Welcome to Dungeon Master, a homebrew variant of the Archenemy format! Up to three players form a party, each with their own uniquely themed decks, and attempt to defeat the DM in combat. However, the DM wields an extra Magic deck called the Vault, filled with legends, curses, and artifacts to wreak havoc on The Party.
I have included a fairly comprehensive guide to the format below, since it is borrowing from several other Magic formats as well. Any thoughts on the overall format, gameplay, design, or deck construction are most welcomed!
The DM places all three conspiracies in their command zone face up, then follows the instructions on Accursed Vault (As the game begins, roll two d6. You start the game with a number of vault counters equal to the result.)
The DM starts the game at 40 life.
The DM shuffles their library, then draws seven cards.
The Vault does not need to be shuffled.
Once a Vault card has been played, they are treated the same as any other permanent card owned by the DM. Abilities or spells that can put one or more cards into their graveyard, hand, library, or exile can do the same to Vault cards.
The Party's Setup and Rules
Each member of The Party starts the game at 20 life.
Each member of The Party (all players other than the DM), shuffles their library, then draws seven cards.
The Party always plays first. Each player in The Party draws a card on their first turn.
The Party takes turns as a team, rather than each player separately, and share all phases of the turn. For example, no player in The Party can enter combat until all players in The Party are ready to do so.
Conspiracies
In an attempt to make the mechanics of this format (specifically the Vault deck the DM uses) work within the rules of Magic, I have created three Conspiracy cards (see below). For those unfamiliar with Conspiracy cards, here is a link explaining the card type in detail. The important things to note here are:
Conspiracies are placed into the command zone as the game begins. No additional conspiracies can be added once the game starts.
Conspiracies aren't permanents and can't be removed by players.
A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone. So in the case of Legendary Actions, the card ceases to do anything the moment it's turned face down.
Dungeons
The Dungeon Master format wouldn't be much to look at without the new card type, dungeons! While nothing has been done to alter how dungeons or the venture mechanic works in this format, venturing into dungeons is a key way to manipulate the number of vault counters the DM has each turn, through the conspiracy Perilous Adventure.
The DM
The DM weaves a story of doom for The Party, ready to lay waste to their best-laid plans.
Strategy Primary Focus: The strategy of the DM's deck centers around filling your graveyard as quickly as possible, concentrating on milling/discarding high-cost instants and sorceries, and then playing the apropos card Living Lore for maximum benefit. The rest of the deck is composed of rattlesnake cards ("mess with me and deal with the consequences") like Abyssal Gatekeeper and Revenge of Ravens and various utility cards like Vandalblast and Precognition Field.
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Venturing: The DM has the fewest cards in their deck to venture into the dungeon (though there are a few other venturetriggers hiding in the Vault), but venturing benefits them the most. Being able to reliably reduce the number of vault counters the DM has will greatly increase the chances of playing from the Vault consistently... much to the Party's chagrin.
Sideboard: The sideboard includes a few tweaks to help with filling the graveyard if needed (Faithless Looting), some options to increase how often the DM can reliably venture into a dungeon Secret Door, Zombie Ogre, and a slew of other big instants and sorceries to swap out and keep the players guessing (see below).
The following list of cards showcase the fodder included for Living Lore, both from the main deck and sideboard. Any of the sideboard cards can be swapped out for any of the main board cards without changing the primary focus of the deck... but will definitely help keep the Party on their toes.
The Vault
The Vault is a collection of permanent cards with a random array of effects that may help or hurt The Party. Mostly they hurt. There is also a Curse sub-theme within The Vault, including several copies of Lynde, Cheerful Tormentor.
The rules for the Vault are all listed on the Conspiracy cards above, but the written version have been included here for clarity.
The DM starts the game with X vault counters, where X is the result of rolling two D6 dice.
At the beginning of the DM's upkeep, they roll a d20. If the result is greater than the number of vault counters they have, they must play the top card of the Vault without paying its mana cost.
At the beginning of each end step (there are only two in this format, the DM's and the Party's), if the DM ventured into a dungeon, the DM lose a vault counter.
At the beginning of each end step, if an opponent of the DM ventured into a dungeon, the DM gains a vault counter.
The DM may play the top card of the Vault without paying its mana cost by using the Conspiracy Legendary Actions. This ability can only be activated three times per game and only whenever the DM can play a sorcery.
If an effect would put a Vault card into a graveyard, it is placed in the DM's graveyard.
If an effect would put a Vault card into a player's hand, it is placed in the DM's hand.
If an effect would put a Vault card into a library, it is placed into the Vault.
Each player in the Party leads a band of like-minded adventurers with their own unique approach to taking down the DM. The Battle Mages investigate clues of the dungeon, learning of new ways to defeat their devious enemy, and because of these studies they are often rewarded the most for their ventures. The Treasure Hunters are a loose, nomadic band of bards and clerics, spreading joy and healing wherever they go, though the rewards along the way are a nice bonus. The least combative of the Party, the Treasure Hunters have a few wishes up their sleeves to use when the time is right, weaving words of power or even calling on legends from past adventures! Lastly, the Shadow Wolves are a deadly and secretive band of rogues and rangers who grow stronger as the DM's graveyard fills under their onslaught. The least frequent of the Party to venture into the dungeon, the Shadow Wolves more than make up for it in their strength and ability to turn the DM's graveyard into weapons!
Battle Mages Strategy: The primary focus of the Battle Mages is to venture, as several Battle Mage cards grantrewards for completing a dungeon. Triumphant Adventurer is a very reliable venturer and can dodge Living Lore's shenanigans, as long as you're attacking (Living Lore wouldn't have a chance to deal any damage, so it just... dies). The Wizard Class and Paladin Class enchantments allow the Battle Mages to slowly build up their defenses, keep cards in hand, and eventually turn those defenses and resources into a formidable assault.
The Battle Mages are also capable of fetching cards from their sideboard to find specific answers to problems that arise as the battle with the DM evolves. It is worth noting that the Battle Mages ability to tap into the sideboard is much more restrictive than the Treasure Hunter's wishes. The Raven's Warning's last chapter does let the player fetch any card from the sideboard, but Fae of Wishes's sorcery adventure can only fetch noncreature cards, and the Learn mechanic only fetches Lesson cards. Remember though, Learn can be used to discard and draw a card instead of fetching a Lesson card from the sideboard.
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Venturing: As has been stated above, the Battle Mages are the best venturers in the Party, with some of the biggestrewards for doing so. The Battle Mages' deck has over 20 cards (nearly a third of the deck) that are devoted to or benefit from venturing directly. Since they are the most consistent venturing player, they have the highest chance to complete the longest dungeon, Dungeon of the Mad Mage.
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Sideboard: Since the Battle Mages can use the sideboard during gameplay, some cards are better left in the sideboard. For example, all Lesson cards are better left in the sideboard since they're so easy to retrieve. The best choices for substituting from the sideboard are creatures, as they are the hardest to retrieve mid-game. Archpriest of Iona is a good choice to lower the overall mana curve of the deck, but getting a full party can be tricky to assemble. Dream Strix is an additional way to Learn, and a flier to boot.
Glossary:
Adventure (You may cast the card as either the Adventure sorcery, or as the creature. If the Adventure is cast, the card goes into exile as it resolves. You may play that creature from exile if you cast the Adventure first.)
Class cards (Each Class has three abilities. The first Class ability is active as long as you control the Class. The next two are activated abilities that allow it to level up. Leveling up doesn't remove any of the "lower level" Class abilities.)
Investigate (Create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.")
Learn (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Party (Not to be confused with the Party (team), the "party" mechanic checks the creatures you control. Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard. Your party is full whenever you control at least one of each creature type.)
Saga cards (As this Saga enters and after your draw step, add a lore counter. Sacrifice after the last chapter.)
Immovable Rod is a very flexible tool for locking down even the scariest cards the Vault can throw at the Party. Getting an extra venture whenever it untaps is a nice bonus.
Keen-Eared Sentry packs quite a punch in the format, as it protects the Battle Mages from future Curses (it won't get rid of ones already attached to the Battle Mages) while simultaneously slowing down the DM's ability to venture. This card is in the sideboard by default, but might be good enough that it should take the spot of Kwain or a Trapfinder.
Witchbane Orb works similarly to Keen-Eared Sentry in that it grants the Battle Mages hexproof, but it also destroys all Curses already enchanting the player. This card is in the sideboard by default.
Treasure Hunters Strategy: The primary focus of the Treasure Hunters is, unsurprisingly, to stockpile treasure tokens during the adventures. When enough treasure has amassed and the Treasure Hunters have a Wish in hand, they are able to play any card from their sideboard, where many powerful and legendary cards wait to turn the tide of the battle.
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Venturing: The Treasure Hunters are usually slower to venture into the dungeon, with only
Sideboard: Since the Battle Mages can use the sideboard during gameplay, some cards should always remain in the sideboard. For example, all Lesson cards are better left in the sideboard since they're so easy to retrieve. The best choices for substituting from the sideboard are creatures, as they are the hardest to retrieve mid-game. Archpriest of Iona is a good choice to lower the overall mana curve of the deck, but in play testing the Battle Mages rarely had a full party. Dream Strix is an additional way to Learn, and a flier to boot.
Glossary:
Class cards (Each Class has three abilities. The first Class ability is active as long as you control the Class. The next two are activated abilities that allow it to level up. Leveling up doesn't remove any of the "lower level" Class abilities.)
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Treasure tokens (T, Sacrifice this artifact: Add one mana of any color.)
Saga cards (As this Saga enters and after your draw step, add a lore counter. Sacrifice after the last chapter.)
Ward [cost] (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays [cost].)
Magda, Brazen Outlaw is a powerhouse. She powers up your other Dwarves, rewards you for playing Dwarves with Treasure, and can even search for some of your other key cards. Nine times out of ten, you'll be searching for Old Gnawbone, but there are a number of other options in the deck if you already have the big guy in-hand.
Keen-Eared Sentry packs quite a punch in the format, as it protects the Battle Mages from future Curses (it won't get rid of ones already attached to the Battle Mages) while simultaneously slowing down the DM's ability to venture. This card is in the sideboard by default, but might be good enough that it should take the spot of Kwain or a Trapfinder.
Witchbane Orb works similarly to Keen-Eared Sentry in that it grants the Battle Mages hexproof, but it also destroys all Curses already enchanting the player. This card is in the sideboard by default.
I have included a fairly comprehensive guide to the format below, since it is borrowing from several other Magic formats as well. Any thoughts on the overall format, gameplay, design, or deck construction are most welcomed!
In an attempt to make the mechanics of this format (specifically the Vault deck the DM uses) work within the rules of Magic, I have created three Conspiracy cards (see below). For those unfamiliar with Conspiracy cards, here is a link explaining the card type in detail. The important things to note here are:
The Dungeon Master format wouldn't be much to look at without the new card type, dungeons! While nothing has been done to alter how dungeons or the venture mechanic works in this format, venturing into dungeons is a key way to manipulate the number of vault counters the DM has each turn, through the conspiracy Perilous Adventure.
The DM weaves a story of doom for The Party, ready to lay waste to their best-laid plans.
2x Warlock Class
2x Sorcerer Class
1x Revenge of Ravens
1x Precognition Field
Spells (18)
1x Vandalblast
2x Otherworldly Gaze
3x Fates' Reversal
1x Beacon Bolt
3x Bar the Gate
1x Danse Macabre
1x Evacuation
1x Incarnation Technique
1x Recurring Insight
1x Cruel Ultimatum
2x Army of the Damned
1x Blasphemous Act
3x Barrier of Bones
2x Abyssal Gatekeeper
1x Yuan-Ti Malison
3x Electrostatic Field
1x Acererak the Archlich
4x Living Lore
1x Zombie Ogre
Planeswalkers (1)
1x Ob Nixilis, the Hate-Twisted
Lands (24)
1x Labyrinth of Skophos
1x Exotic Orchard
4x Crumbling Necropolis
8x Swamp
5x Mountain
5x Island
3x Faithless Looting
2x Secret Door
1x Zombie Ogre
1x Extract from Darkness
1x Wake to Slaughter
1x Fiery Encore
1x Spelltwine
1x Volcanic Vision
1x Lavaball Trap
1x Fevered Suspicion
1x Clone Legion
1x In Garruk's Wake
Primary Focus: The strategy of the DM's deck centers around filling your graveyard as quickly as possible, concentrating on milling/discarding high-cost instants and sorceries, and then playing the apropos card Living Lore for maximum benefit. The rest of the deck is composed of rattlesnake cards ("mess with me and deal with the consequences") like Abyssal Gatekeeper and Revenge of Ravens and various utility cards like Vandalblast and Precognition Field.
Venturing: The DM has the fewest cards in their deck to venture into the dungeon (though there are a few other venture triggers hiding in the Vault), but venturing benefits them the most. Being able to reliably reduce the number of vault counters the DM has will greatly increase the chances of playing from the Vault consistently... much to the Party's chagrin.
Sideboard: The sideboard includes a few tweaks to help with filling the graveyard if needed (Faithless Looting), some options to increase how often the DM can reliably venture into a dungeon Secret Door, Zombie Ogre, and a slew of other big instants and sorceries to swap out and keep the players guessing (see below).
The following list of cards showcase the fodder included for Living Lore, both from the main deck and sideboard. Any of the sideboard cards can be swapped out for any of the main board cards without changing the primary focus of the deck... but will definitely help keep the Party on their toes.
1x Danse Macabre
1x Evacuation
1x Incarnation Technique
1x Recurring Insight
1x Cruel Ultimatum
2x Army of the Damned
1x Blasphemous Act
1x Extract from Darkness
1x Wake to Slaughter
1x Fiery Encore
1x Spelltwine
1x Volcanic Vision
1x Lavaball Trap
1x Fevered Suspicion
1x Clone Legion
1x In Garruk's Wake
The Vault is a collection of permanent cards with a random array of effects that may help or hurt The Party. Mostly they hurt. There is also a Curse sub-theme within The Vault, including several copies of Lynde, Cheerful Tormentor.
The rules for the Vault are all listed on the Conspiracy cards above, but the written version have been included here for clarity.
1x Kami of the Crescent Moon
1x Grazilaxx, Illithid Scholar
1x Ashiok, Dream Render
1x Narset, Parter of Veils
1x Chainer, Nightmare Adept
3x Lynde, Cheerful Tormentor
1x Kess, Dissident Mage
1x Delina, Wild Mage
1x Drana, the Last Bloodchief
1x Jaya Ballard
1x Malfegor
1x Lorcan, Warlock Collector
Creatures (15)
1x Slaughter Specialist
1x Brazen Dwarf
1x Smoldering Egg
2x Wall of Fortune
3x Clattering Skeletons
1x Gelatinous Cube
1x Oriq Loremage
1x Mind Flayer
1x Warchief Giant
1x Mnemonic Wall
1x Wall of Stolen Identity
1x Charmbreaker Devils
1x Profane Memento
1x Eye of Vecna
1x Cursed Totem
1x Mimic
1x Jinxed Idol
1x Hand of Vecna
1x Treasure Chest
1x Boarded Window
1x The Book of Vile Darkness
1x Tempting Contract
1x Orbs of Warding
1x Grimoire of the Dead
1x Wizard's Spellbook
Enchantments (10)
2x Precipitous Drop
1x Aria of Flame
1x Propaganda
1x Cunning Rhetoric
1x Ever-Watching Threshold
1x Bastion of Remembrance
1x The Eldest Reborn
1x Cast Through Time
1x Hedonist's Trove
1x Curse of Shaken Faith
1x Curse of Clinging Webs
1x Curse of Death's Hold
1x Curse of the Forsaken
1x Curse of Exhaustion
1x Curse of Fool's Wisdom
1x Curse of Surveillance
1x Curse of the Restless Dead
1x Curse of Thirst
1x Curse of Unbinding
1x Maddening Hex
1x Torment of Scarabs
1x Trespasser's Curse
Strategy: The primary focus of the Battle Mages is to venture, as several Battle Mage cards grant rewards for completing a dungeon. Triumphant Adventurer is a very reliable venturer and can dodge Living Lore's shenanigans, as long as you're attacking (Living Lore wouldn't have a chance to deal any damage, so it just... dies). The Wizard Class and Paladin Class enchantments allow the Battle Mages to slowly build up their defenses, keep cards in hand, and eventually turn those defenses and resources into a formidable assault.
The Battle Mages are also capable of fetching cards from their sideboard to find specific answers to problems that arise as the battle with the DM evolves. It is worth noting that the Battle Mages ability to tap into the sideboard is much more restrictive than the Treasure Hunter's wishes. The Raven's Warning's last chapter does let the player fetch any card from the sideboard, but Fae of Wishes's sorcery adventure can only fetch noncreature cards, and the Learn mechanic only fetches Lesson cards. Remember though, Learn can be used to discard and draw a card instead of fetching a Lesson card from the sideboard.
Glossary:
2x Paladin Class
2x Wizard Class
2x The Raven's Warning
2x Thorough Investigation
1x Sparring Regimen
Creatures (22)
3x Triumphant Adventurer
1x Kwain, Itinerant Meddler
3x Nimble Trapfinder
1x Fae of Wishes
2x Eccentric Apprentice
1x Minn, Wily Illusionist
2x Hama Pashar, Ruin Seeker
2x Nadaar, Selfless Paladin
3x Sefris of the Hidden Ways
1x Barrowin of Clan Undurr
2x Veteran Dungeoneer
1x Midnight Pathlighter
2x Secrets of the Key
2x Guiding Voice
1x Regna's Sanction
Artifacts (2)
2x Immovable Rod
Lands (24)
1x Base Camp
1x Dungeon Descent
1x Riptide Laboratory
4x Arcane Sanctum
7x Plains
5x Island
5x Swamp
2x Archpriest of Iona
1x Dauntless Bodyguard
1x Keen-Eared Sentry
1x Academic Probation
1x Solemn Recruit
1x Phantom Warrior
1x Bygone Bishop
1x Dream Strix
1x Reduce to Memory
1x Teachings of the Archaics
1x Squad Commander
1x Witchbane Orb
1x Coveted Prize
1x Mascot Exhibition
1x Game Plan
Strategy: The primary focus of the Treasure Hunters is, unsurprisingly, to stockpile treasure tokens during the adventures. When enough treasure has amassed and the Treasure Hunters have a Wish in hand, they are able to play any card from their sideboard, where many powerful and legendary cards wait to turn the tide of the battle.
Venturing: The Treasure Hunters are usually slower to venture into the dungeon, with only
Sideboard: Since the Battle Mages can use the sideboard during gameplay, some cards should always remain in the sideboard. For example, all Lesson cards are better left in the sideboard since they're so easy to retrieve. The best choices for substituting from the sideboard are creatures, as they are the hardest to retrieve mid-game. Archpriest of Iona is a good choice to lower the overall mana curve of the deck, but in play testing the Battle Mages rarely had a full party. Dream Strix is an additional way to Learn, and a flier to boot.
Glossary:
2x Cleric Class
2x Bard Class
Creatures (22)
2x Magda, Brazen Outlaw
4x Prosperous Innkeeper
2x Vault Robber
3x Plundering Barbarian
3x Gloom Stalker
1x Chatterfang, Squirrel General
2x Xorn
1x Varis, Silverymoon Ranger
2x Wandering Troubadour
1x Radiant Solar
1x Old Gnawbone
Spells (7)
2x Kick in the Door
2x You Find a Cursed Idol
3x Wish
1x Instrument of the Bards
1x Dungeon Map
1x Treasure Chest
Planeswalker (2)
1x Huatli, Warrior Poet
1x Ellywick Tumblestrum
Land (24)
1x Oran-Rief, the Vastwood
1x Dungeon Descent
1x Tyrite Sanctum
4x Jungle Shrine
7x Forest
5x Plains
5x Mountain
1x Song of Freyalise
1x Back to Nature
1x Battle for Bretagard
1x Minsc, Beloved Ranger
1x Hunters' Feast
1x Halana and Alena, Partners
1x Kolvori, God of Kinship
1x Nadaar, Selfless Paladin
1x Binding the Old Gods
1x Barrowin of Clan Undurr
1x Elspeth Conquers Death
1x Fortunate Few
1x Drizzt Do'Urden
1x Song of Inspiration
1x Long Rest
2x Ranger Class
2x Rogue Class
Creatures (23)
2x Merfolk Windrobber
2x Thieves' Guild Enforcer
1x Chevill, Bane of Monsters
2x Ghostly Pilferer
1x Krydle of Baldur's Gate
3x Intrepid Outlander
3x Soaring Thought-Thief
3x Oona's Blackguard
2x Varis, Silverymoon Ranger
1x Anowon, the Ruin Thief
3x Zareth San, the Trickster
2x You Find a Cursed Idol
2x Check for Traps
1x Virtus's Maneuver
1x Memory Plunder
Artifacts (5)
2x Fifty Feet of Rope
2x Skeleton Key
1x Dungeon Map
Land (24)
1x Base Camp
1x Dungeon Descent
1x Rogue's Passage
4x Opulent Palace
7x Swamp
5x Island
5x Forest
1x Intrepid Outlander
1x Yuan-Ti Malison
1x Nezumi Graverobber
2x Lightfoot Rogue
1x Cold-Eyed Selkie
2x Yuan-Ti Fang-Blade
1x Master Thief
1x Grim Hireling
2x Shortcut Seeker
1x Ogre Slumlord
1x Kessig Cagebreakers
1x Somberwald Beastmaster
Archenemy: Nicol Bolas Upgrades
Archenemy: Nicol Bolas Upgrades