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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-13 14:19:41)
I should probably point out that while Dimir option B and Rakdos A don't really look like they match, it's really good for blasting past blockers...
Added Heel // Tow.
For Challenge # 106 part deux. Blue and black were underrepresented, so I tossed this together. What a damn tricky challenge.
Ah! That seems reasonable now you point it out, but I hadn't thought about what combinations might be ok, I assumed they'd work out somehow. Now you point it out, it's really disappointing they didn't flip the pinlines. I wonder if they'd do it for hybrid cards, or if they can't for some reason and would avoid making hybrid split cards[1].
[1] OK, there actually isn't enough design space there, I think we've mined a lot of it out already... :)
I would have expected them to choose to always put either allied colour-pairs or enemy colour-pairs on the same card. Like they did with the guild split cards in Dissension (Supply // Demand, Crime // Punishment).
But in Dragon's Maze they broken that pattern and had the mismatching pinlines, such as on Beck // Call and Flesh // Blood, and it bugs me.
Thanks about the name; I was rather pleased to find a way to bring the reference to "square stats creatures" into the game :)
I missed that it was sorcery speed, since regenerate is much worse slow. Instant speed trample or deathtouch could cause pretty big blow-outs, though.
A split card with and will never be able to have the two green halves next to each other, whichever way around you put the two halves :)
Oh, good point. I didn't notice because at work I'm using an old version of opera that doesn't show colour gradients properly.
But surely, if wizards printed this, if they did the wrong combinations of split hybrids, they'd allow the right-hand-side of the split card to flip the direction of the colour gradient?
Oh yes! I like your plan (and the name!). Although the rules on this did end up a bit clunky :(
After jmgariepy started the hybrid split trend, Jack created Hate // Anger, which prompted me to put up Fair // Square.
Yeah, the right side is closer to Prey Upon than Pit Fight. But for the extra flexibility in colour as well as in option, it should probably cost
.
Not strictly better because it's sorcery speed. That makes regenerate and fight and trample a lot worse. But I think your costs are probably right anyway, given that you're paying for the flexibility.
The right side is strictly better than Pit Fight in two ways, so it should definitely cost at least
. The left side should probably be at least 
, since it's better than Mending Touch (but obviously worse than Necrobite). Remember, each side of a split card should be a little overcosted so that the whole thing is fair.
Wow, awesome! Deathtouch+trample and deathtouch+fight are both very useful indeed, and regenerate+trample might be preferable sometimes. I was actually working towards a similar idea in parallel (with a "choose two" command-style charm), but this achieves pretty much precisely what I was after but better :)
One tricky thing about this is that, although any of the individual effects are only worth 1 mana, getting the combination of two is very strong. It's like you want to add a cost to the fuse. Might have to just upcost one or both sides instead though :/
Following jmg's example on Wreck // Salvage, it's not exactly a charm, but can we make a fuse split card with two "choose one" modes that all make sense together?
This isn't perfect, I'm not sure about the cost, and some of the effects want to be instant speed. And "deathtouch+trample" is complicated for many players. But "deathtouch + trample", "regenerate+trample", "deathtouch+fight", "regenerate+fight" are all combinations you might sometimes want.
I'd hoped to come up with something where you'd be more likely to want the individual modes, and feel clever when you occasionally got to use them together. But I didn't get further than "gains flying" and "N damage to target creature with flying" :)
LOL. Yeah, nice idea for a fuse card!
For Challenge # 106, because I can't stop poking the bear. Not the best implementation of this, I fear... The first two abilities fuse well, but I think the second pair will confuse too many people, thinking there must be more to the pairing. Oh well. What I really wanted was "Deal 5 damage to target player who controls an artifact." and "Destroy target artifact." But, while I think that first ability is green, I'm sure I'd find dissenters.
there are several colorless spells that have limited spell-countering. which leads to this card Ignorance Charm
Simic Signet Charm and Wreck // Salvage.
For Challenge # 106 because I can never leave well enough alone.
Oh, good. Guess I missed that.
Em dashes are strange. Most style guides say that there's not supposed to be a space between when an em dash begins and when it ends—they just flow one word into another. But, you're right... most people don't use them that way, and that rule applies to M:tG. Probably best to just emulate the way the game uses them, eh?
Oh, oops. I missed the "Choose two." My fault.