This is my latest version of an experimental format designed for players who love spells that ask for lots of mana and hate when cheap cards define entire formats.
Each player starts with 60 life.
Each player's deck must have 100 cards singleton.
All nonland cards must have a converted mana cost of 4 or greater.
At the beginning of each player's turn, that player adds CCC to his or her mana pool. Until that player's next turn, that mana doesn't empty from that player's mana pool as steps and phases end.
The CCC addresses a curving issue that would exist were players expected to start with zero mana like in other formats; the first few turns would consist of waiting to draw the right lands and maybe activate a cycling ability. Since 4+ drops are the star of the format, I'd want for players to be able to start playing their 4 drops right from turn 1. However, chopping 3 off each card's cost makes the game go too fast.
I've experimented with having three lands already on the battlefield, but land removal would threaten to push players into "negative mana". You could have three lands in the command zone beyond the reach of removal and other forms of interaction, but that would make the rules wonky. So, I'm experimenting with players getting CCC at the start of each of their turns which they can use until their next turn. If you can drop a land on turn 1, you can potentially play any 3M card in the game right off the bat. And since 3- drops are not allowed, the metagame is heavily transformed. No Sol Ring or Counterspell here; you play Thran Dynamo and Dismiss instead.
MTGS Wikia Article about "New World Order"
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.
PSA to everyone who keeps forgetting about the Reserved List:
You're on a website dedicated to talking about MtG. You're only a few keystrokes away from finding out what cards are on the Reserved List. You're also only a few keystrokes away from finding out why some cards on the Reserved List got foil printings in FtV, as Judge promos, or whatnot, as well as why that won't happen again. Stop doing this.
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The CCC addresses a curving issue that would exist were players expected to start with zero mana like in other formats; the first few turns would consist of waiting to draw the right lands and maybe activate a cycling ability. Since 4+ drops are the star of the format, I'd want for players to be able to start playing their 4 drops right from turn 1. However, chopping 3 off each card's cost makes the game go too fast.
I've experimented with having three lands already on the battlefield, but land removal would threaten to push players into "negative mana". You could have three lands in the command zone beyond the reach of removal and other forms of interaction, but that would make the rules wonky. So, I'm experimenting with players getting CCC at the start of each of their turns which they can use until their next turn. If you can drop a land on turn 1, you can potentially play any 3M card in the game right off the bat. And since 3- drops are not allowed, the metagame is heavily transformed. No Sol Ring or Counterspell here; you play Thran Dynamo and Dismiss instead.
Every time I read a comment about "Well if this card had card draw/trample/haste/indestructible/hexproof/life gain...", I think "You're missing the point." They're armchair developer comments that fail to take into account the card's role in the greater Limited and Standard environment. No, it may not be as good as whatever card you're comparing it to. There's a reason for that. Not every burn spell is Lightning Bolt, nor does it need to be or should be.