Saturday, March 19, 2011

9. Casual Variants

900. General


900.1. This section contains additional optional rules that can be used for certain casual game variants.  It is by no means comprehensive.
900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game  implements not used in traditional Magic games.




901. Planar Magic
901.1. In the Planar Magic variant, plane cards add additional abilities and randomness to the game. At
any given time, one plane card will be face up and its abilities will affect the game. The Planar
Magic variant uses all the normal rules for a Magic game, with the following additions.
901.2. A Planar Magic game may be a two-player game or a multiplayer game. The default multiplayer
setup is the Free-for-All variant with the attack multiple players option and without the limited
range of influence option. See rule 806, “Free-for-All Variant.”
901.3. In addition to the normal game materials, each player needs a planar deck of at least ten plane
cards and the game needs one planar die. Each card in a planar deck must have a different English
name. (See rule 309, “Planes.”)
901.3a A planar die is a six-sided die. One face has the planeswalker symbol {P}. One face has the
chaos symbol {C}. The other faces are blank.
901.4. At the start of the game, each player shuffles his or her planar deck so that the cards are in a
random order. Each deck is placed face down next to its owner’s library. All plane cards remain in
the command zone throughout the game, both while they’re part of a planar deck and while they’re
face up.
901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to
start the game with those cards on the battlefield, the starting player moves the top card of his or her
planar deck off that planar deck and turns it face up. (See rule 103.6.) No abilities of that card
trigger as a result.
901.6. The owner of a plane card is the player who started the game with it in his or her planar deck.
The controller of a face-up plane card is the player designated as the planar controller. Normally,
the planar controller is whoever the active player is. However, if the current planar controller would
leave the game, instead the next player in turn order that wouldn’t leave the game becomes the
planar controller, then the old planar controller leaves the game. The new planar controller retains
that designation until he or she leaves the game or a different player becomes the active player,
whichever comes first.
901.7. Any abilities of a face-up plane card in the command zone function from that zone. The card’s
static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be
activated.
901.7a Each plane card is treated as if its text box included “When you roll {P}, put this card on the
bottom of its owner’s planar deck face down, then move the top card of your planar deck off
your planar deck and turn it face up.” This is called the “planeswalking ability.” A face-up plane
card that’s turned face down becomes a new object.
901.8. Any time the active player has priority and the stack is empty, but only during a main phase of
his or her turn, that player may roll the planar die. Taking this action costs a player an amount of
mana equal to the number of times he or she has previously taken this action on that turn. This is a
special action and doesn’t use the stack. (See rule 115.2f.)
901.8a If the die roll is a blank face, nothing happens. The active player gets priority.
901.8b If the die roll is the chaos symbol {C}, any ability of the plane that starts “When you roll
{C}” triggers and is put on the stack. The active player gets priority.
901.8c If the die roll is the planeswalker symbol {P}, the plane’s “planeswalking ability” triggers
and is put on the stack. The active player gets priority.
901.9. When a player leaves the game, all objects owned by that player leave the game. (See rule
800.4a.) If that includes the face-up plane card, the planar controller turns the top card of his or her
planar deck face up. This is not a state-based action. It happens as soon as the player leaves the
game.
901.9a If a plane leaves the game while a “planeswalking ability” for which it was the source is on
the stack, that ability ceases to exist.
901.10. After the game has started, if a player moves the top card of his or her planar deck off that
planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations
that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See
rule 701.20.
901.10a A player may planeswalk as the result of the “planeswalking ability” (see rule 309.6) or
because the owner of the face-up plane card leaves the game (see rule 901.9).
901.10b The plane card that’s turned face up is the plane the player planeswalks to. The plane card
that’s turned face down, or that leaves the game, is the plane the player planeswalks away from.
901.11. A Two-Headed Giant Planar Magic game uses all the rules for the Two-Headed Giant
multiplayer variant and all the rules for the Planar Magic casual variant, with the following
additions.
901.11a Each player has his or her own planar deck.
901.11b The planar controller is normally the primary player of the active team. However, if the
current planar controller’s team would leave the game, instead the primary player of the next
team in turn order that wouldn’t leave the game becomes the planar controller, then the old
planar controller’s team leaves the game. The new planar controller retains that designation until
he or she leaves the game or a different team becomes the active team, whichever comes first.
901.11c Even though the face-up plane is controlled by just one player, any ability of that plane that
refers to “you” applies to both members of the planar controller’s team.
901.11d Since each member of the active team is an active player, each of them may roll the planar
die. Each player’s cost to roll the planar die is based on the number of times that particular
player has already rolled the planar die that turn.
901.12. In multiplayer formats other than Grand Melee, plane cards are exempt from the limited range
of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and
players in the game. (See rule 801, “Limited Range of Influence Option.”)
901.13. In Grand Melee Planar Magic games, multiple plane cards may be face up at the same time.
901.13a Before the first turn of the game of the game, each player who will start the game with a
turn marker moves the top card of his or her planar deck off that planar deck and turns it face
up. Each of them is a planar controller.
901.13b If a player would leave the game and that player leaving the game would reduce the
number of turn markers in the game, that player first ceases to be a planar controller (but no
other player becomes a planar controller), then that player leaves the game. The face-up plane
card that player controlled is put on the bottom of its owner’s planar deck. No player is
considered to have planeswalked.
901.14. Single Planar Deck Option
901.14a As an alternative option, a Planar Magic game may be played with just a single communal
planar deck. In that case, the number of cards in the planar deck must be at least forty or at least
ten times the number of players in the game, whichever is smaller. Each card in the planar deck
must have a different English name.
901.14b In a Planar Magic game using the single planar deck option, the planar controller is
considered to be the owner of all the plane cards.
901.14c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.
902. Vanguard
902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous
character. Each player will have one face-up vanguard card whose abilities and other characteristics
affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the
following additions.
902.2. A Vanguard game may be a two-player game or a multiplayer game.
902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard
card is placed face up next to its owner’s library before the game begins. All vanguard cards remain
in the command zone throughout the game.
902.4. Each player’s starting life total is 20, as modified by the life modifier of his or her vanguard
card.
Example: The life modifier of a player’s vanguard card is -3. That player starts the game
with 17 life.
902.5. Each player draws a hand of seven cards, as modified by the hand modifier of his or her
vanguard card.
902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player
shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards
than he or she had before. (In a multiplayer game, a player’s first mulligan is for the same
number of cards as he or she had before.)
Example: The hand modifier of a player’s vanguard card is +2. That player starts the
game with a hand of 9 cards. If the player takes a mulligan, he or she draws a new hand
of 8 cards. The next mulligan is for 7 cards, and so on.
902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her
vanguard card.
Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum
hand size is six. If that player has more than six cards in his or her hand as the cleanup
step begins, he or she will discard all but six of them.
902.6. The owner of a vanguard card is the player who started the game with it in the command zone.
The controller of a face-up vanguard card is its owner.
902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The
card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities
may be activated.
903. Commander
903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s
commander. The Commander variant uses all the normal rules for a Magic game, with the
following additions.
903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer
setup is the Free-for-All variant with the attack multiple players option and without the limited
range of influence option. See rule 806, “Free-for-All Variant.”
903.3. Each deck has a legendary creature card designated as its commander. This designation is not a
characteristic of the object represented by the card; rather, it is an attribute of the card itself. The
card retains this designation even when it changes zones.
Example: A commander that’s been turned face down (due to Ixidron’s effect, for example)
is still a commander. A commander that’s copying another card (due to Cytoshape’s effect,
for example) is still a commander. A permanent that’s copying a commander (such as a
Body Double, for example, copying a commander in a player’s graveyard) is not a
commander.
903.4. The color identity of a deck’s commander is the color or colors of any mana symbols in that
card’s mana cost or rules text, plus any colors defined by the its characteristic-defining abilities (see
rule 604.3).
Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the
ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the
sacrificed artifact's converted mana cost to target creature or player.” Bosh’s color identity
is red.
903.4a Color identity is established before the game begins.
903.4b Reminder text is ignored when determining a commander’s color identity. See rule 206.2.
903.5. Each Commander deck is subject to the following deck construction rules.
903.5a Each deck must contain exactly 100 cards, including its commander.
903.5b Other than basic lands, each card in a Commander deck must have a different English name.
903.5c A card can’t be included in a Commander deck if it has any colors that aren’t part of the
commander’s color identity or if it has any mana symbols in its mana cost or rules text that
aren’t of a color in the commander’s color identity.
Example: Wort, the Raidmother is a legendary creature with mana cost {4}{(R/G){R/G}.
Wort’s color identity is red and green. Each card in a Wort Commander deck must be
only red, only green, both red and green, or have no color. Each mana symbol in the
mana cost or rules text of a card in this deck must be only red, only green, both red and
green, or have no color.
903.5d A card with a basic land type may be included in a Commander deck only if each color of
mana it could produce is included in the commander’s color identity.
Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander
deck may include land cards with the basic land types Mountain and/or Forest. It can’t
include any land cards with the basic land types Plains, Island, or Swamp.
903.6. At the start of the game, each player puts his or her commander face up next to his or her library.
The commanders start the game in the command zone. Then each player shuffles the remaining 99
cards of his or her deck so that the cards are in a random order. Those cards become the player’s
library.
903.7. Once the starting player has been determined, each player sets his or her life total to 40 and
draws a hand of seven cards.
903.8. The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan,
rather than shuffling his or her entire hand of cards into his or her library, that player exiles any
number of cards from his or her hand. Then the player draws a number of cards equal to one less
than the number of cards he or she exiled this way. Once a player keeps an opening hand, that
player shuffles all cards he or she exiled this way into his or her library.
903.9. If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that
player’s commander, that amount of colorless mana is added to that player’s mana pool instead.
903.10. A player may cast a commander he or she owns from the command zone. Doing so costs that
player an additional {2} for each previous time he or she cast that commander from the command
zone that game.
903.11. If a commander would be put into its owner’s graveyard from anywhere, that player may put it
into the command zone instead.
903.12. If a commander would be put into the exile zone from anywhere, its owner may put it into the
command zone instead.
903.13. The Commander variant includes the following specification for winning and losing the game.
All other rules for winning and losing the game also apply. (See rule 104.)
903.13a A player that’s been dealt 21 or more combat damage by the same commander over the
course of the game loses the game. (This is a state-based action. See rule 704.)
904. Archenemy
904.1. In the Archenemy variant, a team of players faces off against a single opponent bolstered with
powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with
the following additions.
904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule
808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared
team turns option (see rule 805) are used; no other multiplayer options are used.
904.2a One of the teams consists of exactly one player, who is designated the archenemy.
904.2b The other team consists of any number of players.
904.3. In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty
scheme cards. A scheme deck may contain no more than two of any card with a particular English
name. (See rule 311, “Schemes.”)
904.4. At the start of the game, the archenemy shuffles his or her scheme deck so that the cards are in a
random order. The scheme deck is placed face down next to the archenemy’s library. All scheme
cards remain in the command zone throughout the game, both while they’re part of a scheme deck
and while they’re face up.
904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
904.7. The owner of a scheme card is the player who started the game with it in the command zone. The
controller of a face-up scheme card is its owner.
904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s
static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be
activated.
904.9. Immediately after the archenemy’s precombat main phase begins during each of his or her turns,
that player moves the top card of his or her scheme deck off that scheme deck and turns it face up.
This is called “setting that scheme in motion.” (See rule 701.21.) This turn-based action doesn’t use
the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
904.10. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a
triggered ability that has triggered but not yet left the stack, that scheme card is turned face down
and put on the bottom of its owner’s scheme deck the next time a player would receive priority.
(This is a state-based action. See rule 704.)
904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an
ability causes it to be abandoned (see rule 701.22).
904.12. Supervillain Rumble Option
904.12a As an alternative option, players may play a Free-for-All game in which each player has his
or her own scheme deck. The attack multiple players option (see rule 802) is used; no other
multiplayer options are used.
904.12b Each player in this game is an archenemy.
904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other
rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain
Rumble game.

No comments:

Post a Comment