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MTG Commander/Elder Dragon Highlander • View topic - One Land Deck and One spell deck

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 Post subject: One Land Deck and One spell deck
AgePosted: 2019-May-30 3:05 am 

Joined: 2019-May-30 2:59 am
Age: Hatchling
This idea I got while playing a game called Hearthstone. For those who haven't , it basically gives you an additional mana every turn until you have 10 then it stops. My idea is to separate all lands from your deck and then shuffle them face down next to your spell deck. Every turn you flip one land and place it in play. The only suggestion is maybe ban land retrieval cards that would make that format a little too powerful.
Thoughts?


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-May-30 7:16 am 
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Joined: 2010-Jul-18 9:59 pm
Age: Elder Dragon
The Mana system is one of the things that makes Magic work. If you are guaranteed to have <x> mana where it's turn <x> it drastically changes how the game works. Aside from anything else, it makes the early drops even less relevant than they already are, as you're 100% guaranteed to start casting your 6 drops on turn 6 (and earlier, if you have mana rocks/dorks in your "spell" deck.

It's an idea that is very often proposed to Mark Rosewater on his blog and he shoots it down every time. It removes a lot of variance from the game, and that is not a good thing, although as someone who has a reputation for getting land screwed more than the average person, I understand the desire for it. But it would make Magic a worse game, not a better one.

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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-May-30 7:26 am 
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Joined: 2012-Dec-03 3:16 am
Age: Elder Dragon
To clarify, do you build a deck with roughly 33-38 lands and then seperate them or do I just grab 8-12 lands I want and build a deck of 91-87 cards?

I think it would make for way more consistant games, the better player is more likely to win. That doesn't mean that it is completely bad, but there is a reason we do not all just play chess. Even more so for fans of a singleton 100 card format. Don't get me wrong I try to play vintage as often as I can (which is almost never) but part of the excitement is "Does he top-deck the thing he needs to win?"


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-May-30 7:34 am 
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Joined: 2012-Sep-19 1:30 pm
Age: Elder Dragon

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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-06 1:12 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-06 4:56 am 

Joined: 2019-May-30 2:59 am
Age: Hatchling
Thank you all for your comments, do you think this format would work with certain cards banned? But I suppose you're right in saying that having a variant mana draw does add to the game. What if instead of flipping one each turn you get the choice to either draw from the land deck or the spell deck?


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-06 5:35 am 
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Joined: 2006-Dec-31 12:26 pm
Age: Elder Dragon
It's still a decently powerful effect. You're essentially giving an to everyone. As a modification to the game... it would be weird.

So my question to you would be, instead of us just evaluating your suggestions -- what is the end goal you are trying to achieve? Perhaps doing some brainstorming instead of just evaluating would be more beneficial? And then we can also compare ideas in how well if fulfills the objective instead of just how it may or may not affect the game.

So, you go the idea from Hearthstone -- so what is it you want to achieve? Do you just want to ensure that everyone can play a land each turn? Or is there something else you have in mind?


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-06 10:48 am 
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Joined: 2007-Mar-28 12:38 pm
Age: Elder Dragon
Location: Omaha
This sounds a little like a game that was played at our LGS for a while- -campily named "Force of Will."

Each deck has an [exactly] 10 card "mana stone deck," an [exactly] 60 card "spell deck," and a commander.

Every commander has the activated ability "Tap: put the top card of your mana stone deck onto the battlefield." This can be activated in the command zone or on the battlefield. (It untaps as normal in the CZ.)

There are plenty of other rules specific to that game, but I thought that was a unique way to handle mana. (Of note, it meant that if you wanted to use your commander as a combat monster, you couldn't continue to advance your mana.)

I'm not sure it would translate well to multiplayer Magic, though.

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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-06 3:14 pm 
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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-07 12:34 am 

Joined: 2019-Jun-05 11:49 pm
Age: Drake


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-07 3:08 am 
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Joined: 2018-Mar-20 10:30 am
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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-07 9:43 am 
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Joined: 2010-Jul-18 9:59 pm
Age: Elder Dragon

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"Degenerate, unfun decks generally come from degenerate, unfun players in my experience." - Cthulus Thrall

"- if this spell is played ten times in a given game then I suggest you warm up the tar and pluck some chickens" - tarnar

The internet's great at making noise, and poor at operating pants. There's gonna be half-dressed mobs screeching half-assed arguments for the rest of the 21st century - Kemev


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-11 4:43 am 
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Joined: 2010-Jan-25 4:50 pm
Age: Elder Dragon
I think it could work if your "mana deck" could only contain basic lands and if you wanted nonbasics you would have to run them in your "main deck".


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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-12 3:50 am 
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 Post subject: Re: One Land Deck and One spell deck
AgePosted: 2019-Jun-12 10:43 am 
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Joined: 2010-Jan-25 4:50 pm
Age: Elder Dragon
I did read the other posts. I disagree with Mark Rosewater, and I believe there could be a variant that would work with enough testing. It obviously would lead to different decks and ways of playing, but that is the whole point of calling it a variant.

Here's where I would start testing the variant, and through enough tinkering I am sure you could find a fun balance:

When you begin the game you may place any number of basic land cards into the command zone in a randomized face-down pile. Once per turn you may play the top card from the pile when you could normally play a land. Your EDH Deck limit is 75 cards including the commander and your starting hand size is 5.


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