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Recent updates to Multiverse Design Challenge: (Generated at 2025-07-04 15:57:53)
True dat.
That's a fair assessment. I dropped this to 'up to three', which also gives me a chance to decrease the cost into the 5 drop range. I think Spike likes 2 for 1 more than they like 4 for 1... but any less than 3, and you can't play the same "Do you block with all your creatures" mind games.
Hmm. You could 'double the number of Spirit tokens' when Radiant deals combat damage. It makes Radiant weaker (in a way that some Timmys might complain about), but it does cut text and make the first impression better, true. But I'm not sure doubling tokens is a thing... Doubling Season seems to use the same amount of words to say the same thing as the current ability. I got to think about this.
I always feel lots of words detracts from the "wow" factor. Is there any way of templating this a bit more streamlinedly, so "double the number of creatures you control whenever anything happens" comes through more clearly? :)
Hahaha. Yep, that's a Timmy mythic.
Hahaha. Fascinating. I like it!
It does give the Gustcloak Savior effect as well as many other things, which makes me wonder if it's a bit too cheap! On the other hand, it does at least cost mana to use. Delightful, anyway.
Nicely done. Yes, as a Melvin I can appreciate this. It's also the effect from Idyllic Crest translated via the standard "
-cost-artifact to
-producing land", which makes Multiverse Melvins happy :3
Ha! Yes, that's a fair approach to Vorthos :)
Perhaps we have to imagine some really awesome artwork :P
As a Johnny/Melvin, I wasn't especially taken by this. I think designing a specific card for Melvin is really difficult (it's cycles as a whole that Melvin likes more), but I'm not sure this gets there.
Tutoring for X cards is pretty Johnny though. Insidious Dreams was great back when I used to like assembling 4-part combos of specific cards. Diabolic Tutor is good for all psychographics, but Diabolic Revelation is pretty heavy in the Johnny direction.
Hm. I like the reasoning, but even though it doesn't need to be tournament worthy to be spike, I feel like Spike would prefer something that destroyed one or two blocking creatures, rather than being TOTALLY AWESOME in the rare case where there's lots of blocking creatures, and overcosted in the more common situations.
Oh yes, I like tying attacking into being johnny. Maybe the best way to use it is to swing with a lot of aggressive creatures, and pull back any that are blocked; that's a shame because it's not as much in the spirit of the card. Although it's very good it admits several different approaches!
Oh yes, I like this!
Oh, cool. Yes, the "get W or wash WW" through hybrid mana is the sort of thing you like when you're Melvin :)
Ah, cool! It's totally fine to design a loose cycle. I hoped people wouldn't feel constrained to do one of each colour, but didn't spell it out because I thought that would be trying to design people's entries for them.
Decided to take this challenge slant-ways and design a cycle of 5 cards along the rarity axis (all four, plus the land slot). They're all tied together in flavor, and (not counting the land slot) a mechanical relationship, though its rather loose... and if I started filling out the rest of the block, you wouldn't notice the cycle anymore. Ah well. I like the cards anyway. They are:
Melvin: Realm's Edge
Vorthos: Dragoon Patrol
Johnny: Stalling Tactics
Spike: Elite Ambushers
Timmy: Radiant, Recreated
For Challenge # 093, for Timmy. Oh look, the font size decreased. Oh, Timmy, you so crazy.
But, yeah, continuing the 'attacking matters theme' and going far, far over the top at the same time. I figured Timmy wouldn't like to go all out with his creatures, so I built in a way to give Timmy a defensive army of spirits, if necessary.
For Challenge # 093, for Spike. It's expensive, true. And, in theory, no one is supposed to be blocking in a pro tour. That's not really true anymore, though, and even if this card picks up one creature and puts it in the yard, it did its job.
That aside, I've always contested that Spike doesn't need a card to be tournament worth for the card to be a Spike card. This card comes with a lot of meta-game complexity. If you know your opponent has it in their deck, do you block with all your creatures all the time? When is it acceptable to hold something back? Oh, and this allows for some crazy bluffs on Spike's part. Are you sure he isn't making a suicide attack?
Originally, this was an instant and cost WWWW... but I figured Spike would like the card more if it had more flexibility, so I gave Spike a bone. It might not break the PT, but I'd be surprised if Spike didn't consider it for EDH.
For Challenge # 093 for Johnny. Dragoon Patrol leads me to think that an 'attacking matters' theme would work well for this challenge. And what better way for Johnny to exploit that mechanic than an engine card that swings the mission in a completely different direction? The Johnny-Spike in me wants to have it both ways... a deck that swings for the fences, but can switch up and play defense in the late game. Uber Johnnys, though, would probably walk into a draft, pick up a copy of this card, then take all the terrible defensive white cards that no one else is picking up, and use them with this engine to draw into their bombs. Either way works.
For Challenge # 093, for Vorthos. I figured a nice vanilla common with flavor text would do well for Vorthos. Giving a flavor justification for why a large white creature would have more power than toughness should also do well to make Vorthos happy, and annoy the crud out of Melvin.