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Maybe there should be a separate thread for discussion and game playing so players can keep track of turns. I would find that helpful :]

I've never played Magic before, but it seems fun, so I'll try it- not playing my turn now, though; don't know what I am doing.
Let's start nice and slow then.
TURN 1

DOMAIN:

Forest X1

HORDE:

Fyndhorn Elves

ARTIFACTS & ENCHANTMENTS:

None

HAND:

5 cards left

LIFE: 20

ACTIONS:

- Taps forest to play Fyndhorn Elves
Bump for the Tuesday release crowd. Post your first turn if you want to play, and if we have enough players to make things interesting, we'll start later this week.

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JMich: Let's start nice and slow then.

Fyndhorn Elves
Why do I get the feeling that you have something Evil planned for us? ;)

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So we have two confirmed contenders (players who have posted their first turn) and one possible player (cmdr_flashheart) so far. Not much of a melee...

I'm considering two changes.

First, I might take the S.T.A.L.K.E.R. code out of the prize bucket and consider using it in a more accessible contest in the future. If anyone is playing specifically for that code, let me know, and I might leave it in the mix.

Second, to compensate for the lower number of players, I will play to win (instead of being simply a sort of random factor as originally planned), but if I win the game, the prize winner will be determined from all other players by random draw.

Sound okay?

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Last, here's a brief summary of plays so far. This is *not* the round summary that signals next turns. Just a quick 'recap thus far' since the thread is a bit of a jumble.

SeduceMePlz:
Plains
Soul Warden

mondo84:
Mountain
Dragonmaster Outcast

JMich:
Forest
Fyndhorn Elves
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JMich: Let's start nice and slow then.

Fyndhorn Elves
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SeduceMePlz: Why do I get the feeling that you have something Evil planned for us? ;)
Come on, it's not as if I'm planning a turn 4 multikill. Soul Warden makes it a turn 5 I fear ;)

Oh, forgot to mention, not in for the prizes, which makes it even less of a melee.
You should probably also ping Protoss, and have him switch the Sol Ring with something else.
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SeduceMePlz: Why do I get the feeling that you have something Evil planned for us? ;)
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JMich: Come on, it's not as if I'm planning a turn 4 multikill. Soul Warden makes it a turn 5 I fear ;)

Oh, forgot to mention, not in for the prizes, which makes it even less of a melee.
You should probably also ping Protoss, and have him switch the Sol Ring with something else.
Hehe. One of the interesting things about this format is that players can put together powerful combos because they choose the card to add to their hands each turn, but hands are visible to all players, so other players can choose cards to foil those combos. Should be an interesting experiment. ;)

Since you're not playing for the prize, if you win, then the prize will be awarded by random draw.

I read Protoss' post as indicating that he wasn't playing, but I'll message him to be sure.

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The first round will conclude Thursday night.

Round schedule will be Thursday and Saturday nights.

Each round will end when I post a summary including resolution of actions and effects for that round. You will then have until the next round summary to take your turn and respond to any actions.

Remember that you must respond to any actions taken against you (such as an attack) before posting your turn for the round.

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For anyone not familiar with the rules but interested in playing, here are some basics I summarized for another player:

All cards have a mana cost (shown in the upper right corner of the card) that you must pay to cast them. Casting cost must be paid with the type of mana displayed, but the part of a cost shown as a number in a circle may be paid with any type of mana. There are five types or colors of mana.

For example, a casting cost of (2)(green)(green) must be paid with two green mana and 2 mana of any type (four mana total).

Mana is generated by tapping basic lands (and sometimes other cards such as Llanowar Elves). Tapping means turning a card sideways to show that it has been used. Tapped cards do not untap until your next turn. (This means that cards that require tapping to use their abilities can only be used once per round unless some effect untaps them before their controller's next turn.)

Lands have no casting cost, but you may only put one land into play during each of your turns. The basic lands are Forest, Island, Mountain, Plains, and Swamp.

Creatures, artifacts, and enchantments may only be cast during your turn and are permanents that stay in play until destroyed.

Sorceries may only be cast during your turn and have a one-time effect.

Instants (and interrupts) may be cast at any time and have a one-time effect.
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SeduceMePlz: but hands are visible to all players
I was under the impression that I only needed to say what new cards I draw, not the 7 in my starting hand. Should I reveal them then, or should I wait till next turn (when most of them will be played)?
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SeduceMePlz: but hands are visible to all players
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JMich: I was under the impression that I only needed to say what new cards I draw, not the 7 in my starting hand. Should I reveal them then, or should I wait till next turn (when most of them will be played)?
Hmm... well, the original concept was to replace both the initial seven-card draw and the normal draw phase with open hands and the ability to choose one card per turn. Using that structure, you have no hand at this point because you played the card you chose this turn.

I drafted this version of the rules to accommodate forum play. But again, this an experimental format. I am open to suggestions for improvement. Do you think that an initial seven-card draw is preferable? If we go that route, we'd need open hands, or else it might become tedious to track the number cards in each players hand, and players would be able to change the cards in their hand at will... unless everyone were to send me a PM with their hands, which also seems somewhat tedious.

We could also consider a two-card addition every turn if greater hand size is preferable. Thoughts?
Post edited March 06, 2014 by SeduceMePlz
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SeduceMePlz: Hmm... well, the original concept was to replace both the initial seven-card draw and the normal draw phase with open hands and the ability to choose one card per turn. Using that structure, you have no hand at this point because you played the card you chose this turn.
That is a very bad thing for the deck I was going to play with, since it should be able to drop multiple cards per turn. Still, your game, your rules, though I'll probably have to swap decks if that's the case.

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SeduceMePlz: If we go that route, we'd need open hands, or else it might become tedious to track the number cards in each players hand, and players would be able to change the cards in their hand at will... unless everyone were to send me a PM with their hands, which also seems somewhat tedious.

We could also consider a two-card addition every turn if greater hand size is preferable. Thoughts?
I've no problem with either chosen method, even if the 2-cards per turn would be the slowest for my deck. Still, whatever you wish for is fine :)
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JMich: I've no problem with either chosen method, even if the 2-cards per turn would be the slowest for my deck. Still, whatever you wish for is fine :)
The initial idea was a slower-paced game building to a chaotic melee as players accumulated mana, and having the choice between choosing a card to strengthen your strategy or to foil your opponents' plans, but perhaps that would be too slow. How about the ability to choose two-cards to add to your hand each turn beginning with the second round (so that first turns don't have to be reposted) and open hands? (And remember, in addition to your draws for the round, you get to place one basic land into play without having to add it to your hand.)

Feel free to change your first turn if desired. Same for anyone else wishes to redo theirs.
Post edited March 06, 2014 by SeduceMePlz
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SeduceMePlz: How about the ability to choose two-cards to add to your hand each turn beginning with the second round (so that first turns don't have to be reposted) and open hands? (And remember, in addition to your draws for the round, you get to place one basic land into play without having to add it to your hand.)
But I don't need more lands. One forest is more than enough.
Oh well, two cards per turn then. It will take a bit longer, but still doable. It just means I'll need a few more control cards in place ;)
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JMich: But I don't need more lands. One forest is more than enough.
Oh well, two cards per turn then. It will take a bit longer, but still doable. It just means I'll need a few more control cards in place ;)
Hmm... I admit I'm intrigued. Something involving this card comes to mind, but it can be a very dangerous play in a multiplayer format. Looking forward to whatever trick you have in store for us. :)
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SeduceMePlz: Looking forward to whatever trick you have in store for us. :)
Elves. Lots and lots and lots of elves. All will become clear on turn 2 though.
Though I guess with channel it may be possible earlier on, but will require more than 2 cards. Or not. Shall I try a turn 3 channel multikill then?
Choosing/finding cards is going to be the toughest part, but this is going to be fun and interesting. :)

Hail to the Planeswalkers!
This reminds me of the forum game some of us started out of boredom during the Time Machine Sale, there was no give away involved though and little to no rules so anyone could play, all that was needed was improvisation and a smidge of imagination:

http://www.gog.com/forum/general/gog_the_gathering/page1

The idea there was that you could use any game from your personal GOG shelf, choosing a character, unit or situation to defeat the game 'card' of the previous poster.
Would be nice to have a physical version of this, all the pretty pictures on your GOG shelf printed on to cards with 2-3 'powers' somewhat like Magic The Gathering (which I haven't played though).
Okays, this is how I feel, but let's do this.

TURN 1

DOMAIN:

Swamp (+)

HORDE:

ARTIFACTS & ENCHANTMENTS:

HAND:

Deathmark (+)

LIFE: 20

ACTIONS:

- Tap Swamp to activate Deathmark.

- Target: JMich's Fyndhorn Elves

p.s. T-S schedule works for me. Thanks to SeduceMePlz for arranging this!