This variant is based off the "Bang!" variant "High Noon". If you're not familiar with Bang!, btw, check it out. A pretty fun game and good mechanic.
The difference is that there is a stack of "Global Effects" that changes every so often. Currently I've been playing that the global effect changes after X spells have been put onto the stack (not played) in a given turn where X is "more than half" of the number of players. The trigger value may change but this seems to scale well to different numbers of players. Example:
2 - 3 Players: Trigger at 2 4 - 5 Players: Trigger at 3 6 - 7 Players: Trigger at 4 etc...
The way I've been playing is that the global effect stack works like a static ability that reads: Whenever X spells have been played the current effect leaves and the next card applys.
Examples of cards that might be in this stack of global effects:
Mindmoil Heed the Mists Wrath of God Tomorrow, Azami’s Familiar Timesifter Standstill Humility Reduce to Dreams
In the case of a global enchantment like Mindmoil the card played to trigger the revelation of Mindmoil would not be "seen" by Mindmoil. But any future spell would cause the player to puzzle box themself. In the case of an instant or sorcery like Wrath of God or Reduce to Dreams just put the effect on the stack. There is no further effect until another card is reveled.
I find that this really speeds up the game and makes it much more fun with a lot of symmetricial effects. There are a lot of cards that are very nice for this format but that you might not want to have as your only spell for the turn (eg Tomorrow, Azami's Familiar, Howling Mine, etc.). My favorite part about Type 4 is that you're playing with cards that you wouldn't normally play with. This further broadens the scope of cards.
Also I've been trying to include cards that might change the stack early. Examples are Lethal Vapors, Dream Catcher, Woebringer Demon etc. A play example might be as follows:
Down to the last two players, Player A attacks before playing a spell and Player B deals with an attacker putting the spell count at 1. Post combat player A plays Hypnox. On the stack the global effect changes to Lethal Vapors. Player A chooses to skip his next turn on the stack so as to not have his guy killed by Lethal Vapors. Under the Lethal Vapors is, alas for player B, Portcullis. Player A's Hypnox comes into play and triggers Portcullis. Portcullis resolves and removes Hypnox on the stack. Hypnox's leaves play ability triggers. Player B gets no hand back. Then player B looses his hand to the, now gone, hypnox.
Or, in a larger game:
The global effect: Dream Catcher
On player B's turn he plays Spirit of the Night and puts Dream Catcher's abiliy on the stack. Player A responds with Disrupting Shoal and also puts Dream Catcher's ability on the stack. Player A resolves Dream Catcher's ability sacs it and draws a card. The global effect card changes and a new effect is reveald. Player A counters Spirit of the Night. Player B fails to draw off Dream catcher as there is no Dream Catcher to sacrifice.
Mix and match at your will. Looking for suggestions for this effect pile of course. Tell me how you like it.
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