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MDV Featured Article:
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MDV Featured Article - The Games People Play. - by Lionden_56 - posted 11/29/05 - discuss here

Last time, I talked about two fun multiplayer formats, Two-Headed Giant and Emperor. Both of those formats are team games. Do you like to be your own team, and depend solely on yourself? There are a number of fun multiplayer formats for you as well.

Five Color Armies?

One such format is 5-color Army. Many of you will recognize this as a Star Format, but I’ve added a little twist to it. 5-color Army is a format where five people each play one mono-colored deck, one deck for each color. You sit in a pentagonal shape, in color pie order (White, Blue, Black, Red, Green). If this isn’t possible, three players on one side of a table with two on the other also works. The idea of the game is to eliminate the two opponents opposite you. These would be the opposing colors on the color pie. If you where the white player, you would be trying to kill the black and red players. You cannot attack the players to your left or right. You can, however, target them with your spells; they still count as opponents.

This format is interesting for a number of reasons; First, the interactions of colors. Using the previous example, the white player is taking hostile actions from the black and red players. Red and Black’s strengths are their removal abilities: Red’s direct damage and Black’s spot removal. White, however, has a lot of protection and prevention abilities (Blessed Breath jumps to mind), and can often times pseudo-counter an incoming spell by giving the target protection from whatever color is necessary. On the flip side, White is generally the weakest color in Magic power-wise after the first few turns. The bulk of the damage white is able to inflict is done early, with weenie creatures. They usually swing unblocked while the opponent is developing his or her board. However, dropping a bunch of early creatures means you will usually tap out on the early turns. A well-timed shock can kill off your creatures while you are unable to defend them. The longer the game goes, the less it favors white, because the red and black players will have a better chance of drawing into the spells they need. From personal experience, mono-white is usually very defensive in this format, and relies heavily on its allies. I’ve seen a good offensive weenie deck, and played one, but for the most part defensive is good in this format.

On the other hand, black rarely has to rely on its allies. Black has to defeat green and white. This match up greatly favors the black player. Unless the white player gets an early weenie swarm out, black usually doesn’t have to worry about white creatures, short of anything with Pro-black. Board sweepers like Hideous Laughter can take care of most white threats that come out, and spot removal takes care of the rest. Green presents a little more of a challenge. Green’s creatures are usually bigger than anything black can throw out, so spot removal is a lot more useful. Luckily, your ally against green is blue, which can help by countering and bouncing stuff that you have a problem with. Also, anything with Fear is simply GOD in this format, as rarely will it be blocked (I’ve seen instances where groups have special rules that disregard Fear. This is always an alternative). I could go through strategies for all five colors, but I have other formats I want to get to in this article, so I’ll move on.

A second reason this format is interesting is the dynamics between alliances. You are not technically teammates, yet you must work together to be effective. White’s allies are blue and green, but blue and green are enemy colors. Likewise, one of your opponents is red, while red is green’s ally. I’ve run into multiple instances where killing an opponent isn’t always the best route. This is especially true when playing a more defensive deck such as white or blue. For example, lets say you are white again, and your green ally is in trouble; the red player is basically the only reason he is still in the game. Even if you have the means, killing the red player is not in your best interest. If you do kill the red player, you’ll be taking on the black player alone. As you can probably tell, I talk about white in this format a lot. I usually get stuck playing white, so it is the color I’m most familiar with. Here’s the basic archetype of what I run. One side note; the group I play with has a few newer players who don’t have large collections. For this reason, we play 40-card decks, max 3 copies of any non-basic. We also use the extended format. Although this is different than what most of you will play, this can still serve as a basic skeleton.

 

 [back to top]

 

White Army.
Example Five Color Magic Deck - White Aligned (40 cards)

Lands:
15 Plains

Creatures:
2 Silver Knight
2 Obsidian Accolyte
1 Pilgrim of Virtue
1 Pilgrim of Justice
2 Auriok Champions
1 Paladin en-Vac
2 White Knight
3 Hand of Honor
Spells:
1 Ivory Mask
1 Circle of Protection: Black
1 Circle of Protection: Red
3 Mending Hands
2 Bathe in Light
3 Blessed Breath
by Lionden_56

The first thing you may notice is only 15 lands. Remember, however, that this a weenie rush type deck, with the curve maxing out at 4 (not to mention its only 40 cards). This deck takes advantage of what white does best: protection. Every creature in the deck has protection from either black or red. You also have a few COP’s and Blessed Breaths to make sure the opponent can’t throw in some surprises. Looking over the list on paper, I see that Privileged Position would be a great addition to this deck.

So that is five-color, or star magic.

Upsides: It adds a strategic element to the game with allies, it is great for new players because they learn the strengths and weaknesses of each color, and games often go down to the wire.

Dowsides: It requires exactly five people, a quick start by one player can end the game quickly, and not everyone has the ability to build a good mono-colored deck.

Chaos Magic:

The game of Magic is all about order and a sense of understanding. So how do we get rid of that? We play a game called Chaos Magic. This is an amazingly fun game that can be played with any number of players, from 2 to infinity. It does get a little confusing with more than six, though. Anyway, Chaos uses your standard sixty-carder, with no special building rules or anything like that. What makes this game fun is what happens during the game. There are multiple versions of Chaos Magic. The one me and my friends play involve an actual Chaos List, with effects numbered 1 to 100. You need two ten-sided dice or a 100-sided die (if you use the double tens, it is better to use two different color dice. That way, you know which die is supposed to be the first number).

The following example list has been quoted from Deck Builders 4T:

Number Rolled

Event

01 "Ancestral Recall"- Target player draws 3 cards.
02 "Suppressed Memories"- Target player puts the top 4 cards of their library into their graveyard.
03 "Disenchant"- Destroy target enchantment or artifact.
04 "Deluge"- Tap all creatures controlled by target player.
05 "Monstrous Growth"- Put a +2/+2 counter on target creature.
06 "Weakness"- Put a -2/-2 counter on target creature.
07 "Rampant Growth"- Search your library for a land card and put it into play tapped.
08 "Unsummon"- Return target creature to it's owner's hand.
09 "Congregate"- Target player gains X life, where X is equal to the number of creatures in play.
10 "Meteor Storm"- All creatures and player's take 2 points of damage.
11 "Change the World"- Reroll on World Chart.
12 "Recruitment"- Search your library for a creature card and put it into your hand.
13 "Upheaval"- Return all permanents to their owner's hands.
14 "Blessed Winds"- Reset all player's life totals to 20.
15 "Hymn to Tourach"- Target player discards 2 cards at random.
16 "Feldon's Renewal"- Shuffle all cards in target player's graveyard into their library.
17 "Stormseeker"- Deal damage to target player equal to the number of cards in their hand.
18 "Clone"- Choose a target creature in play. Put a token copy of that creature into play.
19 "Levitation"- Until end of turn, All creatures you control gain flying.
20 "Raise Dead"- Return target creature from your graveyard to your hand.
21 "Syphon Soul"- Each of your opponents loses 2 life. You gain life equal to the damage done this way.
22 "Change the World"- Reroll on World Chart.
23 "Control Magic"- Gain control of target creature.
24 "Tranquility"- Destroy all enchantments in play.
25 "Flametongue"- Deal 4 damage to target creature.
26 "Excavation"- Remove all cards in target player's graveyard from the game.
27 "Overrun"- All your creatures gain +2/+2 and trample until end of turn.
28 "Braingeyser"- Spend X mana to draw X cards.
29 "Stone Rain"- Destroy Target Land.
30 "About Face"- Switch power and toughness on all creatures until end of turn.
31 "Wheel of Fortune"- All players discard their hand and draw 7 cards.
32 "Healing Chant"- Prevent all damage dealt to all creatures you control until end of turn.
33 "Change the World"- Reroll on World Chart.
34 "Lure"- Target opponent picks one of your creatures. That creature must attack this turn if able. All creatures able to block that creature must do so.
35 "Sacrifice for Knowledge"- Put the top card of your library into your graveyard. Draw an amount of cards equal to X, where X is the converted mana cost of that card. Lands equal 0.
36 "Barbarian War Cry"- Attacking creatures get +2/+0 until end of turn.
37 "Elementalist School"- Tap all lands you control. Put a red X/X Elemental token into play, where X is equal to the number of lands you control.
38 "Armageddon"- Destroy all lands in play.
39 "Efreet of the Lamp"- Count the number of permanents in play. If it is an odd number, put a blue 3/3 Djinn token with Flying into play. If it is an even number, take 3 damage.
40 "Invulnerability Sphere"- If any creatures are put into the play this turn, return them to play at end of turn.
41 "Unifying Theory"- Whenever you play a spell this turn, you may draw a card.
42 "Mercadian Winds"- Shuffle any number of cards from your hand into your library. Draw that same number of cards.
43 "Replenish"- Return all enchantments and artifacts from your graveyard to your hand.
44 "Change the World"- Reroll on the World Chart.
45 "Twilight's Call"- Return all creature cards in all graveyards into play.
46 "Intense Tutor"- Tap X lands. You may search your library for a card with converted mana cost of X or less and put it into your hand.
47 "Show and Tell"- Each player gets to put a permanent from their hand into play tapped.
48 "Shocked"- Deal 2 damage to 2 different target creatures.
49 "Wizard School"- Tap all lands you control. Put a blue X/X Wizard token into play. X is equal to the number of cards in your hand.
50 "Rainbow Vale"- All your lands tap for any color of mana until the end of turn.
51 "Mystical Prism"- Until end of turn, ignore the generic mana cost of all spells you play. You only need to pay the colored mana cost.
52 "Rishadan Helix"- Tap all of target player's lands.
53 "Diamond Valley"- Until end of turn, you may sacrifice any number of creatures for each creature sacrificed, gain life equal to it's toughness.
54 "Timetwister"- Each player shuffles his hand, library, graveyard, and all cards they have in play into their library. They then draw 7 cards.
55 "Change the World"- Reroll on the World Chart.
56 "Diabolic Edict"- Target player sacrifices a creature.
57 "Black Lotus"- Gain 3 mana of any one color at the beginning of your main phase.
58 "Bland Dawn"- Until end of turn, ignore the colored mana cost of all spells you play. You only need to pay the generic mana cost. If this would make the casting cost 0, then it costs 0 to play.
59 "Living Lands"- All lands controlled by target player become 2/2 creatures, in addition to being lands, until end of turn.
60 "Coercion"- Look at target player's hand and choose a card. That player discards that card.
61 "Swords to Plowshares"- Remove target creature from the game. That creature's controller gains life equal to the toughness of that creature.
62 "Morph"- You may sacrifice a creature to search your library for a creature with the same converted mana cost and put it into play.
63 "Price of Glory"- Until end of turn, whenever an opponent taps a land, they must sacrifice a land.
64 "Squirrel Nest"- Tap all lands you control. Put X green 1/1 Squirrel tokens into play, where X is equal to the amount of lands you control.
65 "Impulsive Research"- Look at the top 4 cards of your library. Put 2 of those cards in your hand and 2 into the graveyard.
66 "Change the World"- Reroll on the World Chart.
67 "Yawgmoth's Will"- You may play cards out of your graveyard until end of turn. Any cards played in this way are removed from the game.
68 "Cocky Mutation"- Target creature gets +4/+4 and trample until end of turn. This is the only creature that can attack this turn.
69 "Fires of Yavaimaya"- All creatures have Haste until end of turn.
70 "Jester's Mask"- Target opponent puts his hand on top of his library. Search that player's library for as many cards as they put on on top of it. That player puts those cards in their hand and shuffles their library.
71 "Hurricane"- Destroy all flying creatures.
72 "Mirror Universe"- Switch life totals with target opponent.
73 "Bribery"- If you have less creatures than target opponent, search that opponent's library for any creature card. Put that card into play under your control.
74 "Soldier Training Camp"- Tap all lands you control. Put a white X/X soldier token into play, where X is equal to the number of creatures you control.
75 "Elite Wrath"- Destroy all creatures in play, you may sacrifice a land to regenerate any creatures destroyed this way.
76 "Feast or Famine"- Choose one: Put a 2/2 black Zombie token into play or destroy target creature.
77 "Change the World"- Reroll on the World Chart.
78 "Fatal Blow"- Until end of turn, whenever you deal damage to a creature, destroy that creature.
79 "Death Stroke"- Destroy all tapped creatures.
  "Helm of Illusions"- Until end of turn, put a blue X/X Illusion token into play, whenever you cast a non-creature spell. X is equal to the the converted mana cost of that spell.
81 "Juxtapose"- Switch one of your creatures with one of your opponent's creatures.
82 "Robbing the Crypt"- Discard X number of cards from your hand to return X cards from your graveyard to your hand.
83 "Llanowar Oath"- If you have less creatures than target opponent, put the top 4 cards of your library into your graveyard. All creature cards revealed this way are put into play.
84 "School of Necromancy"- Tap all lands you control and sacrifice a creature. Put a black X/X Zombie token into play, where X is equal to the number of cards in your graveyard.
85 "Jester's Cap"- Remove 3 cards from target opponent's library.
86 "Delerium"- Tap target permanent an opponent controls. They take damage equal to the converted mana cost of that permanent.
87 "Rushing River"- Return 2 target permanents controlled by opponent.
88 "Change the World"- Reroll on the World Chart.
89 "Farmstead"- Tap all lands you control. Gain X life, where X is equal to the number of lands tapped.
90 "Vindicate"- Destroy target permanent.
91 "Time Walk"- Take an extra turn after this one.
92 "Parallel Universe"- Switch places with an opponent, so that you play with your opponent's deck, permanents, hands, and life totals, and vice-versa.
93 "Berserk"- Until end of turn, you may discard a card to give a +1/+1 to any creature.
94 "Fireball"- Tap all of your lands. Do X damage to target player, where X is equal to the number of lands tapped this way.
95 "Frankenstein's Laboratory"- Until end of turn, you may pay 2 and remove 2 cards from any graveyard to put into play a black 1/1 Zombie Token.
96 "Mishra's Grindstone"- until end of turn, any player may pay 2 and tap a non-land permanent to take the top 2 cards off of target players library and put them in their graveyard.
97 "Teferi's Power"- Choose either lands, enchantments, artifacts, or creatures. Permanents of the chosen type phase out (remove them from the game, during their controller's upkeep, they return to play) .
98 "Mercenary Auction"- Put all creatures in play into one pile. You pick one creaure from the pile, Then the player to your right picks one. This continues until all creatures have been picked.
99 "Change the World"- Reroll on the World Chart.
00 "Eventful Day"- Reroll twice on Event Chart.

To begin the game, the first player rolls in the “world” list. Treat this as an enchant world effect. This effect stays active until a different chaos roll changes it.

Here's another example list quoted from deckbuilders.4t:

Number Rolled

World

01 "Braid's Cabal"- Each player sacrifices a creature, enchantment, or artifact during their upkeep.
02 "Topsy Turvy"- Flying creatures lose flying. Non-flying creatures gain flying.
03 "Dominaria's Land Exchange"- Any player may pay 2 and sacrifice a land to draw a card.
04 "Eye of Singularity"- Any time a spell is played, counter that spell if there is a card with the same name in that player's graveyard.
05 "Urza's Flour Mill"- During each player's upkeep, that player puts the top two cards of their library into the graveyard.
06 "Crossroads of the Dead"- Whenever a creature is put into the graveyard from play, that creature's controller may pay 4 to return it to their hand.
07 "Tolarian Laboratory"- All instants and sorceries gain: Buyback: Sacrifice a land and pay 5.
08 "Orc War Camp"- Attacking creatures get +1/+0.
09 "Serra's Sanctuary"- Blocking creatures get +0/+2.
10 "Plagued Existance"- Both players pick a creature type when this world is rolled. Creatures of that type get -1/-1.
11 "Anthem of the Mighty"- Each player picks a creature type when this world is rolled. Creatures of that type get +1/+1.
12 "Zombie Cafeteria"- During each player's upkeep, that player removes a card in the graveyard from the game.
13 "Deja Vu"- All sorceries and instants gain Flashback:7.
14 "Mine Field"- Any player may pay 6 to destroy a creature.
15 "Ruin of Crosis"- Any player may pay 4 to make another player discard a card. This ability may only be used as a sorcery.
16 "Fertile Valley"- Whenever a player taps a land for mana, that land produces an additional mana of the same color.
17 "Ertai's Dominion"- Permanents may not be the target of spells or effects.
18 "Orim's Sanctuary"- Whenever a creature or player is damaged by a source, reduce that damage by one.
19 "Barbed Forest"- Whenever a player or creature is damaged by a source, increase that damage by one.
20 "Viashivan Geyser"- All creatures gain haste. At the end of each turn, return all creatures to their owner's hand.
21 "Library of Tolaria"- Any player may pay 4 to draw a card.
22 "Telepathic Chambers"- All players play with their hands revealed.
23 "Ice Cave"- Whenever a player plays a spell, any player may pay the same specific casting cost (including color) to counter that spell.
24 "Phyrexian Mine"- Each player draws an extra card during their draw phase.
25 "Unexplored Territory"- Players may play one additional land per turn.
26 "Poppy Fields"- Maximum hand size is reduced by three.
27 "Endless Horizons"- There is no maximum hand size.
28 "Temporal Canyon"- All creatures gain Echo.
29 "Power Flux"- Artifacts and enchantments gain Cumulative Upkeep:1.
30 "Rampart War Zone"- All creatures gain Trample.
31 "Urza's Dart Competition"- Any player may pay 4 to do 1 damage to any creature or player.
32 "Awakened Forest"- Lands are also 1/1 creatures that still count as lands.
33 "Bureaucratic Interference"- Whenever a spell with one target is played, any player may pay 5 to change it's target.
34 "Mirari"- Whenever a player plays a sorcery or instant, that player may pay 4 to put a copy of that spell onto the stack with different targets.
35 "Phyrexian Tar Pits"- Creatures don't untap as normal. Any player may pay 2 to untap a creature.
36 "Hermit's Cabin"- Any player may pay 4 during their main phase to put a 1/1 squirrel token into play.
37 "Wastelands"- Players may untap only 2 lands a turn.
38 "Vale of Locusts"- During each player's upkeep, that player puts a X/X green locust token into play, with power and toughness each equal to the number of locust tokens they control. Any player may pay two to prevent this.
39 "Phyrexian Armory"- Any player may sacrifice a creature to give another creature a +1/+1 counter.
40 "Dwarven Armory"- Any player sacrifice a land to give a creature a +1/+1 counter.
41 "Patriarch's Curse"- Any player may sacrifice a creature or land to give another creature a -1/-1 counter.
42 "Rainbow Sanctum"- All creatures gain protection from their own color(s).
43 "Experimental Lab"- Any player may pay 2 to have target creature gain: Flying, First Strike, or Trample until end of turn.
44 "Engineered Pestilence"- Any player may pay 2 to have target creature lose: Flying, First Strike, or Trample until end of turn.
45 "The Heart of Yavimaya"- All creatures gain "3:Regenerate".
46 "Mercenary Camp"- All creatures gain "3:This creature gets +1/+1 until end of turn".
47 "Phyrexian Forge"- During each player's upkeep, that player may choose First Strike, Trample, or a +1/+1 counter. They may give that ability permanently to a creature.
48 "Magma Fields"- Player's may sacrifice a land to do a point of damage to target creature or player.
49 "Healing Ground"- Players may sacrifice a land to gain 2 life.
50 "Memory Field"-Whenever a permanent is put into a graveyard, that permanent's controller may pay 3 to search their library for a copy of that card and put it into their hand.
51 "Alternate Realities"-Roll twice on the World Chart. Both worlds are in play at the same time. If an effect changes the world, both worlds are replaced by the new one.
52 ""- Any player may pay 6 during their main phase. That player shuffles their library and flips over the top card. If it is a permanent, that player may put it into play without paying the casting cost. If there is an X in the spell, X equal 1.
53 "Wishing Well"- Any player may discard a card and pay 1 to untap target permanent.
54 "Sphere of Oppression"- Any player may discard a card to tap target permanent.
55 "Limited Resources"- At the beginning of each player's upkeep, that player must sacrifice a permanent if they control seven or more permanents.
56 "Benalish Archery Contest"- Any player may pay 5 to destroy target creature with flying.
57 "Demonic Academy"- Any player may pay 4, sacrifice a permanent, and discard a card to search their library for any card.
58 "Aether Portal"- At the beginning of each player's upkeep, that player discards a card. If a permanent is discarded this way, put that card into play unless any player pays 3 life.
59 "Dueling Grounds"- No more than one creature can attack or block each turn.
60 "Hall of Heroes"- All creatures, artifacts, and enchantments are legends.
61 "Cloud Cover"- Whenever a permanent becomes the target of a spell or effect, that permanent's controller may return it to their hand.
62 "Abyssal Void"- If, at the beginning of any player's upkeep, they control no permanents and have no cards in hand, they win the game.
63 "Unstable Ground"- Whenever a player plays a creature spell, that player returns a land they control to their hand.
64 "Mana Maze"- Players can't play spells that share a color with the spell last played this turn.
65 "Gerrard's Lazy-Boy"- Whenever a creature or land becomes tapped, put a laziness counter on it. Permanents with lazinesscounters on them do not untap as normal. At the beginning of each player's upkeep, that player removes all laziness counters.
66 "Realm of the Angels"- Creatures do not tap to attack.
67 "Squirrel Farm"- Whenever a player puts a creature card into play, each other player puts a green 1/1 squirrel token into play.
68 "Urza's Casino"- Any player may pay 5 to search their library for any card and put it into their hand. They then must discard a card at random.
69 "Ivory Tower"- At the beginning of each player's upkeep, that player gains life equal to the number of cards in one of their opponent's hands.
70 "Mishra's Interrogation Room"- During each player's upkeep, that player takes damage equal to the their hand size minus 4.
71 "Yawgmoth's Torture Chamber"- During each player's upkeep, that player takes damage equal to 3 minus their hand size.
72 "Mirror Universe"- Whenever a creature is played, that player puts a token copy of that creature into play.
73 "Rebel Training Grounds"- Any player may pay 5 to search their library for a creature card with converted mana cost of 3 or less. Put that card into play.
74 "Orim's Hospital"- Any player may pay 3 and discard a card to prevent all damage from one source.
75 "Bodyguard's Guild"- Any player may pay 2 and sacrifice a creature to prevent all damage from one source.
76 "School of Tim"- Players may tap a creature they control to do a point of damage to target creature or player.
77 "Gladiator Arena"- All creatures gain: "Tap to deal damage equal to it's power to target creature. That creature does it's power in damage to the original creature.
78 "Circle of Quickening"- Creature spells may be played as instants.
79 "Retrobutive Strike"- Any player may sacrifice an artifact or enchantment to destroy a creature.
80 "Herd Lands"- Whenever a player plays a creature card, that player may search their library for a card with the same creature type and put into their hand.
81 "Extreme Prejudice"- Whenever a player plays a creature spell, put a +1/+1 counter on all creatures in play with a different creature type.
82 "Tangle Brush"- Each player may only untap one creature per turn.
83 "Fault Line"- Any player may discard a land from their hand to deal 2 damage to target creature or player.
84 "Prismatic Mist"- Any player may pay 2 to change the color of target creature until end of turn.
85 "Mercadian Swap Meet"- All cards gain Cycling:2.
86 "Phyrexian Vat Farms"- At the beginning of each player's upkeep, that player may return a creature card from their graveyard into play.
87 "Impatience"- At the end of each player's turns, that player must take 2 damage if they didn't play a spell this turn.
88 "Urza's Bargain"- The casting cost of all spells are reduced by one.
89 "Ertai's Distraction"- Permanents come into play tapped
90 "Benalish Heroism"- Creatures may block an additional creature during combat.
91 "Aether Barrier"- Creature spells cost an additional 2 mana to cast.
92 "Time Vortex"- Players take 2 turns instead of one. The player who goes first does not draw cards during the first or second of his/her draw phases.
93 "Urza's War Tax"- Players must pay 2 mana for each attacking creature.
94 "Unclaimed Territory"- During each player's upkeep, that player may search their library for a basic land card and put it into play tapped.
95 "Pale Moon"- If a player taps a non-basic land for mana, that land produces colorless mana instead of it's normal type.
96 "Hanna's Wisdom"- Whenever a permanent becomes targetted, the controller of that permanent draws a card.
97 "Red Tape"- Whenever a player plays a spell, they must pay 1 additional mana, or all opponents draw a card.
98 "Urza's Palm Reading Shop"- Any player may pay X to look at the top X cards in their library and put them back in any order.
99 "Fog Bank"- Any player may sacrifice 2 lands to prevent all combat damage this turn.
00 "Plane Shift"- Reroll 2 more times on the World Chart. Both worlds are considered in play simultaneously. If an Event changes the World, both worlds are replaced by the new one.

Gameplay is exactly the same as regular Magic, except for the added chaos rules. Each turn, after untap but before upkeep, there is a chaos phase. At the beginning of this phase, the active player rolls the dice, and finds the corresponding event on the chaos list. That effect then happens immediately. It doesn’t use the stack, and no one can respond to it. If there are no legal targets, the effect simply fizzles. Also, creatures phase in and out during the chaos phase.

The basics sound simple enough, but the complexity of the list is what makes this game fun. For instance, number 70 on the list is Jester’s Mask. It says, “Target opponent puts his hand on top of his library. Search that player's library for as many cards as they put on top of it. That player puts those cards in their hand and shuffles their library.” From first hand experience, this effect can be extremely annoying. My nice hand of five spells suddenly turned into a five-land hand. Other effects range from everything from land destruction like Stone Rain and Armageddon to life gain like Congregate (target player gains X life, where X is the number of creatures in play.) There are also really abstract effects such as, “count the number of permanents in play. If it is an odd number, put a 3/3 Djinn token with flying into play. If it is an even number, you take 3 damage.” My personal favorite is Mystical Prism, which says that you ignore colorless mana costs for spell you control. You only have to pay the colored mana cost.

There is one thing I don’t like about the format, is that sometimes you will run into different lists. I’ve played with lists that use 200 numbers, and includes extremely wacky effects. Some of these events include players and all their permanents phasing out until the next upkeep. Making players “disappear” for a turn is just one crazy effects. There are also artifact nuking effects, land swaps, and many more. While this list isn’t quite as extreme, the effects can change the game at a moments notice. The game works for two people, but the more people you have, the more possibilities for craziness.

This format also allows players to be flexible. If you don’t like some of the numbers on the list, make up new ones. The limits of the games are only the limits of your imagination. You can see cards “reprinted” on the list. Is there a card you think would have a cool effect in a chaos game? Don’t be afraid to add it to the list.

As far as deckbuilding for this format goes, you can’t really build a deck specifically for the game, as the randomness of the rolls prevents any sound strategy.

What's 15CH?

While multiplayer games are great when you have a night or weekend to spend playing long, drawn-out games, what happens when you’ve got 10 minutes to kill? You don’t have time to play a full game of Magic, yet you don’t want to just sit there and talk for ten minutes. That’s where the little format that could comes in. The format is called 15 card highlander (15CH), and it’s probably the best Magical way to spend ten minutes. Deckbuilding takes mere minutes, all the way from initial concept to sleeving and games rarely last longer than 5-10 minutes. The format is simple: each person has a deck of 15 cards, with no duplicates except for basic lands. Players don’t lose if they can’t draw. Sideboards of 3 cards are allowed.

Because each player will almost always draw all the cards in his or her deck, some of the ridiculously broken constructed cards aren’t as good in 15CH. Psychatog, Fact or Fiction, Ancestral Recall, Gifts Ungiven, basically anything that usually nets you card advantage suddenly losses its value. On the flip side, things like Breath of Life are excellent in this format, because you need to get the most out of your creatures. Being able to fish them out of your graveyard is key. Also, cards that allow you to break through stalemates are also important. Thundersong Trumpeter and Waxmane Baku (in the right deck) are very good in this format. In some respects, 15CH plays like a limited format. Stalemates will often occur, and being able to punch through them on a consistent basis is the key to victory. Trample is another way to overcome stalemates, and I value it highly. Milling is also a viable strategy in 15CH. While players don’t lose if they can’t draw, dropping their best cards into their yard can prevent them from being able to deal with what you play. I haven’t played with any Ravnica cards yet, but I can almost see Glimpse the Unthinkable being banned in causal circles already.

The great thing about this format is how drastically it can change by swapping just one or two cards. While the three card sideboard may seem trivial, the addition of those three cards can drastically change the strategy of the game, because you are almost guaranteed to draw them. For this reason, you also have to choose your sideboard cards wisely. Here’s a sample red/white deck that tries to avoid stalemates:

 

 [back to top]

 

Death from Above (15CH).
15 Card Highlander Deck

Lands:
3 Plains
3 Mountain

Creatures:
1 Isamaru, hound of Konda
1 Thundersong Trumpeter
1 Mothrider Samurai
1 Haunted Angel
1 Diving Griffin

Spells:
1 Breath of Life
1 Shock
1 Firebolt
1 Seal of fire
by Lionden_56

The prowess is simple; Thundersong shuts down opposing threats, while your creatures soar over for beats. The curve on the creatures is a little high, so early shocks and firebolts hold down the fort until your board develops. If any of your men die, never fear! You can recur them with Breath of Life. Isamaru is great on turn one in this format, as he will usually draw chumps for the first turn or two.

One of the funniest things I’ve ever seen in this format is someone who quickly threw a deck together, then realized that he had a spell that cost more than the number of lands he was playing. He was running five lands, and to his dismay drew Rhox. This may seem obvious, but remember that your land count will be low. The highest costing spells are not your friend in this format.


That’s all for this article. I hope that the next time you and your friends have a night where you get bored playing normal Magic, you remember one of these formats, and spend the night feasting on some of the craziness that can come with them. Next time, if there is a next time, I hope to discuss a format that I just recently found out about, and have had a great time playing, called Magic: The Wars. Until then, may all your topdecks be favorable.

Peace,

~lionden_56~

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