So this format was birthed at the Con-vergence sci-fi convention in Minneapolis, MN back in...2011, I think. The convention is the only place since that I've been able to play that format, but if you want to give it a go, then here's the rules!
Step 1: Make sure you have 7 people. This is a hard rule for DEQLA; the game can only be played with 7 people. If you want less, it can't be helped. If you want more, DEQLA 2 is the 8-player variant, and we haven't tested any higher player numbers.
Step 2: Understand the rules of Emperor. This is the Daily MTG article on the format; it's a bit wordy, but it explains it well enough. For those that want to see the nitty-gritty of the rules, they are here.
Step 3: Got Emperor down? Good. Now understand Archenemy. Luckily, unlike Emperor, there's an MTGSalvation wiki entry on it here.
Step 4: We're getting there, folks. It's time to brush up on your Planechase. This is the wiki page for it.
Step 5: Last one, guys. Time to tackle Vanguard, the oldest of the official casual formats. Find the wiki page here.
Step 6: Let's take a breather. While we do that, you may have noticed that I've been covering pretty much all the major casual variants. You, sir, are perceptive. The more perceptive among you may also have noticed that DEQLA is all caps, meaning it's an acronym. Well, you're still right, and we've already seen the E for Emperor and the A for Archenemy.
Step 7: But, Blees, you may be asking, there's no V or P in DEQLA. Why did you make us learn about Vanguard and Planechase?
Step 8: I'm glad you asked. Let's take a break from DEQLA and learn about the stand-alone casual format that grew into DEQLA as we know it:
Quantum Leap!
Here's how Quantum Leap works, complete with backstory. (A casual format with backstory? Unbelievable!)
We'll start with where the concept and the name came from. The TV show Quantum Leap follows Scott Bakula as he jumps into the lives of others, maintaining his mind but changing his body and his skills.
Now, the backstory of the actual format. So you (meaning the planeswalkers that represent the players) are pulled to the Caves of Koilos (where the Mightstone and the Meekstone were taken) by the sudden reopening of the portal that once led to Phyrexia. You find that you are able to manipulate this portal, but that it requires a physical presence to maintain the manipulated portal. Because of the nature of planewalker sparks, you realize that one of you can stay behind to control the portal, yet still send his spark through the portal, allowing it to temporarily reside in a host on the other side.
Right. Here's how the format works functionally. First, you are playing with Vanguard and Planechase simultaneously. Whenever you are the active player that causes a planeshift, you change your Vanguard card randomly. The generally accepted way to do this is to, after each player has their starting Vanguard card, set the others in a stack face down. When a player planeshifts and needs to change, you put your old card aside and take the next card off the top of the Vanguard stack. The "starting life total" part of the card doesn't do anything at this point, but the "maximum hand size" now applies, and may force you to discard cards at your cleanup step.
Step 9: That was a really long step, but that's where the QL comes from. We're ready to...start getting supplies.
Step 10: To properly play this format, you'll need lots of unique Vanguard cards (preferably the entire set of 32), at least one of the Archenemy scheme decks, and at least one of the Planechase plane decks. Our group used all 4 Planechase plane decks from one of the print runs shuffled together, along with any promos that came out around that time. We also crafted a custom Archemeny scheme deck, but if you choose that route, remember that it can only have 20 cards, and no more than 2 of any scheme.
Step 11: Got the supplies? Good. Now you need to divvy up the teams. Any fair way you can devise is fine, but you eventually need 2 teams of 3 and 1 team of 1.
Step 12: The teams of 3 are Emperor teams. The team of 1 is the Archenemy. Each player has a spell range and attack range of 1. Make sure your teams are seated properly, that is, the Emperor teams are seated next to their teammates with the Emperor in the middle, and the Archenemy is seated by himself, preferably on a better chair for effect.
Step 13: Victory conditions are as follows. If both Emperors are defeated, the Archenemy wins. If the Archenemy and one Emperor is defeated, the team with the surviving Emperor wins.
Step 14: We use a custom method for distributing the Vanguard cards fairly and semi-randomly. Deal 1 Vanguard card to each of the non-Archenemy players face down. They look at those cards, then decide, without revealing them, whether they want to keep them or not. If they keep it, they leave it face-down. If they don't, they reveal their card, it is placed to the side, and a new card is dealt to them face down. Once the second card has been dealt, they are stuck with it (until they planeshift, of course). Once everyone has a card they like or are stuck with, all players with cards reveal them. Now, the Archenemy, since his plans are incredibly nefarious, looks through all remaining Vanguard cards, including those discarded by the other players, and hand-picks his Vanguard card. Once chosen, he shuffles those that remain into a pile to prepare for when a new card is required from planeshifting.
Step 15: Everyone draws their starting hand, noting that their Vanguard card may change the hand size. We found that because of the large setup, Emperors should start at 20 life, as should their generals (plus or minus what their Vanguard card states). The Archenemy starts at 40. It could be higher, but the odd team dynamic allows him to survive at this lower life fairly well.
Step 16: The turn order begins with the Archenemy, who gets to draw for his first turn. The turn then progresses around whatever table setup you're using clockwise. Unlike true Archenemy, the Archenemy's opponents do not play simultaneously.
Step 17: The standard rules of Archenemy apply, as far as when schemes are put into motion. The same thing goes for Planechase, as far as rolling the plane die and doing their effects, with the added rule of changing Vanguard cards when you planeshift.
Step 18: As the clearly predetermined victor, the Archenemy is tasked with making his eventual subjects lives easier for the moment. That means he is in charge of maintaining the Vanguard cards and issuing new ones when the rules of Quantum Leap demand it, as well as the planes deck.
Step 19: Play! If you want to be silly and play EDH, make sure you double the starting life totals and change the name of the format to DEQLAE.
The full name of the format is Double Emperor Quantum Leap Archenemy, btw. In practice, I've found that despite having all these casual formats and extra oversized cards thrown into the mix, players are able to follow everything fairly easily. The addition of temporary teamwork to the standard Archenemy gameplay can result in allies turning on each other before the Archenemy is defeated if they feel they will lose once the Archenemy is gone.
This format isn't for everyone, since it does require practically all the WotC-issued oversized casual cards. But if you can set it up, it will be the craziest multiplayer game you've ever seen. If you have the time for multiple games, letting each player try the massively different playstyles of the different roles will show you just how many different ways you can play Magic in a single game.
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So this format was birthed at the Con-vergence sci-fi convention in Minneapolis, MN back in...2011, I think. The convention is the only place since that I've been able to play that format, but if you want to give it a go, then here's the rules!
Step 1: Make sure you have 7 people. This is a hard rule for DEQLA; the game can only be played with 7 people. If you want less, it can't be helped. If you want more, DEQLA 2 is the 8-player variant, and we haven't tested any higher player numbers.
Step 2: Understand the rules of Emperor. This is the Daily MTG article on the format; it's a bit wordy, but it explains it well enough. For those that want to see the nitty-gritty of the rules, they are here.
Step 3: Got Emperor down? Good. Now understand Archenemy. Luckily, unlike Emperor, there's an MTGSalvation wiki entry on it here.
Step 4: We're getting there, folks. It's time to brush up on your Planechase. This is the wiki page for it.
Step 5: Last one, guys. Time to tackle Vanguard, the oldest of the official casual formats. Find the wiki page here.
Step 6: Let's take a breather. While we do that, you may have noticed that I've been covering pretty much all the major casual variants. You, sir, are perceptive. The more perceptive among you may also have noticed that DEQLA is all caps, meaning it's an acronym. Well, you're still right, and we've already seen the E for Emperor and the A for Archenemy.
Step 7: But, Blees, you may be asking, there's no V or P in DEQLA. Why did you make us learn about Vanguard and Planechase?
Step 8: I'm glad you asked. Let's take a break from DEQLA and learn about the stand-alone casual format that grew into DEQLA as we know it:
Quantum Leap!
Here's how Quantum Leap works, complete with backstory. (A casual format with backstory? Unbelievable!)
We'll start with where the concept and the name came from. The TV show Quantum Leap follows Scott Bakula as he jumps into the lives of others, maintaining his mind but changing his body and his skills.
Now, the backstory of the actual format. So you (meaning the planeswalkers that represent the players) are pulled to the Caves of Koilos (where the Mightstone and the Meekstone were taken) by the sudden reopening of the portal that once led to Phyrexia. You find that you are able to manipulate this portal, but that it requires a physical presence to maintain the manipulated portal. Because of the nature of planewalker sparks, you realize that one of you can stay behind to control the portal, yet still send his spark through the portal, allowing it to temporarily reside in a host on the other side.
Right. Here's how the format works functionally. First, you are playing with Vanguard and Planechase simultaneously. Whenever you are the active player that causes a planeshift, you change your Vanguard card randomly. The generally accepted way to do this is to, after each player has their starting Vanguard card, set the others in a stack face down. When a player planeshifts and needs to change, you put your old card aside and take the next card off the top of the Vanguard stack. The "starting life total" part of the card doesn't do anything at this point, but the "maximum hand size" now applies, and may force you to discard cards at your cleanup step.
Step 9: That was a really long step, but that's where the QL comes from. We're ready to...start getting supplies.
Step 10: To properly play this format, you'll need lots of unique Vanguard cards (preferably the entire set of 32), at least one of the Archenemy scheme decks, and at least one of the Planechase plane decks. Our group used all 4 Planechase plane decks from one of the print runs shuffled together, along with any promos that came out around that time. We also crafted a custom Archemeny scheme deck, but if you choose that route, remember that it can only have 20 cards, and no more than 2 of any scheme.
Step 11: Got the supplies? Good. Now you need to divvy up the teams. Any fair way you can devise is fine, but you eventually need 2 teams of 3 and 1 team of 1.
Step 12: The teams of 3 are Emperor teams. The team of 1 is the Archenemy. Each player has a spell range and attack range of 1. Make sure your teams are seated properly, that is, the Emperor teams are seated next to their teammates with the Emperor in the middle, and the Archenemy is seated by himself, preferably on a better chair for effect.
Step 13: Victory conditions are as follows. If both Emperors are defeated, the Archenemy wins. If the Archenemy and one Emperor is defeated, the team with the surviving Emperor wins.
Step 14: We use a custom method for distributing the Vanguard cards fairly and semi-randomly. Deal 1 Vanguard card to each of the non-Archenemy players face down. They look at those cards, then decide, without revealing them, whether they want to keep them or not. If they keep it, they leave it face-down. If they don't, they reveal their card, it is placed to the side, and a new card is dealt to them face down. Once the second card has been dealt, they are stuck with it (until they planeshift, of course). Once everyone has a card they like or are stuck with, all players with cards reveal them. Now, the Archenemy, since his plans are incredibly nefarious, looks through all remaining Vanguard cards, including those discarded by the other players, and hand-picks his Vanguard card. Once chosen, he shuffles those that remain into a pile to prepare for when a new card is required from planeshifting.
Step 15: Everyone draws their starting hand, noting that their Vanguard card may change the hand size. We found that because of the large setup, Emperors should start at 20 life, as should their generals (plus or minus what their Vanguard card states). The Archenemy starts at 40. It could be higher, but the odd team dynamic allows him to survive at this lower life fairly well.
Step 16: The turn order begins with the Archenemy, who gets to draw for his first turn. The turn then progresses around whatever table setup you're using clockwise. Unlike true Archenemy, the Archenemy's opponents do not play simultaneously.
Step 17: The standard rules of Archenemy apply, as far as when schemes are put into motion. The same thing goes for Planechase, as far as rolling the plane die and doing their effects, with the added rule of changing Vanguard cards when you planeshift.
Step 18: As the clearly predetermined victor, the Archenemy is tasked with making his eventual subjects lives easier for the moment. That means he is in charge of maintaining the Vanguard cards and issuing new ones when the rules of Quantum Leap demand it, as well as the planes deck.
Step 19: Play! If you want to be silly and play EDH, make sure you double the starting life totals and change the name of the format to DEQLAE.
The full name of the format is Double Emperor Quantum Leap Archenemy, btw. In practice, I've found that despite having all these casual formats and extra oversized cards thrown into the mix, players are able to follow everything fairly easily. The addition of temporary teamwork to the standard Archenemy gameplay can result in allies turning on each other before the Archenemy is defeated if they feel they will lose once the Archenemy is gone.
This format isn't for everyone, since it does require practically all the WotC-issued oversized casual cards. But if you can set it up, it will be the craziest multiplayer game you've ever seen. If you have the time for multiple games, letting each player try the massively different playstyles of the different roles will show you just how many different ways you can play Magic in a single game.
All MtG tokens. Need 8 WotC tokens and 88 handmade tokens.
1 EDH for each color combination. Complete: C, U, G, UB, WB, UR, GU, BRG, WBG, RWU, BRW, WUBRG