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Recent updates to Multiverse Design Challenge: (Generated at 2025-05-18 06:03:54)
See Challenge # 140.
Phelddagrif Gargantitude
See Challenge # 140.
Oh, cool. It's very Phelddagrif!
Is the second ability designed solely for multiplayer, or is there supposed to be a reason for opponents to play it in duels?
I made Phelddagrif's Heir.
See Challenge # 140.
Beast Phleddagrant
See Challenge # 140.
OK, let me try playing in the same design space as Phleddagrif (which I still can't spell), but a simpler version. Originally this was going to key off "if you gain life", "if you draw a card outside your draw step" etc, but I decided it was easier to just use spell colours.
I'm not quite sure about the balance, is this interesting without being too big initially or too clunky? I feel like either all the modes should have a size boost or not should, but I'm not sure.
Retiring Pheldagrif
For Challenge # 140. I reversed who gets what on the abilities. But seeing that the positive abilities were all combat abilities, I needed to restrict when a player could 'turn them on' so that they remained relevant.
All things considered, if you don't mind your opponent attacking you with all their creatures every turn, you could gain 6 life, two cards and 2 1/1 Hippos in a two player game for




(activating once on your turn, and once on your opponents.) Maybe this card is a little too good...
Questing Beast
See Challenge # 140.
The questing beast wasn't actually supposed to grant wishes when it was caught iirc, but I think combining the references makes both come through more clearly. And it wasn't necessarily a hippo, but some sort of combined-beast; I thought it would do fine as a Phelddagrif in magic :)
I'm not quite sure how to balance this, though.
Phelddagrif Kitten, Phelddagrif Fledgling and Phelddagrif Calf
See Challenge # 140.
See Challenge # 140.
See Challenge # 140.
Genkalen
For Challenge # 140. 'Genkalen' is an anagram of Ken Nagle, the person responsible for 'battleship mode' in Rise of the Eldrazi. Originally, this was supposed to be a 12/12 for 12, but I kind of settled on these abilities, decided I was cool with them, and decided they just weren't 'big' enough for 12-cost. So instead we get a double Pheldagrif.
Why is this not a 'Creature - Hippo Drone'? ;)
Honoured guests, I have the pleasure to announce... Hippodrone
See Challenge # 140.
Heh. Oddly, if you upped the cost requirement, then this would seem like a good Green spell. I could definitely see this as a common in Scourge if it could only be played with another creature that has a converted mana cost of 6 or greater.
Phelddagrif and Questing Phelddagrif are an awesome concept! But maybe a bit too silly for modern magic sets. Design a card inspired by it. Possibilities include:
Etc, etc.
Murder Investigation #2
For Challenge # 139, based on Loyal Retainers
I'm not sure where this is best balanced, I'm sure it must be a reprint of something? Recursion can be a problem, but hopefully a lot less so when it only helps when you find another creature anyway.
"Maybe that's why Second Wind was special."
Huh, maybe so. Good point, I hadn't though about it. I still think it's kind of confusing, but it's true, most of the time, you'll be tapping the aura and tapping/untapping the creature at the same time, or tapping/untapping the creature with the expectation of the aura being used shortly.
Fair enough. Maybe that's why Second Wind was special. Since it tapped and untapped the creature, people were already observant of the state the creature was in, and therefore paid attention to whether the enchantment was tapped or not. If it tapped to give Pro color, though, it could get confusing fast.
FWIW, I'm a bit torn on tapping enchantments. I like the flavour difference enhanced by avoiding it, but sometimes it would just be the best way of doing something... I guess some could have a "activate this once per your turn" like planeswalker loyalty abilities (but maybe instant speed).
But it seems sensible to avoid tapping auras as it's often get rotated accidentally if what they're enchanting is tapped.
But the enchantment is under your control. Even if wizards start allowing people to tap enchantments as a cost, they won't start with tapping opponent's auras...?
(And it's not a big point, but the reason I used "T" at all is to ensure that even if the enchantment is killed in the first upkeep, the creature is tapped and can't attack for a turn, and using "T" as a cost seemed to capture the flavour better than just saying "at the start of the upkeep, tap the creature, and reveal..." If you tap the enchantment instead, you might as well just make it an upkeep trigger)
I evaluated it as similar to hexproof: they both protect from most red or black creature removal. Hexproof also protects from white enchant or exile removal. Submersible also protects from mass removal. So definitely strong, but hopefully ok. It wouldn't always have to go on 5/5s! :)