New game object: Finish Line. The finish line is an object on the battlefield, it cannot be affected by anything other than combat damage dealt by vehicles.
Vehicles attack the Finish Line.
During combat, for each of the active player's Vehicles that deals combat damage to the Finish Line that player acquires a Lap emblem*. The first player to acquire ten Lap emblems wins.
During combat any player may block Vehicles attempting to attack the Finish Line.
Creatures cannot attack players, creatures can still attack Planeswalkers.
All players have Hexproof.
The only way a player can win is by acquiring 10 Lap counters. If a game-state or effect** would have a player lose the game, that player continues in the game instead. If a game-state or effect** would have a player win the game, nothing happens and the game continues.
My way of trying to capture the flavor of vehicles, appreciate thoughts, comments, or critiques.
*I started out using Lap counters however, with cards like Solemnity out there I feel that could just bust the format.
With them being emblems, there can be no shenanigans.
** (other than acquiring 10 Lap counters)
I think that it should be that you get a checkpoint counter for each point of damage to the finish line but vehicles your opponents control can block you
New game object: Finish Line. The finish line is an object on the battlefield, it cannot be affected by anything other than combat damage dealt by vehicles.
Vehicles attack the Finish Line.
During combat, for each of the active player's Vehicles that deals combat damage to the Finish Line that player acquires a Lap emblem*. The first player to acquire ten Lap emblems wins.
During combat any player may block Vehicles attempting to attack the Finish Line.
Creatures cannot attack players, creatures can still attack Planeswalkers.
The only way a player can win is by acquiring 10 Lap counters. If a game-state or effect** would have a player lose the game, that player continues in the game instead. If a game-state or effect** would have a player win the game, nothing happens and the game continues.
My way of trying to capture the flavor of vehicles, appreciate thoughts, comments, or critiques.
*I started out using Lap counters however, with cards like Solemnity out there I feel that could just bust the format.
With them being emblems, there can be no shenanigans.
** (other than acquiring 10 Lap counters)
For some reason I'm having technical issues editing my original post, so I'm making edits here for now.
Firstly, players having Hexproof is unnecessary and potentially problematic, so I'm dropping that.
When I first concocted this format the only Vehicles were in Kaladesh/Aether Revoltt. With subsequent sets we've gotten many Vehicles that have combat triggers that trigger when they damage an opponent. With the original rules these triggers wouldn't happen.
So I'm updating the rules to accomadate this. B If an ability of a Vehicle would trigger when dealing damage to an opponent, that ability triggers when that Vehicle deals damage to the Finish Line.
Some of these triggered abilities may cause nothing to happen.
The Finish Line can become "the Monarch", see Starscream, Seeker Leader's ability. If there is a Monarch in play, whenever a player deals combat damage to the Finish Line, that player becomes the Monarch.
EDITED: after play testing
New game object: Finish Line. The finish line is an object on the battlefield, it cannot be affected by anything other than combat damage dealt by vehicles.
Vehicles attack the Finish Line.
During combat, for each of the active player's Vehicles that deals combat damage to the Finish Line that player acquires a Lap emblem*. The first player to acquire ten Lap emblems wins.
During combat any player may block Vehicles attempting to attack the Finish Line.
Creatures cannot attack players, creatures can still attack Planeswalkers.
All players have Hexproof.
The only way a player can win is by acquiring 10 Lap counters. If a game-state or effect** would have a player lose the game, that player continues in the game instead. If a game-state or effect** would have a player win the game, nothing happens and the game continues.
My way of trying to capture the flavor of vehicles, appreciate thoughts, comments, or critiques.
*I started out using Lap counters however, with cards like Solemnity out there I feel that could just bust the format.
With them being emblems, there can be no shenanigans.
** (other than acquiring 10 Lap counters)
For some reason I'm having technical issues editing my original post, so I'm making edits here for now.
Firstly, players having Hexproof is unnecessary and potentially problematic, so I'm dropping that.
When I first concocted this format the only Vehicles were in Kaladesh/Aether Revoltt. With subsequent sets we've gotten many Vehicles that have combat triggers that trigger when they damage an opponent. With the original rules these triggers wouldn't happen.
So I'm updating the rules to accomadate this.
B If an ability of a Vehicle would trigger when dealing damage to an opponent, that ability triggers when that Vehicle deals damage to the Finish Line.
Some of these triggered abilities may cause nothing to happen.
The Finish Line can become "the Monarch", see Starscream, Seeker Leader's ability. If there is a Monarch in play, whenever a player deals combat damage to the Finish Line, that player becomes the Monarch.
In the spirit of the format Karn, the Great Creator, Vandalblast, Consulate Crackdown, and unfortunately Darksteel Forge are banned.