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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
(Start the game with this conspiracy face up in the command zone.)
Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library.
6 months ago
I've had this thought for a while now, and I haven't done anything with it, so now I'm making it everyone else's thought.
Ante cards like Darkpact are banned in every sanctioned format, because they come dangerously close to breaking gambling advertising laws, and have a high risk of feel-bad moments in general. In a cube, though, all the cards go back to the same box at the end, and "ownership" only lasts as long as game night, so there's no stakes or permanent loss of cards.
To add to the ante antics, and use more cards that can't reasonably be used anywhere else, the Conspiracy cards and Draft matters cards like Backup Plan, Smuggler Captain, and Cogwork Spy could fit well into a cube, since the whole purpose of a cube is to be drafted.
The final element of this cube idea is to sprinkle in some two-card "you win" combos, like Sunbird's Invocation + Approach of the Second Sun, Plunge into Darkness + Near-Death Experience, Biovisionary + Rite of Replication, or Chance Encounter + Frenetic Efreet. These should provide a little treasure hunt for the draft. I would like to keep these all 2+ colors and 6+ total mana value, to avoid making them too easy to reach (numbers are arbitrary and open to consideration).
Would this be an interesting cube to draft, or would it just be too complicated? My goal is to get some mind games going for those who want them, while still allowing for a more straightforward draft. My concern is that using too many of these gimmicks will end up in decks that are flashy, but lack fundamentals.
7 years ago
Well, let's see how many points, given that suggested system, it takes to have something stupid broken in the least number of conspiracies, that could do so in any reasonable deck, add it up, and take a proportional number off that, as a starting point.
Advantageous Proclamation (2 pts)
Backup Plan (3 pts)
Brago's Favor (1 pt)
Power Play (2 pts)
Worldknit (3 pts)
Sovereign's Realm (4 pts)
That's 15 points. Now firstly, that's probably give or take a 3-5 points, mostly give, as creature heavy decks have quite a few options that would be exceptional, and more spell focused decks have some very powerful ones, though fewer of them.
Secondly, Worldknit may have be banned, not because it's too powerful, but because "your pool" is not a thing in constructed formats, and thus would be a pest to define. Likely it'd mean no sideboard, but that'd need to be discussed. Assuming it is banned, that's 13 points, and the conspiracies there are still pretty powerful, giving a smaller deck without fear of landflood, guaranteed first turn as long as no one else has the same conspiracy, essentially one free mulligan, and depending on the format you're playing, a potential first turn play you shouldn't normally have (From Brago's Favor, which I largely included because commander players would almost certainly run this for that sweet 0 mana Sol Ring.)
From here, I think setting the point cap to 8 seems reasonable. From the conspiracies I suggested then, you'd only get to keep at most 4 cards (Advantageous Proclamation, Brago's Favor, Power Play, and either Backup Plan or Worldknit.
So that leaves the player who chooses these cards with a smaller deck, a potential first turn play that wouldn't otherwise be available, guaranteed to be on the play if no one else has Power Play, and either a free mulligan or infinite color fixing. That's pretty nice, but it isn't totally ridiculous.
My problem with this idea is that, I assume, most people are going to have the same conspiracies, with occasional minor exceptions. I think it would be more appropriate to do more of a "Momir Basic" style format, where everyone is considered to have the same set of conspiracies, or at the very least have there be pre-constructed/approved conspiracy pools that players select like a vanguard. If Hidden Agendas are part of the pool, then players would have to write down as the game begins which card is attached to it, to be revealed later. A constructed format where you pick your own conspiracies one-for-one would be far too complex to balance.
7 years ago
I use an app that uses tcg mid, and it has it at 2 cent difference. Let me know what you think.
7 years ago
I like the deck, but there are inconsistencies that are seeming to make this schizophrenic. First: you have to decide what the main plan is (and probably a Backup Plan). The 3 major ways to go--which you already have mashed into your deck, but you need to choose one of them to be the priority. Metalcraft, Tokens, or Artifact.
Psst: Tokens is the best, but in doing so you should seriously consider dropping the artifact and metalcraft themed cards for more token producers and supporters.
All in all, good deck, refine some of the artifact themed cards and metalcraft themed cards to fully capitalize on tokens.
7 years ago
I think if the "conspiracy" cards get added to the list of banned in vintage then they would be banned in EDH. Not all previous "conspiracy" cards are on the banned list--> http://magic.wizards.com/en/game-info/gameplay/formats/vintage
I did not read anywhere that the "conspiracy" cards are not allowed in play, as fact it reads the opposite.
"Cards from expansions and special sets (like From the Vault, Magic: The GatheringCommander, Duel Decks, Conspiracy, etc.) are legal in the Vintage format on the date of release of the expansion or special set."
Also note as Sunday 21 Aug 2016, the only "conspiracy" cards on the banned list are from conspiracy 1; Advantageous ProclamationBackup PlanBrago's FavorDouble StrokeImmediate ActionIterative AnalysisMuzzio's PreparationsPower PlaySecret SummoningSecrets of ParadiseSentinel DispatchUnexpected PotentialWorldknit
So technically until it's updated the new cards will be legal lol ;)
7 years ago
1.) In this casual, multiplayer format, you start with a life total of 30 (rather than the usual 20) and choose a Planeswalker (or legendary creature that transforms into a planeswalker) to serve as your General. You then choose cards to match your Generals color identity to build your deck. A card's color identity is any mana symbol appearing on that card.
2.) The Gatewatch deck contains 65 cards: 1 General and 64 others. Your deck may contain only one of any individual card, with the exception of basic lands.
3.) The General enters play in the general zone. You may cast your General from the general zone for its normal costs, plus an additional one mana for each previous time it's been cast from the general zone this game. If your General is ever headed to the graveyard or exiled, you may return it to its general zone instead.
4.) All cards, including your General, must have a Converted Mana Cost (CMC) of 6 or less. In the case of cards with X in their mana cost, X = 0 for the purpose of calculating CMC for construction purposes.
5.) In addition to the normal Magic win conditions, you can win in this format by raising your General's Loyalty to 30 or higher. If recast from the general zone, your General's loyalty always resets to its base value.
Advantageous Proclamation, Amulet of Quoz, Ancestral Recall, Backup Plan, Balance, Black Lotus, Brago's Favor, Bronze Tablet, Channel, Chaos Orb, Contract from Below, Darkpact, Demonic Attorney, Double Stroke, Doubling Season, Erayo, Soratami Ascendant, Falling Star, Fastbond, Gideon, Champion of Justice, Gifts Ungiven, Immediate Action, Imprisoned in the Moon. Iterative Analysis, Jace, the Mind Sculptor, Jeweled Bird, Library of Alexandria, Limited Resources, Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire, Muzzio's Preparations, Painter's Servant, Panoptic Mirror, Pithing Needle, Power Play, Primeval Titan, Prophet of Kruphix, Rebirth, Recurring Nightmare, Rofellos, Llanowar Emissary, Secret Summoning, Secrets of Paradise, Sentinel Dispatch, Serra Ascendant, Shahrazad, Song of the Dryads, Tempest Efreet, Thief of Blood, Time Vault, Time Walk, Timmerian Fiends, Tinker, Tolarian Academy, Trade Secrets, Unexpected Potential, Upheaval, Vampire Hexmage, Worldknit, and Yawgmoth's Bargain
7 years ago
These three conspiracy cards will always be played giving me the pick of three hands of seven cards before drawing, and also mana of any color for lands each turn! Please you must, must defeat me and take your card prize! I know that I know you can DO this! Thank you!