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  • posted a message on Magic: The Gathering - Civil War
    IMPORTANT RULE UPDATE: There was a rule that I had intended to add to this format that I seem to have forgotten in the original post. For Planeswalkers in the Planeswalker Zone, you cannot activate the same Planeswalker's abilities to turns in a row.

    For example, Ugin, the Spirit Dragon has a +2 ability of "Ugin, the Spirit Dragon" deals 3 damage to target creature or player." If Ugin stayed in the Planeswalker Zone, this would make him a 10 turn win condition. However, since Ugin cannot be chosen to use an ability for two turns in a row, it would take at least 20 turns for the opposing player's life total to be depleted this way.
    Posted in: Homebrew and Variant Formats
  • posted a message on Magic: The Gathering - Civil War
    I'll answer your questions one at a time.

    1. I'm sorry that that section was poorly worded. What it's supposed to mean is the a player my exile a Planeswalker in the Planeswalker zone that they control at any time to gain the life. Planeswalkers in the Planeswalker zone can't be effected by spells or abilities, such as a Quickened Scour from Existence.

    2. A Planeswalker starts the game with its printed loyalty.

    3. The Chain Veil isn't banned, but it wouldn't work the way you would want. Because Planeswalkers in the Planeswalker Zone can't be the target of spells or abilities, they can't be targeted by The Chain Veil's second ability. However, the Chain Veil's ability would work after you cast the Planeswalker onto the battlefield to use its final/ultimate ability.

    4. After further review the following Planeswalkers are banned: Karn Liberated and all five double-sided Planeswalkers from Magic Origins.

    5. As I stated above, the five double-sided Planeswalkers are banned. It would be weird to not be able to use half of a card. As for Arlinn Kord and Garruk Relentless, both of them would start the game on their starting side. Unfortunately, because of Garruk's design, you would have to cast him in order to flip him. Otherwise, you just use him to make a lot of 2/2 Wolf creature tokens.

    6. In the event that four of your Planeswalkers have been exiled and your opponent gains control of the fifth, you will not lose the game until that Planeswalker leaves the battlefield. It most instances, this will give you a chance to get it back.


    I hope this answers all of you questions. I should make it clear that, with the cards that I banned or didn't banned, it's really up to your playgroup. If you would like to use the Magic Origins Planeswalkers, go ahead and start with them Planeswalker side up. If for some reason you really want to use Karn, I obviously won't be there to stop you. Or maybe you're finding that Planeswalkers like Tamiyo, Field Researcher or Narset Transcendent are super annoying to play against. Go ahead and ban them for your playgroup. Just have fun with it!
    Posted in: Homebrew and Variant Formats
  • posted a message on Magic: The Gathering - Civil War
    As a big fan of Planeswalkers (and Marvel, as you can see), I had the idea for a format that puts Planeswalker in the spotlight. It's not perfect, so I would really like some feedback to make it better.
    (Also, I'm new here, so I'm sorry if this format is similar to someone else's.)

    Each Player Starts the Game With:
    - 100 card singleton deck containing no Planeswalkers, Vintage Ban list
    - 30 Life
    - Five Planeswalkers of unique Planeswalker types
    - You may use any Planeswalker for this. Their colors do not have to match the colors of your deck.

    How To Play:
    - Each player’s Planeswalkers begin in the “Planeswalker Zone”. They are technically in play, but can not be the target of spells or abilities.
    - During each player’s turn, they may choose only one Planeswalker in the Planeswalker zone and activate an ability.
    - In order to use a Planeswalker’s ultimate/final ability, the Planeswalker must be cast from the Planeswalker zone and onto the battlefield, using any color of mana to cast it. The player must wait a turn before using the ability. (This will give an opponent the option to counter or destroy the Planeswalker.)
    - The Planeswalker enters the battlefield with all extra loyalty counters that it gained in the Planeswalker zone.
    - If a Planeswalker on the battlefield is countered or destroyed, exile it. If it would be returned to your hand, place it back into the Planeswalker zone instead.
    - A Planeswalker in the Planeswalker zone can be exiled at any time at instant speed. When a Planeswalker is exiled this way, you gain life equal to the loyalty counters on the Planeswalker.

    Winning the game:
    - The game can be won through normal means (Opponents life total reaching 0, mill, poison counters, etc.)
    - If all five of a player's Planeswalkers are exiled, that player loses the game.


    That's all the rules I have for now. I feel like any more might make it too complicated. If you have any questions, suggestions for rule changes, or possible decklists/Planeswalker combos, I'd love to hear them!
    Posted in: Homebrew and Variant Formats
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