Multiverse Design Challenge
Multiverse Design Challenge by Camruth
3323 cards in Multiverse
1032 with no rarity, 405 commons, 719 uncommons,
860 rares, 284 mythics, 5 basics, 18 tokens
2 token white, 140 colourless, 5 token black, 4 token blue, 3 token colourless, 4 token red, 2 token green, 1 token hybrid greenblue, 4 token artifact, 1 token land, 1 token hybrid whiteblack, 1 token multicolour, 1 token hybrid blueblack, 1 token hybrid whitegreen,
1 artifact multicolour, 394 white, 434 blue, 313 black, 467 red, 349 green, 567 multicolour, 141 hybrid, 38 split, 239 artifact, 182 land, 17 scheme, 11 plane
10865 comments total
New design challenges will be posted every week or so. Come and stretch your design muscles!
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The set creator would like to draw your attention to these comments:
On Challenge # 084 (reply):
on 13 Aug 2013
by
Alex:
A note for those who've not spotted it: design challenges are a great time to use the "New card related to this one" link in the top bar, which will automatically post a link to this challenge in your new card's comments. |
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Whenever this creature gets tapped, every opponent loses 1 life
Deathtouch
See Challenge # 005.
See Challenge # 169.
See Challenge # 167.
Highland witch: Black 2 mana rare aggro creature
See Challenge # 167.
He's def silver-bordered. Dunno what Young Link was on about.
(Note: Some changes have been made to the below due to the recent changes to the card to mention teams. Originally, some of the assumptions below were different because the card text did not originally mention teams.)
There are some difficulties in adding additional players to the game. Many new rules will have to be written to handle this. I will mention what I imagine the consequences to be, although if rules are written they may be different in some ways than the below. For now, I am assuming (although some are unclear):
"Another deck you own" means a set of cards you own from outside of the game, made into a legal deck according to the legality of the format that you are playing. (In some cases, this may be impossible, and your opponent might not have any way to verify that this is impossible.) (This rule would likely need to be improved.)
Rule 800.4 (and its parts), 800.6 (see below) and 800.7 (only relevant for subgames) will now apply (until the end of the game), even if they did not originally apply. Rule 800.3 does not apply because it is non-normative (although the rules it may refer to may apply if they have been agreed on before the game started), and 800.5 does not apply because the text of this card overrides it. Rules 801 to 905 apply if they have been agreed on before the game started (although other effects may enable some parts of rules 9xx, but this one doesn't).
The person (or group of people, or AI) who makes decisions for the newly added player is the same person who makes decisions for the player who controlled the -8 loyalty ability as it resolved (independent of any effects that change the control of a player) (I am assuming this is what "add yourself to the game as an additional player" means). (For example, the two players can concede indepenently, and it is your choice when (and if) the new player concedes. If you or the new player becomes controlled by another player, you still make the decisions for the one that isn't controlled; and if you or the new player gains control of another player, you make the decisions.) (In a puzzle, if the opponent added the new player, then you will (normally) have to solve it regardless of the choices made by that player, but if you added the new player, then you will have to figure out what the new player should do in order to help you to solve the puzzle.)
If no teams are mentioned, the new player will not belong to the same team as any existing player, meaning the new player is the opponent of all existing players, including you. (This no longer applies to this card, which now mentions teams.)
You are initially the owner of the cards brought into the game to make the new player's deck, although the new player will become the owner of those cards as those cards enter the game.
If it is not already a multiplayer game, the active player will have to choose a defending player as a turn-based action during the begin combat step; any of the active player's opponents may be chosen.
When choosing the defending player, the newly added player can be chosen (by an opponent of that player; but not you because this card says the new player is in your team), although if that player is chosen, any creatures that attack can only attack planeswalkers controlled by that player and battles protected by that player, but cannot attack that player (since this card says that player cannot be attacked); if there aren't any appropriate planeswalkers/battles then creatures cannot attack during that combat phase.
While the ability is resolving, the newly added player follows the applicable parts of rule 103.2, 103.3, 103.4, 103.5, and 103.6; rule 103.7 does not apply (even if it is a planechase game). Only the new player follows these procedures at this time; these rules have no effect on existing players. Rule 800.6 is applicable, since it is now a multiplayer game. If the current game is using rule 407.2, then that rule also applies to the new player, before rule 103.5 is applied.
If a card adds a player to an existing team (in this case it does), then: It is possible that rules 810 and/or 805 (note that 805 is implied if 904 or 810 is in use) are already in use, and have been agreed on before the game has started (which is normally only the case if the game started as a multiplayer game of those formats). If they aren't, nothing special happens (the new player enters the game normally, according to the above); but if these rules are already in use, then: For rule 805, if the new player is put into the active player's team, the new player is also active. For rule 810, this will cause rule 103.4 to be skipped for the new player, since that rule only applies to teams (not to individual players) if rule 810 is also in use (rule 103.4a has already been applied for that team at the beginning of the game, and will not be applied again).
It does not say that the new player cannot attack. Still, they must select a defending player as above, if they do attack. (Because the new player is in the same team as you, the newly added player cannot attack you.)
The ownership of any cards owned by the new player as the main game ends will revert to you after the main game ends. (What happens to the ownership after that is beyond the scope of the game rules, since the concept of "owner" as it applies within the game is no longer applicable (unless some rule for a match or tournament uses them).)
Depending on the game format, rule 108.5 may be temporarily suppressed while the new player is entering the game.
Because the new player is in the same team as you, you are a winner if the new player wins the game.
(There are still some unclear things, such as what the effect is in a Archenemy game involving teams, or any other asymmetric format. The effect of some conspiracies is also unclear (if you allow them to be brought into the game despite rule 315.3).)
(I also may have made some mistakes in the above (and below).)
(Previously there was a note here about a problem the +1 ability, but that problem has been corrected.)
I really like this. It's like it sits in the middle of the table and growls at you.
I like that this puts a win condition on the battlefield for every player. A deck playing this would probably be optimized for it, but it could be tempting for the other players to try. Or maybe they'd just sacrifice it to something, haha.
I have some more ideas:
A card using keyword abilities and/or keyword actions and/or other rules, in unusual ways that do not normally occur on those card types, or does not usually occur in combination with the other characteristics of that card, which is still meaningful and useful. (An example of an official card like this is Llanowar Reborn. Other possibilities are an Aura with equip or ninjutsu, or a permanent spell with epic.)
A card based on some mathematical sequence (e.g. the Fibonacci sequence), or some other mathematical property.
(Un-cards) Cards using only words from the Comprehensive Rules (and the card's own name), but only in ways which does not make much sense (although, usually, they are still proper sentences, etc). (An example is "Goblins cannot reach Nirvana" (the card is named Nirvana). This challenge, and the example, comes from somewhere else; I do not remember what from.)
Find some something existing and make them more like old style designs.
A card that can be used for more interesting puzzles (in many possible combinations with others).
Select random entries from some UNIX fortune file (I have one) and modify its text to make the name and/or ability text and/or flavor text of Magic: the Gathering cards.
Select a rule at random, and make up a card that uses that rule in an unusual way.
P.S. About comment 30166, if you have XML query software then you can download the XML data (which includes a field indicating who created the cards) and can use that to sort and filter by the criteria that you want to do.