When my playgroup plays Commander with Planechase, we usually have a communal planechase deck to planeswalk from. We haven't tried the Blind Eternities variant, mainly because we are currently lacking table real estate, and it looks like the BE variant requires quite a bit. Are there any other variants out there?
I am currently thinking of two to implement in our playgroup. The first one is that each player constructs a planechase deck (8 planes + 2 phenomena or 10 planes) that suits the playstyle of their commander. I think this could be fun, although it may restrict some players who do not have planechase cards (we have one communal one belonging to a friend that we are using)
The second one alleviates this issue by drafting the cards from the communal deck to make their own planechase deck. The pro is that everyone can get in, the con being that we would be limited to what we have, and it may take a little bit of time before the game to set up
Are there any other variants that any of you have tried out?
I've tried a more limited version of the Blind Eternities variant, where you just have the plane you're on and the four surrounding it. Once a player planeswalks to a plane, the other three planes adjacent to the one that was planeswalked from are discarded, then new plane cards are added to the sides of the plane that was just planeswalked to. Works fairly well.
Private Mod Note
():
Rollback Post to RevisionRollBack
A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I've tried a more limited version of the Blind Eternities variant, where you just have the plane you're on and the four surrounding it. Once a player planeswalks to a plane, the other three planes adjacent to the one that was planeswalked from are discarded, then new plane cards are added to the sides of the plane that was just planeswalked to. Works fairly well.
sounds great when table space is at a premium, althou if you do have the space i reccomend following the rule wizards layed out, it is awesome watching someone trying to sprint back to a game winning plane, it is some of the most fun ive had playing magic
I've tried a more limited version of the Blind Eternities variant, where you just have the plane you're on and the four surrounding it. Once a player planeswalks to a plane, the other three planes adjacent to the one that was planeswalked from are discarded, then new plane cards are added to the sides of the plane that was just planeswalked to. Works fairly well.
We are playing in a similar way, but with a couple of twists:
Place 5 plane cards face-down with one central plane card and four external plane cards around the central plane. Then place 5 plane cards face-up on top of the five face-down plane cards. These ten plane cards form the known multiverse. Each of the five locations (one central and four external) in the multiverse should contain one face-down and one face-up plane card. The face-up plane that occupies the central location of the multiverse is the active plane to start the game; all players follow the planar text of that card. The remainder of the plane cards that are not in the multiverse form the draw pile.
Players roll the planar die as normal.
If the active player rolls the planeswalker symbol, then the player may choose to change the active plane in one of the following ways: flip all planes in the multiverse by switching the face-down plane with the face-up plane at each of the five locations; or select one of the four external face-up planes. If the latter option is chosen, then remove all face-up and face down planes at the 3 unselected external plane locations and place them on the bottom of the draw pile. Of the remaining two plane locations in the multiverse, the selected plane now becomes the central plane location and the other remaining plane becomes an external plane location. Reform the multiverse by replacing the 3 empty external plane locations with one face-down plane card and one face-up plane card from the draw pile. The central plane becomes the active plane.
If the active player rolls the chaos symbol, then trigger the chaos ability of the current active plane.
However, if a player has his or her commander on the battlefield, then that player rolls two planar dice instead.
If only one planeswalker symbol appears, then change the active plane as noted above.
If only one chaos symbol appears, then trigger the chaos ability of the active plane.
If the active player rolls one planeswalk symbol and one chaos symbol, then that player chooses the order of the triggers for the planeswalk and the chaos abilities. Note that if the planeswalk ability resolves first, then the chaos ability of the new active plane will resolve.
If the active player rolls two planeswalk symbols, then that player removes all 10 of the plane cards in the multiverse from play and puts them into the draw pile. Then he or she selects one plane card or one phenomena card of his or her choice and sets it aside. Shuffle the remaining cards in the draw pile and reform the multiverse by taking both the top nine cards of the draw pile and the card that was set aside; the card that was set aside will be placed face-up in the central location, thus becoming the active plane.
If the active player rolls two chaos symbols, then the chaos abilities of all of the face-up plane cards in the multiverse are triggered. Resolve them in any order.
I am currently thinking of two to implement in our playgroup. The first one is that each player constructs a planechase deck (8 planes + 2 phenomena or 10 planes) that suits the playstyle of their commander. I think this could be fun, although it may restrict some players who do not have planechase cards (we have one communal one belonging to a friend that we are using)
The second one alleviates this issue by drafting the cards from the communal deck to make their own planechase deck. The pro is that everyone can get in, the con being that we would be limited to what we have, and it may take a little bit of time before the game to set up
Are there any other variants that any of you have tried out?
Emille, Seven-Sting Dancer Shalin Nariya
sounds great when table space is at a premium, althou if you do have the space i reccomend following the rule wizards layed out, it is awesome watching someone trying to sprint back to a game winning plane, it is some of the most fun ive had playing magic
We are playing in a similar way, but with a couple of twists:
Place 5 plane cards face-down with one central plane card and four external plane cards around the central plane. Then place 5 plane cards face-up on top of the five face-down plane cards. These ten plane cards form the known multiverse. Each of the five locations (one central and four external) in the multiverse should contain one face-down and one face-up plane card. The face-up plane that occupies the central location of the multiverse is the active plane to start the game; all players follow the planar text of that card. The remainder of the plane cards that are not in the multiverse form the draw pile.
Players roll the planar die as normal.
If the active player rolls the planeswalker symbol, then the player may choose to change the active plane in one of the following ways: flip all planes in the multiverse by switching the face-down plane with the face-up plane at each of the five locations; or select one of the four external face-up planes. If the latter option is chosen, then remove all face-up and face down planes at the 3 unselected external plane locations and place them on the bottom of the draw pile. Of the remaining two plane locations in the multiverse, the selected plane now becomes the central plane location and the other remaining plane becomes an external plane location. Reform the multiverse by replacing the 3 empty external plane locations with one face-down plane card and one face-up plane card from the draw pile. The central plane becomes the active plane.
If the active player rolls the chaos symbol, then trigger the chaos ability of the current active plane.
However, if a player has his or her commander on the battlefield, then that player rolls two planar dice instead.
If only one planeswalker symbol appears, then change the active plane as noted above.
If only one chaos symbol appears, then trigger the chaos ability of the active plane.
If the active player rolls one planeswalk symbol and one chaos symbol, then that player chooses the order of the triggers for the planeswalk and the chaos abilities. Note that if the planeswalk ability resolves first, then the chaos ability of the new active plane will resolve.
If the active player rolls two planeswalk symbols, then that player removes all 10 of the plane cards in the multiverse from play and puts them into the draw pile. Then he or she selects one plane card or one phenomena card of his or her choice and sets it aside. Shuffle the remaining cards in the draw pile and reform the multiverse by taking both the top nine cards of the draw pile and the card that was set aside; the card that was set aside will be placed face-up in the central location, thus becoming the active plane.
If the active player rolls two chaos symbols, then the chaos abilities of all of the face-up plane cards in the multiverse are triggered. Resolve them in any order.
Keep them coming guys!