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Wild Magic: an original multiplaying variant
By Angelo Nikolaou
Ever gotten bored of the decks your opponents have? Ever got angry how a good control or combo deck locks you? Always wanted to play with powerful cards of all colors in one deck?

Well, Wild Magic is a multiplaying variant that was made just to provide a little more variety and randomize the outcome of an existing multiplayer game. It is not for gamers who want to win with their strategic thought and well-oiled decks, but for casual players who want more fun with their multiplayer games.

There are two aspects of Wild Magic: a deck which contains spells of all colors and effects, and a randomizer which creates these effects.

DECK: The Wild Decks are decks of cards that are put on a corner of the table. They are created by all players ahead of time and can contain any number of cards. You should make 2 decks: one called "Local" that contains sorceries and instants that have one target (like Disenchant, Snuff out, any Winds) and one called "Global" that contains cards with global effects (like Armageddon and Living Death). The cards can be of any color, cost and power, but no permanents (in some cases there can be permanents; see variants) are allowed.

RANDOMIZER: You must have a way to create random numbers, like a die, preferrably one that has a lot of outcomes (like a 20-sided die).
Then, agree ahead of time what numbers will have the 4 random effects of Wild Magic: Nothing, Good, Bad and Global. For example, on a 20-sided die, Nothing could be 1-10, Good 11-15, Bad 16-19, and Global 20.

GAME: You start your multiplayer game as usual. Any variant (Chaos, Two-Headed Giant, Emperor etc.) is appropriate, but Chaos emphasizes the chaotic and random nature of Wild Magic. Then, at the beginning of each player's upkeep, use the randomizer to create a Wild Effect (roll the dice once or anything else). The result of each Wild Effect is as follows:

Nothing: Nothing happens, and the turn continues as usual.

Good: Draw a card from the Local deck, and play it as you please. If it would have a bad effect on you (eg. you draw a Terror but you are the only one with creatures), then the spell fizzles. Then, put the card on the Local graveyard.

Bad: A random opponent (flip a coin or roll dice) draws a card from the Local deck. If the effect of the card is helpful (such as Congregate or Giant Growth), then he casts it on himself or his permanents as he pleases. If the spell is harmful (such as Lightning Bolt or Stone Rain), then he casts it on you or your permanents as he pleases. As above, if the spell would harm him, it fizzles.
Try to use common sense to determine good or bad effects.

Global: Draw a card from the Global deck and
it is cast on every player. Then put in the Global graveyard.

Anyway, the spell that is drawn is put on the stack at the beginning of the upkeep. Players can respond as per usual spells with three major exceptions:

1) Wild Spells, also called Wild Surges, cannot be countered or altered in any way after they are put in stack (this means Counterspell or Rebound can't be cast).

2) Wild Spells aren't considered to be played by a player. Rather, they are effects created by an outside source (this means that Rayne won't trigger).

3) The player who casts the spell can't use Cycling or other special abilities, but only the effect that the spell produces.

These exceptions mean that damage from red spells can be prevented by CoP: Red, Ivory Mask prevents Good and Bad spells from being cast to you, and Rhystic Wild Spells can be paid by any player. Avoid Kicker spells, since you can't use it's additional ability.

Anyway, after that your turn continues as usual. In the case that any Wild Deck is depleted, shuffle that deck's graveyard and use it as the new Wild Deck.

All these mean that during the Wild Surge, fantastic things can happen. Masticore can be Eradicated, your only Llanowar Elves Might of Oaked on the first turn, even cast a finishing Searing Wind on a blue mage with 5 counters in hand.

I hope that you like the Wild Magic variant. We play it all the time and always have our Wild decks changed to create original effects each time. The text might be a little long, but I hope I was clear enough and settled any rules questions. Wild Magic isn't intended for novice players since it requires quite a large pool of cards to make Wild Decks.

VARIANTS: For a randomizer, we prefer a specially modified deck of usual cards. We use Clubs for Nothing, Hearts for Good, Spade for Bad and Joker for Global. Our usual mixing is 10-6-5-2 but we like to change it as we please each time. It is better that dice since you can modify it easier by adding or removing cards.
For the Local deck, we use a lot of creature and enchantment destruction, card drawing, and cards we don't play due to cost or effectiveness. We like to use a copy of each Wind.
For the Global deck, we sometimes use cards that become permanents. These permanents cannot be harmed in any way and stay in play until the game ends. We use Dual Nature, Dream Halls, and a copy of each Monger, but we use only their abilities.
Try to use any cards you like and use common sense to decide what's helpful and what's not. In case you can't decide (such as Path of Peace), avoid these cards.

The most important rule: HAVE FUN!

Read More Articles by Angelo Nikolaou!

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