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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 21:49:18)
Oops. Flavor text is not rules text.
Looking back... Holy cow, I've been on this site for two years? And no one batted an eye at green lifelink?
Tricksy. I could see the entire Noble creature type being based on controlling things you normally wouldn't be able to control. I'm not sure how far you could go with that, but I'd suspect far enough.
Maybe you can have this guy be a banker? Removing poison counters now to give them back with interest later? I get the impression Maro might go for that. Or not.
You can't remove poison counters! Make it "
: Move a poison counter from target player to another target player." to make MaRo really squirm.
For Challenge # 073, with two new creature types for Challenge # 021
For Challenge # 073, with two new creature types for Challenge # 021
For Challenge # 073, with two new creature types for Challenge # 021
Also for Challenge # 073, I made Phyrexian Scavenger, Phyrexian Swarmleader and Poisoned Peddler with two new creature types each.
The one edge case I forgot was what if you got the same challenge twice? Fortunately I got Challenge # 021 twice, which is just about susceptible to solving twice over.
I made three creatures with TWO new creature types. The first was phyrexian, since wizards have admitted that could have been a creature type from the start, and it's easy to make phyrexian-looking cards. Then I chose three different obsoleted or never-made creature types that I thought would be supportable: Noble, Scavenger and Merchant.
I made: Phyrexian Scavenger, Phyrexian Swarmleader and Poisoned Peddler.
Turbo-Fog has been a thing for a long time.
By the by, I say this, but have you seen the Control-Fog deck that's been making rounds lately? Evidently Magic has been about mid-game creatures so much, that a tier one player built a deck that straight up plays 8x Fog and card draw for victory. The thing about Fog - it protects Plainswalkers, so he's getting added value every time he prevents all combat damage. Crazy.
I believe, though the two designers who wrote articles never really said it, that their intention was to change the rule form working the way it does right now to something like "You can only play one land per round." Allowing you to play this during an opponent's turn, but only if you haven't played a land yet. That's speculation, though. The only thing I know is that they intended for players to play this land during other players turns.
you can't cast 4 at the same time.
I agree, and think this (3/3 first strike, life link, 5 life) is about right for a reversal.
You don't want to go too crazy with it; though. This is already better than Lightning Helix when it does go off (but, well, the restriction that you have to have lost for it to go off makes up for a lot.)
It makes me want to build a deck designed to lure an opponent in through a weakspot (no flyers, maybe) and turn around and cast four of these as a reply.
Changed abilities and P/T.
@Jack You left off the one rule that actually is effected by flash: you may only play lands whenever you could cast a sorcery spell. Oh, and that lands don't use the stack, but that doesn't matter. Playing a land at instant speed doesn't change that you can only play 1 per turn and only during your turn.
I meant "Presuming you can play a land in an opponents turn, but it's sorcery speed so you can't unless it has flash which this does."
AIUI the current rules say that "you can only play one land per turn" and "you can only play lands during your turn".
Most people are assuming that the "obvious" alterations to the rules would be to let this be played during an opponent's turn, which would make two land drops per round.
Changing the rules to allow only one land drop per round would make this card work as intended, and I think it would then be pretty reasonable. But I don't think wizards would allow that change, since it's too easy to forget if your opponent played a land during their turn.
One solution I liked was "Sudden Tor", similar to Veinfire Borderpost, where this can either be played as a land, or as a separate ability put onto the battlefield in place of a different land. But I couldn't get something I liked enough.
How does this accelerate mana? You can still only play 1 land per round. I don't think you'd even be able to respond to playing a normal land by flashing this in, since lands don't use the stack.
Mmm, for pure landfall reasons it's very desirable; but for mana accel it's insane. I wonder about something like: Flash When ~ ETBs during your turn, put a charge counter on it.
: If ~ has a charge counter, add
to your mana pool; otherwise (even smaller ability) (Sadly, that's wordy and messes with the lovely minimalism of the original - one word and a symbol? Yum.)
This card was part of the original design file of Zendikar, with the intent to play it during your opponent's turn. It got passed off to development this way, and development responded back (sic) "Whattaya nuts?", pulled it from the file, and asked for a replacement. So, yeah, it's broken. The rules might currently control it, but I'm assuming that the person who 'fixes' it, is fixing the spirit of the card, not what it actually does.
Not broken, just unlikely to be played correctly. Reminder text would fix it. (You may only play land cards during your turn.)