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Constructed Variants

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237 Magic

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5-Color

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ABC Magic

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Battle of the 2's

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Block Party

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BYOB

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Building Draft

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Building Sealed

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Chameleon

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Chess

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Colored Life

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Creaturefest

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Deck Points

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Effects Magic

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Elder Legend Dragon Wars

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Gauntlet

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Godzilla

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Highlander

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Highlander, Extensive

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Highlander, Over Extensive

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King's Magic

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Legend of the Five Colors

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Legend's Magic

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Pauper's Magic

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Race Wars

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Rainbow Stairwell

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Rated One Star

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Scavenger Hunt

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Spy Constructed

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Squandered Magic

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Star

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Star, 2 Color

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Type B

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Vanilla Wars

Limited Variants

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Auction Draft

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Auction Draft, Silent

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Back Draft

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Booster Draft

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Double Draft

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Duplicate Limited

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Duplicate Magic

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Fixed Deck

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Grand Master

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Mini Master

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Monte Carlo Draft

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Pack Game

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Quest for the Mirari

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Rochester, Two Player

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Rochester, Two Player Blind

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Rotisserie Draft

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Soloman Draft

Both Variants

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Allies: Teamwork & Betrayal

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Apex Man

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Assassins

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Blitz

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Blitz, Super

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Blitzkrieg

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Bullseye

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Chaos

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Contract Magic

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Cutthroat

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Diving Intervention

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Don't Settle for Less

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Dreams & Nightmares

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Emperor

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Fish Fiddling

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Five Player Collapse

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Free for All

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Gambling Magic

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Hat

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High Life w/No Mana

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Highest Life

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Imperfect Summoning

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Iron Mage

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Iron Man

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It

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Kangaroo Court

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Kill the Man with the Ball

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Liar's Damage

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Lich War

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Magic Combat with Dice

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Magic Tech

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Magic: the Eternal Struggle

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Melee

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Melee, Grand

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Midnight Magic

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Musical Chairs

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Negative Life

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No Land Magic

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RandoMagic

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Real Magic

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Rotate

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Shifter Magic

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Siege

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Slaves

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Slot Magic

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Tag Team

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Teams

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Tug of War

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Two Headed Giant

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Vanguard

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Wheel of Fortune

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Zero Sum

Shared Deck Variants

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Arena Magic

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Central Deck

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Deck of Effects

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Dien's Arena Magic

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Dimensional Chaos

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End of the World

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Magical War

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Mental Magic

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One Deck

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Split Card

Solitaire Variants

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Aaron's Solitaire

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Balance of Power

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Deck Tester

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Deep IQ

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Demolition

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Erewhon's Solitaire

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Fortress

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Hunsberger's Solitaire

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Mana Maze Solitaire

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Mountain Magic

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Solitaire 

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Wipe Out

Tactical Variants

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Battle Field

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Besieged

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Castle

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Frontier Magic

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Magic: the Board Game

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Magic: the War Game

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Stratego Magic

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Tactical Magic

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Territory Magic

Other Variants

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Adventure

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Mageopoly

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Magic: the Ascension

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Magic: the Chessing

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Magic: the Conquest

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Magic: the RPG v2.0

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War of Dominia

 

Assassins

Rules

This variant provides incentive to kill your target, but freedom to fight with anyone you want. At the beginning of the game, everyone writes their name on a piece of paper, places them in a hat, and then each player draws one. This player is your mark (the person you are trying to kill). No one is allowed to have themselves as a mark. If this happens the player picks again then places his name back into the hat. Play then begins normally, but the marks arenít revealed. Players are free to attack and target anyone they want, but victory isnít determined by the last player standing.

The main goal is to take out as many marks as possible. When you take out your mark, you get one victory point and then try to take out the mark that they had. If the inherited mark is yourself, you get an extra victory point, and continue without a mark. Destroying someone who isnít your mark will not get you any victory points nor do you get their marks. You may only gain extra marks by taking out people that you have a mark for. The last person alive gets two extra victory points. The winner is the player with the most victory points.

Deck Construction

Use standard deck construction rules for this variant.

Sideboard

There is no sideboard for this variant.

Banned & 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 Assassins then, follow that formatís Banned and Restricted List.

Mulligan Rules

Standard ďParisĒ 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.