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Recent updates to Multiverse Design Challenge: (Generated at 2026-03-21 00:12:36)
For Challenge # 046
Ideally this would be "choose a basic land type", but that's too wordy (and too good if it can turn off your opponent's lands)
For Challenge # 046
I really wanted this to be able to switch repeatedly, but couldn't fit the words on the card.
I think the CC 1/X protector cycle definitely counts.
While I'm at it - I made a different cycle at uncommon because, uh, I don't know why.
Reader of Entrails, Toy Maker, Dwarven Architect, Trained Mushroomer, Lord of Smoky Mountain
All
, but again, no real identity.
I'm having a hard time thinking of an expired keyword that I like that can go across all colours. Will continue to think; though I did do a cycle of "Protector" in Strike the Earth: Necrodwarf, Tunnel Runners, Vesuvan Fisherdwarf, Honorary Dwarf, Dwarven Patrol ... they didn't really have much identity. Heck; most of them don't even have flavourtext.
They are all 1/X with protector and a-n-other ability for
so maybe that counts?
I'd just like to note that most vertical cycles these days are 3 cards, omitting usually mythic or sometimes rare.
Still, yay for cycle design. I'll give this a little thought and get to it soon.
Few things excite Magic players more for a new set than revealing its new or returning mechanics and the cards built around them. Wizards will usually highlight important mechanics by designing one or more cycles of cards that showcase their best mechanics. Your task is to either design your own new mechanic or choose an existing mechanic that hasn't appeared in the past three years (since Magic 2010 and beyond). Then, design either a horizontal cycle of 5 cards of different colors (the cards can be either mono-colored or multi-colored), or a vertical cycle of 3-4 cards, one of each rarity that show off your mechanic. These cards should be at least loosely related in name and/or function so that attentive players can see that these cards belong to a cycle.
I guess there's also the problem that the two abilities have no synergy, but that's also true of Agyrem, Feeding Grounds, Furnace Layer, and Tazeem, to name a few.
Hmmm... I suppose Mount Keralia and Undercity Reaches don't have quite this large of an impact... Is this not balanced by the fact that, if two people roll it, everyone's in the same boat?
For the rest of the game?! That's a heck of a long time to have an asymmetric advantage from one chaos roll ten planes ago.
I added Day.
For Challenge # 040.
:)
I don't think "static but not triggered" is quite right. Am I right that if I choose Ritual of Subdual, I get a 6/6, armageddon, but don't have to pay the cumulative upkeep? And if I choose Transcendence, I get "You don't lose the game for having 0 or less life" but not either of the other two abilities? OK, Platinum Angel wasn't broken, but this would be a 3-mana 6/6 not a 7-mana 4/4 :)