Site hosted by Angelfire.com: Build your free website today!

Home Page

Constructed Variants

bullet

237 Magic

bullet

5-Color

bullet

ABC Magic

bullet

Battle of the 2's

bullet

Block Party

bullet

BYOB

bullet

Building Draft

bullet

Building Sealed

bullet

Chameleon

bullet

Chess

bullet

Colored Life

bullet

Creaturefest

bullet

Deck Points

bullet

Effects Magic

bullet

Elder Legend Dragon Wars

bullet

Gauntlet

bullet

Godzilla

bullet

Highlander

bullet

Highlander, Extensive

bullet

Highlander, Over Extensive

bullet

King's Magic

bullet

Legend of the Five Colors

bullet

Legend's Magic

bullet

Pauper's Magic

bullet

Race Wars

bullet

Rainbow Stairwell

bullet

Rated One Star

bullet

Scavenger Hunt

bullet

Spy Constructed

bullet

Squandered Magic

bullet

Star

bullet

Star, 2 Color

bullet

Type B

bullet

Vanilla Wars

Limited Variants

bullet

Auction Draft

bullet

Auction Draft, Silent

bullet

Back Draft

bullet

Booster Draft

bullet

Double Draft

bullet

Duplicate Limited

bullet

Duplicate Magic

bullet

Fixed Deck

bullet

Grand Master

bullet

Mini Master

bullet

Monte Carlo Draft

bullet

Pack Game

bullet

Quest for the Mirari

bullet

Rochester, Two Player

bullet

Rochester, Two Player Blind

bullet

Rotisserie Draft

bullet

Soloman Draft

Both Variants

bullet

Allies: Teamwork & Betrayal

bullet

Apex Man

bullet

Assassins

bullet

Blitz

bullet

Blitz, Super

bullet

Blitzkrieg

bullet

Bullseye

bullet

Chaos

bullet

Contract Magic

bullet

Cutthroat

bullet

Diving Intervention

bullet

Don't Settle for Less

bullet

Dreams & Nightmares

bullet

Emperor

bullet

Fish Fiddling

bullet

Five Player Collapse

bullet

Free for All

bullet

Gambling Magic

bullet

Hat

bullet

High Life w/No Mana

bullet

Highest Life

bullet

Imperfect Summoning

bullet

Iron Mage

bullet

Iron Man

bullet

It

bullet

Kangaroo Court

bullet

Kill the Man with the Ball

bullet

Liar's Damage

bullet

Lich War

bullet

Magic Combat with Dice

bullet

Magic Tech

bullet

Magic: the Eternal Struggle

bullet

Melee

bullet

Melee, Grand

bullet

Midnight Magic

bullet

Musical Chairs

bullet

Negative Life

bullet

No Land Magic

bullet

RandoMagic

bullet

Real Magic

bullet

Rotate

bullet

Shifter Magic

bullet

Siege

bullet

Slaves

bullet

Slot Magic

bullet

Tag Team

bullet

Teams

bullet

Tug of War

bullet

Two Headed Giant

bullet

Vanguard

bullet

Wheel of Fortune

bullet

Zero Sum

Shared Deck Variants

bullet

Arena Magic

bullet

Central Deck

bullet

Deck of Effects

bullet

Dien's Arena Magic

bullet

Dimensional Chaos

bullet

End of the World

bullet

Magical War

bullet

Mental Magic

bullet

One Deck

bullet

Split Card

Solitaire Variants

bullet

Aaron's Solitaire

bullet

Balance of Power

bullet

Deck Tester

bullet

Deep IQ

bullet

Demolition

bullet

Erewhon's Solitaire

bullet

Fortress

bullet

Hunsberger's Solitaire

bullet

Mana Maze Solitaire

bullet

Mountain Magic

bullet

Solitaire 

bullet

Wipe Out

Tactical Variants

bullet

Battle Field

bullet

Besieged

bullet

Castle

bullet

Frontier Magic

bullet

Magic: the Board Game

bullet

Magic: the War Game

bullet

Stratego Magic

bullet

Tactical Magic

bullet

Territory Magic

Other Variants

bullet

Adventure

bullet

Mageopoly

bullet

Magic: the Ascension

bullet

Magic: the Chessing

bullet

Magic: the Conquest

bullet

Magic: the RPG v2.0

bullet

War of Dominia

 

Kangaroo Court

Rules

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.

Deck Construction

Use standard deck construction rules.

Sideboard

You can have a 15-card sideboard in Constructed and in Limited the cards you don’t use are your sideboard.

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 Kangaroo Court then, follow that format’s Banned and Restricted List.

Errata

General Laws

Law of Airborne Artwork

Things depicted as flying or hovering in the air should have the Flying ability.

Law of Appropriate Weaponry

You cannot give a hand-held weapon to a creature with no arms, you cannot give a helm to a thing with no head.

Law of Elemental Catastrophe

Wooden things are destroyed when they encounter fiery things in combat. Fiery things are destroyed when they encounter watery things in combat.

Law of Environmental Immunity

Things should not die from the environment that spawned them. Fire Elementals should not die from Fireballs. Flood should have no effect on Sea Serpent.

Law of History

If a card represents a particular historical or literary figure, it should count as a legend.

Specific Rulings

Aladdin's Ring / Aladdin’s Lamp

If Aladdin is in play, the activation cost on these artifacts is halved (hey, it's his stuff!).

Elvin Riders

These count as Elves (the same with a Goblin Rock Sled).

Elvish Farmer

Immune to Swords to Plowshares (he's already got a plow).

Enchant Worlds

Cannot be removed from play except by playing another enchant world (you can't disenchant the entire plane!).

Giant Strength / Giant Growth

Cannot target a giant, as it already has giant strength and is already grown.

Island Fish Jasconius

Counts as an Island.

Island Sanctuary

Should be an enchant land, and can only target Islands.

Pestilence Rats / Plague Rats

Are unaffected by Stench of Decay or damage from Pestilence.

Remove Soul

Shouldn't affect vampires, shades, etc. because they have no souls.

Savannah Lions

Have plainswalk, the flavor text mentions them taking victims by surprise on the plains of their homeland.

Terror

Does not work on walls, except animated walls.

Mulligan Rules

Standard “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.

History

This variant was created by Jason Schneiderman.