Harlequin
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« on: June 09, 2006, 12:19:12 pm » |
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Deck building game!
Concept of the game: Promote good deckbuilding theory and learn new cards. Help newer players develope good deck construction habits and skills. Also provide a "handicap" system to balance newer players with more experianced players and deck builders.
How it works: Basically, I have a very large surplus of cards. Tons of different sets (90-95% of which is 4th ed through mirodin). Were talking two 3-inch binders of 9 card pages, about 5 or 6 1-inch binders, 2 1-foot boxes and 1 huge 3 slot 2foot box. all full of "junk" cards (cards that didn't make the trade bool). This is the card pool for deck building. So basically your looking at every card that is not worth anything in trade vaule.
"Restrictions Deck" - Basically This is a deck of cards with special deck building instructions on them. Each card in the deck gives you a rule for deck construction. Example: "Tribal - you must include 15 creatures that share a creature type." Each of the Restrictions Deck cards are written on a magic card (with a color). Similar restrictions will be printed on cards of the same color. So if you draw say, 2 blue cards you put one back and re-draw... if you look at the list below this will make more sense.
Playing a game: Each person takes turns drawing from the "Restrictions Deck." This is your oppertunity to hinder expert players, simply make better players draw more restrictions than newer players. Have the newest players draw 0 or 1 card and have the Type 1 deckbuilders draw 3 or 4 restrtictions. Once each person has thier restrtictions drawn, you hit the books. You all have a set amount of time to complete a 60 card deck. Say... 25 mins. Then everyone is given 10 mins to be sure that all the cards in the deck follow ALL of your restrictions and add basic lands and what not. Then you play as many games as you like with the decks.
*Bonus Cards* - As an optional rule, you could have a specail "Bonus book" full of highly useful cards like brainstorm, thrist, lightning bolt, some duels ... And the first person who finishes thier deck can make up to 4 card Substitutions with the "Bonus Book." Of course any substitutions would have to still result in a 60 card deck that follows the rules of thier restriction cards.
Keep it casual: Don't fight over cards. In fact, I would promote players ask other players to 'spot' cards. Everyone's restrictions are public, so (esp if your a veteran player) if you find a really nice fit for someone elses deck you should point it out to them. Remeber the spirit of casual is to have fun, so hiding cards, or hogging certian books will make the game not fun for others. The concept of haveing openly public restrictions is to promote a general concept of "meta-gameing" You know, roughly, what other peoples decks are going to be.
Now I need some help:
I want to get some input on what the "Restriction deck" should and should not include. I'll start it off with some stuff I thought of:
Blue = Card types: - Slow Poke - You may not use Instants. - Stand Alone Complex - You may not use Equipments or Enchant Creatures. - Diverse - You must include 3 enchants, 3 artifacts, 3 instants, and 3 sorceries. - Arrogance - You may not include any cards with the word "Draw" on it. - Trickster - You must have 8 cards with Morph, Flip, an Alternate Casting Cost, or "you may play this spell any time you could play an instant." - Jack of all trades - 15 cards in your deck must have non-mana activated abilites.
Green = Creature Restrictions: - Tribal - you must use 15 creatures that share a type. - Multicultural Pals - Creatures with different names must not share any creature types. - Stiff Knees - You may not use creatures with Flying, Shadow, Landwalk, or Haste. - Vanilla - You may not use creatures with activated abilites. - Highlander! - You may not use more than 1 creature with the same name - Archeologist - You must have 15 Artifact Creatures. - No Regret - You may not use creatures with Protection, Vigilance, Regeneration, Defender, or "Cannot be the target of spells or abilities."
Red = Build Requirements - Stuborn - you may inlcude a maximum of 3 of any one card. (excludeing basics) - Stingey - you may only include 6 Rares - Time Traviler - You must include 15 cards with "old" card layouts and 15 cars with "new" card layouts (excludeing basics) - Specialist - you may only use 10 white boarder cards. (excludieng basics) - Purest - You must have 20 lands, 20 non-creatures, and 20 creatures. - Minimalist - You may only use cards from 5 different sets. - Communist - Cards that have the same name must have the same picture. (excluding basics) - Collector - you must have 12 cards from one artist (excluding basics).
- Fat Headed - your minimum deck size is 80 cards
White = Land and Color Requirement - Naturalist - You may only use basic lands - Tinted Lens - Choose a Color, All colored cards must be of that color (for example if you go green you may include gold cards that are partially green). - Buried Treasure - You must have 12 Gold cards - Loose Control! - You must have 12 cards of one color and 12 cards of another color, and ZERO blue cards. - Voltron - You must include 3 cards of each of the 5 colors (gold cards count for one of each). - Split Personality - All your colored creatures and enchantments must be of one color, and all your instants and sorceries must be of one different color.
Black = Casting Cost Restriction - Micronaught - You may not include spells with Converted mana cost 4 or greater. - Juggernaught - you many not include spells with Converted mana cost 1 or 0. - Dreadnaught - You must have 8 spells with converted mana cost 6 or more that do not have alternate casting costs. - Odd Ball - you cannot include spells with an Even Converted mana cost (2, 4, 6...) - Double vission - you must include 10 spells with 2 or more colored mana symbols in the casting cost (like WW, 3UU, or 1BBB) - Narrow Minded - You may not include Split Cards, cards with variable mana cost (X), or cards with Kicker.
Comments? Questions?
Keeping in mind that you can ONLY have ONE Restriction from each color, are there any combinations that jump out as "Too Challenging"? Any individual restrictions that are vastly more restrictive than the rest? Hyothetically, If you had an afternoon with a bunch of magic players (some new some old) would you want to play? Any Ideas to add to the restictions?
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