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Thursday, September 20, 2012, 12:38 PM
Invasion
Here is the format that I first thought Planechase would be like... then I read the rules and found out that I was wrong... so it's technically a homebrew of mine! Here goes.
Set up: Each player needs his or her own planar deck. You can do this by drafting decks, or having everyone build one at home (if they have the planes). They will need this deck to be shuffled, as well as whatever Magic Deck they want to play with. You will also need at least one Planar Die.
Playing: Invasion is a "flavour game". This means that if flavour says "no", you can't do it. What I mean by this is "Global effects" only have an affect on the plane that they happen on. There's no reason for an event on Mirrodin to effect Ravnica. Much the same, Planar effects and Chaos effects can only effect/target the player(s) on that plane. The same is true for target abilities from artifacts, creatures, enchantments or land. What does span across the planes? Instants, Sorceries, targeted abilities of Planeswalkers, and you can enchant an opponent's creature with an aura (This is more of the spell materializes on the creature, and not it materializes on your plane and moves over). To attack a player, you must be on the same plane as that player. (again, it's a game of flavour)
This rule was made for Planar Collapse, but I liked it so much that I added it to a format I had made years prior. You may planeswalk for free by forefitting your turn. This means that after the opponent before you ends his or her turn, and before your untap step, you may say "I'm going to planeswalk." You then planeswalk however you'd like. Because you don't have a turn, this technically gets around "When you planeswalk away from ..." abilities on some planes, like Norn's Dominion... You also lose out on the "When you planeswalk to ___, do stuff." abilities. When you planeswalk, all of your stuff comes with you. (That question comes up sometimes)
When you planeswalk, you have two options. A) Put the current plane that you are on, on the bottom of your planar deck and reveal the next plane on your planar deck. B) Move to somebody else's plane. When you do this, you'll be able to attack and do everything that you normally could.
If you are on another player's plane, they can planeswalk away from you, to another player's plane (they are going to be stuck with a buddy for a while). If they chose to, they can planeswalk away from the plane that you two are both on, and put that plane on the bottom of their planar deck, revealing the next plane. You both planeswalk to that plane (because you're chasing them!). (it's times like this that Norn's Dominion aren't so shabby.)
The winner is the last player standing.
Thursday, September 20, 2012, 12:27 PM
Planar Collapse
Here's a format born from when I first pitched my homebrew Invasion.
Setup: Each player needs to either bring three planes, or a player needs to provide several planes (typically 3+ per player is good). Players then shuffle their Planar pile and set them down, working from the middle of the table, outward, so by the end you have a grid of planes. The last plane that each player puts down is where he or she starts off. Aside from that, each player needs his or her own deck.
Playing: Planar Collapse is a "flavour game". This means that if flavour says "no", you can't do it. What I mean by this is "Global effects" only have an affect on the plane that they happen on. There's no reason for an event on Mirrodin to effect Ravnica. Much the same, Planar effects and Chaos effects can only effect/target the player(s) on that plane. The same is true for target abilities from artifacts, creatures, enchantments or land. What does span across the planes? Instants, Sorceries, targeted abilities of Planeswalkers, and you can enchant an opponent's creature with an aura (This is more of the spell materializes on the creature, and not it materializes on your plane and moves over). To attack a player, you must be on the same plane as that player. (again, it's a game of flavour) There is a step added to your turn. You are required to roll the planar die, weather you want to or not (the planes are collapsing all around you, you see). So your turn starts off as Untap, Upkeep, Draw, Roll. This roll is not in place of Planechase's "at any time that you could cast a sorcery, you may roll the planar die for a cumulative cost of one mana, starting at 0." rule. So for free, you can actually roll twice!
The game tends to be a little too "luck" biased, though. Because of that, this rule was added... You may planeswalk for free by forefitting your turn. This means that after the opponent before you ends his or her turn, and before your untap step, you may say "I'm going to planeswalk [direction]." You then move whatever represents you and you are on the next plane. Because you don't have a turn, this technically gets around "When you planeswalk away from ..." abilities on some planes, like Norn's Dominion. When you planeswalk, you are allowed to move to any plane touching the plane that you are on, be it, right, left, away or toward you.
"This sounds like the stupid brain child of Invasion and Blind Eternities with a forced Roll after your draw step... Why is it named Planar Collapse?" Because when a player planeswalks away from a plane, if there is no other player on that plane, you discard the plane. The map will constantly get smaller. If a plane gets isolated from the map, join it to the nearest plane.
The winner is the last player standing, who then has the ability power to stabalize the multiverse or something like that.
Tags:
Alternate Formats,
collapse,
Eternities,
Eternities Map,
invasion,
Magic
, map,
mtg,
planar,
Planar Collapse,
Planechase
Thursday, September 20, 2012, 12:04 PM
Schizo is played either by two players with multiple decks, or by several players. These players/decks are then put into teams. Teams share a life total and permanents, but not their libraries, hands, graveyards or turns. A team's life total is 10 x N where N is the number of players on that team. Teams do not have to have an even number of players, but it is advised. All team members have control over the team's permanents at the same time, and at all times (though they do not have ownership). Players attack teams/life totals and planeswalkers, not individual players. If a single player dies (be that due to milling etc), only that player dies, not the entire team. Table Talk is not allowed. Turn order moves from Player A on team one to Player A on team two, to Player B on team one and then to Player B on team two etc. If the teams are not even, the team with the smaller number of players goes first. Priority moves around the table in this same pattern.
Tuesday, August 28, 2012, 10:57 AM
Blind Eternities
Here is a format that was born when my group first played Eternities Map, but got the rules wrong. We all agree that we like this version better, though. So here we are, the Blind Eternities.
Set Up: A player needs at least one Planechase Product (it will come with eight to ten planes), or about nine planes. Nine, Twelve and Sixteen are all really good numbers for planes... Anyway, these planes are then shuffled together, and then placed on the table in a grid. A token is then placed on the first plane (weather that be in the center or somewhere else doesn't really matter). This is the plane that everybody starts on.
Each player will have his or her deck. Typically this will be a normal 60 card deck, but it can be whatever your group allows. "C'mon, it's casual!"
Playing: Each player plays as they would normally play Magic. The last player/team standing is the winner. If a player would roll the planechase symbol, he or she may move up, down, right or left of the current plane (as long as there is a plane there)... Everybody else then follows.
Why Play Blind Eternities: There is an additional factor of luck and strategy added to the normal game of Magic, or Planechase. Also, it allows everybody a chance to choose where to go, while reducing the chance o everybody being upset over which plane they are on.
Wednesday, August 8, 2012, 8:18 PM
Magic Hot Potatoe
This is one of the few homebrews that I plan on listing. There is a pretty common phrase said to new players from the veterans, "Gaining life won't win the game for you." And it's true. That's why Magic Hot Potatoe was made.
Magic Hot Potatoe starts off like a normal game of magic. Each player (of any number of players) shuffles his or her deck, draws his or her hand, mulligans etc. However, between the last player's third turn and the first player's fourth turn, the player with the lowest life total loses the game. This will also happen when the last player finishes his or her sixth, nineth, twelfth, fifteenth etc. turns.
If two players share the lowest life total, nobody loses that turn.
Wednesday, August 8, 2012, 8:11 PM
I love playing Magic, but regular one on one matches really aren't my thing. I also really love knowing the rules to the game. My specialty is Homebrews. I try to avoid making my own formats, but I do love looking up other people's tested formats. Over the next few days/weeks, I hope to list the different formats that I know and how to play them. So far the group's favorites include Star and Schizo. Soon we'll be trying Magic Hot Potatoe. By the time that this is read, or if it is ever read, those will all be old posts and my group will have tried Hot Potatoe.
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