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Title: House rules!
Date Posted: Thu Jun/03/10 at 7:06am

Ephemerance
Posts: 913
Joined: 18-Jun-09

What are some house rules you play with?

Typically, here are some that I might use on a typical card night:

1. Manaburn exists
2. There is only one mainphase (precombat)
3. The minimum number of blockers must be assigned to each attacker in order to legally block (meaning one on one usually).
4. Events from a card lower on the stack are countered if the source card in question is removed.

5. Abilities requesting you tap a creature you control to do an effect can only tap creatures that are not experiencing summoning sickness (this was put in place to get rid of that Earthcraft - infinite squirrel mess)
6. (And for those really long boring games when everyone is using a life-gain deck) First player to reach 100 life wins (optional).




List some of yours you've played with!
Date Posted: Thu Jun/03/10 at 7:54am

Twogunkid
Posts: 2609
Joined: 22-Jan-10

Can ante another 5 bucks or rare to gain 10 life

No cards are banned there are some insdane sharazad subgames

You can use some un-cards within reason organ harvest, foul play, etc.

If apocolypse chime is a legitimate card, world bottling kit is.

Copies of spells may not be replicated twincast pyromancer ascensioned

spellshapers are wizards and their abilities are countered as if they were spells
Date Posted: Thu Jun/03/10 at 4:34pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

changelings aren't slivers
Date Posted: Thu Jun/03/10 at 4:42pm

Wolfclan14
Posts: 461
Joined: 23-Jan-10

Tie goes to the Runner. (When we both don't know how the card ruling will work, it falls in favor of the player using the card.)


Date Posted: Thu Jun/03/10 at 8:16pm

shakii23
Posts: 5711
Joined: 08-Sep-09

Well, most of my decks that i use on casual play are infinite combos.
Most of my friends would tell me that I have to declare a number each turn to replace the infinite thing that i can produce... for example, infinite life gain, i must set each turn the maximum life i should gain before he start of my turn...
Date Posted: Thu Jun/03/10 at 11:58pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

Some of my friends just went for something like there is a maximum number of creatures you can have on your side of the field (say 80 creatures) or a cap to life totals (nothing above 100), etc.

I like some of the ideas you guys have!
Date Posted: Fri Jun/04/10 at 8:55am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

To play strip mtg you need a girl to guy ratio of 1:1 or more girls.
Date Posted: Fri Jun/04/10 at 10:07am

Twogunkid
Posts: 2609
Joined: 22-Jan-10

Most people who play magic would negate the very possibility of anyone wanting to be at that game
Date Posted: Sun Jun/06/10 at 8:06pm

shakii23
Posts: 5711
Joined: 08-Sep-09

Ummmm, that makes guys want to win even more than usual...
Date Posted: Sun Jun/06/10 at 9:28pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

How well do you guys think this would work as a rule:

Whenever you play a creature spell, artefact spell (that's the Canadian spelling of artifact btw), or enchantment spell, "when this comes into play" effects happens directly before it becomes a creature permanent, artefact permanent, or enchantment permanent.

So the stack would resolve down to the one card and players get a last chance to take priority, the card (let's say oblivion ring) would start it's effect "when this comes into play" and when that trigger resolves, it is then a permanent (and thus a legal target for "destroy target enchantment" spells and abilities).

What do you guys think??
Date Posted: Mon Jun/07/10 at 1:24am

shakii23
Posts: 5711
Joined: 08-Sep-09

What if the triggered ability pumps that specific creature that is coming into play... there is no pump then because it is not yet in play...
Date Posted: Mon Jun/07/10 at 3:04am

Ephemerance
Posts: 913
Joined: 18-Jun-09

Give an example. I don't even know if there is a card that says that specifically.

Most would say, "this card comes into play with a +1/+1 counter" or some such.
Date Posted: Mon Jun/07/10 at 3:12am

Ephemerance
Posts: 913
Joined: 18-Jun-09



This could easily be made with an errata that turns the trigger ability "When this comes into play" into a static ability, "This comes into play with seven +1/+1" - just like the phantom.

There really isn't that much work to do to the cards to make the switchover. I mean, deathtouch was ten times the screw up as this - and the only reason they changed it was because it forced you to regen your creature twice. Imagine with something like this. If we look back to mono-artifacts, they had to do so much more work with that too.

It just makes sense to me to do the switchover - it's so easy.



Or maybe I'm thinking too hard on this one, maybe it should be like what they did to the combat phase, where the trigger happens after it enters play -- but -- no one can play spells or abilities until the entry (or exit) trigger is resolved (in the same way tapping mana is instantaneous and without the chance to interfere). By removing the chance to play any quick ones before it finishes (in the same way you can't just play a quick one to unsummon your creature after it deals damage).

What do you think? Any problems with that one?


[Edited by Ephemerance on 7/Jun/10 at 3:38AM]
Date Posted: Mon Jun/07/10 at 7:10am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

That red dragon can't really be aquired. . . but I digress.  I feel such a change would hardly make much difference to the game, so sure it makes a good house rule, but to make it official would cause anger and frustration from the professionals that need to now re-look at ever card they own and re-consider the possibilities.
Date Posted: Mon Jun/07/10 at 7:46am

Twogunkid
Posts: 2609
Joined: 22-Jan-10

planeswalkers are not permanents, but are targetable by opponent and player abilities
Date Posted: Mon Jun/07/10 at 7:54am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

"When ever you play a non-basicland card from before 6th edition destroy all planeswalkers"
Date Posted: Mon Jun/07/10 at 9:41am

Twogunkid
Posts: 2609
Joined: 22-Jan-10

haha why?
Date Posted: Mon Jun/07/10 at 9:43am

Wolfclan14
Posts: 461
Joined: 23-Jan-10

Wouldn't you destroy yourself then?
Date Posted: Mon Jun/07/10 at 9:54am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

Actually, you used to play as a being much less powerful than a planeswalker, a mere fighter.  A human drawing from the planes to harness magic.  With enough training a fighter can evolve into a planeswalker, though this is a very rare occurence, being that planeswalkers tend to dislike more compitition.

why? because a planeswalker would never fight for a pesky fighter, or even another planeswalker, so it doesn't make sense, second the mana cannot create planeswalkers regarless of its quaninty.  so to even the table, any "old" card will destroy things that don't make sense.
Date Posted: Mon Jun/07/10 at 9:58am

Twogunkid
Posts: 2609
Joined: 22-Jan-10

I view planeswalkers as an alliance with another player
Date Posted: Mon Jun/07/10 at 10:04am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

Such would make sense, but why do they have a mana cost?
Date Posted: Mon Jun/07/10 at 10:49am

ghostfire86
Posts: 496
Joined: 04-Nov-09

In truth the new planeswalker cards are just revamped vanguard cards. WOTC needed something new and behold planeswalkers kicked off and to my amazement have stayed. Personally i don't care for them at all. Its like playing that magic: planeshift game with the really big cards for the different plane realms. Yes i will agree it makes the game more diverse but now we have decks like blue/white planeswalker control. Pain in the axe if you ask me....but enough of my ranting.
Date Posted: Mon Jun/07/10 at 10:50am

lin sivvi
Posts: 1608
Joined: 14-Jan-10

Couldn't agree more, but I really think that magic just needs to expound upon their older themes
Date Posted: Mon Jun/07/10 at 10:51am

Turbine
Posts: 10194
Joined: 26-Oct-09

What exactly are the Vanguard cards that you are talking about?
Date Posted: Mon Jun/07/10 at 10:54am

lin sivvi
Posts: 1608
Joined: 14-Jan-10


Realeased around 5th edition. These oversized cards represented the fighter that each player was, before playing, players must choose whether or not to play with vanguard, each vanguard affects starting/max hand size and starting life.  Plus they have one special ability.  Vanguard cards can't be targeted, and are not affected by any spells or ablities.
Date Posted: Mon Jun/07/10 at 10:57am

Turbine
Posts: 10194
Joined: 26-Oct-09

That is not Magic. It can't be! What horrible things has WoTC done in the past? (shudder in fear)
Date Posted: Mon Jun/07/10 at 12:06pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

? ? ?
Date Posted: Mon Jun/07/10 at 12:09pm

Twogunkid
Posts: 2609
Joined: 22-Jan-10

vanguard was awesome. Volrath FTW
Date Posted: Mon Jun/07/10 at 12:20pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

I'm going to have to say that I never found volrath very useful, my prefrence is sisay, for my rebel deck ☺
Date Posted: Mon Jun/07/10 at 2:34pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

Imagine vanguard mixed in with the planes cards (click here)


Date Posted: Mon Jun/07/10 at 2:41pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

But clearly some of these vanguard cards were planewalkers :)


Date Posted: Mon Jun/07/10 at 3:23pm

Ephemerance
Posts: 913
Joined: 18-Jun-09

@Lin-Sivvi

"to make [the rule change] official would cause anger and frustration from the
professionals that need to now re-look at ever card they own and
re-consider the possibilities."

How is that ever a bad thing? Most real players do look over their cards to reevaluate possibilities. The reason I want the change is because it would make it more intuitive to a beginner - and slightly more balanced gameplay, in my opinion. You wouldn't have some sort of backwards gameplay like playing down an O ring in conjunction with a disenchant to exile a creature permanently. I mean, who's really going to miss not being able to abuse that function other than the guilty parties that already base their deck around it? Someone's deck should be flexible to changing rules.

And allowing a non-interference timeframe (like the section in the combat phase they added when damage is put on the stack). Why is that such a bother? Sure, when 2010 rules rolled around, there were a lot of anger and frustration from people who had decks based on unsummoning the creature after combat damage but before it dies, but most people had decks focused on more mainstream strategies. And likewise with this. It's easy to explain (even saying something like "transition triggers have split second" would do the trick).

But... it is only a house rule (and if someone was playing with me and they didn't like it, sure I would oust it for that game to make everyone happy) but that's what it's all about, being flexible and innovative, I think.
Date Posted: Mon Jun/07/10 at 5:20pm

lin sivvi
Posts: 1608
Joined: 14-Jan-10

It is a great house rule.

But as I was saying people use certain cards because of just about every tiny rule catch, and if you're a semi-pro player (IE: aren't sponserd) then it may cost you a large sum of money if a specific rule, the balence of cards would have to be re-looked at.  Something that for such a minor change would cause frustration be a rather bad idea for official rules.  Not to mention the fact that when rules are changed, it takes some time to spred the word and clarify the new rule with the old cards.  Mabye in their next big rule change it could be considered, but I still think this is a bad Idea.



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