Roll on the Doom Magic table at the beginning of the first players' turn, every round, before his untap phase. Fast effects are not allowed during the Doom Magic phase. Unless otherwise noted (or unless common sense dictates, i.e., the Doom Magic table mandates that players put a permanent into play) effects generated by the Doom Magic table last until the beginning of the next round (i.e., the next Doom Magic roll).
And here's a tip: Don't roll on the I've Got Nothing to Lose sub-table unless you really have got nothing to lose.
The Doom Table
01 - Each player puts a Ring of Ma'Ruf into play. (5, T: Instead of drawing a card from the top of your library, select one of your cards from outside the game. This card can be any card you have that you're not using in your deck or that for some reason has left the game. Ring of Ma'ruf is removed from the game entirely after use.)
02 - Each player and creature takes one point of damage.
03 - Lands may be discarded from hand as a fast effect to gain 2 life, do 2 damage to target creature or player, or draw a card. A player may pay 5 life to return a land to his hand.
04 - Eureka is cast. (All players may take any permanent in their hand and put it directly into play, until no one wants to play any more permanents. No other spells or effects of any kind may be used while Eureka is in effect. If a spell has an X is its casting cost, X is 0.)
05 - All spells that produce mana produce quadruple the normal amount. All non-land permanents that tap to produce mana produce quadruple the normal amount when they do so.
06 - Each player gains 20 life.
07 - Treat each land as a City of Brass (until the end of the round). (Whenever City of Brass becomes tapped, it deals 1 damage to you. T: Add one mana of any color to your mana pool.)
08 - Each player is reduced to 5 life. If a player already has 5 or less life, he goes to 15 life.
09 - Any time a player is supposed to draw a card, he draws three.
10 - Each player picks a card at random from the hand of the player to his right. If that card is a permanent, he puts it directly into play under his control. If not, the card is buried. If the player to his right has no cards in hand, he may instead pick a permanent of his choice that the player to his right currently controls, and put that under his control instead.
11 - Whenever a player casts a spell, he gains one life.
12 - Whenever a player casts a spell, he may draw a card.
13 - Whenever a player casts a spell, he loses two life.
14 - Each player looks at the top seven cards of the deck of the person to the left of him. Each picks a non-land permanent (if one exists) and puts it into play under the control of the person to his right.
15 - A player may cast Demonic Consultation once this round. However, instead of the first 6 cards being removed from the game, the top third of his library is removed. (B, Name a card. Remove the top six cards of your library from the game and reveal the next card to all players. If it is the card named, put it into your hand. If not, remove that card from the game and continue revealing the top card of your library and removing it from the game until the named card appears.)
16 - A player may pay 5 life to bury target permanent.
17 - Any player may sacrifice two lands to reduce the damage from any one source to zero.
18 - Flip a coin. If it is heads, bury all cards with an even number of letters in their title. If it is tails, bury all cards with an odd number of letters in their title.
19 - Each player may cast Kaervek's Spite once this round. (BBB, Sacrifice all permanents, Discard your hand: Target player loses 5 life.)
20 - Each player rolls on the Flanking/Cumulative Upkeep sub-table.
21 - Remove all counters and tokens from the game.
22 - Roll two twenty-sided dice. For every non-land card a player controls that has a name with as many letters as either number rolled, he may gain 4 life, draw a card, or cause one point of damage to target creature or player.
23 - All Legends currently in play permanently gain "bands with other Legends".
24 - Tap all untapped lands. A Hurricane for X damage goes off, where X is equal to the number of untapped lands that were just tapped. A player may sacrifice half his land (rounded up) to have the amount of damage he and his creatures suffers reduced by half (rounded up). (Hurricane deals X damage to each creature with flying and each player.)
25 - Every time a land is tapped, it produces one mana of each color. This mana may not be used to cast sorceries.
26 - Each player rolls on the Not-So-Excessive Doom Sub-table.
27 - Each player casts Game of Chaos on target opponent. However, if a winner should decide not to continue, he loses 4 life. (Flip a coin; target opponent calls heads or tails while coin is in the air. The loser of the flip loses 1 life. The winner of the flip gains 1 life and may choose to repeat the process. Double the stakes each time.)
28 - A Chains of Mephistopheles comes into play. (Every time a player draws a card, that player must first discard a card from his or her hand. If there are no cards in player's hand, take top card from library and place it in the graveyard instead of drawing. This enchantment does not apply to the first card drawn by a player during the draw phase.)
29 - An Anvil of Bogardan comes into play. (Each player skips his or her discard phase. During each player's draw phase, that player draws an additional card and then chooses and discards a card.)
30 - A Wheel of Fortune is cast. (All players must discard their hands and draw seven new cards.)
31 - All counters get double their numeric value (e.g., all +1/+2 counters become +2/+4 counters). All token creatures' power and toughness permanently double.
32 - Each player puts a Toby into play (3UW, 4/4, has "sac three lands: put a Toby into play under your control").
33 - Remove all graveyards from the game.
34 - Each player counts the number of X-spells in his graveyard. He takes X damage for each such card in his graveyard, where X is the number of X-spells in all of the graveyards. The amount of damage taken can be reduced by half (rounded up) if the player removes all X-spells in his hand, library, and graveyard from the game.
35 - The player(s) with the most life gains 10 life. All damage dealt to this/these player(s) and creatures under their control is doubled until the end of the round.
36 - A Primal Order comes into play. It may not be removed by spells or effects. At the beginning of each round, flip a coin; if it comes up heads, bury all Primal Orders. (During each player's upkeep, Primal Order deals to that player an amount of damage equal to the number of nonbasic lands he or she controls.)
37 - All players may cast Force Void once each turn. (U2, Counter target spell unless that spell's caster pays an additional 1. Draw a card at the beginning of the next turn's upkeep.)
38 - All cards with the same artist are buried. If a card comes into play and there is already a card by that artist in play, the card already in play is buried.
39 - All players must search their library for any card they like, and then flip a coin. If they lose the flip, they must put it into play under the control of target opponent. If they win they flip, they must put it into play under their control.
40 - Any time a player casts a creature spell, he draws a card.
41 - Each player may cast Sleight of Mind once this turn. No permanent may be targeted more than once; if more than one player wishes to target the same permanent, they must roll off to see who gets to target it. The other players may then cast their Sleights at any other target. (U, Change the text of target spell or target permanent by replacing all occurrences of one color word with another.)
42 - Each player rolls on the Sub-table sub-table.
43 - A player may discard a card from his hand to put the mana of that card's casting cost into his mana pool. Play this ability as a mana source.
44 - Mana does not empty from one's mana pool at the end of a phase.
45 - Place a Craig token in the middle of the table. Bidding on the Craig token starts at 1 life, and ends when one has gone once around the table without any change in bids. Roll on the Craig-token sub-table after the bidding is finished to determine how rocking Craig actually is.
46 - Each player, starting with the first player and going clockwise, picks one of the following: first strike, flanking, cumulative upkeep, banding, flying, shadow, trample, rampage, landwalking, protection from any color. All creatures with the ability picked are buried. If a creature should gain one of the abilities picked sometime in the next round, it is buried.
47 - Each player may sacrifice a permanent he owns to draw a card during his next upkeep. There is no limit to the number of permanents that may be sacrificed.
48 - Each player may take up to three basic lands out of his library, and put them into play.
49 - A player may sacrifice two lands to gain control of target permanent.
50 - Each player plays with their hands face up. If two cards with the same name are ever revealed, they are discarded.
51 - A Winds of Rath is cast. (Destroy all creatures with no enchantments on them. Those creatures cannot be regenerated this turn.)
52 - During their upkeep, each player flips a coin. If they lose the flip, they must bury a permanent, and flip again.
53 - Each player rolls on the Craig Token sub-table (at -20) and puts a Craig into play.
54 - A player may sacrifice a creature to do 1 damage to target creature or player.
55 - Each player may cast Word of Command on the player to the right of him during that player's main phase. (BB, You may look at opponent's hand and choose any card opponent can legally play using mana from his or her mana pool or lands. Opponent must play this card immediately; you make all the decisions it calls for. This spell may not be countered after you have looked at opponent's hand.)
56 - A Planar Birth is cast. If a player has no land in his graveyard, he may mill himself until a land hits his graveyard. (Put all basic lands from all graveyards into play under their owner's control, tapped.)
57 - The mana in all cards' casting cost should be treated as colorless.
58 - Each player flips a coin at the end of their turn. Target opponent calls the flip. If the opponent loses the flip, he must switch life totals with flipper.
59 - Each player buries a creature they control at random, and takes damage equal to that creature's casting cost.
60 - All players are reduced in life to the life total of the player(s) with the least life. The player(s) with the least life gains one life.
61 - During his untap phase, a player may discard his hand to draw three cards. He may do this as many times as he likes.
62 - Players may not pay activation costs for enchantments, artifacts, or creatures.
63 - The Doom Table Lobotomies each player, choosing the card with the highest casting cost. If more than one card shares the highest casting cost, the Lobotomied card is chosen at random. (Look at target player's hand and choose any of those card's other than a basic land. Search that player's graveyard, hand, and library for all copiesof the chosen card and remove them from the game. That player shuffles his or her library afterwards.)
64 - Each player puts a Book of Rass into play under his control. (2: Pay 2 life to draw a card. Effects that prevent or redirect damage may not be used to counter this loss of life.)
65 - Each player shuffles into his library Minor Doom. (UBWRG, sorcery, buyback cost UBWRG, target players/creatures take a total of 7 points of damage. If Minor Doom is in your graveyard, you may pay 7 life, sacrifice a land, and remove your hand from the game to put Minor Doom back into your hand.)
66 - Each player rolls on the Random Builds sub-table.
67 - Roll a twelve-sided die. Each player who has more non-basic-land permanents than the number rolled must sacrifice permanents until such is not the case. Players who have less non-basic-land permanents than the number rolled may flip over the top 3 cards of their library, and put any permanents so flipped over directly into play. Players who have non-basic land permanents equal to the number rolled may flip over the top 3 cards of their library, put any permanents so flipped over directly into play, and roll on the "I'm Special" sub-table.
68 - Each player puts a Volrath's Laboratory into play under his control. (When you play Volrath's Laboratory, choose a color and creature type. 5,T: Put a token creature into play. Treat this token as a 2/2 creature of the chosen color and creature type.)
69 - All players who are able to resist snickering because a 69 has been rolled put into play a Maturity token. (2/2 colorless creature, sac to put two +1/+1 counters on target creature) Those who cannot, put into play an Immaturity token. (0/1 creature, cannot be the target of spells or effects. During your upkeep, lose 1 life.)
70 - Each player may search his library for an enchantment and put it directly into play.
71 - All spells cost two more to cast.
72 - Roll twice on the Doom Table, resolving the first roll, then the second.
73 - All damage dealt to creatures and players is doubled.
74 - Players who control an even number of permanents gain 5 life. Players who control an odd number of permanents lose 5 life.
75 - Any time a land is tapped, it deals its owner two damage.
76 - Each player loses one life for each non-land card in his graveyard with no flavor text.
77 - A player may discard a card at random from his hand to give target creature banding, flanking, trample, first strike, or put a +1/+1 counter on it.
78 - Each card in a players hand has "Cycling: 2".
79 - Each player names a card. All cards with that name are taken from hands, libraries, graveyards, and play, and removed from the game.
80 - Tap all untapped land. A Prosperity goes off, for X cards, where X is the number of land just tapped. (Each player draws X cards.)
81 - The player(s) with the most life gain(s) 15 life. All permanents controlled by this/these players gain phasing. The player(s) may pay 30 life to cancel this last effect.
82 - A Field of Dreams comes into play. (The top card of each player's library is always face up.)
83 - The Evil Band of Tobiases comes into play (consisting of two to five 4/4 3WU creatures). The Evil Band of Tobiases may not be the target of spells or effects. Roll on the Evil Band of Tobiases sub-table each round to find what action they take.
84 - Each player may take a non-land card from his deck and put it into play as a proxy of Chaos Confetti. (4, T: Tear Chaos Confetti into pieces. Throw the pieces onto the playing area from a distance of at least five feet. Destroy each card in play that a piece touches. Remove the pieces from the game afterwards.)
85 - The player with the lowest life total gets a "Roll again" thingee. He may discard the thingee to bury target permanent, gain 10 life, or force a re-roll on the Doom table or any sub-table.
86 - Each player rolls on the "I'm Special!" sub-table.
87 - Each player may place a Creature Bond on target creature. (If target creature is put into the graveyard, Creature Bond deals damage equal to the creature's toughness to that creature's controller.)
88 - Triple all life gained from any spell or effect.
89 - The creature with the longest name gets a +2/+4 counter. The creature with the shortest name gets a -4/-2 counter.
90 - Any time a spell or effect does damage to a player or creature, flip a coin. If it comes up heads, then a Temper prevents the damage to the creature damaged, and a Reverse Damage protects the player damaged. (Temper - Prevent up to all damage to target creature. For each 1 damage prevented in this way, put a +1/+1 counter on that creature. Reverse Damage - All damage dealt to you so far this turn from one source is retroactively added to your life total instead of subtracted. Treat further damage from that source normally.)
91 - Any time a player or one of his permanents is targeted by an opponent, he may draw a card.
92 - All creatures without flying gain flying until the end of the round. The same goes for first strike, flanking, and trample. Creatures who have these abilities lose them until the end of the round.
93 - A Mana Flare comes into play. (Whenever any player taps a land for mana, it produces one additional mana of the same type.)
94 - During their upkeep, each player may roll on the I've Got Nothing to Lose sub-table.
95 - All creatures with power or toughness greater than four are buried.
96 - The order of phases is reversed; first, end-of-turn effects, then discard, main, draw, upkeep, and finally, untap.
97 - Each player takes 1 pont of damage for every 3 points of power of the creatures under his control.
98 - Each player takes 1 point of damage for each card he has in hand.
99 - Roll three times on the Doom table, resolving one roll after the other.
00 - Hyper Doom. Each player, at the beginning of his turn, rolls on the Doom table. If he rolls a 00, all of the events on the Doom table occur, one after the other (starting with 01), until (hopefully) someone dies, or you reach 99. Players may play fast effects in between doom rolls.
Not-So-Excessive-Doom Sub-Table
01-10 - Bury one of your enchantments.
11-20 - Bury one of your creatures.
21-30 - Bury one of your artifacts.
31-40 - Bury one of your lands.
41-50 - Lose 3 life.
51-60 - Discard a card at random from your hand.
61-70 - Bury two permanents you control.
71-85 - Roll two more times on the NSED sub-table. Re-roll rolls above 85.
86-95 - Roll three more times on the NSED sub-table. Re-roll rolls above 85.
96-100 - Roll four more times on the NSED sub-table. Re-roll rolls above 85.
If, after rolling on the Not-So-Excessive-Doom Sub-table, you find yourself at less than ten life, with no cards in hand, and no permanents in play, you may put yourself at 10 life, put any five lands in your graveyard into play, and put any five cards from your graveyard into your hand.
Evil Band of Tobiases Sub-Table
01-30 - All Tobiases attack a player at random.
31-40 - The player with the least life chooses who the Tobiases attack.
41-50 - Tobiases attack a player at random; each has +1/+1 and trample.
51-60 - Half of the Tobiases retire (rounded down). The others attack a player at random.
61-70 - Tobiases beat up the creature(s) with the highest casting cost (not including Tobiases!). Bury it/them.
71-80 - Each Tobias sacrifices itself to do 5 damage to a random opponent (roll separately for each Tobias).
81-90 - The Tobiases feel generous and give all players 5 life.
91-100 - The Tobiases get bored and go home.
Flanking and Cumulative Upkeep Sub-Table
01-10 - A random creature you control gains flanking.
11-20 - A random creature you control gains Cumulative Upkeep: 1.
21-30 - A random creature you control gains double flanking.
31-35 - A random creature you control gains Cumulative Upkeep: 2.
36-40 - Two random creatures you control gain flanking.
41-45 - Two random creatures you control gain Cumulative Upkeep: 1.
46-50 - Two random creatures you control gain double flanking.
51-55 - Two random creatures you control gain Cumulative Upkeep: 2.
56-60 - All of your creatures gain flanking.
61-65 - All of your creatures gain Cumulative Upkeep: 1.
66-70 - All of your creatures gain flanking and Cumulative Upkeep: 1.
71-75 - All of your creatures gain flanking, target creature of an opponent gains Cumulative Upkeep: 1.
76-80 - All of your creatures gain flanking, and "2: target creature loses flanking until the end of turn".
81-85 - All of your creatures gain double flanking, and "2: target creature loses flanking until the end of the turn", and Cumulative Upkeep: 1.
86-90 - All of your creatures gain double flanking, and all creatures of a random opponent gain Cumulative Upkeep: 1.
91-95 - All of your creatures gain triple flanking, "2: target creature loses flanking until the end of turn", and Cumulative Upkeep: 2.
96-98 - All creatures gain flanking and Cumulative Upkeep: 1.
99-100 - All creatures gain double flanking and Cumulative Upkeep: 2.
I've Got Nothing To Lose Sub-Table
01-10 - You and each creature you control take 3 damage.
11-20 - You and each creature you control take 5 damage. Discard a card at random.
21-30 - You and each creature you control take 8 damage. Discard a card at random. Destroy 1/3 of your land (rounded up).
31-40 - All of your creatures take 8 damage. Lose 8 life, or half your life (rounded up), whichever is greater. Discard two cards at random. Destroy half of your land (rounded up).
41-50 - Bury all of your creatures. Lose 10 life, or two-thirds of your life (rounded up), whichever is greater. Discard three cards at random. Roll on the Not-So-Excessive Doom sub-table, then roll again on this sub-table at -10. Destroy half of your land (rounded up).
51-60 - Remove all of your creatures from the game. Lose two-thirds of your life. Roll twice on the Not-So-Excessive Doom sub-table, then roll again on this sub-table at -20. Destroy half of your land (rounded up).
61-65 - Gain 5 life.
66-70 - Gain 8 life, and draw a card.
71-75 - Gain 10 life, and draw 2 cards.
76-80 - Gain 12 life, draw 2 cards, and put a Tobias Andrion (3UW 4/4 Legend), a Spitting Slug (1GG 2/4 can get first strike), and a Squire (1/2) into play under your control. Return a creature of your choice to owner's hand.
81-85 - Gain 15 life, draw 3 cards, and roll on the Craig sub-table at +10. Put the Craig in play under your control. Bury a creature of your choice.
86-87 - Gain 15 life, draw 3 cards, and search your deck for any permanent. Put that permanent directly into play. Also roll on the Craig sub-table at +10, and put the Craig in play under your control. Bury a creature of your choice.
88-89 - Gain 20 life, draw 3 cards, and search your deck for any card. Put that card into your hand. If it is a permanent you may put it directly into play. Also roll on the Craig sub-table at +10, and put the Craig in play under your control. Bury a creature of your choice.
90-91 - Gain 20 life, draw 3 cards, and search your deck for any card. Put that card into your hand. If it is a permanent you may put it directly into play. Roll twice on the Craig sub-table at +10. Put the Craigs in play under your control. Bury a permanent of your choice.
92-93 - Gain 25 life, draw 4 cards, and search your deck for any card. Put that card into your hand. If it is a permanent you may put it directly into play. Also roll twice on the Craig sub-table at +10. Put the Craigs in play under your control. All creatures controlled by opponents take 1 point of damage. Bury a permanent of your choice.
94-95 - Gain 25 life, draw 4 cards, roll twice on the Craig sub-table at +20. Put the Craigs in play under your control. Search your deck for any card. If it is a permanent you may put it directly into play. All creatures controlled by opponents take 2 points of damage. Bury a permanent of your choice.
96-97 - Gain 30 life, draw 5 cards, gain control of a Super-Evil Band of Tobiases. You may decide who they attack, and need not roll on the Evil Band of Tobiases sub-table. Search your deck for any card. If it is a permanent you may put it directly into play. Bury two permanents of your choice. All creatures controlled by opponents take 2 points of damage.
98-99: Gain 30 life, draw 5 cards, gain control of a Super-Evil Band of Tobiases (see above). Roll twice on the Craig sub-table at +20, and put these Craigs in play under your control. All creatures controlled by opponents take 3 points of damage. Bury two permanents of your choice.
00 - You win! Now isn't that cheaty?
Craig Token Sub-Table
The base Craig is a White 1/2 token creature. Spare "Squire" cards make excellent Craig tokens. Anyone targeting a Craig token with a spell or effect must pay 5 life, and flip a coin. If the flip does not end up in his favor, the spell or effect fizzles.
01-05 - During your upkeep, lose 2 life.
Craig starts with a +0/+2 counter.
06-10 - During your upkeep, lose 2 life.
Craig starts with a +1/+1 counter.
11-20 - Craig starts with a +1/+1 counter.
21-30 - Craig starts with a +1/+1 counter.
Craig has first strike.
31-40 - Craig starts with two +1/+1 counters.
Craig has first strike and flanking.
41-50 - Craig starts with two +1/+1 counters.
Craig has first strike, banding, and flanking.
Craig has "T: target creature or player takes 1 damage".
51-60 - Craig starts with two +1/+1 counters.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "T: target creature or player takes 1 damage".
61-70 - Craig starts with three +1/+1 counters.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "T: gain 2 life".
Craig has "T: target creature or player takes 1 damage".
71-75 - Craig starts with three +1/+1 counters.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "T: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 1 damage".
76-80 - Craig starts with four +1/+1 counters.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "T: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 2 damage".
Craig has Cumulative Upkeep: 1.
81-85 - Craig starts with four +1/+1 counters.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "4: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 2 damage".
Craig has Cumulative Upkeep: 1.
86-90 - Craig starts with four +1/+1 counters.
Craig does not tap to attack.
Craig has first strike, banding, flanking, flying, and trample.
Craig has "4: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 3 damage".
Craig has Cumulative upkeep: 2.
91-95 - Craig starts with five +1/+1 counters.
Craig does not tap to attack.
Craig has first strike, banding, flanking, flying, trample, and rampage: 1.
Craig has "4: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 4 damage".
Craig has Cumulative upkeep: 3.
96-99 - Craig starts with six +1/+1 counters.
Craig does not tap to attack.
Craig has first strike, banding, flanking, flying, trample, and rampage: 2.
Craig has "4: gain 2 life".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 4 damage".
Craig has "T: target creature is destroyed".
Craig has Cumulative upkeep: 3.
99-100 - Craig starts with seven +1/+1 counters.
Craig does not tap to attack.
Craig has first strike, banding, flanking, flying, trample, and rampage: 4.
Craig has "4: gain 2 life".
Craig has "4: Craig has shadow until end of turn".
Craig has "T: Draw a card".
Craig has "T: target creature or player takes 5 damage".
Craig has "T: target permanent is buried".
Craig has Cumulative upkeep: 3.
Random Builds Sub-Table
So, let's see what them there dwarven engineers decided to build you...
01-02 - Aegis of the Meek (1, T: Target 1/1 creature gets +1/+2 until end of turn.)
03-04 - Altar of Dementia (Sacrifice a creature: Target player puts a number of cards equal to that creature's power from the top of his or her library into his or her graveyard.)
05-06 - Amulet of Kroog (2, T: Prevent 1 damage to any creature or player.)
07-08 - Amulet of Unmaking (5, T: Remove Amulet of Unmaking from the game: Remove target artifact, creature or land from the game. Play this ability as a sorcery.)
09-10 - Ankh of Mishra (Whenever a land comes into play, Ankh of Mishra deals 2 damage to that land's controller.)
11-12 - Anvil of Bogardan (Each player skips his or her discard phase. During each player's draw phase, that player draws an additional card and then chooses and discards a card.)
13-14 - Arena of the Ancients (When Arena of the Ancients comes into play, tap all legends. Legends do not untap during their controller's untap phase.)
15-16 - Balm of Restoration (1, T: Sacrifice Balm of Restoration to gain 2 life or prevent up to 2 damage to any player or creature.)
17-18 - Baton of Morale (2: Target creature gains banding until end of turn.)
19-20 - Bottle of Suleiman (1, Sacrifice Bottle of Suleiman: Flip a coin; target opponent calls heads or tails while coin is in the air. If the flip ends up in opponent's favor, Bottle of Suleiman deals 5 damage to you. Otherwise, put a Djinn token into play. Treat this token as a 5/5 artifact creature with flying.)
21-22 - Candelabra of Tawnos (T: Untap X separate lands.)
23-24 - Chariot of the Sun (2, T: Target creature you control gains flying and has its toughness reduced to 1 until end of turn.)
25-26 - Coat of Arms (Each creature in play gets +1/+1 for each other creature in play of the same creature type.)
27-28 - Colossus of Sardia (Trample. Colossus of Sardia does not untap during your untap phase. 9: Untap Colossus of Sardia. Use this ability only during your upkeep.)
29-30 - Crown of the Ages (4, T: Move target enchantment from one creature to another. The enchantment's new target must be legal.)
31-32 - Elixir of Vitality (Elixir of Vitality comes into play tapped. T, Sacrifice Elixir of Vitality: Gain 4 life. 8,T, Sacrifice Elixir of Vitality: Gain 8 life.)
33-34 - Fountain of Youth (2, T: Gain 1 life.)
35-36 - Gauntlet of Might (All red creatures gain +1/+1, and all mountains provide an extra red mana when tapped.)
37-38 - Gauntlets of Chaos (5, Sacrifice Gauntlets of Chaos: Exchange control of target artifact, creature, or land you control for control of target permanent of the same type that an opponent controls. Bury all enchantments played on those permanents.)
39-40 - Glasses of Urza (T: Look at target player's hand.)
41-42 - Helm of Awakening (All spells cost one generic mana less to play.)
43-44 - Helm of Obedience (X, T: Put the top card of target opponent's library into his or her graveyard. Continue doing this until you have put X cards or a creature card into that graveyard, whichever occurs first. If the last card put into the graveyard is a creature card, bury Helm of Obedience and put that creature into play under your control as though it were just cast. X cannot be equal to 0.)
45-46 - Horn of Deafening (2, T: Target creature deals no damage during combat this turn.)
47-48 - Horn of Greed (Whenever any player plays a land, that player draws a card.)
49-50 - Implements of Sacrifice (1, T: Sacrifice Implements of Sacrifice to add 2 mana of any one color to your mana pool. Play this ability as an interrupt.)
51-52 - Library of Leng (Skip your discard phase. Whenever a spell or effect forces you to discard a card, you may instead discard that card to the top of your library.)
53-54 - Obelisk of Undoing (6, T: Return any of your permanents in play to your hand; enchantments on that permanent are discarded. Can be used only on permanents you cast.)
55-56 - Pentagram of the Ages (4, T>: Prevent all damage to you from one source. Treat further damage from that source normally.)
57-58 - Ring of Immortals (3, T: Counters target interrupt or enchantment. Can only counter spells which target a permanent under your control. This ability is played as an interrupt.)
59-60 - Ring of Ma'Ruf (5, T: Instead of drawing a card from the top of your library, select one of your cards from OUTSIDE THE GAME. This card can be any card you have that you're not using in your deck or that for some reason has left the game. Ring of Ma'ruf is removed from the game entirely after use.)
61-62 - Ring of Renewal (5, T: Discard a card at random from your hand and draw two cards.)
63-64 - Rod of Ruin (3, T: Rod of Ruin deals 1 damage to target creature or player.)
65-66 - Sandals of Abdallah (2: Gives one creature islandwalk ability until end of turn. If that creature is destroyed before end of turn, so are Sandals.)
67-68 - Scarab of the Unseen (T: Sacrifice Scarab to the Unseen to return all enchantments on target permanent you own to their owners' hand. Draw a card at the beginning of the next turn's upkeep.)
69-70 - Shield of the Ages (2: Prevent 1 damage to you.)
71-72 - Skull of Orm (5, T: Bring one enchantment card from your graveyard to your hand.)
73-74 - Sphere of Resistance (All spells cost 1 more to cast.)
75-76 - Staff of the Ages (Creatures with any landwalk ability may be blocked as though they did not have those abilities.)
77-78 - Staff of Zegon (3, T: Target creature loses -2/-0 until end of turn. Creatures with power less than 1 deal no damage.)
79-80 - Sunglasses of Urza (You may use white mana in your mana pool as either white or red mana.)
81-82 - Sword of the Ages (Sword of the Ages comes into play tapped. T: Sacrifice Sword of the Ages and as many creatures as you choose. Sword does the combined power of these creatures in damage to one target. Sacrificed creatures and Sword are then removed from the game entirely.)
83-84 - Sword of the Chosen (T: Target legend gets +2/+2 until end of turn.)
85-86 - Tablet of Epityr (1: You gain 1 life every time one of your artifacts goes to the graveyard. Can only give 1 life each time an artifact reaches the graveyard.)
87-88 - Throne of Bone (1: Gain 1 life. Use this ability only when a black spell is successfully cast and only once for each such spell.)
89-90 - Triangle of War (2, Sacrifice Triangle of War: Choose target creature you control and target creature an opponent controls. Each creature deals an amount of damage equal to its power to the other.)
91-92 - Wall of Shields (0/4 - Banding, counts as a wall.)
93-94 - Wall of Spears (2/3 - First Strike. Wall of Spears counts as a Wall.)
95-96 - Wand of Denial (T: Look at the top card of target player's library. If that card is a nonland card, you may pay 2 life to put it into that player's graveyard.)
97-98 - Wand of Ith (3, T: Look at one card at random from target player's hand. If the card is not a land, target player must choose either to discard it or pay an amount of life equal to its casting cost. If the card is a land, target player must choose either to discard it or pay 1 life. Effects that prevent or redirect damage may not be used to counter this loss of life. Can only be used during controller's turn.)
99-100 - Well of Knowledge (Any player may pay 2 during his or her draw phase to draw a card. Players may use this ability as many times as they choose.)
"I'm Special!" Sub-Table
01-10 - Because you're special, you may put a Jayemdae Tome into play. Gain 15 life. (4, T: Draw one card.)
11-20 - Because you're special, you may discard your hand and draw 5 cards. Gain 10 life.
21-30 - Because you're special, you may do one point of damage to any creature or creatures on the board. Gain 15 life.
31-40 - Because you're special, you may bury any creature in play. Gain 10 life.
41-50 - Because you're special, you may put any two cards in your graveyard into your hand. Gain 15 life.
51-60 - Because you're special, you may gain 25 life.
61-70 - Because you're special, until the end of the round you may pay 2 life to draw a card (as often as you wish). Gain 10 life.
71-80 - Because you're extra special, you may bury any two creatures in play or do two points of damage to any creature or creatures on the board. Gain 20 life.
81-90 - Because you're extra special, you may gain 30 life or draw ten cards.
91-100 - You're not special at all! Lose 5 life and bury a creature.
Sub-Table Sub-Table
01-10 - Roll on the I've Got Nothing To Lose! Sub-table, or pay 10 life.
11-20 - Roll on the Not-So-Excessive-Doom sub-table.
21-40 - Roll on the Craig token sub-table (at -20). Put that token into play.
41-50 - Roll on the Flanking/Cumulative Upkeep sub-table.
51-60 - Roll on the I'm Special! sub-table.
61-80 - Roll on the Random Builds sub-table.
81-90 - Roll on this sub-table twice more. Re-roll rolls above 90.
91-100 - Roll once on each of the above sub-tables.
By Keschra
Here are the basics. Start with a deck at least 60 or more cards (the bigger, the better). Shuffle and cut. There can be any number of players to join in the bloodbath... er... game, and each player draws an opening hand of eight cards. Now set your life at 30 and away we go...
During the draw phase, draw up to eight cards. This happens every turn (EIGHT!!! That's outragous!). Play as many land cards as you so desire. Then, just do what come natural. A couple a subtle differences make this a little different from the standard fare. First, any spell with an X in the casting cost can only have 10 points of mana pumped into it. This rule does not apply to creatures with */* as their power/toughness.
Any number of Legends can be out on the table at any given time. They don't cancel each other out... they're Legends!!!! Next, landwalk abilities only work if your opponent has that particular land tapped. If that land is untapped, get ready to be blocked. When playing lands, any card that causes land to go back into your hand, stops you from laying that land back down until next turn. This is so "mana engines" are kept at a minimum.
Let's see... draw up to eight cards at the start of your turn and make sure that you have no more than seven at the end of your turn. Play as much land as you have in your hand. Attack and block like normal. Speaking of attacking, you can attack any one you want. Only the person that is been attacked can declare blockers. However, anyone can give aid in the form of instants and interrupts (make friends early, then kill them). Once a player loses all life, the player's permanents (land, creatures, and artifacts only) fall under the control of the person who defeated that player. Yikes!! That is called the "Dynasty Effect". You have now put the 'nasty" in Dynasty. Unfortunately, this person also becomes a target for everyone else in the game.
Sounds like fun? This variation allows for five color decks, mono color decks, and especially Theme decks. The goal is to have fun any apply the smackdown on those you are weaker than you (you know, your friends).
Before the start of the game, agree on an enchantment that will be a permanent game rule. The False Enchantment is not treated as an active card in the game - upkeep is not paid on it, it has no colour, and you can't destroy it, modify it, or protect yourself against it, even with Circles of Protection.
If you have a copy of that enchantment handy, you might want to lay it out where both players can remember its effects. Also, make sure that the False Enchantment affects all players equally. Some other cards have ongoing effects just like enchantments; you might try using them instead. If the card says "you", or "your opponent", assume it refers to all players.
Daniel and Eion’s Magic Variant (A Combination of Many)
Each player has 20 points to start with, 1 point will buy any of the following:
5 Life points
1 Hand capacity
1/4 Draw (Card/Turn)
1 Colour Proficiency
Note that in a regular game a player has the characteristics:
Life Point 20 = 4 Points
Hand Capacity 7 = 7 Points
Draw 1 Card/Turn = 4 Points
Use of all 5 Colours = 5 Points
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20 Points
For the draw points, fractions such as 1/4 and 2/4 are rounded down while 3/4
is rounded up.If players are proficient (can cast spells in) an unequal number of colours, then the person proficient in more colours should be given extra points to make it even. You can also handicap players with better decks by giving them less points to start off with.
During their upkeep anyone with remaining points may use one of these to get one effect from the above or below lists that affects everyone for four cycles. This point is permanently used and cannot be recovered. Only one point can be used per upkeep. Additionally the Zuran Orb effect is available (sacrifice a land to gain two life) for one point and is used in the same way as other effects. A player may pay one point (permanently) during their upkeep to cancel an effect brought into play by another player.
1 cycle = each player has had 1 turn
Once every two cycles, before game-play continues, roll 2d6. Refer to the chart below to see which effect is in play according to what you rolled.
2. Players draw an extra card per turn. (Howling Mine)
3. Land tapped for mana produces an additional mana of the same type. (Mana
Flare)
4. No creatures with power greater than two untap during their controller’s
untap phase. (Meekstone)
5. Only one land can be untapped per untap phase. (Winter Orb)
6. All lands, artifacts and creatures come into play tapped. (Kismet)
7. Nothing, no changes. (Normal play)
8. For the next two cycles, at the beginning of each player’s turn refer to the
chart for a new effect. (Constantly changing)
9. All Green creatures gain +1/+1
All Blue creatures gain +0/+2
All Red creatures gain +2/+0
All Black creatures gain +3/-1
All White creatures gain -1/+3
All Artifact creatures gain +1/+1
10. Creatures are unaffected by summoning sickness (Concordant Crossroads)
11. All attacking creatures gain +1/+0 (Orcish Oriflame)
12. Roll the dice twice for two effects
If the same number is rolled twice in a row, re-roll. Effects expire after two cycles (when the next effect is chosen). For the first two cycles of the game, no effects are chosen. For the first cycle the second player only draws one card plus their starting hand (in a duel regardless of normal draw). In a multiplayer the extra card is disregarded altogether.
When a creature takes damage, put a -0/-1 counter on that creature (One for each damage dealt). Creatures do not heal at end of turn. All the counters on a creature may be removed by paying double that creature’s casting cost.
Effects may be removed from the chart by the payment of one point during the player’s upkeep. This point loss is permanent (i.e. if you paid a point to remove Meekstone from the chart and then rolled a 4, it would be treated as a stable roll (Nothing happens)).
(c) 1996 Niko Grunbaum
First, the "Drop" concept - play as many lands as you want, and every time you play a land, draw a card.
Second, everyone drops as much land as possible before the game actually begins. No fast effects allowed. In "First-Round Drop", this is all that changes. In Flash, the drop rule is effective throughout the entire game.
Finally, Flash is a Total Drop game with ten card hands, and one final rule - if, at any time when spells are not resolving, and any player has less than ten cards in their hand, they draw back to ten cards.
By Michael Schmahl
Each person plays a race of creatures. This is left to each player, but the narrower the concept, the better. Players are only allowed cards in their deck that closely match the concept of the deck.
Defending Another Player
Any non-wall creature may tap in order to block for another player. Creatures suffering from "summoning sickness" may not do this. Conceptually, this involves sending the creature over a distance to intercept an attacking force.
Embassies and Ambassadors
Any non-wall creature may tap in order to place itself in the territory of another player. That player may now use that creature as if he or she controlled it. In all respects, the player receiving the creature now controls it. Both players involved in the transfer must agree to the transfer in order for it to happen. This transfer of creatures occurs during the attack sub-phase.
Messengers
Normally, telling other players what cards are in one's hand is considered poor form and borderline illegal. However, any player may tap a creature to call a one-minute private conference with another player. Players with Ambassadors to other players may freely share information about cards in hand.
Vanquished Forces
When any player is killed, the player who did the last point of damage to that player may take one of the following options:
Recycling Libraries
Because death due to running out of cards seems anticlimactic and boring, any player who runs out of cards in his or her library takes all cards in his or her graveyard, including cards that have been removed from play, and shuffles them all together to form a new library. The player loses five life when this happens.
Inappropriate Cards
If a player plays a card that does not fit in the theme of his or her race, any other player may challenge the use of that card. The accused player has three minutes to defend the use of the card. After the defense, all players except the accuser and the accused vote. If the vote is that the card is inappropriate, then the accused player loses the respect of his or her peers, and the card is removed permanently from play. The player may draw a card to replace the lost card, and undo any actions that led up to the playing of the card. If the vote fails, then the accuser is shouted at loudly, but no other ill effects occur.
After drawing your seven cards:
At the cost of one life (and your opponent(s) gain one life), you can start the game with a basic land card (of your choice) in play, taken from your library.
At the cost of one life (and your opponent(s) gain one life), you can draw an additional card before the game starts.
All cards are restricted (one per deck), including basic land. Other restrictions can be placed on top of that, such as 60+ card decks, etc. Special lands become important, and snow-covered lands are not the same (for restriction purposes) as the basic lands. (This practically forces a multicolor deck.)
This variant should only be used when all players have creature heavy decks. When a creature is brought into play put three duration counters on it. On every one of your upkeeps remove a counter. When the creature has no counters and you should remove one, bury the creature. You can increase the amount of duration counters by paying one colourless mana per counter when the creature is summoned, or by paying two colourless mana per counter on any one of your upkeeps.
Many players are frustrated by land deficits, especially at the beginning of the game. This variation allows you to choose any three lands from your deck as part of your starting hand. You then shuffle and draw four more cards to begin.
By Jason Schneiderman
This variant is played as normal magic, except you will need an extra player to serve as a judge for the court. Each player should have a turn at being the judge once each session.
Anything goes in Kangaroo Court as long as you can argue your case convincingly and it has some kind of internal logic. If your opponent tries to play Feast of the Unicorn, point out that he can't play it unless he sacrifices a unicorn. Dispell your opponent's Blood Moon with your Bad Moon, after all, is there more than one moon in the sky?
If a situation arises where you feel the rules need to be bent (either for the sake of reality or to benefit you personally), declare you are making a motion. You must then state your proposal, backed up with a brief rationalization. One of your opponents may then offer a rebuttal. For example if you make a motion that Blood Moon negates Bad Moon, your opponent might come back with the argument that there are many worlds in Dominia, and this particular one could have two moons in the sky. Finally, you have one last chance to defend your argument. During each of these three steps, no other player may intervene or comment. If your opponent has something to say after your second argument, too bad. The player who raises the motion gets the final word.
After considering both sides, the judge makes a decision - and the rulings of the judge are final. The judge can also decide whether this is a specific ruling or a law. Laws cover more territory, but can have exceptions made. Rulings are more narrow, but cannot be overruled.
Once the game ends, the judge becomes a player and a new judge is chosen. It's considered bad form to hold grudges from game to game. Rulings should carry from game to game. After playing for a while, you'll have a list of errata as complete - and as convoluted - as the WotC rules team.
General Laws
Specific Rulings