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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-15 10:25:36)
For Challenge # 120. I wanted to do something radically different for Legendary Lands that represent a whole plane, but that was a pretty tall order. Couldn't fill that cup. Ah well.
In the end, I decided to represent Rabiah by showcasing it as a refracting planes. I suppose I could have had each refraction make a copy of itself, but the activation would have ended up prohibitive. Better to be controlled and realistic, I suppose.
As an aside, the first land that popped into my head included this line:
"At the beginning of your main phase in this game and all sub-games spawned from this game, add one mana of any color to your mana pool."
Perhaps you could allow dragons to 'devour' this land? Though, I got to admit, it's kind of strange sacrificing all of Jund to a dragon(?!)
I like "Whenever a creature devours another creature, put a 1/1 green Saproling creature token onto the battlefield", but I wonder if that's too set specific.
Or maybe "Whenever you cast a creature with a casting cost of six or greater, put a 1/1 red Goblin creature token onto the battlefield with the ability 'When this creature goes to the graveyard, it deals 1 damage to target creature or player.'" Maybe that's too many words. But I like how it supports devour without being too obvious about it.
Activate Alara, search through library for An-Havva Township, then play Vedalken Plotter exchanging control of your opponents best land for a crappy tri-land.
Dear comment system: Just because Feburary has less days than most months doesn't mean that 18 Feb. is a month ago from 17 Mar.. By my logic, I'm being timely with my response. :p
Maybe if the ability was permanent it would feel more Legendary, while still giving the feeling that the lands are constantly growing? That would means the activation needs to go up, yes. Or maybe only allow the ability to be activated when you landfall?
It's unfortunate that a land that's supposed to represent Zendikar ends up colorless, but I don't know how to solve that one.
I went with allied colors, as I too struggled with the fit of wedges. However, with all tricolor combos open, one could do (with colors in priority order): BUG Zombies (subtheme on horror?) GRB Werewolves (subtheme on berserker?) WGU Humans (reintroduce townsfolk for subtheme on townsfolk?) UWR Spirits (subtheme on cleric?) RBW Vampires (not sure subtheme?)
Lesser creature types: B Demons W Angels G Beasts R Devils U Gryffs
I'm sure I've cast Gather the Townsfolk for 5 at some point. It probably didn't save me, though. Don't remember.
An attempt at a vampire mechanic for Challenge # 124.
Yeah, I've literally never seen it come into effect. I know they wanted to make it feel like dire circumstances, but they should have decreased the bonuses and made it 10 life, or something.
It's very hard to make it matter, unless the set has any cards like Mischievous Poltergeist at which point it's too easy to matter. I didn't play a huge number of games with DKA, but I never saw fateful hour matter even once.
I've since added Soulfire Geist, Pacific Geist, Gisa and Geralf, Stitcher Twins, and Edgar, Markov Elder. I've now made cards for (under my version of the potential set) the

Humans, to whom I've given Mourning; the 

Geists, to whom I've given Haunt for now; the 

Zombies, to whom I've assigned Stitch, and the 

Vampires, to whom I have yet to give a mechanic. All that's missing from my contributions are the 

Werewolves... which seems like quite the wrong color for them, even more than the other wedges.
Well, you could easily use this when you're blocking, if you feel like giving your opponent an extra combat phase and being out a creature. It could also be political in multiplayer. I suppose it could say "the attacking player puts a token onto the battlefield," but that's wordy and rather complex.
Thanks. I know that returning things from exile shouldn't be acceptable in most cases, but I've been pondering where the line might be for that. I've decided that Pact-Breaker Devil is probably not okay. Haunt, however, includes exiling primarily so that the card can be used as a marker. A card that explicitly interacts with that might be okay.
I considered this set of abilities appearing on the geist "khan," but it seemed to limited in scope to put onto a potential commander.
That's a great division of the splashed third color from the main pair, since the card works perfectly fine with just the UW. Great design.
See Challenge # 124.
If geists are a wedge and use haunt, there should be a few things that utilize both.
Trying to drum up an ideas for Okundwa I thought about this challenge, which I intend to turn into a 10 card cycle for the set. So far I have Ferafu Ostrich and The Incident in Nkipi.
True. And that way it could more easily go in a cycle.
Your use of fateful hour make me wonder: what is everyone's opinion on the mechanic?
Between which? Facedown and DFC? Oh gosh yes, I didn't mean have BOTH, I meant, the mashup set would have a mechanic which was a bit like both -- eg. no DFC, but similar cards implemented with morph, or using DFC to have a similar feel to morph. (Or possibly fixing the rules on how they work together so manifesting a DFC is fun rather than confusing, but I think that probably won't happen.)
The interaction between them is wonky enough without using them in the same set. 0_o
Anafenza, The Last Hope, trying to merge the wedge format with mechanics from both sets.
See Challenge # 124.
Another approach was trying to merge the mechanics, preferably divvied up by clans.
I think I would end up with five clans. Abzan has Fateful hour, mostly for flavour reasons. Sultai has Morbid. Duh. I'm not sure about the others, I might make a werewolf clan, but that wants to be RG/b not Temur or Mardu.
I'm sure I can tie together morph and DFC somehow, but I'm not sure exactly how.
The conditionally-tribal mechanic is very interesting, certainly, and the land would probably stand alone without the animation ability if you wanted.
It's a very khanish ability. If an opponent blocks during the additional combat phase, do you get another additional combat phase? Actually, there's a lot of fun stuff I could use this on during my own turn, like any creature I have with an ETB ability so long as my opponent isn't running tokens.
It's colorless and has intimidate because, together, those things basically fuse into "can't be blocked," which is blue. It was a lot easier than trying to find other ways to make it all three colors, and colorless is much easier to spell out than red, white, and blue.
That's actually a really cool restriction hard on tribal. The animation is neat but the intimidate feels weird coming from red in a flavor sense as I always saw reds intimidation as a more aggressive act of it, like some big thing shouting at you, where as a haunted house would have the foreboding/Boo Radley intimidate which feels black. Also, why did you choose colorless for the animation?
See Challenge # 124.
Edgar is Sorin's father and the progenitor of Innistradi vampires. Is there a better choice for the Vampire Khan? Possibly. But is there a better way to represent him on a card? ... Possibly.
Does anyone else find it interesting that the first three modes of Dromoka's Command could be
,
, and
, respectively? Only the last mode is definitely
and not
. The first mode is surely more
than
, but the precedent of Fog and friends gives it a bit of green-feely-ness.
See Challenge # 124.
I know that Haunt didn't go over well the first time, but the word itself just fits so well with a faction of ghosts... doesn't it?
Unfortunately, it doesn't go very well with Stitch, my proposed Zombie faction keyword, and it might tread a bit on the toes of Mourning.
See Challenge # 124 and Purge the Lost.
Gisa and Geralf make an appearance as co-Khans of Nephalia. Though they still wage battles against each other out of boredom, in this version of Innistrad, they also send their ghouls and skaabs against the other peoples of the plane, seeking more and more tools for their undead armies.