This variant is played as normal magic, except you will need an extra player to serve as a judge for the court. Each player should have a turn at being the judge once each session.
Anything goes in Kangaroo Court as long as you can argue your case convincingly and it has some kind of internal logic. If your opponent tries to play Feast of the Unicorn, point out that he can't play it unless he sacrifices a unicorn. Dispel your opponent's Blood Moon with your Bad Moon, after all, is there more than one moon in the sky?
If a situation arises where you feel the rules need to be bent (either for the sake of reality or to benefit you personally), declare you are making a motion. You must then state your proposal, backed up with a brief rationalization. One of your opponents may then offer a rebuttal. For example if you make a motion that Blood Moon negates Bad Moon, your opponent might come back with the argument that there are many worlds in Dominia, and this particular one could have two moons in the sky. Finally, you have one last chance to defend your argument. During each of these three steps, no other player may intervene or comment. If your opponent has something to say after your second argument, too bad. The player who raises the motion gets the final word.
After considering both sides, the judge makes a decision - and the
rulings of the judge are final. The judge can also decide whether this
is a specific ruling or a law. Laws cover more territory, but can have
exceptions made. Rulings are narrower, but cannot be overruled.
Once the game ends, the judge becomes a player and a new judge is chosen. It's considered bad form to hold grudges from game to game. Rulings should carry from game to game. After playing for a while, you'll have a list of errata as complete - and as convoluted - as the WotC rules team.
standard deck construction rules.
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 Kangaroo Court then, follow that format’s Banned
and Restricted List.
Things depicted as flying or hovering in the air should have the Flying ability.
You cannot give a hand-held weapon to a creature with no arms, you cannot give a helm to a thing with no head.
Wooden things are destroyed when they encounter fiery things in combat. Fiery things are destroyed when they encounter watery things in combat.
Law of History
If a card represents a particular historical or literary figure, it should count as a legend.
If Aladdin is in play, the activation cost on these artifacts is halved (hey, it's his stuff!).
These count as Elves (the same with a Goblin Rock Sled).
Immune to Swords to Plowshares (he's already got a plow).
Cannot be removed from play except by playing another enchant world (you can't disenchant the entire plane!).
Cannot target a giant, as it already has giant strength and is already grown.
Counts as an Island.
Should be an enchant land, and can only target Islands.
Shouldn't affect vampires, shades, etc. because they have no souls.
Have plainswalk, the flavor text mentions them taking victims by surprise on the plains of their homeland.
Does not work on walls, except animated walls.
“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 Schneiderman.