Multiverse Design Challenge: Recent Activity
Multiverse Design Challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
All challenges | Upcoming Challenges | Make a new design challenge! | All challenges (text) |
Recent updates to Multiverse Design Challenge: (Generated at 2025-05-15 04:48:45)
Not to drag this out, but Vapor Snag has a lower Gatherer rating than Unsummon: 3.98. Probably because, according to the control blue mage, losing one life one-third of the time isn't worth an opponent losing 1 life two-thirds of the time.
Fair enough.
Indeed. People were up in arms about what they perceived as a strictly better Unsummon, Vapor Snag, which was everywhere in tournaments. (It's not quite strictly better because using it to save your own creatures costs you a life.) Unsummon is pretty classic... in fact, so much so that I'd say shifting it to another colour would be too strong, too much the kind of thing they avoided doing in Planar Chaos. They didn't print blue Coercion or blue Distress; they printed Piracy Charm, Riptide Pilferer, Venarian Glimmer and Dismal Failure. None of those are particularly strong, not strong enough to be playable in casual as an alternative to black discard.
Man, that's going to be one awesome attack with a Nantuko Husk on round 4. :)
On Unsummon: I still think it's a solid card. It mostly depends on the environment that its in. I remember when Blue-Green Madness came out. Aether Burst was originally part of the deck, because it's damn powerful. As the deck slowly perfected itself, though, the Aether Bursts were replaced by Unsummons. U/G needed a disruptive one-drop, and Unsummon fit the description. And it still does that for any deck who needs exactly that.
Or, to put it another way, the Gatherer rating for M13 Unsummon is at 4.19. Sounds in fashion to me.
"was this supposed to be an actual keyword? " - No, not at all. Bounce is fine - it was already colourshifted in Planar Chaos, but your take on it is a little different. (White got to bounce its own creatures, Stonecloaker, while red got to bounce opponents' creatures, Stingscourger.)
Created for Challenge # 095. Reminds me of Mogg War Marshal, in a curious way.
re: green direct damage
well there are 3 other colors who already cover pretty much everything to do with direct damage. so i don't see any value or excitement over a green shock. also red/green decks are so common and easy to build that the benefit isn't great either (green DD would cost more than red versions anyway). in short, green is like the last color when it comes to direct damage (even after colorless and blue). so i'm totally with Maro on this one: http://markrosewater.tumblr.com/post/24589663392/what-was-the-reasoning-for-printing-hornet-sting-was
other color shifts are cool because they're
1. only found in one color (discard, counterspell, wrath)
2. totally unexpected (red bounce, green vigilance)
3. rarely used (landwalk, one-set mechanics)
I decided to take 'unsummon' and move it to white (on the justification that white already gets to exile stuff) Sun Demon
Slight Banishing
For the pure colourshift; I'm tempted to go for straight up "Unsummon" - it was a very iconic card in its day; but is regarded as too weak usually, now. So maybe it's a viable candidate for shifting.
Oh wait; dammit; was this supposed to be an actual keyword? Drat.
I, uh, I went and coninued this in a different direction - shifting the titans into demons; and trying to colourshift them into different abilities a bit.
Sun Demon Frost Demon Grave Demon Inferno Demon Primeval Demon
Not sure if that fits this challenge or not, really.
"i also dont get the obsession over green direct damage."
I think it's forbidden fruit. People want to say "it sounds so wrong, but I can think of a way to do it well". I agree, having a specific sort of direct damage which makes sense in green is the best way to do it (and spiky hexproof is a good way to go for that).
Nice.
Created for Challenge # 095. Reminds me of Vithian Stinger or Fatestitcher, in a good way.
Well, Divine Verdict seems to still be considered fairly costed, as it has been since Lorwyn (Neck Snap) which was pre-NWO.
I had thought exalted fit black, but M13 beat me. I'll go with unearth in green.
Eternal Druid Resilient Thallid
Green is a graveyard color and a creature color. It's not uncommon for them to have "dies" triggers. So it's a perfect candidate mechanically. Philosophically, green views everything as a system, so it's cool that these unearth creatures can, after dying, still leave something of value. This is why I'd not center them around a "last ditch effort" flavor, and instead give them relevant abilities that feel like they still contribute with their last breath.
If we're going the Planar Chaos way, though, where green got Groundbreaker, a green Hellspark Elemental would be cool.
silver skin reflects damage back.
if you try to touch it, you might get prickled.
red already gets trample. the PC trample sliver is red. lorwyn red giants have trample. chaos imps in RTR etc.
i also dont get the obsession over green direct damage. it's only interesting if it's incidental, like hurricane. or perhaps reactive damage; natural defense mechanism; hexproof variant. Prickled Rose, Silverback Scorpion.
another idea i had is minor lifegain in blue in place of cantripping or scrying.
I think we can do Yavimaya Wurm stats here, if green can have Vulpine Goliath normally. Maybe 7/3?
You know, I'm leery about direct damage in green. That said, "deals damage when it attacks" seems like a good space to work with. It reminds me of the problem of teaching people how to play Magic for the first time, and how I'd need to keep reminding them that creatures attack players, not other creatures. It seems that green creatures, though, want to attack other creatures.
I have no idea how to price common combat tricks/removal nowadays. It seems to be all over the map, since Theros. Four seems fair enough to me, though.
I can dig this. I think I'd keep it to just Planar Chaos sets, and maybe the occasional rare. That said, white does make a good third place to stick deathtouch. There's a very 'Raguel, Angel of Vengeance' thing going on here.
Enemy landwalk makes so much sense, it should be standard. Good call. Why the heck aren't there more Forestwalking blue creatures? (only with black evidently, in Slinking Serpent and Woodlot Crawler) Swampwalking white creatures? (Before 2010 there were zero. Farbog Explorer and Marsh Threader now represent.) I mean, I get why green can landwalk into everybody, and white isn't very land-walkable. But I don't get why colors can't work a little harder to learn how to landwalk the enemy.
To be honest, I'm not sure if red blink should ever be used on your own creatures. I don't think there's a problem with sorcery speed, opponent only. It's a niche, sure, but one that can be carved out (and, in this card specifically, you could remove the 'before combat' restriction).
Oh, hey, that makes sense. It's almost a shame that there are so few ways to really abuse this... but maybe this set can have a lot more cards that look like this?:


Enchantment
Whenever a creature enters the battlefield under an opponent's control, that creature deals one damage to its controller.
I'm not sure this is a good idea, but I decided to swap "direct damage for 1 and 2" and "primary in trample" between red and green.
Full explanation on Thornbite Shaman. Also Scorpion Sting in green. And Arc Elemental and Yavimaya Firewurm in red.