Variant Homebrew Format - Capture the Flag

Today, I have set out to make a format that follows the logic of "capture the flag"; one singular permanent must be held onto for a length of time within one's battlefield in order to effectively win the game. I've been discussing this format with friends, and we agree that it should stick as close to the regularly printed cards as possible and obviously include ways to win through different strategies (control, aggro, etc.). I am aware that such a win condition nerfs known game-winning infinite combos, and I would be lying if I said that wasn't something I'd already considered.

The goal and ideal outcome of this format is a free-for-all rush to establish a presence that then turns into series of 1-versus-all skirmishes until someone achieves victory.

At the moment, I'm thinking that this centerpiece "flag" acts as something of a planeswalker-esque permanent in its use of loyalty counters as a source of HP and as a means of winning the game. There has been a lot of debate whether this legendary permanent will act as any other permanent type, such as an enchantment or artifact. I would love your input on this, since its supertypes will affect what kind of control spells will work on it, changing the frequency of the controlling party in different ways.

I would love to hear your thoughts on this endeavor, such as what rules you think need including and how you would balance out this format when it comes to deck construction rules.

I may end up making a card here for a proxy in the game, but that will only be when it's ready for playtesting.

Comments

  • How about shifting the goalpost once in awhile? Like the "flag" isn't a single permanent, but a small "deck" that is always the topmost card. When it's stolen by a player, the top card is removed and the next one flipped over. That way whatever permanent type it is now changes how it can be stolen next. Like maybe if it's a creature it's stolen by dealing a certain amount of damage to the holding player or his creatures. Artifacts by milling or bouncing a certain number of cards or tokens. Enchantment stolen by gaining a certain amount of life. Some condition for stealing lands, or planeswalkers. The "flag" itself should affect the game but preferably be like an emblem, doing its thing but everyone unable to directly affect it so there's always a flag on the field until someone wins. Maybe the last card in the pseudo-deck is the final flag and the game can end without a winner. That would open it up to any number of deck types, as long as the rule is victory can only be accomplish through capturing the flag, not by regular Magic rules or alternate win cards, like Battle of Wits. A deck would have to do a little of everything to be able to steal whatever flag types come up.
  • Hey, @Biblio, thanks for the thoughts. I have considered shifting types, but I do want there to be a set list of conditions for gaining control of the centerpiece. It's hard to consider what to do with "win" and "lose" cards, but there has to be conditions that allow loss at some kind of cost. Like if a player would lose the game, they instead lose control of the flag and must sacrifice all non-land permanents instead. Deck construction is a huge issue, but all formats have some things that are favored and fall behind; it's all going to have to come down to balancing the shifting conditions and what it takes to win once the item is obtained.
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