How do schemes work in magic the gathering




















Archenemy In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.

The default setup for an Archenemy game is the Team vs. Team multiplayer variant see rule involving exactly two teams. The attack multiple players option see rule and the shared team turns option see rule are used; no other multiplayer options are used. In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty scheme cards.

A scheme deck may contain no more than two of any card with a particular English name. At the start of the game, the archenemy shuffles their scheme deck so that the cards are in a random order. Rather than a randomly determined player, the archenemy takes the first turn of the game.

The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.

Any abilities of a face-up scheme card in the command zone function from that zone. This is a state-based action. See rule Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned see rule Supervillain Rumble Option The attack multiple players option see rule is used; no other multiplayer options are used.

All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game. Wizards of the Coast. If each player has an Archenemy game pack, players can take turns using their scheme decks as the archenemy.

If you want to customize the scheme deck, there are only two rules to follow: the deck must have at least 20 scheme cards and it can't include more than two of any single card. At the start of the game, each player shuffles his or her traditional deck. The archenemy also shuffles his or her scheme deck. The archenemy keeps the scheme deck face down and can't look at it or rearrange the cards in it, just like his or her library.

The archenemy's turn plays out just like a turn in any Magic game, with one major difference. As the first main phase of the archenemy's turn begins, that player sets a scheme in motion —yes, that is now an actual game action! It might look something like this:.

Most scheme cards, including this one, have abilities that trigger "When you set this scheme in motion. An ongoing scheme remains face up until an effect causes it to be abandoned put on the bottom of the scheme deck. Most ongoing schemes have a condition that causes them to be abandoned, although it will likely take some work on your opponents' part.

Note that ongoing schemes aren't on the battlefield; they're not permanents, and they can't be destroyed. Schemes that aren't ongoing are simply put on the bottom of the scheme deck once all their abilities resolve or are countered for having no legal targets, for example. If a scheme's triggered ability has one or more targets, as this one does, you'll choose them when you put the triggered ability on the stack, as with any other triggered ability. You won't choose how much mana to pay for , however, until the ability resolves.

So your opponents will know what's going to take damage, but they won't know how much. A few "hot seat" schemes let you put one of your opponents in a very awkward position by asking, "Self or others? Will your opponent take one for the team, choosing the option that puts less total hurt on the archenemy's opponents?

Or will he or she decide to let teammates take the heat, leaving his or her own position unchanged? Archenemy is a really fun format and I hope everyone will give it a try. Ask a Magic Judge. Now Closed, but enjoy almost 20K posts of Magic: the Gathering rules questions in my archive!

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