The comprehensive rules game (Oh Boy!)
Ok, This one will be fun for rules lawyers of all ages. (I will be interested to see how long it lasts)
Basically, you make a card that is related, somehow, with the comprehensive rule (from 100.1 to 904) that the player before you picked out. Then pick a comp rule that's near and dear to your lawyer's heart for the next person.
Rebel Fort RR
Enchantment R: Each player puts a 1/1 red rebel creature token into play. RRRR:Gain control of all permanent you own. We are very loyal... to whoever is paying us.
Wall of Death and Destruction
Creature-Wall
Defender
~ is not placed in the graveyard when it has 0 toughness or less.
Whenever ~ blocks, the creature blocking it gains trample. All that pass through the wall die, but not before they kill.
8/0
Zur's Last ResortBBBB
Legendary Enchantment
A player with 0 or less life doesn't lose the game unless he or she controls no permenants.
If a player with 0 or less life would lose life, instead her or she sacrifices that many permenants.
Next:
414 Countering Spells and Abilities:
414.2 The player who played the countered spell or ability doesn't get a "refund" of any costs that were paid.
Spellwork Guaranteer 1W
Creature - Human Insurance-Agent
Whenever a spell becomes countered or changes targets, add mana to that spell's controller's mana pool equal to its mana cost. (Including color.) 1/1
Next: 204.1 The illustration is printed on the upper half of a card and has no game significance. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
Private Mod Note
():
Rollback Post to RevisionRollBack
[The Crafters] | [Johnnies United]
My anecdotal evidence disagrees with yours! EXPLAIN THAT!
Spellweaver Dissolute :3mana::symu:
Enchantment
Sacrifice Spellweaver Dissolute: Until end of turn, whenever a spell or ability you control would be put onto the stack, you may have it not instead.
Seperate Realities :2mana::symu::symu: Enchantment
Spells or abilities that target permanets can only target nontoken permanents.
If a spell or ability would affect permanents, it affects only nontoken permanents instead.
Token creatures can block or be blocked by only token creatures.
308.4 If no creatures are declared as attackers, finish the declare attackers step, but skip the declare blockers and combat damage steps.
Song of War R
Enchantment
At the beginning of each combat damage step, put a verse counter on Song of War.
Remove X verse counters from Song of War, sacrifice it: Reveal the top X cards of your library. Put each creature card revealed this way into play with haste and "Sacrifice this creature at end of turn." Shuffle your library.
Next: 423.3 If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player may choose to do so.
Greedy Cleric 2W
Creature - Human Cleric
Damage can't be prevented by sources other than Greedy Cleric
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player.
1/3
Quickener 3UU
Creature - Human Wizard
Whenever an effect would end at the end of a turn, it instead continues until the end of the game.
Whenever an effect would last until the end of the game, it instead ends at the end of the current turn.
2/3
Next: How about something that introduces a new status under 510.1?
Reality Tapper3
Legendary Artafact 2: Change any one status of target permanent, any player may play this ability. (From tapped to untapped; or flipped to unflipped; or face up to face down; or toggled to untoggled, and vice versa)
I Have No Idea What's Going On!U
Enchantment
Whenever a player plays a spell, that player chooses another player. The chosen player has another target player gain control of target spell on the stack of his or her choice. "What?!?!?"- Johnny, Combo Player to Uber Johnny
(I really like this game, even if hardly anyone else seems to find it interesting.)
Its very sad, I know.
The Monkey King's Shrine1WR
Legendary Tribal Enchantment - Shrine (~is not a creature and cannot attack or block, or take damage) ~ is every creature type.
At the beginning of your upkeep, ~ deals damage to target creature or player equal to its power and you gain life equal to its toughness.
1/1
Goblin Cheapskate - R
Creature - Goblin
If attacking would require paying any additional costs you may tap all lands you control instead.
1/1 "You want how much?"
Next rule: 401.2 A spell stops being a spell when it resolves (see rule 413, "Resolving Spells and Abilities"), is countered (see rule 414, "Countering Spells and Abilities"), or otherwise leaves the stack.
PS I think you should make a list of used rules on the main page.
Reinforce(W/U)(W/U)
Instant
Spells played this turn don't leave the stack until the beginning of their controller's next upkeep. (They don't resolve and can't leave the stack or be counted until their controller's next upkeep.)
Rule 424.2 - A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost.
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Reinforce(W/U)(W/U)
Instant
Spells played this turn don't leave the stack until the beginning of their controller's next upkeep. (They don't resolve and can't leave the stack or be counted until their controller's next upkeep.)
Rule 424.2 - A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost.
Life for Glory3WUBRG
Sorcery
Your life total becomes one.
Until the beginning of your next upkeep, players do not have to pay non-tap costs. (Any non-tap costs. If a spell or ability has X in its mana cost, X is 0.)
NEXT:
300.2 A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends.
NEXT:
300.2 A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends.
Temporal ChaosRR
Enchantment
Players gain priority in reverse order.
Next:423.5 If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty.
205.2a The types are artifact, creature, enchantment, instant, land, sorcery, and tribal.
205.2b Some objects have more than one type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their types.
Sword of the People5 Basic Legendary Snow Artifact Enchantment Land Tribal-Fortification Equipment Aura Forest Mountain Plains Goblin Rebel Elf ( T: Add W or G or R to you mana pool.)
Enchant Land or Creature
When ~ comes into play, if you played it as a land pay 5 or lose the game. G: Regenerate the permanent that ~ is attached too.
All creature you control get +1/+1 for each type the permanent ~ is attached to shares with ~.
Equip-RW
Fortify- S
Need For Steeds 2W
Enchantment
Creatures you control have horsemanship. 2: Target creature loses horsemanship until end of turn. Any player may play this ability.
Ok, This one will be fun for rules lawyers of all ages. (I will be interested to see how long it lasts)
Basically, you make a card that is related, somehow, with the comprehensive rule (from 100.1 to 904) that the player before you picked out. Then pick a comp rule that's near and dear to your lawyer's heart for the next person.
Example: Rule 216.1, ownership/control of tokens
Rebel Fort RR
Enchantment
R: Each player puts a 1/1 red rebel creature token into play.
RRRR:Gain control of all permanent you own.
We are very loyal... to whoever is paying us.
Try to use links, and good luck.
First: Rule 217.6 The stack is a zone.
Mana Channel U
Enchantment
Mana abilities use the stack.
"In response.." Taylor experienced counter mage
Next:
Rule 311.2 Creature are removed from combat at the end of combat step.
Remorse 3WW
Enchantment
If a creature would be removed from combat, return it to its owner's hand instead.
Next: 420.5b A creature with toughness 0 or less is put into its owner's graveyard. Regeneration can't replace this event.
Wall of Death and Destruction
Creature-Wall
Defender
~ is not placed in the graveyard when it has 0 toughness or less.
Whenever ~ blocks, the creature blocking it gains trample.
All that pass through the wall die, but not before they kill.
8/0
Next:
420.5a A player with 0 or less life loses the game.
Legendary Enchantment
A player with 0 or less life doesn't lose the game unless he or she controls no permenants.
If a player with 0 or less life would lose life, instead her or she sacrifices that many permenants.
Next:
414 Countering Spells and Abilities:
414.2 The player who played the countered spell or ability doesn't get a "refund" of any costs that were paid.
Creature - Human Insurance-Agent
Whenever a spell becomes countered or changes targets, add mana to that spell's controller's mana pool equal to its mana cost. (Including color.)
1/1
Next: 204.1 The illustration is printed on the upper half of a card and has no game significance. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
NEXT
421.4If the loop contains only mandatory actions, the game ends in a draw. (See rule 102.4b.)
Enchantment
Sacrifice Spellweaver Dissolute: Until end of turn, whenever a spell or ability you control would be put onto the stack, you may have it not instead.
422.1
Seperate Realities :2mana::symu::symu:
Enchantment
Spells or abilities that target permanets can only target nontoken permanents.
If a spell or ability would affect permanents, it affects only nontoken permanents instead.
Token creatures can block or be blocked by only token creatures.
308.4 If no creatures are declared as attackers, finish the declare attackers step, but skip the declare blockers and combat damage steps.
Make a card where the bolded line matters.
R
Enchantment
At the beginning of each combat damage step, put a verse counter on Song of War.
Remove X verse counters from Song of War, sacrifice it: Reveal the top X cards of your library. Put each creature card revealed this way into play with haste and "Sacrifice this creature at end of turn." Shuffle your library.
Next: 423.3 If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player may choose to do so.
Make a card called Long For This World.
Enchantment
Skip your draw step.
If you where to draw a card when and you have no cards in your library, instead win the game.
NEXT
419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller or the affected player chooses one to apply.
Creature - Human Cleric
Damage can't be prevented by sources other than Greedy Cleric
:symtap:: Prevent the next 1 damage that would be dealt to target creature or player.
1/3
Next:
104.3c: The symbols {X}, {Y}, and {Z} represent unspecified amounts of mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in its cost, its controller decides the value of that variable.
Creature - Wizard 2/1
Whenever a player chooses a value for X, Y, or Z, that player chooses 0.
Next: 418.3a
Creature - Human Wizard
Whenever an effect would end at the end of a turn, it instead continues until the end of the game.
Whenever an effect would last until the end of the game, it instead ends at the end of the current turn.
2/3
Next: How about something that introduces a new status under 510.1?
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Legendary Artafact
2: Change any one status of target permanent, any player may play this ability. (From tapped to untapped; or flipped to unflipped; or face up to face down; or toggled to untoggled, and vice versa)
Next
510.3 Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise.
Instant
Target creature spell comes into play face-down as a 2/2 creature.
Draw a card.
Next: 213.4: Every spell has a controller. By default, a spell's controller is the player who played it.
Enchantment
Whenever a player plays a spell, that player chooses another player. The chosen player has another target player gain control of target spell on the stack of his or her choice.
"What?!?!?"- Johnny, Combo Player to Uber Johnny
510.6 A permanent that phases out remembers its status, as well as other information about the permanent (such as who controls it or whether it has any counters on it). It will phase in with the same status it had when it phased out. If it was face down when it phased out, it will stay face down in the phased-out zone.
Creature - Bird Wizard
Morph 2UU
Flying
When ~ phases in, turn it face-down.
U: ~ phases out.
4/4
Next: 208.3: A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Licid that's become an Aura).
(I really like this game, even if hardly anyone else seems to find it interesting.)
The Monkey King's Shrine 1WR
Legendary Tribal Enchantment - Shrine
(~is not a creature and cannot attack or block, or take damage)
~ is every creature type.
At the beginning of your upkeep, ~ deals damage to target creature or player equal to its power and you gain life equal to its toughness.
1/1
308.2f Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
Goblin Cheapskate - R
Creature - Goblin
If attacking would require paying any additional costs you may tap all lands you control instead.
1/1
"You want how much?"
Next rule:
401.2 A spell stops being a spell when it resolves (see rule 413, "Resolving Spells and Abilities"), is countered (see rule 414, "Countering Spells and Abilities"), or otherwise leaves the stack.
PS I think you should make a list of used rules on the main page.
My Altered Art Gallery
Instant
Spells played this turn don't leave the stack until the beginning of their controller's next upkeep. (They don't resolve and can't leave the stack or be counted until their controller's next upkeep.)
Rule 424.2 - A player can't pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can't pay a cost of 2 life, and a permanent that's already tapped can't be tapped to pay a cost.
spanglegluppet dot com
"Hello! I've come to serenade you. I can't play guitar. I can't play this accordion either, but I thought it'd be less obvious."
Dylan Moran, Black Books
Life for Glory 3WUBRG
Sorcery
Your life total becomes one.
Until the beginning of your next upkeep, players do not have to pay non-tap costs. (Any non-tap costs. If a spell or ability has X in its mana cost, X is 0.)
NEXT:
300.2 A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends.
Temporal ChaosRR
Enchantment
Players gain priority in reverse order.
Next:423.5 If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty.
My Altered Art Gallery
Sword of the People5
Basic Legendary Snow Artifact Enchantment Land Tribal-Fortification Equipment Aura Forest Mountain Plains Goblin Rebel Elf
( T: Add W or G or R to you mana pool.)
Enchant Land or Creature
When ~ comes into play, if you played it as a land pay 5 or lose the game.
G: Regenerate the permanent that ~ is attached too.
All creature you control get +1/+1 for each type the permanent ~ is attached to shares with ~.
Equip-RW
Fortify- S
NEXT: 502.17 Horsemanship
Enchantment
Creatures you control have horsemanship.
2: Target creature loses horsemanship until end of turn. Any player may play this ability.
Next: 507.3a: The controller of another player's turn can use only that player's resources (cards, mana, and so on) to pay costs for that player.