To compensate the decrease in card pool (that's a lot of cards), the cards in the deck only need to be overlapping with the commander's color identity. But cards like Soul of Theros or others who hint too similarly don't apply.) a deck with Thalia, Heretic Cathar as the commander can only contain cards from the 2 Innistrad blocks or a core set. This format is a variant of commander, where all the cards in the deck must be in the block of same plane as the commander was originally printed OR a core set as long as the card doesn't involve the flavor of another set. The ability for players to not only change their own decks but also fine-tune the enemy deck and adjust the rules of the format (like making Impending Doom trigger earlier, or having the enemy deck play more cards every turn, or simply adding more vicious cards to the deck) can give it a good amount of replayability, especially since the main enjoyment in the experience comes from synergy and teamwork. I think MtG can do a "raid boss" type of co-op PvE experience. So, a disaster that counters the first spell a player plays every turn instead counters every spell when Impending Doom triggers. Impending Doom triggers after a certain amount of turns have passed (haven't decided on the amount yet, probably 10, 15 or 20 turns). Disasters, in particular, are designed to be practically impossible to get rid of, and have devastating effects while they are in play (an example would be a disaster that automatically counters the first spell each player casts every turn).Įach disaster would have a worsened effect upon meeting a condition (much like the Threshold mechanic), called Impending Doom. Instead, the deck makes heavy use of triggered abilities that hamper the players' plans and slowly bleed them out. The enemy follows a simple AI (attacks with its creatures every time, spells are cast in a straightforward way, etc.), so what gives spice to the format are triggered abilities, since the deck does not have instants. If an enemy's card would be discarded, destroyed, exiled or otherwise removed from the battlefield, it goes back to the bottom of the enemy's deck instead. The enemy does not pay mana costs and does not have lands. When the enemy gets its turn, a number of cards are played from the enemy deck, in the order in which they are drawn. The players share a life total, take their turns simultaneously, and win or lose together. The format pits a number of players (2 to 6) against it. The basic idea is that the enemy deck is made up of creatures, sorceries, enchantments and disasters. It's based on Archnemesis, replacing the Schemes with Disasters (a new type of card that cannot be destroyed, exiled or interacted with, as it is neither a spell nor a permanent). I'm actually designing a PvE co-op format for a custom set I'm working on. As I am writing this, though, I have had multiple ideas about how to fix the format. It turns out that having an additional 4 spells in your hand all the time does not work. Players can pay to "Cycle" a card in their spellbook. If a player's spellbook has no cards in it, that player loses the game. Whenever a player is dealt damage, that player exiles the top card of his/her spellbook. This ensures that there are always four cards that are castible from the spellbook.Ģ. Then, the top card of the spellbook replaces the cast spell in the command zone. An enchantment cast this way goes onto the bottom of the spellbook when it would leave the battlefield. When an instant/sorcery is cast from the command zone, it goes onto the bottom of the spellbook as it resolves. When you start the game, each player puts the top 4 cards of his/her spellbook into their command zone face up, and may cast them as normal.ġ. To play, each player has a normal deck and a specially constructed 20-card singleton deck that contains only instants, sorceries, and enchantments (the spellbook). I once attempted to make a format (I say attempted because it was a huge failure).
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