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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 14:36:44)
"Brute damage" is unusual for black because it's usually linked to lifegain (most recently with Corrupt, and usually done to players as life loss, as with extort) or to the graveyard (Corpse Lunge), but it has been used very recently as a
effect on Bump in the Night and Fires of Undeath.
I'd try to replace on of them though, since 2 "damage" effects looks very inelegant. How about "if target creature would be destroyed this turn, exile it instead"?
And I made Steel Charm in cards with no home, because it's charm-like and uses the mana cost of
, but doesn't meet the terms of the challenge, it being nearly unheard of to have a colourless instant or sorcery.
Well, every type of mana symbol, I think we're still missing:
etc :)
And I guess
doesn't count :)
Is there a list somewhere of which symbols multiverse supports? I think you've mentioned it in a comment when you added a few of the unusual symbols, but I can't remember if there's an up-to-date list. I can't remember if
and {infinity} and
,
etc were added :)
ETA: Added several missing. Removed
.
Mmm.. the other thing snow does (pretty much exclusively) is paying for culmulative upkeep. Presumably mimicking melting. But that'd be kinda overly niche. I like this one.
Heh, cool. Glad to see every one of the mana symbols Multiverse supports used for this challenge :>
Very nice. I particularly like the Leaf Arrow / Thunderbolt option.
Oh yes, nice job coming up with three "snow" abilities. I guess this is why there weren't any snow instants or sorceries to start with :)
I considered a snow charm, but couldn't think of anything good for it.
Oh, good point. But yes :)
Added Frozen Charm for
.
For Challenge # 081. I figured I'd cut someone off at the pass and make a snow charm.
The first ability seems pretty obvious. After that, it's a trick trying to make the card both relevant, and do things that any color thinks is fine to do. Colorless instants are particularly tricky. Show someone a color-pie breaking artifact and they shrug. Show that same person an instant with no color identity doing anything and the immediate response is "That feels [color]. Why wouldn't that be [color]."
Luckily, 'can't be blocked except by things like it' belongs equally to each color. It's also a good flavor match, which is what I was going for with the second ability. Counter target activated ability is technically blue... but it's come up on, like, 6 cards? 9 cards if you count the fact that it used to be in Green? I'm pretty sure blue can share so that snow can get a nice "It don't work 'cause it's frozen" feel.
Technically, all the Onslaught charms were a little tribal. I'm all for more tribal charms, though.
This is a very good idea. I'd love to see Magic do a cycle, even if all 5 cards only had 2 modes.
Hm, I thought the second ability was slightly more expensive than that, but it turns out not only is it Banners Raised, it's also one option on Hearth Charm. I think the first ability has been an option on both white and red charms before too, but that's fine. The CMC restriction on the artifact destruction is unfortunate but probably necessary, given Smelt is pretty good and pretty recent; the other charms to include Shatter effects have all been 2 mana.
I wonder if the last ability could be "return a creature card at random from your graveyard to your hand"? That's worse than Disentomb and comparable to Fossil Find. It'd give a nice cycle-of-life flavour to the three abilities.
Very nice.
Mm... not keen on the minor bleed in both the second and third abilities here. It's really hard to find abilities costing
that are common to red and black, though, I'll give you that.
Mmm, sensible. Sphinx is a good flavour for it, too.
For Challenge # 081.
Another obvious different mana cost is
which is similar to
but a bit cheaper. I pondered for ages for three abilities which were weak enough to be cast for less than
divided by three. I decided it was probably roughly equivalent to a cantrip ability, one that fits on a 1-cost spell with "draw a card" as well.
I wasn't sure about the flavour. I had two abilities related to fortune-telling or telepathy, but the unblockability didn't fit. I considered trying to make it illusionist-themed with a "change the colour of target spell", but decided the evasion+mental magic spelt sphinx.
Inscrutable Charm at
Slime Molding's upside being "being in RtR with populate"? That is admittedly quite a hefty upside, even if not obvious on the card itself.
This is a very strong card, indeed, but probably not overly strong. Untamed Might suffers a lot from being downgraded to sorcery, but Hurricane and Slime Molding don't care. I'm amused how many simple nonrare X-spell options green has: there's still Thrive, Molder, probably more I can't remember. It'd probably be rather harder in blue or red.
(Hmm...
The whole cycle might end up being upcosted to XCC.
Interestingly, Misery Charm was curiously tribal. A kind of Cleric-antiCleric spell.
This is nice. It's quite natural to find a bunch of different cemetery-themed abilities for black. The third here does catch slightly by surprise, but it fits the Strength of Night or Nocturnal Raid feel.
:D
Wheee! Entwines into a better-than-Plague Wind? Oh no, it's just tapped creatures. Still awesome.
I'm not sure if it still counts as a charm if it has entwine, but it doesn't matter if it technically doesn't fit the challenge criteria any more if it's a seriously cool card ^^
For Challenge # 081
I think Profane Command is the only current x-charm, so an x-spell was an obvious way of getting a different mana cost onto a charm. It would probably be a cycle of "charm of unbound [colour-themed noun or adjective]" :)
I'm not sure about the exact strength. These are all x-spells which have been printed at common or uncommon as an instant or with an upside, so can probably be one choice of a spell at rare. But they're all very solid (if uninspiring) abilities, so is it too good to have the choice of any of three?
Charm of Unbound Might using

For Challenge # 081
Using the last unused two-cost, I asked myself what else haven't charms done, and an obvious one is explicitly tribal. I tried to make this obviously fit in a zombie deck, while spelling out "zombie" in only one of the modes so it's not useless outside that.
I'm not quite sure about the pump ability -- the logic is, it's better with lots of small creatures (zombies), and a sorcery +1/+1 is maybe black, but I'm not sure.