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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-17 12:50:35)
I definitely like the idea. (I'm worried that repeatable effects need to be quite weak to be printable, but they managed to make rebound and retrace ok, just about)
Created for Challenge # 018.
I think Perpetual cards would probably need to be quite carefully designed so that they don't become uninteractive - or at least, not both uninteractive and powerful. Things that target creatures are good, because every colour can respond by making the target invalid (white gives it protection or exiles it, blue bounces it, black kills it, red burns it, green gives it hexproof) and then the whole perpetual spell is countered and goes to the graveyard.
You could remove the "You may" to bring down the power and controlledness of the effect and make it feel more untameable.
(This was created for Challenge # 018; P represents purple mana.)
I like this. It's not an effect that I think has been done before, which is a good first criterion for a purple spell. It seems to be within white's pie, given Path to Exile, Oblivion Ring, Exclusion Ritual and Reprisal / Smite the Monstrous, but it's different enough to what's come before that it doesn't feel like obviously a white card.
Tricky.
Created Shiftling Vanguard, Extract Vitality and Soul Surgery.
Created for Challenge # 018.
Bringing back shadow probably isn't a good idea, but it's the kind of thing I think of when I imagine the sixth colour.
I'll post mine tomorrow or the next day, to give some time to jmgariepy's challenge.
Ah, purple... the favorite candy of amateur designers. I toyed with it/ employed it in Dienoct, which is my first attempt at a set, but that set needs a lot of work now, and has many decisions to be made.
I'll think about this for a bit. Maybe I'll design some Night cards, maybe I'll make some different kind of purple cards.
I like this concept, Jack, but I think "what a color hates" is not as important as "what a color likes". Though I can easily imagine Purple as the 'anti-green', preferring small creatures and effects, and gunning for large splashy cards. That would also give more breathing room for the other colors, since they wouldn't feel like they had to make minor effects happen as often. Purple could end up with the lion's share of cantrips, and small token producers.
I wonder if this would all be better expressed as a new keyword. "Creatures you control are impertinent" would cut a lot of words out of your wordiest cards... especially if this was a common occurance in this color.
I know there is tons of space for playing with exile, so focusing on that isn't such a bad idea. It's doubly cool, because if you allow all the colors to do it, you can end up with an unbalanced play environment... exile doesn't really mean anything anymore if escaping exile is a feature that all colors can do.
I should have experimented.
does look better...
Purple as the "interacts with Planeswalker" color.
Why to play purple? To hose or support big spells, planeswalkers, etc, and to play with creatures with good effects. Why not to play purple? No efficient creatures, weak against instants and sorceries and small permanents.
Planar Bug, Planar Chauvinist, Procrustean Chop
I have a tendency to bring the really tricky design challenges with me, I know. I'm sure people can get there with this one, though. Even if the end result is being unsatisfied with the results, it would probably tell you something in the process...
change [+0] to [0]
This is... a lot more difficult than back when we speculated that Desert was going to bring in yellow mana.
The obvious thing to do is go for a theme - like snow did. Snow cards weren't particularly anything mechanical (though there was a slight focus on upkeep costs) they were just, well, cold.
I just... dunno. Will think.