Seeking Guidance/Opinions on a Archenmy/Planchase Variant

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Posted on Feb. 8, 2019, 12:30 p.m. by Icbrgr

I am seeking guidance and opinions about trying out a House-Version of established multiplayer formats.

The Intent with this is to create a hybrid format of Archenemy and Planechase that is viable for players to use there Constructed Modern Legal decks in a multiplayer environment. The idea is that by providing the Archenemy with a raised life total of 40 and both a Planar and Scheme decks tailored to favor the Archenemy's deck/theme that the archenemy would be able to combat 3-6 opponents... and put a clock against a team of optimized decks.

I am curious to know if this ideas seems plausible for "competitive" decks to hop in a format like this or what kind of adjustments could be made to make this idea work?

Final Destination:

This is my house-version of playing Archenemy. It's a casual multiplayer format designed for "one vs. many" gameplay. Just like in an Archenemy game, one player takes on the titular role and uses an increased life total and a non-traditional Scheme Deck along with a customized Planar Deck to play against a team of "Heroes" varying in size. The game is over when one of the following criteria is met.

  • The Archenemy is defeated.
  • All of the Heroes are defeated.
  • The Archenemy reaches his or her "Final Destination."

Archenemy's Turn:

The Archenemy's turn plays out just like a turn in any Magic game, with seven major differences.

  • The Archenemy begins the game with 40 life.

  • The Archenemy always goes first.

  • The Archenemy Starts the game with Fractured Powerstone on the Battlefield under his or her control. It can only be used for one of its activated abilities once per turn. It cannot be destroyed or otherwise removed from the game or affected by any spells or abilities in any way. It does not assist the Archenemy with abilities like Metalcraft/Affinity ect ect.

  • As the first main phase of the Archenemy's turn begins, that player sets a scheme in motion.

  • During the Archenemy's First Main Phase (after a scheme is put into motion), The Archenemy may pay the Mana Cost of a card they own from outside the game (Sideboard); reveal that card, and put it ontop of their library. This can only be done once per turn and no other spells may be cast by the Archenemy this turn.

  • During the Archenemy's turn, any time you could cast a sorcery, you may roll the planar die. You can do this multiple times in the same turn. To roll the die, you must pay an amount of mana equal to the number of times you've already rolled the die this turn. So the first roll is free, the second roll costs , the third roll costs , and so on. Rolling the die happens immediately (no one can respond to it), but any ability that triggers as a result goes on the stack, and can be responded to like other triggered abilities.

  • After a Plane is Planswalked away from; it is exiled face down. The Archenemy reaches his or her "Final Destination" upon Planswalking away from all 8 Planes in their Planar deck.

Heroe's Turn:

  • The Heroes share a turn, in the same way that teammates do in Two-Headed Giant. You each untap your permanents during your team's untap step, you each draw a card as your team's draw step begins, and so on. Each teammate can play a land during the team's main phase. Each teammate chooses which of his or her creatures will attack the archenemy or a planeswalker the archenemy controls, and then those creatures all attack at the same time. You can't attack your teammates.

  • During the First Main Phase, A Hero may pay the Mana Cost of a card they own from outside the game (Sideboard); reveal that card, and put it ontop of their library. This can only be done once per turn and no other spells may be cast by any Hero who has done this until end of turn.

  • The team of players opposing the archenemy needs to work together to have any hope of defeating the archenemy's quest for domination. But you can't share cards or other resources. You can't give your teammates mana to cast spells, for example. You can however declare a creature you control to block an attack declared by the Archenemy towards a fellow Hero.

  • If you or another hero is forced to make the ultimate sacrifice and leave the game, the rest of the team continues the fight. However, the usual rules for what happens when a player leaves a multiplayer game apply: All permanents and other cards that player owned leave the game, any spells or abilities controlled by that player cease to exist, and any effects that caused the player to gain control of permanents he or she doesn't own end.

End Game:

The game is over when one of the following criteria is met.

  • The Archenemy is defeated.
  • All of the Heroes are defeated.
  • The Archenemy reaches his or her "Final Destination."

Example:

This is an example of a Modern deck that I use and have built Planar/Scheme decks for and have them displayed in the "Maybeboard."

Icbrgr says... #2

Does anyone have any thoughts about players being able to "Tutor" cards from their sideboard?... is this too powerful?...or can anyone give me an idea of a better way to do this?

I originally thought that sideboards would just be shuffled into everyone's decks making everyone having a 75 card deck...but I think that would be disastrous to how many decks are constructed/piloted.

February 8, 2019 8:21 p.m.

BrooksElliot says... #3

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January 26, 2020 6:25 a.m.

BrooksElliot says... #4

My Krustyland was, up until I finally demolished it for good, my least favourite part of my town. It took me a long time to work why I hated it so much (and I tried to improve its appearance many times) but today, it finally dawned on me as to just why I always wanted to get rid of it.

Part of the fun of Tapped Out is customising your town to your liking and coming up with your own ideas for how specific buildings, decorations, town elements, nature elements and other miscellaneous things fit together. reverse phone lookup Tapped Out is surprisingly challenging as it requires a lot of thought when it comes to constructing a Springfield that doesn't look nba reddit forgettable, generic and charmless. You're meant to make a town that's zany, and the more you unlock pcpartpicker in this game (especially premium stuff), the zanier and more nonsensical the town becomes. It's up to you, the player, to make sense of it and create memorable combinations. thankyou

January 27, 2020 2:45 a.m.

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