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Recent updates to Multiverse Design Challenge: (Generated at 2024-05-18 13:33:03)
I chose to use the color, knowing that it was optional, because of where using the color led my design.
I do wish I had rolled 4 for CMC, because I think this would be a better and more likely card that way. CMC 3 seems to be a sweet spot for white return effects.
Midrange 5-cost GB midrange uncommon creature: Giant Bats
See Challenge # 167.
Midrange 5-cost GB midrange uncommon creature.
Well, any good creature might fit a midrange deck, but what's green and black ish and especially useful? Something that stabilises you against an aggro deck, like the totally unfair "big creature and lifegain" cards like Thragtusk. And something that can keep swinging the game in your favour on a stalled board, a big creature or something with evasion.
So, what does black and green together give? Lets try lifelink, but with bonus lifegain. And fight, but in a way that's a lot like creature removal. And natural bats are quite green, as well as black.
I want to give it vigilance as a troll referencing the GDS question, but that's probably too much on top of lifelink for uncommon, and both together are very white. And I want to make it 3/4 to be a stronger blocker. But again, pushing it out of uncommon. I guess it could be 1GGBB and stronger in the right set.
OK, I like it a lot but I'm not sure how balanced it is.
What it doesn't do for a midrange deck is trade with a bigger creature. And it's not immune to removal, although if you're lucky you can get 3 life and remove an opposing creature first which is probably a good enough trade.
Oh I like that. It feels very tempo-y to me. It doesn't make any permanent bonus, but it approaches the "let you push some more damage through" type card from both attacker and defender point of view. There might be a few too many things going on at once, but at sorcery speed, probably not, it doesn't need a lot of decisions by either player.
3-6-2-6-3: black uncommon planeswalker, CMC 6, midrange. Created Sorin, Fang of the Night.
1-5-1-5-6: white common sorcery, CMC 5, tempo. Created Rallying Clarion.
See Challenge # 167.
1-5-1-5-6: white common sorcery, CMC 5, tempo. Hmm. White does get a lot of common 5-CMC sorceries, but they're usually removal, which I think doesn't count as "tempo".
This feels like it wants to be something like Bond of Discipline, although that was uncommon. "Tap all X creatures" is basically always uncommon - the only exception is Ivory Giant. But "Tap two creatures" is easily common, often combined with some effect, such as Dizzying Swoop. This being a sorcery forces you to use it aggressively. I figure Dizzying Swoop + Ethereal Guidance/Rush of Battle might make a decent white common sorcery to let an aggressive deck push through.
Not sure I really fulfilled the "tempo" requirement, but it led me to an interesting place nonetheless.
I think it didn't have to be white: "artifact" is meant to imply "and you can ignore the colour roll". But this is a fascinating design that definitely feels white. You need a sac outlet, but it's definitely a combo piece. Nice design to a tricky set of constraints (the way you interpreted it).
See Challenge # 167.
3-6-2-6-3: black uncommon planeswalker, CMC 6, midrange. Thankfully "uncommon planeswalker" isn't as crazy an idea as it was 3 years ago :) So this wants to be something along the lines of Kaya, Bane of the Dead or Davriel, Rogue Shadowmage, for a midrange deck. 6 CMC wants to be around the top end of midrange, but this is uncommon, so not super splashy. What does a midrange deck want at its top end? Perhaps something to punch through with the efficient creatures it's already got.
And an uncommon planeswalker should either have three very limited abilities (Chandra, Novice Pyromancer) or two fairly good abilities. In War of the Spark that was one static and one activated.
It feels like a 6-cost black 'walker for Limited should be able to remove a creature, so I gave it a second ability to kill something. I made it very expensive in loyalty so it's not easy to repeat it though.
See Challenge # 167.
5-2-6-1-5.
I made Fountain of Restoration and The One Who Pursues.
On 10/4 I made Seventh Wind.
See Challenge # 167.
1-1-3-5-5: An white uncommon artifact, CMC 5, for a combo deck. I feel like I keep getting hard roles.
Oh, nifty. Yes, "save 2 mana from this turn to next turn" is sortof ramp. Though without Manamorphose's cantrip it's going to be hard to justify putting this into a deck.
Perhaps add a cantrip and bump the Prepare cost to 3 mana?
Also, I love that a mechanic I came up with 5 years ago is still salient in shaping some people's custom card designs :)
Maybe the version with Storm would be better after all.
1-4-5-2-4. White rare instant, CMC 2, ramp?! Created Expansive Acres.
"What if a 1-cost artifact kept exiling the card from the same player's graveyard"
I think most similar mechanics just say "Exile. Blah may happen" in the reminder text, and leave it to the comp rules to spell out that the "from exile" ability is created when it's exiled. Maro's insisted that if you exile something to get rid of it, it's gone, even if it has rebound or suspend or whatever.
"Is Char still good"
I have no idea :) https://scryfall.com/search?q=%28oracle%3Adeal+oracle%3A4+oracle%3Adamage+oracle%3Ato+oracle%3Aany+oracle%3Atarget%29+type%3Ainstant+color%3DR+legal%3Amodern&order=released&as=grid is (I think) a list of 4 damage burn spells ordered by recency.
I think the constraint is something like "A fair price for 4 damage in a constructed deck is 2-4 mana, but in limited common burn needs to make 4 mana expensive or inconvenient so everyone doesn't first-pick it". So this is probably spot on for common, but would be balanced without any drawback at all at uncommon, but they try not to print those spells right next to each other so people don't get arsey about it :)
I feel like there should be more than a single punctuation character between saying "really freaking removed from the game forever" and describing how to bring it back :)
Not sure. Spitefire as an attempt :)
See Sonic Feedback.
I don't think this helps overmuch :)
That's a good point. And another reason why this should exile on resolution.
This mechanic could certainly use the "absolutely-removed-from-the-freaking-game-forever zone" from AWOL.
Hard to tell - I fear this is the sort of card that'll be misplayed a lot. Like, are you even going to remember that you opponent used this by the time you have the mana to punish them for it?
Mm. I get how it's not so impressive when compared to Lightning Bolt, but not much is. Is Char still good? I suppose Char never targeted your own creatures, and that's a rather big drawback... even if you already roughly lost the game if you're playing aggro and your opponent has 6 land on the table, and casting a Char didn't win you the game on your turn.
Oh, also I was playing with an exiled version. But I ended up with the opposite problem. What if a 1-cost artifact kept exiling the card from the same player's graveyard? (Presuming, of course, that the card would go from being cast, to exile, to the graveyard when the spite cost is played.) Wouldn't that be terrible?
Obviously the answer is to add something akin to "If this card is exiled this way." But the exile version was wordier to begin with. So I just went with the simplest version for a common, so people could see the mechanic. The exile version is probably the better choice, though. I wasn't keen on having the players hide the card in their graveyard from their opponents... the arguments at tournaments alone makes it obvious to me that this couldn't really be in a real set as written.
Good name!
My instincts for burn spells are way out of date, I keep thinking this needs an advantage not a drawback :)
Hm, I wonder if it should exile? That's more fiddly, but it will feel bad if cards with this mechanic get milled or discarded.
5-green 6-planeswalker 5-rare 2-cmc 4-ramp
Whew, what I rolled lines up for a pretty easy challenge. Ghoulbark, Arborist
See Challenge # 167.
Alex made Expansive Acres
I made blue uncommon 2-cmc instant ramp: Twist