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Switch to Forum Live View Any Weird House Rules?
8 months ago  ::  Oct 13, 2012 - 12:02PM #91
selims1693
Date Joined: Oct 11, 2007
Posts: 187
We allow the first mulligan to be free, and any hand drawn that contains 0 or 7 lands. Unless your me. I don't get free mulligans.

Also, we play a game of magic to see who goes first. 
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8 months ago  ::  Oct 13, 2012 - 12:10PM #92
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710
I more meant the "two libraries" rule. When you don't realize you have to get used to mana screw, you might play like that.

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


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8 months ago  ::  Oct 13, 2012 - 2:00PM #93
Sleeping
Date Joined: Sep 23, 2011
Posts: 4,302
Having a seperate land and spell deck gives an inherent advantage to certain styles of decks like with the Global Fastbond rule someone mentioned earlier. The only time when I play with perfect mana rules like that is when I'm playing mana cost based mental Magic, but both players are using the same deck and essentially playing power Magic, so that's fair.
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8 months ago  ::  Oct 13, 2012 - 2:27PM #94
TheShadow344
Date Joined: Aug 14, 2012
Posts: 83
Because individual players in our playgroup have 12 decks or more at any given time (I'm up to 26), we've started breaking games down into categories:
  • Fun.  Typically the showcase for new decks we create so we can determine their power level, or a chance for us to play some of our less-powerful decks.
  • Hate.  Decks make use of some degenerate card or combination of cards.  Chances are good that your opponents don't enjoy playing against the deck you are playing, but the same can be said for their decks.  These are the most competitive matches we have and are a power struggle from beginning to end due to deck consistency and/or power level.  We group Commander matches in this category due to commanders like Merieke Ri Berit , Griselbrand (we don't adhere any banned lists, except for a few choice cards), Olivia Voldaren , and Zur the Enchanter .  Star Magic fits in this category too, especially once our 'white' player started putting lots of black/red hate in his deck.
  • Speed.  One-on-one games that generally end within the first four turns.
  • Combo.  The games generally play out like chess matches because the only way to interact with each other is through counterspells.


The motivation for this is that games will be more evenly balanced and prevent blow-outs (which none of us find very entertaining / exciting).

We also allow the use of proxies based on the understanding that the player using them has every intention of purchasing a physical copy of the card.

And Planeswalkers are only allowed in Commander.  We tried them in our constructed matchups, but found them to be too swingy if one player dropped one and other people didn't.  At least in Commander they are more answerable due to the higher power-level of individual cards in that format.  And we generally only possess single copies (maybe two) of any given planeswalker anyway due to their mythic rare status.
Please autocard: [c]Mulldrifter[/c] = Mulldrifter        .
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8 months ago  ::  Oct 14, 2012 - 10:47AM #95
Yamicannon
Date Joined: Oct 10, 2012
Posts: 26

Oct 13, 2012 -- 8:05AM, MoiMoi wrote:

Oct 12, 2012 -- 6:27AM, Yamicannon wrote:

Oct 12, 2012 -- 3:38AM, MoiMoi wrote:

There was no QQ'ing, it was people expressing their opinion. Go read what QQ means.



 it means complaining and crying and thats all i really saw for the most part it can be abused u cant do that properly thats their opinion and thats fine i dont care but i dont need to see the same post about the same thing 4-6 times and to me thats QQing so :P




again there was no crying, no qq'ing, there was people saying that it was an HORRIBLE UNBALANCED idea, that we wish you good luck with it, but that we'd never use it, ever.




that would be fine if the people read the whole post and understand that we understand that this is NOT for competitive play and we know its not balanced and im not saying any1 has to take my house rules into their's. but repeating the same problems with it after it has been addressed is nothing more then whining imo and to me thats qqing u dont like it dont play it if what u find wrong with it has been mentioned and addressed then concure with someone if u want make an oppinion on how u would play it for those that might wanna play an alternate version of or if u find something that hasnt been addressed then fine speak up but the continuous bashing of rules u dont plan on playing with no new info is nothing more than qqing move on and since every1 has my part of this thread is done lets drop it thanks you

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8 months ago  ::  Oct 14, 2012 - 11:05AM #96
bay_falconer
Date Joined: Oct 12, 2010
Posts: 9,710

Oct 13, 2012 -- 2:00PM, Sleeping wrote:

Having a seperate land and spell deck gives an inherent advantage to certain styles of decks like with the Global Fastbond rule someone mentioned earlier. The only time when I play with perfect mana rules like that is when I'm playing mana cost based mental Magic, but both players are using the same deck and essentially playing power Magic, so that's fair.




This reminds me of someone asking me why Fastbond was banned or restricted in any format where a set containing it was legal. (We were specifically speaking of EDH, though.)

My response?

Crucible of Worlds then take your pick: Strip Mine or Squandered Resources .

But the most important skill in Magic might be balancing your lands. I can offer guidelines, but those guidelines can and should be broken in certain decks. A control deck can use 26-28 lands. RDW can get by with 20. Decks like Valakut need a lot of lands.

Jun 27, 2012 -- 12:04AM, GM_Champion wrote:

Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.


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Autocard is your friend.

[c]Lightning Bolt[/c]
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