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pie chart Devils Pact Rules

Standard*

westerhack


Devilsmage came up with the format, while Westerhack and gumgodmtg helped playtest and focus it.

A format similar to EDH / Commander, but with planeswalkers instead of commanders.Note: for a complete list of planeswalkers, click here

You must have at least 1 planeswalker [called agents], and no more than 3. These start the game in the "Realm" (which is like the command zone). This will be explained in more depth later on.

You have to have exactly 100 cards in your deck, including your agents. If you choose 3 agents you should have 97 cards in your library, 2 agents with 98 cards in your library, and 1 agent with 99 cards in your library. You are only allowed one copy of each card in your deck, except for basic lands or cards that explicitly say you can have more than the normal amount (see Shadowborn Apostle).

You are not allowed to have any planeswalkers in your deck except for your chosen agents. You may not include any cards in your deck that are outside of all your agents' color identity. To determine your agents' color identity, use the symbols in their mana cost. So, for example, if you have Sarkhan the Mad, Chandra Nalaar and Ajani Vengeant, your agents' color identities are Black (sarkhan), red (sarkhan, chandra, ajani), and white (ajani).

You may not have more than 1 of an agent with same names. You may have agents with the same planeswalker type (Jace, Bolas, Liliana, etc). If you control two or more planeswalkers with the same planeswalker type, then as a state-based action you must put all of them that are not agents into your graveyard.

You may cast your agents from the "Realm" whenever you would be able to cast a sorcery. All casting restrictions apply, including paying the mana to cast it. You may activate loyalty abilities of each agent only once a turn (unless an effect states otherwise). When the agent enters the battlefield, treat it as a normal planeswalker, except for:

  1. If the agent would be put into a graveyard or exile from anywhere except for the Realm, you may choose to put the agent back into your Realm. If the agent returns to the Realm in this way, there is a turn delay before you can cast the agent again. At the beginning of your upkeep, this delay is reduced by one turn. When the 3 turn delay finishes, you may cast the agent as normal. (Unlike EDH, there is no additional cost of 2 colorless)
  2. If the agent would go into any hand or library, instead put it in its owner's hand or library, respectively In the same position it would have been put in.
  3. If there are multiple planeswalkers on the battlefield with the same planeswalker type (Jace, Bolas, Liliana, etc), you must put all but one of the planeswalkers into the graveyard (or Realm if it is an agent, and you choose to do so). The exception to this is if you have two or more agents with the same planeswalker type on the battlefield at the same time, then they are not sent to the graveyard / Realm. Instead, they both remain on the battlefield at the same time.

Each player starts the game with 40 life, and draws 7 cards. Players may mulligan in Paris Mulligan style (commonly known as partial mulligan), and get one free mulligan.

All wins and loses are state-based actions. It is not possible to cast a spell / ability in response to someone losing / winning the game.

  • If a player would take 21 or more damage from a player's agents, that player looses the game. (i.e. if bob takes 20 damage from Chandra Nalaar, and 3 from Ajani Vengeant, both of which are controlled by fred, bob loses because he has taken more than 21 damage from fred's agents)
  • If a player's life becomes equal or less than 0, that player loses the game.
  • If a player would receive 15 poison counters, that player looses the game.
  • If a player would draw a card from their library, but has no cards left in it, that player loses the game.
  • If an effect states that a player wins the game (i.e. Barren Glory), that player wins the game, and all other players loose. If so desired, the remaining players may continue to play until they become sick of the game and quit, or someone is declared the winner
  • If an effect states that a player loses the game (i.e. Door to Nothingness) that player looses the game.

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Date added 9 years
Last updated 6 years
Legality

This deck is not Standard legal.

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