Multiverse Design Challenge: Recent Activity
Multiverse Design Challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
All challenges | Upcoming Challenges | Make a new design challenge! | All challenges (text) |
Recent updates to Multiverse Design Challenge: (Generated at 2025-05-19 04:05:09)
Hmmm. Cuuurious. Like a Vedalken Mastermind in artifact form, or a Crystal Shard widened to affect artifacts and lands too. Useful in certain circumstances, so yeah, fair enough.
There's no actual synergy between the white and blue abilities, but they're very similar; it's like saying there's no synergy between the two modes of Barbed Lightning.
I... can't really tell what good the black effect is, but if it's got some use, then whatever use there is probably synergises with the other two abilities to some extent? (EDIT: Um, in fact I was misreading it entirely. It's a marginally-useful recycling ability, not some weird hand-to-library transfer engine. Ignore me.)
For Challenge # 071.
I made Shard Tether, and a long time ago I made Elsana, Master Evasionist. I'm not sure they really fulfill the "good card" requirement, though.
Oh yeah, good comparison.
The first ability is rather similar to Skyshroud Ranger, which was fine and even got obsoleted by Sakura-Tribe Scout; so yes, I'd say adding an alternate sometimes-useful ability (Prophetic Prism) is a fine tweak. And they do indeed have no synergy even if you were able to untap it.
Well, Hill Giant:Coal Stoker::Lightning Bolt:Ogre Spirit Spear. I'm pretty sure common can hack it.
Oh yes, please do, I'm glad to see it finding a home somewhere! You may want to change the name: I quite like it, but it suggests it gives you a mana for exiling it from hand, not from playing it.
Powerwise, it certainly can be common (assuming there's no broken combo). I bumped it to uncommon because it was a bit less elegant than shock or lightning bolt; I'm not sure if wizards would normally print it at common, but it hopefully wouldn't cause any problems.
Actually, can I nick this? Arcunda could use a burn spell at about this point that isn't a reprint...
So long as I can convince myself it's common, that is.
And a fairly unspectacular Forest Fixer
I debated adding
to the first cost to make it more symmetrical, but decided it would clutter the card more.
For Challenge # 071
These have a little bit of cross-utility in that they both help you hit specific mid-range mana costs quickly, but mostly they're just two separate marginal mana-fixing abilities which aren't very exciting on a green 1/1, but may be useful often enough that a creature with both of them is playable.
No need to stick to cleric. We could always have a Warrior Knight. ;)
Yes, I like this a lot.
Hee. Yep, I agree I'd like to see a cycle of these.
Bonus points if all five members of the cycle have no synergy between their two abilities. I don't know if that'd be easier if the Warrior ability is always the same or is different each time. (Clerics only have one or two natural abilities in MtG, but I guess there are more options you can stretch to if you want.)
Ah! Yeah, that makes sense.
I wish there was a word for "gains until end of turn". Most of the time it's obvious from context whether an effect is permanent (eg. on a permanent) or per-turn (eg. on a spell). It would make a lot of descriptions shorter without really being less clear.
exchange white and red abilities
I did consider jmg's proposed wording, but it's just very weird by comparison with normal templating.
I love dude's point that damaging blockers is white. I'll switch the white and red abilities.
As for wordiness: I don't think this could appear at lower than rare, because of the wordiness, but it is comparable to Obelisk of Alara. (Very much so: even to the extent of having 3 of the 5 abilities wrap onto two lines and the other 2 fit on a single line each. Except in mouseover preview, where the green ability fits on one line. Such a strange bug.)
Added Rishadan Spellsword.
For Challenge # 071. I took a bit of inspiration from Samite Archer for this card. The idea here is 'multi-classing creatures'. This guy is a Wizard and a Warrior... a common trope in role-playing games and fantasy novels alike. The two abilities could have had some synergy. But, when people struggle to figure out what is going on with this guy, they're bound to look back at the creature type line and make the connection.
Originally, I thought of making this guy Legendary, but that felt like cheating ("I get to break the rules, because he's a Legend"). Besides, that's a busy type line. The creature doesn't need to be alone, though. Good adventurers seek out other adventurers to go on adventurers with, right? A cycle of these creatures could help justify their existence.
Oh, also, while the blue and red abilities don't synergize, I do like the natural pairing of a defensive creature with an activated ability on this card. Your opponent is going to have to think very hard about when and where he wants to cast his spells, and you're going to have to think hard about whether you want to counter them. Very spike.
This is a really good idea, actually. A lot of players would see this and say "Oh, it's the same thing as a Lightning Bolt" but it won't work in crunch time, when you only have one land untapped during your opponent's turn. Those scenarios should be rare, but it's enough of a difference to make it not-a-bolt.
Strange wubrg artifact that would most likely end up in two-color decks. I wonder if it would make sense if the card did something like this:
: Target a creature. If you paid
, tap it. If you paid
it gains flying until end of turn. If you paid
, Regenerate it. If you paid
, it can't block this turn. If you paid
, it gains trample until end of turn.
Hmmm... probably not.
Heh. I'm evil. One of my first thoughts was "You know, this card should put the sacrifice abilities after the colon. That way you can get extra value out of the card when you Twiddle it..."
Does that defeat the point of the card and the exercise, though? I don't know.
Hm, I was thinking "can't block" wasn't really white but I imagined it was difficult enough to squeeze five abilities onto the card, I didn't want to quibble :) "Tap" is a good idea, although I don't know if it's necessary or not.
I'm not sure how many lines of text is normally ok -- my cards always start as massively, massively, too wordy. This looks squeezed to me, but seems about the same as Obelisk of Alara, and there's no easy way to have five shorter abilities (I'm impressed Staff of Dominion manages it).
"Can't block" is most definitely a red ability. Actually, dealing damage to a blocking creature is white, so you could switch those two.
Hmm, I wonder if the "white" effect of "Target creature can't block this turn" actually isn't white enough? I could easily make it "Tap target creature defending player controls" if necessary. It's just slightly more words.
I'm impressed at squeezing five abilities on! :)
I added Ogre Spirit Spear