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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-14 21:38:24)
See Challenge # 121.
See Challenge # 121.
Yes, Hearty is intended to be keyword. I forget the difference on how keywords and ability words are supposed to look on cards.
It is an amazing fit to Temur, but is it really supposed to be an ability word (with, I presume, alternate effect happening at end of turn)? Because this particular one would feel so much more satisfying if it were keyworded.
I think your original idea might have worked, but was indeed overly limited (It's something I'd expect a cycle out of at most)
Interesting idea. I agree this effect would probably ask for fairly high costs, especially at common.
I think I'd prefer just "Whenever ~ deals combat damage to a creature, tap that creature and it doesn't untap during its controller's next untap step." That's the "stun" ability from Kamigawa (Matsu-Tribe Decoy and friends), which does indeed fit mainly in blue and slightly in white (Kor Hookmaster) under the current colour pie.
fix templating
Mm, the Fungusaur ability is a good fit for Temur, I guess.
I made one for each: Sultai Gildscale, Iron-Palm Adept, and Savage Krushok
See Challenge # 121. I designed this mechanic a few months ago. I almost forgot about it, but I thought it'd be a great fit for the Temur who survive off in the cold wilderness.
See Challenge # 121. Ripping off names from DnD. I was originally going to create a mechanic for auras that could be sacrificed when combat was declared to allow you to cast an instant of a specific mana cost from your hand for free, but that not only has very limited design space, but is far more blue than white.
See Challenge # 121.
I went modal and created Bend (the name coming from "bend the knee"). I've used card draw and hand size to represent money before (Treasure Cruise is on a similar train of thought). The flavor of the mechanic is submit to the Sultai's tax or get hurt. While all Bend abilities are the same two modal options the costs to activate may vary, but should always be exclusively blue and/or black. I put the ability on a green creature to show the ability comes from the allied-pair aspect of Sultai, but at presumably the Khans of Tarkir timeline where green is present as this felt a great way to have the mechanic "drift" into its natural colors.
EDIT: I just read this is for Dragons of Tarkir. I'm going to change the creature's color and type, but the mechanic isn't changing.
Huh, I didn't see this card at all until just now, I don't know if I just didn't notice or it wasn't showing up for some reason.
Good challenge, although I pondered on this before and couldn't come up with anything good...
No one interested?
And Jund, but it needs something more.
See Challenge # 120.
This has to be "Jund". I could imagine a cycle of these for the shards.
But it's not really legendary. It needs something snazzy, but I'm not sure what. Suggestions?
I considered "if you spend this mana on a dragon, it gets... something" but it didn't quite seem to work.
I really wanted to make it make two mana like eye of ugin, but, ugh, that's almost always a bad idea.
It also finds the Planeshift Lairs (Dromar's Cavern), and the sacrificial lands from one set before (Tinder Farm).
It's pretty cool :) I think it might work under the rules too.
As well as the five Alara tri-lands, it can find the five Tarkir ones (Mystic Monastery etc), and Murmuring Bosk. And, um, the An-Havva Township cycle, not that you'd bother :)
An alternative take on a similar idea:
: Add
to your mana pool.
,
: Add 

, 

, 

, 

or 

to your mana pool.