over)
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whatwasthatone · 1 year
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Okay, this one is a little bit in reverse.  In the late 90s, I used to play on a site called Wrath of God.  It was a single page that was a hand-drawn-style green grass and blue sky background, and little stick figure humans and cows would walk across the page and you controlled a lightning bolt that you could use to explode them.  There were no points or anything - it wasn’t a game, but it never stopped and you could explode as many cows as you wanted until you got bored. 
I can’t find any proof that this site ever existed.
It was pretty popular with my group, so I feel like it must have been fairly well known on that much-smaller internet, but I can’t find any articles, message boards, posts, ANYTHING that references it.
Does anyone else remember this site?  Have I been imagining things for 25 years?  Can anyone find any proof that this site ever existed?
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momachan · 27 days
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The Spectre (1992-1998) Vol. 2: Wrath Of God.
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wisdomfish · 7 months
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For the wrath of God is revealed from heaven against all ungodliness and unrighteousness of people who suppress the truth in unrighteousness, because that which is known about God is evident within them; for God made it evident to them. For since the creation of the world His invisible attributes, that is, His eternal power and divine nature, have been clearly perceived, being understood by what has been made, so that they are without excuse. For even though they knew God, they did not honor Him as God or give thanks, but they became futile in their reasonings, and their senseless hearts were darkened. ~ Romans 1:18-21
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myremnantarmy · 1 year
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omercifulheaves · 2 years
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Wrath of God  Art by Simon Bisley
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The Forgotten Peacekeeper
Kyokage (Titanosaurus) from Wrath of God
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machetelanding · 2 years
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xsunnyrain · 2 years
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Rosamund Pike Layout
by: Natilla
*If you use it, i would appreciate the credits on twitter @xsunnyrain*
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fzzr · 10 months
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The most iconic Magic: The Gathering cards.
What does it mean to be iconic? I think it's pretty simple - it's whatever you think of first. This is to be independent of any particular format - so for example Sol Ring's overwhelming popularity in Commander doesn't make it an automatic winner. These will not be controversial opinions, I just want to talk about them.
White: Wrath of God
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White is the color of fairness, and what's more fair than the equality of the grave? The transition from regeneration to "indestructible until end of turn" as protection against board wipes has robbed Wrath of God of some of its power, but it's still the standard for mass destruction effects.
Runner up: Swords to Plowshares - Pinpoint removal, with due compensation paid to the owner of the removed creature. Fairness in a different form, even if it's too efficient to be printed today.
Blue: Counterspell
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"Counter target spell." Or, even more succinctly: "No". Blue is the color of magic itself, and no spell demonstrates that more than Counterspell. As with Wrath of God and board wipes, Counterspell is the standard against which all countermagic is judged. Nearly every set gets a Cancel - "Counter target spell" plus some set-specific upside, costing one and two blue. When it comes to simplicity and efficiency (and ignoring the broken Mana Drain) Counterspell is the go-to way to make your objections known.
Runner up: Ancestral Recall. Blue is the color of knowledge, and Ancestral Recall is what happens when that is taken too far.
Black: Vampiric Tutor
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Black is the color that can get anything it want... for a price. Every color has some ability to search the library for one mana, but only Black can get anything it wants and be guaranteed to keep it. In exchange, it costs more than mana - you also pay in life. Between the functionality and the flavor, nothing so simply demonstrates the essence of Black.
Runner up: Necropotence. When you discard the simplicty of Vampiric Tutor, this is what you get: As much life as you wish to spend, for as many cards as you need - and one of the most busted cards in all of Magic.
Red: Lightning Bolt
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"Lightning Bolt deals 3 damage to any target." One sentence, eight words, infinite possibility. What could represent Red better than mana for damage? As of March of the Machine, there are four things Lightning Bolt can target: Creatures, Planeswalkers, Battles, and Players. Anyone who thinks Red is all about chaos and smashing rocks together is invited to consider the subtleties of Lightning Bolt. Turn one, bolt their Birds of Paradise - it puts back their whole strategy. You chump blocked their 7/4 - it has one damage marked on it - finish it off with a bolt. Lightning Bolt to the face when they have 20 life - a waste. The same thing at 3 - that's the game. Do they have a huge field of blockers, but you want to take down some 'walkers or battles? Bolt! Did you block something that would die, but they pumped with Giant Growth? Bolt in response! Lightning Bolt might be the best-designed spell in Magic, and the better you get at the game the more you can do with it.
A note on the flavor text: For a long time, Wizards stopped reprinting Lightning Bolt due to concerns that it was too powerful. When it did return, they gave it the flavor text you can see above in reference to that delay. Today it is considered too powerful for Standard, but does show up in supplemental sets.
Runner up: Wheel of Fortune: OK but red *is* still about chaos.
Green: Llanowar Elves
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Green is the color of creatures. Green is the color of growth. Elf is the characteristic creature type of Green. Llanowar Elves is an Elf creature that makes your mana grow. It's really that simple! Llanowar Elves is so fundamentally Green that they printed two functionally identical cards (Elvish Mystic and Fyndhorn Elves) due to needing the effect with different flavor.
Runner up: Giant Growth. This was very close. Giant Growth or some variation of it is printed in virtually every magic set. It represents the essence of Green in a different way, by making a statement that for one green mana, my creatures will beat yours.
Colorless: Skullclamp
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This was tricky. Colorless, by definition, doesn't really have an identity of its own. An artifact can do almost anything, but shouldn't do things too efficiently or it would be able to undermine the weaknesses of the colors. Skullclamp was first printed in the Mirrodin block, while design was using Equipment for the first time. They looked at a card for one mana that was making a creature stronger and decided no, that's too good. Let's make it a tradeoff by reducing toughness. As a result, if you equip Skullclamp to a one toughness creature it dies instantly and you draw two cards. Oops, we created one of the most efficient card advantage pieces in the game's history and made it available to every color. By any standard, Skullclamp is a design mistake, but it represents exactly why and how artifacts and colorless cards in general can be so powerful, and so dangerous.
Runner up: Black Lotus. It's probably the most iconic Magic card, but one doesn't necessarily think of it in the same category as other colorless cards. It sorta exists in a category of its own. I put it here anyway, to recognize its overall impact.
Land (without a basic land type): Strip Mine
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I decided to specify lands without basic land types because otherwise the answer would be the basic lands and if it was just nonbasic lands the answer would be the ABU duals. That's boring, so let's look at utility lands.
The only true identity lands have is "produce mana" (there are a few lands that don't produce mana on their own, but they don't print new ones). Strip Mine is one of the first utility lands ever printed and it stands as a symbol of just how powerful and important lands actually are. Lands don't cost mana, and you almost always get at least one a turn. Strip Mine's lesson is just how scary that "almost" is. No format allows for more than one in your deck, because if you could play more than one it would allow you to lock down any opponent with more expensive cards than you, by effectively unplaying their land from the previous turn. The land that hates land is a lesson about why land, and Magic's mana system in general, is so precious.
Runner Up: Mana Confluence - When looking at lands without basic land types that just produce mana, nothing hits quite like Mana Confluence. Legal in nearly every format, generically good but not broken - this is the true neutral of nonbasic lands, and arguably a baseline against which all others can be judged.
Conclusion
So, what do these iconic cards have in common? For starters, they're often very old - several were printed in Alpha. Indeed, between the main list and the runners-up, three of the five original boons (one mana for three of something) are represented. They're all powerful, probably because bad cards don't see play often enough to become iconic. They're usually cheap to cast - though this tracks with power, because low cost and high efficiency is a classic way to make a powerful card. Most of them are simple - often one or two lines. This leads to them being the baseline (or the ceiling) for what the color can do.
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Believe and Receive Eternal Life
The man who believes in the Son has eternal life. The man who refuses to believe in the Son will not see life; he lives under the anger of God. — John 3:36 | J.B. Phillips New Testament (PHILLIPS) The New Testament in Modern English by J.B Phillips copyright © 1960, 1972 J. B. Phillips. Cross References: Matthew 25:46; Mark 16:16; John 3:16; John 4:36; John 6:47; John 6:50-51; John 6:58; Acts 14:2; Hebrews 3:18-19; 1 John 5:11-12
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