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Magic the Gathering format: Fun 40

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71–80 of 104 posts

Re: Magic the Gathering format: Fun 40

#71

Is there any reasonably practical way to play a "restricted" version of MtG with physical cards and a somewhat stable ruleset, reminiscent of what play was like in the late 90s (as I remember it)? I like what's being proposed here, but I don't have access to old cards. I'm not averse to buying new cards, I just don't want to be on an infinite treadmill of buying new cards and learning new rules forever, it's just not…

Just use proxies. There is nothing stopping someone from just making an entire deck of proxies.

Re: Magic the Gathering format: Fun 40

#73

Earlier quoted context omitted.

> But at least with old cards you don't have to contend with Sephiroth, the Ninja Turtles, and My Little Pony. I thought you were joking, unfortunately you weren't. Money really has no taste.

I groaned through the LoTR set (some of the cards were really cool), but I noped TF out at Final Fantasy with Spiderman on the horizon, and I'm 100% never going back. I've been playing on and off since 1993, so they're absolutely burning their brand.

Yep, I've sold my entire collection at this point (all digital on MODO) and will likely never go back. I think planeswalkers were the beginning of the end for me, and its been a non-stop slide of power creep and paid promotions ever since.

Re: Magic the Gathering format: Fun 40

#74

> What is fun? > Here is a list of things that make a game of Magic The Gathering fun to us. > No Discard. It sucks to have no spells to play. > No Land destruction. It sucks to be unable to cast spells. I've always enjoyed these kinds of house rules that let you customize TCGs to your own liking. A while back, I bought a bulk box of common Pokemon cards and put together some decks where I limited the cards to basic…

I had a friend back in 4th Edition who ran a blue/black deck stuffed with counters and discard stuff like Counterspell and that damn Hypnotic Specter, a flying creature that made you discard a card every time it hit you. And not just a card: A CARD AT RANDOM. We used to joke about how obnoxious a Specter equipped with a Viridian Longbow would be.

Turn 1 Swamp, Dark Ritual into Hypnotic still a magnificent play and one that used cheaper cards in its time (vs. a Mox or something similar).

Re: Magic the Gathering format: Fun 40

#75

My brother and I made up a version of Magic as kids where all the mana is laid out sideways in staggered rows between the players, creating a sort of hex grid landscape. You drew and played from your deck, but placed cards on the "map" created by the mana on the board, only where the adjacent mana matched their cost, and moved around attacking each other. Six adjacencies meant cards could cost up to seven and work in…

90s kids won at MTG by having the more convincing argument.

Re: Magic the Gathering format: Fun 40

#76
post #67
post #54

Earlier quoted context omitted.

I like the format, very cool idea. However, this rule: First player draw The first player does draw a card. Not sure if its a good idea? Gives first player a HUGE advantage.

In a one on one (or two on two) game, yes, it would be a big advantage. Not in a multiplayer game, though.

yeah in multiplayer it’s quite different. also note that here, the player doing worst goes first in games 2 and 3, that advantage is an autobalancing mechanic that deliberately gives that first turn plus draw.

Re: Magic the Gathering format: Fun 40

#77
There is an interesting old article by Magic's creator about what the game environment was like during the early playtesting days - when card packs were handed out to a community of playtesters at UPenn, and they traded in a closed ecosystem, occasionally getting an influx of additional cards. It seems like this was a pretty successful recreation of that feeling:

https://magic.wizards.com/en/news/making-magic/creation-magi...

Re: Magic the Gathering format: Fun 40

#79

My brother and I made up a version of Magic as kids where all the mana is laid out sideways in staggered rows between the players, creating a sort of hex grid landscape. You drew and played from your deck, but placed cards on the "map" created by the mana on the board, only where the adjacent mana matched their cost, and moved around attacking each other. Six adjacencies meant cards could cost up to seven and work in…

You might be interested in the relatively new TCG Sorcery: Contested Realm. It’s a a game that plays lands to a grid and creatures on the lands, somewhat like the game you invented. Also has an artistic direction reminiscent of 90s era magic.

Re: Magic the Gathering format: Fun 40

#80
post #66

This is my favorite alternative form of Magic: https://articles.starcitygames.com/articles/the-danger-room/ "I have a feeling that roughly 25% of games are decided by a player drawing too few lands, 25% of games are decided by a player drawing too many lands, 25% of games are decided by a player having a legitimate bomb not get answered immediately, and the last 25% of games are the ones that everybody hopes for wher…

I haven't tried this because I haven't played Magic in over 20 years, but I always thought it would be more fun if you had two draw decks where the second was only allowed to include basic lands. Then in the draw phase you could choose which deck to draw from, eliminating the mana flood/drought possibility that ruins games. Maybe some additional rules to limit how many lands you're allowed to draw in the initial draw…

There’s a few modern TCGs who take this approach, like Riftbound (the League of Legends TCG that launched last year) and Sorcery Contested Realm.

Other attempts to fix the mana problem include games like Lorcana and Flesh and Blood, in which cards have dual modes where they can be played or used for resources.

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