Magic: 54 is a project to introduce the gameplay mechanics of Magic: The Gathering, to a two (or more?) player game which utilizes only a standard deck of playing cards per player.
Why?
Magic isn't available everywhere. You can get Magic cards at your local gaming store, and a few select chain stores. Other than that, you're looking at either a few intro decks, or just booster packs. Magic is a game of deep, complex card interactions, which rely on a comprehensive knowledge of all of the cards available (in standard alone that's hundreds of cards), and the ability to collect the cards you need to build a powerful deck. So, in short, a lot of time, and potentially quite an investment.
You can get a deck of cards just about anywhere, for just a few bucks. Having the same set of cards as your opponent automatically puts you on the same playing field as far as card availability. Because of the limited card selection, card abilities and possible interactions don't require any previous research, making the game much more accessible. Within a few minutes, anyone can play Magic: 54, and share that with their friends and family. That's more players excited about the Magic mechanics.
How do you play?
Magic: 54 is played with a full standard playing card deck including the two jokers. Aside from the following key points, standard Magic rules apply. Players shuffle their decks before beginning to play, then draw 7 cards. Because of the limited set of available cards, the following rules and notes apply to help balance the game:
1. There is no graveyard. Cards that are removed from play for any reason are added to a discard pile. These cards cannot be played again during that game.
2. There are no color separations for mana cost, however the suits of the cards will affect their abilities.
3. Each player begins with 30 life, due to the creature heavy format of play.
The Numbers:
Number cards are creatures, and have the power and toughness of their face value. Number cards are also basic lands, worth their printed value.
During your main phase, you can play a number card as a land or creature. Playing a number card as a creature requires that you control up to that amount of mana, supplied by your lands. For example, if you have a 2, 3 and 5 card in your hand, you can play the 2 and 3 as lands, then tap them and play the 5 as a creature.
However, lands used to cast creatures (and other cards) must equal the cost of what is being cast. For example, you cannot tap a 2 and a 4 to cast a creature or other card that requires 5 mana. As per standard rules, you can only play one land card per turn.
Number cards used as creatures also have special abilities based on their suit:
Spades have First Strike
Hearts have Lifelink
Clubs have Trample
Diamonds have Haste
Once a number card has been played as a creature or land, it becomes that permanent for the remainder of the game.
Instants:
Aside from creatures, Instants are available with the Jokers and Aces, and can be played at any time.
2x Joker's Gamble: Remove one non-land permanent from play. To cast Joker, opponent chooses one hidden card from player's hand to discard.
4x Ace Assault: Deal X damage to opponent player, where X is the lowest power creature of the same suit as Ace under opponent's control. To cast Ace, sacrifice a creature.
Artifacts:
Face cards are used as artifacts, and cost their numerical value to cast. For example, a Jack costs 11 mana, a Queen costs 12, and a King costs 13. As per standard rules, artifacts can be played during your main phase.
4x Jack of All Trades: All creatures of the same suit as Jack under player’s control have Haste, Lifelink, First Strike and Trample.
4x Queen’s Guard: Player is shielded from all damage from opponent’s creatures of the same suit as Queen.
4x King’s Ransom: Exile any two creatures that opponent controls. Creatures can be returned to play when opponent can pay 15 mana.
Only two artifacts can be in play for each player. An artifact can be replaced during your main phase, provided you have the mana to pay for the new card. The replaced card is discarded, and can no longer be played.
Strategy?
On the surface, it seems like this has turned the Magic mechanic into a game of luck, since the deck building has been removed. On the contrary, the special rules and card abilities allow for a very strategic game.
Do you play that card as a creature or a land?
The suits have different abilities, which are tied to the abilities of the artifact cards. With a limit of two, which artifacts will you play, defining your play style?
Do you cast a 10 as a land to deliver a high quantity of low powered creatures early in the game, or do you save the high numbered cards for use as creatures later on? You must keep an eye on the number cards in your hand, and the math needed to cast certain combinations.
And of course, the standard combat strategies that are inherent to Magic games.
So...
What does everyone think? I tried to create a game that would inherently create a good mana curve, provide some complexity in strategy given a simple selection of cards, while maintaining a “true to Magic” feel. Impressions are welcome.
I think I'd prefer the J,Q,K to be free to cast instants instead of artifacts.
J = Double target number that shares a suit with the J.
Q = Return target number that shares a suit with the Q to it's owner's hand.
K = Prevent all combat damage that would be dealt this turn by cards that share the suit of K.
Magic: 54 is a project to introduce the gameplay mechanics of Magic: The Gathering, to a two (or more?) player game which utilizes only a standard deck of playing cards per player.
Why?
Magic isn't available everywhere. You can get Magic cards at your local gaming store, and a few select chain stores. Other than that, you're looking at either a few intro decks, or just booster packs. Magic is a game of deep, complex card interactions, which rely on a comprehensive knowledge of all of the cards available (in standard alone that's hundreds of cards), and the ability to collect the cards you need to build a powerful deck. So, in short, a lot of time, and potentially quite an investment.
You can get a deck of cards just about anywhere, for just a few bucks. Having the same set of cards as your opponent automatically puts you on the same playing field as far as card availability. Because of the limited card selection, card abilities and possible interactions don't require any previous research, making the game much more accessible. Within a few minutes, anyone can play Magic: 54, and share that with their friends and family. That's more players excited about the Magic mechanics.
How do you play?
Magic: 54 is played with a full standard playing card deck including the two jokers. Aside from the following key points, standard Magic rules apply. Players shuffle their decks before beginning to play, then draw 7 cards. Because of the limited set of available cards, the following rules and notes apply to help balance the game:
1. There is no graveyard. Cards that are removed from play for any reason are added to a discard pile. These cards cannot be played again during that game.
2. There are no color separations for mana cost, however the suits of the cards will affect their abilities.
3. Each player begins with 30 life, due to the creature heavy format of play.
The Numbers:
Number cards are creatures, and have the power and toughness of their face value. Number cards are also basic lands, worth their printed value.
During your main phase, you can play a number card as a land or creature. Playing a number card as a creature requires that you control up to that amount of mana, supplied by your lands. For example, if you have a 2, 3 and 5 card in your hand, you can play the 2 and 3 as lands, then tap them and play the 5 as a creature.
However, lands used to cast creatures (and other cards) must equal the cost of what is being cast. For example, you cannot tap a 2 and a 4 to cast a creature or other card that requires 5 mana. As per standard rules, you can only play one land card per turn.
Number cards used as creatures also have special abilities based on their suit:
Spades have First Strike
Hearts have Lifelink
Clubs have Trample
Diamonds have Haste
Once a number card has been played as a creature or land, it becomes that permanent for the remainder of the game.
Instants:
Aside from creatures, Instants are available with the Jokers and Aces, and can be played at any time.
2x Joker's Gamble: Remove one non-land permanent from play. To cast Joker, opponent chooses one hidden card from player's hand to discard.
4x Ace Assault: Deal X damage to opponent player, where X is the lowest power creature of the same suit as Ace under opponent's control. To cast Ace, sacrifice a creature.
Artifacts:
Face cards are used as artifacts, and cost their numerical value to cast. For example, a Jack costs 11 mana, a Queen costs 12, and a King costs 13. As per standard rules, artifacts can be played during your main phase.
4x Jack of All Trades: All creatures of the same suit as Jack under player’s control have Haste, Lifelink, First Strike and Trample.
4x Queen’s Guard: Player is shielded from all damage from opponent’s creatures of the same suit as Queen.
4x King’s Ransom: Exile any two creatures that opponent controls. Creatures can be returned to play when opponent can pay 15 mana.
Only two artifacts can be in play for each player. An artifact can be replaced during your main phase, provided you have the mana to pay for the new card. The replaced card is discarded, and can no longer be played.
Strategy?
On the surface, it seems like this has turned the Magic mechanic into a game of luck, since the deck building has been removed. On the contrary, the special rules and card abilities allow for a very strategic game.
Do you play that card as a creature or a land?
The suits have different abilities, which are tied to the abilities of the artifact cards. With a limit of two, which artifacts will you play, defining your play style?
Do you cast a 10 as a land to deliver a high quantity of low powered creatures early in the game, or do you save the high numbered cards for use as creatures later on? You must keep an eye on the number cards in your hand, and the math needed to cast certain combinations.
And of course, the standard combat strategies that are inherent to Magic games.
So...
What does everyone think? I tried to create a game that would inherently create a good mana curve, provide some complexity in strategy given a simple selection of cards, while maintaining a “true to Magic” feel. Impressions are welcome.
Thanks for reading this!
Very glad to come across this.
J = Double target number that shares a suit with the J.
Q = Return target number that shares a suit with the Q to it's owner's hand.
K = Prevent all combat damage that would be dealt this turn by cards that share the suit of K.
did you by any chance make a cheatsheet / rules card I could print out?
(If not, I'll make one and post it here some time)
http://radioadnetwork.com/play-magic-the-gathering-with-a-deck-of-poker-cards/
Let me know if you try it, thanks!