OK, so we have symbols for all ten guilds of Ravnica. And we now we have symbols for the clans on Tarkir. Just wondering, does anyone know what the Alaran shard symbols/watermarks would have looked like? Just curious, because those are the only color combinations (other than 4 color and chromatic) that don't have any watermarked cards, or even a symbol to show a kind of unity between them.
OK, a format I'm trying to fix right now.....
Each player has a 60 card deck PLUS an extra planeswalker. The deck cannot be outside the colors of the Planeswalker, in all prints. (Meaning, if Ajani is your planeswalker, you can have Red, Green, and White in your deck, regardless of which Ajani) Your deck can only have 1 of any legendary creature and 1 of any planeswalker card (different prints of the same planeswalker are allowed) and the normal 4 of any other. Your planeswalker starts on the battlefield with 20 loyalty, and you are that planeswalker. If your loyalty drops to 0, you are out. These planeswalkers cannot be destroyed by cards like Sip of Hemlock. However, if you wish to change your abilities, you may play a different version of yourself, moving all loyalty counters to the "new you." You can play other planeswalkers to aid you. You are not these planeswalkers, and they do not have loyalty equal to your loyalty. Once everyone has taken a turn, you can activate abilities of your planeswalker. This is intended to be a multiplayer format, so Jace, the Mind Sculptor is not banned, since to get it to work, turn two, you are at 8 loyalty. Very vulnerable. Opinions?
Just wondering if there are any others who keep track of mage points and level up. My playgroup that I do this in also agreed that we'd start out with only mono-color decks in addition to the other rules, because I abuse color combinations too much. Yes, it was a rule, just for me. lol Basically the rules are as follows (minus our additions):
Your first starting deck must be at least 60 cards. You may not include uncommons, rares, or mythics in this deck.
Everyone starts with 12 mage points, which they can use to add to their opening hand and life total, and possibly an ability or two. (Each point to your hand gives you one card in your opening and max hand size. Each point to life total gives you 5 life to start with.)
You gains XP when you play another RPG mage. Every 10 XP allows you to level up. Each time you level up you gain another 3 mage points to spend.
In a two player game, the winner gets 2 XP, and the defeated gets 1 XP. In multiplayer games, the winner gets XP equal to the number of players, the runner up gets half that, rounded up, and everyone else gets 1 XP. In a two-headed giant type format, each player on the winning team gets 2 XP and each player on the defeated team gets 1 XP.
The abilities and characteristics are different to each playgroup from what I understand, but there is always a variation that allows uncommons and rares to be added to the deck. Also, because we each have other places that we play, we can gain XP outside of our play group. Any suggestions/ideas? It's basically the idea that you a young planeswalker, and you only have so many spells at your disposal. But as you continue to fight other mages, you can gain more abilities and powers.
two players are usually enough to last a few turns at least, but only once has a single player come out victorious. It was vampire lifelink. No, I fugured with as often as a 5/5 or two comes out on it's turn one, it doesn't need MORE 2/2 zombies. Also, I was considering putting in two Omen Machine for it....it doesn't draw cards, but on top of that, it isn't a player. I hate the times it gets a 5/5 Zombie Giant and a 5/5 Demon with flying on it's furst turn, and then a Vulturous Zombie. It really sucks then.
This deck is a variation on Horde Magic. It's a large deck, and a group of people play against it. The flavor is as follows:
You're a planeswalker, who has been trapped with your peers. You are some of the strongest mages in the multiverse. The plane on which you find yourself is not a pretty one. It's a real zombie Apocalypse. These fiends are relentless, and they're coming right for you. Can you survive? Can you save this plane?
The "survivors" (players) take three turns before the Horde. then, the Horde reveals cards from the top of it's deck until a non-token card is revealed. Those cards are then cast. (any card that would be drawn by the Horde is instead cast) All creatures the Horde controls have haste and "this creature must attack each turn if able."
You can attack the Horde. Any damage that would be dealt to it isn't really damage. You reveal that many cards from the top of the Horde's deck and put them in it's graveyard.
The survivors win by depleting the deck AND getting rid of all zombies on the battlefield under the Horde's control.
Here's the planechase deck my playgroup uses. Let me know if you have ideas to make it more ballanced (we all use all sorts of different decks, and we didn't want to break too many of them...)
The cards that there are two of are ones that cause the most chaos, and are the least deck-breaking. The cards that there are one of are either 1) cards that we don't care too much for, but are still nice to have on occasion, or 2) are cards that breaks ONE of our decks, and so we allow it, because it won't be too bad all the time.
OK, so I'm currently in the midst of building this, and am almost done. the basic idea is get a bunch of tokens early, and then with Krenko, Mob boss simply multiply to however many goblins you need. The only real combo in this deck is Guttersnipe + Howl of the Horde + Lightning Helix for a possible 17 damage
I'm trying to come up with some creature types that you can't make a tribal deck with (30% of cards must have a shared creature type). The only ones I can think of so far are Pheldagriff, Hippogriff, and Lammasu. Are there any others, assuming a 60 card deck, and 4 of each, to make a tribal deck consisting of 20 cards of the shared type. (I'm not worried about their costs, just if it can be done.)
Here's an idea of what I'm trying to build. Thoughts? The idea is that you gain control of an opponent's creature through Act of Treason or Ray of Command and sac it to benefit the vampires. A more important creature that you may want to keep will be controlled through Control Magic. Once you have Future Sight in hand, you should be able to play Omen Machine and shut down your opponent's decks while keeping your choices wide open.
Each player has a 60 card deck PLUS an extra planeswalker. The deck cannot be outside the colors of the Planeswalker, in all prints. (Meaning, if Ajani is your planeswalker, you can have Red, Green, and White in your deck, regardless of which Ajani) Your deck can only have 1 of any legendary creature and 1 of any planeswalker card (different prints of the same planeswalker are allowed) and the normal 4 of any other. Your planeswalker starts on the battlefield with 20 loyalty, and you are that planeswalker. If your loyalty drops to 0, you are out. These planeswalkers cannot be destroyed by cards like Sip of Hemlock. However, if you wish to change your abilities, you may play a different version of yourself, moving all loyalty counters to the "new you." You can play other planeswalkers to aid you. You are not these planeswalkers, and they do not have loyalty equal to your loyalty. Once everyone has taken a turn, you can activate abilities of your planeswalker. This is intended to be a multiplayer format, so Jace, the Mind Sculptor is not banned, since to get it to work, turn two, you are at 8 loyalty. Very vulnerable. Opinions?
The "survivors" (players) take three turns before the Horde. then, the Horde reveals cards from the top of it's deck until a non-token card is revealed. Those cards are then cast. (any card that would be drawn by the Horde is instead cast) All creatures the Horde controls have haste and "this creature must attack each turn if able."
You can attack the Horde. Any damage that would be dealt to it isn't really damage. You reveal that many cards from the top of the Horde's deck and put them in it's graveyard.
The survivors win by depleting the deck AND getting rid of all zombies on the battlefield under the Horde's control.
6x 5/5 Zombie Giant
6x 1/1 Harpy
6x 1/1 Wolf
4x 3/3 (Black) Beast
4x 5/5 Demon
4x 1/1 Assassin
5x Carrion Crow
5x Highborn Ghoul
4x Rotting Mastodon
4x Vulturous Zombie
3x Diregraf Captain
3x Zombie Goliath
3x Ghoulraiser
2x Night's Whisper
2x Shambling Remains
2x Read the Bones
2x Butcher Ghoul
2x Fleshbag Marauder
2x Gravepurge
2x Endless Ranks of the Dead
1x Malfeld Twins
2x Morphic Tide
2x Mutual Epiphany
2x Interplanar Tunnel
2x Time Distortion
1x Reality Shaping
1x Spatial Merging
1x Chaotic Æther
Planes (25)
2x Trail of the Mage-Rings
2x Horizon Boughs
2x Quicksilver Sea
2x Windriddle Palaces
1x Orochi Colony
1x Truga Jungle
1x Bloodhill Bastion
1x Talon Gates
1x Lair of the Ashen Idol
1x Zephyr Maze
1x Furnace Layer
1x Takenuma
1x Hedron Fields
1x Stensia
1x Selesnya Loft Gardens
1x Mount Keralia
1x Gavony
1x Karasha Foothills
1x Edge of Malacol
1x Norn's Dominion
1x Grove of the Dreampods
The cards that there are two of are ones that cause the most chaos, and are the least deck-breaking. The cards that there are one of are either 1) cards that we don't care too much for, but are still nice to have on occasion, or 2) are cards that breaks ONE of our decks, and so we allow it, because it won't be too bad all the time.
I actually have no money right now. I figured with as fast as Krenko works through the deck, a 1CMC isn't entirely necessary.
3x Krenko, Mob Boss
3x Guttersnipe
4x Goblin Warchief
3x Beetleback Chief
3x Rummaging Goblin
2x Goblin Rabblemaster
Enchantments
2x Mardu Ascendancy
3x Rootborn Defenses
3x Howl of the Horde
3x Lightning Helix
4x Hordeling Outburst
4x Krenko's Command
Land
2x Wind-Scarred Crag
2x Scoured Barrens
2x Bloodfell Caves
3x Bloodstained Mire
2x Blood Crypt
2x Godless Shrine
2x Sacred Foundry
4x Nomad outpost
3x Mountain
1x Swamp
1x Plains
3x Shadow Alley Denizen
3x Blood Bairn
2x Sengir Vampire
3x Falkenrath Torturer
Planeswalkers
2x Nicol Bolas, Planeswalker
Enchantments
3x Call to the Kindred
3x Future Sight
2x Control Magic
Artifacts
3x Omen Machine
Instants and Sorceries
3x Cruel Ultimatum
4x Cancel
4x Act of Treason
3x Ray of Command
2x Bloodstained Mire
2x Polluted Delta
2x Watery Grave
2x Blood Crypt
2x Steam Vents
3x Crumbling Necropolis
4x Island
3x Swamp
3x Mountain
1x Control Magic
2x Traitorous Instinct
4x Artful Dodge
1x Bloodstained Mire
1x Polluted Delta
4x Murder
1x Nicol Bolas, Planeswalker
1x Cruel Ultimatum