My playgroup and I invented this game type in order to keep team games more fun. We usually had 4 people, and played 2 vs. 2. However, with deception rules, only one player wins! At any point you can turn against your team mate, and they become your opponent.
We had the problem of the losing team quitting as soon as the winning team got too far ahead, and this seemed a good solution. Now if your team is behind, you can force deception by killing all of one opponents blockers.
'kill all blockers player x controls' is simply an example of deception. For instance, you play a comet storm and destroy all of an opponents creatures, then that opponents teammate may find it in their best interest to kill his partner instead of the other team. As for creatureless decks, I suppose those players should aim their kill spells wisely.
ah. I thought there are (more or less =P) defined conditions that force a team's split-up and this was one of them. this is ... dunno. sounds like it boils down to a ffa in a group with strong emphasis on politics.
I'll see wether I can get some people to give it a try.
edit: try [card]shock[/card]
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To kinda build off of what Blut said, why not simply play a FFA game if team games are too unfun/slow/degenerate? I can sympathize with not wanting to sit around while you slowly lose, but why not forgo the team aspect altogether if it's causing you so many problems? I know that my playgroups typically dislike team games because it heavily favors the more experienced players who, for all intents and purposes, are the team. Whenever we did play team games, it basically boiled down to me and a select few others playing for the other players to ensure that we'd have the best chance of winning. As you've already explained, that typically leads to complete domination over the weaker teams. As such, we really don't bother with them any more. When we play FFA, anyone can win. No matter how good my deck is, I realistically can't beat 3+ people teaming up on me. That's basically what we've found out through testing. Taking on 1-2 players is easy for the seasonsed pros, but once you get into the 3+ person range then their win chance drops dramatically. So, the weaker players always have that avenue of attack to take out the stronger ones. I don't mind being teamed up on either, and neither do the stronger players in our playgroups. We've pretty much gotten used to it at this point, we have to expect it by now. Besides, for every game that they manage take me down, I win another one. The advantage of being the better player with the better deck is that you can sometimes win despite the insurmountable odds stacked against you. When I lose it's because I couldn't quite get there, and when I win it's because I managed to overcome harsh adversity. Everyone wins some of the time, and no one has a staggering win rate over the others. I won't pretend like I don't win more games than I should, but I attribute that to my experience and knowledge of the format. The better players should win more often after all. I still feel like I have an advantage, but it isn't so big that I can't be taken down. As I've said before, all it takes 3 people to say "let's ally against Kyle" and there's really not much that I can do other than hope and pray that my Poxes keep people down long enough for my Bloodchief Ascension + Mindcrank combo to activate (or whatever).
We created the rules in order to keep the strongest teams from dominating, but they are mainly for fun. I realize that FFA's accomplish the same thing, but never knowing when your friend will become foe adds a nice spice to an otherwise routine game.
We had the problem of the losing team quitting as soon as the winning team got too far ahead, and this seemed a good solution. Now if your team is behind, you can force deception by killing all of one opponents blockers.
Try it out and let me know what you think!
What about creatureless decks?
I'll see wether I can get some people to give it a try.
edit: try [card]shock[/card]
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Thanks