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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-25 09:47:54)
Ah. I first read that as "Target creature gains deathtouch and gets -2/-2." and thought to myself "What was wrong with that as an instant?" Yeah, the actual ability is much too narrow. Though "Target creature gets -X/-X where X is equal to the number of keyword abilities they control" is a pretty funny way to kill an Akroma, Angel of Wrath. ;)
Interruptus Magus
For Challenge # 058
Rather losely inspired (the orginal was "target creature with deathtouch gets -2/-2"), but it occurred to me that even if this has some templating problems, it helps deal with the "creatures lose all abilities" without having them lose (most) characteristic-defining abilities.
Since everyone else is joining in (and I can't think of a 'lose the game' card) made another one: Naturalising Nexus (which the generator thought was cmc1)
For Challenge # 058
Generator gave me...
Artifact Creature - Myr (2/3, artifact)
All lands gain protection from blue
All enchantments can't be the target of spells
Which is pretty much perfect as is. I just removed the somewhat silly land bit. (and added the colour-hate flavour; though it hoses white a fair bit too.)
Hmm, yeah, this is kinda absurd with any of about six Fling effects. That's annoying. Even Surestrike Trident works rather too well.
The idea is obviously to have a "Grab me!" critter that doesn't suffer from the slowness provided by summoning sickness (only need to pay once per turn). Haste on its own helps there, but only if there's a not-in-combat restriction to stop it just being pulled out of combat once declared as attacking.
I guess an alternative take would be:
> At the beginning of your upkeep, put a +1/+1 counter on ~.
: Gain control of ~. X is the number of +1/+1 counters on ~. Any player may activate this ability.
> Sacrifice X creatures, discard X cards, pay X life, or pay
That's moving further away from the generated card though...
Yeah. I mean, the rules have never even thought of handling it, but I think they could actually handle it pretty much fine. The mana pool can already have at least 17 different kinds of mana in it (five Sakura-Tribe Springcallers, Orrery out a different colour-hacked False Dawn between each trigger, then tap some Vedalken Engineers, Eldrazi Temples etc), so why not let it have life in it? You can spend it on Phyrexian spells and any number of other additional costs. Mad, mad, mad, but I can't see why it wouldn't work.
Wow. That is a fancy, and ever growing, monstrosity. It also seems like a two card Channel/Fireball combo with Fling. I have no idea how to solve that without making the card less fun, though.
Ha! Sometimes I wish my cards had absurd lines of text so that, in the very rare oppurtunity when sacrificing six Merfolk to return a Plains comes up, I can feel like a champion.
I like this card. It's a good token maker... but more importantly, it's a reasonable LD supporter. There aren't isn't LD support out there that's fair. I hate it when a non-basic land gets out of control in our Modern Magical times and there's no proper way to respond to it, since LD is too inefficient. I don't want cheap LD... I just want something that could see play.
ROFL! Yeah, that's awesome. AFAIK it pretty much works as intended, but I would never have thought of it.
Heh. So it's a Putrefy for


, but it does an Attrition impression on the way down.
Created for Challenge # 058 from this one of the ELEVEN abilities on my generated card:
> Tap an untapped land you control, T: each permanent with a improbability counter on it gains "Sacrifice ~this~, Pay 1 life: put a improbability counter on target permanent" and "Discard a card: put a improbability counter on target permanent" and "1: put a improbability counter on target creature" and "Each creature with a improbability counter on it gains haste" and "Tap an untapped permanent you control: target permanent with a improbability counter on it gains protection from white until end of turn" until end of turn
Yay, I love this challenge.
My 3 Generated cards were absurd. The first was Jagged Lightning. The second had enough lines to produce two cards: Erosionbore Captain and Rootwater Corrupter.
The third had ELEVEN lines, eight of them referring to improbability counters, and one of them granting to a whole bunch of permanents SIX nested abilities referring to improbability counters. I do actually want to have a go at condensing and sanifying that down to one or two cards, but it'll take a little time. The maddest ability turned into Greedy Mercenary.
Created for Challenge # 058. Created from the second half of this absurd generation:
Creature - Drake (2/1, blue)
Flying
(4)(U)(U/B)(U/B)(U/B)(U/B): put a 1/1 blue Merfolk creature token onto the battlefield
Sacrifice six Merfolk: return target Plains to its owner's hand
(U), Sacrifice ~this~, sacrifice any number of Merfolk: that many lands gain "At the beginning of your upkeep, put a time counter on target permanent" and "(U)(U), Pay 1 life: return each creature with a time counter on it to its owner's hand" and "Each creature with a time counter on it gets -2/-0" until end of turn
See Erosionbore Captain for the first half.
Created for Challenge # 058. Created from the first half of this absurd generation:
Creature - Drake (2/1, blue)
Flying
(4)(U)(U/B)(U/B)(U/B)(U/B): put a 1/1 blue Merfolk creature token onto the battlefield
Sacrifice six Merfolk: return target Plains to its owner's hand
(U), Sacrifice ~this~, sacrifice any number of Merfolk: that many lands gain "At the beginning of your upkeep, put a time counter on target permanent" and "(U)(U), Pay 1 life: return each creature with a time counter on it to its owner's hand" and "Each creature with a time counter on it gets -2/-0" until end of turn
See Rootwater Corrupter for the second half.
Um. Uh..
Actually; this makes a lot of sense. LOTS of stuff say "Additional cost: 2 life" and such; so why the heck not allow that life to come from the mana pool?
Kinda crazy, considering you started with a Elves of Deep Shadow variant; but what the heck :)
*gapes in bogglement*
Amusing. More like Altar's Reap than Skulltap, though, which is a good thing.
Added Rejigger, Bloodfriend Familiar and Ceta Tinkerer. Also realized that I should just do that more often. Trying to fix those cards leads you down some really weird paths.
For Challenge # 058. The abilities didn't quite link up right in the generator, but I strung these together... and for some strange reason decided to evoke the flavor of Apocalypse...