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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-22 05:13:14)
I'm back and forth over whether his second ability should be [-2] or [-3]. I think for now I've settled on [-3], tough to call without testing it. The choice of 3 mana on turn 2 and 5 mana on turn 3 and you lose Garruk, or 3 mana on turn 2, 4 on turn 3, and 6 on turn 4 but you keep Garruk from just 1-mana card seems a little too good... hard to say.
Let me clarify why this is too good: think of it like a 1-mana super-powered Shrine of Burning Rage that starts with 1 counter and you don't have to pay any mana to activate. Yes, you can attack this, unlike the Shrine, but if you're attacking a red player and surviving, you're probably winning anyway.
It's difficult, and I'm sure mine aren't perfect either, especially with 0 playtesting. But, I think I have more of a developer mind than a designer one. I won't think of the most off-the-wall, innovative designs ever, but the things I do make are usually somewhat close to the mark of being balanced. I think I'd rather be able to think of really awesome new stuff instead, but it's what I've got to work with I guess XD
I love Planeswalkers, but I'm not good at knowing whether my designs are balanced, so I tend not to design them. They're the hardest card type to get right.
Thanks :) And sorry for the planeswalker spam, it's kinda my favorite card type =\
I like that you balanced all of their ultimates by having them rely on a card in your hand.
Made for Challenge # 016.
Made for Challenge # 016. Going for the full cycle of 5. :)
I think this is way too good. Specifically, the 0 ability... when comparing to Glistener Elf there's a lot more ways to remove a creature than there is a planeswalker, and also this has haste and unblockable. Also, black is the best infect color. Also, the -1 is too good.
Insanely powerful =\
I wouldn't say I -really- like them, I just think it's an interesting space to explore and it's something that I expect Wizards will be doing more of in the future. In this case, I added it because I thought it was necessary for power level concerns. A 1-mana planeswalker that gets to activate turn 1 on the play is very, very good, even if their + ability isn't that great. As long as any of their - abilities is decent, a PW starting at 2 loyalty before your opponent has gotten any permanents into play is quite dangerous.
Doh! Should be "next", but there's not room for it. Yeah, I feel silly, I always forget this on planeswalkers...
Unfortunately, because you can't activate his abilities at instant speed, his first and last abilities are useless. I'm also pretty sure his second ability is very good.
And, very belatedly, Jace Awakened :)
For Challenge # 016
I decided the best way to make a 1-drop planewalker was to try to make an entertaining one, hence five johnny effects, but since they're reusuable, they may actually get some use.
I'm not sure how abusable they are, it's possible they need to be restricted a bit. I simplified them a lot to reduce the word count (eg. spell not spell or permanent, no choice on land types, etc, etc).
And I took advantage of the mythic status to leave out a lot of reminder text (changes to permanent spells persist to the permanent they become, other changes don't persist across zones; lands with basic land types can tap for those colours of mana; the usual reminders about changing colour words works in rules text but not on effects or names, etc.)
You REALLY like planeswalkers with static abilities, don't you? I think this seems like a good power level (though I'm not a perfect judge of that), except that any time after turn one or two, if you don't have any creatures, he's just going to die right away... but I guess that's a risk you have to take.