Here's a quick draft of an idea I had for a new format. Useful for players that hate having to choose who to attack to avoid future venegful enemies
Rules:
Set two tables, each with the same amount of players.
Begin a game as normal.
After the third round, draw an alliance card.
When an alliance card is drawn, it becomes the active alliance.
After three rounds since an alliance card is drawn, flip a coin to see if anotherone must be drawn. If it wouldn't be drawn, flip a coin after each round until a new alliance is set.
When a new alliance is set, discard the current alliance card.
If an alliance card is to be drawn but there are none left, shuffle all the alliance cards and draw one.
Players can't attack nor target their allies or the spells and permanents their allies control unless the ally agrees to it.
Alternative ways to win the game:
When only allies are left in the game...
The remaining players win the game.
Reshuffle the alliance cards. The rounds are now set to end with the active player's turn. Draw an alliance card after three rounds. If a card would be drawn before three rounds, don't.
Alliance cards:
A common enemy - Players on the same table are allies.
Treason - If there's no alliance set, players on the same table are allies, otherwise, each player becomes an ally only with all players he currently isn't an ally with.
Shared ideals - Players with the same basic lands are allies (for example, players with only mountains and forests are allies, but not allies of a player with only mountains).
Pursuit of purity - Players whose lands can only produce colorless or the same color of mana are allies (for example, mono-blue decks are allies).
Pursuit of diversity - Players whose lands produce different colors are allies (for example, a green-red deck is ally with a mono-blue deck).
Aristocracy - Players without basic lands are allies.
Familiarity - Players whose turns are one after the other are allies.
Distrust - Players whose turns aren't one after the other are allies.
Diplomacy - Each player chooses up to two allies.
Kinship - Players with the same prevalent creature type are allies.
Neccesity - The half of the players with less life are allies. If more than half are tied, they become allies as long as not all players are allies.
Definitely like this idea. The only problem I see are there some alliance cards that would often result in there being no one in an alliance. In that case, would it just become free-for-all until a new alliance is established? For example, I was playing in a group, and none of us had the same basic lands in our decks when shared ideals is drawn. What then?
Also, are there any deck rules? I.e, would thinks like fieldwipes be allowed?
How much life would the players each have?
How do you determine the "prevalent" creature type? Just based off of knowledge of their decks? Or what's on the field?
I also think there should be more alliance cards to work with. Some could be complex or just general, but it would be interesting either way.
Private Mod Note
():
Rollback Post to RevisionRollBack
Cold me heart and hand and bone,
Cold be travelers far from home.
Standard
:symw::symg::symb: Morbid Gifts :symb::symg::symw:
Here's a quick draft of an idea I had for a new format. Useful for players that hate having to choose who to attack to avoid future venegful enemies
Rules:
Alternative ways to win the game:
When only allies are left in the game...
Alliance cards:
Also, are there any deck rules? I.e, would thinks like fieldwipes be allowed?
How much life would the players each have?
How do you determine the "prevalent" creature type? Just based off of knowledge of their decks? Or what's on the field?
I also think there should be more alliance cards to work with. Some could be complex or just general, but it would be interesting either way.
Cold me heart and hand and bone,
Cold be travelers far from home.
Standard
:symw::symg::symb: Morbid Gifts :symb::symg::symw:
Commander
:symg::symw: Rider of the Dawn :symw::symg:
Modern
:symg::symb::symw: Nomads of a Fallen Land :symw::symb::symg:
[Primer]