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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-21 21:36:37)
@Link. I think you're right. I changed the front page back to show the most recent four (but not all the challenges).
It's true. I don't know if Darkheart saw it by the time he posted this, though. Magic 2012 probably released in mid-July, 2011. He had, like, a week to have seen that his idea was preempted.
Maybe it was the inspiration for the card, though? I suppose only Darkheart knows.
You know, this is basically outclassed now by Phantasmal Bear in most situations.
I miss having the last several challenges on the front page.
@Jack: That's why I jumped to buyback the first time, since you don't need to pay full price. But even if you played two copies of this and two copies of Whispers of the Muse you still aren't netting more card advantage than if you just played Train of Thought....
Yeah, it's probably fine. The fact that you have to pay full price the first time makes it hard to break it, although I feel sure it must be broken somehow... :)
I think two copies of this plus Sprout Swarm plus six mana go infinite?? But a three card combo is nothing very outstanding...
You're right, sorry V.
I think Twinning Glass was fine, as so will this be. Yes, technically this does allow infinite mana with Cloudstone Curio and two Priest of Urabrask, but that's really not going to break anything.
Er, and as written, they can't damage multiple creatures. The spell has one target. It doesn't even know how many creatures it's going to tap until it resolves.
I think V wasn't referring to the card Dogpile, but a literal pile of dogs :)
Okay, Ideally, I want this to hit something that costs
, right? So... hmm...
Man-O'-War and Furious Assault?
Evoke Mulldrifter in a deck full of Unsummons?
Respond to an opponent's very popular high cc instant with this, then drop your own on the board?
Ah. Priest of Urabrask. I don't know what your doing with that Priest of Urabrask, but I'm sure you can pull off some sort of infinite combo. Otherwise, I'm still doing a terrible job.
Hmm... Cast Wurmcalling for
. Cast Obsession, cast obsession, cast second Wurmcalling with multiple buybacks, getting a 2/2 for every 
you pay...
Yeah, I'm doing a terrible job breaking this thing.
Yeah, but this is a lot better because (a.) they dont have to attack (b.) they can damage multiple creatures (c.) changeling titan does 7 damage, not 1 :)
But admitedly, it's also worse because you cant count creatures attack, and they get damaged back. But with wolves, I love this card :)
Dogpile!
For Challenge # 033, following Raised by Wolves.
Oh my goodness. There are two Challenge # 028: here and here. Why have I never noticed that?
Woah. What challenge is this for? It seems that 28 was a typo.
would pick these out like crazy in a draft
:) Yeah, this is a case where looking for rules to break is a v good approach :)
Very interesting.
I will confess I was reading down the earliest Comp Rules looking at each one to see if I could make any sense of ignoring it. This one struck me as the most fertile of the 101-103 section :) Closely followed by removing 103.3 (life total), which you already touched on in your comment on Challenge # 035.
Wow. Oh, cool. I didn't think of anyone changing that rule! :)
Created for Challenge # 035. The fundamental rule I'm changing is:
> 102.2. In a two-player game, a player's opponent is the other player.
See Infectious Tendrils for further explanation.
Created for Challenge # 035. The fundamental rule I'm changing is:
> 102.2. In a two-player game, a player's opponent is the other player.
In this alternate history version of Magic, the flavour of the game has always been that the players are like the teammates in Archenemy. The players are notionally working together to attack the imaginary enemy played by the game. It's a little bit like Horde Magic, except there's still competition between the human players, because the winner of a two-player game is the player who dealt the Enemy the most damage by the time the Enemy runs out of life.
So you're scrabbling among yourselves, countering and killing the other players' creatures not because they're actually going to help you, but because they might kill the Enemy before you do. But at the same time there's some ways in which the Enemy is fighting back and so you don't want to make the other player too weak, because if the two of you don't manage to kill the Enemy then nobody wins.
(In this history, the Archenemy casual product was notable for letting someone actually play the role of the Enemy, enabling direct combat between players for the first time.)
There are lots of forms that the Enemy attacks could take. I think it defaults to "2 damage to each player each turn". Infectious Tendrils and Prejudiced Attention illustrate one type of card possible in this new world: spells players can cast which change the form of that attack.
The fundamental rule I'm changing is:
> 102.2. In a two-player game, a player's opponent is the other player.
See Infectious Tendrils and Prejudiced Attention for how that might work out.