I was curious in seeing the various ways people play MTG in their play-group that adds to their fun with the game.
I created a format to deal with the absolutely horrible design flaw of mana drought and flood. I call it, Free-Will. This is how it goes:
There are two libraries. The spell library and land library. The spell library has a minimum of 60 cards and the land library, a minimum of 25 cards (both are shuffled and placed face down). Almost every rule in tournament play is still used (like mulligans and number of copies of a card).
The differences are:
1. At the start of the game, you draw seven from your spell library. The starting player may draw a land from their land library.
2. When you enter your draw step, you choose either the spell or land library to draw from (only one).
3. If you draw outside your draw step and have the option to draw multiple cards, you can select a library for each card you would draw.
4. Your spell library is the active library. Almost all activity will affect your spell library (like milling). The only time the land library is affected is when a spell interacts with your lands (like Sowing Salt or Cultivate).
This allows my group to play the game with full action while keeping the variance (60 spells and at least 25 lands (if you're not playing a mono colored/non-basic land deck) while also allowing for better deck construction (you have a lot more room for spells with lands having their own space). Being able to only draw from one or the other on your draw step brings about a situation of what do you really need (staying at 2 lands doesn't let you do much even with a really low deck curve)? I also did it this way to slightly soften the blow of hand disruption and land destruction. Those strategies are supposed to hinder you and slow you down, but not just take you out of the game (in the early part of the game).
I don't play by any "special" rules such as these, but I have a couple questions about your "format". It seems that since milling can only ever mill from the spell library since it is always the active library, does that mean no one can ever be milled out? If you shuffle your graveyard into your library, I assume you would need to separate lands and non lands and then shuffle both libraries?
How has this affected deck curves and games played? Since someone can play a mono colored deck and guarantee that they get perfect mana every game, does this seem to change the dynamic of games being played?
I am not sure I agree that the mana system is a flaw, but I know enough people complain about it that this same solution has been proposed in one form or another for a while. I am mostly curious how it affects the games you play and how you handle some of the cards above. There are plenty of cards that seem like they would either be broken or not work with this way of doing things as well as changing the dynamic of the game.
Wizards describes a version called "Fat Stack" on their variant formats page:
If you're looking for a format you can play with friends who don't have Magic cards of their own, Fat Stack is ideal. To prepare, create two stacks of cards that are used as communal libraries. The first stack features cards that can't produce mana, and the second stack features only lands and other cards that can produce mana (such as Dark Ritual, Birds of Paradise, or Fellwar Stone).
Whenever each player draws a card, he or she may do so from either stack. (All players know which stack is which.) This includes the seven cards in each player's opening hand. Choosing which stack of cards you'll draw from each turn is a fascinating challenge: Do you want to draw ways to produce mana that will help you play the cards in your hand, or do you want to draw cards that allow you to use the mana you can already produce? Players share both stacks of cards as a library and also use a communal graveyard. You can play Fat Stack as a two-player game, or as a multiplayer Free-for-All.
Many players enjoy Fat Stack because the game setup is very quick once someone has put together the stacks of cards to be used in a game, and it allows players to participate despite not having a large collection of Magic cards.
The only variations I play with on a regular basis have to do with the mulligan rules, and it depends on who I'm playing with:
When I'm playing group games with my usual group of Magic buddies we do free mulligans, but you have to keep something if it's decently playable. I think that agreement has pretty much always worked for us. I don't remember us ever having to get on each others' cases about staying honest or otherwise just being reasonable.
When playing 1-on-1 with members of that group we mostly do Paris mulligans, but it's pretty common for the player who didn't have to mulligan telling the one who did to just go ahead and get 7.
When I'm playing 1-on-1 with my brother we use a combination of the current mulligan rules and some very old ones. We do Paris mulligans except you can reveal an all-lander or no-lander to get a free mulligan instead of going down a card for your next hand.
I don't play by any "special" rules such as these, but I have a couple questions about your "format". It seems that since milling can only ever mill from the spell library since it is always the active library, does that mean no one can ever be milled out? If you shuffle your graveyard into your library, I assume you would need to separate lands and non lands and then shuffle both libraries?
How has this affected deck curves and games played? Since someone can play a mono colored deck and guarantee that they get perfect mana every game, does this seem to change the dynamic of games being played?
I am not sure I agree that the mana system is a flaw, but I know enough people complain about it that this same solution has been proposed in one form or another for a while. I am mostly curious how it affects the games you play and how you handle some of the cards above. There are plenty of cards that seem like they would either be broken or not work with this way of doing things as well as changing the dynamic of the game.
The spell deck is the active library. If you run out of card in it and can't draw, you lose. A card like Gifts Ungiven allows you to pick up to four cards in either library.
I have a couple of decks that are designed around the idea of lands being in the main 60 (The Great Aurora and Warp World). It's nothing my group could do about it, so we decided it would be better to get rid of bigger evil (flood/drought) and just design our decks around the Free-Will format.
Even with a nicely designed deck, flood and drought will always be a factor. In our format, The variance comes from the action spells. You always have the option to get a spell or land and your mana sources will never get in the way.
Owen Turtenwald in the grand finals of Pro Tour Eldritch Moon understands that feeling of helplessness all too well:
Fast rush, Basicly you can play an unlimited number of land on your first turn.
Mindful, at the end of each turn refill your hand to exactly 7 cards discarding or drawing as nessesary
Army, You pick a turn limit at the end of that turn the person with the highest total attack power on the board wins. Players have no Life points (any card that directly interacts with life points is banned except burn where you can only target creatures) All Sweepers (Wrath of god , Pestilance, day of judgement ect) are banned.
Mental magic, Grab a huge stack of random cards, you can play any card face down as a land that can generate any type of mana, you can only play your cards as OTHER cards with the same exact mana cost and may only use each card once (this includes your opponent decisions) If you can not think of another card with the same casting cost you may reveal it too your opponent they can choose a card (if they know one) but if they can't play the card as written. This isa really fun and cheap way to play magic.
The spell deck is the active library. If you run out of card in it and can't draw, you lose. A card like Gifts Ungiven allows you to pick up to four cards in either library.
It seems like this would allow players to easily build broken decks. Just off the top of my head from one deck that I play (Elves) how do you handle cards like Collected Company, Lead the Stampede, or Sylvan Messenger? Taking out 1/3 of the chances for those cards to draw blanks (lands) makes them pretty devastating! Now, it's a lucky swing if you hit 3+ creatures with LtS, but when you'd almost be guaranteed to get 4-5 every time, that's insane! Plus, you can play Eternal Witness as well, get LtS back to your hand, and play it again.
Anyway, not saying you shouldn't play by those rules. By all means, play however is fun for you and your group! But I like playing by the actual rules where if specific cards get out of hand, there's threat of a ban by someone higher up than just me and my friends. It definitely sucks to get mana screwed / flooded, but that's part of the game (to me) and makes me just re-evaluate my deck to make sure I've included the best amounts of land, creatures, spells, etc.
Also, you might want to look into a similar card game called Force of Will if you haven't already. It plays very similarly to Magic, but with a separate mana deck and spells deck, much like what you're doing here. Just a suggestion. Keep having fun
The spell deck is the active library. If you run out of card in it and can't draw, you lose. A card like Gifts Ungiven allows you to pick up to four cards in either library.
It seems like this would allow players to easily build broken decks. Just off the top of my head from one deck that I play (Elves) how do you handle cards like Collected Company, Lead the Stampede, or Sylvan Messenger? Taking out 1/3 of the chances for those cards to draw blanks (lands) makes them pretty devastating! Now, it's a lucky swing if you hit 3+ creatures with LtS, but when you'd almost be guaranteed to get 4-5 every time, that's insane! Plus, you can play Eternal Witness as well, get LtS back to your hand, and play it again.
Anyway, not saying you shouldn't play by those rules. By all means, play however is fun for you and your group! But I like playing by the actual rules where if specific cards get out of hand, there's threat of a ban by someone higher up than just me and my friends. It definitely sucks to get mana screwed / flooded, but that's part of the game (to me) and makes me just re-evaluate my deck to make sure I've included the best amounts of land, creatures, spells, etc.
Also, you might want to look into a similar card game called Force of Will if you haven't already. It plays very similarly to Magic, but with a separate mana deck and spells deck, much like what you're doing here. Just a suggestion. Keep having fun
Well, those cards are designed around the normal rules, but I see those cards being even MORE interesting because you still don't know exactly what you're getting with Collected Company and the rest. More action means more interaction. The spell library is filled with 60 action cards that ARE going to affect the board. That's way more fun than revealing a good percentage of non-action spells (more brewing ideas). Also, if you're opponent is aware of that, they can use cards that screw up your searching options. Once again, mana sources don't ever get in the way of the action.
We play in a casual Modern format. Meaning that we play with the Modern card pool, but we don't net-deck. Our decks reflect our personality.
Fast rush, Basicly you can play an unlimited number of land on your first turn.
Mindful, at the end of each turn refill your hand to exactly 7 cards discarding or drawing as nessesary
Army, You pick a turn limit at the end of that turn the person with the highest total attack power on the board wins. Players have no Life points (any card that directly interacts with life points is banned except burn where you can only target creatures) All Sweepers (Wrath of god , Pestilance, day of judgement ect) are banned.
Mental magic, Grab a huge stack of random cards, you can play any card face down as a land that can generate any type of mana, you can only play your cards as OTHER cards with the same exact mana cost and may only use each card once (this includes your opponent decisions) If you can not think of another card with the same casting cost you may reveal it too your opponent they can choose a card (if they know one) but if they can't play the card as written. This isa really fun and cheap way to play magic.
A few i have played with.
Yo, those are so good. I first want to try out the Army format. I can see that being crazy fun and leading to some interesting deck building. I thought of that videogame called Shadow of War when I read the description.
I don't play by any "special" rules such as these, but I have a couple questions about your "format". It seems that since milling can only ever mill from the spell library since it is always the active library, does that mean no one can ever be milled out? If you shuffle your graveyard into your library, I assume you would need to separate lands and non lands and then shuffle both libraries?
How has this affected deck curves and games played? Since someone can play a mono colored deck and guarantee that they get perfect mana every game, does this seem to change the dynamic of games being played?
I am not sure I agree that the mana system is a flaw, but I know enough people complain about it that this same solution has been proposed in one form or another for a while. I am mostly curious how it affects the games you play and how you handle some of the cards above. There are plenty of cards that seem like they would either be broken or not work with this way of doing things as well as changing the dynamic of the game.
Say your opponent plays a mono red deck with a curve of 2. After they get two mana on the board it's a situation where you can play all of your spells, but can only do up to two actions a turn because they don't have enough mana. That's where the thinking comes in: What do I really need and what is my opponent playing (land destruction perhaps, maybe hand disruption)?
Say your opponent is playing tron, but now tron has to decide if they want a spell or land. They can draw a land tutor, but their spell library doesn't really shrink because lands have their own library.
Mental magic, Grab a huge stack of random cards, you can play any card face down as a land that can generate any type of mana, you can only play your cards as OTHER cards with the same exact mana cost and may only use each card once (this includes your opponent decisions) If you can not think of another card with the same casting cost you may reveal it too your opponent they can choose a card (if they know one) but if they can't play the card as written. This isa really fun and cheap way to play magic.
The way I was taught Mental Magic you can play any card with that exact mana cost including that card, which precludes the whole "I can't think of anything." And the idea was that people would just search for something if they really can't think of anything and if there was nothing different, then eventually your options reduce down to the card itself.
My group sometimes plays with "The Tower", which is sort of like Planechase (except it existed long before PC did). There's a huge stack of cards in the middle of the table. Whoever goes first is in charge of the Tower. At the beginning of each round of turns, the person in charge flips over the top card. Then its effect happens or is in effect for that round. So if Divination is flipped, everyone will draw two cards, and then everyone takes their turn. Then if Doubling Season is flipped, for the next round its effect is in play for everyone. Flipping the Tower card doesn't use the stack and can't be responded to. We had some cards that would target (such as Doom Blade), but we found they would often overly hurt a specific player, and often just made games take too long, so we cut those cards and kept it to passive effects that just happen or are just in effect.
The only unnofical rule I've played with is the common free mulligan if you have 0 or 7 lands.
I've tried some different fun formats though. I played a lot of Chaos List magic in college, where each player gets a random effect (not all of them good) from a huge list at the start of their turn.
The spell deck is the active library. If you run out of card in it and can't draw, you lose. A card like Gifts Ungiven allows you to pick up to four cards in either library.
It seems like this would allow players to easily build broken decks. Just off the top of my head from one deck that I play (Elves) how do you handle cards like Collected Company, Lead the Stampede, or Sylvan Messenger? Taking out 1/3 of the chances for those cards to draw blanks (lands) makes them pretty devastating! Now, it's a lucky swing if you hit 3+ creatures with LtS, but when you'd almost be guaranteed to get 4-5 every time, that's insane! Plus, you can play Eternal Witness as well, get LtS back to your hand, and play it again.
Those aren't even the real problem cards. I'm guessing OP's group has a gentleman's agreement in place that nobody plays Mind Funeral, if not an explicit ban.
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My decks
Standard - RIP Cat
Modern - Death & Taxes
Commander - Mazirek, Trostani, Angry Omnath
Mental magic, Grab a huge stack of random cards, you can play any card face down as a land that can generate any type of mana, you can only play your cards as OTHER cards with the same exact mana cost and may only use each card once (this includes your opponent decisions) If you can not think of another card with the same casting cost you may reveal it too your opponent they can choose a card (if they know one) but if they can't play the card as written. This isa really fun and cheap way to play magic.
The way I was taught Mental Magic you can play any card with that exact mana cost including that card, which precludes the whole "I can't think of anything." And the idea was that people would just search for something if they really can't think of anything and if there was nothing different, then eventually your options reduce down to the card itself.
We used to play that way but found it to be too easy, This way it makes you think, maybe you don't want to play lighting bolt but you sure would NOT like your opponent playing it, it also potentaly makes you forced to hold on to dead cards if your knowelge base drys up. Its really interesting when you get people who played during different MTG erras you can really see what fan favorates were and gain new insight in to a very old game.
Grindstone a mono colored deck for victory (assuming no artifacts). Poor Oblivion Sower gets hosed (or is OP if you got to pick which stack). I'd be playing Undercity Informer. Dredge would rule. The list goes on. No shortage of deck designs that can take advantage of this. Whatever floats your boat.
As the above poster mentioned, we play 0 or 7 land hands are auto mulligans (old school rule). It is perfectly adequate to give everyone a chance to play magic without changing a fundamental aspect of the game.
The only real rule my tiny group has is if the thing you are looking for, when searching your library, is at the bottom card of the deck you don't have to shuffle unless you looked through it. So much easier a lot of the time when looking for a basic land or the rare chance that card is at the bottom, saves quite a bit of time.
All you gotta do is play Mirko Vosk, Mind Drinker and its an instant win if you hit, since there's not even one land in the "active deck", let alone four.
The only variations I play with are in my commander group,which uses a points system. At the start of every game, we draw four green cards and three red cards, that apply to the whole table. Green cards award points for pulling off various feats, between managing to deal six damage to yourself in a single turn (go Madcap Experiment!), to destroying a Sensei's Divining Top (one of the hardest cards in the game to destroy). There's even one for going the entire game without playing your Commander. The red cards are for more "douchy" actions, like using infect, going infinite, or taking multiple turns, and they lose points. They change each game, and aren't revealed until opening hands are drawn, so you can really get different factors every time. And at the end of the month, the person with the most points gets to ban one card for the next month. (The same guy wins it every month and always chooses Cyclonic Rift. By god he hates that card)
My Ohio group has the most variations: we still use mana burn; mulligans only happen if someone has all land or no land - then everyone can mulligan if they choose; after agreeing to a hand, we scry 2; if mana screwed, we can choose to give up the draw per turn to instead reveal cards from the top of the library til we hit a land, then the revealed cards go on the bottom of the library.
All of these facilitate our 4-10 player games (also not a tournament legal rule), consisting of decks ranging from the latest cards to lists that haven't changed in literally 15-20 YEARS.
It works for us. The reveal-for-land rule works because none of us are jerks who deliberately build decks to take advantage of home rules.
Cheers!
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If in the area, check out Gamers N Geeks and Mini War Games in Mobile, Alabama and Underhill's Games in Cuyahoga Falls, Ohio.
Does this not encourage both lifegain strategies (pleasantly casual) as well as players using all 40 life as a shield before comboing out? Also, what about the traditional Voltron commanders? Do they see less play?
I'm genuinely curious.
Cheers!
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If in the area, check out Gamers N Geeks and Mini War Games in Mobile, Alabama and Underhill's Games in Cuyahoga Falls, Ohio.
Does this not encourage both lifegain strategies (pleasantly casual) as well as players using all 40 life as a shield before comboing out? Also, what about the traditional Voltron commanders? Do they see less play?
I'm genuinely curious.
Cheers!
I have Rafiq and Skullbriar decks that have no problem dealing 40 to multiple people.
I've never been concerned about infinite life combos, that's just as much a legit win as lethal damage, mill, Poison, Approach of the Second Sun, Helix Pinnacle, Mortal Combat, most of which deal with an X Life opponent just as well as 21 damage from 1 specific creature.
As for other game-winning combos, a deck worth playing should protect itself regardless of the amount of damage.
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I know he thinks I'm impressed by a 102 MPH fastball in the 9th inning... Ok, I'm impressed, but that doesn't mean I can't crush it.
Not sure if this counts, but I always cast creature cards at a 45* angle to indicate which ones have summoning sickness. Just helps me keep track of which ones I can't attack with on that same turn.
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I created a format to deal with the absolutely horrible design flaw of mana drought and flood. I call it, Free-Will. This is how it goes:
There are two libraries. The spell library and land library. The spell library has a minimum of 60 cards and the land library, a minimum of 25 cards (both are shuffled and placed face down). Almost every rule in tournament play is still used (like mulligans and number of copies of a card).
The differences are:
1. At the start of the game, you draw seven from your spell library. The starting player may draw a land from their land library.
2. When you enter your draw step, you choose either the spell or land library to draw from (only one).
3. If you draw outside your draw step and have the option to draw multiple cards, you can select a library for each card you would draw.
4. Your spell library is the active library. Almost all activity will affect your spell library (like milling). The only time the land library is affected is when a spell interacts with your lands (like Sowing Salt or Cultivate).
This allows my group to play the game with full action while keeping the variance (60 spells and at least 25 lands (if you're not playing a mono colored/non-basic land deck) while also allowing for better deck construction (you have a lot more room for spells with lands having their own space). Being able to only draw from one or the other on your draw step brings about a situation of what do you really need (staying at 2 lands doesn't let you do much even with a really low deck curve)? I also did it this way to slightly soften the blow of hand disruption and land destruction. Those strategies are supposed to hinder you and slow you down, but not just take you out of the game (in the early part of the game).
What have you and your friends come up with?
How does tutoring work? Assuming something like Intuition is cast, do you search both libraries? What about Goblin Charbelcher or cards that care about the top card of the library. Does Selvala, Explorer Returned get much more valuable? Does Countryside Crusher not work? What about Leveler? Can you never get a land off Chandra, Pyromaster and Abbot of Keral Keep or Fact or Fiction?
How has this affected deck curves and games played? Since someone can play a mono colored deck and guarantee that they get perfect mana every game, does this seem to change the dynamic of games being played?
I am not sure I agree that the mana system is a flaw, but I know enough people complain about it that this same solution has been proposed in one form or another for a while. I am mostly curious how it affects the games you play and how you handle some of the cards above. There are plenty of cards that seem like they would either be broken or not work with this way of doing things as well as changing the dynamic of the game.
Wizards describes a version called "Fat Stack" on their variant formats page:
I'm Mike, from The Mana Pool.
Check out my Tapped Out profile and comment on my decks!
The spell deck is the active library. If you run out of card in it and can't draw, you lose. A card like Gifts Ungiven allows you to pick up to four cards in either library.
I have a couple of decks that are designed around the idea of lands being in the main 60 (The Great Aurora and Warp World). It's nothing my group could do about it, so we decided it would be better to get rid of bigger evil (flood/drought) and just design our decks around the Free-Will format.
Even with a nicely designed deck, flood and drought will always be a factor. In our format, The variance comes from the action spells. You always have the option to get a spell or land and your mana sources will never get in the way.
Owen Turtenwald in the grand finals of Pro Tour Eldritch Moon understands that feeling of helplessness all too well:
https://youtu.be/pUW-tu127BA?t=39m31s
Fast rush, Basicly you can play an unlimited number of land on your first turn.
Mindful, at the end of each turn refill your hand to exactly 7 cards discarding or drawing as nessesary
Army, You pick a turn limit at the end of that turn the person with the highest total attack power on the board wins. Players have no Life points (any card that directly interacts with life points is banned except burn where you can only target creatures) All Sweepers (Wrath of god , Pestilance, day of judgement ect) are banned.
Mental magic, Grab a huge stack of random cards, you can play any card face down as a land that can generate any type of mana, you can only play your cards as OTHER cards with the same exact mana cost and may only use each card once (this includes your opponent decisions) If you can not think of another card with the same casting cost you may reveal it too your opponent they can choose a card (if they know one) but if they can't play the card as written. This isa really fun and cheap way to play magic.
A few i have played with.
It seems like this would allow players to easily build broken decks. Just off the top of my head from one deck that I play (Elves) how do you handle cards like Collected Company, Lead the Stampede, or Sylvan Messenger? Taking out 1/3 of the chances for those cards to draw blanks (lands) makes them pretty devastating! Now, it's a lucky swing if you hit 3+ creatures with LtS, but when you'd almost be guaranteed to get 4-5 every time, that's insane! Plus, you can play Eternal Witness as well, get LtS back to your hand, and play it again.
Anyway, not saying you shouldn't play by those rules. By all means, play however is fun for you and your group! But I like playing by the actual rules where if specific cards get out of hand, there's threat of a ban by someone higher up than just me and my friends. It definitely sucks to get mana screwed / flooded, but that's part of the game (to me) and makes me just re-evaluate my deck to make sure I've included the best amounts of land, creatures, spells, etc.
Also, you might want to look into a similar card game called Force of Will if you haven't already. It plays very similarly to Magic, but with a separate mana deck and spells deck, much like what you're doing here. Just a suggestion. Keep having fun
Well, those cards are designed around the normal rules, but I see those cards being even MORE interesting because you still don't know exactly what you're getting with Collected Company and the rest. More action means more interaction. The spell library is filled with 60 action cards that ARE going to affect the board. That's way more fun than revealing a good percentage of non-action spells (more brewing ideas). Also, if you're opponent is aware of that, they can use cards that screw up your searching options. Once again, mana sources don't ever get in the way of the action.
We play in a casual Modern format. Meaning that we play with the Modern card pool, but we don't net-deck. Our decks reflect our personality.
Yo, those are so good. I first want to try out the Army format. I can see that being crazy fun and leading to some interesting deck building. I thought of that videogame called Shadow of War when I read the description.
Say your opponent plays a mono red deck with a curve of 2. After they get two mana on the board it's a situation where you can play all of your spells, but can only do up to two actions a turn because they don't have enough mana. That's where the thinking comes in: What do I really need and what is my opponent playing (land destruction perhaps, maybe hand disruption)?
Say your opponent is playing tron, but now tron has to decide if they want a spell or land. They can draw a land tutor, but their spell library doesn't really shrink because lands have their own library.
The way I was taught Mental Magic you can play any card with that exact mana cost including that card, which precludes the whole "I can't think of anything." And the idea was that people would just search for something if they really can't think of anything and if there was nothing different, then eventually your options reduce down to the card itself.
I've tried some different fun formats though. I played a lot of Chaos List magic in college, where each player gets a random effect (not all of them good) from a huge list at the start of their turn.
Those aren't even the real problem cards. I'm guessing OP's group has a gentleman's agreement in place that nobody plays Mind Funeral, if not an explicit ban.
Standard - RIP Cat
Modern - Death & Taxes
Commander - Mazirek, Trostani, Angry Omnath
We used to play that way but found it to be too easy, This way it makes you think, maybe you don't want to play lighting bolt but you sure would NOT like your opponent playing it, it also potentaly makes you forced to hold on to dead cards if your knowelge base drys up. Its really interesting when you get people who played during different MTG erras you can really see what fan favorates were and gain new insight in to a very old game.
As the above poster mentioned, we play 0 or 7 land hands are auto mulligans (old school rule). It is perfectly adequate to give everyone a chance to play magic without changing a fundamental aspect of the game.
3 sol ring
1 gitaxian probe
1 dramatic reversal
1 azorius signet
1 approach of the second sun
side
1 swan song
Naturally you can much better with a better budget but the point is the show how <snip> OP's rules are.
The only variations I play with are in my commander group,which uses a points system. At the start of every game, we draw four green cards and three red cards, that apply to the whole table. Green cards award points for pulling off various feats, between managing to deal six damage to yourself in a single turn (go Madcap Experiment!), to destroying a Sensei's Divining Top (one of the hardest cards in the game to destroy). There's even one for going the entire game without playing your Commander. The red cards are for more "douchy" actions, like using infect, going infinite, or taking multiple turns, and they lose points. They change each game, and aren't revealed until opening hands are drawn, so you can really get different factors every time. And at the end of the month, the person with the most points gets to ban one card for the next month. (The same guy wins it every month and always chooses Cyclonic Rift. By god he hates that card)
All of these facilitate our 4-10 player games (also not a tournament legal rule), consisting of decks ranging from the latest cards to lists that haven't changed in literally 15-20 YEARS.
It works for us. The reveal-for-land rule works because none of us are jerks who deliberately build decks to take advantage of home rules.
Cheers!
Krichaiushii on PucaTrade.
I'm genuinely curious.
Cheers!
Krichaiushii on PucaTrade.
I have Rafiq and Skullbriar decks that have no problem dealing 40 to multiple people.
I've never been concerned about infinite life combos, that's just as much a legit win as lethal damage, mill, Poison, Approach of the Second Sun, Helix Pinnacle, Mortal Combat, most of which deal with an X Life opponent just as well as 21 damage from 1 specific creature.
As for other game-winning combos, a deck worth playing should protect itself regardless of the amount of damage.
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats