So, I wanted to spice our EDH games up a bit and stumbled upon planechase - I like the concept of board-altering effects in general, so I wanted to create something similar and I need some advice on it.
The idea is to take magic cards that alter the way the game is played, like Teferi's Puzzlebox or Windfall or channel - now, for those three examples, they are bad ones, because they can easily be abused by one player to win the game (obvious for channel, and all you need for Teferi's / Windfall is a "you don't draw more than 1 card anymore) - so maybe effects should resolve a bit more around some enchantments like "all creatures have lifelink" (1. Point on the list: Searching for impactful cards that alter the way the game is played without breaking it / forming combos with regularly played cards.) There should be around 100 of them for variety I think
2) When is a new card revealed? Whenever a commander is cast? Whenever it's the first players turn? Other trigger conditions? Also: Will the old effect be replaced, or will all the cards stack and create a cluster**** of rules (wich could be fun, but also really annoying, therefore I currently tend to replace them whenever a new card is revealed)
So, have anyone ever tried something similar and can share his / her experiance here?
I actually constructed a variant similar to this, questions answered and behaving in a more stable environment than planechase would. Each turn is different, but you don't get stuck on a plane where the game gets exponentially warped. All it took was a stack of a hundred cards.
At the beginning of every turn, you flip the top card of the stack and apply it to the board as it sits. Could be good, could be bad, such is the nature of chaos it is unpredictable. These happen after you untap but before you move to upkeep. You must pay additional costs (such as "sacrifice a creature" or "discard a card") and may pay extra costs such as "kicker" or "entwine". These can't be countered by spells and effects, and will not trigger on-going effects (i.e. they won't break Standstill or Hesitation and their ilk).
Author's Note: Some people just write these down and number them 1 - 100 and roll d% for the result, but I prefer to keep a physical deck of this stack and just flip over the top card and apply whatever it is. I find the physical stack method to be superior as there can be certain cards that draw a game out (such as multiple rolling of The Great Aurora) which would be solved by using the stack method (Great Aurora, in this example, self-exiles itself so under the stack you'll never see it again while with the dice method you could roll it four turns in a row. Lastly, as a stack between the two mass shuffle effects, the chaos deck should replenish itself ad infinitum (i.e. one of these cards should reshuffle the other) in the case of long games, although I can't imagine going past 100 turns but you never know.
Not sure if you've seen the initial reply yet, but I recently updated this stack for War of the Spark. A lot of interesting ups and downs in it at the moment.
The idea is to take magic cards that alter the way the game is played, like Teferi's Puzzlebox or Windfall or channel - now, for those three examples, they are bad ones, because they can easily be abused by one player to win the game (obvious for channel, and all you need for Teferi's / Windfall is a "you don't draw more than 1 card anymore) - so maybe effects should resolve a bit more around some enchantments like "all creatures have lifelink" (1. Point on the list: Searching for impactful cards that alter the way the game is played without breaking it / forming combos with regularly played cards.) There should be around 100 of them for variety I think
2) When is a new card revealed? Whenever a commander is cast? Whenever it's the first players turn? Other trigger conditions? Also: Will the old effect be replaced, or will all the cards stack and create a cluster**** of rules (wich could be fun, but also really annoying, therefore I currently tend to replace them whenever a new card is revealed)
So, have anyone ever tried something similar and can share his / her experiance here?
At the beginning of every turn, you flip the top card of the stack and apply it to the board as it sits. Could be good, could be bad, such is the nature of chaos it is unpredictable. These happen after you untap but before you move to upkeep. You must pay additional costs (such as "sacrifice a creature" or "discard a card") and may pay extra costs such as "kicker" or "entwine". These can't be countered by spells and effects, and will not trigger on-going effects (i.e. they won't break Standstill or Hesitation and their ilk).
Author's Note: Some people just write these down and number them 1 - 100 and roll d% for the result, but I prefer to keep a physical deck of this stack and just flip over the top card and apply whatever it is. I find the physical stack method to be superior as there can be certain cards that draw a game out (such as multiple rolling of The Great Aurora) which would be solved by using the stack method (Great Aurora, in this example, self-exiles itself so under the stack you'll never see it again while with the dice method you could roll it four turns in a row. Lastly, as a stack between the two mass shuffle effects, the chaos deck should replenish itself ad infinitum (i.e. one of these cards should reshuffle the other) in the case of long games, although I can't imagine going past 100 turns but you never know.
http://tappedout.net/mtg-decks/chaos-stack-2/
Steel Sabotage'ng Orbs of Mellowness since 2011.
Happy gaming!
Steel Sabotage'ng Orbs of Mellowness since 2011.