@LordTachanka123 This is the idea I had. I'm open to suggestions
Medieval Warfare. Casual, Singleton, Multiplayer(Minimum 3 players), Commander's don't have to be legendary.
1. All players have 30 life. 2. 70 card decks. 3. Random player must have either a Druid, Monk or Wizard as their commander. (They are "Mystic") 4. Random player must have either a Soldier, Warrior or Knight as their commander. (They are "Heroic") 5. Random player must have either a Dragon, Dinosaur or Beast as their commander. (They are "Monstrous") 6. Instant/Sorcery spells "Mystic" players cast cost {1} less to cast. 7. Enchantment/Artifact spells "Heroic" players cast cost {1} less to cast. 8. Creature spells "Monstrous" players cast cost {1} less to cast. 9. To start, each player rolls a die, if 1-2 that player is "Mystic" if 3-4 that player is "Heroic" if 5-6 that player is "Monstrous" (Note: If 3 are playing there can only be 1 of each type. If 4 are playing, there can be 2 of 1 type. if 5, 2 of 2 types. Etc...) 10. Goal is to destroy all opponent's life totals.(You can lose from no cards in library)
What do you think? Note: Cards in deck must match commander's color identity. Note2: Commander cost {2} more to cast for each time you've cast it from the command zone this game. Note3: No commander damage.
@LordTachanka123 You're supposed to fill that deck with aura's and equipments and some regular enchantments, and if you do it right that should be just as good as the other's. Sure, it's bonus isn't quite as good, but it's not hard to fill up the battlefield with tokens and attach auras/equipments and take out opponents in fell swoops.
Hi! This seems really fun, so I'm gonna join with my own idea. Presenting... ...THE GRAND MARKET (GM for short)
Casual, could be two-player, but I think multiplayer will be a lot more fun.
I'd say it's less of a format and more like a special type of gameplay like Planechase. See for yourself.
Rules: - There is an outside-game Grand Market deck, that contains any number of cards (I'd say 30 or more, and it must be a number divadable by 5), it can't contain more than four copies of a card - At the beginning of the game you shuffle the GM deck and reveal the top five cards, which you then place in a special market zone - Any player may cast the cards in the market zone at sorcery speed - When all of the cards from the market zone have been cast, at the beginning of the next upkeep you put new five cards from the top of the GM deck there - Alternatively you could immediately replace each cast card in the market with another from the top (give me your opinions) - Whenever a card that was "purchased" at the GM would leave the battlefield or go the the graveyard (in case of spells), it goes to the Grand Dump (or just the GM graveyard). When all cards from the GM are used, you reshuffle them into the GM deck and begin anew. - Each player can also at sorcery speed ditch any card at the market for 3 mana (or it might be 2, I just need to find a good balance) (this is when you want to speed up the reshuffling of new cards in the GM, don't want your opponent get that card or any other reason you can find.)
Some additional info: - The GM deck can be comprised of normal Magic cards (when you just want to put it together at home) or it could use some cards exclusive to this format - The best thing to include in the GM deck would be colorless artifacts, as anyone could cast them, but it would also be fun to see some special lands or mana rocks that could help anyone cast the colored spells from the market - There could be some cards (and I'm thinking of designing a few) that you can put in your normal playing deck which would interact with the GM (like "spells you cast from the Grand Market cost 1 less to cast" or "you may ditch target card in the Grand Market" and stuff like that)
Sorry guys, I know this is a really long wall of text, but for anyone who had nothing better to do and read it all - I'd love to hear your opinions on improving this format and see your ideas for some cards. Hope you all have a great day.
Here are two cards I designed for the Grand Market. I see the Nifty Merchant as a card that you would play in your normal deck and the Vial as an example of something you would see on the market.
Another addition - I'd imagine the "precon" GM deck being really on theme with like mercenaries, assassins, sellswords, alchemystic products and stuff like that. I also think it would give the format a really lovely aesthetic.
-At the beginning of each player's end step, that player puts their hand at the bottom of their library, then reveals the top 7 new cards of their library and puts them into their hand.
-If you don't like your new hand, you can pay 1 and repeat the above process with the following exception- You draw 7-X cards, where X is the number of times you've done this. (Yes, like a mulligan.)
@dragonbornletter In order to fix that, change it to "At the beginning of each player's end step, that player puts their hand at the bottom of their library, then reveals the top 7 new cards of their library and puts them into their hand." You see? problem solved.
@dragonbornletter This way it is more interesting because everyone knows what you have in your hand. I can still see ways to break this format, but it's not as easy now.
Comments
Second up, here's your card, which might also work with a mechanic I'm thinking about adding to DtD @Dizzydude.
This is the idea I had. I'm open to suggestions
Medieval Warfare.
Casual, Singleton, Multiplayer(Minimum 3 players), Commander's don't have to be legendary.
1. All players have 30 life.
2. 70 card decks.
3. Random player must have either a Druid, Monk or Wizard as their commander. (They are "Mystic")
4. Random player must have either a Soldier, Warrior or Knight as their commander. (They are "Heroic")
5. Random player must have either a Dragon, Dinosaur or Beast as their commander. (They are "Monstrous")
6. Instant/Sorcery spells "Mystic" players cast cost {1} less to cast.
7. Enchantment/Artifact spells "Heroic" players cast cost {1} less to cast.
8. Creature spells "Monstrous" players cast cost {1} less to cast.
9. To start, each player rolls a die, if 1-2 that player is "Mystic" if 3-4 that player is "Heroic" if 5-6 that player is "Monstrous" (Note: If 3 are playing there can only be 1 of each type. If 4 are playing, there can be 2 of 1 type. if 5, 2 of 2 types. Etc...)
10. Goal is to destroy all opponent's life totals.(You can lose from no cards in library)
What do you think?
Note: Cards in deck must match commander's color identity.
Note2: Commander cost {2} more to cast for each time you've cast it from the command zone this game.
Note3: No commander damage.
You're supposed to fill that deck with aura's and equipments and some regular enchantments, and if you do it right that should be just as good as the other's. Sure, it's bonus isn't quite as good, but it's not hard to fill up the battlefield with tokens and attach auras/equipments and take out opponents in fell swoops.
@Fantastickill7
...THE GRAND MARKET (GM for short)
Casual, could be two-player, but I think multiplayer will be a lot more fun.
I'd say it's less of a format and more like a special type of gameplay like Planechase. See for yourself.
Rules:
- There is an outside-game Grand Market deck, that contains any number of cards (I'd say 30 or more, and it must be a number divadable by 5), it can't contain more than four copies of a card
- At the beginning of the game you shuffle the GM deck and reveal the top five cards, which you then place in a special market zone
- Any player may cast the cards in the market zone at sorcery speed
- When all of the cards from the market zone have been cast, at the beginning of the next upkeep you put new five cards from the top of the GM deck there
- Alternatively you could immediately replace each cast card in the market with another from the top (give me your opinions)
- Whenever a card that was "purchased" at the GM would leave the battlefield or go the the graveyard (in case of spells), it goes to the Grand Dump (or just the GM graveyard). When all cards from the GM are used, you reshuffle them into the GM deck and begin anew.
- Each player can also at sorcery speed ditch any card at the market for 3 mana (or it might be 2, I just need to find a good balance) (this is when you want to speed up the reshuffling of new cards in the GM, don't want your opponent get that card or any other reason you can find.)
Some additional info:
- The GM deck can be comprised of normal Magic cards (when you just want to put it together at home) or it could use some cards exclusive to this format
- The best thing to include in the GM deck would be colorless artifacts, as anyone could cast them, but it would also be fun to see some special lands or mana rocks that could help anyone cast the colored spells from the market
- There could be some cards (and I'm thinking of designing a few) that you can put in your normal playing deck which would interact with the GM (like "spells you cast from the Grand Market cost 1 less to cast" or "you may ditch target card in the Grand Market" and stuff like that)
Sorry guys, I know this is a really long wall of text, but for anyone who had nothing better to do and read it all - I'd love to hear your opinions on improving this format and see your ideas for some cards. Hope you all have a great day.
Here are two cards I designed for the Grand Market. I see the Nifty Merchant as a card that you would play in your normal deck and the Vial as an example of something you would see on the market.
And yes, I've created artifact sorceries.
jairol-trusting-disciple
https://mtgcardsmith.com/view/barter-3
Warp
Causal, Multiplayer.
Rules:
-30 starting life
-100 card deck
-At the beginning of each player's end step, that player puts their hand at the bottom of their library, then reveals the top 7 new cards of their library and puts them into their hand.
-If you don't like your new hand, you can pay 1 and repeat the above process with the following exception- You draw 7-X cards, where X is the number of times you've done this. (Yes, like a mulligan.)
I think that that format is broken.
In order to fix that, change it to "At the beginning of each player's end step, that player puts their hand at the bottom of their library, then reveals the top 7 new cards of their library and puts them into their hand." You see? problem solved.
This way it is more interesting because everyone knows what you have in your hand.
I can still see ways to break this format, but it's not as easy now.