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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 06:08:03)
Army Ant, with a swarm mechanic.
Maybe just "when this leaves play, return an aura attached to it to your hand" would have been simpler?
Shipworm
And Bear Weird, an enchantment-creature mechanic for auras.
For Challenge # 083
I wanted an ability which would reduce the variance of playing with auras (rather than increase it, as with "this gets +2/+2 for each aura", etc), so lets just negate the card advantage in the obvious way. I considered having a "search for aura" ability, but that suggests splashy combos, not "play run-of-the-mill auras".
Maybe Bear Weird gets pump auras, but Splashy Mythic Weird gets hexproof and evasion auras, etc.
It's one of those abilities that seems to do almost nothing, but maybe having a critical mass of weirding creatures makes a limited environment where playing several auras is worthwhile.
I'm not sure of the templating. I wanted you to get the card if you played an aura in a "normal" way (including ways other than casting it by paying its mana cost), but not to necessarily be degenerative with blink effects, etc. The idea is to encourage "put those auras you've always wanted to play on creatures" not "try to break it". Suggestions for the exact templating of the ability?
Created Daredevil Pilot.
Created for Challenge # 083. In my set Clockwork Wings, most of the creatures of type Aviator have some variation on "artifact flyers matter". (See Dashing Pilot, Fickle Pilot, Wing Commander, and a couple of others I can't quite remember.) If I wanted to create a keyword rather than have a range of related effects, I might go for something like this.
MaRo said that one of the reasons they haven't brought back flanking is because players forgot about the exception for flanking blockers. So I think if it were being designed today they'd give it a slightly different flavour in order to allow it to work on all blockers.
There's also Master of the Wild Hunt and Wren's Run Packmaster (which incidentally work very nicely together).
But yes, I like this idea quite a lot. It's an interesting way to do a "You need to block me" mechanic.
Problem is the keyword "Ambush" really doesn't sound like it's anything to do with wolves. Existing cards with "ambush" in the name include snakes, elves, human rogues, insects, and even elephants. Wizards did do that anyway with "prowl", but I'm not sure if they would again.
Ulamog's Leveler an alternative lovecraftian eldrazi mechanic.
For Challenge # 083
Wizards have said that future Eldrazi will probably have some lovecrafian mechanic, but it may or may not be annihilator again. This is a suggestion for an alternative.
The difficulty in making large creatures relevant is in stopping them dying or being chump-blocked endlessly. Here's a pseudo-hexproof with pseudo-evasion which gives a grim sense of inevitability, but does allow the defending player some choices.
The second half of the rules text seems tacked on.
It's a pretty good take on Flanking+Wither, true. It makes me wonder if creatures with Infernal should not get the counters. I wonder, if they made Flanking today, how they would have ruled that.
Challenge # 083.
'Bore' has many definitions, and this ability fits several of them. Also compare other digger and excavator cards.
Worms seem to fit best in black, green, and sometimes blue. Coincidentally, bore matches those colors quite well.
Hell's Shock Troops with infernal, a variant on wither or first strike.
For Challenge # 083
A variant on Wither or Infect, or maybe first strike. Would have to go in another tribal -1/-1 counter set.
I'm not sure this has to be a tribal mechanic, but it could be.
Infernal does a similar thing to wither or first strike, but with a different knob to turn. Hopefully if there are not too many infernal creatures, it won't be too confusing remembering how many counters they give.
It's deliberately "1" not "equal to the power" so it CAN be blocked. And it can be varied -- shock troops are basically a 2/2 like rakdos cackler, but another creature could be effectively unblockable if it had a high infernal number, or a stompy common or uncommon might have high P/T but only 1 infernal. And a splashy rare could have big both.
I feared it might be too good if it could always block infernally too, so I decided it should be "infernal" or "infernal attacking" or "infernal defending", but maybe that's not necessary.
I assume devils will be in B and R and the other colours will have other tribes.
Oh, nice implementation of feeding frenzy.
For Challenge # 083.
Werewolf tribal. They didn't really do anything with the wolves, though. Just gave them very generic abilities.