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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 09:36:19)
For Challenge # 083
I don't really like this, I don't think there's enough gameplay to support a keyword, but I liked the idea.
There have been several "dimensional anchor" cards, but I think an always-on ability is too confusing -- it normally doesn't matter, or breaks things, or lets you cast things from exile... But an activated ability lets you do several different things (dodge exile from any zone, or turn mill into card filtering), and has an "out" for the opponent if you tap your mana.
I'm not sure if the templating can be fixed -- miracle says you can trigger off changes from hidden zones somehow, but I'm not sure that works with "instead". Any suggestions for better templating?
I don't know why people think minotaurs are good at mazes: IIRC, the heroes barely escaped with the string, but the minotaur couldn't find its way out at all? But it seems to be common now.
Ith's Minotaur, minotaurs with mazerunner
It is kind of funny. In theory, you don't know whether the creature will attack or not before you lightning bolt... but... oh yeah... I guess he will.
Eh, it's not a keyword people would be fond of; but I can see it. I read it more as "I enter combat, and white can't stop me; I will deal my damage; and then I die."
It's odd that it's only a very few effects it bypasses though - you can still Lightning Bolt this before combat starts.
Pyrrhic Berserker
"~ must attack if possible. When ~ attacks, it gains indestructible until end of turn." seems to be what we're going for here. Though I find it kind of funny, nesting a keyword in a keyword.
So instead of dying during the combat damage step, it dies as soon as SBEs are checked during your second main phase. I don't see the point. Also, why keyword a drawback? It just draws attention to how this is worse than a vanilla 5/3.
A tribal keyword mechanic is a keyword that, for whatever reason, is only intended to appear on a specific creature type. Magic has two that reference the creature type in the mechanic: Soulshift and Prowl; and six that are flavorfully tied to a specific creature type: Bushido, Evoke, Flanking, Horsemanship, Ninjitsu and Annihilator (you could make an argument that defender was the original keyword mechanic for walls, I suppose. Shadow is also odd in that it applies to three specific creature types, but those types weren't called out when Shadow was printed).
Originally, I only planned to do keyword mechanics, but if you come up with an ability word (Like Landfall) or a Keyword Action (Like Scry), then go nuts. There aren't any examples, but I'm sure you could imagine what they would be like (If regneration only applied to skeletons, for example, it would be a tribal keyword action.)
I'm cool with a single rare color pie bleed for nostalgia's sake. I'd prefer cards like that to be inefficiently costed... but I'm sure someone would be insulted by that sensibility.
My first thought was that this was too good as well... but I got to admit, it's weak if your opponent isn't playing blue or red. It's just a bad Ball Lightning. A really bad Ball Lightning, considering.
I like the idea you're going for, amuseum, but is there any chance you could change out the mountainwalk/islandwalk for something not blue/red specific (or the destroying red/blue permanent, I guess)? Or maybe even go whole hog, and make the first ability only hose blue and red as well? It seems very frustrating to be playing this card in your deck, while playing against an Exalted deck, knowing full well you will never get full value for it.
I feel like this does way too much for 4cmc. The last two should said just "or," not "and/or," so that people aren't confused into thinking this can destroy two permanents or counter two spells. Not that this should be destroying permanents at all— Red Elemental Blast] and its counterpart are no longer within the color pie.
Elemental Command
Ooh. An unpredictable Omen Machine. Yeah, this doesn't appeal to as many players as Omen Machine, but I could still see it getting printed at some point.
I made Magmatic Rumblings and Influx of Ideas.
For Challenge # 082.
Cool how the random part makes it better. :P
One way to make the coinflip more relevant: make it a 4/4 for 4 mana that deals or gains 4.
At that point it helps me realise it reminds me a bit of Sphinx Sovereign.
I love the name, although it seems a stretch that roses deal two damage to the opponents :)
And yeah, this is a nice "stuck between vanilla and chocolate"; in a race, it doesn't matter which happens, and even in an aggro or control deck, the other half of the ability is mildly positive. In fact, maybe it's even too tame -- I think people might wonder why you bother with the coin flip, rather than just saying "everyone loses 1, you gain 1", although it would be very exciting near the end game when you want to know if you can drag the game out one more turn or not.
Knight of Bread and Roses
For Challenge # 082. Vitenka's right. I've yet to design a "Money or Candy" card for this challenge. I whipped this card up to rectify that.
Oddly, this card feels like a coin flip card that Spike wouldn't really complain about. Something about the 'Money or Candy' approach seems to negate a bit of the "You won via luck" argument.
True enough. It's the general problem with any card that flips coins. Something bad has a chance of happening. Even if we put the bad thing in a pretty dress and make it dance around, it's not quite the thing you wanted.
That said, I'm pretty aware that, short of being a tournament staple, this card would be relegated to the Quarter Rare box, and there would be 10 copies of it just hanging around in there. I'm sure some players would like it, but it takes a very specific kind of person. It doesn't mean cards like this shouldn't exist, but they shouldn't exist often.
It's weird. This card is less exciting for Tammy to read than Stitch in Time, even though the bad stuff is roughly the same (Do nothing). Something about getting a 5/5 creature for cheap, then losing it, makes the card feel bad in a way that casting a sorcery, then nothing happening, doesn't (as much).