Black (35)

Colorless (25)

Gold (25)


Maybeboard


The Tower is a supplement applicable to any game of Magic. It is similar to Planechase, but much older and not mandated by Wizards of the Coast, and by both tokens obviously superior.

How it works is that once per 'round' (a round being every player in the game having had one turn) a card flips over. If it's an instant or sorcery (or a permanent with a comes-into-play ability) it is 'cast' by the tower. What this means is that it affects every player, whether the cards says "every player," "every opponent," "target player" or just "you." Note that there isn't a copy of the spell for every player - for instance, if Sizzle comes up in a four player game, it's not as though everyone takes nine damage as if each opponent gets a copy of Sizzle. Everyone would take three damage. It takes some case-by-case ajudication to have everyone affected by the each card in a reasonable way. If a permanent effect comes up, it is in effect for as long as the card is face-up.

The tower's first card is flipped before the first player's turn. The card isn't flipped until players finish mulliganing and decide on their hand - we don't want people mulliganing based on the tower's starting effect. Subsequently, cards from the tower happen between the player who goes last and the player who goes first's turns. Hence, one card per 'round,' giving everyone a roughly equal chance of using/responding to the effects from the tower. Cards flipped up replace the previous ones, meaning crippling effects won't be in place all game once they show up. However, the tower will generally have two or more 'pillars.' Cards being flipped should alternate which pillar they go on, so that the cards can be in effect for more than one round (and multiples will be in effect at once.) For instance, if two pillars are in place at once, the first card will go on the first, the second will go on the second, and the third will go on the first, replacing the first card. You can have as many pillars as you want, but more than three can get pretty chaotic. (The most I've played with are six at once.)

Cards being flipped from the tower, and their subsequent effects, functionally have Split second and cannot be responded to. You can be protected from the effects (a Pyroclasm won't hurt a Voice of Law and a Wrath of God won't kill a Darksteel Gargoyle ) but you can't save a counterspell for a really nasty tower effect, nor can you flicker your AEtherling to dodge a Final Judgment. Indeed, tower cards can't be countered at all, so tricks like Dovescape or Decree of Silence won't stop the madness.

When adding cards to a tower, try to avoid targeted effects. Lightning Bolt will be trickier to work than Flamebreak, unless you decide there's a copy for every possible target or that it picks a target at random or somesuch. Also, don't go for all crazy effects. A Warp World after Mass Polymorph after Ixidron after Upheaval will be pretty fun... maybe the first time. You don't want the game to be all about the tower turning things upside-down to the point where the individual players' decks are largely irrelevant. Include some subtle effects, or ones that will only occasionally come up, to give players time to build up and do as their decks are meant to do. That just means there's more for the next lurking board wipe to take away!

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Revision 55 See all

(2 months ago)

+1 Thrumming Stone maybe
-1 Vibrating Sphere main
Date added 8 years
Last updated 2 months
Legality

This deck is Unknown legal.

Rarity (main - side)

2 - 0 Mythic Rares

133 - 0 Rares

71 - 0 Uncommons

19 - 0 Commons

Cards 225
Avg. CMC 3.48
Tokens 1/1 WU Token Creature Bird, Citizen 1/1 W, Eldrazi Spawn 0/1 C, Pegasus 1/1 W, Saproling 1/1 G, Soldier 1/1 W, Wolf 2/2 G, Zombie 2/2 B w/ Haste
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