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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 20:53:04)
For Challenge # 074
Inspired by Cannon Galleon, I decided to try a much simpler version of ships being crewed by creatures, where they're all simple permanents (not sure if they should be an artifact or not) with "tap an untapped creature you control: do something" to represent crewing a ship.
Some may tap themselves and some may not. Some may animate to attack. Some may have cannon.
The effect needs to be the right size. Investing a creature's action for the turn is a reasonable cost, but that ought to be balance-able, especially if some of the effects are worth attacking with. It would be comparable to equipment, you need creatures too, except some ships can be used by multiple creatures.
Other ideas in the same vein:
Rare, Ship of the Line, tap any number of creatures you control: each deals 2 damage to ????. Uncommon. Fire ship. Tap an untapped creature you control: ~ becomes a 4/1 creature UEOT. It can't block. Sacrifice it when it deals damage. Uncommon. Merchantman. Tap, tap an untapped creature: draw a card.
Do they need a weakness other than being artifacts?
Obviously this was inspired by the conversation on Light Schooner. I had the rulings all typed on on my Kindle, but the browser crashed and I lost it, so I hope I didn't forget anything.
I'm not sure whether they should be artifacts or not -- which I prefer, and which wizards would currently use. I think the current guidelines are something like:
My natural inclination is definitely to make ships artifact creatures, but even though it doesn't entirely make sense, I think the answer which works better in the long term is to keep "artifact creature" for self-propelled artifacts, and let ships be creatures (just like you can have one creature card for a whole mob or herd of individuals). That lets them partake of the flavour of different colours, and lets artifacts retain some of their alienness.
But I'm not sure. I think wizards would probably avoid it, but I thought it was worth trying in an amateur design.
What's the advantage of the ship carrying a creature? Some kind of bonus, like an enchantment? How do creatures get on and off? Do ships have loyalty counters or some other type of counter to track their life?
Ships should be part of a new card type, Vehicle, which carry creatures. They can be attacked like Planeswalkers, and players would fight for control of these vehicles. There should be a card called Mutiny whereby you take control of a ship and all the creatures on it.
Personally, I have a problem with ships that aren't artifacts.
"Them all?" How many are there? Is it like the Gates, where they have a Mythic Rare win condition? Also, is there any chance it could come with guys instead of chickens?
when you collect them all, you win the game. and hot chicks flock to you.
So what does the treasure subtype accomplish?
I think 1/1 unblockable is plausible, but if this is an infinite blocker it probably needs to cost more. Maybe it should only be on attack? But I don't want to recreate horsemanship...
1/1 unblockable... Well, I guess Kamigawa went that way. But Harbinger of Spring is a lot more expensive (though it adds a point of power and soulshift)
Treated as if it were shadow, mmm, I also dislike shadow intensely. But I guess I can see it, kinda.
For Challenge # 074
Looking at the naval aspects of pirate world. The idea is that all ships will have protection from non-ships, creating a parallel economy to normal creatures so we can have small ships at 1/1 that still outclass normal creatures. I don't entirely like it, as it promotes non-interaction (very similar to shadow), but I liked the flavour.
Light Schooner
Heh. I didn't mean to imply that I've never seen Turbo-Fog before... I'm just surprised every time it becomes a deck. My favorite incarnation was this very brief period when Orim's Chant was printed, but before Relearn and Recall were rotated out of standard. That deck had to work for its Turbo-Fogs.
Hahaha why? Too late now.
lets keep the secret between us
Oh hey, are you Lord of Atlantis on mtgsalvation?
So it cycles into your library? Interesting.
The point you've just helped me make is that red has to discard.
instead, red spells would say "draw seven cards" or "draw three cards". actually, red has a few draw-fours: control of the court, goblin lore
white's puresteel paladin, et al. is all conditional. you would never see a white card straight up say "draw four cards". you draw them one at a time based on some condition.
whereas red cares more about your hand. hand size, card quality, fuel for discard, etc.
this could a be red spell
3R Draw four cards. Discard three cards. Discard one less for each nonred mana spent to cast this.
White does get Puresteel Paladin, Mentor of the Meek, and Wall of Omens, though, which red does not get. By recent design philosophy, red usually can't gain more cards then it gives up, barring thinks like Dangerous Wager cast with an empty hand. Whether red or white is more appropriate to leave out is more up for debate that I would have thought offhand, but I bet most people would react like Jack.
who said anything about card advantage? white has the least drawing effects barring cantrips and cycling. every color has card advantage in different forms. and white is the color least likely to use card draw for card advantage. even besides looting, red is know to have wheel of fortune variants which refill your hand.
Oh my, that is interesting. It seems like you're right.
As a side note, I feel like this keyword is cheating, since it doesn't really have anything to do with pirate flavor other than the name.
Whoa. I love it. I suspect it's stonkingly powerful, though, and thus may not need to be quite such an efficient body too.
(I agree "Noble" should be a creature type. It'd just be sensible. It's silly seeing a princess like Michiko Konda, Truth Seeker have creature type "Advisor".)