Metadesign Collaborative

Metadesign Collaborative by amuseum

18 cards in Multiverse

4 with no rarity, 7 commons, 3 uncommons,
2 rares, 2 mythics

8 colourless, 1 white, 2 blue, 1 black, 6 multicolour

104 comments total

Share and discuss general designs, theories, and mechanics

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Openly share and discuss general and specific designs, theories, and mechanics. Including block ideas, color pie, mechanics.

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The set creator would like to draw your attention to these comments:

On Protection Partition (reply):

Protection keyword

  • comprise 4 effects - undamageable - unblockable - unattachable - untargetable
  • partitioned into several more limited keywords
  • all evergreen keywords


  • Absorb - prevent damage
  • Elude - can't be blocked
  • Hexproof - can't be targeted

Color Distribution

  • {w}{b} - protection
  • {g}{w} - absorb
  • {u}{b} - elude
  • {g}{u} - hexproof
  • {b}{g} - indestructible


  • takes 0, 1, or 2 parameters
  • alone - prevent all damage dealt to this from all sources
  • parameters - number and/or trait
  • number - prevent N damage from all sources
  • trait - prevent all damage from traited source
  • number + trait = prevent N damage from traited source
  • replaces regeneration - along with indestructible


  • Absorb
  • Absorb 1
  • Absorb red
  • Absorb 1 red
  • Creature gains absorb. = cf. Regenerate creature.


  • takes 0 or 1 parameter
  • alone - can't be blocked
  • parameters - trait
  • trait - can't be blocked by traited creature
  • replaces "can't be blocked"


  • Elude
  • Eludes red
  • Eludes power 2 or less
On Cancel Subscription (reply):

IMHO, the word 'counter' while intuitive is also messy because there are also 'counters' which are entirely different despite being so similar.

Also, if we look at the history of 'counter-spells' in popular culture, we can trace it back to DnD and the works of fantasy that inspired it, and in those works a 'counter spell' was just that: a spell which specifically undid, negated, or cancelled the effects of another spell. By that logic Doom Blade is very much a counter-spell - it counters your enemy's summons. Demystify is very much a counter-spell - it counters your enemy's enchantments. Unsummon is a counter-spell!

IMO, the phrase 'counter target X' should be entirely replaced with blue doing other forms of card manipulation. Putting spells back in their owners hand, sapping the mana out of their mana pool, putting spells back in their owners libraries, blanking cards or replacing card text entirely.

On Cancel Subscription (reply):

counter-magic = counter target spell, ala cancel

counter-magic is firmly 99% blue. Should counter-magic be expanded as secondary to other colors? If so what colors and what flavor?

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Past, present, and future design space of double-faced cards (DFC).
last 2022-02-16 04:29:16 by zzo38
You win the game when your library is empty.
last 2022-02-16 04:10:47 by zzo38
last 2022-02-15 06:59:36 by SecretInfiltrator
Split "Protection" keyword into smaller keywords. All keywords, including protection, will be evergreen.
1 comment
2021-08-13 23:18:12 by amuseum
You may not notice or care, but apparently MTG has a card type called enchantment.

The black sheep of card types. How to make enchantments as interesting, interactive, and important as other card types.
last 2020-09-17 17:01:43 by zzo38

Recent comments: (all recent activity)
On Double-Faced Cards:

I had also disliked DFCs due to the physical cards, including drafting, the card can be accidentally or deliberately revealed, and if you use the card in your deck then you will need either sleeves or substitute cards. (If there are enough substitute cards included in the packs, this might help a bit.) The idea of DFC is good though, even though there is these problem by the physical cards.

I also think that the rule preventing DFCs face-down is klugy and unnecessary. You can easily represent that a DFC permanent is face-down by either placing the substitute card face-down on top of it, or by turning the opaque sleeve face-down. Similar would be the case for meld cards.

There are many things that could be done with DFC (including transforming, modal, and day/night), though.

On Win Condition: Empty Your Library:

I think the existing rule (you lose if you draw a card from a empty library) is good. (However, your suggestion can be a interesting variant, but I think the existing rule is generally better than the variant.)

(I have once won a game of Magic: the Gathering by forcing opponent to draw (not mill) a lot of cards. If I remember correctly, I think it was using Swans of Bryn Argoll. There are other cases where such a thing can also be possible (with other cards, too), but I do not play this game very often.)

On Order of Keywords:


More importantly it speaks to the position of cycling - usually below triggered and activated abilities, but above that one. Positioning relative to nonkeyworded abilities seems at times more important than order among keyword abilities.

Compleated seems still in the wrong spot.

On Order of Keywords:

an ability that triggers on cycling is not a keyword

On Order of Keywords:

Triggers go wherever they work e. g. on cast, on entering, on death, from graveyard in that order; and e. g. an ability that triggers on cycling comes below cycling.

On Order of Keywords:

added triggers, activations, other zones

On Order of Keywords:

Some abilities do more than one thing. For example, flying affects both attacking and blocking. Some combat affecting abilities are evasion abilities. Haste affects attacking and also {t} and {q}.

Deathtouch is one of a few keywords that affect damage (whether or not it is combat damage); lifelink and wither are some others.

Abilities such as shroud, hexproof, ward, protection, are abilities which protect the permanent that has it from being targeted (although ward is a bit different). Also, protection has other effects too such as also affecting combat.

Compleated does not affect payments but affects the result due to the payment; sunburst also affects the result due to the payment but not the payment itself.

I do not bother to put keyword abilities in any particular order, unless somehow it is relevant.

On Order of Keywords:

Somewhat tongue in cheek - but should we not also apply the rules of grammar to the ordering? (opinions, size, quality, shape, age, colour, origin, material, type, purpose).

On Order of Keywords:

Keywords that alter how you attack (haste, vigilance) before keywords that alter how you block (mostly evasion keywords e. g. flying, skulk, menace) before keywords that affect how you deal combat damage (first strike, trample). I can see an argument being made for deathtouch and lifelink moving to the same place as first strike and trample since they also matter mostly for combat damage on creatures.

The category "static" is kinda meaningless since most evergreen keyword abilities are static: Flying, trample, flash etc. The category for hexproof & indestructible (& protection, but also for the triggered ability ward) could be "passive" or more specifically "defensive".

I'm basically fine with abilities, like cycling, that are alternative modes of using a card moved to the bottom (excluding effects that depend on them e. g. "When you cycle this card"-abilities), but everything else can be put in the order it matters during the default life-cycle of a card.

For that reason I'd put compleated after flash, because flash affects the timing of casting a spell, while compleated only matters after you cast the spell by altering the way you resolve it/it enters the battlefield. Kicker e. g. would thus belong between the two.

Notes: (A) No matter what the reminder text says, the way phyrexian hybrid mana is paid is independent of the keyword compleated - it only adds the loyalty counter change; (B) even if that was the case paying mana costs comes after both the time flash matters and the time you decide on additional costs, so the order is not really affected by that among the mentioned keywords IMO.

On Order of Keywords:
  • Characteristic-changing keywords:

    • Devoid, Changeling
  • Mana cost payment:

    • Compleated, Sunburst
  • While casting or on the stack:

    • Flash, Suspend
  • Static:

    • Hexproof, indestructible, deathtouch
  • Combat altering:

    • Flying, trample, first strike
  • Triggers:

    • Exploit
  • Activated abilities, field:

  • Abilities, other zones:

    • Cycling, Dash
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