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Recent updates to Multiverse Design Challenge: (Generated at 2025-02-13 07:20:00)
Page 1 - Older activity
Page 1 - Older activity
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.
128089 ("Universal Salvation")
(There is no rarity because it is not a part of a draftable set, although they can be assigned rarities if you intend to draft them.)
There are many things that can be made with only a few words.
Another is 138718, which has no name; it says "Manifest target spell".
just removed the empty lines to make it easier to read, no actual changes made
For Challenge #169
I am ripping off Link's top-down design ideas.
All creatures of flesh on Gwanhoz have the potential to awaken either Ascendant or Cursed blood.
Ascendant blood shortens one’s life by about half of one’s normal lifespan. The trade for a shorter lifespan is guaranteed physical and mental health and prowess. From a more positive perspective, one’s own life is simply too short to mourn. Those with darker tendencies sometimes seek to extend their own life, though not in fear or cowardice, but as any normal living creature eats something that is or once was living to gain nutrients as is basic organism survival.
The vampire coven of Zogai are exclusively Ascendant-blooded individuals who feed from other Ascendant-blooded individuals. Rumors suggest that the leadership of Zogai coven are over one-thousand years old, and that the Zogai leadership harvests their own, for how else could such impeccable creatures ever disappear.
Several goblin groups, most notably the Warren of the Ahd Awelk promote any goblins who awaken Ascendant blood to the roles of Mother and Father. Mothers and Fathers continuously reproduce children, in the hopes that stronger genetic lineage of Ascendant-blooded individuals will yield offspring more likely to awaken their ascendant blood. Rather than force sterilization, the Warren of Ahd Awelk constantly sends those without Ascendant blood on raids, in hopes that those unawakened will will awaken Ascendant blood or otherwise die.
In metropolitan areas, mostly home to orcs and humans, Ascendant-blooded individuals often become local heroes or artists. Ascendant-blooded animals are often either beasts of legend that terrorize people until an Ascendant-blooded hero defeats the animal, or valuable steeds or animal companions. Some Ascendant-blooded elves leave the wooded borderlands to be braggarts in cities.
Cursed blood beings can only be killed by another mortal. While Cursed blood individuals physical age more slowly than normal or Ascendant blooded individuals, their bodies and psyches are otherwise frailer. Many an aged person with Cursed blood takes to wandering in a state of insanity until a predator makes a meal of them.
The Weepers are a group of Cursed-blooded vampires who have given in to their fate and submit themselves to misery in every aspect of unlife. The Weepers take the role as peacekeepers, only feeding to maintain order and stability. A long enough peace, means that a Weeper won’t feed, and can crumble to dust, for those who have unlife have one exception to the stressful and painful near-immortality of the Cursed-blooded. The Weepers have a network all across Gwanhoz.
The Warren of Ahd Awelk’s Cursed-blooded individuals have an elevated role as Uncles and Aunts who lead raids above ground.
Among metropolitan areas, Cursed-blood individuals often account for most suicides, usually non-violent, though some choose to meet their end by the Weepers. Those with Cursed blood who are lucky to have people who love them will often request a loved aid in their suicide when life becomes to miserable to bear. The send-offs are somber and quick. The unfortunate reality is that due to the longer life of those who are Curse-blooded, they are less likely to have anyone who cares about them when they finally choose to leave life. Metropolitan areas have grappled having assisted suicide businesses for this reason, as people without cursed blood who were not seeking suicide have been victims of fraud and killed by enemies or rivals this way in the past by claiming the victims were Cursed-blood individuals. Few have sought to study Cursed blood in animals, but there has been conjecture that animals showing more extreme irritability and aggression but without any danger greater than a typical specimen of their species have awakened their Cursed blood.
In the deep wilds of Jongmarn, Vestol, and Briddemaur, reclusive elves believe that those who awaken Cursed blood and live for over a thousand years become trees.
Many borderlands elves are aggressive and seek to subjugate humans and orcs as servants, believing that regardless of blood status, elves are superior to other races. While some borderlands elven communities are peaceful, none tolerate vampires, not even the Weepers.
The Vedalken Heretics exterminated their own flesh to purge the imperfect risks of Ascendant and Cursed blood, creating inorganic, artificial bodies. The Heretics are met with aggression throughout most of Gwanhoz, as they are seen as abominations of life’s divine gifts and curses. The freedom from blood is the Vedalken Heretic’s greatest pride, but they lament no longer being able to procreate a new spirit into existence. Rumors exist that the Heretics have bound angels and demons into metal as they did their own spirits in an attempt to propagate their race as they cannot create souls, though any evidence of such would only be found within their remote, isolated compounds.
Aside from the Zogai and Weepers, most vampires in Gwanhoz live in isolation, being predatory creatures that feed from communities they can find. The exact origins of vampires on Gwanhoz has long been lost, though it was almost surely based on blood magic. Several small “gourmet” covens exist, but these groups are closer to clubs in actuality, lacking any true social coherence outside of their organized feasts. Leaders of such clubs claim to be able to identify the potency of Ascendant and Cursed blood, and are sometimes sought by those who believe that Ascendant and Cursed bloods are genetically linked.
See Challenge # 169.
See Challenge # 168.
Inscription of Imagination
Inscription of Spirituality