-10 card decks with no basic lands (+1 Leader card)
-10 card basic land deck
-No duplicates (Like Commander)
-20 Starting Life
-3 card starting hand, 5 card max
-New deck-out rule. When you attempt to draw a card and there is none, instead, you shuffle your graveyard and place it down as your library (Then draw your card). However, if you attempt to do this and there is no graveyard to shuffle, you deck-out and lose. That said, it's wise to run at least one instant or sorcery to ensure this isn't likely to happen.
-After your draw phase, you get a mana phase where you draw a basic land from your basic land deck and place it untapped into play.
-Any cards that would have you search your library for a basic land are nearly useless (As there are none in the actual library). So Rampant Growth isn't banned as much as nullified.
HOWEVER, when a land is destroyed or sacrificed, it IS sent to the graveyard and CAN be shuffled into the library. Therefore, the only use for fetch cards like Rampant Growth would be to fetch those back out. Playing a land from your land-deck does not count against your "one land" for the turn, so if you draw a land from your library, you can play that land that turn as well.
-Similar to Commander, you may pick one creature card as a "Leader" and it behaves exactly the same as a Commander. This creature doesn't have to be Legendary however, but it DOES have to have either the highest power or toughness (Or tied for it) in your deck, which (By design) leads mostly to lower P/T decks. It also dictates which colors you can run the same way as well. So picking the right "Leader" is even more crucial.
After much playtesting, I'm eying Smallpox for a ban too, but I'll hold my judgement on that until I've tested the format very extensively. I've decided to try not to ban cards just based on them being very powerful, but rather only if they're game-breaking. That said Vampire Nocturnus, while being supercharged by the format (Because there are no lands to turn up, so in a mono-black deck, his ability is always active) isn't actually game-breaking. Smallpox on the other hand is problem in a format where your deck can cycle it back to you very often. Add that to its synergy with many cards like Blood Artist and it's definitely borderline game-breaking.
This format will also share the Legacy Ban List as well, so no Power 9.
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I think this format is amazing. It will be super-affordable because you only have to have 11 cards and games wont be so drawn out like in Commander... and yet, while other formats see a drop in depth for gaining those perks, this format does not. After building 5 decks to test, it actually seems to have MORE depth than a normal 60 card preconstructed game. It plays like a game that has all the upsides of both 60-Precon & Commander and none of the downsides. I really think it has potential once a good ban-list is established.
You might ask "Why not allow non-basic lands in the land deck?"
3 Reasons:
1. One of the biggest appeals to this format is that it's 5x more affordable, so expensive dual lands not being a vital part of every deck is a benefit to the format in my opinion.
2. To offset the more consistent card-play in the format, it's best to make it a little harder and slower for decks to get the mana they need to do what they do.
3. Because you're guaranteed a land every turn, it isn't quite as necessary to run dual lands. So it doesn't set you back as much in this format by not having them.
If you want mana-flexibility bad enough, run one or two in your library.
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Notable differences so far
-Decks that rely on strength in numbers typically don't do as well or work quite the same, unless they can operate on tokens. Not to say that Elves or Goblins aren't still strong, but the format requires you to approach them a bit differently to make them work and their potential is capped by the limited number of cards in the deck.
-One really good Instant or Sorcery to keep casting repeatedly during the end game is a must every good deck. In the wolf deck I built, I was amused that it got to keep casting Howl of the Night Pack the last few turns of the game.
On a related note: Games aren't drawn out like in commander, partly due to this. Once decks reach this "critical mass" phase of the game, things wrap up pretty quickly.
-Every deck should run at least one artifact/enchantment removal and, if possible, one creature kill-spell and one counter-spell. For instance, if you run black, Dash Hopes and Devour in Shadow are good options.
-Life gain sorceries/instants are given a lot more viability in this format. Heroes' Reunion makes a G/W weenie deck hard to kill during the end game. Especially when combo'd with cards like Voracious Wurm
-Creature counts are lower and removal is more constant, so expect to run on one or two creatures often. That said, cards like Demonic Rising really take advantage of this.
-Landfall abilities are better in some ways and worse in others. It's better in the sense that you get a guaranteed land every turn until your 10 card land-deck runs out. It's worse in the sense that cards like Primeval Titan aren't going to boost your land drops.
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I think this format has more depth than both Commander and 60-card Constructed.
Why? Well, your deck has to be more carefully balanced and picking the right leader is not easy.
You can't rely on having multiple copies of the same card out, however, decks still play consistently. What I've noticed happens is that every deck runs some removal, so you don't do well when your deck only has one win-condition (My least reliable deck right now is Leader: Progenitus - Door to NothingnessComposite GolemKaleidostone etc).
Because of that, you have to both build and play your deck in a way where you have multiple ways to win. If you don't, your opponents can and will stop your win condition consistently and you can't just bait their removal, because it's only a matter of a few turns or less that they draw it back again.
On top of that, when each opponent is operating on 1-3 creatures most of the time and there's removal flying around, it forces you to stay dynamic and flexible instead of playing your deck like a robot. Each situation requires you to play your deck differently and if you're playing a linear deck, you wont do so well in this format.
It's a whole lot more depth than I expected from 10 card decks. I am very happy with what I've come up with here.
This is Really fun I actually made some throw together decks there is a mono white fliers deck, Dimir rogues (a classic) and Gruul smash face with creatures here is one of them
Mono white Fliers:
Leader: Radiant, Serra archangel
Basic Land Deck 10 plains
The main Deck: Swift response, Skywhaler's Shot, Return to dust, Revoke existence, Blade Banish, Ornitharch, Aven gagglemaster, Anointer of valor, Angel of dawn and Kangee's lieutenant
-10 card basic land deck
-No duplicates (Like Commander)
-20 Starting Life
-3 card starting hand, 5 card max
-New deck-out rule. When you attempt to draw a card and there is none, instead, you shuffle your graveyard and place it down as your library (Then draw your card). However, if you attempt to do this and there is no graveyard to shuffle, you deck-out and lose. That said, it's wise to run at least one instant or sorcery to ensure this isn't likely to happen.
-After your draw phase, you get a mana phase where you draw a basic land from your basic land deck and place it untapped into play.
-Any cards that would have you search your library for a basic land are nearly useless (As there are none in the actual library). So Rampant Growth isn't banned as much as nullified.
HOWEVER, when a land is destroyed or sacrificed, it IS sent to the graveyard and CAN be shuffled into the library. Therefore, the only use for fetch cards like Rampant Growth would be to fetch those back out. Playing a land from your land-deck does not count against your "one land" for the turn, so if you draw a land from your library, you can play that land that turn as well.
-Similar to Commander, you may pick one creature card as a "Leader" and it behaves exactly the same as a Commander. This creature doesn't have to be Legendary however, but it DOES have to have either the highest power or toughness (Or tied for it) in your deck, which (By design) leads mostly to lower P/T decks. It also dictates which colors you can run the same way as well. So picking the right "Leader" is even more crucial.
The only cards on the banlist so far...
-Elixir of Immortality
-Thassa's Oracle
After much playtesting, I'm eying Smallpox for a ban too, but I'll hold my judgement on that until I've tested the format very extensively. I've decided to try not to ban cards just based on them being very powerful, but rather only if they're game-breaking. That said Vampire Nocturnus, while being supercharged by the format (Because there are no lands to turn up, so in a mono-black deck, his ability is always active) isn't actually game-breaking. Smallpox on the other hand is problem in a format where your deck can cycle it back to you very often. Add that to its synergy with many cards like Blood Artist and it's definitely borderline game-breaking.
This format will also share the Legacy Ban List as well, so no Power 9.
_____________________________________________________________
I think this format is amazing. It will be super-affordable because you only have to have 11 cards and games wont be so drawn out like in Commander... and yet, while other formats see a drop in depth for gaining those perks, this format does not. After building 5 decks to test, it actually seems to have MORE depth than a normal 60 card preconstructed game. It plays like a game that has all the upsides of both 60-Precon & Commander and none of the downsides. I really think it has potential once a good ban-list is established.
You might ask "Why not allow non-basic lands in the land deck?"
3 Reasons:
1. One of the biggest appeals to this format is that it's 5x more affordable, so expensive dual lands not being a vital part of every deck is a benefit to the format in my opinion.
2. To offset the more consistent card-play in the format, it's best to make it a little harder and slower for decks to get the mana they need to do what they do.
3. Because you're guaranteed a land every turn, it isn't quite as necessary to run dual lands. So it doesn't set you back as much in this format by not having them.
If you want mana-flexibility bad enough, run one or two in your library.
______________________________________________________________
Notable differences so far
-Decks that rely on strength in numbers typically don't do as well or work quite the same, unless they can operate on tokens. Not to say that Elves or Goblins aren't still strong, but the format requires you to approach them a bit differently to make them work and their potential is capped by the limited number of cards in the deck.
-One really good Instant or Sorcery to keep casting repeatedly during the end game is a must every good deck. In the wolf deck I built, I was amused that it got to keep casting Howl of the Night Pack the last few turns of the game.
On a related note: Games aren't drawn out like in commander, partly due to this. Once decks reach this "critical mass" phase of the game, things wrap up pretty quickly.
-Every deck should run at least one artifact/enchantment removal and, if possible, one creature kill-spell and one counter-spell. For instance, if you run black, Dash Hopes and Devour in Shadow are good options.
-Life gain sorceries/instants are given a lot more viability in this format. Heroes' Reunion makes a G/W weenie deck hard to kill during the end game. Especially when combo'd with cards like Voracious Wurm
-Creature counts are lower and removal is more constant, so expect to run on one or two creatures often. That said, cards like Demonic Rising really take advantage of this.
-Landfall abilities are better in some ways and worse in others. It's better in the sense that you get a guaranteed land every turn until your 10 card land-deck runs out. It's worse in the sense that cards like Primeval Titan aren't going to boost your land drops.
_______________________________________________________________
I think this format has more depth than both Commander and 60-card Constructed.
Why? Well, your deck has to be more carefully balanced and picking the right leader is not easy.
You can't rely on having multiple copies of the same card out, however, decks still play consistently. What I've noticed happens is that every deck runs some removal, so you don't do well when your deck only has one win-condition (My least reliable deck right now is Leader: Progenitus - Door to Nothingness Composite Golem Kaleidostone etc).
Because of that, you have to both build and play your deck in a way where you have multiple ways to win. If you don't, your opponents can and will stop your win condition consistently and you can't just bait their removal, because it's only a matter of a few turns or less that they draw it back again.
On top of that, when each opponent is operating on 1-3 creatures most of the time and there's removal flying around, it forces you to stay dynamic and flexible instead of playing your deck like a robot. Each situation requires you to play your deck differently and if you're playing a linear deck, you wont do so well in this format.
It's a whole lot more depth than I expected from 10 card decks. I am very happy with what I've come up with here.
Mono white Fliers:
Leader: Radiant, Serra archangel
Basic Land Deck 10 plains
The main Deck: Swift response, Skywhaler's Shot, Return to dust, Revoke existence, Blade Banish, Ornitharch, Aven gagglemaster, Anointer of valor, Angel of dawn and Kangee's lieutenant
A discord could be a good idea