|
| |
|
MDV Featured Article:
[ Back ] [ Home ] [ Up ] [ Next ]
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 MountainCreatures:
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~
You can discuss this article in the MDV forums
here.
Most Popular
Articles of 2005
Two decks for the price of one! Counter Magic Card Spotlight: Wrath of God Black Summer The Games People Play Savvy Challenge! CeliXia Files: Before the Break... In the Prime... Necropotence AV: Vortex of Hell Is Magic Deck Vortex just a fan site?
|