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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-13 19:54:42)
That first sentence can be summarized to "Players can't gain life." Nice lifegain hose.
Wait. Doesn't this just allow you to give your opponent infinite mana when they cast Piracy?
I feel like such a narrow ability would fit a lot better on a creature.
Oops! I'm sorry, I didn't mean that. I didn't print the full text of the card. I meant "Enchantments you control and attacking creatures you control have protection from blue spells," but I typo'd the end and assumed the intent was obvious :(
That becomes a lot more broad in application, though. For one thing it means your creatures are unblockable by blue creatures.
I originally envisaged a round-robin of protection-that's-usually-useless, but it didn't work because white can target everything. You're right, maybe blue/green against enchantments/creatures is plausible. Although it feels like an anti-blue-green enchantment should be red-black? I guess a white anti-blue enchantment doesn't make much more sense.
I also considered "enchantments and attacking creatures you control have protection from blue", but it was a bit wordy.
Mm, nice. Does protect against most bounce as well, but it doesn't shut down most other blue effects. An appealingly sideways answer.
You could alternatively say "Enchantments you control have protection from blue spells. // Creatures you control have protection from green spells."
I know... I've been wracking my brain for ways to make my opponent flip a lot of coins. Mana Clash sounds rather funny with this card. Especially since the card will set up a bunch of triggers, and you'll get to choose what you want to do after the spell is done resolving.
For Challenge # 105. An answer to Treva's Charm.
I can't decide if "Treva" makes me think of "Trevor" or "Tevya" :)
I considered hosing cheap multicolour spells, eg. a B/R enchantment with "Whenever an opponent casts a white spell, ~ deals 1 damage to them. Whenever an opponent casts a blue spell, ~ deals 1 damage to them. Whenever an opponent casts a green spell, ~ deals 1 damage to them." But I decided this was funnier, because protection from blue spells doesn't normally do much :)
I'm not sure if this would be worth playing against an unsummon deck. It probably should be costed at "nearly but not quite".
Ha! Since this is a two-colour card not sharing colours with Skyclaw Thrash, perhaps it'd make sense to just say "Whenever a player flips a coin" rather than "an opponent"? Let the Johnnies use it with Karplusan Minotaur if they want :)
I rolled Ghitu Encampment and answered it with Tamiyo's Observer.
I then rolled Life from the Loam and answered it with Eldrazi's Wake.
Then I rolled Gargoyle Castle and answered it with Voidslime's Etchings.
Rolled Skyclaw Thrash and created Gambling Restrictions + Rolled Righteous Cause and created Shattered-Skull Orator
As an alternative to why Piracy could be broken in Standard: I noticed someone lament the fact that Piracy does happen to combo, but isn't busted with Price of Glory (or Manabarbs for that manner.) It isn't hard to imagine a card that hurts players whenever a land of theirs is tapped for mana by any player...
Created Leyline Tripweb to deal with an out of control Piracy in Standard.
For Challenge # 105, asking what would happen if Wizards reprinted Piracy, and that card needed an answer in Standard. Really? Piracy is the big bad?
My first thought was that Wizards must have given Piracy errata to make it operate like Drain Power, then reprinted it because they were so pleased with themselves... except Drain Power is a very dangerous spell, and things got out of hand. It's a nice thought, but it doesn't solve the problem of "Why bother to fix Piracy in the first place, if Drain Power exists?" What's the point? If you wanted to reprint Drain Power, why not reprint Drain Power?
So, that couldn't be it. The only other possible explanation is 'Something weird is going on with Standard.' There must be a land, or something, that makes Piracy uncounterable. If that's the case, then players are casting Piracy in their first main step, forcing opponents to tap out, then moving to their second main step to assemble their combo and win the game.
I made this card to deal with that problem. Oddly, like Piracy, it doesn't do much of anything. Mostly, it makes for a very poor Silence. You could, however, make frenemies with someone in a group game, and convince them to cast two or three spells in a single turn...