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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-14 00:27:35)
I wonder if this should be "until the end of your next turn," since you'd have to have legends with flash to make use of or in most cases otherwise. Or perhaps "during your next turn."
See Challenge # 112. This was originally going to be something invoking the power of the Perfected, first as a temporary avatar token, but then an aura granting a creature a bonus based on creatures in the graveyard. I didn't really like that and thought "hey, Velorn screams they want death triggers." So I came up with a death trigger. I didn't want this to be actually be a Perfected so I made an ability that seemed good but doesn't embody the cleric but more instead what might be part of the ritual.
See Challenge # 112. This is a roamer who searches what was left of lakes and ponds in the Waste and trades those goods when the Roamer's Meet comes. I originally wanted this to be red.
For now I have Gathering the Council. I'll probably try some more when I have the time. I wanted to do something based on the Imperious College electing the new Overseer.
Edit: Deadpool Scavenger, Patron Preacher
Edit 2: I worked with Velorn some more and got Whims of the Perfected and took a stab at designing something for the Pale Ones with Ridgewalker Aberration. I feel the Pale Ones are actually the most intimidating to create since they are so alien and unbound by a culture like the others.
See Challenge # 112.
Ah, good idea, that could work.
added "or planeswalkers you control"
A twist on Cover of Winter, perhaps?
Three cards evoking the Terugan shield, City Shield, and two alternative U-cost counterspells, Xenophobia and Entrance Exam.
See Challenge # 112.
This fills the same space as Xenophobia, I wouldn't print both, but I was exploring alternate ways of evoking Terugan strict entrance requirements.
As commented on Cast Out, another way would be a white spell which exiles a target with CMC or power a value or less.
See Challenge # 112.
I explored more variants of Terugan antipathy to newcomers. I may be being a bit unfair to them with this concept, it's not clear they hate outsiders, but I wanted a simple concept for the card.
This is an unusual restriction, but hopefully it will not suffer too much from wacky creature type changes.
See Challenge # 112.
I wanted something to represent the shield itself, and a Ghostly Prison variant seemed inevitable. I don't want too many of those, but it seemed like a good place for one.
I'm not quite sure about the ability. I wanted something that ramped up slowly over time and wasn't quite always on, and many alternatives were too wordy. But I don't like how much this encourages neither player to play spells (unless someone has a big ramp advantage and locks the opponent out of combat entirely).
This looks like a reasonable common to me. Good in a ground stall, but not very good in any other situation.
Dirge Leader, a velorn non-perfected priest.
See Challenge # 112.
I wanted a non-perfected example from velorn, and the most obvious was one of the priests. I decided they could be an Anubis-inspired race, but I'm not really happy with that.
I chose the life-loss so it can be a fairly sombre card, but still have a game effect. I'm not sure if the balance is right, I tried to find a combination which fit in common, but maybe it should only require one other creature, or be uncommon and a higher life loss?
Inveterate Quarryer, Rohn looter.
See Challenge # 112.
I brainstormed other red things and other Rohn things, and came to looting. Can we flavour that as quarrying raw materials? Especially if you're looking for land.
But I'm not completely happy with it. With lands, the "this turn" restriction makes less sense. And it's confusing you don't get an extra land. Maybe it should just be a normal red looter after all?
Feels fine to see Kor in blue to me. Especially given how similar Kor look to the Metathran (Stormscape Battlemage, Metathran Elite). And green felt okay too, given the Zendikar Kor's scout/explorer nature.
Thank you. I completely forgot what Kor were supposed to stand for when I made this, I was just trying to get more variation, and they seemed to fit the flavour of the roamer. I think it's good to bleed races into adjacent colours. But OTOH, I probably actually put Kor completely into G/U and not in W at all :)
Everything inspires me to put together two effects that haven't been together before! :) But the mashups have a much better flavour on the cards from Danahar :)
Jack V, you're all over this challenge! If you keep going, we might very well have a whole set's worth of cards. :P
I think the abilities should be split up among two different creatures. After all, the mana ability can be quite strong. It's no Mana Echoes, of course, but still.
This is a very good representation of Sahala's welcoming nature.
I think the second ability is fine flavorfully. The commander saves the army from taking damage through his great tactical knowledge.
Perhaps you could solve your dilemma by making the first ability apply only to artifact creatures.
Apparently this challenge just inspires you to put two effects together that haven't been together before. :)
Very sensible. I feel like seeing Kor in colors other than White is like seeing Merfolk or Elves in other colors than white. But then again, both of those things have been done before.
Thank you!
That's a very nice combination of effects. Good job, sir. :)