Ok so I am sitting at home with a choice to work on some PreCalc or to let a new idea distract me. That choice is obvious so here goes.
I still haven't worked out the details but it will go something like this:
The game will be played with two teams of 3 players each with either separate or combined life totals (there is one thing I haven't figured out yet :-/). One side will play all the classic monsters of this time all being mono black and with essentially NO RARES. One will play zombies only, one skeletons only and the other will do either spirits/shades or vampires only to choice. Each deck will be either 65 or 75 cards to choice. The other side will consist of 3 mono white decks of 60 or 65 cards each (60 for a 65 black or 65 for a 75 black). The categories can be bent but they must contain no rares with one exception and the can only have humans. Now to break down each sides advantages:
Creatures of the dark (3 Black decks)
The job of these is to scare not as in scare sad but rather that... picture this game as a hologram like the Yu-Gh-Io shows and try to make them as horrifying card art-wise as possible. The reason the black decks are bigger is that they need land. Each should contain between 15 and 22 land. Each turn one land may be played but, instead of swamps, they are tombstones or whatever you wish to call them and they show your creature limit. Each time you play a creature you tap a land which wont untap until that creature leaves the battlefield. Now for the special subdivisions:
Zombies, Each time a zombie leaves the battlefield, return it one turn later with a +1/+1 counter on it (So the first time it dies it comes back on your next turn with a counter the next time it takes 2 turns but gets 2 more counters for a total of 3 and so on...). All zombies have deathtouch .
Skeletons, Same first part as zombies. However, they have: tap, deal one damage to target creature and sac this creature, return an exiled black creature from exile to its owner's graveyard with 0 +1/+1 counters on it.
Vamps, Same first as other 2. also have tap, target creature gets a -1/-1 counter and this card gets a +1/+1 counter, goes away after dying.
Spirits, Same first. Also have pay 1 and one Black, this creature gets +1/+1 until end of turn.
Heroes of the light:
Mono white human decks with no other creature types EVER!!!:mad::D All humans have lifelink.
Get it...Got it...Good
now for the last long set of rules fine, I shall try to make this fast...
For the white decks each player has plains in front of them, each represents life and combined they are the wall to a settlement. Once a player loses life, remove a plains, whenever 10 life is gained, add one so watch your defense.
Also, if an undead creature (black) gets more that 4 counters either it can be exiled or come back later as determined. If a creature from the undead side comes back and the creature limit is passed, exile it. Each deck can have a max hand size of 10, humans discard after that, zombies exile (to prevent that op Resurrection thingy the zombies do). Only one card may be played per turn not including land and for the humans, one creature and one enchantment/instant/sorcery may be played. one instant can be played, per deck, during the other team's turn. To make this fare, on the starting turn creatures with power 2 or less may be played turn 2 = 3 or less turn 4 = 4 or less and so on. so that's the gist of this game, if you have and questions or other game ideas please post.
I forgot to add that each black deck must have a rare or mythic black creature of ANY of the listed types to serve as a gravemaster with the same rules as the others and the humans must have a hero/leader in the form of a mono-white rare or mythic human.
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I still haven't worked out the details but it will go something like this:
The game will be played with two teams of 3 players each with either separate or combined life totals (there is one thing I haven't figured out yet :-/). One side will play all the classic monsters of this time all being mono black and with essentially NO RARES. One will play zombies only, one skeletons only and the other will do either spirits/shades or vampires only to choice. Each deck will be either 65 or 75 cards to choice. The other side will consist of 3 mono white decks of 60 or 65 cards each (60 for a 65 black or 65 for a 75 black). The categories can be bent but they must contain no rares with one exception and the can only have humans. Now to break down each sides advantages:
Creatures of the dark (3 Black decks)
The job of these is to scare not as in scare sad but rather that... picture this game as a hologram like the Yu-Gh-Io shows and try to make them as horrifying card art-wise as possible. The reason the black decks are bigger is that they need land. Each should contain between 15 and 22 land. Each turn one land may be played but, instead of swamps, they are tombstones or whatever you wish to call them and they show your creature limit. Each time you play a creature you tap a land which wont untap until that creature leaves the battlefield. Now for the special subdivisions:
Zombies, Each time a zombie leaves the battlefield, return it one turn later with a +1/+1 counter on it (So the first time it dies it comes back on your next turn with a counter the next time it takes 2 turns but gets 2 more counters for a total of 3 and so on...). All zombies have deathtouch .
Skeletons, Same first part as zombies. However, they have: tap, deal one damage to target creature and sac this creature, return an exiled black creature from exile to its owner's graveyard with 0 +1/+1 counters on it.
Vamps, Same first as other 2. also have tap, target creature gets a -1/-1 counter and this card gets a +1/+1 counter, goes away after dying.
Spirits, Same first. Also have pay 1 and one Black, this creature gets +1/+1 until end of turn.
Heroes of the light:
Mono white human decks with no other creature types EVER!!!:mad::D All humans have lifelink.
Get it...Got it...Good
now for the last long set of rules fine, I shall try to make this fast...
For the white decks each player has plains in front of them, each represents life and combined they are the wall to a settlement. Once a player loses life, remove a plains, whenever 10 life is gained, add one so watch your defense.
Also, if an undead creature (black) gets more that 4 counters either it can be exiled or come back later as determined. If a creature from the undead side comes back and the creature limit is passed, exile it. Each deck can have a max hand size of 10, humans discard after that, zombies exile (to prevent that op Resurrection thingy the zombies do). Only one card may be played per turn not including land and for the humans, one creature and one enchantment/instant/sorcery may be played. one instant can be played, per deck, during the other team's turn. To make this fare, on the starting turn creatures with power 2 or less may be played turn 2 = 3 or less turn 4 = 4 or less and so on. so that's the gist of this game, if you have and questions or other game ideas please post.