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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-25 09:37:45)
For Challenge # 059
Fair enough.
For some reason this reminds me of Phylactery Lich. I think it's the "unconventional Achilles' heel" factor.
Nice! I didn't think it was possible to have "you lose the game" on a common, but the Multiverse inventors prove me wrong :)
Yipes, yes, this would be hilarious with Zedruu / Bazaar Trader. And looks like Vitenka and JMG understood the Disenchant plan that I didn't.
Interesting card, indeed. (I'd say rare rather than mythic, though.)
That's not a terrible idea. I think it kind of depends on whether this is supposed to on a lot of cards (like infect) or if it's supposed to be stuck on a few cards. I was going for a little closer to infect... if it had that sort of consistency in a set, players wouldn't be able to draft around it, and I'm sure that some segment of the player base would be very, very unhappy to play cards that had a fractional chance of forcing them to lose whenever you play them. The non-risk takers if you will. If this was just 10 cards in a set, though, those people could just avoid going mad.
You could go for "Keep flipping coins until you get a tails. Gain an insanity for each head" which works out mostly the same with a really small risk of "oops!" every time.
Added the common Whispered Oglond and decided that I needed an Unbottled Efreet for good measure.
For Challenge # 059, because I couldn't leave good enough alone, and felt that I needed to make a real "You lose the game" type card. You get it right? It's an Aladdin thing-y? I'm sure the artwork would help.
For Challenge # 059. "You lose the game" on a common. Take that! Of course... anybody else could just print a new creature that infects yourself and get similar results...
I wanted this effect to be semi-random, since, if you knew how many insanity counters you needed to go over the edge, then you would trigger it exactly that many times minus one, then stop. That seems pretty rational. Insanity feels a bit better when it works like a pressure cooker. You know you're getting closer, but you're not sure when you should stop.
If I had a choice, I think I would have gone for 2d3 instead of 2d2... or maybe two six-sided dice with three blank sides, two +1s and a +2. I really do like the idea that, even at six insanity counters, you can go for it and keep swinging with this Horror. Maybe you'll keep getting lucky?
I'm pretty sure it could be reworded to work in dual, though. And, oddly, my first thought was: "Oh! That would be a great card for multi-player." I mean, it encourages everyone to attack one player. The whole point is that you're supposed to disenchant this or sacrifice it after blocker are (not) declared, but before lethal damage is dealt, right?
If you play this in a duel, its trigger is never meaningful, because if a player loses the game, the game ends before anything can trigger from that.
The last line also says "If you play me in a duel, it will be a draw." I don't think Wizards likes printing that, either.
Actually, wouldn't this be very nice in a Zedruu deck?
I think this is what Goblin Flectomancer used to be in playtest, before they changed it. I like this, anyway. A Fork sitting on the table: very cool. Like the best bits of a Curse of Echoes, plus it can attack or block.
Hmm. The last line basically says "Don't play me in multiplayer". I don't think Wizards like doing that.
Who even needs a Disenchant?
Oooh. You'd better really hope they can't counter your disenchant :)
I made Reverberator.
For Challenge # 058. The original card had some weird clause about equipment that had no synergy with this ability.
So weird.