So-called because it combines the structure of Magic with the rules of Dominion.
Rules:
1. Otherwise, the rules are the same as regular Magic.
2. At the beginning of the game, after play/draw is determined, each player draws 5 cards. Players may not mulligan.
3. During the cleanup phase, instead of discarding down to 7, discard your hand, then draw five cards. If you can't draw a card, shuffle your graveyard into your library and continue drawing. Discarding during cleanup doesn't trigger abilities, and drawing during cleanup only triggers abilities one time. If an effect of an ability wants the identity of a drawn card, or if a replacement effect would replace the draws, these abilities affect the first draw only.
4. If a spell or ability you control would put cards in an opponent's library into his or her graveyard, exile those cards instead.
5. If a player has no library and graveyard and tries to draw a card, that player loses the game.
That doesn't really scream "Dominion" to me, given the fact that it doesn't involve building your deck on the fly.
Real Dominion Magic, to me, would be something like:
You start with 7 lands and 3 basic creatures in your deck.
There are a number of cards in the center of the table.
You start each turn with 5 cards.
You may cast spells from your hand without paying their mana costs.
At the end of each turn, play all of your lands, then "cast" one spell from the center of the table, putting it into your graveyard. Then, discard all non-creature spells you cast and your hand
At the start of each turn, creatures you played the previous turn all attack, then discard them after the attack. Creatures your opponent(s) control may block, or they just take the damage. Creatures that block and take lethal are discarded. Then draw your 5 cards, reshuffling as described.
When a player has taken 20 damage, they lose.
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Currently Playing:
Legacy: Something U/W Controlish EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
That doesn't really scream "Dominion" to me, given the fact that it doesn't involve building your deck on the fly.
Real Dominion Magic, to me, would be something like:
You start with 7 lands and 3 basic creatures in your deck.
There are a number of cards in the center of the table.
You start each turn with 5 cards.
You may cast spells from your hand without paying their mana costs.
At the end of each turn, play all of your lands, then "cast" one spell from the center of the table, putting it into your graveyard. Then, discard all non-creature spells you cast and your hand
At the start of each turn, creatures you played the previous turn all attack, then discard them after the attack. Creatures your opponent(s) control may block, or they just take the damage. Creatures that block and take lethal are discarded. Then draw your 5 cards, reshuffling as described.
When a player has taken 20 damage, they lose.
I really like your iteration of "Dominion Magic." It's marginally different, but here is how I would do it.
The game opens with a tableau featuring an unlimited stack of each of the vide basic lands. There is also an unlimited stack of Coldsteel Hearts (or whatever card you are choosing to use here). The tableau also consists of 10 individual stacks of 8 face-up cards. For each player in the game, add another card stack, and add two cards to each stack. The stacks, as they are in Dominion, all consist of an individual card, each stack being a unique card.
Each player begins the game by evaluating the tableau of available cards, then adding 7 basic lands of his or her choice to his or her decks. Each player adds 3 Coldsteel Hearts (or Everflowing Chalices or some other elegant speed-limiting mana artifact, or some card that could resemble victory card.)
Players shuffle their decks, and draw hands of five cards. Turns in this variant follow all regular steps and phases a game of Magic would normally follow. At the end of a player's turn, there is an additional "Dominion Step" prior to the cleanup step. If a player would draw a card while your library has no cards in it, he or she shuffles his or her graveyard into his or her library, then draws a card.
The Dominion Step
During a player's dominion step, that player reveals his or her hand, then puts all land cards revealed this way onto the battlefield. The active player may then pay the mana cost of any card in a pile on the tableau. If that player does, put one copy of the card into that player's graveyard. The active player then sacrifices each tapped land he or she controls and discards his or her hand then draws five cards.
Variants: City or Brass, Grand Coliseum, Rupture Spire could be the 'basic' land or Copper allegory, and other lands could be the silvers and/or golds of this game.
The biggest change here is that creatures stick around and that you essentially play normal magic, just with a new way to draw and play cards. Lands behave a lot more like dominion's currency in this variant, as well.
I think that you should be able to play cards without paying for them, because otherwise playing cards that cost basically anwhere close to 4 is almost impossible, or make another compromise for that because mana rocks will be super important in general otherwise since they stick while lands do not
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Rules:
1. Otherwise, the rules are the same as regular Magic.
2. At the beginning of the game, after play/draw is determined, each player draws 5 cards. Players may not mulligan.
3. During the cleanup phase, instead of discarding down to 7, discard your hand, then draw five cards. If you can't draw a card, shuffle your graveyard into your library and continue drawing. Discarding during cleanup doesn't trigger abilities, and drawing during cleanup only triggers abilities one time. If an effect of an ability wants the identity of a drawn card, or if a replacement effect would replace the draws, these abilities affect the first draw only.
4. If a spell or ability you control would put cards in an opponent's library into his or her graveyard, exile those cards instead.
5. If a player has no library and graveyard and tries to draw a card, that player loses the game.
Real Dominion Magic, to me, would be something like:
You start with 7 lands and 3 basic creatures in your deck.
There are a number of cards in the center of the table.
You start each turn with 5 cards.
You may cast spells from your hand without paying their mana costs.
At the end of each turn, play all of your lands, then "cast" one spell from the center of the table, putting it into your graveyard. Then, discard all non-creature spells you cast and your hand
At the start of each turn, creatures you played the previous turn all attack, then discard them after the attack. Creatures your opponent(s) control may block, or they just take the damage. Creatures that block and take lethal are discarded. Then draw your 5 cards, reshuffling as described.
When a player has taken 20 damage, they lose.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
I really like your iteration of "Dominion Magic." It's marginally different, but here is how I would do it.
The game opens with a tableau featuring an unlimited stack of each of the vide basic lands. There is also an unlimited stack of Coldsteel Hearts (or whatever card you are choosing to use here). The tableau also consists of 10 individual stacks of 8 face-up cards. For each player in the game, add another card stack, and add two cards to each stack. The stacks, as they are in Dominion, all consist of an individual card, each stack being a unique card.
Each player begins the game by evaluating the tableau of available cards, then adding 7 basic lands of his or her choice to his or her decks. Each player adds 3 Coldsteel Hearts (or Everflowing Chalices or some other elegant speed-limiting mana artifact, or some card that could resemble victory card.)
Players shuffle their decks, and draw hands of five cards. Turns in this variant follow all regular steps and phases a game of Magic would normally follow. At the end of a player's turn, there is an additional "Dominion Step" prior to the cleanup step. If a player would draw a card while your library has no cards in it, he or she shuffles his or her graveyard into his or her library, then draws a card.
The Dominion Step
During a player's dominion step, that player reveals his or her hand, then puts all land cards revealed this way onto the battlefield. The active player may then pay the mana cost of any card in a pile on the tableau. If that player does, put one copy of the card into that player's graveyard. The active player then sacrifices each tapped land he or she controls and discards his or her hand then draws five cards.
Variants:
City or Brass, Grand Coliseum, Rupture Spire could be the 'basic' land or Copper allegory, and other lands could be the silvers and/or golds of this game.
The biggest change here is that creatures stick around and that you essentially play normal magic, just with a new way to draw and play cards. Lands behave a lot more like dominion's currency in this variant, as well.
My cube list on CubeTutor.
Both are very much under construction. Please stop by and talk about it!