# Z09 — The Hundred-Handed Ones: hand anatomy correction

Mode: built-in imagegen edit; no raster postprocessing.

Rules revision: `clash-support-v2.2-20260925`

Source SHA256: `0552c4ff57978759cc4df5785919b3ea2f8a6c0f6504bdf6c92fcc26a3d4596b`

Approved edit target / frame and art reference: `output/cards/custom-v2.1/batch-b/Z09-the-hundred-handed-ones.png`, visually inspected before generation. Existing frame provenance: Tajic, Legion’s Edge, GRN 204, as recorded with that target.

[Selected image](Z09-the-hundred-handed-ones-five-digits.png) · [Exact production prompt](Z09-hand-anatomy-prompt.txt)

## Immutable card specification

```yaml
id: Z09
name: The Hundred-Handed Ones
mana_cost: '{3}{R}{W}'
colors:
- R
- W
type_line: Legendary Creature — Giant
rules_text: 'Flash

  Reach

  When The Hundred-Handed Ones enters, it deals 6 damage divided as you choose among
  up to two target creatures and/or planeswalkers your opponents control.

  Whenever you cast your first instant or sorcery spell each turn, create a 4/4 red
  Giant creature token.'
power: '6'
toughness: '6'
rarity: rare
replaces: Metallurgic Summonings
primary_role: threat
signature: false
myth_source: https://www.theoi.com/Text/HesiodTheogony.html
myth_connection: Hesiod 713–735 describes the Hundred-Handed Ones overwhelming the
  Titans with stones. Their arrival is the opening volley; continued spell interventions
  bring further allied strength onto the field. The generic Giant tokens abstract
  the coalition, not additional named Hundred-Handed brothers.
narrative_beat: The freed allies take the front line and break the enemy formation.
design_note: A five-mana flash 6/6 with immediate divided damage replaces the delayed
  attack payoff. Subsequent interventions recruit 4/4 allies; the army is generated
  by playing the deck, not by committing to attack before getting value. The damage
  is an enters ability, not a spell Zeus can copy. Each allocation must be at least
  1; damage allocated to an illegal target is not reassigned. The token trigger is
  once per turn in practice because it requires the first instant/sorcery.
signature_demo: null
counterplay: Counter the creature, protect its damage targets, or kill it before later
  first casts. Removal after entry does not erase the damage trigger. Giants have
  no haste, evasion, or built-in protection. A six-toughness body can trade in combat
  or die to ordinary removal.
art_brief: The three immense allies poised above the battlefield, one foreground hand
  releasing a single boulder. Suggest their many arms with a few readable silhouettes
  rather than hundreds of tiny limbs.
tokens:
- name: Giant
  colors:
  - R
  type_line: Creature — Giant
  power: '4'
  toughness: '4'
  abilities: []
```

## Actual production prompt

```text
Use case: product-mockup; precise-object-edit.
Asset: one complete custom Magic card, flat upright 5:7 face with full black border.
Input image 1 is the APPROVED EDIT TARGET and frame/art reference.
Correct ONLY the hand anatomy in the illustration, especially the very large foreground hand releasing the boulder. That hand currently reads as only four digits. Redraw it as a clearly readable anatomically coherent human hand with FIVE distinct visible digits: four fingers (index, middle, ring, pinky) and one opposable thumb. Arrange all five tips distinctly separated and countable, naturally splayed as the boulder leaves the hand; use realistic joints, knuckles, palm, foreshortening, and matching warm light. Do not hide the fifth digit behind another finger or behind the boulder. Other visible hands should also have coherent five-digit anatomy; preserve the many-arm silhouettes.
Preserve the three giant allies, faces, armor, golden crowns, the single thrown boulder, plain red banners with no symbols, fortifications, painterly fantasy realism, composition and lighting. No extra objects.
Keep all frame geometry and EVERY printed glyph unchanged. Preserve gold/red-white modern legendary frame, crown, pale rules panel, rare gold lightning symbol, oval and footer. Exact data:
Name: The Hundred-Handed Ones
Mana cost: {3}{R}{W} as the existing generic 3, red flame, white sun glyphs.
Type: Legendary Creature — Giant
Rules with current paragraph breaks:
Flash
Reach
When The Hundred-Handed Ones enters, it deals 6 damage divided as you choose among up to two target creatures and/or planeswalkers your opponents control.
Whenever you cast your first instant or sorcery spell each turn, create a 4/4 red Giant creature token.
Power/toughness: 6/6
Footer: Z09 • CLASH • CUSTOM • PLAYTEST
No flavor text, no new lettering, no rules edits. Edit illustration anatomy only.
```

## Visual verification

Inspected complete card: foreground hand has four distinctly separated fingers and one thumb (five visible digits), naturally releasing one boulder. Three many-armed giants and plain red banners retained. Exact title, 3/R/W symbols, Legendary Creature — Giant, Flash, Reach, complete enters damage ability (6 divided among up to two opposing creatures and/or planeswalkers), first instant or sorcery each turn creates a 4/4 red Giant, 6/6 and full Z09 footer verified against current card data. Gold/red-white legendary frame, rare lightning and oval preserved; no flavor added. No unresolved observed defect.

Dimensions: 1061 × 1482.

Image SHA256: `b06119a621f6d588b3c30d0469248d7871f87a8f91be5e83a4d48d55fc6ed057`.
