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Recent updates to Multiverse Design Challenge: (Generated at 2025-08-25 21:20:50)
Harsh Deceiver?
I'm really not sure. I definitely wanted it without, but I knew players would be upset with the card when they wanted to block and didn't know if it would be safe. I'm still trying to think of possible alternatives.
Thanks!
Ooooh, that's a cool concept.
I think it's doable. CMC 4 itself is just low enough to still be competitive, I think. And it's a nice stand-in for riches.
I like the concept, but I wonder whether this needs the Sphinx of Jwar Isle ability.
Aww. So cute. :3
This would be a really fun Commander, by the way. People love this stuff.
You're not intruding. :)
Adding to the world is part of the nature of the challenge. There's not enough there in the description to fully and completely realize the world — I don't have the time, and its current length is already a barrier for entry.
Ineriande Caravan
Velfen Bookseller
Firesquall
See Challenge # 157.
See Challenge # 157.
Could be on creatures or spells. I wanted to capture the feel of "the same storm keeps going round" without being too much of a repeatable effect. This is a bit like suspend but without the counters.
See Challenge # 157.
Looking on the accumulation of riches.
Hm, is CMC-ferocious doable? Obviously it has the problem of concentrating your curve in an awkward place. But so does power-matters mechanics to some extent. And there are ways to create enablers (effects as enchantments instead of sorceries, discounts to cast, riders).
Had a weird thought process with this. On the one hand, putting the die trigger right int the ability would make it uniform and symbolize their death cast quite well, on the other hand there are so many cool triggers spellbeast could use. So I left it out to enable more variety.
I think all the Common spellbeasts would have a death trigger, but higher and more powerful beast could have totally different triggers.
Yeah, but I don't think that is that much of a problem. Mechanics that are slightly dependent on an opponents behaviour are considered bad, I know, but this just let's you play aggro. Go in the face, all the time, use damage spells that hurt all creatures on the board, try to accumulate counters. You can only ignore creatures hitting you for so long.
Ineri Avocado Tree and Seradi, the Burstborn
See Challenge # 157.
See Challenge # 157.
Spellbeasts made me want to cast some random instants and sorceries. Early on I had thought about copying a random instant or sorcery from the sideboard, but decided against that and went for more standard sources. Looking at this now, this could be mono-red, and wouldn't be legendary.
After looking at spellbeasts again, the Incarnations remind me of the guardian deities from Pokemon Sun and Moon.
I don't mean to intrude on your flavor by creating a legendary spellbeast. I remembered people were disappointed that Chromanticore wasn't legendary, so I went off of that.
You know, I suppose you're right. I tend to think of things the wrong way sometimes, and it makes them seem harder than they are.
I like the flavour and the concept but I'm worried this has the same problem a lot of "when this is dealt damage" and "when this deals combat damage to a creature" abilities, that it's a bit like "don't chump block this, don't attack into this with a smaller creature", which is probably what your opponent was avoiding anyway, so it may rarely actually have an effect.
Basically. Unless you're in standard and want snow-covered islands for some reason, I didn't think of that till now :) But I assume most decks likely have some other lands in (usually multicolour, but sometimes a utility land or a U-producing land), but it's a question of how even the split is and how soon this is likely to trigger. Unfortunately, that's an interesting deck building question, but I'm not sure it's actually a fun mechanic.
Thank you!
Added p/t. I don't think a 1 CMC creature with upside could realistically be much else than 1/1.
Huh. I'm glad you like this version. But I hadn't thought of rage as hard to capture, I thought basically anything that pumped power, or power and toughness both, or anything that triggered off attacking or off doing damage, would fit the flavour well enough even if it didn't really capture the "impervious to damage" part, and magic has lots of mechanics that do those things. But the "prevent damage" looked to be the most different mechanic so I was most interested to look at it.
Probably but I hadn't really thought about it. It might be being on a spellbeast is cue enough, but you're probably right it would benefit from one.
Would other cards with Spellblast do other things with the exiled cards?
Nice. I was going to say that the cost might not be necessary, but then I realized that it would get easier and easier for this survive to reach its trigger.
Oh! And I just realized the name is a cute pun. :)
This reminds me of Hideaway with a twist. And then, of course, you don't get to cast the card for free.
This is a bit more successful than normal in making card selection feel red. It's also another interesting twist on a possible Spellbeast mechanic.
That seems really fun, but I suspect it would be an unnamed mechanical theme, like the quasi-cascade from Aether Revolt. I also don't know how it would play at common.
I do think it's a good step toward making the Spellbeasts feel weird and scary.