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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-20 06:00:02)
Thanks for fixing it Darkheart, much appreciated.
I created Support Troops, Crossbow Infantry and SkyKnight for this challenge.
The concept is Magic Wars which is basically magic but with a more tactical combat system.
You have combat and support creature supertypes and they go into the respective creature rank/line on the battlefield - Combat or Support.
Certain cards/abilities would target creatures in certain ranks but creatures would still be assigned to attack players directly to keep the flavour of magic combat mostly intact.
Otherwise, the game works exactly like a normal game of magic.
Oh, there is an additional rank/line called the command zone which is where Planeswalkers, enchantments, artifacts, etc would be played.
Also added (((Combat Readiness))).
for Challenge # 035.
This is an example of how flying works in Magic Wars
for Challenge # 035
This is an example of a combat creature (see Support Troops for creature supertype explanation)
For Challenge # 035
My concept is Magic Wars which brings a more tactical approach to Magic. Creatures are one of several types - Combat (or front line) creatures, support creatures or Elite creatures.
Combat creatures are played to the "Front line" and Support creatures to the "Support Line".
This is a basic example of a support creature.
Browser is playing up & not letting me make flip cards properly. Anyway, I've done this before in my Snap non-set.
Much like duelmasters, there is no land and all creatures can either be used as creatures or as mana sources by playing them upside down into your resource row.
Imagine a different magic. One without lands, perhaps. Or one where cards aren't held in hand, or with completely different rules of combat.
Illustrate with an example or two. See how much you can change, but still feel like magic.
Paging Dr. Vitenka! You're slated for Challenge # 035, and I think there's been a long enough pause between challenges.
Really tricky how hard familiars are to balance. I could just imagine you keeping your opening hand with a familiar, and watching your opponent drop an Elite Vanguard turn one. My best guess, is that you don't want any familiar to have a loyalty less than 4, unless it can gain loyalty. If that means the abilities aren't as powerful, than the abilities aren't as powerful. I mean, unless you add something like an etb... who wants a powerful card that makes them skip a land drop and never works?
I like this cycle, but repeated card draw is almost certainly too strong. I made a similar card with Arcane Scriptorium, which was very good even though you have to spend the loyalty to get the cards. This is legendary, and you lose life when it's attacked too, but I don't think that offsets the benefit of "I got down an early blocker and then drew two cards a turn until I won" :)
(I'm still not sure exactly when familiars should die. As Vitenka originally wrote them, it was when you took non-combat damage, but it may well end up being when you take any damage, or even when you take combat damage?)
Using Vitenka's Emerald Snake
Lix Desert Lizard, Hindle Pond Leech, Tiphu Lemur, Oretian Forest Lark, and Agga Flatland Lamb.