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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 03:46:40)
That's a huge reason to target. Magic targets unless an effect doesn't work otherwise, as with Clone.
I don't like leading my own challenge, but I thought of Sack O' Saint Arnes and doubted I'd be stealing mind space form anyone.
For Challenge # 079. This is a spin off of 'As I was going to Saint Ives' rhyme. Originally, I planned to put 7 cats in each sack, but the idea of each cat having a sack kind of bugged me (and I couldn't use 2/2 cat tokens without making this card cost far too much). Luckily I thought of Dwarves, and couldn't stop snickering at the idea of a sack full of Dwarves, each with their own sack full of Dwarves. I guess there's a bit of 'Sorceror's Apprentice' snuck in here too...
I has going to say something about Hex but it occurs to me that this doesn't have that targeting problem. Since they're all seperate lines, all 6 events can target the same creature. So, yeah, there's no real reason not to target short of intentionally subverting the way the game operates.
I'm also unsure of why green is needed here. Were you thinking Hurricane & Earthquake blob? Or was this Cone of Fire+ & Hornet Sting perhaps?
Ah, yes. I try to pretend Sorin's Vengeance doesn't exist because I think it's foolishly too cheap... but it certainly does exist, whether I want it to or not. Fair enough. Carry on.
"When the damage is dealt, if..."
That is an interesting proposal, Jack. I couldn't think of a card that did that, so I did a Gatherer search of 'Instant and Sorceries, +when -cast' (since "when you cast" would be the most likely to appear. Evidently, I should have added -Recover as well.). That left me with 69 cards, but none of which approached messing with the timing of a creature being damage by establishing a 'when' trigger.
Still, it looks like a good workaround to me. It looks chunky. I get the impression that new players will like it less than "dealt lethal damage", while older players will like the trigger. Strange that.
This is cute, but it's not green in any way, and it should target.
I'm not exactly sure how negligible the drawback is.
And Searing Wind is not that good. Compare to Sorin's Vengeance.
I heard that restriction breeds creativity. ;)
Shiny idea. Must have a think. Shame you limited it to artifacts though.
The block is loosely based on Grimm's Fairy Tales, Aesop's Fables, Mother Goose and the stories of Hans Christian Anderson. Think talking animals, Princes and Princesses, Big Bad Wolves and a slew of evil step-mother slash witches.
This is an early brainstorm session with a minor twist. Instead of deciding what this world will look like directly, the Head Designer has asked us all to create appropriate artifacts that fit the theme of this world, so we'll have an understanding of what the environment's landscape might look like.
For the record, we're not looking for items from specific fairy tales, but very close analogues are acceptable and encouraged. So, for example, a poison apple that puts its eater to sleep would work well... but flavor text that talked about a special tree in the woods that grew said apples would make the card even better, since the card contains elements from Snow White, but is it's own separate thing.
@dude Good point. I meant the creature, but if it's not obvious it should be reworded until it is.
I'm not sure about "dealt lethal damage". I considered it, and it's closer, but it's annoying that it (I think[1]) doesn't bounce regenerators. At least it would be fairly unambiguous.
[1] I think the exact wording for regeneration is something like "when the creature would be destroyed, instead...", so the sequence of events with that spell targeting a 1/1 which has had regeneration activated would be:
Deal 2 damage.
During the resolution of the same ability, check for lethal damage, so don't bounce.
Check state-based effects. The creature would be destroyed due to lethal damage, so instead is regenerated.
@jmg: Maybe "When the damage is dealt, if it survives,..."? Would that set up a triggered condition, having the same effect, but being less intrusive for people who don't want to think about it. Although it's still not quite the same, since you can respond to the trigger (eg. activating hexproof after the damage but before the bounce).
changed it to


Just from reading the card, I can't tell whether the creature or Warning Shot goes back to its owner's hand. Terminology that almost does what you want (but is better in reminder text) would be lethal damage. "~ deals 2 damage to target creature. If that creature doesn't have lethal damage marked on it, return it to its owner's hand."
Well, I figured out one way to do it. But my solution is far too difficult for the Magic players with less than two year's experience...
'~ deals two damage to target creature, then put a copy of a spell on the stack targeting that creature, which reads "Return target creature to its owner's hand."'
Hm, yes. What I really want to say is "Deal 2 damage to it. Check state-based effects. Return it to its owner's hand." Since any regeneration etc has to be set up in advance. And you shouldn't be able to respond to the trigger. So I think it's unambiguous, but I don't know if there's a good way of saying that in the rules.
I was thinking of Mugging, where the problem doesn't happen because "it can't block" just doesn't happen if it's already dead. But here, the "return to hand" would return it before it dies.
Oh, I guess it could just be "Deal 2 damage to target creature. You may return it to its owner's hand" and trust the player to do the sensible thing. But that loses some of the flavour and is also rather rules-fiddly.
I fear this needs to cost one more. Otherwise it's a 50% increase on Sign in Blood.
Your comment definitely made me smile though :)
Hmm. I fear "If it survives" is really hard to write for damage. It's okay for kill spells or counters (Lapse of Certainty can change the destination for where the countered spell goes), but damage has to go via that pesky intervening step of state-based actions. So all sorts of things can happen in the meantime, such as the creature regenerating, the damage being removed by totem armour, or the creature being indestructible. The rules don't have a good way for a burn spell to hang a dangling clause on that can see what the end result of the damage is.
One of the closer approaches is to say "At end of turn, if that creature is on the battlefield, return it to its owner's hand." But that loses the whole "get a creature out of my way" that lets this feel red at all.
Created for Challenge # 078, I assume? Or some other challenge?
Warning Shot