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mana screwed energy

Unformat*

ScruffyEJ


Maybeboard


A deck that is the brain child of KingAxel2727 with a few tweaks once i get time. Made for a custom format that is on youtube. Mana Screwed The description and rules are on the link. I have added the rules so people can see my limitations. This looks like its going to be very interesting...

Mana Screwed Rules

The Deck40 Card Deck22 Multicolour Cards covering all mana colours3 Mono White3 Mono Blue3 Mono Black3 Mono Red3 Mono Green3 Colourless/Artifact

Up to a Playset for Multicolour Cards.Only 1 of each kind of Mythic.All of the Mono-Coloured cards must be different.

Additional Rules:Any card that creates mana can be used, but it creates colourless mana. (E.G. Elvish Mystic generates colourless/wastes instead of green.)

Cards that search for land will not work, as technically the land is not in your deck.

Being heavier in certain colours is OK because you dont know what colour of land you will get.

The Land10 White10 Blue10 Black10 Red10 Green.

Placed in separate piles.Players should not know which piles are which.Once the land has been given out it is placed at the side in your Trade Pile

Adjusting For 3-5 Players:5-Player Game - Each player picks a pile, and ends up with 10 land of one colour. (E.G. 10 Plains.)

4-Player Game - Each player picks a pile, then trades 2 of their chosen land with 2 of the unchosen land. The leftover land is no longer in the game. Each player will end up with land in 2 colours. (E.G. 8 Plains and 2 Swamps.)

3-Player Game - Each player picks a pile, then trades 4 of their chosen land for 2 of each unchosen land. The leftover land is no longer in the game. Each player will end up with land in 3 colours. (E.G. 6 Plains, 2 Swamps, and 2 Islands.)

TradingOn each players turn they have an extra step called the trade step. This step can be taken at any point in the game that an instant could be played. Only the active player may initiate a trade

Only land in your trade pile may be traded, not land that has been played.

The active player may only offer one trade per turn and only to one other player. It is not only land you may trade for, you may ask that the person doesnt attack you for a certain amount of turns, immunity from a certain creature, or even that they buff your creatures if it is possible.

The standard game rules apply, targets must be valid for instants or abilities to work. (E.G. you cant buff an opponent's creature if the card specifies Your Creature even if you have made a trade deal.)

The first offer that is spoken always stands. No changing your mind. The first solid yes/no answer given stands.

No mid trade negotiating. You may make it known what you need and what you want, but be careful not to specifically offer a trade when it is not your turn. (E.G. Jeez I really need a mountain, is OK, but Hey Player A, if I offered you an island for a mountain when its my turn, would you take it? is most certainly not.)

A trade deal must always include a land changing hands. Lands that are offered and accepted in trade must be fulfilled. All other deal requirements may be broken. (E.G. Player A offers Player B a Mountain for protection from Player Bs creatures for 5 turns. Player B can accept and the Mountain must be traded, however Player B does not have to hold up their end of the bargain and may still attack player A.)

GameplayAll standard magic rules apply with a few exceptions.

Max hand size is seven however when you draw your first hand you only draw five cards. This is to compensate for the fact you wont be drawing land.

You may only play one land per turn, even if a card effect states otherwise.

Land in the trade zone cannot be targeted as it is not in play.

Any land that is destroyed is moved back to that player's trade zone or the graveyard. It is the choice of the targeted player. It works like commanders and command zones.

Free mulligan and first turn draw rules are in effect as this is a multiplayer game.

Any Card which taps for mana which is not a land taps for colourless mana regardless of the card text

Ban ListAny Card that lets you play multiple lands in a turnAny Card which searches your deck for landAny Card which enchants a land to allow it to tap for any colour of ManaAny spell which creates mana of a colour that isnt in its casting cost

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Date added 7 years
Last updated 7 years
Legality

This deck is not Unformat legal.

Rarity (main - side)

3 - 0 Mythic Rares

6 - 0 Rares

27 - 0 Uncommons

4 - 0 Commons

Cards 40
Avg. CMC 2.85
Tokens 6/6 C Token Artifact Creatures Beast, Emblem Tezzeret the Schemer, Etherium Cell, Servo 1/1 C, Thopter 1/1 C, Vampire Knight 1/1 B
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