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Author Topic: Official Rules of Type 4  (Read 1740 times)
KDenz81
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« on: February 13, 2005, 01:40:56 pm »

Are there any official rules for Type 4, ie restricted cards, limit of 4 of any one card.  As far as infinate loops are concerned.  The people I played with for the first time make house rules as to X casting costs and to how many times you can activate an ability.  

I was just curious to see what the actual rules for Type 4 are because I really enjoyed playing it and I'm thinking of getting into it.

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« Reply #1 on: February 13, 2005, 02:42:16 pm »

This:

http://www.wizards.com/default.asp?x=mtgcom/feature/198

is about the closest we have to official rules. Individual playgroups and stacks have their own house rules as well sometimes though.
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« Reply #2 on: February 14, 2005, 01:47:07 pm »

He doesn't mention the typical five card starting hand in the article.

Is a seven card maximum hand the standard?
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« Reply #3 on: February 14, 2005, 01:58:36 pm »

My group uses five as well, plus the rule that you can play first and draw first, in accordance to the Comprehensive Multiplayer Rules Prototype Wizards put up a while ago (assuming, of course, it is a multiplayer game of T4).

We also have the maximum hand size at seven, which I hear not everyone follows.
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« Reply #4 on: February 15, 2005, 03:24:15 pm »

Do people always draft the entire stack?
If not, what's an ideal target deck size?

Most stacks seem to run around 300 cards.
Mine's about 450. I like my toys too much to cut them.
How is an eight or ten player game with a 300 card stack?
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« Reply #5 on: February 15, 2005, 07:33:34 pm »

How do you deal with effects on the stack from a player that was just killed?

Say I cast Urza's Rage at Phil, in response, Jack Searing Winds me, what happens to the Urza's Rage?

Same with lethal damage on the stack or with Mindslaver which gets really silly.

I just play it as a Time Stop for that player's effects.  I don't know what to do  with that player's permanents under the control of others, RFG them I suppose.
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« Reply #6 on: February 15, 2005, 08:18:02 pm »

We do the same as you Carl.  If you do something and in response someone kills you, your effect goes away, as if you never cast it.  The dead person's permanents are immediately removed from the game, under the argument that the dead person is "RFG'd" so all their permanents are as well, including those under the control of other players.

Also, we typically don't draft as it takes far too long.  We just split up our stack into even piles and play.  It's still fun and you get to start immediately, always a plus.
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« Reply #7 on: February 16, 2005, 11:04:56 am »

A) We always use the entire stack, and we draft whenever we have the time, which is about 95% of instances.

B) In the Comp Multiplayer Rule Prototype, it says that when a player dies, all control effects end. So, we apply this to not only the permanents they own, but also the ones they had stolen. Everything that was Memnarch returns to their owner. Spelljacked spells go to the owner's graveyard. Mindslaver's "legacy" dies, as the "control the next turn" effect ends. Players lose control of their spells that are on the stack end, and are thus RFG'd. Likewise, any permanent/Spelljacked spell that the dead player owns but another controls are returned to that player, which are consequently RFG'd. So, killing a person in response is the ultimate counterspell, and people are often kept alive so you can continue to use their things.
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« Reply #8 on: February 16, 2005, 04:50:52 pm »

If somebody dies, and their stuff is still under control of someone else, it stays there until the end of that specific game in the T4 games we play.

Other than that, it's not an official format, so there are no official rules. Use w/e you like.
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« Reply #9 on: February 16, 2005, 10:27:57 pm »

Quote
If somebody dies, and their stuff is still under control of someone else, it stays there until the end of that specific game in the T4 games we play.


I like that.
Normal multiplayer rules are designed so a loser can
pack up his deck and go do something else,
but in T4 the pile is all one thing.

It'd make sense to me that when something hits the graveyard
after its original controller is dead that it should be RFG.

It also seems to me that permanents that were Memnarched
should go to their  drafters graveyards when the Memnarch's controller dies.

Spelljacked spells should stay RFG.

Quote
it's not an official format, so there are no official rules.

It'd be nice to come up with standard rules, though.
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