I wish to start a tribal type of play that would be called Battalion in wich only tribal play is allowed. The main idea is building a deck composed of 90 to 120 cards. Each non-legendary spells can only be put twice in the decks, legendary spells only once and you must have a legendary creature in your tribal deck. The creature must be of the same creature type as the tribe you choose to play. You start with that legendary on the battlefield and it's indestructible. You may have a planeswalker in your deck (same rule as for legendary permanents, only 1 copy in the deck) and it will also be on the battlefield at the begining of the game and it's also indestructible.
You can't use them both right at the beggining cause it would be unfair. The legendary creature can't use it's abilities or attack as long as you don't have the equivalent of it's mana cost in play, at that point it can start attacking, PLUS the equivalent mana cost for it's abilities, so you don't end mana screw when you need it.
For the planeswalker, no loyalty counters but turn counters instead. You can use 1 ability only if you have the equivalent mana cost of the planeswalker+a number of turn counters equivalent to it's loyalty counters it would normally have+a special condition depending on the ability you wish to use, like ''pay X mana'' or ''discard your hand'' (still need to be set and decided and since each planesalkers are different, each would have 3 different special condition or 4 for the 4 ability planeswalkers).
For the lands, basic lands can be in any number and quantity, non basic land only twice and legendary lands only once.
No win the game for tribal casual multiplayer and no win the game and no Eldrazi for tribal casual duel (or even both for each).
So, to recapitulate:
Decks of 90 to 120 cards.
Each non-basic lands and each non-legendary spells can only be put twice.
Each legendary lands, legendary creatures and planeswalker can only be put once.
You start with 1 legendary creature and, if you have one, a planeswalker, they are indestructible but can't be use until you meet their conditions.
You need the equivalent in mana cost of both to be able to start using them.
If your legendary creature has mana activated abilities, you need to add their mana cost to the normal casting cost of the creature to prevent both mana screw AND abuse of the abilities.
The planeswalker does not have loyalty counters, but instead have turn counters.
You can decrease turn counters by attacking the planeswalker.
The abilities of the planeswalker can only be used when you have it's equivalent mana cost+enough time counters to be equivalent to the normal number of loyalty counters+the condition of activation for 1 ability.
When activating a planeswalker ability, you remove an equivalent amount of turn counters that are equal to the number of loyalty counters+the number of loyalty counters needed to use the ability, so a planeswalker of 2 loyalty counters with it's first ability being +1, second being +0 and third being -10, it's equal to 3, 2 and 12 turn counters.
Now, the example (based on my own deck):
Elf deck
Legendary creature: Ezuri Renegade leader.
Planeswlaker: Nissa Revane.
Number of cards in the deck: 100
No non-basic lands.
Mono-green.
Type agressive.
Better in: duels.
What I want to discuss here is what could be the planeswalker ability conditions be and I also want to discuss about the starting life points, 20 being rather small for battalion wich is for tribal play and big decks.
So any opinion will be taken, any help will be accepted and anyone who wish to play this format are welcome.
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http://forums.mtgsalvation.com/showthread.php?t=399275
I wish to start a tribal type of play that would be called Battalion in wich only tribal play is allowed. The main idea is building a deck composed of 90 to 120 cards. Each non-legendary spells can only be put twice in the decks, legendary spells only once and you must have a legendary creature in your tribal deck. The creature must be of the same creature type as the tribe you choose to play. You start with that legendary on the battlefield and it's indestructible. You may have a planeswalker in your deck (same rule as for legendary permanents, only 1 copy in the deck) and it will also be on the battlefield at the begining of the game and it's also indestructible.
You can't use them both right at the beggining cause it would be unfair. The legendary creature can't use it's abilities or attack as long as you don't have the equivalent of it's mana cost in play, at that point it can start attacking, PLUS the equivalent mana cost for it's abilities, so you don't end mana screw when you need it.
For the planeswalker, no loyalty counters but turn counters instead. You can use 1 ability only if you have the equivalent mana cost of the planeswalker+a number of turn counters equivalent to it's loyalty counters it would normally have+a special condition depending on the ability you wish to use, like ''pay X mana'' or ''discard your hand'' (still need to be set and decided and since each planesalkers are different, each would have 3 different special condition or 4 for the 4 ability planeswalkers).
For the lands, basic lands can be in any number and quantity, non basic land only twice and legendary lands only once.
No win the game for tribal casual multiplayer and no win the game and no Eldrazi for tribal casual duel (or even both for each).
So, to recapitulate:
Decks of 90 to 120 cards.
Each non-basic lands and each non-legendary spells can only be put twice.
Each legendary lands, legendary creatures and planeswalker can only be put once.
You start with 1 legendary creature and, if you have one, a planeswalker, they are indestructible but can't be use until you meet their conditions.
You need the equivalent in mana cost of both to be able to start using them.
If your legendary creature has mana activated abilities, you need to add their mana cost to the normal casting cost of the creature to prevent both mana screw AND abuse of the abilities.
The planeswalker does not have loyalty counters, but instead have turn counters.
You can decrease turn counters by attacking the planeswalker.
The abilities of the planeswalker can only be used when you have it's equivalent mana cost+enough time counters to be equivalent to the normal number of loyalty counters+the condition of activation for 1 ability.
When activating a planeswalker ability, you remove an equivalent amount of turn counters that are equal to the number of loyalty counters+the number of loyalty counters needed to use the ability, so a planeswalker of 2 loyalty counters with it's first ability being +1, second being +0 and third being -10, it's equal to 3, 2 and 12 turn counters.
Now, the example (based on my own deck):
Elf deck
Legendary creature: Ezuri Renegade leader.
Planeswlaker: Nissa Revane.
Number of cards in the deck: 100
No non-basic lands.
Mono-green.
Type agressive.
Better in: duels.
What I want to discuss here is what could be the planeswalker ability conditions be and I also want to discuss about the starting life points, 20 being rather small for battalion wich is for tribal play and big decks.
So any opinion will be taken, any help will be accepted and anyone who wish to play this format are welcome.