Welcome to the fifth incarnation of the original DC5! Please read these rules. I have made slight changes to feuerdrache’s version. (He made many changes to Bel’s original rules.)
As opposed to DC10, in DC5 you get 5 mana of any color per card, per turn.
Rules:
Go here for a basic rundown of the rules for DC10.
Overview:
First, each player chooses a color (this is on a first-come, first-served basis). Then, once all the slots are filled, I will assign turn order. Please make sure you know what the order is! Fair warning: Based on DC5 #4, whoever picks blue will likely be the first target.
2| The only cards in your library are cards from your color, lands, and artifacts. 2a| Multicolor cards are allowed, if one of the card's colors is your color.
3| Only one copy of each card is allowed. You cannot play a card that has previously been played, revealed, removed from game, or otherwise interacted with by any other player or yourself. 3a| Cards keep their identities. Example: [blue] plays Evacuation. The Exalted Angel that [white] had in play can only be played again as an Exalted Angel.
4| Turn structure and other rules not shown here are the same as in normal Magic.
5| You may only play spells on your turn. Activated abilities and cards that are played via a triggered ability (such as Madness) are legal.
6| Whenever you think someone may have a response to your turn, put a note in your turn asking for responses and make sure that they won't screw up your turn.
7| There is a permanent Rule of Law in effect (You can't play more than one spell each turn). 7a| Players may only cycle one card per turn. 7b| Players may channel any number of cards each turn. 7c| Players may only play one ability that doesn't require mana as a cost per turn. Example: A player can put two counters on Gemstone Array per turn, but can only add one mana per turn using that card. Another player can respond to the Array activations by pinging the Array's controller twice with a Kumano, Master Yamabushi. 7d| Players may only splice one card per turn. (New rule.)
8| Any card or combo that uses "infinite" or arbitrarily large numbers is banned.
9| You may only attack people next to you in turn order (but the last person can attack the first and vice versa).
10| A player cannot kill more than one player each turn.
11| Turns should be formatted as such: Turn Format:
Life: 20 Hand: 0
Untap Upkeep: put a 1/1 Spirit token into play from Honden of Life’s Web. Draw (1) Main:
If you wish to add any additional information about your board position, put it after this required format. After the first few turns, it is a good idea to list permanents in play, cards in graveyard, and any cards that have been removed from the game. This is highly encouraged.
12| Players should be able to take their turns within 24 hours of the last player taking their turn. If not, another player can take your place, or the color can be dropped from the game. After 12 hours of the previous turn, they will receive a reminder PM; after the full 24 hours have passed, the group will decide what to do.
(While this rule may not be enforced to the letter, it is very important to take your turns in a timely manner. We understand that things some up in life. Some players won't have access over a weekend - or only at night - or only during the day. This is all good. We won't like waiting a week to take a turn though.)
13| A player may only have one extra turn for each turn they play. Example: [blue] plays Time Walk. He then plays Time Warp, which has no effect.
14| The library is considered to have both infinite and zero cards in it at any given time. Cards that involve the number of cards in the library do nothing. Example: [red]'s Arc-Slogger is just a plain 4/5 Beast, because he can't pay its activation cost. 14a| Cards that have effects based on the top cards of the library do nothing. There isn't anything there! Example: [blue] plays Fact or Fiction, which will reveal nothing. In response to [blue]'s ineffectual Fact or Fiction, [red] plays Kaboom!, which will reveal nothing and do nothing. Thinking his friend [blue] doomed, [green] activates his Call of the Wild, which will also reveal nothing. [white], knowing better, cycles Renewed Faith to gain two life and draw a card, then smiles smugly.
15| Please use card tags! This will help everyone.
Credit goes to dasheiff for the original idea of DC10 format and rules primer.
Credit goes to spuzzem king for the original stealing of DC10 format and rules primer.
Players (in turn order):
:symw:- Solitaire
:symr:- Abandon Hope
:symu:- warehalldn
:symb:- LJustus
:symg:- Alfred
Guildpact will be legal for this incarnation of DC5. If we don't get another player for black by the time I leave work today, I will take it, randomly determine turn order, and start the game.
I'm going to be able to use the amulet during each other person's turn, any time after their untap step. People may proceed with their turns, in order. Solitaire, you're up.
I'll put the triggered ability of Astral Slide on the stack, targeting Seedborn Muse. (You can have the muse, but unless you care to do something, you just won't be untapping on my upcoming turn.)
As opposed to DC10, in DC5 you get 5 mana of any color per card, per turn.
Possible plays:
Play Prosperity for 4.
Play Detonate for 1.
Play Spiritmonger.
Activate Arashi, the Sky Asunder for 4, play Deranged Hermit.
Activate Mobilization once, play Serra Angel.
Rules:
Go here for a basic rundown of the rules for DC10.
Overview:
First, each player chooses a color (this is on a first-come, first-served basis). Then, once all the slots are filled, I will assign turn order. Please make sure you know what the order is!
Fair warning: Based on DC5 #4, whoever picks blue will likely be the first target.
2| The only cards in your library are cards from your color, lands, and artifacts.
2a| Multicolor cards are allowed, if one of the card's colors is your color.
3| Only one copy of each card is allowed. You cannot play a card that has previously been played, revealed, removed from game, or otherwise interacted with by any other player or yourself.
3a| Cards keep their identities. Example: [blue] plays Evacuation. The Exalted Angel that [white] had in play can only be played again as an Exalted Angel.
4| Turn structure and other rules not shown here are the same as in normal Magic.
5| You may only play spells on your turn. Activated abilities and cards that are played via a triggered ability (such as Madness) are legal.
6| Whenever you think someone may have a response to your turn, put a note in your turn asking for responses and make sure that they won't screw up your turn.
7| There is a permanent Rule of Law in effect (You can't play more than one spell each turn).
7a| Players may only cycle one card per turn.
7b| Players may channel any number of cards each turn.
7c| Players may only play one ability that doesn't require mana as a cost per turn. Example: A player can put two counters on Gemstone Array per turn, but can only add one mana per turn using that card. Another player can respond to the Array activations by pinging the Array's controller twice with a Kumano, Master Yamabushi.
7d| Players may only splice one card per turn. (New rule.)
8| Any card or combo that uses "infinite" or arbitrarily large numbers is banned.
9| You may only attack people next to you in turn order (but the last person can attack the first and vice versa).
10| A player cannot kill more than one player each turn.
11| Turns should be formatted as such:
Turn Format:
Life: 20
Hand: 0
Untap
Upkeep: put a 1/1 Spirit token into play from Honden of Life’s Web.
Draw (1)
Main:
Play Fangren Firstborn.
End Turn.
Life: 20
Hand: 0
If you wish to add any additional information about your board position, put it after this required format. After the first few turns, it is a good idea to list permanents in play, cards in graveyard, and any cards that have been removed from the game. This is highly encouraged.
12| Players should be able to take their turns within 24 hours of the last player taking their turn. If not, another player can take your place, or the color can be dropped from the game. After 12 hours of the previous turn, they will receive a reminder PM; after the full 24 hours have passed, the group will decide what to do.
(While this rule may not be enforced to the letter, it is very important to take your turns in a timely manner. We understand that things some up in life. Some players won't have access over a weekend - or only at night - or only during the day. This is all good. We won't like waiting a week to take a turn though.)
13| A player may only have one extra turn for each turn they play. Example: [blue] plays Time Walk. He then plays Time Warp, which has no effect.
14| The library is considered to have both infinite and zero cards in it at any given time. Cards that involve the number of cards in the library do nothing. Example: [red]'s Arc-Slogger is just a plain 4/5 Beast, because he can't pay its activation cost.
14a| Cards that have effects based on the top cards of the library do nothing. There isn't anything there! Example: [blue] plays Fact or Fiction, which will reveal nothing. In response to [blue]'s ineffectual Fact or Fiction, [red] plays Kaboom!, which will reveal nothing and do nothing. Thinking his friend [blue] doomed, [green] activates his Call of the Wild, which will also reveal nothing. [white], knowing better, cycles Renewed Faith to gain two life and draw a card, then smiles smugly.
15| Please use card tags! This will help everyone.
16| The following cards are banned:
Any card from a silver-bordered (or "Un-") set.
Any coin flip, ante, or dexterity cards.
Legacy Weapon
Nezumi Graverobber
Oath of Lim-Dul
Ice Cave
Sliver Queen
Eureka
Mind’s Eye
Credit goes to dasheiff for the original idea of DC10 format and rules primer.
Credit goes to spuzzem king for the original stealing of DC10 format and rules primer.
Players (in turn order):
:symw:- Solitaire
:symr:- Abandon Hope
:symu:- warehalldn
:symb:- LJustus
:symg:- Alfred
Edit: Is Guildpact going to be legal this time around?
...Then get promptly smashed and destroyed by the colors that can deal with permanents in play...
Life: 20
Hand: 0
Untap, Upkeep.
Draw (1 card in hand)
Main Phase:
Astral Slide
Move to end phase, (0 cards), ship turn.
Hand: 0
Untap, Upkeep, Draw (1).
Main Phase: Play Wheel of Fortune(7).
Assuming no responses: Play Library of Alexandria(6).
Pemanents: Library of Alexandria. Graveyard: Wheel of Fortune
End Turn
Life: 20
Hand: 6
Hand: 7
Untap, Upkeep, Draw (8).
Main Phase: Play Sky Swallower (7).
Assuming no responses:
Permanents: Sky Swallower. Graveyard: none
End Turn
Life: 20
Hand: 7
Okay... I feel good, now I don't have to feel compelled to build a deck around this jank card... Thank you dc5!
Hand: 7
Untap, Upkeep, Draw (8)
Main: Play Volrath's Stronghold (7)
Play Kokusho, the Evening Star using the Stronghold for mana. (6)
End Turn
Hand: 6
Life: 20
Permanents: Volrath's Stronghold and Kokusho, the Evening Star
Graveyard: Empty
Hand: 0
Untap
Upkeep
Draw (8)
Main:
Play Shivan Gorge (7)
Play Copper Gnomes (6)
Any Responses? If none, I have a response to my EOT step.
End Turn.
Life: 20
Hand: 6
Graveyard: 0
I will have responses during other people's turns.
Cards in hand (7).
Cycle Secluded Steppe.
I'll put the triggered ability of Astral Slide on the stack, targeting Seedborn Muse. (You can have the muse, but unless you care to do something, you just won't be untapping on my upcoming turn.)
Life (20)
Cards (20)
Untap/Upkeep
Draw (8 cards in hand)
Main Phase:
Play Kor Haven. (7 cards in hand)
Play Dawn Elemental. (6 cards in hand)
I'll move to my end step and afterwards ship the turn. Any repsonses to anything, including my end step?
Life: 20
Hand: 6
Untap, Upkeep, Draw (7).
Main Phase: Activate Library of Alexandria (8).
Play: Wreak Havoc targeting the Quicksilver Amulet (7).
I'll have more after I see what Alfred does in response.