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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-22 13:46:45)
I was jokingly suggesting some abilities for the new Ajani, but this might actually work.
Also, meow.
Ajani, Herder of Cats!
went up to 8CC, I fear 7 may be too good
went back down to 7CC and reduced the draw to 3 cards to make it more castable for Spike; I think the 2nd ability is good enough that it's worth spending
more than Jace's Ingenuity
I guess the land damping is more of a bonus. It would be used more often on Planeswalkers, artifacts, and enchantments. Even creatures. If this was already out, you could kill ((C15855)).
I'd say it easily outclasses Sphinx of the Steel Wind, both to hard-cast and as a reanimation target. To hard-cast, this is single-colored and
cheaper, and also it has a strong ETB trigger if your goal is to stabilize. With Sphinx, if they've just got a Swords to Plowshares or a Day of Judgment, you've gained nothing from Sphinx. It's a similar reason as to why Griselbrand is the new dominant reanimation target in Legacy -- even if you can deal with my huge flying lifelinker, as long as I've got more than 7 life, I've already gotten a ton of value. And I believe this would also replace Blazing Archon most of the time as your other anti-aggro reanimation target of choice, since it sort of has a similar effect on the game, except again you can't just Path to Exile this thing and crash in for lethal. And let's not forget, it also just shuffled back in all your Careful Studys and Reanimates.
There's another reason to fear this card at 7, and it's the reason that Wizards costed Archangel's Light at 8, and I don't think it's because they thought that card should actually cost 8. If you think about it, this is potentially a very scary effect in terms of the health of Magic as a game. If a card like this were to become one of the best cards to play, then all of a sudden you have a lot of Magic games that will never end. The best way you can ensure that Magic games end quickly is by printing a lot of good aggressive cards, and not a lot of good defensive cards. In order to be sure that Magic games will end, life totals should be more likely to hit 0 than not, and libraries should be more likely to become empty than not. This card makes it harder for -both- of those things to happen, and that's why they wanted to make sure Archangel's Light never became tournament playable... infinite draws due to timeout is good for nobody, including the popularity of Magic.
It's playable, certainly, but I really think it's far from overpowered. Especially as a mythic. Looks like a good Timmy/Spike card to me.
For 1 more mana you can get Sphinx of the Steel Wind, which is bigger and has far more abilities. It doesn't give you the immediate life pump, but it's far sturdier in combat and against burn/shatter/naturalize. And that was borderline-unplayable in its day.
Cool card, but maybe a little too strong. I remember LSV saying in an episode of Magic TV that he thought Archangel's Light would be very strong at 6 mana and would go well in an Esper Control shell, both for a value Feldon's Cane effect while also stabilizing against aggressive decks. For just 1 more mana, you're getting a 5/5 flying lifelinking body, which is a huge upgrade.
I made Archangel of Light.
For Challenge # 043 obviously riffing on Archangel's Light.
Oh, by all means - in a dedicatedly blue-red deck which manages to draw a good balance of its two colours of mana, this will be a house on turn 8+. But I don't see that set of circumstances happening in tournament Magic reliably enough for Spike to want to play this.
Of course, there are nontournament Spikes. I suppose this could be a casual-Spike card.
(I don't see the land-dampening use being very effective. It's good against Kessig Wolf Run or Inkmoth Nexus, I suppose, but I wouldn't want to use it against most things. I tap 8 mana in very precise colours in order to deny you 4 and get attacked for 12? Not sounding very tempting.)
Tooth and Nail was quite popular with Spike back in the day.
Yeah, I like the effect a lot, and I know what you mean, I can imagine lots of great things to do with it (animate all your lands and swing, animate everyone else's lands and play wrath, turn off their big permanents, etc).
But by the time you play it, you probably don't have enough mana to activate it until next turn, which is probably too late. I guess it might be an EDH-spike card :)
Yeah, I'm always terrible at my challenges. But I think this challenge (like most!) has had very INTERESTING responses, even if they've not all been successful.
It also has the problem for spike that spike probably only wants one or two 7+ cost creatures, so she's probably better off running something she can cast directly.
In fact, I think this "get any creature you want, every turn" is timmy/johnny. But how about a sorcery that did it once, like a combined green sun's zenith + bribery? That might still be too expensive for spike, but it has the advantage of finding a flexible answer.
Okay. I"m terrible at my own challenge. Lol
Hm... I though that unlimited Planeswalker and land damping/destruction was pretty good. I guess I miscalculated.
Were we talking about 7-cost things? I think I missed that bit of context. Challenge # 043 just says "7 or greater".
I kinda wasn't counting Plague Wind since it costs 9. We were talking about 7 casting cost things. I should have been more specific, though.
Also, I feel like I should mention the existence of Turn the Tables. I don't know why, though.
Yeah, that's probably better. Edited.
Or possibly a Sorcery that wins you the game if you're at 50 or more life? Yeah, there were probably better 'base' cards to make. I just couldn't get "Super Fountain of Youth!" out of my head.
Yeah, I missed that too. You're right, that does make the ability a lot spikier.
In fact, why not use that ability on a card which does something else, such as a big artifact or white vanilla or near vanilla creature, that sounds very attractive to spike.
Mmm, I was thinking of doing a riff on Debtors' Knell, because that's a big-mana Spikey card, but I don't think I'd have ended up here :P
Reminds me of Cloven Casting. Looks pretty bad sadly, especially with the colour-intensive activation cost.
Huh! So it is. I think I must have automatically read this through the lens of Forecast cards (Plumes of Peace etc), and so assumed you could only do it once per turn.
Your last couple of points are good as well.
Er, apart from Plague Wind? The archetypal "destroy all opponents' creatures" card?
I agree that "destroy two attacking creatures" or "deal 4-6 damage to all attacking creatures" is probably more spike, since that's a lot easier to play and does the job in 90% of cases.
But also, this is so simple there must be a niche for it somewhere. Maybe it can be 6 or even less: a lot of the time an opponent will keep something back, so it won't quite wipe out everything, even though it's a perfect answer to overrun or splinter twin.