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Recent updates to Multiverse Design Challenge: (Generated at 2025-08-25 22:07:39)
Interesting. So it's only usable if you're playing multicolor, or if you've got a Reliquary Tower?
I don't know if we've seen something in this space before. Something that encourages you to splash, but which has the flexibility so that you can splash whatever you want. I suppose in a way it's like Domain.
I like that I can see right in the card the story of how you created this from the description you were given.
Oh, cool! That's such a neat combination of ability name and mechanics.
I think that, like renown, this would end up not being a variable mechanic.
It is reminiscent of Modular for nonartifact creatures.
If I'm honest, unlike your other submissions, I'm having trouble seeing how this fits with the flavor.
I like the idea, but I'm not sure whether I'm a fan of the implementation or not.
P/T? Or is this just to showcase the keyword you've created?
I admit, it probably does the best job you can of encapsulating the Rage into a magic mechanic, but it comes off as a bit out-of-color. The Rage was something that I knew was going to be a challenge, since the flavor is so red, but mechanically, it might not end up feeling that way.
I like this idea for a trigger. In a "real" set, would you give it an ability word?
Thank you! I wrote it entirely for this challenge.
See Challenge # 157.
Super wordy ability, I know... Tried to incorporate how a spell beast could be born plus the "casting" of their spell upon its death. The colour and mana restrictions is to keep the spell related to the creature and also make it more sensible overall. Was inspired by cascade, champion and hideaway, all of them ways to cast spells for free without giving away what spell it is beforehand.
Zhir Innitiate Elder Invocation
See Challenge # 157. When brainstorming for mechanics I had something similar, and I think this fits the Monks of Zhirs constant betterment through pain (and maybe even self flagellation) quite well. Could also work as a triggered mechanic with different abilities.
Wow, really cool Lore! Did you write that for a set?
Myriad Supplicant
Deep-sea Fisher
Terrordon
Spellpent
See Challenge # 157.
I wanted to specify "non-creature" and "cast this turn" but it was already too wordy.
I'm not sure where the balance is. This is basically "get a card", but with the possibility that it's quite a good card depending how many you had to choose from. What I like is that you know what it is and opponent doesn't.
See Challenge # 157.
Another potential way of capturing the spell essence of spellbeasts. The wording is way too fiddly.
See Challenge # 157.
I'm not sure how seafarer would actually play, but I was looking for something that fit the flavour.
See Challenge # 157.
Somewhere between undying and renown, you get a counter for attacking, but only if you survive.
Oh indeed, it's an interesting exploration.
I was like, "The shocklands have a choice of two drawbacks. One drawback by itself is a common/uncommon land. Lets see what lands with the other drawback look lke."
It's worse than the shocklands, indeed. The shocklands are probably the most iconic dual land cycle from the past 10 years though (together with fetches).
You're right, this is printable. It's almost certain to be rare, though.
It was sort of inspired by Scyther, but wasn't really a reference, I just wanted a name that sounded weird :)
Sorry, that first sentence was a bit mangled; I'm often searching for hexproof variants which give some of the worthwhile effects but not just all-or-nothing with no interaction. In this particular case, I wanted something to represent spell-storm-proof-ness, and was looking for something similar to what I've thought about before.
Unforgivable Extirpation
Myriad Berserker
Ineriande Boundskeeper
See Challenge # 157.
I tried a few ideas for Ineriande notion of acceptance. For the incarnation I was thinking something like "prevent damage, instead +1/+1 counter" but that didn't lead to a common mechanic. This, of dying but handing something on, seemed to fit, though I'm not sure how it will play.
See Challenge # 157.
See Challenge # 157.
The everwar made me think of balefire in Wheel of Time, somehow a war which led to destroying everything, maybe by using more and more dangerous ways of fighting.
The opposite of poison, a "how far do you push it" mechanic. It will probably never be balanced, since the cost of using just one card that makes you lose in 5 turns is so low that any discount on a fair price may make it broken. But I was interested to see how it went.
With the growth, there's a cost to using even one such spell, that you lose if there's a stall. But several together are more dangerous.
I imagined some spells/creatures would give you a few counters at once; others would give you one repeatedly when you used it.
I also considered "draw" instead of "lose" but it was too fiddly to make sure you couldn't turn it into an advantage if you were behind.
I mean, yes, it's very strong, but it's worse than the shocklands in two ways and they printed those in RtR, right? Are those now too strong to print?
I did consider increasing the damage (although that only helps up to a point with fast decks which don't care), but I wasn't sure.
This is very strong. Aggro decks around the world would snap this up. Prooobably not unprintably strong, but Wizards would definitely make these rare because $$$$.