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Recent updates to Multiverse Design Challenge: (Generated at 2025-08-24 10:07:44)
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
Blue uncommon 2-cmc instant ramp: See Challenge # 167.
Blue ramp. My first thought was untapping, but it has to be a one-off. So, untapping, but can be carried forward to your next turn.
I've no idea how strong the effect is, is untapping lands strong or weak or unprintable? I almost wanted a one off "untap N lands" effect, but that led more into a one-off burst of spells like a combo deck, with more chance of being useless or broken, whereas I wanted something incrementally building up like a ramp deck.
I've seen a few variants like prepare, but I went with the simplest possible here, which just lets you invest your mana in a situational spell in advance. It could also give you a greater or lesser version of the effect, maybe if it was restricted to not being cast until your next turn like Alex's version.
Huh. Yes, that probably does the trick. You can usually fetch one, and if you're behind you might be able to fetch more.
That does feel a bit ineffective though -- if you're usually getting a single plains, wouldn't you just play another plains in your deck instead? I really want it to put them onto the battlefield, but I agree, white doesn't usually do that unless it's catching up. But if you're getting lands to hand there's a limit to the amount of upside so it could potentially be more generous -- maybe attacking creatures?
I need to design a BLUE 2-cmc instant ramp spell, which I'm pondering...
See Challenge # 167.
1-4-5-2-4. White rare instant, CMC 2, ramp.
Well, at least it's not common. White does get occasional ramp at rare, things like Cartographer's Hawk, Endless Horizons, Gift of Estates, Knight of the White Orchid, Keeper of the Accord, Kor Cartographer, and of course Tithe and Land Tax. On a 2 CMC instant is harder. And the thing about most of those is that it's not really "ramp" if it requires an opponent to have more lands than you. "Ramp as long as someone else is ramping more".
I was trying to think of some other white way to ramp, and I thought of "Fetch a Plains for each spell an opponent has cast this turn." I was somewhat tempted to write it with Storm... but that's just asking for trouble really. And this way is less shuffling.
Challenge # 167
An aggro 3-cost red common instant. Well, that's almost too straightforward. So I figured I'd work on a new drawback. This mechanic lets your opponent cast your spells, just like if they controlled the flashback. But the flashback is costly, and the base spell is strong.
Unfortunately, I get the impression a lot of Timmys would hate this mechanic. I'd recommend keeping keeping the mechanic isolated mostly to cards where your opponent usually can't benefit correctly. "Destroy target enchantment" for example, isn't going to do much for your opponents if you don't run enchantments. In fact, it would probably be a benefit, since now you get to watch your opponents destroy each other's enchantments.
Multicolor Rare 5-cost Planeswalker based on ramp for Challenge # 167. Rolled two dice for multicolor, and one came back multicolor, so I took that to mean roll twice more.
At least a five cost Sultai planeswalker is more likely ramp than the red artifact I just did. Now to come up with a concept. Poking around, the idea of having the first line say "Skip your draw step" sounded like a great way to add a dash of black to a traditional green ramp card. You can ramp like a champion, but you won't draw into another clutch spell while you control this planeswalker.
That makes this a black/green card. But we need some blue as well. Draw two, discard three feeds into this slow loss of control. The card draw is nice, but unless you're drawing cards that draw you cards, you will slowly go through all the cards in your hand until there is nothing left.
To top this all off, we have an expensive ultimate. This is intended to get this planeswalker off the field, so you can start playing normally again. If you were ramping this whole time, it should be easy to drop 15 mana worth of threats all at once. But you may have needed to use the +3 a few times to dump cards into your graveyard, so there's a little stress there.
You'll have to excuse me if I don't name my cards immediately. It's likely one or two of them might end up as a Name That Card card. I'll make sure to give proper names to these cards when that moment has passed.
(((NameReserved1)))
(((NameReserved2)))
(((NameReserved3)))
You'll have to excuse the name for this card. It's a good chance that one card from Challenge # 167 will end up in Name That Card. Those that don't, I'll go back and name later.
Anyhow, Mythic 3-cost Red Artifact based around ramp. Ramp is... you know, it would have been easy to pretend that ramp and ritual is the same thing, but it isn't. I wanted something that could clearly be a red ramp spell. And while that's not unheard of in red, it's tough to do a cost-efficient mythic with red ramp.
So I dipped a little into ritual space. But the second ability could just be a clean ramp. If the first ability dumps enough lands into your graveyard (or you already had five lands in your graveyard) it's just five mana for five Raise Deadlands. Admittedly, it's kind of nice how this being an artifact let me stretch into that second ability.
Nice. One of those cards like Turn the Tables that never gets played because it's situational and costs a lot. But the one day someone does play it, the entire table jumps out of their seats.