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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 07:50:04)
The ultimate is kind of lame. I guess there could be a couple of mana rocks and maybe an enchantment or two in a multiplayer game. Maybe have it deal damage to each opponent?
Changed the +3 to affect any number of players, instead of just non-opponents, since multiplayer cards should have the choice. If you're playing a big game of Agenda, and you know someone's your enemy, you shouldn't be forced to give him life... at least not with this card. Also changed the -3 to target. I guess it also gives your opponent to cast instants when it isn't his turn, which seems like a good work around to me.
Added Orim, Magestrix.
For Challenge # 075 and part of the Weatherlight Planeswalker Project. I had the choice of watering down Orim's card so that the font size wasn't so small... but I really like this version of the card incorporating Orim, Samite Healer, Orim's Chant and Orim's Thunder... I'm not sure what I'd remove. Technically, I could have cut the "If you control a Mountain" restriction and made Orim cost

, but that would have seemed wrong.
The only thing I keep pivoting on is whether I want the -3 to target a player or not. This card is supposed to be a multiplayer monster... so targeting only one player seems to go against the multiplayer theme. But then the card would give players something to argue over... you could threaten to target players with that effect unless they do what you say. Maybe it should target? Erm... I'm a wishy-washy on the subject.
Added Deadwood Steeds... since once I got the idea in my head, I had to write it down. Sorry about stealing that particular combination from y'all.
For Challenge # 077. A little Johnny card that operates on two different levels in 1993 and 2013. In 2013 there's no mana burn. It's unlikely your opponent has a lot of spells in their deck that can take full advantage of this artifact, but the effect should be easy enough to build around. Just stuff a lot of creatures with activated abilities in your deck, and you're ready to rumble.
There is mana burn in 1993... but your mana pool also doesn't empty until the end of your turn. You don't need to use the mana during combat, making this card work like an odd Mana Flare that favors players with attacking creatures the most. Combos well with Goblins + Fireball.
Ideally, if I was to cost this card today, I probably would have said

. We don't have the luxury of hybrid. Or gold, for that matter. But the early game used to be full of artifacts that didn't quite belong in any one color. Looks fine to me.
Mighty Statue but it's not very good.
For Challenge # 077. Way back when, this would be a pretty competitive wall, worthy of its rarity, especially with Animate Wall raising its head. (Well, ok, maybe not - wall of swords is cheaper and usually at least as good. Actually, hmm. This trades with a Craw Wurm, the iconic fatty of its day; but wall of swords doesn't. Mind you, the swords can block the Shivan Dragon and this can't, so it's probably a wash. Both splatter Hill Giant's and so on.)
And nowadays, we wouldn't blink too much, to see a big green fatty at this low low price. (Well, ok, we'd wonder where Moss Kami's trample went. And why it's rare. And gripe.)
So, uh, I made a junk rare in alpha that's a junk rare in modern. Yay me :)
the 'modern' version probably would have a different creature type, just to be boring. I prefer the reminder text "(~ does not have defender)" but that makes no damn sense in Alpha.
...and we'd probably complain about the name, which should be an artifact creature; and it oughtn't to be green in that case and... Yeah, chalk this up as a failed effort on my part.
DOH! Moss Kami costs one more. Ok, that's not an unreasonable reason for it to not have trample! Probably doesn't justify the rarity though. Let's see... Silverback Ape and Hollowhenge Beast are the same size and CMC, but slightly greener to cast. Possibly there's the rarity justification. Spectral Force is ludicrous; but at least sometimes has a downside.
... Freakin heck, creatures have crept even more than I thought.
Added Vodalian Mentalist. I'd make a few other cards, but I don't want to shut off other people's options. Here's some suggested quirks about the way the game was originally played though.
There are many more... for example Banding no longer 'exists' as a keyword. But that should be enough rules variations to produce some interesting cards.
For Challenge # 077. In Alpha, players were allowed to build 40 card decks. That means if you played this card in your deck in Alpha, then you'd need to play with at least 50 cards in your deck for it to 'work'... a serious drawback in that world.
Meanwhile, in today's Magic, players play with 60 card deck minimums... except in limited. Since draft and sealed environments are supposed to be weaker, having a 1/3 for 2 isn't such a bad deal... but a player could fill their deck full of this card, and reach for a 55 card deck to pummel their opponent with. Meanwhile, a 2/3 for 2 in constructed is kind of blase... even for blue. It might seem too good, but it's fighting for space with cards like Snapcaster Mage.
By the by, for anyone who wants to take a peek at the original alpha rulebook, you can find it here.
True. But I think you can get a lot more subtlety out of this challenge by having the card be good in two different ways. I'm putting my thinking cap on...
Yes, that's better. Editing, and thank you.