Legends 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
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.
The 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 Sequence
At 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.
Your tapped cards untap.
Turn 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
If you've got upkeep costs to pay, now's the time.
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).
After 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
You 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 Turn
Draw 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.
Any 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
This variant was created by Jason Schneiderman.