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Mountain Magic Introduction The
war has been long and bloody. Both you and your enemy have suffered hard
and heavy losses through your countless assaults and counterstrikes.
Your resources are dwindling fast, and at times it seemed that you were
about to lose control of it all. Fortunately, your enemy is in the same
position. You stand in the middle of an uneasy, precarious balance, a
balance that could shift in either direction with no warning at all. After what seemed to be eons of studying and incantations that nearly drained you of all your strength, you have located a place of immense power, power that could be used to banish your enemy from the face of the world forever. You ready the remainder of your troops to set for this place where victory will be yours. Shortly thereafter you catch a spy. Too late, the ogre had already informed your enemy of your plans and is also preparing his assault on the place of power. You are in need of utmost haste. Your enemy's last reported position of Ghazban is days closer than your current holdout in the Kerr Ridges. When you arrive at the foot of the mountain, you realize that your fears were not unfounded. Already the face of the mountain is dotted with countless campfires. Your advanced scouts report many sentry patrols. Your enemy is nearing the place of power near the mountain's summit. Next morning at the break of day, you start your assault. This is unlikely to be the final battle, but it is probably the most important. ObjectTo
climb the Magic Mountain, bringing up enough forces to destroy the
forces occupying it. SetupFirst you need to create a solitaire deck. This deck should compose of sixty-five cards with the following distribution (you can substitute an artifact for any non-land card, to a maximum of four artifacts):
Separate the land cards from the rest of the deck. Shuffle the land deck and the spell deck separately. Clear a rather large section of your table. Place the land deck on one side of the table and the spell deck on the other side. Turn over the first seven cards from your spell deck and place them in a row at the foot of the table. This represents your initial forces. From an unused deck of cards, choose five cards at random and place them face down without looking at them at the head of the table. These represent the forces occupying the mountain. These cards should be non-land cards. The PlayStart
by flipping over the top card in your spell deck. If you are able to,
you can place this card on the next row, touching two cards in the row
below it. If you are unable to play the card immediately, you must place
it face up in your discard pile. You can place a card from the spell
deck on two adjacent cards in a row if any of the following apply:
Continuing PlayIf,
after placing any card on your mountain, you are able to legally place
the first face up card in your graveyard on your mountain, you may do
so. If you are unable to move any cards from your graveyard to the
mountain, draw another card and continue. Artifacts are wild cards. That
is, they may be placed on any set of cards and any card may be placed on
an artifact if it has something in common with the other card upon which
it is placed. If
you draw the last card from you spell deck and cannot legally place it
or complete the mountain, you have failed to climb the mountain and lose
immediately. When the Mountain is CompleteWhen
the mountain is complete, trace a path from the top card to the bottom
of the mountain. These cards represent the forces you will use to
overthrow the occupying forces. The path is chosen as such: starting
with the top card, choose one of the cards it is touching in the row
below it. Repeat with the chosen card until you choose a card in the
bottom row. After
having chosen your forces, turn over the five cards representing the
occupying forces and do battle. You may want to remove the chosen cards
from the mountain at this point. BattleBoth
you and your "opponent" draw from your mana deck. You and your
enemy use mana to power your cards. A card is considered powered when it
has received enough mana to satisfy its colored mana requirement.
Artifacts cannot be powered. They are under a damping field. Draw
a card from the mana deck. If any of your cards are able to use that
colored mana place it on the card. If the card is powered, you may use
it. Otherwise, draw a card for your opponent. If your opponent can use
this mana, it shall be used. If any choice is involved, follow this
order:
You
are allowed to place only one land card per turn. You and your opponent
continue to take turns drawing cards until the mana deck is empty or one
of the forces is eliminated. After a card is used, it becomes unpowered
and must be powered again before it is reused. Creature BattlePowered
creatures can attack any one creature of the opposing forces. If more
than one creature is powered, they may attack the same creature. Compare
power vs. toughness and remove any dead creatures from play. The
opposing forces will always assign damage to kill the greatest number of
creatures. Powered creatures of the opponents will attack the creature
with the highest power, providing it can survive the attack. Only
flyers can launch an attack against a powered flyer. If a landwalker is
powered, it can only be attacked by another landwalker of the same type.
If a powered creature has a special ability, it may be used. Special
abilities which have an activation cost must be powered separately at
the cost written on the card. These abilities can be "stacked"
or saved up by paying for more than one use. If part of the cost to use
the special ability requires that the card become tapped, the creature
will become unpowered. Spell BattlePowered
damage dealing spells with an X as the casting cost will have X large
enough to do exactly the amount needed to kill the creature it is
targeting. Spells of this nature powered by the opponent will be
targeted at your creature with the highest power. Powered counterspell
effects can be targeted at sorceries, instants and interrupts, whether
powered or not. They cannot be targeted at creatures; they have been
summoned long ago. If a spell is counterspelled, it is removed from
play. Counterspells by your opponent will first target your
counterspells, then your damage dealing spells. Counterspells with an X
as part of the casting cost will have X large enough to be exactly the
amount needed to counter the target spell. X-spells that do not cause
damage or counter spells will have an X equal to three. Special RulesEffects
that cause a powered card to become tapped unpower it. Effects that
cause an unpowered card to become tapped remove the target card from the
game. Effects that cause an unpowered card to become untapped power it.
Powered cards cannot benefit from "untapping". If
you are forced to pick up extra cards, take them from the land deck.
Remember that you are allowed to place only one land per turn. The
extras must be discarded immediately. If you are forced to discard,
discard from the top of the land deck. This includes the card that would
normally have been drawn by the wizard targeted by the effect. These
cards are out of play for the remainder of the game. If
an effect calls for the destruction of a land, destroy the next land
card to be drawn by the wizard targeted by the effect. Upkeep
costs for creatures must be paid immediately upon powering of the
creature. Upkeep costs must only be paid once for each power up. If the
cost cannot be paid upon power up, then the creature will refuse to
serve you and walk from the battlefield. Unpowered creatures do not
require upkeep payment. Effects
that cause the emptying of a mana pool will cause all cards of the
target wizard to become unpowered. Cards that would normally have been
drawn from your library due to some effect must be drawn from the cards
remaining in your mountain. End of GameThe game can end in any of the following ways:
HistoryThis variant was created by Dean Maki.
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