Tuesday, October 30, 2012

Tested out a Tag Team Format

At the last Wittenberg draft, we had four people and decided to try out a Tag Team format.  This idea was first formulated by Don Goldin many years ago.  I don't know how faithful I recalled his original idea, but however well we (Patrick, Nathan, Earl and I) figured it out, it was lots of fun!

The basic idea is that you have two teams of two players.  One player from each team is inside the ring at any point in time, facing down one of their opponents.  Players can switch places by paying ever-increasing amounts of mana.  While "in the ring", that player can attack and target their opponent, etc.  While outside the ring, that player still takes turns, etc, as usual, but can't attack or target anything any other player controls.  Any spells they cast only affect their own board state.

Here are some more specific rules:
  • Each team takes a simultaneous turn.
  • The swapping of players can be activated whenever a player has priority.
  • Swapping places costs colorless mana to activate.  The amount of mana is exactly one more than the last time that team activated it.  (We had different starting values; see below.)
  • Players cannot swap out during combat after blockers have been declared.  If the defending team swaps places before blockers are declared, all attacking creatures are still attacking, and the newly in-the-ring player is the new defender.  If the attacking team swaps places (also before blocking) all those attacking creatures leave combat and there are now no creatures attacking.
  • Targets of spells and abilities opponents control "vanish" when their controller tags out.  This can cause those spells and abilities to be countered as normal.
  • The effect of swapping places does use the stack.
  • Permanents owned by players who are out of the ring do not die just because they are in another player's zone.  This became important because my team (me and Earl) used Stab Wound to kill Nathan in the second game.
(Note that you can never target your teammate or anything in their zone during the game.)

We played two games, using different rules for tagging out.  In the first game, the first swap per team cost 3 colorless mana, and went up by 1 each time.  Either player could activate the swap.

In the second game, the first swap cost 1 colorless, but only the player in the ring could ever pay the mana to tag out.

To set up, we drafted like normal (triple Return to Ravnica) sitting across from our teammate.  I decided to change my strategy in two ways.  First, I would be on the look out for cards that would be good to play while I was tagged out (this led me to value Inspiration highly and take it early).  Second, I figured we would be able to set up a long game, so I didn't mind taking cards with high casting costs.  When all was said and done, I had something like 6 cards with CMC 7 or more.  (I also didn't mind dipping into all 5 colors, but that is not a change from my usual drafting strategy.  :-P)  Looking back, I would probably value targetted removal slightly lower since teams can always swap places to fizzle those spells.

This wound up working out really well as Earl drafted Rakdos-Golgari.  We were good to go: he started both games in the ring, going aggro, and we tagged it up as necessary.  Tapping out became a more dangerous move since not only did it mean that you didn't have any tricks, but it also meant you couldn't swap in or out unexpectedly.  Even though we only swapped about 5 times per game per team (an estimate) the potential to swap was often a big deterrent to opposing plans.  I don't think I ever felt like I had too much untapped land available.

It's important to note that these games tended to run long.  Even longer than 2HG, probably because although there are less card interactions going on at any one time, there are still a large number of potential interactions, thus making decisions about when to switch really tough. 

We discussed adding a mechanism for one team forcing another to swap.  That could be very nice.  In either case, both of the variants we used were awesome; I definitely want to play this again!

Think of something we didn't?  Anything I forgot to mention?  Questions?  What can be done to nail down the rules for this more?

Also, if you give Tag Team a try with your play group, I want to hear about it! :)

Monday, October 29, 2012

One More Before Thanksgiving?

Wanna get together one more time before Thanksgiving?  Cool!  We need to pick some time in the next two weeks, because after that I will be gone for a full week.  Again, we're looking for evenings, MTWTh, starting around 6.

I guess it's not clear whether we'll play constructed or limited.  If you've got a preference, let me know! :)

Saturday, October 13, 2012

Alternative Formats I've Tried

When Fallen Empires was released in my first year of Magic playing, I set up a rainbow match with four of my friends.  We each chose a color (I greedily grabbed green; the one stuck with red complained rightfully) spent a while building our decks then sat in our respective places (see the back of any card for an illustration).  Each player was teammates with their two neighbors and opponents with the two sitting across.  If any two teammates died, their shared opponent would walk out of the game a winner.

I was super interested to see how the politics would play out.  Who would die first?  Who would be the first winner?

Instead the black and white players executed a planned partnership and quickly took out the other three players.  The Star format---specifically the rule of not-being-able-to-attack-teammates---didn't exist yet.  Sadly another game was not to be had.  It wasn't until 2002 that I tried another set-specific rainbow game with some college friends and a box of Onslaught.

Here's a list of alternate formats I've been a part of.  Some are limited-specific, others constructed.  Some I've tried only once or twice, while others I've played tons of times.  Many of them are combinable; feel free to mash together as many as you like!

No doubt I'll forget some and have to add to this list.  If you know of formats I really should try, please let me know!


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Emperor (best as a Draft)This is my favorite 6-person limited format.  I recommend giving everyone the same "target range" of either 1 or 2.  If the emperors can start off targeting the lieutenants, but they can't target the emperor back, it can become a little frustrating for the lieutenants.  I think I've had the most success using a range of 2, because otherwise the emperors are mostly limited picking up spells that pump and protect their lieutenants creatures.  Ranges of 2 make the drafting a bit less predictable.  In the past, I've always played the game with 6 separate turns per round, but I would really like to try team turns in the past.  Once in 2005, I managed to gather 11 other people (Donny G saved us by being that last person) for a four-team emperor draft tournament.  It was awesome!  If you have 6 people about to draft, see if you can convince them to do this instead.

Group Game Draft: I just tried this over the summer with three friends from Boston University.  It was awesome!  Great for 4-6 people if you want to draft a fourth pack and have aggressive matches.

Winston Draft: This is the best way to draft for two people, and also works great for three.  I don't know if I've done this with more, but I would probably add more piles.

Cutthroat: The best way to play a game with three people.  Normal 3-player games can suffer from extra politics and drag on longer than desired.  Kevin Chudyk explained this format to me: when you attack, all creatures attack both opponents instead of just one apiece.  Those players assign blockers together, and any damage that gets through (unblocked or by trampling, etc) is dealt to both defending players.  There are some additional effects I'm not sure how to handle, but I raised the point in this reddit.com post.  (For example, what happens when Thieving Magpie deals combat damage to both opponents?  What happens if one of your opponents has Teferi's Moat out?)

Rainbow-Star: A five-player format based on colors.  Each player chooses a color and builds a deck with spells of only that color, then sit around the table arranged as on the back of a magic card.  Each player has two teammates (those sitting next to them) and two opponents (those sitting across from them).  You may not attack your teammates.  You win if you kill both your opponents (at that point you leave the game as a winner.  This is fun to do if you open a box of a set with little or no multi-colored cards and divide them amongst five players.  Best when combined with Cutthroat as described below.

Star: A five-player format not tied to specific colors.  As above, but players can run whichever cards they like.  Drafting to play this format is fun!  Best when combined with Cutthroat as described below.

Cutthroat Star: A combination of Cutthroat and Star (both above).  When a player attacks, they attack both opponents, just as in cutthroat.  Also just as with 3-players, cutthroat speeds the game up and keeps some adverse effects of politics low.

Deckmaster: An intense format that can be combined with 1-pack sealed or draft.  In deckmaster, there is little need to shuffle your deck.  At the beginning of the game, you choose whatever 7-card hand you like.  Then, whenever you have priority, you may rearrange the order of cards in your deck.  This format was taught to me by Ben "JC" Allen.  I haven't found the web resource he learned it from, but it's an extremely intense format.  Even with only 15 spells, games take a long time.  As JC put it, this format will improve your magic playing. 

Archenemy Draft: A one-versus-all draft format.  Choose one person to be the Archenemy, then draft as normal.  When playing, the Archenemy uses a deck of scheme cards (we just shuffled all of the schemes together into one massive deck), then play as normal.  I've only done this once: 3 versus 1, and it went pretty well: 2-1 for the archenemy.

Anaconda Draft: Ever wanted to change drafting strategy mid-pack?  Stuff back some cards you took already to get more choices!  Compatible with any other draft format.

Back Draft: Ever wanted to play a format where everyone has a terrible limited deck?  Note: DO NOT combine this with a Winston draft!

Two-Headed Giant: How have you not played this yet?  My favorite part about prereleases is playing with people you know.  The shoft-lived team-sealed didn't cut it because you weren't supposed to be talking to your team.  How is that fun?

Wacky Draft: Want to see how cards interact across blocks in limited?  Bring whatever three packs you want to a wacky draft and open them in any order.  Note: for packs with less than 12 cards, you'll need to open two of them instead of one.  Compatible with any draft format.

Progressive Draft: One-on-one tournament drafting for many people.  Each round you shuffle your and your new opponents' card pool from the previous round, then draft with those 90 cards (build random 15-card packs or, probably better, Winston Draft them).  After that match, take your new card pool to the next round and draft them again.

Ironman Magic: In this format you get to tear up cards.  We did this once with Unhinged; it was very satisfying!

Zombie Horde Magic: Need a co-operative adventure?  (I still need ~30 zombie tokens to complete my deck...)

Danger Room Magic: Help teach new magickers to play by using the same exciting deck.

OneCC: Which casting cost is the best?  This is a constructed format where each deck uses non-basic-land cards that all have the exact same casting cost.  I've seen some awesome decks with costs R, B, 2GG, and... um... no cost.  Important: this enforces exactly casting cost not converted casting cost.  That means Tundra Wolves and Boros Recruit cannot be in the same deck.  The same is true of Memnite and Pendelhaven.  I most recently ran a Modern tournament that luckily banned Hypergenesis.  Still, R was incredibly good and probably deserves a ban... assuming anyone was playing this format.

Pauper: A constructed format that allows commons only.

Peasant: Similar to Pauper, but you are allowed five uncommons.

Choose-Your-Own-Standard: Which standard deck was the best?  A constructed format where each player picks two successive blocks and a core set that was legal with both of them to build their deck from.  Adhere to block bannings (otherwise you'll see lots of Raffinity).

Build-Your-Own-Standard: Which blocks should have been legal together?  Just like Choose-Your-Own-Standard, except that you can use whichever two blocks you like, as well as any core set.  Usually we restrict this to sets since Sixth edition.

Mental Magic: Play whatever card of the same casting cost you want.  Your brain will hurt.  Have fun!  Excellent if there is an unwanted stack of commons left over from a draft.

Bounties: Want to coerce other players to destroy permanents or people?  Whenever you have priority, you can pay X life to put a bounty of X on a permanent or player.  When that permanent or player is removed from play, whomever controlled that effect gains that X life, so long as it wasn't the same person that declared the bounty.  Start with 30 life apiece and enjoy games that drag out way longer than they should.  I played a lot of this between 1995 and 1997.

Mercenary: We never got these rules nailed down, but we were young enough that it didn't matter.  There were two "Lords" who were trying to kill each other and everyone else were mercenaries, fighting amongst themselves.  Lords were not adjacent to each other and had to "march" creatures through mercenaries' territories.  It was loads of fun, but not well-defined.

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Here are some formats I've never played (but want to).  If you have any other suggestions, please let me know!

Grand Melee Magic.

Tag-Team: I really want to give this a try!

Rooster Draft.

Friday, October 12, 2012

Drafting on Thursday, Oct. 18! :)

Drafting on Thursday!  As usual, we'll try to start around 6:15.  This is a draft, so it will cost $10 (or you can bring your own packs).  I have lots of Return to Ravnica, and I expect that I will still have lots of it!  :)

I think we may have a bunch of people come who are new to drafting.  Because of that, I'll try to push for some kind of team format.  If anyone hates that, let me know!  Being able to consult with teammates about drafting tactics and/or deck-building tactics could be very helpful to many.

Awesome! :)