Let's Build a Deck of Many Things

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Let's Build a Deck of Many Things

Postby Carthain on Mon Dec 03, 2007 2:57 pm

Okay, so Simon mentioned the "Deck of Many Things" in the other thread where I was tossing up ideas, and I've been thinking about it more, and how to get it to work a bit "better."

Originally, it was a deck with various artifacts, (global) enchantments, and spells -- and then every turn, that player would roll a d6, and on a 1 (or 1-2, or whatever frequency you wanted), the player got a token of some sort, which they could use to change what the deck was displaying. Didn't like the current effect? just use a token and make it something else. And then when a player died, they could get a free "retributive" change of what the deck was displaying.

Now, I've been thinking of other ways to have it work, and alternate rules to handle different situations -- which would allow for more different cards to be included in the deck.

Here's what I'm currently thinking:
* Treat the deck as a separate player -- one that can't win, and with infinite life. That player goes first (determine who would go first, and then "sit" the deck to that person's right.)
* Every time the deck would draw a card (including the first turn) it instead reveals the top card. If it's a permanent, it gets put into play, if it's a sorcery/instant, it gets played immediately.
* Any time the deck has no permanents in play, it draws and resolves effects until it has a permanent in play.

So the above would have the following kinds of effects:
* There would always be something in play altering the game a little bit. It could be a [card=Portcullis]Portcullis[/card] or [card=The Abyss]The Abyss[/card] or [card=Thran Lens]Thran Lens[/card]. So the impact will vary depending on the card, but there will always be some sort of twist on the game.
* Removing all of the current effects (so if there is only one artifact in play, and you disenchant it -- or you play [card=Purify]Purify[/card]) will force a new one into play. Doing this may have other side effects, as sorceries and instants come up in the process of finding a permanent for the deck to have in play.
* Aiming card draw at the deck will cause various new effects if people are feeling adventurous.

That would basically be the idea behind it. I think working it this way is more workable than how we had it before.

Some additional ideas about it:
* Could we put in Auras? If so, how would people want to work it?
* How about X spells? Roll a d6?
* What about spells that only target a single player or require a choice to be made? Depending on the choice, (ie, if it was "choose a colour") then we could roll for it.

Of course, all those things can be avoided by just not putting in spells that require any of that ^_^

And for people making it draw cards -- what if we let that player make any choices/targets for that spell (as if they had cast the spell?). That way, something like [card=Plague Wind]Plague Wind[/card] wouldn't just be another substitute for [card=Wrath of God]Wrath of God[/card].

And we could put in creatures -- something like [card]Horobi, Death's Wail[/card] would be an interesting effect -- something that you could remove/change with any spell that targets a creature.

So, what do you all think of that?

And what cards would you suggest to be put in the deck?
"Eschew Obfuscation."
Carthain.
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