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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-15 05:48:53)
Letter of Rejection is my attempt sat my own challenge.
If everything is an instant, why even have turns?
I approach it that everything should be sorcery speed unless it really has to be faster to be its thing.
While we're talking about this kind of thing, it's worth noting that of course Mark Rosewater has written an article on it.
Yeah, this took me a while to get here, and really jumbled around all over the place. It's tough to create cards that shouldn't be responses. Eventually, I ended up with this card which worked. But while I was filling in the gaps, I realized I was a little too close to Endless Swarm to truly be an original idea. By that point, though, I was done.
That's a good point. I think it's more like "When a spell is so important that you want to stop everyone and tell them what you are doing, you want to do it on your turn." It's like you're playing host to a critical event. We don't wipe the board/start a mini-game/gain control of all my opponent's creatures/gain twenty life any old time. We do it on my turn, while sitting on my throne, as I laugh maniacally at the heroes scrabbling against the walls of my sanctum. Those are the Dragonball Z moments where everyone stops and gawks at Goku while he goes Super Saiyan. It's totally a Vorthos reason, but it seems pretty legit to me.
There may be another reason why Gorilla splashes need to be played on your turn, though. I still feel, even if we didn't count the coolness factor of playing it when you're in your base, that there's something unbalancing about too many Gorillas being Routs. But that might be a bit of grandfathering talking.
I don't think jmg's list includes something for why the big splashy "gorilla" cards like Wrath of God are sorceries. I'm having a little difficulty putting it into words myself... something like: Wizards prefer it if big spells that impact the board or players' hands in a big way are sorceries because the game's better if not everything happens in the end step?
Another very sensible card that's only fair as a sorcery. You're doing better than me at finding the space this challenge asks for.
Pretty similar to the Epic spells like Endless Swarm. Which, yes, definitely work best a sorceries.
Claws of the Abyss
For Challenge # 094. This sorcery is a sorcery in order to give the opponent some sort of warning. Continuously sacrificing creatures is rough, but the steep return clause on this card should mean that the ability is fair-ish. It's much less fair, though, if I could wait until my opponent casts a creature, cast this spell at end of turn, then return this card to my hand on my turn (or return this card to my hand at the end of your turn, then cast it on mine.)
Added Devil's Do.
For Challenge # 094. I'm trying to feel around some of the 'Worldfire wouldn't do the thing design wants it to do if it was an instant' space. Devil's Do is supposed to be an all or nothing card. It wouldn't seem right if a player cast Fact or Fiction or Aphetto Dredging and responded with Devil's Do. Granted, those are some pretty expensive combos, and there are permanents that can get around Devil's Do after it's been cast... but that doesn't mean the card makes sense as an instant.
This is a very tricky challenge. Partly because my mind wants to come up with something very different. But there seems to be only so many reasons why you would use a sorcery specifically. I'm listing them for my benefit. Feel free to correct/add others I forgot.
Did I forget anything?
See Path of the Sorcerer
Added Dire Monologue.
For Challenge # 094. The reasoning behind this card is that you're intentionally slowing your instants down to sorcery speed to gain an advantage. I don't think that's the best example of a Challenge 94 card, but it was kicking around in my head, and I wanted to get it out of there. I'll come back tomorrow with another idea.
actually geosurge makes a lot of sense as instant due to its combo potential. i think they made it sorcery to hold back that potential.
instant haste might have some corner uses if the creature has an ability that requires tapping.
most things to do with playing lands, like Summer Bloom makes sense as sorcery-only.
At first, I couldn't think what that would be. Then I thought of Surge of Zeal and Geosurge. Entry to follow...
That is, a card whose effects makes little sense to be cast at instant speed.