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Havens
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PostSubject: Re: Alternative Multiplayer Ideas   Mon Mar 02, 2009 11:46 pm

what about every 8 turns we warp world?


or every set amount of turns

or a spell that changes the whole game occurs every set turn

kinda like an epic spell that is always there ad cant be countered
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PostSubject: Re: Alternative Multiplayer Ideas   Tue Mar 03, 2009 8:13 pm

Then I'm not playing my zombie deck.
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PostSubject: Re: Alternative Multiplayer Ideas   Wed Mar 04, 2009 9:39 am

interesting idea sorta like chaos feild.

at the beggining of your upkeep you role a D6 (or D12 or D 20 whatever) and you have a pre set out effect for each number. common examples are lose one life draw a card. Target opponent gains control of a permant of their choice ect. mix and match so you have afew good and agew bad.
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PostSubject: Re: Alternative Multiplayer Ideas   Wed Mar 04, 2009 7:29 pm

Draxsiss wrote:
interesting idea sorta like chaos feild.

at the beggining of your upkeep you role a D6 (or D12 or D 20 whatever) and you have a pre set out effect for each number. common examples are lose one life draw a card. Target opponent gains control of a permant of their choice ect. mix and match so you have afew good and agew bad.


oh, like roll 6, reroll, if u roll 6 3 times in a row you lose the game

or roll 20 3 times in a roll you win


maybe not as extreme, roll 6 3 times in a row all permanents are blown up.
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PostSubject: Re: Alternative Multiplayer Ideas   Thu Mar 05, 2009 12:28 am

Mirror Darkly/Evil Twin Format

For 1v1, generally... Can be easily done 2v2.

Decide on 2 decks, one for each team/player.
Both decks get cut in half (RANDOMIZED), and give one half to the other player/team.
Each Player has half of their deck and half of the opponents/team.

In 1v1
Its as if you are playing 2 headed giant, and you control both heads. One half deck that was yours and one half deck which was opponents.

In 2v2
One player plays their teams half deck, and the other player plays the opponents half deck.

Rules follow standard Magic, except if a player gets "Milled" out, they can shuffle their Graveyard into Library once.

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PostSubject: Re: Alternative Multiplayer Ideas   Sun Mar 22, 2009 8:55 am

I remember Respawn Magic just being a format where you come back in for 3 turns then assume rotation as normal, full life, regular starting permanents. It's just so a 4-5 hour timeslot can be filled solidly, and everyone has a chance to get each other out. Points are tabulated the same, but there is no goal total. It's just whoever has the most at the end, which could end up being a race during the last hour, or backstabbing, or ganking, and whatnot. I think the fact that everyone comes back with vendetta's is kind of awesome. But no needing loss of life from the start, i mean, you're starting fresh, it's good enough. It'd be neet if this can be tried on april the 7th. can be played with 60 card decks or EDH, depending on what people want. respawn EDH would be intense.
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PostSubject: Re: Alternative Multiplayer Ideas   Fri Apr 03, 2009 11:39 am

I was bored so I combined a couple formats...

So reader, read on and ask questions as you see fit Razz

Guardian Spirit Format

Well You got me hooked, so whats the game about?
The game is played with 2 player teams, one of the teammates running an EDH deck (This is the Guardian Spirit, Spirit from herein) and the other running any regular style deck (Herein known as the player).

Turns are taken like two-headed.

The object of the game is for the Player on the team of two to be the winner of their game.

Their game, what do you mean!? 2 Games at once are you crazy?!
You already know the answer to the second part of your question... Well here it is.

There are two games simultaneously going on. The player plays a regular game game starting at 50 life and the Spirits play another game (Shuffle generals in or remove them) starting at 10 life each.

Spirits can interact with Players and Spirits, but Players can only interact with Players.
ie: Spirit A can attack Player B, but Player B can't attack Spirit A. Spirit A's Wrath of God hits all Spirits and Players, where Player B's WoG only hits the Player portion of the game. Spirit A's Grave Pact triggers on everyone, the Player's only triggers on other Players. Seeing a trend? Same goes for targetting, Player A can't Blaze Spirit B...etc. Same goes for activated and triggered abilities.

Simple yes? Here is where it gets wacky, here is the meat and bones of this format. Wishes and whatnot.

Wishes? Uhhh aren't those cards? And what if I'm a vegen, I don't like meat and bones!
If you're the latter, GTFO my thread.
Sorry about that.

A Player has 3 Wishes to start with, by using a Wish at Sorcery speed, they can look at their Spirits hand/field and take a card from it (Cards from Spirits hand go into Player's hand, perms come into play untapped and under your control, this does not use the stack and you don't have to reveal a card if it was taken). Anything that was Wished for after it dies, gets destroyed or is used (sorceries and instants) gets RFGed, not the graveyard. (This is a replacement effect that overrides EVERY other effect)

But V, 3 seems mighty small, how can I get more Wishes? Q.Q
If your Spirit defeats another Spirit, you get 3 more Wishes. Then the dead Spirit resets to 10 life, and shuffles hand and draws 7 (Keeps all perms though, and this doesn't use the stack).

Hmmmmm 100 Card decks seem hard to manage, Spirits seem to be left in the dust here, anything to help them out?!
During a Spirits Upkeep, they can pay [3], reveal a card from hand, shuffle it in and search for something with the same Converted Mana Cost (this does not use the stack).

Is that all we need to know about this format? Seems pretty tricky.
This is not an easier format to grasp, but the team-based play has a fun twist to it. Last, there are a couple small rules to include.

1) You can't see your Spirits hand but they can see yours.
2) If a Spirit would kill a player through damage or life (regardless on what spell/effect it is), that player goes to 1 only. Only a Player can kill a Player!
3) A player cannot interact with a Spirit, so watch out for Lava Axes you can't counter! Thats what your Guardian Spirit is for! You can still counter Spirit spells if they are directed in your "Realm"
4) A player can't pass something back to a Spirit, once its yours, you become the Owner and the Controller.
5) If a Spirit plays a WIN THE GAME spell, it ignores players. Spirit gets Wishes for each Spirit who would have lost. Then they "reset" etc.
6) If your Wished permanent gets bounced, return it to the PLAYERS hand. If it gets discarded, RFG it.

Its much easier to explain in person, but... Makes for an interesting game if you have the time.
And that's it!

Let me know what you think Razz

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PostSubject: Re: Alternative Multiplayer Ideas   Sat Apr 04, 2009 6:07 pm

make players start with 50 life and its a deal. and you should be able to counter either side. I mean if a spiret decks you then your screwed.... sorta makes burn decks rather powerful no?
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PostSubject: Re: Alternative Multiplayer Ideas   Sat Apr 04, 2009 8:22 pm

I think we need to hammer out actual rules for two headed elder dragon highlander. 60 life? 32 combined general damage? like, 20 damage from one and 12 damage from the other. this might help solve when we have large amounts of people.
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PostSubject: Re: Alternative Multiplayer Ideas   Sat Apr 04, 2009 10:36 pm

Ya I see your point for the Format, and you're prolly right, but we may need to test first to see how it plays.
Seems fun though no?

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PostSubject: Re: Alternative Multiplayer Ideas   Wed Jun 10, 2009 5:36 pm

i dont know how well this would work, but if it did happen, it would take a bit of time to prepare.

It would mainly use the 'Random Card' option on the gatherer site.

people would click that repeatedly, until they got enough cards + land to build a deck, smaller decks preffered as well, if you dont have the card, which is likely, you would have to proxy it.



It would really just be pot luck of what you get, it would be best to take the un- sets as rerolls, unless u really want to mess things up.


its likely not to happen though, due to a large amount of hassel Razz
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PostSubject: Re: Alternative Multiplayer Ideas   Sat Jun 13, 2009 12:05 am

Fresh off the chopping block after a long hiatus!

Demon's Circle
-----------------


X player game, generally 4+ "players" and 1 "demon".

Chaos Blocking is in effect (you can block for another player if they allow you too)\

No spell range.

Each player shuffles 5 "Demon Summons" into their deck... (These can be represented by anything, ie: a Bog Imp)

Object of the game is somewhat strange I guess, there are multiple ways to win!

You can win by being the last man standing, or by being the last man (with demonic help) standing, or by all players slaying the demon.

But whats a demon you ask?

The Demon
-------------

Always plays first.
Starts at 15 times PLAYER AMOUNT life. (Ie: 5 players = 75 Life)

**May do one special "Demonic Tutor" a turn, paying 3 life to search Library for a card, or allow a player to search the Demon's library for a card to put in Demon's hand.
**End of turn they may return a card from GY to library if they did not tutor (Shuffle)

**These can only be done once the Demon is "In Play"

The demon is considered out of play (all effects ignore him, including Howling Mines, Wrath of Gods etc.) until a player plays a Demon Summon.
Out of play means he cannot target, be targetted or attacked, or attack.

Demon Summon
-------------------

Puts the demon into play.
He can now pretty much lose/win and help whoever they choose.
Does not go on the stack, cannot be countered or stopped.
To use the card, it is sorcery speed, then pay half your life and demon gains that much.


Objective
----------

Well, do you wanna win on a team?
Or do you want all the glory to yourself?
Just remember, the demon can't win unless someone summons him.

EXAMPLES:

Demon Out Of Play
----------------------
Regular game.
Demon loses when game ends.
Only one player wins.

Demon In Play
-----------------
Demon dies = All REMAINING players win.
Demon and 1 Player remain = Both win. (As soon as state based effects are checked and this condition is fulfilled, game ends)
Demon only one remaining = Demon Wins (Must have to kill everyone in one go to ignore the rule above)


Just remember, as a demon, you're only powerful if you can entice someone into summoning you. Wink

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PostSubject: Re: Alternative Multiplayer Ideas   Tue Jun 16, 2009 3:36 am

V wrote:

To use the card, it is sorcery speed, then pay half your life and demon gains that much.



does that mean, u pay half your life total, say if you were at 20, you would go down to 10


or is it, its as if it had converted mana cost 10 (your life total being 20)
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PostSubject: Re: Alternative Multiplayer Ideas   Tue Jun 16, 2009 4:18 pm

You go down to 10 Life. Razz

Still need to work kinks out but it could be quite a politcal game Smile

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PostSubject: Re: Alternative Multiplayer Ideas   Wed Jun 17, 2009 10:36 pm

Doublepost

New Rules gives me new idea...

3 Headed Chrono Dragon
-----------------------------


Each head of the team must play a different type of game.

Head One: Plays Legacy Cards ONLY, they cannot play Extended cards, or Standard Cards. (Legacy Head)
Head Two: Plays Extended Cards ONLY, cannot play Oddessey or older, or anything newer than Timespiral. (Extended Head)
Head Three: Must only play cards that are standard, so ONLY cards made after Timespiral. (Standard Head)

Rules follow your standard 3 Headed Dragon Rules.

Have fun Very Happy

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"Beast. Defiler. The source of all my pain"
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PostSubject: Re: Alternative Multiplayer Ideas   Wed Jul 15, 2009 11:53 am

Learned a new format recently, and it's definetly my new choice to play in any 3-way game.

Called Cutthroat, and intended for 3 players.
Any damage a player does to an opponent is dealt to all opponents.
A player may declare attackers against only one opponent (and planeswalkers they control) during a turn.

(note: life loss, milling, etc. is not "shared", but could potentially be)

This tends to make more fast pace, cutthroat (can't imagine why) games, and avoids the nasty 2 on 1, or 1 on 1 and one building, scenarios that tend to develop in 3-way games.
It also leads to interesting scenarios (preventing the next 4 damage dealt to your opponent?)
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PostSubject: Re: Alternative Multiplayer Ideas   Wed Dec 09, 2009 7:34 pm

Necroing this thread!

PRISM
TOWER




Basically in this format, each player shares one deck, and one graveyard.

The deck generally should consist of a 20% split between all spell colours (this doesn't include basic land), which allows any player to play pretty much what they draw.

There are a few catches.

Each player draws from the same deck,
each player has the same graveyard and same exile zone,
at the start of the game you can search for 3 basic lands, exile them in your own Land Stock,
instead of a draw you can put a Land from your stock into your hand (to help stop colour screw, since it is a 5 colour deck and not constructed the same sort of way),
mulligans are done EDH style, that is: you can exile any amount of cards from your hand and draw that many minus one.
Players start with an additional 5 life for each player greater than 2 (so 3 players would have 25 each).

And that's it!

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PostSubject: Re: Alternative Multiplayer Ideas   Fri Oct 01, 2010 1:17 pm

This thread seemed a bit lacking, so until I figure out or discover some new formats, here is a revised version I played this summer that worked quite well.

The Thing REVISED

The Thing is somewhat simple, ideally for around 6 players... it is a game of deception and intrigue.

Setup
Randomly choose who The Thing is, this has to be secret (use a face down card method like in Hidden Allies)

Objective
Other players to kill The Thing before getting wiped.
If you are The Thing, you must destroy every other player or wait until the turn clock runs out (Set before hand)
Turn clock increments each turn, NOT each cycle of turns (killing more people lets the clock run faster and give you more turns)
The Thing gains a special Emblem [or wins the game] when the time runs out [yes the Emblem is OP, don't let it happen!]

Emblem
All damage dealt by The Thing and sources it controls has Infect if they want
Counter the first spell an opponent casts each turn that would target The Thing
Creatures get +1/+1 if controlled by The Thing, -1/-1 otherwise
Gain Life at the beginning of each upkeep equal to the amount of dead players
Spells may be played at instant speed

Special Rules
Unlike in typical Magic, you do not have to show how many cards in hand
You can legally show cards in hand to enemies/allies if you desire
Chaos Blocking is on (you can block for other players)
No Spell Range
When a player is out, they reveal their face down card.

While still in secret The Thing Can:
Take an extra card each turn
Cheat on Mulligans
Lie about life totals
Return cards to hand from graveyard
Put exiled cards into graveyard instead
Untap their stuff

The Thing gets a one time bonus for revealing their true self and saying they are The Thing.
When they reveal them self, for each player dead, The Thing gets to draw a card, gain 5 Life, Untap a permanent, and take control of a creature.
They reveal at INTERRUPT SPEED, and can do it once whenever [this does not use the stack]

Good hunting, and don't fall for witch hunts...

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PostSubject: Re: Alternative Multiplayer Ideas   Sun Oct 03, 2010 4:32 pm

Other game from last year:

Random Turn Order (obvious, you never know who is going next)

Additionally I am looking for basic lands to stuff into my Prism Tower Deck for Wednesday (see the thread) if anyone can help that would be appreciated.

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PostSubject: Re: Alternative Multiplayer Ideas   Sun Oct 03, 2010 7:23 pm

We've done random turn order. I had two turns over a 50ish turn period.

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PostSubject: Re: Alternative Multiplayer Ideas   Sun Oct 03, 2010 10:06 pm

V wrote:
Other game from last year:

Random Turn Order (obvious, you never know who is going next)

Additionally I am looking for basic lands to stuff into my Prism Tower Deck for Wednesday (see the thread) if anyone can help that would be appreciated.


How many and of which type, I've got about 4 bins worth of basic land.

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PostSubject: Re: Alternative Multiplayer Ideas   Sun Oct 03, 2010 10:45 pm

Only basics of each type:

Breakdown: 40 Green Cards, 40 Red, 40 Black, 40 Blue, 40 White, 15 artifacts

215...

Approx 100 Land

20 of each? I plan on sleeving it up for Wednesday.

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PostSubject: Re: Alternative Multiplayer Ideas   Mon Oct 04, 2010 2:04 pm

He has more land than me. :/

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PostSubject: Re: Alternative Multiplayer Ideas   Mon Oct 04, 2010 2:07 pm

I've gotten donations from a lot of people, and I fat pack new sets when they come out....plus boxing gives me 32 land per box.

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PostSubject: Re: Alternative Multiplayer Ideas   Wed Sep 28, 2011 10:56 am

WTB: The Thing and effects it could have upon leveling up. For any who played last year, this is to make things (lol) less stale and put on a clock.

Help me come up with some effects please, weak, strong, one ofs, player auras, anything.

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