Allies: Teamwork & Betrayal
For this variant you will need 5 players. Each of the player should
sit in a circle (or whatever passes for one in your play group). Each
person is allied with the two players sitting next to them, and their
enemies are the two sitting across from them (much like the Mana
Pentagon on the back of a Magic card). You allies are not considered
enemies for purposes of spells that specify “target opponent”,
though you may attack them.
The sequence of turns follows a “star” pattern. The first player
starts, and is followed by their left hand enemy. That player’s left
hand enemy goes next, and so forth. Another way to look at it is to move
counter clockwise around the table, skipping one player each turn. Each
turn follows the normal Magic sequence, differing only in that you may
attack as many players as you wish during your attack phase.
The goal of the game is to defeat your two enemies before anyone else
accomplishes the goal. Failing that, you may prevent other people from
winning the game, and perhaps be the last player standing. This can lead
to interesting situations when the first player is removed from the
game. For example, when the first players loses, his two enemies are now
both trying to win the game by defeating their last enemy, which is a
different person for each of them. They will more then likely be trying
to prevent the other player, who is their ally, form winning the game,
while attempting to win it on their own.
standard deck construction for this variant.
can have a 15-card sideboard in Constructed and in Limited the cards you
don’t use are your sideboard.
& Restricted List
When playing this variant it is usually
decided what type you will be playing. So if playing Type 1, Type 1.5,
Type 2, or Extended Allies then, follow that format’s Banned and
“Paris” Mulligan is used for this variant.
Before each game begins, a player may, for
any reason, reshuffle and redraw his hand, drawing one less card. This
may be repeated as often as the player wishes, until he has no cards
left in his hand. After the participant, who plays first, mulligans as
often as he likes, the decision of whether to mulligan passes to the
other player. Once a player passes the opportunity to mulligan, that
player may not change his mind.
This variant was created by Jason Lauborough.