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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 19:18:08)
Thank you.
Yeah, I considered "tunneling charm" as a bit less generic than "mining charm", but then it doesn't really fit the third ability. Maybe it's still better. Ideally I want some word sitting between "tunneller" and "miner"...
I probably wouldn't count the Commands as charms, because so far "charm" has meant exactly three options, and the Commands have four (well, actually six). But I'm happy to accept a little bit more restriction to inspire creativity.
I was very pleased when Hunter's Insight was finally printed, I'd been waiting for more green card drawing.
Mm, yes, nicely done. I think "Tunneller's Charm" might communicate the flavour consistency slightly better than "Mining Charm" - that fits the first ability, but comes up a bit short at the second. Nice work though - as you say, it's hard to find three abilities that are different enough to be worth providing as options, while also related enough to have a consistent flavour.
Ah, I didn't remember Hunter's Insight. Excellent, looks like it's fine then.
For Challenge # 081
I tried to think of a concept for a charm which was more specific than just "three effects of the appropriate colour". I'm not entirely sure of the flavour. I think they're all plausibly undermining/tunneling/digging related, but I'm not sure if players would realise.
The land destruction may be too strong. Ideally it would cost one more or say "land with a non-mana ability" so people aren't mana-screwed if they play dual lands. But that wouldn't fit.
The last ability would feel more like mining if it was something like "look at the top N cards of your library, put one into your hand", but I couldn't make it feel both like red and like digging in the space available.
Pit Miner's Charm at
.
Oh, nice flavour, it's really hard to get a charm which is more specific than just "three effects of the appropriate colours".
Last ability is Hunter's Insight, which suggests it's in the right vicinity. I suspect green card drawing can be pushed a bit harder, since they started cautiously and have been improving it.
I created Spontaneity Charm, filling in the colours that Link's design wasn't.
Created for Challenge # 081. I'm pretty sure there haven't been any printed charms with this mana cost :P Could also be printed at

.
For the name I looked at the thesaurus for "impulse". It's interesting looking at the entries in that thesaurus and their corresponding colour affiliations:
caprice
, catalyst
, desire
?, fancy
, feeling
, goad
, hunch
?, impulse
, incitement
, influence
, inspiration
, instinct
, lust
, mind
, motivation
?, notion
, passion
, thought
, whim
, wish
... and spontaneity, which seems to be close enough to the intersection of
,
and
for me.
The first two abilities I'm sure are fine at 3 mana in 2 colours. The third I'm not so sure about. It's Cold-Eyed Selkie's ability, but being granted by an instant a la Commando Raid. It could potentially draw quite a few cards, but is it conditional enough to be okay on a 3-mana gold instant?
(Created for Challenge # 081.)
Heee. Option 1 and 2 are awesome for
. Option 3 looks very black and not very white.
Option 3 also evokes Shriveling Rot, and makes me realise this current design really really wants entwine :-S
I made Celestial Charm.
And yes, I would count the Command cycle as charms.
Oh, and 6. I'm counting Austere Command, Cryptic Command and Incendiary Command. They don't say 'Charm' and evolve the mechanic. But they count, in my opinion. They even fit Link's definition in his flavor text.
Yeah, sorry. I did mean mana cost.
Created (((Temporal Charm)))
first mode just return card
up last mode from -4
Making a hybrid charm with Mirko's Charm.
ETA`: Wait, there have been CMC4 and 5 charms??