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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 14:42:18)
Technically, Warp World and a few other cards pull the same trick. But I'm pretty sure we're all on the same page.
I'd forgotten about unexpected result. It's pretty much the only such card though, but that template does qualify. I've made the challenge a little bit more specific. Coins flips and good old "target chosen at random" are also fine, obviously.
add a bit more detail
Accidently fulfilled this challenge by designing Greel's Charm for Challenge # 081. :D
Greel's Charm
Unexpected Results would fulfill this challenge, correct?
Ha! I designed this card in my head for Challenge # 081 today, and accidentally fulfilled Challenge # 082 in the process.
Greel, Mind Raker likes to discard cards at random (as also seen on Flay. That's nice... it's hard to get a good card that only discards 1 card at random... it's never worth the casting cost normally.
Destroying a Human or Elf seemed like a good restrictive creature destruction spell (Originally, I had "Target creature gets -3/-0", like on Greel's Caress, but it was both out of flavor, and not very interesting). And sacrificing equal to permanents sacrificed fit into the "sacrifice a lot of lands" them in a very direct manner. My original plan was to have the last ability be "Return to lands from your graveyard to your hand", but the flavor bugged me. It's strange: That card would feel fine on a
hybrid card, but not as much on a green card or a black card.
We'll nudge her up to
. It's tough to figure out sometimes what the cost of a land is. Crash and Thunderclap don't make very good examples, since you could always cast them... and players often did.
I'm guessing the abilities are closer to
+ or 
-. The fact that this is modal, means I'm hovering around 3 1cc spells, sometimes better, sometimes worse. It's tricky. There seems to be a perfect time to cast these spells - right when you hit the top of your curve, and you tap out for your big gun. If the effect works well with that timing (for example: Target creature gets +3/+0 and Haste) then it needs to be toned down a little. If it works poorly with that timing (For example, put a 1/1 token creature into play) then I can make the ability a little better.
Don't ask me to explain why I think a rhystic unsummon feels better than a normal unsummon though. :p
Given that sacrificing a land gets you a 2 mana effect (as seen on Crash and Thunderclap vs the then-standard Shatter and Incinerate), my first reaction is to say that a full Unsummon isn't too strong. But this approach is fine too.
Love the reference to Alexi's Cloak. I always had a soft spot for that card (er, on my own creatures).
For Challenge # 081. Rhystic seemed like a good place to go with one of these cards. If it didn't take up so much space, I'd say putting one rhystic-like ability on every third charm makes sense... but that whole "unless a player" part digs into your other abilities, as I saw here. I dug my heels in with this one, and gave Alexi the second half of Withdraw.
But the other two abilites were shorted to make up for it. Originally, I planned to make Alexi give a creature a Hexproof until end of turn, similar to Alexi's Cloak. But countering anything that hit any creature is fun, restrictive enough, shorter, and also matches the cloak (I used to play it, but don't remember ever played it on my own creature. It always shot down an aura or growth effect. Odd matchups.)
Meanwhile, the last ability used to be:
"Look at the top four cards of your library. You may put any number of lands in your graveyard, and the rest back on top of your library in any order."
In keeping with the 'lands going to my graveyard are relevant' thingy. This card wouldn't use the land, like the other two cards did, but would set up other cards that did use lands in graveyard. The ability was long, though, and I had to cut back to this odd tutor (and probably a better ability in the exchange).
Yeah, originally the abilities were going to be inspired by sorrow's path, one with nothing, and some other equally bad cards, but nothing else sprang to mind, so despair is just One with Nothing but less bad and more flexible (but still bad).
Despair is reminiscent of One with Nothing.
Heh, yeess, equality of card mana costs is not transitive! I hadn't realised that :)
Should this have fuse and entwine? Because an entwined Hope would still only be worth about
.
For Challenge # 081
I was wondering if there was any way to make the charm abilities even more marginal, and thought of a split card. It's also the obvious way of having a two-colour charm that doesn't have to cost >=2.
I'm not sure of the exact abilities. Ideally they'd be things which are useful in one game in six.
Originally it was going to be "sorrow and despair", with sorrow based on sorrow's path, but I couldn't make it work.
ETA: Does W//B count as a different mana cost to W and to B? In game terms a card with W//B and a card with W have "the same" mana cost, but they're not the same in meta terms, else W and B would be the same too.
Hope // Despair costing W//B with six modes :)
fixed spelling for ya
I added (((Gladiator Charm)))