Multiverse Design Challenge: Recent Activity
Multiverse Design Challenge: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
All challenges | Upcoming Challenges | Make a new design challenge! | All challenges (text) |
Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 03:38:34)
I don't know. A cycle of tricolour X spells could be interesting. There's already Lavalanche as well. Just need the


, 


and 


elements.
I got Wargate which I didn't even want to think about, and then Wizened Snitches, which I'll try and do something with.
Hmm. OK, not sure how workable this is...
My first random card was Tolaria West. That's in a cycle, and I don't think I could expand it into another cycle any more interesting than the Future Sight cycle it was part of, so I clicked Random again. Then I got a couple of colourless cards - Magebane Armor and Time Vault... Then Changeling Berserker, which isn't very interesting; Forest, which is, shall we say, already in a tight cycle; and finally Mind Rot. So I guess I'll create a cycle around Mind Rot. Some elements of that (blue) will be easier than some others...
Here's the Gatherer Random Card link.
For the purposes of this challenge, a "tight cycle" means a five-card cycle where cards have the same mana cost except for colour (e.g.

, 

, 

, 

, 

). They should have generally have names that are clearly related as well, and obviously the mechanics should be related.
If you get a card where you're not sure if it's in a cycle, that'll do. If you get a multicoloured card, you could expand that into a cycle, or keep hitting Random till you find a monocoloured card. Similarly, if you get a colourless card, feel free to either use that one or to keep clicking random cards until you get a coloured card (although there are some colourless cards in cycles: for example, Aeolipile, Balm of Restoration etc are references to the boons from Alpha).
Well, actually Ooze Garden and Gutter Grime don't really interact with this: Gutter Grime specifies nontoken creatures, and Ooze Garden would just turn 1/1 Saprolings into 1/1 Oozes. It's good with Parallel Lives and Rhys the Redeemed though, and indeed Overrun and Doubling Season as you mention; but so are most token-making cards.
Unfortunately, proliferate doesn't work. That mechanic increases counters on permanents and players by one, it doesn't touch tokens. The rest is certainly true. Here's one more piece of brokenness that won a friend of mine a regionals: Echoing Courage. All token creatures have a name... their name is the type of token they are, so in this case, their name would be "Saproling". In my friend's deck, he used Beacon of Creation along with Echoing Courage to win a regionals despite the abundance of Goblin and Affinity decks. Mad props.
Alright, my view about this has completely changed. I didn't realize how much its non-basicness contributed to its need to be worse than a forest in some cases. The second ability, contrary to my prior estimation, is actually probably overpowered. I was hitting the random card thingy on Gatherer yesterday and saw some other green cards that can totally f*** this baby up...Doubling Season! Ooze Garden!! Gutter Grime!!! And, of course, the inimitable Overrun, all of which can combine to make this more or less unstoppable. When you look at it from that point of view, there has never been anything greener. If your opponent's running a mono-green deck and activates that second ability, kiss your butt goodbye. Mythic indeed.
P.S. I also forgot you can get this baby out even earlier thanks to Llanowar Elves and Birds of Paradise and other green mana acceleration and whatnot. This card is flat out murderous.
P.P.S. Oh, and proliferate!!! This guy kills.
ROFL! Actually, I'd totally not made the connection that you could combine the abilities, but, well, that seems to turn out quite well! :) (Although probably needs a wording tweak)
Originally it was just going to be one big thing, and then I thought mythic deserved some flexibility so it didn't just get chump-blocked, but also, I wanted some variation so it doesn't play the same every time, so I gave it a choice. Yeah, the accidental ability to upgrade it several times is pretty cool :)
Vigilance! My lord, that is hilarious!
Ha! I like it. Yes, very sensible approach; one of the simplest plausible mythic-land categories, and it didn't occur to me.
I guess. As well as Pyroclasm, there's also effects like Ghostly Prison/Windborn Muse, Thunderstaff/Ghosts of the Innocent, Silent Arbiter/Dueling Grounds, Lightmine Field/Caltrops, Last Laugh/Festering March, Rain of Blades/Marrow Shards, Goblin Sharpshooter, Olivia Voldaren/Flowstone Overseer, and so on and so on, all of which are more suited to dealing with a horde of tokens than a few 1/1s.
But yes, I will agree the numbers are pretty big on this. That was pretty much required by the challenge. The other thing though is that it's self-limiting. You can only do this for as long as you've got spare lands to sacrifice.
But yes, I'll definitely agree it's pretty likely development would need to tweak some numbers here.
Oooh, can I spend another 7 to give it trample after attacking with vigilance?
This seems likely to be less actually annoying than the inkmouth; though obviously even harder to kill once it comes into its own.
Cave of the Ancient Spirit, a really simple man land.
Created for Challenge # 022
The most obvious instantiation of a mythic land seems to be a really big man-land. I hope a "really big man land" is less annoying that inkmoth nexus and valakut, even if more splash, but I'm not sure.
No offense, theunansweredquestion, but if this card was officially better than a forest, I'd hate it, hate it, hate it. One of the nice things about Magic is that you don't, in theory, have to shell out tons of money to play the game... you could make an argument for just playing with the commons. They may not be as good, but they shouldn't be completely invalidated. The day that Wizards starts printing non-basic lands that invalidate basic lands regularly, is the day that I quit Magic, and I think there are a lot of people who would agree with me on that point.
On the subject of big creatures versus small creatures, however... I saw that this thing was going to start dumping piles of creatures on the board and went "Ouch" in my head. I don't know who you're playing against, Alex, but that is much harsher than a 5/5 every turn. I might have a few Unsummons and Doom Blades in my hand, and be able to race this card, but it is doubtful that I will be packing that many Pyroclasms in my deck to fight off this weenie horde. The card seems great either way... it just seemed strange to me that you thought that this was "less powerful".
6 lands, not 7 - the one you sac can be tapped.
The first line is pretty necessary to allow a land to ETB untapped; and "ETBs tapped" is pretty much the death knell for constructed playability for many lands. Getting mana from it the turn you cast it is really important. Cephalid Coliseum and Barbarian Ring saw constructed play. I could add the ability to tap for colourless, though, I guess.
And are you seriously claiming green isn't the colour of 1/1 tokens? 102 cards disagree with you. The equivalent totals for other colours are 68, 13, 24 and 24.
Which means it fits the criteria for a mythic.
I would first pick this in any draft.
It's a very very nice rattlesnake. Costly to actually use it - but what a threat.
And the huge life cost means that even though it's repeatable destruction it's probably not horribly wrong. I like this. It has the wow factor, without having the "so I run four in all my decks, duh" factor. Probably.
...Wowzers.
Looks a little underpowered to me. The first ability is strictly worse than a forest, and that's a pretty bad way to start off. Second, what is effectively 7 lands for five 1/1s? I thought the weenies were supposed to go to white and Sligh. This is green! Gimme a fattie! The idea's good, but the costs are all wrong.
Definitely Spike only. The Johnny in me is going XP.
EDIT: Not anymore! Æther Revival
Sorry for (very subtly) ripping you off with Vanishing Point (This creature enters the battlefield with PointASWORDS time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)(http://multiverse.heroku.com/cards/11590). Please think of it as homage rather than...you know.
Can't help but think what I'd do with this.
I think the answer is "4 of it, some other random land, mulligan down as far as needed until I can 1-drop this, play with some
artifacts, some
and a tonne of eldrazi. Win."