Extremely niche, Exclusively 5-player, Commander meets Cube Rules: - 60-card decks, with a commander for the 61st.
- 40 starting life
- The player's decks MUST all be monocolour (each player's deck a different colour), two-colour (all the allies or all the enemies), three-colour (all the shards or all the wedges), or four-colour (all the 4-colour combinations).
- There is also a 'communal' deck o' 100 cards set in the middle of the table. It must contain an equal number of cards of every colour, (colourless and multicoloured cards can be added to taste), but there is no restriction on what those cards can be, just like a cube!
- At the beginning of the game, seven cards are dealt from the top of the communal deck and laid onto the table. At any time a card of that type can be cast, any player may cast a card from the ones on the table by paying the mana necessary. NOTE THAT COLOURS MUST BE RESPECTED. None of that 'spend any colour of mana to do so' stuff. So the table cards work just like a communal hand! Whenever a card is played from it, it must be replaced by a card from the deck.
- Where it gets really confusing, is that the communal hand is SUSCEPTIBLE TO HAND ATTACK. Did a card you really don't want the next guy to cast just get revealed? THOUGHTSEIZE THE TABLE!
- And finally, to make this all even more of a headache, if somehow the game lasts long enough, if cards run out in the communal pile, all players LOSE THE GAME! | : D |
"To break another's mind is to deliver a fate worse than death. It is a terrifying power.. and @HeroKP achieved it by writing a 16-sentence comment.." -Jace Beleren
Rules Only cards allowed are the two sets before the most recent set. 15 life. Knights, dragons, and nobles all get +1/+0. Target player gains control of a dragon you control:Whichever player kills that player makes a treasure token.
-Knights, dragons, and nobles all get +1/+0. -Target player gains control of a dragon you control:Whichever player kills that player makes a treasure token. - The player's decks MUST all be monocolour (each player's deck a different colour), two-colour (all the allies or all the enemies), three-colour (all the shards or all the wedges), or four-colour (all the 4-colour combinations).
- There is also a 'communal' deck o' 100 cards set in the middle of the table. It must contain an equal number of cards of every colour, (colourless and multicoloured cards can be added to taste), but there is no restriction on what those cards can be, just like a cube!
- At the beginning of the game, seven cards are dealt from the top of the communal deck and laid onto the table. At any time a card of that type can be cast, any player may cast a card from the ones on the table by paying the mana necessary. NOTE THAT COLOURS MUST BE RESPECTED. None of that 'spend any colour of mana to do so' stuff. So the table cards work just like a communal hand! Whenever a card is played from it, it must be replaced by a card from the deck.
- Where it gets really confusing, is that the communal hand is SUSCEPTIBLE TO HAND ATTACK. Did a card you really don't want the next guy to cast just get revealed? THOUGHTSEIZE THE TABLE!
- And finally, to make this all even more of a headache, if somehow the game lasts long enough, if cards run out in the communal pile, all players LOSE THE GAME! | : D |
-Whenever a player casts a spell, any other player may pay X, where X is the spell's CMC. If they do, they can copy the card. If it targets something, they may choose new targets for the copy.
-Lands untap at each opponent's end step as well as your untap phase. -You can't lose of no library. -40 card max decks. -Players can't be the target of direct damage. -95 life.
Just noticed, my "Can't lose of no library" contradicts the communal library rule @dragonbornletter. It will have to say "Can't lose of not having your library"
Comments
Could I chip in? If so,
Concert
Extremely niche, Exclusively 5-player, Commander meets Cube
Rules:
- 60-card decks, with a commander for the 61st.
- 40 starting life
- The player's decks MUST all be monocolour (each player's deck a different colour), two-colour (all the allies or all the enemies), three-colour (all the shards or all the wedges), or four-colour (all the 4-colour combinations).
- There is also a 'communal' deck o' 100 cards set in the middle of the table. It must contain an equal number of cards of every colour, (colourless and multicoloured cards can be added to taste), but there is no restriction on what those cards can be, just like a cube!
- At the beginning of the game, seven cards are dealt from the top of the communal deck and laid onto the table. At any time a card of that type can be cast, any player may cast a card from the ones on the table by paying the mana necessary. NOTE THAT COLOURS MUST BE RESPECTED. None of that 'spend any colour of mana to do so' stuff. So the table cards work just like a communal hand! Whenever a card is played from it, it must be replaced by a card from the deck.
- Where it gets really confusing, is that the communal hand is SUSCEPTIBLE TO HAND ATTACK. Did a card you really don't want the next guy to cast just get revealed? THOUGHTSEIZE THE TABLE!
- And finally, to make this all even more of a headache, if somehow the game lasts long enough, if cards run out in the communal pile, all players LOSE THE GAME! | : D |
Now I know how to instruct people how to give themselves headaches.
And yes, anyone can participate.
Closed, multiplayer, casual/competitive format.
Rules
Only cards allowed are the two sets before the most recent set.
15 life.
Knights, dragons, and nobles all get +1/+0.
Target player gains control of a dragon you control:Whichever player kills that player makes a treasure token.
Yolo
-Knights, dragons, and nobles all get +1/+0.
-Target player gains control of a dragon you control:Whichever player kills that player makes a treasure token.
- The player's decks MUST all be monocolour (each player's deck a different colour), two-colour (all the allies or all the enemies), three-colour (all the shards or all the wedges), or four-colour (all the 4-colour combinations).
- There is also a 'communal' deck o' 100 cards set in the middle of the table. It must contain an equal number of cards of every colour, (colourless and multicoloured cards can be added to taste), but there is no restriction on what those cards can be, just like a cube!
- At the beginning of the game, seven cards are dealt from the top of the communal deck and laid onto the table. At any time a card of that type can be cast, any player may cast a card from the ones on the table by paying the mana necessary. NOTE THAT COLOURS MUST BE RESPECTED. None of that 'spend any colour of mana to do so' stuff. So the table cards work just like a communal hand! Whenever a card is played from it, it must be replaced by a card from the deck.
- Where it gets really confusing, is that the communal hand is SUSCEPTIBLE TO HAND ATTACK. Did a card you really don't want the next guy to cast just get revealed? THOUGHTSEIZE THE TABLE!
- And finally, to make this all even more of a headache, if somehow the game lasts long enough, if cards run out in the communal pile, all players LOSE THE GAME! | : D |
-Whenever a player casts a spell, any other player may pay X, where X is the spell's CMC. If they do, they can copy the card. If it targets something, they may choose new targets for the copy.
-Lands untap at each opponent's end step as well as your untap phase.
-You can't lose of no library.
-40 card max decks.
-Players can't be the target of direct damage.
-95 life.
A stupid, stupid, stupid format.
Rules
Each player may pay {r} whenever they want to. If they do, they may deal 1 damage to any target.
I'll see if my brothers want to test Defeat the Dragon!
*Tachanka says in voice like Gollum
@dragonbornletter
WAIT YOU'RE ALL SIBLINGS
Yeah, and @Elsie
Nice!