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

 

Magic Tech

Object

The object of the game is to run your opponent out of cards. The main way to do this is to attack their library or "stockpile" with your creatures.

Setup

You and your opponent will need standard Magic decks with the following adjustments:

Your deck can be any size of 60 cards or less.

bulletYou can have six of any card in your deck instead of the normal four (except for basic lands, of course).
bulletBoth players shuffle and draw five cards and decide who goes first. The player who goes first draws one card and can only deploy one card from their hand. Thereafter, each player draws two cards and has the opportunity to deploy two cards each turn.

Rules Changes

The rules for this variant are significantly different, as it uses mostly the rules from the BattleTech CCG. Here are some of the key changes:

bulletYou do not attack your opponent directly. Instead, you attack their cards in play or in their stockpile.
bulletYou may attack as many times as you want during your turn, but all creatures become tapped after combat. If you can untap a creature, you can attack with it again.
bulletAll spells must be deployed to the table (face down) and paid for before they can be used.

Turn Sequence

Your turn is divided into five phases: untap, draw, upkeep, deploy and missions. Perform your untap, draw and upkeep phases as normal; note that your draw phase comes before your upkeep phase. During your deploy phase, you may play cards from your hand to the table. Except for the first player's turn, each player can make two deployments per turn. To deploy a card, place it face down on the table. All cards must be deployed before they can be used, even instants. You may never play a card from your hand without deploying it first.

So how do you pay for your cards? Just like normal during your deploy phase, you can tap your lands for mana. It can either be used to pay for activation costs of cards in play or to put counters on a face down deployed card. Once a card has enough counters, you can cast it by turning it face up. Note that a sorcery can still be revealed during your turn, while an instant can be revealed whenever you want. Lands are considered to have a cost of zero; you can deploy a land and immediately turn it face up for use. You can deploy up to two lands per turn.

There are special rules governing spells requiring colored mana: if you have the appropriate basic land in play, you can ignore colored mana symbols, treating them as generic mana. If you do not have the right basic land in play, each colored mana symbol costs three generic mana.

Also during your deploy phase, you can relocate activated creatures that began your turn in play. Creatures on patrol can be moved to guard specific cards, and creatures defending specific cards can be moved on patrol. You can protect your stockpile or any card you have in play, even those under construction. Finally, revealed creatures remain in the deploy area until the end of your turn. Creatures with immunity to summoning sickness can go on patrol immediately (see below).

Going To Battle

After the deploy phase comes the mission phase, when you're able to attack your opponent's stuff. You can perform as many missions as you want, treating each as a separate attack. You can send more than one creature on a mission. Also, you can play any cards during a mission that could normally be played during an attack (instants, etc.). Note that you can attack with a creature, resolve that battle, then attack with another one or more if you wanted.

For resolving attacks, it's important to know that every permanent has attack, armor and structure values. A creature's attack value is determined by its power. Armour is how much damage a creature absorbs, decided by its toughness, and structure or the amount of damage to kill it is equal to its casting cost. Lands have no attack value and an armor and structure of three. All other permanents have no attack value and an armor and structure value each equal to their casting cost.

Each time damage is applied to a card, it is first applied to the card's armor value. Any excess is applied as structure damage; use counters to denote this. Creatures do not heal at the end of turn; they can only have damage removed by healing spells or effects. Whenever a card has counters equal to or greater than its structure value, it is destroyed. If you manage to damage your opponent's deck, they must discard one card from their deck for each point of damage it takes. At the end of a mission, all creatures involved become tapped.

Blocking works like this: untapped creatures on patrol can block any attacking creatures they could normally block in a game of Magic - taking into account flying, landwalk, protection, shadow, etc. If an untapped creature is guarding a card, it can block any creature attacking that card, regardless of any evasion abilities the attacker has. However, a guarding creature can only block creatures attacking its card. An untapped creature on patrol cannot be the target of an attack. Tapped creatures, however, can be.

Every two damage dealt to a card under construction results in one mana counter removed from the card and the card is revealed. If the card has no counters and is dealt damage, bury it.

Any time a card or effect states, "pay X life" or "lose X life," scrap that many cards instead, putting cards from the top of your library into your graveyard or scrapheap.

Treat trample, rampage, banding, flanking, phasing and first strike as you would when normally playing Magic. A creature with regeneration may pay its regeneration cost to remove one damage counter during your upkeep phase. You can ignore poison counters.

For each point of life you gain, you may put the top card of your scrapheap under the bottom of your stockpile. 

Lastly, the end phase. Place any creatures you've activated this turn on patrol. Don't worry about discarding; there's no hand size limit.

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 Magic Tech then, follow that format’s Banned and Restricted List.

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 Steve Zamborsky.