best casual game types

Started by Wackaman9001, May 31, 2013, 01:45:01 AM

Previous topic - Next topic

Birdbrain

How about insanity

Basicly. All cards on the field and in graveyards at the end of the game are removed from the game. If a card is put directly from the library to the graveyard, or a card is discarded from hand, its put in a seprate graveyard that's shuffled into the owners library at the end of the game. You can only have two copies of each card in your library and play with a 45 card library.

Just made it up off the spot

Birdbrain

Nevermind...just realized aggro might be king here...

Edit: although a control or combo deck that could thrive in this format would be interesting...

MuggyWuggy

I'd like to get my LGS into ante for decks priced under $25 with all cards
Seems a good use of pauper/cheap cards

Plus I want to use my revised ante cards :)

Wackaman9001

Quote from: InfinitiveDivinity on May 31, 2013, 05:21:39 PM
Quote from: Wackaman9001 on May 31, 2013, 04:28:18 PM
Quote from: InfinitiveDivinity on May 31, 2013, 03:34:57 PM
Dude! Master and Commander!!!!
What is this?
It's a really cool variant of Emperor. It's like EDH meets Modern meets Emperor.

So it's a 4 player game, (you can make it 6 just like Emperor) and the Master, has a minimum 60 card deck, no singleton exclusions, and instead of a normal general, they have a Planeswalker. Like EDH, the Planeswalker determines the deck's color identity. As for the Commander(s), their deck will also be a minimum 60, no singleton exclusions, with a general just like EDH, where it's a Legendary creature and it determines the decks color identity. One final twist, the format is Modern. The cards included are Modern only. Although I do not believe that you must follow the Modern or EDH ban list. I'm going to have to double check that one. But yeah! This format seems sweet! If you make a Master & a Commander deck though, and your opponent also has one of each, you can even make it a two player game. It does follow Emperor rules though. You must kill the Commander before you can attack the Master.
So its modern with commanders? An odd idea if the. Ever was one

InfinitiveDivinity

Quote from: Wackaman9001 on May 31, 2013, 10:35:49 PM
Quote from: InfinitiveDivinity on May 31, 2013, 05:21:39 PM
Quote from: Wackaman9001 on May 31, 2013, 04:28:18 PM
Quote from: InfinitiveDivinity on May 31, 2013, 03:34:57 PM
Dude! Master and Commander!!!!
What is this?
It's a really cool variant of Emperor. It's like EDH meets Modern meets Emperor.

So it's a 4 player game, (you can make it 6 just like Emperor) and the Master, has a minimum 60 card deck, no singleton exclusions, and instead of a normal general, they have a Planeswalker. Like EDH, the Planeswalker determines the deck's color identity. As for the Commander(s), their deck will also be a minimum 60, no singleton exclusions, with a general just like EDH, where it's a Legendary creature and it determines the decks color identity. One final twist, the format is Modern. The cards included are Modern only. Although I do not believe that you must follow the Modern or EDH ban list. I'm going to have to double check that one. But yeah! This format seems sweet! If you make a Master & a Commander deck though, and your opponent also has one of each, you can even make it a two player game. It does follow Emperor rules though. You must kill the Commander before you can attack the Master.
So its modern with commanders? An odd idea if the. Ever was one
Yep, and the Master gets a Planeswalker for a General. It's pretty sweet. Also I guess the ban list is Modern.

Iandtormentor

Capture the flag: 6 players 3 on each team. One of the players on each team is the commander (he/she plays with a EDH deck) the other 2 are the troops (the troop's decks consist of 70 token cards but he/she can only have 5 different ones) on your teams turn the commander can
1. play his turn as normal (regular turn as if if your team mates didn't exist)
2. Tell a troop to attack the opponents troops or general.
3. Pass the turn to one of his troops.

On a troops turn he/she can
1 put the top 4 cards of your deck onto the battle field
2 roll a d8 and put a number of cards from the top of your deck = to the roll onto the battle field.
3. Pass turn.

Each troops have 40 life the commander has 50 the troops CAN die by. Being milled and there is only one battle field that all the players share (as if one team is just one person playing regular magic) but you still are the only one controlling creatures you have put onto the battle field and thus are the only one that can attack with them.
O and in your troops deck you can only have tokens with power/toughness 1, 2, 3, 4, and the can't have any abilities that arnt keywords.

Now the flag: it is a slip of paper that says "flag" hiddin in the sleeve of 4 token cards in the flag gives the ability "when this card is leaves the game it's controller loses the game"

When ever there is more than 1 flagged token under the same teams control that team chooses a number = to the number of them -1 they choose that many and unflag them the sacrifice theme.

You can also win if all your opponents team members are dead.

The troops don't get turns unless the commander uses action 3.

Iandtormentor

Quote from: Iandtormentor on June 01, 2013, 07:30:51 AM
Capture the flag: 6 players 3 on each team. One of the players on each team is the commander (he/she plays with a EDH deck) the other 2 are the troops (the troop's decks consist of 70 token cards but he/she can only have 5 different ones) on your teams turn the commander can
1. play his turn as normal (regular turn as if if your team mates didn't exist)
2. Tell a troop to attack the opponents troops or general.
3. Pass the turn to one of his troops.

On a troops turn he/she can
1 put the top 4 cards of your deck onto the battle field
2 roll a d8 and put a number of cards from the top of your deck = to the roll onto the battle field.
3. Pass turn.

Each troops have 40 life the commander has 50 the troops CAN die by. Being milled and there is only one battle field that all the players share (as if one team is just one person playing regular magic) but you still are the only one controlling creatures you have put onto the battle field and thus are the only one that can attack with them.
O and in your troops deck you can only have tokens with power/toughness 1, 2, 3, 4, and the can't have any abilities that arnt keywords.

Now the flag: it is a slip of paper that says "flag" hiddin in the sleeve of 4 token cards in the flag gives the ability "when this card is leaves the game it's controller loses the game"

When ever there is more than 1 flagged token under the same teams control that team chooses a number = to the number of them -1 they choose that many and unflag them the sacrifice theme.

You can also win if all your opponents team members are dead.

The troops don't get turns unless the commander uses action 3.
any comment?

Moneekahh

I made a horde deck but no one wants to play with me... Something about "let's play a real format" :(

TezzereT

The grand melee variant is pretty cool in multiplayer as well, you can only attack the player to your immediate left and cannot attack multiple players at once. You also have a range of influence of up to two players(if it is a large group) in either direction(meaning you can only target those players and their permanents). Even applied to existing formats, this can greatly change the way the game is played