Gavony

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gavony

Plane — Innistrad

All creatures have vigilance.

Whenever chaos ensues, creatures you control are indestructible this turn. (Damage and effects that say "destroy" don't destroy it.)

Caerwyn on *Deleted*

5 years ago

Whenever I see a new format proposal, my first questions are:

  1. What does this add that another format does not?

  2. Are the rules clear and sensible?

I will evaluate based on those two principles below:


To start with the first question, I don't really see this as adding too much to the game. Archenemy already has rules for X vs 1 cooperative gameplay, bonus utilities in the form of schemes, etc. Yes, there are mechanical differences from Archenemy, but I don't see those differences as filling a niche Archenemy doesn't already fill better.


However, while I don't see this as adding very much to the game, you and your friends are, of course, welcome to play however you wish. In the interests of improving your game experience, I have a number of rules issues I wanted to raise before you give this a shot.


I think your land rule is going to have a number of issues. Off the top of my head, you're going to run into a definition problem. Without further clarification, debates over whether Karakas and the like are "colored" or "effect" lands will abound.

Some other issues you need to be aware of, though I don't see them as problems per se:

  • Strip Mine. Especially with Crucible of Worlds. Free land destruction every single turn.

  • Fetch lands would unquestionably count as "effect" lands as they do not produce mana. So, you'd be able to play a colored land, and fetch another colored land in the same turn. I don't think that's what you intended for this rule.

  • Ancient Tomb would give you access to 3 mana on turn 1.

Personally, I'd just simplify the rule to "play two lands per turn." It will make things challenging for the raid party, while keeping the rules clear and concise.


Not having set utility abilities before the game starts is just going to result in long debates about what is too powerful, delaying the game itself. There will be adjustments after each game to that particular creature's rule. It will be a nightmare, and would probably kill the format outright.

Perhaps you could use the abilities from planechase's planar cards as the ability. Those are generally balanced, though you'd probably need a banlist for Gavony, Tazeem, and a couple others.


Why would each player only get 1 main phase? Second main is a very important part of the game, as it allows you to play mind games in combat with your opponent, is necessary for many, many cards, such as Neheb, the Eternal, and gives you time to adjust your strategy if something unexpected occurred during the combat phase.


The communal pool means players who go first are generally going to have fewer resources than those who go last. You could probably fix this by having a shifting first player (round 1 player order: A-B-C-D; round 2: B-C-D-A; etc.).

This also allows players to focus on ramp, and just have one player who Banefires each turn.


On the subject of Banefire, you'll probably need a banlist. Necropotence and Channel are immediate problems.

JoshFox on

6 years ago

Went 3-3 at a local Star City Modern event. Beat UR Thing, UB Control, Jeskai Tempo. Lost to Primeval Titan, Storm, Fish.

It was my first time playing Titan and Storm. If I would have paid more attention to the Amulet of Vigor I could have beaten Titan and in my Storm match I should have mulliganned to get a hate card in hand. Fish? I dont know. I won the game he could not find Spreading Seas and lost the games he could.

Overall I felt good. It was my first 6 round Swiss which was a grind for me. Ive decided to sub 1 Stirring Wildwood for a Gavony as I had to mulligan more then once because of double Gavony in my opening 7. Also, I am putting in 2 Aven Mindcensor for Golgari Charm and a Thoughtseize as they would have helped against both Titan and Storm.