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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 17:10:04)
I don't think you need the "When you set... next upkeep." Do you? Schemes are like global enchantments that get reset every Archenemy turn, right?
It's strangely interactive... now that you know that player X is going to die, do you deal with his stuff? Even if you know his deck packs a couple Overrun? Interesting.
What, 5/5 Dragon token on round 1 isn't good enough for you?
But I agree. This one seems like a gimme, and makes me wonder why they didn't do it in the first product. Maybe because it does nothing later in the game, where two lands out of your deck is still something. Whatever, I like it anyway.
Funny, that's still good against 5 players. three people play their spell for the turn, and player 4 and 5 have to hold on playing a spell, or take damage.
Oh, and your right, I forgot about the "gain 9 life+" thingy. You have a tendency not to focus on that part when you're dying. :)
I feel like it should be three or more spells. Archenemy does have a theme of three, which this challenge helped me to notice. This probably springs from the fact that it's meant to be the Archenemy vs. three allies.
To be fair that's drain 3 from each opponent :) 4 spells might be a bit much though - it feels like it wants to be tied to the number of allies in the game (probably that number plus 1?) but they opted not to scale schemes that way.
Yowch. Hmm. Certainly fits the flavour, but even more swingy than most schemes with what turn it is; excessively strong early, and pretty useless late.
Link: It's at the beginning of your first main phase.
Odd that we've almost all gone for ongoing schemes. This one certainly feels about right, though it'd be very frustrating to play against an opponent who lucked into a couple of these on early turns.
That Is The Sound Of Inevitability - not sure about it though
It's untap, upkeep, EVIL SCHEME, main.
So yeah, it probably needs "Doesn't empty".
CHecking: It's first thing in main. (Though you can respond to it if you really need something beforehand)
Do you set schemes in motion at your upkeep or your first main phase? I can't recall.
I was thinking of a very similar card. I think it's about right -- it's comparable to Look Skyward and Despair, which is another awesome turn one scheme :)
Yay, good to see you again, GreenOpal.
I finally got around to this challenge and created Power From The Aether. May do another at some point.
Created for Challenge # 026. Alternate name: "Let's Get This Party Started."
I noticed that many Archenemy schemes are useless on turn 1. One of the notable exceptions is Realms Befitting My Majesty. This was an attempt to create another such early-game scheme. I don't know if it might be too swingy. But even if they use it to cast a big fatty on turn 2, removal spells are pretty cheap, right?
Heh! Fun. Sometimes will do nothing, sometimes... will utterly scramble a Tribal deck or combo deck :)
Yeah, true. Final Judgment as a scheme would be rather obscene.
Oof. That is rough. Especially considering that one of the schemes is a flat 3 to all opponents.
Here's Your Feeble Struggles Are For Naught (The capitalisation feels important somehow)
For Challenge #26
Yeah, that's a great effect for Archenemy.
ETA: And a great name. We're doing very well with names :)
Added Can you escape my Hall of Mirrors? for mutual edification.
For Challenge # 026. Vitenka is right that the best Archenemy Schemes are effects don't fit in regular Magic. This card doesn't seem fair when played in a multiplayer game (and does nothing in a one on one), since, if you're going to radically alter the board like this, your own stuff should be up for grabs as well, ala Scrambleverse. But the ability to dash your opponent's strategy by giving them the wrong tools seems much better in a one on four game.