A rule that my friends and I use often is that there are no planes for the first 3 turns. It prevents the early 7/7 Eldrazi when we don't want them. Other times, we go for broke and let the chips fall where they may with planes out from the start.
The rules we've been using is that you roll two dice. (And you MUST roll at least once each turn.) If you roll two different actions (i.e., Planeswalk and Chaos), you choose the order they go off. So there's a little bit of "gambling" you can do if you want to planeswalk first and then bet on the next plane's Chaos effect being better.
Anyways, this method ensures we moves through planes pretty regularly. It's fun.
Oh, and costs for extra rolls is still 2 for each time beyond the first.
My group uses one pile of all the cards and normal rules. We will occasionally make a rule that the plane automatically flips when it makes I one complete circle (so if I planechase and no one else does, when it is my turn we automatically planechase before my untap step).
We pile the plane cards and retain one mandatory roll as the first thing on your first main phase each turn. (The rest of the rolls cost that 2 more as per usual.)
I do like the idea of using two dice though, I might suggest it next time we play...
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We use the standard rules, except we share a single deck with all the planes (well, all except the expensive promo one, I don't have that one yet). However you should be prepared for some really grindy, obnoxious games. Now I really do like the planechase variant, but sometimes it just introduces additional variance that doesn't mesh well with EDH.
Sometimes it's fun, but others you'll just want the game to end as soon as possible.
My group uses one pile of all the cards and normal rules. We will occasionally make a rule that the plane automatically flips when it makes I one complete circle (so if I planechase and no one else does, when it is my turn we automatically planechase before my untap step).
I like this idea. Sometimes we spend a whole game on one plane. Might be worthwhile to try forcing a plane change every few turn cycles.
my group uses the standard planechase map rules; except we draft planes first.
i have all the planes (and promos) sleeved up; so I will split them up randomly into plies for each player. we draft from those piles (i should note remove phenoms first) until we have a solid amount of planes which is usually enough to see every pack once.
then we set aside the non-drafted planes and shuffle the selected ones.
I like drafting vs a big pile because it lets you use planes that actually are relevant vs sitting on the wither plane for 2 turns because it doesn't hurt nor hinder anyone.
Thanks in advance!
The first dice roll is free, each roll one after that costs 1 more for each time you've rolled the dice this turn.
It has worked well for us.
Anyways, this method ensures we moves through planes pretty regularly. It's fun.
Oh, and costs for extra rolls is still 2 for each time beyond the first.
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I do like the idea of using two dice though, I might suggest it next time we play...
Sometimes it's fun, but others you'll just want the game to end as soon as possible.
I like this idea. Sometimes we spend a whole game on one plane. Might be worthwhile to try forcing a plane change every few turn cycles.
i have all the planes (and promos) sleeved up; so I will split them up randomly into plies for each player. we draft from those piles (i should note remove phenoms first) until we have a solid amount of planes which is usually enough to see every pack once.
then we set aside the non-drafted planes and shuffle the selected ones.
I like drafting vs a big pile because it lets you use planes that actually are relevant vs sitting on the wither plane for 2 turns because it doesn't hurt nor hinder anyone.
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