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CardName: Thunder Charm Cost: {R}{R} Type: Instant Pow/Tgh: / Rules Text: Choose one: Destroy target artifact, or target creature gains haste, or target creature is 4/3 until end of turn. Flavour Text: Set/Rarity: Multiverse Design Challenge Common

Thunder Charm
{r}{r}
 
 C 
Instant
Choose one: Destroy target artifact, or target creature gains haste, or target creature is 4/3 until end of turn.
Created on 15 Sep 2012 by Vitenka

History: [-]

2012-09-15 10:33:20: Vitenka created the card Thunder Charm

For Challenge # 053 my next random pairing is... Shatter and Thundering Giant

Well, we've got red, instant, haste, artifact destruction, and modertely stompy.

My first answer is "Ok, a red creature that destroys an artifact when it ETBs, that must exist, already, right?" And indeed it does Manic Vandal, Ingot Chewer, Oxidda Scrapmelter. Turns out the creature I was actually thinking of was Viridian Shaman but oh well.

So that's been done. I bet this has, too - but let's go there.

Heh. As it happens, just today Mark Rosewater gave a handy rundown of all the Charms ever printed. There's never been two-mana charms before, and there's never been Shatter/Smelt on a charm before either; so this is pretty cool. (The 4/3 bit is normally blue, as on Wings of Velis Vel/Turn to Frog/etc, but, well, I'll give you it because of the mashup constraint.)

Well, I could have just has "Gains +3/+0" or soemthing, I guess.

@Alex: You seemed to miss fury Fury Charm, or am I missing something? I was very confused because I was looking up shatter variants for Frontier World and surprised to see a variant so much strictly better, and then I was suddenly confused and wondered if I'd been looking at thunder charm instead of a printed card.

But either way, yes, there's a lot of design space for "standard" two-mana mono-colour non-planar-chaos charms and this is a very nice example.

Huh, yes, I did just miss that. I got confused by Midnight Charm/Piracy Charm into thinking that the rest of their cycle was one mana, and therefore wouldn't be doing a Smelt because they only just did that in M13...

Ah! Yeah, I hadn't noticed the cycle varied in mana cost, even though I've seen cards from both halves of it. I'm quite surprised, I also assumed charms would match mana cost (although there's no harm if they don't, commands didn't either)

Huh. Well, I did kinda expect this to already exist. I'll try and think of something else it could be.

"Deal 4 damage to target artifact" is very tempting right now. ... Oh wait; Electrostatic Bolt Gah.

It's a shame everything isn't 100% original, but I think it's fine to have some small overlap in charms. Especially considering you're mashing up shatter :)

It's not ideal, but "destroy target artifact" is so common to red, you might well want a choice between two different charms where that's one of the modes.

Oh yes, there have certainly been duplicated effects between charms in the past. I can't quite remember, but things like target creature gains flying, or draw a card, or that kind of thing.

Speaking from experience... it's hard to make a cycle of 5 charms with 15 abilities that are completely unique to Magic and/or charms. I don't think making everything unique is the point behind making charms... as long as one of the parts looks interesting and useful, and hasn't been put on a charm before, and the other two parts have never been together... that's good enough.

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