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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-19 09:23:48)
Another Mutato Devil fix for Challenge # 068
Really, I probably should have made this pure red; and given it its green justification through guild flavour. I imagine this in a set with white getting "All my creatures are the same type" style boosts.
And... gah. I can't find a good wording to make it really REALLY clear that it only targets one thing. It's just "X damage where" but that wording is terrible. So this card is still bad. (And puts direct damage in green, which is ALSO bad.)
Consider this both my "Fixed" and "Please fix it" entry ;)
And a non-optional advantageous trigger...
ok, make it tap to clone. A shame, but I agree.
I'm having fun with this challenge trying to work out what all the badness is. So, let's see:
- It's a 2/7 in Red/Black
- It's common
- It's got a weird casting cost
- It's got life-gain-caring (not really red)...
- and type mutation
- and non-standard counters (+3/-1)
- It's got the untap symbol
- It cares about multiple creature types but only makes things Mutants
That is a pretty good fix of an absurd card. It may be that Mutato Devil is best split into two parts to be fixed separately. (Well, it's best split into about five hundred parts and sprinkled into the waste paper bin, but.)
This does indeed fix 8 of the 9 ways that I identified that Mutato Devil was bad. The only remaining problem here is the colour of the effects. This is certainly a lot closer to sane than Mutato Devil's colour affiliation, but I'm not sure making things 5/3 is a black or red thing to do, and counting Mutants in black or red is pretty odd.
But overall I'm really quite impressed. You managed to stay closer to the original than I'd expected any fix of it would be able to.
That seems like a fair enough translation. A small nagging voice that the back of my head is telling me to tell you that I think you should put the counter on the creature, then change its power and toughness permanently, not until the counter is removed. That's a matter of taste, I suppose.
Mutation Fiend, as a fix to Mutato Devil.
Created for Challenge # 068, as a fix to Mutato Devil. I'm not sure if this is that good of a fix, but then again, the original card was pretty ridiculous.
Eh; sometimes you really really need a hose.
Personally, I think that's just another example of why Vampire Hexmage was an example of poor design. To be honest, I'm not a fan of any card that does all of something, just because that something it does all of rarely matters. See also: Tormod's Crypt. If a card like Tormod's Crypt is worth printing, then it's worth printing for two mana, and can be used to exile four cards.
I have a feeling people proposed that Bosses would leave the battlefield any time they had 0 counters, but would only count as "defeated" if they were dealt damage (or perhaps combat damage) to remove the last counter. (If that wasn't proposed, it is now.)
LOL. Yeah.
I think we generally thought bosses would have to not work with other planeswalker answers other than damage, although this one is even more obviously problematic with Vampire Hexmage than the others. (I'm not sure if Bosses could ever be balanced enough to be really printed, but I think avoiding combos with planeswalker-destruction cards is one of the things that would need to be fixed.)
Noteworthy: when you defeat this, the "entire graveyard" that gets returned will include Umbra Stalker itself, allowing it to be replayed immediately. If the other cards that get returned include Vampire Hexmage and at least two Dark Rituals...
Mmm... it's not gonna completely stall a game out; since you're only gaining from YOUR creatures. Sideboard this in against a burn deck for the most extreme example of breaking its symmetry. A less extreme example is the ground war still kills creatures off - it's the players gaining the life, not the damage being prevented. Still, once you get the ground war won, both sides will be on silly life and take a lot of whittling.
And it changes the combat dynamic - getting your creatures killed now has an upside, so you want to attack more.
Honestly; I'd keep this almost as it is, just give it a higher cost to keep it in the hands only of those who really want to cope with the changed dynamic. (And stop it being dropped so early resulting in totally stupid life totals)
Going further down that route; I'd also quite like to reduce the lifegain. Haf-life-link? (What, creatures give life in exchange for plutonium?); but don't see a way to do that that isn't a complete mess. And the simplicity of this is very compelling. If this had been printed before wrath, it could easily have been as iconic.
Oh, sorry, yes. That is rather hard to tell then.
My fix: make it only affect your creatures and make it cost more. Other than that, it's not an unreasonable card.
Nirvana
For Challenge # 068
OK, this is simple and interesting, but I think still need fixing because (i) it promotes stalemates and (ii) most of the time, if you're not already winning, it will help your opponent more than you.
fix the land frame that was confusing me
I've still no idea how bosses should be balanced, they're just too different.
Figured it out only because I could guess the rules text of dude's entry! ...Now I have to try to think of an entry.
(Decoded:) It's kinda fun to try this once before the release of Dragon's Maze and once after; first guess what the constraints are (and get them horribly wrong), and then have a go once we've seen the constraints and what R&D had to worth with.
Ah, you're right. My apologies. This makes a lot more sense now that I see it from that angle.
I remember bosses as entering the battlefield under an opponents control, and you get the benefit when you defeat them, and hence having to be significantly stronger (since their deck may not be optimised to make use of the boss, but yours may be optimised to defeat it).
LOL.
Yeah, wow, this is a bit crazy. A Visara with "only untaps every other untap step" is still far too cheap at 1 mana, even if it can be attacked.
I Don't Get It.