S
Soldier
Guest
Are you ready for an intense, long term campaign of war and destruction? Then listen up, recruit.
This is a creature type war. Any CPA member is allowed to register an Army, and be it's Commander.
This will be played in a free for all format.
The Victor of the War, shall recieve one rare card from each participant.
In order to Register a valid Army, you must have the Stakes of War. This is a Rare Magic the Gathering Card from Alpha to Invasion, not including Portal, Starter, etc. Any Rare will do.
First Place recieves all the rares, except, second place keeps thier own rare.
Mission Briefing :
I am the General, and I will resolve any disputes.
You must bring in one full creature type.
One of each creature of that type from Alpha to Invasion. Promo cards are not included. (Sorry, Nalathni Dragon!) This rule extends to all of the Cards allowed below as well. Only Tournament legal cards, no Ante cards.
You may include any number of basic lands.
You may include Mission Specialists.
Mission Specialists are up to eight creatures of a different type, and no more than one of each Specialist.
Each Commander begins with twenty life.
Non-creature spells must include a mention of your creature type. In the Title, game text, or flavor text. You are limited to eight non-creature spells for your creature type. If you cannot find eight, or do not wish to include them, you are granted an extra point of life for each one you fail to locate.
In addition, spells that represent Commander Decisions or Combat Actions may be included. There may be up to six. These include (but are not limited to) :
False Orders
Armistice
Relentless Assault
Melee
...
Time Spiral is not a Commander's Decision or Combat Action.
Black Lotus is not.
Any card which grants additional turns is not allowed!!!
If you feel a spell qualifies ask me on this thread. I will inform you of my decision, and all commanders will have an equal opportunity to include the Decision.
You are permitted the use of five non-basic lands.
There may be only one of each non-basic land included. Maze of Ith is banned.
There will be a cease-fire pact for the first five turns for each player. No aggressive actions will be permitted. Your cards cannot affect an opponent during this period. If you Armageddon, all your lands are destroyed, but no one else's are. You cannot reduce opponent's life total. You are in a separate field of battle, where no one can affect combat.
You have until 1200 hours Friday, the 15th of December to register your army. Commanders must register an army in order to compete.
Turn order is as follows.
The First Commander to register is granted the first turn. I shall take the last turn.
Each turn is a twenty-four hour period. If a Commander fails to take action during their twenty four hours, that Commander loses one life, and the turn passes on.
Rules are as Magic rules.
Attacking a Player : An attacking Commander shall choose which army to attack. You are allowed to make one attack against one player each turn. Relentless Assault would force you to attack that player again.
During your turn, PM the army Commander you are attacking. That army Commander has 18 hours to respond.
Set a mutually agreeable time for the attack, within 24 hours. Post this time an hour in advance, on a thread, entitled, Commander X attacks Commander Y. All Commanders who wish to interact in the combat should report to this thread and make thier presence known, so that they can legally take action.
The defending Commander, if that Commander does not respond within the eighteen hours, does not block any attackers and takes all damage possible.
Both Commanders should be at their terminals, and handle the combat as a standard Magic Game.
Registering your Army :
To register, post your Army List here, including
Main Creature Type
Mission Specialists
Support Spells
Commanders Decisions
Strategic Terrain
Leave of Absence :
If, in the course of the war, you are forced to take a leave of Absence, consult a Fellow Commander, and exchange turn days. Post this exchange a day in advance.
Extended Leave of Absence :
If, you would be forced to miss three turns or more, you may appoint someone to fill in as Commander, or your Army disbands and you forfeit.
Withdrawing from the War :
If a Commander decides to withdraw during the five turns of the Cease Fire Pact, than that Commander does not owe any stakes of War.
Loot and Pillage :
When a Commander eliminates an Army, that Commander gains ten life, and may not attack in the next turn they take.
Threads :
When you register an army, open a
Register army thread. A new one for each army.
The standard War thread will be as follows.
Each player records thier turn.
They declare who they attacked, and describe what happened.
They declare the end of the turn.
Players present may respond to any post on this thread within an hour. Otherwise you are SOL on trying to use an instant.
Address any rules questions to this thread.
Now, make an Army!
Soldier, out.
This is a creature type war. Any CPA member is allowed to register an Army, and be it's Commander.
This will be played in a free for all format.
The Victor of the War, shall recieve one rare card from each participant.
In order to Register a valid Army, you must have the Stakes of War. This is a Rare Magic the Gathering Card from Alpha to Invasion, not including Portal, Starter, etc. Any Rare will do.
First Place recieves all the rares, except, second place keeps thier own rare.
Mission Briefing :
I am the General, and I will resolve any disputes.
You must bring in one full creature type.
One of each creature of that type from Alpha to Invasion. Promo cards are not included. (Sorry, Nalathni Dragon!) This rule extends to all of the Cards allowed below as well. Only Tournament legal cards, no Ante cards.
You may include any number of basic lands.
You may include Mission Specialists.
Mission Specialists are up to eight creatures of a different type, and no more than one of each Specialist.
Each Commander begins with twenty life.
Non-creature spells must include a mention of your creature type. In the Title, game text, or flavor text. You are limited to eight non-creature spells for your creature type. If you cannot find eight, or do not wish to include them, you are granted an extra point of life for each one you fail to locate.
In addition, spells that represent Commander Decisions or Combat Actions may be included. There may be up to six. These include (but are not limited to) :
False Orders
Armistice
Relentless Assault
Melee
...
Time Spiral is not a Commander's Decision or Combat Action.
Black Lotus is not.
Any card which grants additional turns is not allowed!!!
If you feel a spell qualifies ask me on this thread. I will inform you of my decision, and all commanders will have an equal opportunity to include the Decision.
You are permitted the use of five non-basic lands.
There may be only one of each non-basic land included. Maze of Ith is banned.
There will be a cease-fire pact for the first five turns for each player. No aggressive actions will be permitted. Your cards cannot affect an opponent during this period. If you Armageddon, all your lands are destroyed, but no one else's are. You cannot reduce opponent's life total. You are in a separate field of battle, where no one can affect combat.
You have until 1200 hours Friday, the 15th of December to register your army. Commanders must register an army in order to compete.
Turn order is as follows.
The First Commander to register is granted the first turn. I shall take the last turn.
Each turn is a twenty-four hour period. If a Commander fails to take action during their twenty four hours, that Commander loses one life, and the turn passes on.
Rules are as Magic rules.
Attacking a Player : An attacking Commander shall choose which army to attack. You are allowed to make one attack against one player each turn. Relentless Assault would force you to attack that player again.
During your turn, PM the army Commander you are attacking. That army Commander has 18 hours to respond.
Set a mutually agreeable time for the attack, within 24 hours. Post this time an hour in advance, on a thread, entitled, Commander X attacks Commander Y. All Commanders who wish to interact in the combat should report to this thread and make thier presence known, so that they can legally take action.
The defending Commander, if that Commander does not respond within the eighteen hours, does not block any attackers and takes all damage possible.
Both Commanders should be at their terminals, and handle the combat as a standard Magic Game.
Registering your Army :
To register, post your Army List here, including
Main Creature Type
Mission Specialists
Support Spells
Commanders Decisions
Strategic Terrain
Leave of Absence :
If, in the course of the war, you are forced to take a leave of Absence, consult a Fellow Commander, and exchange turn days. Post this exchange a day in advance.
Extended Leave of Absence :
If, you would be forced to miss three turns or more, you may appoint someone to fill in as Commander, or your Army disbands and you forfeit.
Withdrawing from the War :
If a Commander decides to withdraw during the five turns of the Cease Fire Pact, than that Commander does not owe any stakes of War.
Loot and Pillage :
When a Commander eliminates an Army, that Commander gains ten life, and may not attack in the next turn they take.
Threads :
When you register an army, open a
Register army thread. A new one for each army.
The standard War thread will be as follows.
Each player records thier turn.
They declare who they attacked, and describe what happened.
They declare the end of the turn.
Players present may respond to any post on this thread within an hour. Otherwise you are SOL on trying to use an instant.
Address any rules questions to this thread.
Now, make an Army!
Soldier, out.