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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-15 12:14:30)
For Challenge # 093, for Melvin. The Basic symbol is supposed to represent that this card belongs in the land slot, not that the card is a basic land.
I wanted something crunchy for Melvin in the land slot, but also something simple, since, you know, every pack has got one card from this cycle. This card does the trick... the Hybrid mana symbol is just an extra bonus. I also added some open-ended flavor text that infers a cycle. Melvin sure likes his cycles.
This one, of the five, kind of throws me. I'm not sure why Vorthos would specifically like this card over the other 4 cards. In fact, I think he'd appreciate Melvin's card more (it uses ice counters, then it freezes things. There's a little story involved). This is just a red creature dealing direct damage for red mana. Granted its good for multiplayer... but I think that's Timmy's domain, not Vorthos.
I wonder if Melvin would have appreciated it more if this ability targeted the opponent, and that player chose which permanents they targeted, as opposed to Melvin choosing every turn. Oh, and I'm sure a few Melvins would frown when they saw so many twos on this card, but the card isn't a 2/2 for UU. Otherwise, yeah, do some things, and the result is directly related to the thing you do. Sounds about right.
Yup. Minor advantages adding up. That's Spike in a nutshell. It reminds me a little of Ghost Council of Orzhova, and that's not a bad thing.
Works for me. The only tricky part is that tutoring isn't really a Johnny ability so much as its a Johnny/Spike/Timmy ability. It turns out that everyone likes to tutor, or draw more cards. That doesn't stop Johnny from liking it, though.
Itsa big and makes lots of stuff. Yup, that's a Timmy all right. The green mana only is tricky for Timmy, but you're right that a mono-green Timmy wouldn't care. The only oddball is morph itself. You can play this as a 1/4 for 2G, but not self-respecting Timmy would ever do that. Odd. But it's kind of in the mechanic's nature.
Timmy: Fertile Tree
Johnny: Sermon Demon
Spike: Frisky Giant
Melvin: Atlantic Leviathan
Vorthos: Alien Hellion
Yeah, I think that's plausible, but I'm worried I'm fobbing off a weak card on Tammy, that isn't actually that fun. Oh well, it would be a miracle if all five matched up :)
aww, doesn't work this way round. swap activatedtriggered.
No. Perhaps Tammy would like to prevent damage and/or gain life, though? I know Tammy likes to tell a story, and the time Tammy won because her creature didn't die when it should have is a pretty common story. Give Spike Lightning Bolt, and move Vorthosa to Giant Growth. You see, it makes things bigger... there's a flavor connection.
LOL. Yeah, that actually makes sense. Melvin is the one who would notice "they all have three in" before noticing "this one is very broken and this other one is broken a lot of the time" :)
But can we persaude Spike to like Healing Salve? :)
Mmm. Truth is, I'd put Ancestral Recall on Melvin more than Spike. A number of Spikes don't like Ancestral Recall, since they know full well that it is stupidly broken, and doesn't prove anything about how skillful you are as a player. Melvin, however, wouldn't care so much about the power level. I think he'd just be happy that the cycle was complete. Melvin-Spike, though, would probably be furious, though. :-S
Come to think of it, an arguable example would be the original boon cycle.
Timmy: Giant Growth
Spike: Ancestral Recall (Johnny likes cards too, but Spike was the first to see how valuable they are!)
Johnny: Dark Ritual (Johnny prefers something more interesting, this is a bit of a Spike/Johnny but a T1 combo is always better)
Vorthos: Lightning Bolt (Controversial -- everyone loves Lightning Bolt, and people expect Vorthos cards to be obscure and weak, but honestly, lightning bolt is perfect flavour)
Melvin -- Healing Salve? OK, this one doesn't really work.
Oh, awesome challenge. I'll give it some thought.