Feel free to post links to, and/or variants you made yourself in this thread. Like my awesome Conquest format WotC stole from me and turned into Planechase.
New variant that we thought up a while ago here in awesome nz-land
For this, you need 2 players and 2 packs (3 works too, but 2 is probably best).
intro: This is a variant on pack wars. Each player must play every card they end up with at the end. However, players must add lands to cast the spells int heir decks. They don't receive 10 mana each turn like in normal packies.
Player A opens pack 1. Shuffles it up, removes basic land, tips/tricks/tokens card, and doublefaced card if its innistrad.
Player A then flips over the top card of pack 1. So there will be 1 known card and 13 unknown cards. Player B can then choose to take that 1 card.
If he/she chooses to take the 1 known card, player A gets the 13 unknown cards (so generally a bad idea!!).
If he/she chooses NOT to take the 1 known card, the process is repeated. Now, player A can choose to take the 2 cards. If he/she does, player B gets the 12 unknown cards.
Repeat the process, alternating players until someone decides to take the known cards.
Then, do this again with another pack.
You can in theory do this with as many or as few packs as possible, but we have found that 2 is ideal as it keeps the game as close to packies as possible.
Rules of deckbuilding:
-Players MUST play with every card they receive. No cuts may be made.
-Players are strongly encouraged to add a satisfactory mix of lands to their deck. Without lands its rather difficult to cast spells
-There is no minimum deck size. If you end up with 10 cards from the 2 packs, adding 7 lands might be enough.
Other rules:
Players start with 7 card hands.
There are no reshuffles.
When a player runs out of cards in deck, they don't lose. They are just out of cards.
We have found this is much more interesting than packies, and a pretty fun way to play with 2 people/2 packs
Sorry, just saw this. Use your best judgement; if it's off-base, I'll just delete it. I suppose if it is a potentially lethal amount of alcohol (like drinking every time Matt Sorum plays the same drum solo in November Rain) it would be considered in appropriate. You could, of course, substitute alcohol for Moxie, as we do here in Maine.
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My helpy helpdesk of helpfulness.
My Decks: EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn Modern: Polytokes IRL: Progenitus Polymorph , Goblins
i'm surprised that that link didn't include the version of Pack Wars that i love playing.
Rules:
Each person opens a booster pack. (Take out the ad cards, but keep the basic land). This is that player's opening hand. Each player starts the game with an empty library.
1. There is no maximum hand size.
2. You do not lose the game for drawing from an empty library.
3. For your land drop action, you can play a land from your hand as normal; but you can instead play any card in your hand face down. This counts as a Basic Land with every basic land type.
although a little unbalanced, it's a fun way to go through a few packs. I enjoy playing another game with the same packs, to try to play around the cards I know my opponent has.
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----------------------------
Goblins have poor impulse control. Don't click this link!!
some of my favourite flavour text:
Wayward Soul "no home no heart no hope"
—Stronghold graffito
Raging Goblin He raged at the world, at his family, at his life. But mostly he just raged.
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In addition, you also have these:
I can has residuals?
How you should approach every game of Magic.
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goal of the night: counter something with spell snip.
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Thanks, I'll update the first post
For this, you need 2 players and 2 packs (3 works too, but 2 is probably best).
intro: This is a variant on pack wars. Each player must play every card they end up with at the end. However, players must add lands to cast the spells int heir decks. They don't receive 10 mana each turn like in normal packies.
Player A opens pack 1. Shuffles it up, removes basic land, tips/tricks/tokens card, and doublefaced card if its innistrad.
Player A then flips over the top card of pack 1. So there will be 1 known card and 13 unknown cards. Player B can then choose to take that 1 card.
If he/she chooses to take the 1 known card, player A gets the 13 unknown cards (so generally a bad idea!!).
If he/she chooses NOT to take the 1 known card, the process is repeated. Now, player A can choose to take the 2 cards. If he/she does, player B gets the 12 unknown cards.
Repeat the process, alternating players until someone decides to take the known cards.
Then, do this again with another pack.
You can in theory do this with as many or as few packs as possible, but we have found that 2 is ideal as it keeps the game as close to packies as possible.
Rules of deckbuilding:
-Players MUST play with every card they receive. No cuts may be made.
-Players are strongly encouraged to add a satisfactory mix of lands to their deck. Without lands its rather difficult to cast spells
-There is no minimum deck size. If you end up with 10 cards from the 2 packs, adding 7 lands might be enough.
Other rules:
Players start with 7 card hands.
There are no reshuffles.
When a player runs out of cards in deck, they don't lose. They are just out of cards.
We have found this is much more interesting than packies, and a pretty fun way to play with 2 people/2 packs
My Decks:
EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn
Modern: Polytokes
IRL: Progenitus Polymorph , Goblins
Just a friendly reminder that I will drive this car off a bridge
Rules:
Each person opens a booster pack. (Take out the ad cards, but keep the basic land). This is that player's opening hand. Each player starts the game with an empty library.
1. There is no maximum hand size.
2. You do not lose the game for drawing from an empty library.
3. For your land drop action, you can play a land from your hand as normal; but you can instead play any card in your hand face down. This counts as a Basic Land with every basic land type.
although a little unbalanced, it's a fun way to go through a few packs. I enjoy playing another game with the same packs, to try to play around the cards I know my opponent has.
Goblins have poor impulse control. Don't click this link!!
some of my favourite flavour text:
Wayward Soul
"no home no heart no hope"
—Stronghold graffito
Raging Goblin
He raged at the world, at his family, at his life. But mostly he just raged.