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Legend of the Five Colors This
variant is played with normal Magic cards, but uses rules from the
Legend of the Five Rings CCG. In L5R, players represent families or
clans; there are no great families in Dominia, so planeswalkers must
choose a "color" to represent instead. The basic land for your
chosen color produces twice as much mana. The object is to destroy all
four of your opponent's provinces. Setup Each
player has two decks, each containing at least thirty cards. The first
deck - the dynasty deck - contains lands, creatures, global enchantments
(including Enchant Worlds) and artifacts. The second deck - the fate
deck - contains local enchantments, sorceries and instants. You may not
have more than one of any given enchantment or more than three of any
other type of card in either deck. This includes basic land. Rules ChangesThe
planeswalker handles the fight from behind castle walls, so there's no
such thing as "player damage." All spells that deal damage may
only affect creatures; spells that only deal damage to players are
banned. There
is no "responding" in L5R; all effects resolve after they are
announced and costs are paid, without stacking. In combat, players take
turns performing actions, defender first. Ignore
the following abilities: trample, first strike, banding, poison, shadow,
landwalk and landhome. Protection from X, in addition to targeting
restrictions, is treated as a battle action that taps one opposing
creature with X. The Turn SequenceAt
the start of the game, shuffle your dynasty deck and deal four cards
face down in front of you, side by side. The four spaces where the cards
reside are your provinces. Draw a hand of five cards from your fate
deck. Each player starts the game with one basic land that corresponds
to his chosen color. This land does not count against the three-per-deck
limit. StraightenYour tapped cards untap. EventsTurn
the cards in your provinces face up, starting from the left. If an
enchantment turns up, bring it into play immediately at no cost. If the
enchantment has an activation cost, you must use it during this phase or
not at all. In any case, it affects all players, and any player can pay
its activation cost. Events remain in play until your next straighten
phase, when they are discarded. UpkeepIf you've got upkeep costs to pay, now's the time. Actions During
this phase you may play sorceries and local enchantments from your hand.
If any creatures in your provinces are immune to summoning sickness, you
may pay their costs and bring them into play now. Finally, if you have
any legends in play, you may initiate duels (see below). BattleAfter
all this preparation, you're ready to fight. The attacker decides which
of the defender's provinces, if any, will be attacked and assigns his
creatures to them. The defender then gets to assign his creatures in
defense. Non-flying attackers and defenders are assigned before those
with flying. This means that ground based defenders will be committed to
defend their provinces before flying attackers are even assigned. Note
that tapped creatures cannot defend. The
defender gets to choose the first province battle to resolve and may
take the first battle action. Legal battle actions include artifact and
creature fast effects and instant spells. Fast effects only affect the
battle being resolved and creatures in that battle. Creatures using fast
effects must be present at the battle; artifact fast effects may be used
at any battle. Battle
actions that inflict damage, destroy or bury creatures or remove them
from the game resolve immediately, taking those creatures out of the
battle unless immediately followed by an action that regenerates,
prevents or redirects damage. The
attacker and defender take turns performing actions. After both players
have passed in succession, compare the total power of the attacking
creatures at the province to the total toughness of the defending
creatures and vice versa. If you tapped a creature to use its fast
effect, it doesn't add its power to the army, but it does add its
toughness. Creatures tapped by an effect or spell add neither. If that
total power exceeds the total toughness of the opposition, the opposing
army is destroyed. It's possible for both armies to destroy each other
in a tie. Otherwise, each player assigns damage to the other player's
creatures in any way he chooses. Then tap all surviving attackers. If
the attacking army exceeds the defender's total toughness by six or
greater, the province is also destroyed. Any card in that territory is
discarded. Slide the remaining cards together and move on to the next
province, if any, being attacked. RecruitmentYou
may bring cards from your provinces into play by paying their costs.
Lands enter play tapped, and you can only bring one into play in a turn.
If you bring any walls into play, they are "attached" to the
province from which they come; they may not be assigned to defend
another province. If you wish, you may discard any cards in your
provinces to make room for new cards. Refill empty spaces with face down
cards from your dynasty deck. End of TurnDraw
a card from your fate deck. If you have more than seven cards in your
hand, discard down to seven cards. All damage done to creatures in
battles disappears now. You may add one province for every five life you
gained this turn. At this point, it is considered polite to say,
"The table is yours," to show that your turn is finished and
your opponent may straighten. Legendary CombatAny
legend in play has the ability to challenge any other creature -
including another legend - to a duel of honor during the actions phase.
To duel, tap the legend and declare an opposing creature as "the
challenged." The controller of the challenged has the option to
"strike," calling the duel to an end, or "focus,"
laying a card from his hand face down before him. The legend's
controller may now do the same. If a player has no cards in hand, that
player must strike. When strike is called, total the casting costs of
the legend and its focus cards and compare the total to those of the
challenger and its focuses. The one with the lower total is destroyed; a
tie taps both characters immediately. HistoryThis variant was created by Jason Schneiderman.
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