Boss Rush in MTG?

Challenges and Articles forum

Posted on Dec. 4, 2017, 11:33 a.m. by htffan951852

Hello guys, this is a new format that I've come up with, and I'd love to hear what you guys think of it. As the name of this discussion implies, this format is called "Boss Rush" which is similar to Archenemy where it is you against X amount of players.

The opposing players may use any deck from any format, however they must all use a deck from the same format. You on the other hand, will have a minimum of 3 decks, all of which have a minimum of 40 cards and only one copy of each card, excluding basic lands, however you may have the same card in two different decks. Before the game starts, you will arrange your decks into any order, and once you've chosen that order, you cannot change it. You then take the first deck in that order and remove the Boss Creature, that you've have chosen for the deck. This could be any legendary creature. You then start the game like any other, shuffling your deck and Mulligan till you get the hand you want, following all the same rules as any other format. Then after you've decided to keep your hand, you reveal the chosen Boss creature and cast it for free, and all cast/etb triggers apply.

While in play that creature gains indestructible, it cannot be countered or sacrificed, and it is unaffected by any of your opponents cards, abilities, or effects. This is merely to keep your creature safe from any turn 0 counter spells, or none targeting cards such as Humility. EX: Say your opponent does play Humility. All creature lose their abilities and become 1/1's EXCEPT for the chosen boss creature, however if YOU played Humility, then your boss creature would be affected. The only way to remove the chosen boss creature is by bringing your life total to 0 or any other ways you can lose the game such as gaining 10 poison counters, or not being about to draw any more cards in your deck, ect.

Each of your opponents will start the game with 40 life while you will start with only 10 life. The rest of the game goes as any other game of archenemy would, your opponent's take their turns together, they can share their hands with each other, they attack all at the same time, ect.

When you lose the game for any reason, you will exile all cards in your hand, deck, and graveyard, as well as your boss creature, however all permanents that you control will stay in play. You will then take the second deck in order and do the same thing you did before, remove the boss creature from your deck, shuffle, mulligan, ect. You will then cast the second boss creature and you guys continue your game, only this time you will have 20 life. All the same rules apply when you go onto your third deck, only then you will have 40 life, and it will always double up from their. You lose when your last boss creature is defeated, and obviously you win if you kill each of your opponents.

And that is the game, if you guys have any thoughts or ideas that could improve this format, i'd love to hear it. It should be noted that this is still a prototype, and I've haven't tested it out yet, though i'm in the works of making three decks.

MagicalHacker says... #2

My thoughts:

This seems pretty fun :)

I would just say that making the boss unaffected by those effects doesnt seem necessary to be honest.

I would just say to flat out have to use 3 commander decks as the boss decks to make the rules simpler.

Actually, using only one commander deck and making the "Archenemy" start off with an emblem that has 2 counters on it and says "If you would lose the game, you may remove a counter from this emblem. If you do, shuffle your graveyard and exile into your library, remove all infect counters, your life total becomes equal to your starting life total, and you can't lose the game until your next end step."

Also I'm surprised is that an infinite combo killing three bosses in the same turn is allowed.

December 4, 2017 12:13 p.m.

Jumping off what the above poster mentioned, the defeat a god challenge deck might have a better rule scheme. Xenagos stays out unless there are no revelers in play, I think it reads he cant leave the battlefield. This might be a good way to work it with your general. It could be an emblem that says "your commander can't leave play unless your life total reaches 0, or you have 10 poison counters" or something to that effect

December 4, 2017 2:25 p.m.

SSJ_Weegee says... #4

The boss user seems OP. Just start the match with an unkillable Emrakul, the Aeons Torn and an extra turn, making them sac they're crud every turn.

December 4, 2017 3:24 p.m.

dan8080 says... #5

I dig the idea but as someone above mentioned emrakul the aeons torn would have to be banned or just all the Titans in general since annihilator was a mistake of a mechanic in all honesty.

December 4, 2017 5:59 p.m.

Argy says... #6

I agree about a ban list.

This sounds like loads of fun.

Love the name!

December 4, 2017 9:33 p.m. Edited.

htffan951852 says... #7

There would definitely have to be some banned cards, however I left something like a banned list out mostly because I knew it wouldn't be very fun for anyone if you as the archenemy started out with something as powerful as Emrakul, the Aeons Torn. However wouldn't it sound fun if you say, had something like Ayli, Eternal Pilgrim as the first boss, Kalitas, Traitor of Ghet as the second, and then Emy as the third ad final boss in a boss rush? That way you still get the ridiculous power of Emy, but still make it a fair game?

Also, you guys did make a good point, infinite combos would also need some sort of ruling added, maybe something along the lines of, once a boss dies, the turn ends, and everything is removed from the stack.

December 6, 2017 10:06 a.m.

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