Each player starts the game with 20 life just like normal magic, your pre-loaded deck will consist of 2 of each land type that's all you need to start the game. once you enter there will be 5 piles each consisting of 30 cards per pile. each pile will have the top card revealed to all players. When a player starts their turn they will "flip" the top card of each deck revealing the newest card on the top. If that card is hollow-foil it goes immediately to that players graveyard and is considered a gift from the gods. On mtgo or cockatrice a dice will be rolled on every player turn to determine if a card is hollow-foil. You have a 1 in 10 chance of this happening so good luck! When your turn starts you play with all of your cards in your hand out on the field. Omniscience is a good example of how this will work. You spend mana to "buy" cards off of the top of any of the 5 decks in play, you may also buy lands out of any of the land piles there are 20 of each basic for purchase, 1 mana for one land is the standard cost/price. when that card is purchased it goes immediately into your graveyard. Lands tap for mana just like in normal magic. All cards cast and or put into play at the end of your turn go into your grave, you then draw 5 cards from your library. when you can no longer draw any more cards shuffle your graveyard into your library then draw until you have 5 cards in hand. Instants, sorceries, and creatures are all cast like in normal magic, flash can apply and can be used as a combat trick. Only artifacts stay in play and can be removed from play via normal means. creatures in this format play and act as if they have haste and attack normally, there are normal block and damage steps. Enchantments and planeswalkers do not play a role in this deck-building game. When your life total hits 0 you lose the game. Specialty Rules, when you buy a split card off of the top of a library specify which version of the card you are buying, or if you are buying both. if you have only paid for one half of a split card then that is the part of the card that will be cast every time you cast the spell. x spells are bought for their initial value then cast for their initial value being free and x being paid for with mana. Split cards need to be specified which version of the card you are paying for or if you are paying for both. When you cast a split card you are only casting the side you paid for when you bought it, if you paid for both then both sides of it are cast. x spells are bought for their initial cost without the x added on. when you cast an x spell the initial cost is free the x variant is not. for instance if I cast Sphinx's Revelation If I paid 3 I would pay 3 to draw 3 and gain 3 life.
How to Make your Own Decks
Each deck should consist of 150 cards that's 5 piles and 30 cards in each pile. Set aside a pile of 20 of each land that players can buy from for mana fixing/ramp/etc. Non basic lands can be put into the pile of 150 of you feel the need to include them. Enchantments are not used in this game-variant due to the odd board states they create. keep in mind that deck-building games aren't supposed to be long and drawn out! Players don't want to sit down and have 2 hour matches to ultimately be killed by a celestial colonnade, being put into play via an amulet of vigor. That means make sure to include lots of creatures! Don't fill the decks with nothing but, creatures but provide enough routes and plans in the decks that players can play different styles. Highly acidic mechanics are frowned upon such as infect. Counter spells are not banned but aren't a good suggestion, like I said games want to be fast and fun, not super fast but not really long and drawn out either, and the way the game sets up counterspells aren't usually very beneficial. Try to include artifacts in decks considering they are the only perms to stick around, keeping in big artifact defenders for players to have a chance against the aggro decks is recommended. What cards you want to use from what sets you enjoy or particularity like is up to you. However, I do have some suggestions and a ban list for current standard cards for standard deck builds. Any cards that exile or perform mass exile are highly frowned upon, considering that anything that gets exiled in this game goes to what is considered the hell-vault to never return. if you do prefer to use exile cards make sure there is a huge drawback behind them that way you don't have people firing them off silly nilly. These cards are not altogether banned just really good ones are, for instance path to exile in this game is a lot better than swords to plowshares is. therefore path would most likely be banned over swords due to drawback issues. 4 is still the max amount of cards you can put in each deck, try to limit certain cards especially rares or choice removal. 15 hollow-foils are recommended in the 150 card selection. 5 to 6 is also the recommended limit to the cmc of the card you are putting in the deck 5 is honestly the real limit but if you want to put in some super bombs at 6 mana then go for it!
Ok so these rules are unclear about a few things. How many cards in hand does each player start with? 5? 0? Is there a limit to hand size and if so, when must you discard? How do the lands work? You say they tap as normal so I assume you can play as many lands per turn as you want with no one land limit as they go to the grave at the end of turn? when you go to draw your 5 cards for the turn and run out, do you shuffle and draw the difference of what you already had drawn?
I love MTG, but I don't want to buy new cards every 6 months to keep up with all the best cards, so this is what I've done to create a deck building game. Wizard's of the Coast give out free MTG decks to card shops that they give away freely to people that want to play. They are simple cards and have 30 cards per color. I use them to play the deck building game. Here is what I've come up with. As of now it has not been play tested.
Place a stack of 30 chosen cards of each color on the table in a line. This makes up the buying decks. Use only as many buying decks as there are players. Except if there are 2 players, use 3 buying decks. These stacks will have cards and land in them. Each player will start off with one land from each stack and take 1 card from each stack, face down, until he has 10 in his hand, then he may look at his cards. ***(Note: The players should not know which stack is which color. Get the land and switch the decks around. Have everyone close their eyes and one player swap the buying decks around and then have someone else do the same.)*** Draw the top 3 cards from each buying deck and place them to the side of the deck of it’s color. After the 3rd or 5th round move the number up to 5. Each player will shuffle and draw 5 cards from their deck.
Mana:
Mana Pool:
This is the land played in front of you. This land stays there and builds up as you play the game. You can only play one land in your mana pool per turn, but you can use the colorless mana to help buy cards from the buying decks. You must tap the land as a normal game of Magic.
Colorless Mana:
This is the land that is in your hand. It can be used to buy things, but it can not be used for any specific resource. Once it is played place it in your graveyard.
(Ex. One card has 2 colorless and 1 plain. You would need a plain in your Mana Pool and you use the land in your hand as colorless. The plain stays in front of you, but the land from your hand goes in the graveyard) You can use the land in your Mana Pool as colorless as well, like in a normal game of magic, but it does not go in your graveyard.
Buying Cards:
The revealed cards from the buying decks are the cards you can buy, you can not use this card at this time. The card immediately goes into your graveyard. Use the Land in your Mana Pool and your colorless mana to purchase the cards by tapping the card like in a normal game of magic. You can buy as many cards as you have land in your Mana Pool. It cost one colorless mana to buy a land. The land you bought goes into your graveyard. You can only take one land per turn.
Once the cards are bought the casting cost is no longer necessary. They are all free to play. The land is only for buying new cards.
Summon Creature Spells:
When you play a creature the creature has one of 2 actions it can perform.
It can attack as if it had haste.
It can not attack and stay out for defense.
As soon as it attacks it goes into the graveyard, unless the card has a lasting effect. If it is defending it will stay out until your next turn and before your untapping phase it will be put in the graveyard.
Enchantments:
Enchanted creatures or enchantments stay on the board and do not go into the graveyard unless the creature is killed by a spell or by blocking a creature that kills it. The creature stays in play and can be used to attack or block each turn if able. Once the creature has been killed put it and the enchantment into their owner's graveyard.
Instants:
They play as normal, but if you use an instant during another player's turn when it is your turn again draw up to 5 cards in your hand.
Order of the turns: Steps 2-6 happen in order; if you miss a step you can not go back.
Place blocking creatures from the previous round into the graveyard, unless enchanted or if the cards says otherwise.
Untap
Draw until you have 5 cards in your hand
Play one land per turn in your mana pool
You are able to buy up to as many cards equal to as many land you have in your Mana Pool.
Attack phase is last. You can attack with multiple creatures.
Discard all the cards in your hand and cards that you have played into the graveyard except blocking creatures and enchantments or if the cards says otherwise.
Draw 5 new cards. If you run out of cards shuffle your graveyard and it becomes your deck.
Turns order goes clockwise.
Once everyone’s turn is over the cards that are left available for buying then get discarded and new cards are revealed. All cards like, land in your mana pool, blocking creatures, enchantments, or if the cards says otherwise will stay out through this phase.
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Each player starts the game with 20 life just like normal magic, your pre-loaded deck will consist of 2 of each land type that's all you need to start the game. once you enter there will be 5 piles each consisting of 30 cards per pile. each pile will have the top card revealed to all players. When a player starts their turn they will "flip" the top card of each deck revealing the newest card on the top. If that card is hollow-foil it goes immediately to that players graveyard and is considered a gift from the gods. On mtgo or cockatrice a dice will be rolled on every player turn to determine if a card is hollow-foil. You have a 1 in 10 chance of this happening so good luck! When your turn starts you play with all of your cards in your hand out on the field. Omniscience is a good example of how this will work. You spend mana to "buy" cards off of the top of any of the 5 decks in play, you may also buy lands out of any of the land piles there are 20 of each basic for purchase, 1 mana for one land is the standard cost/price. when that card is purchased it goes immediately into your graveyard. Lands tap for mana just like in normal magic. All cards cast and or put into play at the end of your turn go into your grave, you then draw 5 cards from your library. when you can no longer draw any more cards shuffle your graveyard into your library then draw until you have 5 cards in hand. Instants, sorceries, and creatures are all cast like in normal magic, flash can apply and can be used as a combat trick. Only artifacts stay in play and can be removed from play via normal means. creatures in this format play and act as if they have haste and attack normally, there are normal block and damage steps. Enchantments and planeswalkers do not play a role in this deck-building game. When your life total hits 0 you lose the game. Specialty Rules, when you buy a split card off of the top of a library specify which version of the card you are buying, or if you are buying both. if you have only paid for one half of a split card then that is the part of the card that will be cast every time you cast the spell. x spells are bought for their initial value then cast for their initial value being free and x being paid for with mana. Split cards need to be specified which version of the card you are paying for or if you are paying for both. When you cast a split card you are only casting the side you paid for when you bought it, if you paid for both then both sides of it are cast. x spells are bought for their initial cost without the x added on. when you cast an x spell the initial cost is free the x variant is not. for instance if I cast Sphinx's Revelation If I paid 3 I would pay 3 to draw 3 and gain 3 life.
How to Make your Own Decks
Each deck should consist of 150 cards that's 5 piles and 30 cards in each pile. Set aside a pile of 20 of each land that players can buy from for mana fixing/ramp/etc. Non basic lands can be put into the pile of 150 of you feel the need to include them. Enchantments are not used in this game-variant due to the odd board states they create. keep in mind that deck-building games aren't supposed to be long and drawn out! Players don't want to sit down and have 2 hour matches to ultimately be killed by a celestial colonnade, being put into play via an amulet of vigor. That means make sure to include lots of creatures! Don't fill the decks with nothing but, creatures but provide enough routes and plans in the decks that players can play different styles. Highly acidic mechanics are frowned upon such as infect. Counter spells are not banned but aren't a good suggestion, like I said games want to be fast and fun, not super fast but not really long and drawn out either, and the way the game sets up counterspells aren't usually very beneficial. Try to include artifacts in decks considering they are the only perms to stick around, keeping in big artifact defenders for players to have a chance against the aggro decks is recommended. What cards you want to use from what sets you enjoy or particularity like is up to you. However, I do have some suggestions and a ban list for current standard cards for standard deck builds. Any cards that exile or perform mass exile are highly frowned upon, considering that anything that gets exiled in this game goes to what is considered the hell-vault to never return. if you do prefer to use exile cards make sure there is a huge drawback behind them that way you don't have people firing them off silly nilly. These cards are not altogether banned just really good ones are, for instance path to exile in this game is a lot better than swords to plowshares is. therefore path would most likely be banned over swords due to drawback issues. 4 is still the max amount of cards you can put in each deck, try to limit certain cards especially rares or choice removal. 15 hollow-foils are recommended in the 150 card selection. 5 to 6 is also the recommended limit to the cmc of the card you are putting in the deck 5 is honestly the real limit but if you want to put in some super bombs at 6 mana then go for it!
Standard Ban list
Place a stack of 30 chosen cards of each color on the table in a line. This makes up the buying decks. Use only as many buying decks as there are players. Except if there are 2 players, use 3 buying decks. These stacks will have cards and land in them. Each player will start off with one land from each stack and take 1 card from each stack, face down, until he has 10 in his hand, then he may look at his cards. ***(Note: The players should not know which stack is which color. Get the land and switch the decks around. Have everyone close their eyes and one player swap the buying decks around and then have someone else do the same.)*** Draw the top 3 cards from each buying deck and place them to the side of the deck of it’s color. After the 3rd or 5th round move the number up to 5. Each player will shuffle and draw 5 cards from their deck.
Mana:
Mana Pool:
This is the land played in front of you. This land stays there and builds up as you play the game. You can only play one land in your mana pool per turn, but you can use the colorless mana to help buy cards from the buying decks. You must tap the land as a normal game of Magic.
Colorless Mana:
This is the land that is in your hand. It can be used to buy things, but it can not be used for any specific resource. Once it is played place it in your graveyard.
(Ex. One card has 2 colorless and 1 plain. You would need a plain in your Mana Pool and you use the land in your hand as colorless. The plain stays in front of you, but the land from your hand goes in the graveyard) You can use the land in your Mana Pool as colorless as well, like in a normal game of magic, but it does not go in your graveyard.
Buying Cards:
The revealed cards from the buying decks are the cards you can buy, you can not use this card at this time. The card immediately goes into your graveyard. Use the Land in your Mana Pool and your colorless mana to purchase the cards by tapping the card like in a normal game of magic. You can buy as many cards as you have land in your Mana Pool. It cost one colorless mana to buy a land. The land you bought goes into your graveyard. You can only take one land per turn.
Once the cards are bought the casting cost is no longer necessary. They are all free to play. The land is only for buying new cards.
Summon Creature Spells:
When you play a creature the creature has one of 2 actions it can perform.
It can attack as if it had haste.
It can not attack and stay out for defense.
As soon as it attacks it goes into the graveyard, unless the card has a lasting effect. If it is defending it will stay out until your next turn and before your untapping phase it will be put in the graveyard.
Enchantments:
Enchanted creatures or enchantments stay on the board and do not go into the graveyard unless the creature is killed by a spell or by blocking a creature that kills it. The creature stays in play and can be used to attack or block each turn if able. Once the creature has been killed put it and the enchantment into their owner's graveyard.
Instants:
They play as normal, but if you use an instant during another player's turn when it is your turn again draw up to 5 cards in your hand.
Order of the turns: Steps 2-6 happen in order; if you miss a step you can not go back.
Place blocking creatures from the previous round into the graveyard, unless enchanted or if the cards says otherwise.
Untap
Draw until you have 5 cards in your hand
Play one land per turn in your mana pool
You are able to buy up to as many cards equal to as many land you have in your Mana Pool.
Attack phase is last. You can attack with multiple creatures.
Discard all the cards in your hand and cards that you have played into the graveyard except blocking creatures and enchantments or if the cards says otherwise.
Draw 5 new cards. If you run out of cards shuffle your graveyard and it becomes your deck.
Turns order goes clockwise.
Once everyone’s turn is over the cards that are left available for buying then get discarded and new cards are revealed. All cards like, land in your mana pool, blocking creatures, enchantments, or if the cards says otherwise will stay out through this phase.