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Recent updates to Multiverse Design Challenge: (Generated at 2025-08-24 10:08:56)
Rare blue 1-cost enchantment for a control deck: Magical Hitch
Rare blue 1-cost enchantment for a control deck: See Challenge # 167.
OK, blue control deck, enchantment. Can we get a counterspell? I'm not sure if this activation cost needs to be cheaper or more expensive. Having a counterspell visible means its less effective because everyone can play round it. But it also means you don't need to leave much mana open, and that opponent will have to set themselves back a fair amount even if you never use it.
And the game of "do I use it now?" "do I risk playing into it now?" is very blue-control-y.
Likely it's not interesting enough to be rare, though, but there's only so much I can put into a 1-cost enchantment.
Yeah, I keep finding variants on prepare that I NEARLY want to print :)
I find it hard to judge. i was expecting some "sac this for mana" cards to compare it to but found very few. It probably is quite weak because it's only useful if that ramp is exactly what you need. But I'm still worried it's broken somehow :) And with the prepare ability it can serve other duty, eg untapping a creature, or letting you play a reactive spell when you're tapped out.
Thank you!
Thank you for finding some good comparisons, I glazed over trying to analyse what was available :) Yeah, this wasn't especially strong, but it depends very much what environment it's in.
I considered making the base effect stronger -- -4/-4 or -5/-5 would be entirely possible -- but then I thought it was more like an "every deck" card than an aggro deck card. And I considered making it -3/-3 with a different bonus, e.g. draw a card. But the only bonuses I could think of were "draw a card" which felt mildly less aggro, and "controller lose life" which felt wrong with the life loss condition already.
Completely agreed!
Hm. My first reaction is that it's a pity this is so much worse than Blood Curdle, but that was pretty pushed: normally the 4 CMC "destroy target creature" common card is either

(Bake into a Pie), sorcery (Eviscerate) or both (Daring Demolition, Impale). But actually Blood Curdle really was pushed, and this is comparable to Flatten / Fatal Fumes / Strangling Spores with a more aggro slant, which is exactly what you were going for.
(Rare and uncommon of course have more of the
instant Murder-with-upside: Eat to Extinction, Hour of Glory, Price of Fame, plus Silence the Believers, Hagra Mauling, Drag to the Underworld and Vraska's Contempt at 2BB.)
LOL. Oh, amazing. Mythics are so hard, but that looks very fun.
Felt like this name has a nice ring to it. (You have seven choices to make.)
See Challenge # 167: 1-4-6-2-1.
I roll mythic a LOT.
Black instant 4-cost common aggro: Exploit Weakness
Black instant 4-cost common aggro: See Challenge # 167.
Aggro is happy to have plenty of black instants, but ideally they cost 2 not 4. 4 cards are ideally finishers.
I debated something that just caused life loss in one way or another, which seemed like a good finishing card, but I couldn't find a way to justify it being instant. I wasn't sure if "each/target player loses 5 life" was ok at black, being so similar to red cards. And I debated something that could temporarily eliminate multiple blockers, but they all felt uncommon.
Yeah, apparently they've never printed them together. I guess it could be RW, but that feels like it should just be N damage, N life, or it could be GW or RB but GW feels too nice to fight and RB feels too evil to fight fair :) BG feels just right.
Yeah, I thought so. Angrath, Captain of Chaos gives you the menace half for 2 mana less, but increasing everything's power (without toughness) is something black can do that synergises rather nicely with having menace.
That +1 is potentially devastating in the perfect way.
Lifelink plus fight is very interesting.
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.