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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. Dispell 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. ErrataGeneral LawsLaw
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
/ 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. Does not work on walls, except animated walls. Mulligan RulesStandard
“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. HistoryThis variant was created by Jason Schneiderman.
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