C
Cateran Emperor
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A few months ago, I came up with what has now become a popular variant in my area. So, to share this with the rest of the gaming world, here is part one of three of the rules for Magic: World War!
Keld. Llanowar. Benalia. Urborg. Tolaria.
All of them have a whole mess of creatures, artifacts, spells, and then some. Every color has a plethora of nations that fight using its mana.
And they're none too happy with each other.
World War is a Magic variant, good for two through any number of players. A multiple of five is ideal, as that will allow for a perfect color breakdown.
Step 1: Drawing the lines of battle
For starters, make certain that no two players represent the same nation if there are not at least 15 players (yes, games can get that large). Ideally, there will be a multiple of 5 so there will be an even number of generals for each color.
Step 2: Deckbuilding
Each deck must be 400 cards minimum. It must contain a minimum of 50% creatures. The remainder are obviously spells.
Rules for deckbuilding:
- All artifacts and creatures must somehow mention your nation in a positive sense (i.e. a Keldon player could not use Alexi, just because Keld is mentioned on her card) on the card, whether in name, art, or flavor text. I have yet to determine the pools of legal troops yet, but for now just use your own judgement. There are exceptions for common artifacts, but I haven't determined this yet.
- All non-artifact spells must share a color with your nation's alignment. i.e. a Keldon player can cast Stormbind. Cards that mention a person or place that is of another nation is additionally off limits.
- All basic lands must be of the color of your nation's alignment. Non-Basic lands that serve only to produce multiple colors of mana must be able to produce your color as one of its primary colors.
- Players do not have to discard cards as a result of having too many cards in his hand.
- The "four of" rule does not apply. Each different unit is ascribed a different rank, and that determines the number of copies you can have in your deck. To be described later under the "troops" section.
Step 3: How this plays differently
World War is distinctly different than normal Magic for a lot of reasons, but the primary reason is that all players go through their attacks simultaneously.
At the beginning of the game, each color rolls to see which color acts first. The game then proceeds clockwise around the pentagram of colors (you can see it on the back of any card)
All players start at 50 life and have four basic lands of their color and one nonbasic land under their control. This land is deemed their capital, and may not be the target of any spells or effects. If it is not Legendary, it is now considered as such. If may not be put into the graveyard for any reason.
Phase 1 (All players): Untap. This works identical to normal Magic.
Phase 2 (Clockwise): Upkeep effects. Also identical.
Phase 3 (All players): Draw. All players draw normally, then draw an additional card for every 3 lands of their basic land type they control and every two nonbasic lands they control that can produce colored mana, and finally two cards for each capital they have under their control.
Phase 4 (All players): Exploration. All players may play up to two basic lands or one nonbasic land. No spells or abilities may be played during this phase.
Phase 5 (Clockwise): Development. This is identical to a main phase in normal Magic. The only exception is that non-Instant speed spells may be played via the Instant speed cost for your nation, as will be described later.
Phase 6 (All Players): WAR! this is what it all boils down to, but is so long that I can't write it all down here. This will come tomorrow, along with other updates.
Phase 7 (Clockwise): Rebuilding. Any player may pay 4 to put aside the top card of their graveyard. When no player wishes to do so, shuffle all these piles and put them on the bottom of their owners' libraries.
-Turn ends-
There is still considerably more to this game, but this post is getting really long. As such, the detail for combat will be posted tomorrow.
On the side, anyone interested in helping putting together the army listings for each nation, feel free to e-mail me. If no one does, I may be a while in working it all out.
Keld. Llanowar. Benalia. Urborg. Tolaria.
All of them have a whole mess of creatures, artifacts, spells, and then some. Every color has a plethora of nations that fight using its mana.
And they're none too happy with each other.
World War is a Magic variant, good for two through any number of players. A multiple of five is ideal, as that will allow for a perfect color breakdown.
Step 1: Drawing the lines of battle
For starters, make certain that no two players represent the same nation if there are not at least 15 players (yes, games can get that large). Ideally, there will be a multiple of 5 so there will be an even number of generals for each color.
Step 2: Deckbuilding
Each deck must be 400 cards minimum. It must contain a minimum of 50% creatures. The remainder are obviously spells.
Rules for deckbuilding:
- All artifacts and creatures must somehow mention your nation in a positive sense (i.e. a Keldon player could not use Alexi, just because Keld is mentioned on her card) on the card, whether in name, art, or flavor text. I have yet to determine the pools of legal troops yet, but for now just use your own judgement. There are exceptions for common artifacts, but I haven't determined this yet.
- All non-artifact spells must share a color with your nation's alignment. i.e. a Keldon player can cast Stormbind. Cards that mention a person or place that is of another nation is additionally off limits.
- All basic lands must be of the color of your nation's alignment. Non-Basic lands that serve only to produce multiple colors of mana must be able to produce your color as one of its primary colors.
- Players do not have to discard cards as a result of having too many cards in his hand.
- The "four of" rule does not apply. Each different unit is ascribed a different rank, and that determines the number of copies you can have in your deck. To be described later under the "troops" section.
Step 3: How this plays differently
World War is distinctly different than normal Magic for a lot of reasons, but the primary reason is that all players go through their attacks simultaneously.
At the beginning of the game, each color rolls to see which color acts first. The game then proceeds clockwise around the pentagram of colors (you can see it on the back of any card)
All players start at 50 life and have four basic lands of their color and one nonbasic land under their control. This land is deemed their capital, and may not be the target of any spells or effects. If it is not Legendary, it is now considered as such. If may not be put into the graveyard for any reason.
Phase 1 (All players): Untap. This works identical to normal Magic.
Phase 2 (Clockwise): Upkeep effects. Also identical.
Phase 3 (All players): Draw. All players draw normally, then draw an additional card for every 3 lands of their basic land type they control and every two nonbasic lands they control that can produce colored mana, and finally two cards for each capital they have under their control.
Phase 4 (All players): Exploration. All players may play up to two basic lands or one nonbasic land. No spells or abilities may be played during this phase.
Phase 5 (Clockwise): Development. This is identical to a main phase in normal Magic. The only exception is that non-Instant speed spells may be played via the Instant speed cost for your nation, as will be described later.
Phase 6 (All Players): WAR! this is what it all boils down to, but is so long that I can't write it all down here. This will come tomorrow, along with other updates.
Phase 7 (Clockwise): Rebuilding. Any player may pay 4 to put aside the top card of their graveyard. When no player wishes to do so, shuffle all these piles and put them on the bottom of their owners' libraries.
-Turn ends-
There is still considerably more to this game, but this post is getting really long. As such, the detail for combat will be posted tomorrow.
On the side, anyone interested in helping putting together the army listings for each nation, feel free to e-mail me. If no one does, I may be a while in working it all out.