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Magic + DnD Crossover Test

Casual*

JagonFel


Sideboard

Instant (4)


Maybeboard

Instant (4)

Creature (4)


This is a test deck for my MTG-DnD 3.5 crossover.

V 0.1.7 This is supposed to be a group game where players are creatures rather than Planeswalkers but you have the ability to generate mana and cast spells in addition to any of your creature's abilities. You travel the world completing quest much like DnD. While the combat operates mostly like Magic (the goal is still to kill an opposing Planeswalker or sometimes just other creatures), there are also strong story elements as well as level mechanics taken from DnD 3.5 The idea is to split combat and role play about 50/50.

Rules:

  1. Pick one non-legendary creature to represent you.

  2. Your deck cannot contain mana symbols other than those present in your mana cost. (Same as Commander)

  3. If you somehow manage to obtain mana in your mana pool of a type other than those in your Character's mana cost, it stays that type (Different than Commander and hates Green less)

  4. Each character starts their turn with an amount of mana equal to their level in any combination of colors in their mana cost. This mana goes away at the start of their next turn.

  5. Your level determines the maximum number of spells in your deck. You may have up to 4 copies of each of those spells.Level # of spells
    1 4
    2 5
    3 6
    4 7
    5 8
    6 9
    7 10
    8 11
    9 12
    10 13

  6. The spells in your deck each have a point value related to their rarity:
    Commons = 1
    Uncommons = 2
    Rares = 3
    Mythics = 4



  7. Your deck may have a total number of points equal to your maximum # of spells + your level. The number of copies of each spell you have has no bearing on the number of points it costs. Additionally, at level 3, 6, and 9 you gain a bonus point. Ex. A level 2 character knows up to 5 spells and is level 2 so they can have up to 7 points (5 + 2) in their deck of up to 5 spells (up to 4 copies of each). This means they could have 4 commons and 1 rare, 3 commons and 1 mythic, 3 commons and 2 uncommons, 1 common and 3 uncommons, 2 rares and 1 common, 1 mythic and 1 rare, etc. You don't have to have 6 total spells or 8 total points (in case you want to save them for later) but you can have no more than that.

  8. You may play one land per turn as per normal magic rules. However, lands that tap to add mana to your mana pool do not do that. Some exceptions probably need to exist to this but the idea is that Planeswalkers generate mana through memories of the land where they've been (that's the flavor behind why land generates mana) but creatures don't. You generate mana based on your level. You can play lands to use their other abilities but not to generate mana in the traditional way.

  9. Your character has the same 6 stats as a DnD 3.5 character. Roll for stats just like in DnD but when you're assigning stats you should keep your character in mind. (Falkenrath Aristocrat probably has a higher STR and lower CON)

  10. When you pick your non-legendary creature, the group decides what class they should be (Ash Zealot is probably a fighter, [[Argothian Enchantress] is a probably actually a Wizard, not a druid, etc.) and you roll for health according to that class' chart. Damage is removed at end of turn like normal except that Characters have health that takes permanent damage (characters can heal).

  11. When a creature attacks, its controller chooses the defending creature(s) it is attacking. Then the defender may choose to have their untapped creatures block the attackers, redirecting the attackers to instead attack the new blocker.

  12. If a creature attacks a legendary creature (PCs or Bosses), if the attacker is still attacking that creature after defending creatures have been decided, Compare the commander's toughness to the attackers power and if it is greater than 0 the creature hits (like normal Magic). When they hit the defending creature, it takes damage equal to the attacker's power (again, like normal Magic). If the number is 0 no damage is dealt. If the number is less than 0, the attacking creature may counter-attack (see next rule for PCs attacking). When blocking multiple creatures, the defending PC can only counter-attack as many characters as they could normally block.

  13. Whenever a PC attacks (or counter-attacks), roll a d6 and add its result to the character's power. Subtract the defender's toughness from that result. If it is positive, deal that much damage in -0/-1 counters to the defending creature. These counters stay on the creature like +1/+1 or -1/-1 counters would.

  14. When a creature attacks, it deals damage before the defending creature. If the defender is destroyed by the attack, it deals no damage back to the attacker. If a defender deals first strike damage, it deals damage before the attacker unless the attacker is also dealing first strike damage.

  15. 3 points of life gain = 1 HP gain but cannot gain anything beyond your max HP.

  16. Characters can't have legendary spells or Planeswalker spells in their deck unless they are added in the storyline.

  17. Legendary creatures and player characters cannot be the target of destroy creature spells and are immune to board wipe effects unless story reasons dictate otherwise (using Cyclonic Rift may move the characters to a different location for example). In addition, deathtouch works on normal creatures but when attacking a legendary creature or player character it guarantees the attack will deal damage but damage is treated as normal damage.

  18. The DM starts the game by playing a number of preparatory turns equal to the highest CMC of all player characters. These prep. turns happen before players get a turn. Then Initiatives are rolled and play proceeds accordingly.

20.The DM's starting hand during the prep. turns is equal to 7 + the characters' level. They have no maximum hand size during the prep. turns.

  1. At the beginning of each of the DM's turns (after the DM finishes their prep. turns), rather than drawing a card in their draw step, the DM draws one less card than the number of PCs (3 PCs = draw 2, 5 PCs = draw 2, etc.)

  2. Players start the game by putting their character into play and drawing a number of cards from their deck equal to their spells known for their level (see table in rule 5). They skip their draw step and only draw cards if spells or abilities allow them to.

Current issues to solve:

Unsure how balanced the bonuses are for the DM (for # of players, PC level, PC CMC, etc.)

Life gain may still be broken.

So obviously this is a VERY different version of Magic. I'd love to hear your thoughts, suggestions, recommendations, comments, observations, snide remarks, etc.

And I forgot to mention: This is this deck at level 1. My Sideboard is what I plan to add at level 2, and my maybe board is added at level 3 and 4. It could probably be better but I'm thinking about flavor for me more so than performance. She turned me into a newt! (or frog due to lack of newt subtype)

Thoughts, opinions, and questions are welcome and encouraged.

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Date added 11 years
Last updated 9 years
Legality

This deck is Casual legal.

Rarity (main - side)

1 - 0 Rares

8 - 4 Uncommons

4 - 0 Commons

Cards 13
Avg. CMC 1.31
Tokens Ape 3/3 G, Frog Lizard 3/3 G
Folders MTG-DnD Crossover
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