Rules:
Go here for a basic rundown of the rules for DC10.
Overview:
First, each player chooses a color (this is on a first-come, first-served basis). Then, once all the slots are filled, I will assign turn order. Please make sure you know what the order is!
2| The only cards in your library are cards from your color, lands, and artifacts. 2a| Multicolor cards are allowed, if one of the card's colors is your color.
3| Only one copy of each card is allowed. You cannot play a card that has previously been played, revealed, removed from game, or otherwise interacted with by any other player or yourself. 3a| Cards keep their identities. Example: [blue] plays Evacuation. The Exalted Angel that [white] had in play can only be played again as an Exalted Angel.
4| Turn structure and other rules not shown here are the same as in normal Magic.
5| You may only play spells on your turn. Activated abilities and cards that are played via a triggered ability (such as Madness) are legal.
6| Whenever you think someone may have a response to your turn, put a note in your turn asking for responses and make sure that they won't screw up your turn.
7| There is a permanent Rule of Law in effect (You can't play more than one spell each turn). 7a| Players may only cycle one card per turn. 7b| Players may channel any number of cards each turn. 7c| Players may only play one ability that doesn't require mana as a cost per turn. Example: A player can put two counters on Gemstone Array per turn, but can only add one mana per turn using that card. Another player can respond to the Array activations by pinging the Array's controller twice with a Kumano, Master Yamabushi.
8| Any card or combo that uses "infinite" or arbitrarily large numbers is banned.
9| You may only attack people next to you in turn order (but the last person can attack the first and vice versa).
10| A player cannot kill more than one player each turn.
12| Players should be able to take their turns within 24 hours of the last player taking their turn. If not, another player can take your place, or the color can be dropped from the game. After 12 hours of the previous turn, they will recieve a reminder PM; after the full 24 hours have passed, the group will decide what to do.
13| A player may only have one extra turn for each turn they play. Example: [blue] plays Time Walk. He then plays Time Warp, which has no effect.
14| The library is considered to have both infinite and zero cards in it at any given time. Cards that involve the number of cards in the library do nothing. Example: [red]'s Arc-Slogger is just a plain 4/5 Beast, because he can't pay its activation cost. 14a| Cards that have effects based on the top cards of the library do nothing. There isn't anything there! Example: [blue] plays Fact or Fiction, which will reveal nothing. In response to [blue]'s ineffectual Fact or Fiction, [red] plays Kaboom!, which will reveal nothing and do nothing. Thinking his friend [blue] doomed, [green] activates his Call of the Wild, which will also reveal nothing. [white], knowing better, cycles Renewed Faith to gain two life and draw a card, then smiles smugly.
15| Please use card tags! This will help everyone.
16| The following cards are banned:
Any card from a silver-bordered (or "Un-") set.
Any coin flip, ante, or dexterity cards.
Credit goes to dasheiff :bunnycake: for the original idea of DC10 format and rules primer.
Credit goes to spuzzem king for the original stealing of DC10 format and rules primer.
Credit goes to Belgareth for upkeep of the current DC10 games.
Credit goes to feuerdrache for the DC5 banner. thanks, me!
Players (in turn order): U - Istanbul R - Lone Warrior G - Combat_Evolved B - feuerdrache W - Fayul
"There is no royal road to science, and only those who do not dread the fatiguing climb
of its steep paths have a chance of gaining its luminous summits"
-Karl Heinrich Marx Cube
I've never particuarly played before, but I guess I'll take White.
So, I'm just curious: how does one determine what cards they have in hand at any given time?
Private Mod Note
():
Rollback Post to RevisionRollBack
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, the wisdom to know the difference, and a ****ing chainsaw.
your library rules are a bit screwy, but whatever
edit: second thought they stop some of the more confusing things from coming up
precisely.
Fayul: a player starts with a zero-card hand, and draws once per turn as normal. the cards are generic, and must remain so until an effect forces them to be revealed somehow (e.g. Duress) or they're played. at that point, you choose what they are.
turn order is:
U - !Chucklez! R - Lone Warrior G - Belgareth B - feuerdrache W - Fayul
the thing i dont understand tough about your library rules, do tutors work?
yeah, tutors work fine. it's just cards that were designed to work with randomly revealed cards (like FoF) and cards that use number of cards remaining in library (like Arc-Slogger and Battle of Wits) don't function as they do in normal Magic.
"There is no royal road to science, and only those who do not dread the fatiguing climb
of its steep paths have a chance of gaining its luminous summits"
-Karl Heinrich Marx Cube
yeah, um sorry i didnt say that earlier, my apoligies to dasheiff, hes the guy who started the game, not me, i stole it from him and then bel took it over
he kinda made up the initial rules and we should see what he thinks about rules changes
its just been so long that he got lost in the shuffle, so my apoliges to dashieff
No problem. But your right I haven't interacted for a while, just watched from afar. Anyway I really like the new way the ethereal library is handled. That solves a lot of problems and puts more focus on what's in play.
Life: 20
Untap
Upkeep
Draw (1)
Main Phase: Staff of Domination. The next turn, I will draw 1. The turn after that, untap, gain 1 life, untap. Turn after that, draw. And so on.
End turn
Private Mod Note
():
Rollback Post to RevisionRollBack
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, the wisdom to know the difference, and a ****ing chainsaw.
Unlikely but ok I was going to do that but i'll just blow stuff up
I assume this means you're not activating the deed at this moment?
Private Mod Note
():
Rollback Post to RevisionRollBack
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, the wisdom to know the difference, and a ****ing chainsaw.
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I decided to start a spinoff of DC10! Please read these rules. I have made many changes and addendums to Bel's version.
As opposed to DC10, in DC5 you get 5 mana of any color per card, per turn.
Possible plays:
Play Prosperity for 4.
Play Detonate for 1.
Play Spiritmonger.
Activate Arashi, the Sky Asunder for 4, play Deranged Hermit.
Activate Mobilization once, play Dawn Elemental.
Rules:
Go here for a basic rundown of the rules for DC10.
Overview:
First, each player chooses a color (this is on a first-come, first-served basis). Then, once all the slots are filled, I will assign turn order. Please make sure you know what the order is!
2| The only cards in your library are cards from your color, lands, and artifacts.
2a| Multicolor cards are allowed, if one of the card's colors is your color.
3| Only one copy of each card is allowed. You cannot play a card that has previously been played, revealed, removed from game, or otherwise interacted with by any other player or yourself.
3a| Cards keep their identities. Example: [blue] plays Evacuation. The Exalted Angel that [white] had in play can only be played again as an Exalted Angel.
4| Turn structure and other rules not shown here are the same as in normal Magic.
5| You may only play spells on your turn. Activated abilities and cards that are played via a triggered ability (such as Madness) are legal.
6| Whenever you think someone may have a response to your turn, put a note in your turn asking for responses and make sure that they won't screw up your turn.
7| There is a permanent Rule of Law in effect (You can't play more than one spell each turn).
7a| Players may only cycle one card per turn.
7b| Players may channel any number of cards each turn.
7c| Players may only play one ability that doesn't require mana as a cost per turn. Example: A player can put two counters on Gemstone Array per turn, but can only add one mana per turn using that card. Another player can respond to the Array activations by pinging the Array's controller twice with a Kumano, Master Yamabushi.
8| Any card or combo that uses "infinite" or arbitrarily large numbers is banned.
9| You may only attack people next to you in turn order (but the last person can attack the first and vice versa).
10| A player cannot kill more than one player each turn.
11| Turns should be formatted as such:
Cards in Hand: 0
Life Total: 20
Draw (1,0)
Play Fangren Firstborn
End Turn.
New Card in play: Fangren Firstborn
12| Players should be able to take their turns within 24 hours of the last player taking their turn. If not, another player can take your place, or the color can be dropped from the game. After 12 hours of the previous turn, they will recieve a reminder PM; after the full 24 hours have passed, the group will decide what to do.
13| A player may only have one extra turn for each turn they play. Example: [blue] plays Time Walk. He then plays Time Warp, which has no effect.
14| The library is considered to have both infinite and zero cards in it at any given time. Cards that involve the number of cards in the library do nothing. Example: [red]'s Arc-Slogger is just a plain 4/5 Beast, because he can't pay its activation cost.
14a| Cards that have effects based on the top cards of the library do nothing. There isn't anything there! Example: [blue] plays Fact or Fiction, which will reveal nothing. In response to [blue]'s ineffectual Fact or Fiction, [red] plays Kaboom!, which will reveal nothing and do nothing. Thinking his friend [blue] doomed, [green] activates his Call of the Wild, which will also reveal nothing. [white], knowing better, cycles Renewed Faith to gain two life and draw a card, then smiles smugly.
15| Please use card tags! This will help everyone.
16| The following cards are banned:
Any card from a silver-bordered (or "Un-") set.
Any coin flip, ante, or dexterity cards.
Credit goes to dasheiff :bunnycake: for the original idea of DC10 format and rules primer.
Credit goes to spuzzem king for the original stealing of DC10 format and rules primer.
Credit goes to Belgareth for upkeep of the current DC10 games.
Credit goes to feuerdrache for the DC5 banner. thanks, me!
Players (in turn order):
U - Istanbul
R - Lone WarriorG - Combat_Evolved
B - feuerdrache
W - Fayul
of its steep paths have a chance of gaining its luminous summits"
-Karl Heinrich Marx
Cube
by the way, sorry, Feyd, for stealing your color.
next time: :duel:
edit: second thought they stop some of the more confusing things from coming up
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
So, I'm just curious: how does one determine what cards they have in hand at any given time?
precisely.
Fayul: a player starts with a zero-card hand, and draws once per turn as normal. the cards are generic, and must remain so until an effect forces them to be revealed somehow (e.g. Duress) or they're played. at that point, you choose what they are.
turn order is:
U - !Chucklez!
R - Lone Warrior
G - Belgareth
B - feuerdrache
W - Fayul
go ahead, blue.
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
yeah, tutors work fine. it's just cards that were designed to work with randomly revealed cards (like FoF) and cards that use number of cards remaining in library (like Arc-Slogger and Battle of Wits) don't function as they do in normal Magic.
Life: 20
Cards in hand: 0
Untap: Nothing
Upkeep: Nothing
Draw: Nothing (1,0)
Main 1: Play Honden of Seeing Winds (0,0)
Combat: Nothing
Main 2: Nothing
End: Nothing
End
New in play: Honden of Seeing Winds
New in Graveyard: Nothing
Life: 20
Cards in Hand: 0
of its steep paths have a chance of gaining its luminous summits"
-Karl Heinrich Marx
Cube
yeah, um sorry i didnt say that earlier, my apoligies to dasheiff, hes the guy who started the game, not me, i stole it from him and then bel took it over
he kinda made up the initial rules and we should see what he thinks about rules changes
its just been so long that he got lost in the shuffle, so my apoliges to dashieff
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
Life: 20
Untap
Upkeep
Draw (1)
Main Phase: Kumano, Master Yamabushi
End turn
At the upkeep of every turn, I'll ping that person twice.
EDIT: I mean once.
DOUBLE EDIT: Twice now. Yay!
my turn:
Life: 20
Hand: 0
Untap
Upkeep
Draw (1)
play Nekrataal. its 187 targets Kumano.
responses?
Life: 18
Hand: 0
c'mon guys, the only person i didn't have to remind was Lone Warrior.
Untap
Upkeep
Draw (1)
Main Phase: Staff of Domination. The next turn, I will draw 1. The turn after that, untap, gain 1 life, untap. Turn after that, draw. And so on.
End turn
!Chucklez!'s turn again.
I assume this means you're not activating the deed at this moment?