Spellcaster Format Game Settings Players 2-10 Optimal 2vs2, 3vs3, 4vs4, 5v5 Starting Life 20 Win Condition Defeat All Opponents Matches 2 out of 3 Timer 60 seconds per turn Summary "Spellcasters" is a team format, the deck builds have heroes for identity, card limits to add variety, faster matches that emphasize focus attacking players, team work, and make target of enemies with global effects. The design promotes Msports that require team play Special Deck Construction Rules // character select // rarity limits // Character Select Decks must have a chosen "Planeswalker Layout Card", this counts as a character representation of a player. There may be no other planeswalkers in the deck other than the chosen character. Rarity Limits Maximum of 3 copies of a card, limit of four total mythics or non basic lands, no limits on commons or uncommons.Deck ConstructionDeck Size Restrictions Identicals Sideboards Color Limit 60-card deck Modern Maximum of 3 Maximum of 10 Ext. Color Identity 1.) Selected Character Planeswalkers are placed in front of a player's library face up at the beginning of a game. A planeswalker's abilities are not available until a player may pay its mana cost. Planeswalkers stay for the entirety of the match and can not be sent to discard or exiled as it represents the player. If a planeswalker has run out of loyalty counters its abilities are deactivated for the remainder of the match [1]. When the character is attacked the controlling player may defend with the characters Loyalty counters or Life total. Whenever a player would be targeted, target the characters life total instead [2]. 2.) Player Order & Combos Suggested player count either: two versus two, three versus three, or four versus four. At the beginning of a match teams discuss the left to right sitting order and reveal their seats as they begin the match. Players take turns clockwise and one at a time. Players may not use combos in conjunction of other team members cards. During the blocking phase players may not block for one another. 3.) Extended Color Identity A card's color identity can come from any part of the card, including: casting cost, text mana symbols. In extended, if your deck has less than two colors you can add one color to a deck to make it two or choose monocolor.Game Play RulesSelected Character Player Order & Combo Extended Color Identity History Spellcaster format was developed at Hawaii stores Paula's Sports Cards and Other Realms in 2010. The name is to represent the spellcasting that is done in the game of magic. The Spellcaster format evolved from the trading card game style of Hero format that was popular in other digital trading card games at the time. In 2011, Magic the Gathering enthusiasts from the Salt Lake area had their own hosted Friday Night Magics independently of the original stores they had met from. The group had lost attendance from the lack of connection from the one versus one Competitive Magic: The Gathering, so as a response they had developed a set of rules for Team Member Battle order, Team Competitive Magic: the Gathering called Spellcaster, and a Ranking System. The concept of identifying with heroes came from MMORPGs such as MapleStory, World of Warcraft, and Ragnarok Online. Commander Format Game Settings Players 2-6 Optimal 4 Starting Life 40 Win Condition Defeat All Opponents Matches 1 Timer N/A Summary "Commander" is a free-for-all multiplayer format, the deck builds have heroes to build around color identity, the games are social and make use of large selections and collections. It was also known as "Eldar Dragon Highlander" or EDH for short. History Elder Dragon Highlander came from Alaska, It started as a casual format between a group of friends playing under Adam Staleys idea for a new format. It was limited to the original five Elder Dragons to where the format gets its name. Sheldon Menery, took the format into the public at tournaments, local groups, and the Pro Tour. In 2005, Gavin Duggans suggested a website, forum, and updates to make a Rules Committee to manage the development of the format. Singleton No more than one copy of any card, except basic lands. Hero Select Decks must have a chosen "Legendary", this counts as a hero. The deck will be restricted to being built based on "Color Identity" Color Identity A card's color identity can come from any part of the card, including: casting cost, text mana symbols. Deck ConstructionDeck Size 100-card deck Restrictions Commander Identicals Maximum of 1 Sideboards Maximum of 10 Color Limit Color Identity 1.) Command Zone Your commander starts in the command zone at the start of game, when not in play it is placed in the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it's been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead. 2.) Commander Damage A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player's commander, any damage that commander already dealt is still counted). Multiheaded Format
Game Settings Deck Construction Summary "Multiheaded" is a team format, where two players attack with one body, everything is done together in all phases, and games are pretty quick. If a game is two-vs-two it is traditionally called "Two Headed Giant". Players 2vs2, 2vs2vs2vs2 Optimal 4-8 Starting Life 30 Win Condition Defeat All Opponents Matches 1 Timer N/A Deck Size 60-card deck Restrictions Decided by Match Identicals Based on format Sideboards Based on format Color Limit Based on format Game Play Rules Simultaneous Turns Unshared Resources Card Pool Limits 1.) Simultaneous Turn Each team takes their turn together. This includes: Draw, Attack, Block. All phases are done at the same time. 2.) Unshared Resources Other than shared life players do not share any resources of cards, mana, etc. Players may still strategize together. 3.) Card Pool Limits Across both decks there can only be four copies of any card. This could mean four in one deck or two in each deck or three in one and one in the other.
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