Mental Magic
by Team War Zone
Introduction
Mental Magic is a variant on the traditional game of Magic: the Gathering by
Wizards of the Coast. In all cases where the rules of Mental Magic do not exist
the current rules of Magic the Gathering are to be used. Mental Magic combines
the skills of blindfold chess with the enjoyment of Magic.
Setup
A large stack of random cards (no land) is shuffled and divided into two piles.
Each player selects one of these stacks and this stack is considered his or her
deck. A large stack of basic land cards is divided into two stacks. Each player
selects one of the land piles. This is that players "Utopia Library". Players
determine randomly to see who plays first, and then each player draws 7 cards
from their deck. The standard Paris mulligan rule is used and is the only
mulligan rule used with Mental Magic.
- Optional Land Rule
- A few non-basic land may be inserted into either or both players main
library. These lands are not Utopia, but can be used as any other land card.
This is limited by the special rules on cards.
Basic Game Play
The player who is playing first does not draw (as per the Magic play or draw
rule.) This player may take their turn as usual and lay a land, cast spells,
attack as by the rules of Mental Magic and Magic the Gathering. Play then
proceeds when the first player is finished with his or her turn to the second
player. The second player then draws a card from their deck or draws a card from
their Utopia library. Play continues switching from one player to the next as
each player completes their turn until one player or the other wins the game as
per the rules of Magic the Gathering.
Special Rules on Cards
Cards in Mental Magic are never what they appear. Each card in Mental
Magic when needed by a spell or effect can be any card printed by Wizards of the
Coast for use with Magic the Gathering with the exception of Portal Cards,
Astral Cards, Computer Cards and Ante Cards (see optional ante rule) that
exactly match both the casting cost and color cost of the card in question. This
has the effect of making a template for each card in Magic. Once a template is
needed and used by a spell or effect that template may not be used again by
either player for the rest of the game. Cards keep their template until they are
removed from the game or go into a players hand or deck. This means a B3
(printed on the card as a Dungeon Shade) cast as a Krovikan Horror is a Krovikan
Horror in the graveyard, when a W1 (printed on the card as a COP White) is
discarded and the templated as a Youthful Knight put on top of it, until it
returns to owners hand at the end of any turn, whereupon it is an unnamed B3
with the casting restriction that it cannot be cast as an Dungeon Shade (or any
used B3 template like Krovikan Horror).
- Out of Play. For the purposes of resetting a card (and require a new
template) out of phase is not considered out of game for the purposes of this
rule. (A Ring of Mau' Ruf will bring back a card that had been removed from this
game but as ring of Mau' Ruf does not need a card type to be announced it does
not use up a card template and effectively brings back and unnamed WW (for
example). Cards which are set aside or in other temporary out of game zones also
do not lose their template.
- Discard Rule. Cards which have been discarded may be templated, but do not
have to be templated. If they are not templated at the time of discarding they
are considered "unnamed card of casting cost U1" for example. They may not be
later templated until they go into a players hand or library.
- Using Templates. You may only use a template when their is a valid game
reason to do so. You may not arbitrarily use templates without a game mechanism
for doing so. The player who discards cards may choose their template (or leave
them unnamed). The player who puts cards from their library into their graveyard
also may choose the templates (or leave them unnamed).
- Dual Libraries and Graveyards. Each player in a game of Mental Magic has two
libraries (the Main Library and the Utopia Library). Any spell that targets a
players library, is treated as targeting one of a players libraries. Also, any
spell that targets a players graveyard is treated as targeting one of a players
graveyards (but not both).
Any effect that deals with a library or graveyard must complete all effects in
the same graveyard. For example a Grindstone targeting the Main Library finding
two spells that match color, must repeat the effect on the Main Library.
- Optional Ante Rule. If both players agree a game of Mental Magic may be
played for Ante. If so all ante cards are legal and have their normal affect
(i.e. I switch my Jeweled Bird for the 10 dollars of Ante.).
- Running Out of Cards. A player loses the game by being "decked" when they
cannot draw a card from either library and are forced to by the mandatory draw
in their draw phase or a mandatory draw from a spell or effect.
- Specific Card Rulings
- Clairvoyance
The cards are viewed by the opponent but they are not and may not be templated.
- Cursed Scroll
When you name the card for a cursed scroll you do not name an actual card but
rather name "spell of unnamed casting cost X". This does not and may not use up
a template.
- Demonic Consultation
You name a card to be found and thus use up it's template (the card will be in
the consulting players hand but will be an unnamed card of that casting cost).
For Example: You may cast a Demonic Consultation for a Brainstorm and the 7th
card or later that has casting cost U will go into your hand. It will then have
to be cast as something other than a Brainstorm. The cards removed from play may
not be templated.
- Demonic Tutor
As you do not have to show the opponent a card no Template is used nor may one
be used in the casting of this spell.
- Dream Cache
You must draw from the Main Library but may substitute draws from the Main
Library with draws from the Utopia Library in any combination drawing a total of
3 cards. You must announce how many cards will be drawn from each library at the
start of the affect. Any Utopias put on the top/bottom of the Main Library must
instead be shown to the opponent and put on the top/bottom of the Utopia
Library.
- Enlightened Tutor
As you must show your opponent an enchantment or artifact you must use a
template for the card retrieved. Once the card is in the players hand it may be
cast as any type of spell.
- Gaea's Blessing
You may target cards in either graveyard of either player but only one
graveyard. If Utopia cards are put back (they must be placed into a Utopia
library) then the card drawn must be drawn from a Utopia library.
- Mulch
Yes, you may target either library with this card. Yes, this is a very powerful
spell in Mental Magic. Green deserved something...
- Rowen
As with all effects that target a single library, the entire effect must target
the same library (in other words you can draw two lands instead of the regular
draw phase draw with Rowen).
- Timetwister
You must shuffle your main library back into your main deck and the Timetwister
becomes the only card in your main graveyard. You may substitute some of the 7
cards with cards from the Utopia Library.
Utopia
The Utopia library is stack of the land Utopia. The land Utopia reads:
Tap: Add one mana of any colour to your mana pool.
0: Utopia becomes a forest, island, mountain, plains or a swamp until the end of
the turn. Play this ability as a mana source.
0: Utopia is snow-covered. Play this ability as a mana source.
0: Utopia is non-snow covered. Play this ability as a mana source.
If any permanents of a color are in play or in the processes of being cast you
are considered to have a traditional basic land of the type that produces the
colour mana associated with that color. Utopia is considered a basic land.
Each player along with having a Utopia library has a special "Utopia Graveyard"
where all discarded/destroyed Utopia lands go to. You may replace any draw from
your Main Library with a draw from the Utopia library. Multiple draws from a
single affect may be divided in any fashion between the main deck and the Utopia
library. The decision as to how many cards are to be drawn from each library is
made before any of the cards are drawn. You may not replace a draw from your
Utopia Library with a draw from your Main Library.
With Utopia in play and a blue permanent you are considered to have Islands in
play but you do not have any cards which are actually Islands, so a Tsunami will
kill no lands but you may be Islandwalked and Islandhome creatures will not
die.
When Utopia cards are to be put into a players library they are instead shown to
the opponent and then put into the Utopia library. Any associated effects stay
in the same library the cards were placed into.
Utopia lands which have become a basic land (by any means) are no longer
considered Utopias.
Tournament Rules
The Decks
The libraries for all Mental Magic Tournaments are to be pre-created by the
judges and the cards chosen for playability (no unusable cards RRRR3 for
example) and limited use of very restrictive cards. Also a close watch should be
taken for very abusive cards (BX). All libraries will be placed at tables across
from the opposing libraries. The libraries remain fixed through the entire
tournament with players moving to a different position after each game (similar
to duplicate bridge). The players play the decks after shuffling them but not
looking at the contents of their libraries.
Optional Rule: The players are given 5 minutes to inspect their decks before the
start of each match. There are no sideboards in Mental Magic tournaments.
The recommended library size for tournaments is 40 cards for the main library
and 30 cards in the Utopia library. The optional Ante Rule is not used in
tournaments.
- Sealed Deck
An alternate method of deck construction for Mental Magic Tournaments is to use
sealed starters (any format will do). The players uses the 22 basic lands in the
starters as their Utopia Library. The remaining cards are used as the Main
Library. Players are allowed to look through their sealed decks before the start
of a match.
Optional Sealed Rule: Each player may choose to remove exactly three cards from
their Main Library for use as a sideboard.
- Match Victory
Due to the length of time of games of Mental Magic matches will be only a single
duel. If neither player wins by the end of time, the active player must their
turn. At that time the player with the higher life total wins unless either
player can demonstrate a complete lock (Judge's discretion as to what this
means).
- Card Templating
Players must be able to state the actual card name (and have the required
resources) to successfully cast a spell. The name must be clear enough to
demonstrate knowledge of the card name and clearly not another card. This is not
meant to penalize bad pronunciation (as certain cards like Nevinyrral's Disk are
difficult to pronounce) but to force memory of card names. The judge in cases of
dispute, may have the player write out the card name as a means of resolution.
- The Judge
The Judges ruling in all cases will be final. They will make mistakes but
someone has to decide and they are it.
- Challenges
If two players cannot agree on what a card does or on reality a challenge may be
made. If a challenge is made a judge is called and one player, then the other
states what they consider the card to do (or what is reality) and the point of
contention. The Judge will decide who is right. Any player losing two challenges
in a match will lose the match. Challenges should be watched by the judges for
possibilities of cheating or stalling. The Judge should consider notes as the
primary evidence in the case of failure to agree with reality.
- Note Taking
Note taking is allowed and is Highly Recommended for mental magic. In cases of
failure to agree on reality notes are about the only basis the Judge has to go
on. A recommended note system of B1: Demonic Tutor, W1: Balance is suggested,
with two columns, one for each player's spells.
- Time
As time is very limited in a tournament environment and it is very easy to think
about what card to play for a great deal of time in Mental Magic strict time
restrictions are to be enforced. During the initial part of a round players may
only consider what to play for 45 seconds. During the final 15 minutes of a
round players may only consider what to play for 15 seconds. Taking longer than
this will be considered stalling and will be dealt with as per the standard
tournament rules.
- Special Tournament Card Rulings
Chaos Orb and Falling Star may only target a single card. The target is
announced upon resolution of the effect and the drop commences. The target
card must have any obstructions covering it removed before the drop. This
includes counters and other cards.
Musical Magic
By Eileen Shaughnessy
This is for people who are not so much concerned with winning as with having a
hysterically fun time playing Magic. Everyone sits around the table and begins
a normal multiplayer game. Set a timer for about ten minutes. When the timer
goes off, whoever is taking a turn finishes that turn. Than that person rolls a
six-sided die. Each player than moves that number of seats clockwise around the
table,than play resumes. Now we're all playing with a different deck.
Every ten minutes players rotate again based on the die-roll. You never know
where you're going to end up!
If a seat dies while you're sitting there, stack its cards in a neat pile and
wait until the next rotation. If you wind up at a seat with active cards,
you're back in the game!! If you get to a dead seat, it's a good time to use
the restroom or make a sandwich. When the game gets down to two decks left,
those two players finish the game. Usually every player feels that he or she
has contributed to the win, because almost everyone has played in that seat at
some point in the game. There is generally a great deal of laughter during this
whole melee. Players have been known to Fireball themselves, because they knew
in a few minutes they wouldn't sitting in the same spot any more! But then
again,you never know...you could wind up in that seat at the bitter end, so
you'd better be careful...
One Deck
If you only have one deck of Magic cards, you can see how well it does against
itself. Both players share one library and one graveyard. This means that you
can kill your opponent's creature, and resurrect it yourself!
One Hand
Again, players share one library and one graveyard. Deal a hand of seven cards
face up in the middle of the playing area. Both players may use lands and
spells from this pool of cards. Once your opponent has cast a spell out of the
hand, you no longer have control over it. The strategies in this variant are
bizarre. You will find that it often helps to cast spells for no reason, just
to prevent your opponent from using them. If you must discard, you'll throw
away the card that your opponent needs most.
Prismatic Hybridization
This variant allows you to play many colours without as many mana problems.
This change in rules allows you to pay for any coloured mana in a casting cost
with two points of an allied colour, as shown on the back of a Magic card. For
example you could pay two blue mana instead of one white, or two green instead
of two red.
Psychic Mages Duel
By David S. Wilson
A predictably quick and easy to play alternative game for all those Magic
cards. This game is based on the concept that Mages have Psychic powers as well
as magic ability once in a duel.
- All spells cost one colourless mana to cast. This bonus is yours since
all Mages have Psychic enhanced Magic abilities. This rule change results in a
quicker pace for spell casting.
- Both hands are played open and on the table. You're all Psychics, you all
know what spells your opponent(s) might cast. This rule change results in less
surprises. It's difficult to surprise a Psychic.
- Your library is placed on the table upside down so each Psychic can see
what the the card to be drawn is. This rule change shows all Psychics can
predict what the immediate future holds for both yourself and your opponent.
- Only during your turn and only after upkeep and drawing of your card can
you use one of two Psychic abilities unique to this game. For the cost of one
mana you can take the top card that you would draw next turn and move it to the
bottom of your library. Or for the cost of two mana you can take the top card
of an opponent's library which he/she will draw on his/her next turn and move
it to the bottom of their library. This rule change shows how a Psychic Mage
can alter the future they see coming.
You shouldn't include cards that let you look at your opponent's hand.
Rainbow Staircase 1.1
All decks must contain the same preset twenty land, two of each of the dual
lands.
All decks must contain six cards from each color, and six artifacts. Of each
set of six cards, one must be 1 casting cost, one of 2 casting cost, and so on,
up to 6 mana.
Banned
All X spells, anything with 0 casting cost, or casting cost > 6, ante cards,
non-basic land screwers.
REAL Magic
By Ryan Hutnick
Magic sure can be a fun game, even though it's not very logical. No, not in
regards to the hundreds of pages of errata and such, but how some of the
mechanics and play rules seem to be less than what they could be. That's not
neccessarily a bad thing, in fact it probably just saves headaches for the
designers and beginning players. Let's face it, even though at it's core Magic
can be horribly complicated, one can get the very basics down with only a few
games with someone who knows what he/she is doing. But how many players have
asked the question "Why don't creatures have an agility rating?" Or "Why can't
creatures equip artifacts?" These mechanics don't exist in normal Magic play,
but they do exist in REAL Magic.
REAL Magic is simply a way to give Magic more of an RPG feel. In REAL Magic
creatures have an agility rating next to their power/toughness. Creatures can
deliver critical hits, and land more than one blow if it's attacked or
attacking. Don't like a creature that your opponent just summoned? Bribe it,
and maybe it will come to your side and fight for you. Want to send one of your
creatures on a quest that will sabotage your opponents plans? Go for it! REAL
Magic makes each game seem more like an epic war than a simple wizard-to-wizard
duel.
Listed below are the necessary changes/additions needed to change Magic into
REAL Magic.
- All games played under REAL Magic follow the most current Type 1
restricted/banned lists. Decks must contain at least 120 cards, and players
start with 60 life.
- Banding does not exist in REAL Magic. Why? You'll soon see. :) No,
seriously, banding makes some of the necessary combat changes very difficult to
implement. When playing REAL Magic, please eliminate the following words off
cards which they appear (not literally, of course) - band, bands, banding,
banded.
- When a creature has locked in damage, you roll dice and it does 0-N damage,
where N is the creature's power. Example - a Force of Nature will do anywhere
from 0-8 damage; how much exactly depends on how good a roller you are. If you
find that you have extra numbers on a second die, eliminate the extras and roll
until you land on one that fits. Example - say you have to figure out Force of
Nature damage, and you only have 6 sided dice. Roll one six sider, and then
roll the other. Ignore anything higher than a 2; when you finally roll a 1 or 2
add that to the number of the first die and that's the damage the Force will
do.
- Creatures have an agility number next to their power/toughness. The number
will be either 1, 2, or 3. Creatures with a 1 (Lead Golem, Ironroot Treefolk)
are the slowest of the bunch... they have a good chance of hitting a creature
with an agility of 2, and a poor chance of hitting a creature with an agility
of 3. Creatures with an agility of 2 (Benalish Hero, Arctic Wolves) have a good
chance of hitting both an agility 1 and agility 3 creature. Creatures with an
agility of 3 (Serra Angel, King Cheetah) have a good chance of hitting an
agility 2 creature, and will always hit an agility 1 creature. Here's how it
all works - after blockers are declared, you roll for agility. If both
creatures have the same agility, you roll 1D6 for each. Roll a 1, the creature
misses; 2-6, it hits. If a creature with an agility of 1 (Lead Golem)
blocks/attacks a creature with agility 3 (Serra Angel), the 3 agility creature
(Serra) will hit the 1 agiltiy (Golem,) but for the 1 agility (Golem) you roll
1D6. Roll a 1 it hits, 2-6 it misses. If a creature with an agility of 2
(Arctic Wolves) blocks/attacks a creature with an agility of 3 (King Cheetah,)
roll 1D6 for each. Roll 1 or 6 it misses, 2-5 it hits. Use this same method if
a creature with an agility of 1 blocks/attacks a creature with an agility of
2.
Note - I am aware of possibly arguments that can arrise over what agility
rating some creatures have. Simply put, I do not have the time to give an
agility rating to each individual creature in Magic. Therefore, the official
rule regarding arguments is this: if you cannot agree on an agility rating,
flip a coin to decide.
- When a creature hits, you do the penetration roll. This is simple. Roll
2D6, and if the result is 2-10, the creature penetrates, and combat proceeds.
If the result is 11-16, it does not penetrate, and the creature deals no damage
in combat.
- When a creature has both won the agility roll and penetration roll, you
proceed to see of the creature's hit is critical. To do this, roll 2D6. If the
result is a 2 or 12, the opposing creature dies instantly and is sent straight
to the graveyard, without the possibilty of regeneration. If the reult of the
roll is 3-11, the strike was not critical and combat proceeds as normal. Note -
say both creatures won the agility roll... which creature do you roll for
critical first? The attacking creature.
- This is a fun one. :) When a creature kills another creature in combat (or
due to it's own fast effect, like a Tim ability,) it gains experience points
equal to the combination of the dead creature's power/toughness/agility. A
creature raises a level once it has gained X experience, where X is equal to
it's combined power/toughness/agility. Whenever a creature raises a level, it
gets +1/+1 (no additions to the agility rating) and one special ability
(phasing, flanking, islandwalk, first strike, etc.) of your choice (you cannot
choose banding.) Example - your Benalish Hero, by some miracle with lucky die
rolls, takes down a Force of Nature (8/8/2.) The Force will give the Hero 18
experience points. The Hero needs 3 experience points to raise a level, so...
the Hero will gain 6 levels! This means the Hero will now be 7/72 and will have
6 special abilities. Imagine the possibilities... give it flanking 6 times,
make it a shadow-flanking-flying-islandwalking-first strike-rampage
monstrosity... the possibilities are endless.
- Creature quests. This ability is played as a fast effect that can be done
only once per turn, and only in your main phase. To initiate a creature quest,
first choose a creature you control. Then announce you are sending it on a
quest, and state to what opponent you are sending it to. Now, grab 3D6, choose
"odd" or "even" and roll the dice. If all three numbers are what you chose,
then the quest was successful, and you can choose from the following options:
- Look through the opponent's library, remove two cards from the game.
Opponent then shuffles his/her library.
- Look through the opponent's library, select one permanent, and put it
immediately into play on your side. Opponent then shuffles his/her library.
- Choose a permanent owned by the opponent; that permanent is removed from
the game.
If the quest is unsuccessful, then the opponent gets to choose one of those
options to be performed on you.
- Spells can fizzle. Whenever you cast a spell, roll 2D6. If the result is 2
or 12, the spell fizzles and is removed from the game. If the result is 3-11,
the spell is casted normally.
- Damage dealing Sorceries and Instants can backfire. Whenever you cast a
damage dealing Instant or Sorcery, first roll to see if it fizzles or not. If
it goes through ok, roll 3D6. If the result is 5, 10, or 15, the spell
backfires and does however many damage it would have done to creatures/players
to you instead.
- You can bribe creatures. Whenever a creature attacks you, and you decide
not to block it, you can bribe it. Here's how it works - say a War Mammoth
attacks you... you can't block and decide to bribe it. Roll 2D6. Whatever the
result of the roll is, you lose life equal to the number rolled (cannot be
prevented or re-directed.) If the result is 2-3, the creature is bribed and is
taken out of combat. If the result is 12, the creature is taken out of combat
and you gain control of it. If the result is 4-11 the bribe was unsucessful and
combat proceeds as normal. Note - you can only bribe a specific creature once
per combat.
- Creatures can hit several times when they finally get into damage dealing
phase in combat. After a creature hits once (and deals 0-N damage) you roll
1D6. If the result is 1 the creature hits a second time; 2-6 it doesn't hit
again and combat proceeds. If the creature hits a second time, you roll again
for a third hit. If the third hit connects, you try for a fourth hit... and so
on. Note - for the second, third, and so on hits, you do not roll for agility
again, but you do roll for penetration and critical for each seperate hit.
- Creatures can equip certain non-creature artifacts. This boosts their
power/toughness (not agility). You'll have to use logic to determine what
artifacts can and cannot be equipped. For example, you can equip Aladdin's
Ring, Helm of Awakening, Helm of Obedience, Sword of the Ages, and Dingus
Staff. Flying Carpet, Ivory Tower, and Library of Leng cannot be equipped.
(Note - again, if arguments arise, the official rule is to flip a coin to
decide... you could also email me, if you so desire.) So what does this do for
the creature? Add this text to each equippable artifact: 0, Remove this
artifact from the game: target creature gets +X/+X, where X is the casting cost
of this artifact. (This change is permanent; it expires only when the creature
is put into the graveyard or removed from the game.)
- You can hide creatures. Once a turn, during your main phase, played as a
Sorcery, you can lay a creature card face down, untapped, on the table (you do
not pay any kind of casting cost, and this isn't considered a put into play
effect, so Aether Flash wouldn't do anything to it.) Since the creature is
hidden, it is considered out of play, so it can't be targetted by spells and
global effects like Wrath of God would not get rid of it. At any time fast
effects are legal, you may pay the hidden creature's casting cost and flip it
over, treating it as though it has just been cast, however it is not effecting
by summoning sickness (it will, though, take Aether Flash damage, and be
affected by any other coming into play effects being caused by permanents.)
- Here's a biggie... the Unite ability. Simply put, this ability will
cause one of three things to happen:
- All of your opponent's creatures come into play on your side
- All of your creatures come into play on your opponen't side
- All of your creatures become tapped
The Unite ability consists of all your creatures meeting with your opponent's
creatures, and trying to convince them that their master is no good, and to
come and help you out. Of course, this can backfire, causing your creatures to
think that you are no good, and them going to your opponent's side. The talks
can also simply be unsuccessful for both sides, which leads to all your
creatures becoming tapped. The Unite ability can only be done once per turn and
only during the main phase, and it's played as a Sorcery. When you declare to
Unite, roll 4D6. If the result is 4-8, you gain control of all of your
opponent's creatures. If the result is 9-19, all your creatures become tapped.
If the result is 20-24, your opponent gains control of all of your
creatures.
The purpose of REAL Magic is simply to make Magic more fun and involved. If you
have any other RPG-ish ideas that you think will add to the experience of REAL
Magic, go ahead and implement them. The goal here is to provide another way of
having fun with the game you love to play. Don't be intimidated by the
seemingly complex extra rules needed to play REAL Magic.
Realm of Chaos
In this format you need dice. The trick is this when anyone casts a spell they
roll a die. If they get a one the spell is countered. The thing that makes the
game interesting is the size of the dice you decide to use. You normally would
use six sided dice but you can try four sided and ten sided. Other variants
include rolling dice for life.
Seven-Card Draw
Each player may put down as many land as they want every turn with no penalty,
also you draw seven cards every round. The seven card hand limit is still in
effect, so you usually will have to discard, but this variant allows you to get
the cards you want quickly. When playing by these rules you can not use any
spell with an "X" in the casting cost and Black Vise is banned.
Shoot The Moon
If a player can manage to lose all life in the first four rounds, he wins.
Channel, Lich, and other "throw away life" effects are not allowed during the
first four rounds, although fireballing yourself is permitted. This variation
keeps people from doing a quick kill, and lets slower decks evolve before the
battle begins.
Slot Magic
By Thomas Staudt
When I first saw the Netrunner playing mat in the Duelist I thought: Why didn't
they print something like that for Magic? Probably because having a dozen
lands, four Thallids and twenty-one Saproling tokens in play would require a
rather large mat. So why not define a variant where you can only put as many
cards in play as you have slots? After much thought and playtesting I found a
very playable combination of slots is:
3 lands
3 creatures
1 artifact
1 global enchantment
I made a layout of 2 x 4 slots (eight Magic card backs photocopied), the land
and enchantment slots right before me and the creature and artifact slots in
front of the other slots. This is a great reminder if you are playing this
format for the first time, after a while you won't need it anymore. The
following rule changes are added:
- You can only play cards (and tokens, respectively) in the appropriate
slots. If a card could be played in several slots, you can choose where to put
it. (A Copy Artifact of an artifact creature could be played in the
enchantment, artifact or creature slot.)
- If you cast a permanent spell or create a token and there is no free slot
to put it, you have to sacrifice a card in play that uses such a slot when the
new card comes into play. This means that without any additional mana producers
you can cast spells that cost four mana: tap your three lands, put a land into
play - sacrificing a tapped one - and tap the new land.
- If several permanents normally come into play at once, they come into play
one after the other in the order the caster wants them to. This allows you play
cards like Sengir Autocrat or Tombstone Stairwell (why you would want to play
them in this format is a totally different thing).
- It's a good thing not to rely on spells costing more than four mana if you
don't have several means to produce additional mana. Cards like Tinder Wall or
Orcish Lumberjacks are much better here than in the normal format because they
free a slot and you don't have to sacrifice something later that you'd rather
have kept. Sengirs cast with the help of Dark Rituals are quite
intimidating.
- In general, almost any spell requiring a sacrifice is better in this format
than in a normal game.
- Cumulative upkeep (in mana, that is) is usually out of the question. Local
enchantments are good because they don't require their own slot. Varchild's
War-Riders are great if your opponent already has three creatures in play: he
has to sacrifice one of them to make room for the tokens you are gladly giving
him. He can and probably will put all of these tokens in the same slot, so the
upkeep essentially becomes only one token (and you have a 3/4 for two mana).
- All of the Alliances lands providing two mana are extremely useful.
Especially Lake of the Dead allows for quite some amount of mana if you have
enough land in your deck to sacrifice. If you have only a few spells needing
more than three mana you can manage to play with 15 or even less lands in a 60
card deck.
- Sheltered Valley will give you one life during each of your turns because
you can't have more than three lands in play.
- It's no problem to play three colour decks if your spells don't need two
coloured mana to be cast. One of the most intimidating decks I've ever played
against was R/G/U with cheap critters like Kird Apes and Scryb Sprites, loads
of Giant Growths, Blood Lusts, Unstable Mutations and assorted Bolts.
Many of the common strategies in everyday Magic won't work in Slot Magic.
- Red's x damage spells won't do too much damage, blue's counterspells
require too much mana (although Force of Wills are very good as well as the
other pitch spells) and you can't be overrun by more than three white weenies
(although these decks have the useful ability to immediately replace their
fallen). With a maximum of one Howling Mine, Turbo-Stasis is also unlikely to
work.
- On the other hand, Necrodecks could be played almost unchanged. You don't
even need Disks to get rid of the Necropotence, just play another enchantment.
Sligh, too, doesn't require more than three mana, but having a maximum of three
creatures in play hinders its performance quite a bit.
- Animator decks work very well. Animators are cheap (Animate Dead B1, Dance
of the Dead B1), Discarders are cheap (Mind Bomb U, Force of Will 1 life) and
Polar Krakens and Deep Spawns are very intimidating in this format.
Speed Magic
By Jason Livingston
Each turn has a limit of ten seconds. If you are currently in the middle of an
attack or casting a spell, you may finish the event but no new spells may be
cast, except interrupts.
The entire game has a limit of three minutes (one hundred eighty seconds). This
means a limit of eighteen turns (nine per player) if you both always use your
maximum turn length. If in the middle of a turn when the limit is reached, you
may conclude the current action (see above). Whoever has more life left wins,
or a draw if equal life.
On your first turn, you may play all of the mana-producing land from your hand.
This helps speed up game play.
All Moxes and Black Lotus are banned (these make the game too fast). Sol Ring
is restricted.
Speed Play
Every turn you draw two cards and immediately discard one of them. You can
begin the game as usual, with a starting hand of seven cards, or by drawing
fourteen and discarding half of them. Another way to begin this game is to
create your opening hand one draw at a time by drawing two cards and discarding
one card, seven times.
Speedy Magic
By Scott Krogstad
Before the game, you decide how much mana you will "hunt" for. Then ALL players
go through their decks and take that many lands and put them directly into
play. If they do not have enough, they bring all of lands out.
During every draw phase you may choose to draw 1 or 2 cards, or redraw up to 7
cards. You get 3 redraws. If you have no cards in your hand, you may choose to
redraw without spending a redraw.
You may lay as many lands down per turn as you want. You may have as many cards
of one type as you want in your deck, and Banned and Restricted cards are
treated as though they weren't.
These rules make the game go REALLY fast, with 1st turn Force of Nature and
10-12 point fireballs. You really don't NEED a specially-made deck for this,
but it helps.
Spit in the Ocean
By Vasco Da Gama
This is inspired by a poker variant of the same name. Each player brings an
additional stack of twenty unique cards, legal to the type they are playing.
They are shuffled together and set somewhere between the players. At the
beginning of every upkeep, flip up the top card of the center stack and remove
the previous up card from the game. Every card in every player's hand is a
split card - one half being the original, and the other half being the current
up card from the center stack that you can cast. If the up card is a summon, it
is instead a sorcery that creates a token identical to the original creature, a
la Assault/Battery. Perhaps enchantments would need extra cards handy to
represent them on the table.
Stealth Magic
By Les Wong
Cards are cast into the game face down. This includes all cards, except
sorceries, and certain enchantments, and anything with an X in the casting
cost.
Instants and interrupts can always be cast from the hand as normal. You may
also choose to cast them face down, for use when needed. This contributes to a
longer, and somewhat more difficult game.
Targeting enchantments must be played face up. However, you could leave two
Giant Growths face down on the table for later use. You may turn a card over
whenever you wish, as this is considered to happen with the speed of an
Interrupt, but if the card is a creature, it is considered to have summoning
sickness when turned over.
Cards face down are considered partially in the game. They may be tapped by
external sources, such as a Twiddle or an Icy Manipulator, which causes them to
be turned over. They are not valid targets for any other spells or effects, and
may not do anything except turn over. The reason for this is so that someone
cannot blindly cast Wrath of God or Armageddon on overturned creatures or
land.
Upkeep on a particular card must be paid as the card is turned over, or the
appropriate consequences apply. Global effects from a face down card like a
Meekstone, Mana Flare, or Howling Mine don't happen until the card is
overturned. Attacking and blocking happen pretty much as normal. Attackers, of
course, must be face up.
Details and Clarifications
Doppelgangers and Clones may select the creature they are when turned over.
Chaos Orb doesn't work with face down cards.
Cards with *s only count for upturned cards.
Strategy
Keep land face down until necessary and put it down with your creatures so your
opponent forgets how many potential blockers you have.
Keep defenders face down until last moment, it makes attacking risky for your
opponent. Spells that make cards tap are nasty surprises for the guy trying to
hide his stuff.
Strip Magic
By Josh Smith and Martin Terman
The basic concept of the game is that each wizard has enchanted their set of
clothing with a powerful set of protection spells. Each wizard is assumed to be
fully dressed at the start of the game, thus already has a powerful set of
protection spells going.
At the start of the game, each player writes down on index cards the group of
clothing that will be considered to be a single creature. Even better, attach
bits of card with the revelent info to the fronts of Magic cards, so that they
may be placed face down like other cards if circumstances require hiding it.
Each player is then given N points of toughness to distribute between their
clothing creatures. No clothing creature may have a toughness of less than one.
This means the player with the most separate groups has a bunch of 0/1
clothing. Players with fewer clothing groups may create 0/2 or tougher clothing
creatures.
Each clothing creature is then either given a colour of magic or is considered
to be an artifact creature. All clothing creatures are considered to be walls.
All spells that affect walls affect clothing, and any spells that affect colour
or artifacts will affect clothes designated as such. Activation cost of
clothing is a simple average of strength and toughness, rounded up, and at
least one mana must be of the colour of the spell, assuming the spell has
colour.
Before the start of the game, all clothing creatures are laid out like any
other Magic creatures. They are assumed to suffer the usual effects of
summoning sickness, though in practical terms that has no effect since they're
walls, unless special cards are in play. Play now begins like any other Magic
game.
Note that with respect to spells like Clone and any other duplication-style
spells, the powers of the card are duplicated, and not the clothing. If you
clone your pants and lose your pants, you may not put the pants on, claiming
you're using their clone. Pants are in the graveyard until they have been
ressurected. Clothing may not be worn till activation costs are paid.
When one player dies, they strip off any remaining clothing they are wearing,
as homage to the victor.
While having a bunch of walls in play does slow down the game incredibly, by
using some of the optional rules the game can speed things up.
Optional Rules
- Only accessible clothing may be used for attack or defense, or be
attacked or defended. Clothing is defined as accessible if it may be removed or
put on without any other clothing being put on or removed. When clothing
creatures are created at the start of the game, equal accessibility must be
required.
- Points distributed at the start of the game are X/Y, where Y must be at
least the largest number of clothing groups of any player. X may be any number
larger or smaller.
- Clothing creatures are no longer considered walls, but may attack as well
as defend. This option is recommended mainly with the above rule.
- Before the game, everyone divides twenty life points up among their
clothing, subject to the following rules:
- One easy way to keep track of clothes and life is to list the numbers
one to twenty on a sheet of paper, and assign each item of clothing to a series
of numbers. These lists may be kept secret if desired.
- Every item you're wearing must be assigned to at least one point. If you're
wearing more than twenty items of clothing, group some of them together.
- An item can only be assigned to at most three points more than any other
item.
- Keep track of your life as normal, except that when you lose all of the
life points associated with an item, you must remove it. If you regain those
life points, you must put the item back on. Any life points you accumulate
above twenty don't trigger clothing-loss when the points are lost.
- Players who are eliminated must remain at the table until the game is over.
Other penalties for losing may be devised by particularly friendly
groups.
The Magic Goes Away
By David S. Wilson
An alternative Magic game inspired by the fantasy world created by Larry
Niven.
Both Dominia and Larry’s world are based on the concept that land produces
something called mana, which is used by mages to power spell casting. However,
in Larry’s world, the land does not regenerate its mana. Once you used up the
mana, you have to move and find new land that still has its mana resources
available.
All Magic cards are played the same except for the land. When you tap the land
it stays tapped. It does not reset during upkeep. If you draw further mana from
the land, you tap it a second time. This means it is tapped from 1/4 turn to
1/2 half turn (upside-down). If you tap the land again it is turned farther to
the 3/4 position. And if you tap the land a fourth time it is turned face down
on the table. It is still land you control but is now compeletly out of mana.
Thus, you can only use each land four times. That’s the one and only rule we
used for the original version of The Magic Goes Away.
But after a little play we did make two further changes that made the game much
more fun then we had expected. First we changed the tap rule to allow you to
tap any land from one to four points of magic. It’s your land, you decide how
fast to use up the mana, just make sure how you tap it is correctly shown by
the direction you leave the land facing. Instead of only that one mana, every
player starts with 4 mana from that land, available on their very first turn.
This means instant major duel time. But if you use it all up too fast, it’s
easy to sputter out of mana and find yourself helpless.
Finally, we banned some cards. No creatures or artifacts can be used to
generate mana. On Larry’s world only land has mana properties. We also banned
cards that let you tap or drain your opponets mana. Only the person who
controls the land can get the mana. Finally, we banned all non basic lands,
with the exception of dual lands. And there you have it, all the rules required
for one of the fastest paced alternative Magic game.
Total Mutilation And Annihilation Magic
By Adrian Gudas
This is an extremely brutal version. Each player starts with fifty life points.
When power/toughness scores are involved on either a creature or enchantment,
double the scores. A deck must have a minimum of one hundred twenty-five cards.
When you add a mana to your mana pool, consider getting twice that mana, and
you may play as many lands as you like in your main phase. Finally, you may
have a maximum of fifteen cards in your hand, instead of seven.