Tuesday, September 17, 2013

M:TG - Random Twist on Group Play

Good Afternoon Magic Peeps...

I for one, love multi-player Magic games, the diplomacy, worrying what John might do if I kill Joe's enchantment that kind of helps Susan. I know there is a bunch of multi-player styles out there, but there is nothing better then learning a play style from the start. Its like starting a new video game and figuring out how you can abuse the system within.

The one thing about Magic I love is the challenge to figure how to get out situations on the fly, like figuring how to kill the 8/8 coming at ya with a few weird cards that you think you might be able to pull it off.

OK, Enough with my rant. A new play style I am trying with my play group is 'Random Group Fun' (I need a better name, ideas?). Its kind of like Arch Enemy, but with out the 'everyone gang up on him/her' feel. When creating a new play style I try to keep the rules as simple as possible not to change the game itself.



Here is the rules so far (still a work in progress),

Before the first upkeep, flip the top card on the group deck face up into the group board.  During the players turn he/she controls the cards in the group board. The player cannot sacrifice it, destroy it, or give it away. It is a permanent on the board that you control but cannot alter during your turn. After the first round and everyone has played their first turn(3 players, 3 turns), as a sorcery during your turn you may pay the converted mana cost (all the cards in the group are considered colorless and can be flipped with any mana) of that card to flip it face down into the group graveyard pile and flip next card in the group deck face up. Each player controls the group cards during there turns and only they can activate the ability. Once the next player begins their turn, they control all group cards before their upkeep.

*note there should never be more cards on the group board then the number of players : 3 players =3 cards face up on group board

Creating the deck:
  1. No creatures in Random Group Deck
  2. No Non-Permanents ( Instant / Sorcery)
  3. Has to be a stand alone card (cannot rely on other cards, eg: no Auras, Artifacts that rely on creatures/lands to be out)
  4. No Color specific cards (eg: Dread of Night, 'All White Creatures get -1/-1')

Below is a demo of the deck we are trying this weekend,


MTGdeckbuilders.net - Random Group Fun Deck
Grip of Chaos
1   Deadbridge Chant
1   Grip of Chaos
1   Maelstrom Nexus
1   Wild Evocation
1   Cumber Stone
1   Etherwrought Page
1   Geth's Grimoire
1   Veilstone Amulet
1   Witchbane Orb
1   Antagonism
1   Asceticism
1   Bloodchief Ascension
1   Bulwark
1   Coastal Piracy
1   Counterbalance
1   Endless Whispers
1   Exquisite Blood
1   Forced Fruition
1   Goblin Bomb
1   Gravestorm
1   Hunting Grounds
1   Karmic Justice
1   Land Tax
1   Leyline of the Void
1   Lurking Predators
1   Martial Law
1   Martyr's Bond
1   Howling Mine
1   Telepathy
1   Subversion
1   Stand or Fall
1   Sanguine Bond
1   Risky Move
1   Puca's Mischief
1   Pain Magnification
1   Oath of Scholars
1   Oath of Mages
1   Oath of Lieges
1   Oath of Ghouls
1   Oath of Druids


Try it out, tell me what you think. Any suggestions to make it a little more random?
Have any other off the wall multi-player play styles you like?

This is Murray tapping out, chat at ya next time.

By: Murray Slack

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