Combat Rules
Aug 15, 2012 17:04:24 GMT
Post by Nicol Bolas on Aug 15, 2012 17:04:24 GMT
If you ever find yourself in combat you will have to follow these rules, they are only here to keep everything fair.
The Deck
Everyone will have a deck of between 40 to 60 cards. Like in Commander, they may only have one of each spell and each card must identify with only the colors that your planeswalker uses, so if you are a white mana user with no association with black you cannot use Lingering Souls due to its flashback cost. Basic lands do not need to be included. Any land with a mana generating ability is not allowed. A land without a mana generating ability can be used, and would be treated in all respects as an enchantment that costs zero mana to cast.
Everyone will create their decks on Tappedout.net and then submit them to the "Character's decks" thread to be approved.
As your character grows you may alter this deck as much as you want and, if you have a good enough reason for doing so and ask an admin, you may be allowed to add other colors as well. However, altering a deck during battle is not acceptable.
Turn Base
Each post is considered like one turn in Magic. If you wish to play any instants then you will establish them at either the beginning or end of your post. If someone summoned a massive demon that you don't like the look of then you may counter it at the beginning of your post.
You may only cast two counter spells each turn. You may not counter a spell on the first person's first turn. Example- Opponent goes first, casting Jace's Phantasm. You cannot counter it. On your turn, you cast Wight of Precinct Six. Your opponent may counter it.
Having a link to the spells that you used in brackets at the end of each post would be helpful or you can link them in the post itself, up to you.
Land and Mana Gain
Land taps and untaps just as normal. Once you use up all your energy you have to wait a while before using it again (untap phase is like a resting phase).
Everyone starts off with 3 basic lands. The mana produced by these lands should be an even representation of your skills. Say you had a Red/Black character that focused more on death/kill spells. In this case, you would begin with one Mountain and two black Swamps every battle. Or for a three-colored mana user they will have one of each. Wastes may be added during this step if appropriate.
You can get one basic land per turn if you are roleplaying in the correct lands of your character, i.e. if you are a green mana user with no red spell knowledge and you were on a mountain then you wouldn't get an extra land per turn as you can't draw energy from the lands. If you were fighting between a forest and a mountain, but close enough to each then you can still draw energy from both. If you are in the wrong lands you can still get one colorless mana every other turn. A place near many different types of land (for example, a city) will you to gain one basic land of any type on your turn.
You can still use cards like Llanowar Elves and Alloy Myr for mana gain as well as Rampant Growth. Rampant Growth represents deepening your connection to the land, and adds another tapped land, as the card would normally. However, cards that place lands from your hand onto the battlefield will have no effect.
Library
You do not have a library, you play as if your entire deck is in your hand. Because of this cards like Diabolic Tutor are rendered useless because it brings a spell you already have in your hand into your hand but cards like Rampant Growth are not because it essentially gives you another mana that you can use next turn. Any card that asks you to search for something and put it onto the battlefield is acceptable.
Using cards like Psychosis Crawler are banned because they would be overpowered and also since you can't technically draw cards, pointless. Venser's Journal is also banned because the life gain would be broken and you already have an unlimited hand-size. Using cards like Darigaaz, the Igniter are banned due to its ability.
If you use a card like Vampire Nocturnus where it relies on you knowing the top card of your library then we can do it by using a random generator.
Drawing
For now drawing is considered to be more of a purely roleplay mechanism, so it won't effect your deck in anyway. For the most part, drawing cards symbolises gaining power and/or knowledge -- it is practically useless in this format.
Milling
Milling can symbolize draining power, memories or be used for necromancers. To choose what cards are milled, a random number generator is used by an admin. The number given corresponds to the order of the cards on the tappedout.net list. For example, a 12 would mean the 12th card from the beginning on the list is milled.
Discarding
Discarding is essentially the same as milling now that there is no library but discarding at random will be another issue. If there are any moments where a card must be picked at random then one of the admins will use a random number generator to pick one.
Counterspells
A maximum of 10 counterspells may be in any one deck. This is to limit the power of control decks.
Charge Counters and Time Counters
Charge and Time counters may never be modified by cards that did not create them. Cards that use charge or time counters may still be used, as can cards that modify counters (cards with Proliferate, for example). However, players cannot use effects of the latter type to augment the amount of charge or time counters on a permanent.
The Deck
Everyone will have a deck of between 40 to 60 cards. Like in Commander, they may only have one of each spell and each card must identify with only the colors that your planeswalker uses, so if you are a white mana user with no association with black you cannot use Lingering Souls due to its flashback cost. Basic lands do not need to be included. Any land with a mana generating ability is not allowed. A land without a mana generating ability can be used, and would be treated in all respects as an enchantment that costs zero mana to cast.
Everyone will create their decks on Tappedout.net and then submit them to the "Character's decks" thread to be approved.
As your character grows you may alter this deck as much as you want and, if you have a good enough reason for doing so and ask an admin, you may be allowed to add other colors as well. However, altering a deck during battle is not acceptable.
Turn Base
Each post is considered like one turn in Magic. If you wish to play any instants then you will establish them at either the beginning or end of your post. If someone summoned a massive demon that you don't like the look of then you may counter it at the beginning of your post.
You may only cast two counter spells each turn. You may not counter a spell on the first person's first turn. Example- Opponent goes first, casting Jace's Phantasm. You cannot counter it. On your turn, you cast Wight of Precinct Six. Your opponent may counter it.
Having a link to the spells that you used in brackets at the end of each post would be helpful or you can link them in the post itself, up to you.
Land and Mana Gain
Land taps and untaps just as normal. Once you use up all your energy you have to wait a while before using it again (untap phase is like a resting phase).
Everyone starts off with 3 basic lands. The mana produced by these lands should be an even representation of your skills. Say you had a Red/Black character that focused more on death/kill spells. In this case, you would begin with one Mountain and two black Swamps every battle. Or for a three-colored mana user they will have one of each. Wastes may be added during this step if appropriate.
You can get one basic land per turn if you are roleplaying in the correct lands of your character, i.e. if you are a green mana user with no red spell knowledge and you were on a mountain then you wouldn't get an extra land per turn as you can't draw energy from the lands. If you were fighting between a forest and a mountain, but close enough to each then you can still draw energy from both. If you are in the wrong lands you can still get one colorless mana every other turn. A place near many different types of land (for example, a city) will you to gain one basic land of any type on your turn.
You can still use cards like Llanowar Elves and Alloy Myr for mana gain as well as Rampant Growth. Rampant Growth represents deepening your connection to the land, and adds another tapped land, as the card would normally. However, cards that place lands from your hand onto the battlefield will have no effect.
Library
You do not have a library, you play as if your entire deck is in your hand. Because of this cards like Diabolic Tutor are rendered useless because it brings a spell you already have in your hand into your hand but cards like Rampant Growth are not because it essentially gives you another mana that you can use next turn. Any card that asks you to search for something and put it onto the battlefield is acceptable.
Using cards like Psychosis Crawler are banned because they would be overpowered and also since you can't technically draw cards, pointless. Venser's Journal is also banned because the life gain would be broken and you already have an unlimited hand-size. Using cards like Darigaaz, the Igniter are banned due to its ability.
If you use a card like Vampire Nocturnus where it relies on you knowing the top card of your library then we can do it by using a random generator.
Drawing
For now drawing is considered to be more of a purely roleplay mechanism, so it won't effect your deck in anyway. For the most part, drawing cards symbolises gaining power and/or knowledge -- it is practically useless in this format.
Milling
Milling can symbolize draining power, memories or be used for necromancers. To choose what cards are milled, a random number generator is used by an admin. The number given corresponds to the order of the cards on the tappedout.net list. For example, a 12 would mean the 12th card from the beginning on the list is milled.
Discarding
Discarding is essentially the same as milling now that there is no library but discarding at random will be another issue. If there are any moments where a card must be picked at random then one of the admins will use a random number generator to pick one.
Counterspells
A maximum of 10 counterspells may be in any one deck. This is to limit the power of control decks.
Charge Counters and Time Counters
Charge and Time counters may never be modified by cards that did not create them. Cards that use charge or time counters may still be used, as can cards that modify counters (cards with Proliferate, for example). However, players cannot use effects of the latter type to augment the amount of charge or time counters on a permanent.