RULES

LEVEL

The level determines your maximum life total, and the preperation time you get before each match.

EXPERIENCE POINTS (XP)

- Level 1 .......... 0 XP
- Level 2 ...... 300 XP
- Level 3 ...... 800 XP
- Level 4 .... 1800 XP
- Level 5 .... 3000 XP
- Level 6 .... 5000+ XP
- Level 7 .... 7000+ XP (LOCKED)
(As long as the 7th Level is locked, you cannot go beyond Level 6.)

MAXIMUM LIFE TOTAL: (13 + 2xlevel)

At level one, you start with 15 life. Each level you gain adds 2 life points to your maximum life total and to your current life total. Life points do NOT reset at each match: you'll need a healer, or healing items. If you gain life during a match, you may temporarily exceed your maximum life total, but lose any exceeding point immediately after the match.

POISON COUNTERS

Poison doesn't wear off after a match. You will need a healer to remove them.

GOLD

Start your adventure with 10 gold pieces. You'll need gold to buy items and to pay the healer.

COMBAT

When an enemy attacks you, play a match against his deck. There's no AI: you play both decks. (Open your own deck in another window.) Roll a dice to know who goes first.

PREPARATION TIME (You get 1 preparation turn per level.)

The Player and his Opponent may each take up to 1 extra turn per level before entering every match, after mulligans are made. (They can both play lands, creatures, etc., to prepare themselves for the fight. The Player and his Opponent can't harm each other during preparation: they can only build up their own forces.) During those turns, the Player's cards and the Opponent's cards are completely isolated from each other, whatever zone they might be in. They cannot affect each others in any way. Once prepared, the game starts as normal. Items from your backpack can be used during preparation.
See Details and Examples

BACKPACK (Use your Maybeboard to write down your items. Maximum 6 items on the battlefield.)

You begin with an empty backpack, in which you'll be putting your adventure items. Start every match with up to 6 of your backpack items already on the battlefield. You don't have to cast them: just put them into play at the start of the game. At the end of a match, each item that is still on the battlefield under your control or in your hand is put back into your backpack. Any item not on the battlefield under your control nor in your hand at the end of a match cannot be put back into your backpack. It's lost forever. (To use your 6 chosen items in a match, simply cut/paste them in your deck list, then draw them by name at the beginning of the match and place them on the battlefield. If you wish to distinguish items from your deck's artifact cards, add *F* after the item's name in your deck list to make it foil.)
See Details and Examples

SPELL BOOK (Aka Sideboard)

As usual, your deck may have a 15 cards sideboard. Whenever you rest in an inn or a library, you may study your spell book (rearrange your deck by swapping cards with any of your sideboard cards). You CANNOT use your sideboard to modify your deck unless explicitly allowed to study your Spell Book.

SCROLLS

During your quests, you will find SCROLLS. They are Mtg cards, usually planeswalkers, instants or sorceries. Simply put the new-found card in your sideboard (Spell Book). The next time you use your sideboard, you can use your scrolls as you would normally use any other card in your sideboard (i.e. put it in your deck and play it normally during matches). If you don't have the right color of mana to cast it, check out the Tolarian Academy's Library, they sell magic items that can alter the color of your mana.

COMMANDER

Some players have a commander card. During the preparation time of every match, search that player's deck for his commander card and put it into the exile zone. That player may cast his commander card from exile. Whenever a commander card would be put into a graveyard from anywhere, its owner may exile it instead. Casting a commander card from exile costs an additional 2 mana for each time it was previously cast from exile during the match.

USE YOUR OWN COMMANDER!

During your adventure, you will have the opportunity to buy Commander Scrolls. Treat those scrolls like any other. But when you rest and study your spell book, you may select one of them as your COMMANDER (see the "COMMANDER" section above). The color restriction applies: only cards of your commander's colors and colorless cards may be included in your deck. Cards in your Sideboard may be of any color, we don't care about those. (Commanders in QUEST MAGIC deal normal combat damage to their opponent. There is no "21 damage kills the guy" thing here. And the singleton rule does not apply either. In my world you are free from the oppression of rules!) XD

MUSIC

Whenever you see Music on a scenario page, open it in a new tab to hear the game's soundtrack as you play! XD (If you already have one playing, close its tab before opening the new one, unless you like chaotically mixed up random noises. But then again, you'd have to play red.)

MANAGING THE PLAYTESTER

If you want a tip to make things faster in the playtester, instead if hitting the "Restart" button each match and fetching all your Items again and again, you can simply hit "Y" on your keyboard while scrolling on top of your cards, in any zone: it will send them back in your library. Then shuffle your library, and draw a new hand. That way, you can keep your items on the battlefield.


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QUEST MAGIC has been created by Vincent Godin-Filion.

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Date added 12 years
Last updated 6 years
Legality

This deck is not Quest Magic RPG legal.

Rarity (main - side)

1 - 0 Rares

Cards 1
Avg. CMC 7.00
Folders Quest Magic
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