Magic the Gathering format: Fun 40
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Re: Magic the Gathering format: Fun 40
#82This 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…
Re: Magic the Gathering format: Fun 40
#83Just as a heads-up for non-magic players, each of those 40-card decks contains several multiple-thousand dollar cards. I wouldn't be surprised if those 240 cards cost over $50,000.
Re: Magic the Gathering format: Fun 40
#84My 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
#85> 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…
Re: Magic the Gathering format: Fun 40
#86This 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…
My biggest beef with Magic isn't the lands system, but that the game is fundamentally stingy with cards, leading to many non-games, and/or turns where you pray for the right top-deck and don't get it. (This is one major reason I play Netrunner instead, where your action economy can be spent on draw. You might have weak turns, but never non-turns.) Given the huge cardpool, there's no real way to "fix" MtG that couldn'…
Just play blue, that's not a problem then.
Re: Magic the Gathering format: Fun 40
#87My 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…
Any ideas for a more balanced version, or other thoughts about it? I'm sure I'm not the only one who would be curious to hear more details.
Re: Magic the Gathering format: Fun 40
#88> No Discard. It sucks to have no spells to play.
List of black deck: three Hypnotic Specter cards.
Common...
Re: Magic the Gathering format: Fun 40
#89Re: Magic the Gathering format: Fun 40
#90This 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…
Alternatively you give everyone a free mulligan and if they decide to start with My issue with guaranteed lands is that they remove the randomness of some lands. I am not guaranteed to get my "no maximum hand size" land and my rogue passage to make my creature unblockable in a typical game of commander. I have to plan for it by using stuff like expedition map.
So is it "on me?" Or is it just that the game just is high variance?