It's called Maze Rush, based on the maze runner of DM. In a nutshell, you all play a guild and the game kind of corresponds to the maze.
Basic Rules:
* Commander must be a maze runner
* 1 mythic per deck (must be related to guild: guild leader, deadbridge chant, etc)
* No more than 5 rares per deck (still testing this number)
* Commander tax is reduced to 1 (the deck is about the runner, they should be out more often)
* The game is played as Planechase Commander (to simulate the craziness of the maze)
* Card legality: Still debating this, but for now I'm just thinking modern. Still needs testing as well.
* Everyone plays a different guild
Basically this was a random shower idea that evolved into a, hey, this is kinda cool idea. Obviously there is a lot of testing/house rules that will need to be put in place. Some kind of etiquette too (if its Emmara and Lavinia at the table, probably not the most fun to run Ruric on them, etc.)
Anyway, if you guys are looking for something different, give it a shot and let me know any feedback or suggestions
Everyone playing a different guild sounds too restrictive and anti fun. Especially if they don't have the cards for the non taken guilds and don't want to spend money just to play a new game type when they have a perfectly legal deck that can be used. This hurts your format especially when it is supposed to be casual fun. Although that may be a non issue for your group or store. Having people play the same guild doesn't hurt the flavor too much since there is a ton of infighting in each guild.
As for legality, whats wrong with the current EDH ban list?
For the mythics, why not like people run as many as they want as long as it corresponds to their guild in flavor, like how Sphinx's Revelation is literally from the Azorious, not Daxos of Meletis. IMO it makes the decks more flavorful while giving it a bit more punch. Also i would relax the rare rule in the name of fun.
For commanders, maybe you should expand into Legendaries that are specifically related to the guild? This might make the game a bit more varied. I don't see any need to stick to the plot that fiercely.
Good points, I like the mythic idea, and depending on your playgroup, that sounds like a good one.
As far as my restrictions on rares and whatnot, its really to help facilitate some of the more forgotten cards, but I think it can feasibly go to 10. It gives those random piles in your boxes something to do. Cost shouldn't really be an issue for the decks, it's kind of a "this is for fun outside of my powerhouse decks" format. Certainly there should be changes though if you want to be fiercely competitive with it, playgroup dependent.
The secondary purpose of the restrictions is to make for some fun in having to build a functioning deck around not having all of the staple power cards, kind of a game in itself.
Legality is purely playgroup. I play in a strong EDH playgroup so I just figured it would be an interesting restriction. The current EDH banlist is very thought out and refined though, I agree.
I was recently told a good idea, though, about instead of regular planechase cards, using homebrew guild cards. Basically, if you have a normal playgroup, sit down and create some plane cards based off of each of the guilds. I really though that was a good idea to incorporate.
Basic Rules:
* Commander must be a maze runner
* 1 mythic per deck (must be related to guild: guild leader, deadbridge chant, etc)
* No more than 5 rares per deck (still testing this number)
* Commander tax is reduced to 1 (the deck is about the runner, they should be out more often)
* The game is played as Planechase Commander (to simulate the craziness of the maze)
* Card legality: Still debating this, but for now I'm just thinking modern. Still needs testing as well.
* Everyone plays a different guild
Basically this was a random shower idea that evolved into a, hey, this is kinda cool idea. Obviously there is a lot of testing/house rules that will need to be put in place. Some kind of etiquette too (if its Emmara and Lavinia at the table, probably not the most fun to run Ruric on them, etc.)
Anyway, if you guys are looking for something different, give it a shot and let me know any feedback or suggestions
As for legality, whats wrong with the current EDH ban list?
For the mythics, why not like people run as many as they want as long as it corresponds to their guild in flavor, like how Sphinx's Revelation is literally from the Azorious, not Daxos of Meletis. IMO it makes the decks more flavorful while giving it a bit more punch. Also i would relax the rare rule in the name of fun.
For commanders, maybe you should expand into Legendaries that are specifically related to the guild? This might make the game a bit more varied. I don't see any need to stick to the plot that fiercely.
http://forums.mtgsalvation.com/showthread.php?t=546412
As far as my restrictions on rares and whatnot, its really to help facilitate some of the more forgotten cards, but I think it can feasibly go to 10. It gives those random piles in your boxes something to do. Cost shouldn't really be an issue for the decks, it's kind of a "this is for fun outside of my powerhouse decks" format. Certainly there should be changes though if you want to be fiercely competitive with it, playgroup dependent.
The secondary purpose of the restrictions is to make for some fun in having to build a functioning deck around not having all of the staple power cards, kind of a game in itself.
Legality is purely playgroup. I play in a strong EDH playgroup so I just figured it would be an interesting restriction. The current EDH banlist is very thought out and refined though, I agree.
I was recently told a good idea, though, about instead of regular planechase cards, using homebrew guild cards. Basically, if you have a normal playgroup, sit down and create some plane cards based off of each of the guilds. I really though that was a good idea to incorporate.
http://forums.mtgsalvation.com/showthread.php?t=546412