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 Post subject: EDH variants
AgePosted: 2010-Aug-05 6:23 am 

Joined: 2009-Nov-28 7:07 am
Age: Elder Dragon
Ideas for possible variants for those people tired of bashing their heads against the same decks, week, week out. There seems to be lot of people around here with every card imaginable.

Would require coordination with the rest of your group, of course.

Pauper EDH (Only common cards, some people allow rare generals)

Peasant EDH (Only common or uncommon cards)

Royal EDH (Only rare or mythic rare cards (In ten years time, we'll be able to have Divine EDH: only Mythic rare cards...possible exception for basic lands)

Block EDH Pick a block, build an EDH deck using only cards from that block. (for instance Zendikar, Worldwake, Rise of the Eldrazi, or Ice Age, Cold Snap, and Alliances)

Chase EDH attack only the player to your left. Some groups continue until there is only one, others declare the player defeating his opponent the winenr, and start a new fresh game.

Pentacle EDH 5 players, two enemies: those sitting exactly opposite you. Thus each player has two enemies to eliminate from the game.

Colour Pentacle EDH same as above, but each player gets randomly assigned a colour, and must create a deck of that colour for the next session; face off against your opposing colours. You may want to restrict the number of artifacts present in any deck to 10, to prevent players circumventing colour hosers. Be warned; the vast number of colour hosers present in the game mean this variant can be a very frustrating experience.

Pre-<date> EDH: build a deck using only cards existing prior to a certain date: Pre-1995 EDH only uses cards available in 1993 & 1994 (up to and including Fallen Empires & Revised).

Post-<date> EDH similar to the above, I'm sure you understand.

True Tribal EDH: each player randomly is given a tribe (roll dice to see who picks first, then they pick a face down card; deck should be ready on agreed date). Apart from basic lands, the deck must contain only cards referring to the tribe somewhere in the Name, type, text, or flavour text. A few suggested tribes: Angels, Beasts, Birds, Cats, Clerics, Demons, Devils, Dogs, Dragons, Druids, Elementals, Elephants, Elves, Faeries, Gargoyles, Giants, Goblins, Humans, Illusions, Insects, Knights, Nomads, Rats, Saprolings, Shamen, Shapeshifter, Soldiers, Sphinx, Spiders, Treefolk, Vampires, Walls, Warriors, Wizards, Wolves, Zombies. Depending on the card pool of your friends you can adjust the choices to provide more or less of a challenge. You may want to remove some of the more popular tribes, or give them to players with fewer cards (elves, goblins, etc)

<Format> EDH: Everything not on the Vintage/Legacy/Extended/Standard banned list goes! (exception for EDH banned Generals)

Planeswalker Generals EDH Use planeswalkers as Generals instead of a legendary creature.

2HG EDH as it says, two headed giant EDH

Emperor EDH Emperor rules, EDH decks.

Archenemy EDH Archenemy player starts with 80 life, vs 40 life opponents.

Vanguard EDH Each player selects as their general a legendary creature existing as a vanguard card. The vanguard card is basically an emblem in the command zone affecting that players starting life, maximum hand size, and some other unique effect.

Mix and match for great memorable plays!

Any more?


Last edited by green slime on 2010-Aug-05 7:44 am, edited 3 times in total.

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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-05 7:01 am 
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Joined: 2009-Oct-18 8:52 pm
Age: Elder Dragon
Location: Oz
Archenemy is doing pretty well and there's always Vanguard.

Oh and you could try Strip-EDH amongst close friends but I'm not sure where you'd put 40 pieces of clothing. :P

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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-05 7:12 am 

Joined: 2009-Nov-28 7:07 am
Age: Elder Dragon
Daf wrote:
Archenemy is doing pretty well and there's always Vanguard.

Oh and you could try Strip-EDH amongst close friends but I'm not sure where you'd put 40 pieces of clothing. :P


The next time I'm at the Playboy mansion, I'll be sure to bring it up! :lol:


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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-05 10:18 am 
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Joined: 2008-Feb-29 5:57 pm
Age: Elder Dragon
Location: Duvall, WA
Shadow EDH (Players cannot search thier libraries)

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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-05 11:18 am 

Joined: 2009-Nov-28 7:07 am
Age: Elder Dragon
Shoe3 wrote:
Shadow EDH (Players cannot search thier libraries)


Not heard of this variant, so how strict is that? no SCroll Rack or Diving Top? How about Future Sight?


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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-06 1:25 am 

Joined: 2008-Aug-08 6:34 am
Age: Elder Dragon
Location: Rouen, France
green slime wrote:
Shoe3 wrote:
Shadow EDH (Players cannot search thier libraries)


Not heard of this variant, so how strict is that? no SCroll Rack or Diving Top? How about Future Sight?


It's nowhere near as much fun as dropping a Mindlock Orb in regular EDH. The players that spend all game in their libraries are suddenly praying for a good top-deck.

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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-06 6:49 pm 
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Joined: 2008-Sep-15 10:38 pm
Age: Elder Dragon
Location: Portland, OR
Daf wrote:
Oh and you could try Strip-EDH amongst close friends but I'm not sure where you'd put 40 pieces of clothing. :P


40oz of EDH.


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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-07 4:36 pm 

Joined: 2008-Mar-19 10:00 pm
Age: Drake
You can add in the rumble rule! I think its something like for every 20 damage you deal in combat you get to play a card from outside the game for free.

You can do true Vanguard EDH. Pick a Vanguard from MtGO and you get to use it either in addition to your general or instead of.

My group has talked about making a secret objective based format. Each player gets a goal to accomplish at the begining of the game and they get some reward (likely playing a card for free like in the rumble rule) if they accomplish it.


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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-08 8:21 am 
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Joined: 2008-Feb-29 5:57 pm
Age: Elder Dragon
Location: Duvall, WA
green slime wrote:
Shoe3 wrote:
Shadow EDH (Players cannot search thier libraries)


Not heard of this variant, so how strict is that? no SCroll Rack or Diving Top? How about Future Sight?



If a card says "Search" you cannot do it....to libraries anyway

scroll rack et al isnt searching

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 Post subject: Re: EDH variants
AgePosted: 2010-Aug-24 11:59 am 

Joined: 2010-Aug-20 10:00 am
Age: Wyvern
I like the Idea of secret objectives. If you ever play chrononaughts that is one of the fun parts.

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 Post subject: Re: EDH variants
AgePosted: 2010-Sep-12 9:00 pm 

Joined: 2010-Sep-12 8:47 pm
Age: Egg
My playgroup has some pretty interesting (but complicated) EDH formats.

One is just like EDH, but your general has to be a non-legendary common, and we got rid of the 21 damage from a general rule after every person had a dimir infiltrator deck. Our group also decided that any common with a "come into play" ability is banned from being a general as it got rid of a lot of potentially OP generals. Its a ton of fun, and the games get really interesting since most generals are in play pretty quickly.

The EDH variant is when your general is shuffled into your library at the beginning of the game. If your general is in play, you get massive bonuses (creatures you control get +4/+4, you gain 21 life, Draw an additional card at the beginning of your upkeep, you have an additional combat phase, spells cost 2 less to play) and if your general gets exiled or put in the graveyard, you shuffle him back into your library. We have only played it twice, but so far its been fairly amusing.


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 Post subject: Re: EDH variants
AgePosted: 2010-Sep-14 1:53 pm 
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Joined: 2008-Feb-29 5:57 pm
Age: Elder Dragon
Location: Duvall, WA
Socialistelite wrote:
My playgroup has some pretty interesting (but complicated) EDH formats.

One is just like EDH, but your general has to be a non-legendary common, and we got rid of the 21 damage from a general rule after every person had a dimir infiltrator deck. Our group also decided that any common with a "come into play" ability is banned from being a general as it got rid of a lot of potentially OP generals. Its a ton of fun, and the games get really interesting since most generals are in play pretty quickly.

The EDH variant is when your general is shuffled into your library at the beginning of the game. If your general is in play, you get massive bonuses (creatures you control get +4/+4, you gain 21 life, Draw an additional card at the beginning of your upkeep, you have an additional combat phase, spells cost 2 less to play) and if your general gets exiled or put in the graveyard, you shuffle him back into your library. We have only played it twice, but so far its been fairly amusing.


second variant sounds cool and worth a try, puts aLOT of power into GB and weakens red severly due to lack of creature tutors.

the first variant seems like it could be cool, but i fail to see how Dimir Infiltrator is degenerate. he takes 21 turns to kill, if no one has removal in 21 turns you are doing it wrong. Also, the CITP creatures dont seem that broken either. If it has to be a common what is the worst that a creature can do when it comes into play? Demistify? What cards CITP abilities did you find overpowered?

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 Post subject: Re: EDH variants
AgePosted: 2010-Sep-16 5:11 pm 

Joined: 2010-Jun-04 11:57 pm
Age: Drake
Location: Rochester, NY
My group's been tinkering away with peasant decks. People's ideas of fun seem to conflict less at that level.
Plaxcaster Frogling is one hell of a broken general though. You do not want to mess with this. :D


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 Post subject: Re: EDH variants
AgePosted: 2014-Jul-25 11:30 am 

Joined: 2014-Jul-25 11:26 am
Age: Egg
Non-legendary edh is a game my friends and I have taken to playing because we havent gotten any legendary creatures out of packs we've purchased. Generals can still be mythic and no restrictions are changed from normal edh. It allows more variation on the generals.


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 Post subject: Re: EDH variants
AgePosted: 2014-Aug-25 12:31 am 

Joined: 2012-Oct-09 1:35 am
Age: Elder Dragon
Location: Stoke-On-Trent, England, UK
slightly off topic, but with my EDH cube, we are only drafting 3/4 of the cube next time, chosen randomly so that people are forced into different decks, colours, have to use more colours or weird generals, possinbly Nephilim and 5 colour too. This makes the decks less consistent (as given the card pool, the decks are slightly under a constructed EDH and sometimes OP). It also forces people out of their comfort zones and encourages new and different decks each time. As currently, each of us has made 'equipment.dec' for example but with random cards removed, you can't be sure to get all support for one deck type, meaning your draft would actually be more widespread to give back up plans. My friend actually drafted two decks last time we cubed!

I love the secret objectives thing. I might give out such objectives next game, like draft a 5 colour deck, play a mono colour general, play only basics and none colour fixing non basics (like Miren for example). Draw 20 cards in a gturn (very hard in my cube)...oooo lots of ideas thanks!

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