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 2025-07-04 02:43:46)
Oh, nice. Yeah, that works very well (although is probably too much land destruction even for rare.)
It should probably just say "may", I doubt the drawback is likely to be relevant: if your opponent has zero land, you really should be winning anyway...
Yeah, you're probably right. I was in the swing of adding 5/5 flying bodies to things. It's depressing that stapling together two good cards still doesn't produce a mythic :)
Created Wrecking Crew.
The non-optional is a kinda fun possible drawback, and a very red "Oh, I didn't think of that. Whatever!" one. I mean, usually your opponent having no land is a great thing, right?
To be mythic this should probably be 7/7. And as you say, it's still not hugely exciting, though a lot more so than Archangel's Light.
Bad instant and sorcery searches: <1, <1.5, <2
Archangel of Light)
The modern-legal sorcery with the least community rating is Psychic Spear which makes sense -- it's a narrow hoser for a theme most people didn't like. But 7th least is Archangel's Light... I think it is better than it used to be though, even the worst sorceries I can imagine playing sometimes.
I don't think that Flash would appear in black like this, but this is an interesting card. I like how it perfectly kills itself if there's not another creature for it to drain.
Example: Lifestealer Demon - Pull Under + 5/5 Demon
:) You said it'd be fiddly from your mobile device, I thought it'd be easy for me to do so, so I did.
I agree. It could easily fit into all colors. I don't think that means it needs to on its first appearance, though. Overload, evolve, and populate could probably all fit in colors other than what there were given in RTR block, as could cipher and bloodrush if they had been given different names.
Thanks for adding links for me. :)
Hm. Yeah, I guess a very parasitic mechanic tries to draw people into its colours, yeah.
...Oh, in fact Circeus explicitly spelled that out on the challenge thread. OK.
I'm not sure this mechanic is inherently very blue-red though. It seems like magnify variants on Feast of Flesh or Kjeldoran War Cry are just as feasible.
Oh, heh, cunning wording so that you discard 1 card but then draw N. I was wondering why this was so much more expensive than Bloom of Inspiration.
Hee. That's awesome. Very nifty approach to the challenge. Clearly expandable to a cycle.
Reminds me of Radiant Kavu.
Jmgariepy, your responses are not what I would have thought Circeus had in mind. I though he was looking for keywords or ability words. Nevertheless, it's a good reminder of the fact that "mechanics" aren't necessarily either of those things.
I made Bloom of Inspiration, Sanity Drain, and Spike in Processing.
Added Unburial Pyre, Badland Warp Stone, Rolling Mist and Order of Extreme Prejudice. This is a very strange challenge, in that it's easy to do if you're just dabbling with the idea, but incredibly challenging if you're serious about enforcing two-color decks.
For Challenge # 088. One way to force guilds is to have the guild members continuously force minor leeches on the rest of the colors. The Order of EP doesn't really mind if you play Boros, but the other 9 color combinations are going to be hit, including you, if you decide to toss some Gruul in your deck.
There are mirror match problems, but 'bad in the mirror' helps define Meta-games, so that's probably fine. The part that kind of bugs me, though, is that I keep designing uncommons. I couldn't bring myself to make this a common ability... too much book keeping.
For Challenge # 088. We talked about the very concept of guilds means linear design. And I agree, mostly. I've been wracking my brain for more modular solutions, never the less.
Rolling mists is a linear card, but it masquerades as a modular one. It gives two different bonuses... but the obvious better bonus is granted to creatures that already have hexproof, and those creatures are squarely in blue/green's camp to begin with. So, while you can play this in any deck with a splash of blue or green, you really want to build a blue/green guild deck with lots of hexproof creatures to give this oomf.