Alternate Magic Gametype

Posted by karne (15th Jul 2005, 15:55) -

Not really news, but perhaps of interest to those who play Magic.

There's been some discussion about how we need to find a new fun Magic format. I recently came across EDH (Elder Dragon Highlander) and wondered if people would like to give it a go? It obviously requires deck building but I think it might be worth a go.

What follows is a brief outline of the gametype, I've made some suggested adaptions to allow EDH decks to be used in normal play too. Obviously it would help to decide who's using which Generals beforehand. I suggest people use the new's comments to bagsie what they want (choose 2 or 3?)

Basic rules:
[EDIT - version 3]

We're having a problem with generals getting locked down. This version seems to solve that and in duel at least resulted in some very intense games.

1 - 60 card Highlander deck (save non Basic lands, only 1 of each card is allowed), 20 life.

2 - Each deck must include a legendary creature declared as your 'General'. That General is unique to your deck and no one else can use a deck containing it in the same game.

3 - The General's colours dictates your deck, you may NOT use colours not shared by the general. Any mana that would generated by your deck of an illegal colour (e.g. by Felawar Stone) is colourless. Artifacts act as normal.

4 - At the start of the game, your General is removed from the game.

5 - If your General is removed from game, you may play it as if it were in your hand (triggers come into play and 'if played from hand' as normal).

6 - During your upkeep, you may pay your general's base mana cost to remove it from the game from anywhere. This includes graveyard, library, in play, someone else's control etc. You may then play it again via rule 5 as normal.

Banned: Un- cards, Worldgorger dragon, sway of the stars, Arena of the ancients, Wishes, Indestructable Legends, Empress Galina and Tsabo Tavoc.

Flavourful rule bending is allowed, so Bosh is red and Memnarch is blue. Alternatively you're welcome to build a pure artifact/colourless deck.

This game type seems to rapidly get vicious, hence the normal 'friendly play' card selection rules don't apply. Feel free to use counterspells, blast, discard, land destruction etc. without guilt! ]:=8)

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read biography for - karne

 karne ( 15th Jul 2005, 16:10, Rank: GSV )  reply

while I'd love to use them, I suspect we should ban Empress Galina and Tsabo Tavoc too just to avoid breakage.

read biography for - Sulkyblue

 Sulkyblue ( 15th Jul 2005, 16:28, Rank: Nazgul )  reply

This sounds good - I like the idea of some different game types requiring deck building and using some more unusual cards. Building a deck around a specific card sounds quite cool too.

I'm a little confused by the amazing bouncing general (ie the graveyard -> library -> out of game thing). Maybe the general shouldn't be able to go out of the game - untargetable and unkillable and can't attack. Otherwise every deck is just going to carry bundles of terrors (or colour equivalent) and take the general out imediately.

I'm also not sure about the 16 damage from the general. Doesn't that mean the best idea is to make your general unblockable and pumped and sod the rest? I'm not sure why it shuold count any differently to other damage.

read biography for - Beale

 Beale ( 15th Jul 2005, 16:35, Rank: Cylon Centurion )  reply

I would suggest as clarifications/edits: 4 - Playing your General in this way counts as being played from your hand.

5 - Going to graveyard triggers don't trigger if your General is removed from the game from play. *EDIT* In fact, just say that if your general would be removed from the game, instead it goes into your graveyard.

read biography for - karne

 karne ( 15th Jul 2005, 16:47, Rank: GSV )  reply

Beale - both those work for me.

Lorna - I'm also concerned about the 'special' damage from the General thing. It might be unneeded and it does feel too much like poison.

Making it untargetable is too powerful. Adding can't attack to fix that is then too limiting. Can I suggest:

5 - If you General is in your graveyard, you may pay its cost (again minimum 6 mana) to remove it from the game. RFG Generals may be played via rule 4 as normal.

This avoids a lot of silly rules baggage but still allows people to replay their General (albeit at double cost).

read biography for - karne

 karne ( 15th Jul 2005, 16:51, Rank: GSV )  reply

Beale wants to ban indestructable legands - that works for me. We want people to lpay interesting Generals not broken ones.

hmm Slivers..

read biography for - karne

 karne ( 15th Jul 2005, 22:46, Rank: GSV )  reply

comments on latest verison anyone?

read biography for - Sulkyblue

 Sulkyblue ( 18th Jul 2005, 16:59, Rank: Nazgul )  reply

Looks good to me. I'm dutifully building a deck and am going to sulk if there's no one to play against. Who's in?

read biography for - karne

 karne ( 18th Jul 2005, 17:33, Rank: GSV )  reply

yeah me, if i can get this kirin deck to do anything other than blow up my own creatures...

read biography for - Sulkyblue

 Sulkyblue ( 20th Jul 2005, 14:26, Rank: Nazgul )  reply

Okay - that didn't really work. I don't think it was 100% the game types fault, but I think there were certain inevitabilities...

1) Everyone was playing cards to lock down/take out the generals, but some of the decks just ground to halts without them.
2) The colours were causing stalling - 2x white decks, 1x blue, 1x red/black/blue. Whites were defensive with prevention, blue was control, my 3 colour was being resoundingly crap.
3) Too many fliers :(

I'd be happy enough to tweak my deck and/or build a second one and try it again next week. Or indeed a different custom deck idea. Michael had an interesting one involving zero sum life.

one that faintly interests me is the idea of extending the 5 person star format and doing it with one each mono-colour decks playing to theme with some classic cards. Not sure how you define classic or whatever but it could be interesting.

read biography for - dormouse

 dormouse ( 20th Jul 2005, 20:09, Rank: Jedi )  reply

I still like the theme, though yes the game rules still need tweaking.

How about: you can pay the legend's mana cost at any point to remove it from the game, from anywhere, during your upkeep? That would stop legends getting permanently locked down/lost in the library, but not make pacifism etc completely useless (can still use for 1 round on the legends, though other targets may then be better).

read biography for - dormouse

 dormouse ( 21st Jul 2005, 11:44, Rank: Jedi )  reply

So far we have decks for:

dormouse - Hakim, Loreweaver (blue), Vhati il-Dal (green/black)

lorna - Lord of Tresserhorn (red/black/blue)

karne - Celestial Kirin (white)

ian - Reya Dawnbringer (white)

read biography for - Sulkyblue

 Sulkyblue ( 27th Jul 2005, 14:21, Rank: Nazgul )  reply

This game type does seem to stagnate something horrid. Anyone got any suggestions for how to make it more dynamic? Or shall we try something different?

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