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CardShark Content - Will Rivera (5/23/2005)

Well folks, with Regionals and the release of Saviors of Kamigawa fast approaching, I can easily say that all of us tournament players are quite excited and, at the same time, quite tense. Not that I'm a physician, I think it would only be healthy to wind down from time-to-time, sit down with your friends, have some fun and share a few laughs. With that, I present to you several different ways to play Multiplayer with your pals, and maybe even a few decks for each format that couldn't hurt you to try.

First off, there are many sets of rules (or styles) you can use to govern Multiplayer. Before I begin, I'm going to state that this will NOT be the last Multiplayer article I will be doing, because I realize there are many, many ways to play Multiplayer, and I'd love to hear and list them all. Please also note that I will be covering Team formats in a future article, as there are a great number of rules, styles and formats for them, many of which differ from playgroup to playgroup.



-Styles/Rules- (Note: Some of these are courtesy of Paul Barclay's Multiplayer article)

-Free-For-All
This is very basic and is often a given when playing Multiplayer. You can attack and target anyone, as you like.

-Always Draw
There is no Play or Draw; everyone draws a card their first turn.

-Winning/Losing
The last player in the any multiplayer game wins. If that player is on your team, you win the game as well. Losing the game is a bit more difficult to handle, as there are issues of delayed triggers and creatures taken by other players. Wizards made very acceptable and clear ruling on this in their article, which is linked to at the end.

-Attack to the Left/Right
Your creatures must attack the person left or right of you. This is sort of fun, because you must pay attention to the person opposite the one you're attacking when it comes to defenses, which may or may not keep you from attacking other the person. Single-player decks aren't bad for this style, seeing as you only have to really focus on the attacking player, and then you can beat up on other the player next to you. Everyone on the other side of the table will probably be focusing on their own situation, so they might not mess you up too much, unless they want to have a bit more fun, or simply exert their control over the board.

-Spell/Choice/Ability/Damage/Attack (SCADA) Range
This is sort of realistic, as it only permits you to target or attack players and permanents within the designated spell or ability range, which is usually measured by seats (with players sitting in them). Wizards discussed sanctioning a multiplayer format last year, and introduced a set of rules that included SCADA Range. They suggested that no player three or more seats away from you could be affected by your spells. It made sense, but personally, I disagreed with the fact that a Wrath of God
Wrath of God
Wrath of GodSet: Revised Edition
Cost:
4
Color:
White
Type:
Sorcery
Rarity:
R
Artist:
Quinton Hoover
Text:
All creatures in play are buried.
would not clear the entire board of creatures. I thought it was unfair that a player 2 seats from me, in an entirely different predicament, would have his creatures killed and not his nearest opponent's, leaving him to be attacked still.

Either way, you can make your own rules for multiplayer, and hopefully settle these things amongst your peers.

-Draw Seven, Land-Drop
This is BROKEN, broken, broken format that is played in multiplayer at times, and at schools when time is limited. You start off with a Fastbond
Fastbond
FastbondSet: Revised Edition
Cost:
1
Color:
Green
Type:
Enchantment
Rarity:
R
Artist:
Mark Poole
Text:
You may put as many lands into play as you want each turn. Fastbond does 1 damage to you for every land beyond the first that you play in a single turn.
ability (without the damage), play as many lands as you want, and fill your hand to seven cards every turn. Back in my freshman year of High School we used to play with a ´´Drop a land, draw a card´´-rule which could easily be abused- but wasn't, because if you played something like a 59-land Fireball
Fireball
FireballSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Artist:
Mark Tedin
Text:
Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first.
deck (Or infinite creatures/cards with Meloku, though that wasn't around at the time), people just wouldn't play with you. This is fine for casual, I suppose, but just keep an eye out for abuse.

To limit abuse, you can always make it a Fastbond
Fastbond
FastbondSet: Revised Edition
Cost:
1
Color:
Green
Type:
Enchantment
Rarity:
R
Artist:
Mark Poole
Text:
You may put as many lands into play as you want each turn. Fastbond does 1 damage to you for every land beyond the first that you play in a single turn.
ability, but keep the damaging drawback or even intensify it, making it 2 to 3 damage or life. Someone may just get a god-draw with 7 lands and a drawn Platinum Angel
Platinum Angel
Platinum AngelSet: Mirrodin
Cost:
7
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Angel
Rarity:
R
Number:
228
Artist:
Brom
Power:
4
Toughness:
4
Text:
Flying You can't lose the game and your opponents can't win the game.
though.

-Veterans (a.k.a. Warriors)
Some players like to play this style, but you need different colored +1/+1 counters. Basically, whenever a creature would damage and kill another creature in combat and survive, it gets a Veteran counter. Whenever a creature would damage and kill a player, it gets three Veteran counters. You may remove one of these at any time to give that creature an instance of ONE of the following bonuses until end of turn: +0/+2, +2/+0, First Strike, Rampage 1, Vigilance
Vigilance
VigilanceSet: Champions of Kamigawa
Cost:
1
Color:
White
Type:
Enchant Creature
Rarity:
C
Number:
49
Artist:
Tsutomu Kawade
Text:
Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
, Trample, or ´´This creature may block an additional creature this turn.´´



-Formats-

-Standard
This is basic Multiplayer format, with no additional or modified rules. Out of boredom and lack-of-thought, many people take their single-player decks into this format and quickly realize that their deck is not properly outfitted, often running out of steam or answers.

-Cutthroat
This is one of my favorite formats and is great for those of you who will take single-player decks into a multiplayer game. Each player can block for any other player, and whenever your creatures would deal combat damage to a player, each of your opponents will LOSE LIFE equal to the combat damage dealt. The reason for loss of life, rather than damage, is to limit the power of Sword of Fire and Ice
Sword of Fire and Ice
Sword of Fire and IceSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Rarity:
R
Number:
148
Artist:
Mark Zug
Text:
Equip 2 Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, you may draw a card and have it deal 2 damage to target creature.
, Thieving Magpie
Thieving Magpie
Thieving MagpieSet: Urza's Destiny
Cost:
4
Color:
Blue
Type:
Creature
Sub Type:
Bird
Rarity:
U
Number:
49
Artist:
Una Fricker
Power:
1
Toughness:
3
Text:
Flying Whenever Thieving Magpie deals damage to one of your opponents, you draw a card.
, Akki Underminer
Akki Underminer
Akki UnderminerSet: Champions of Kamigawa
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Goblin Rogue Shaman
Rarity:
U
Number:
155
Artist:
Thomas M. Baxa
Power:
1
Toughness:
1
Text:
Whenever Akki Underminer deals combat damage to a player, that player sacrifices a permanent.
, and other things that could trigger. This also allows for an outlet against locks like Troll Ascetic
Troll Ascetic
Troll AsceticSet: Mirrodin
Cost:
3
Color:
Green
Type:
Creature
Sub Type:
Troll Shaman
Rarity:
R
Number:
135
Artist:
Puddnhead
Power:
3
Toughness:
2
Text:
Troll Ascetic can't be the target of spells or abilities your opponents control. 1G: Regenerate Troll Ascetic.
and Worship
Worship
WorshipSet: Urza's Saga
Cost:
4
Color:
White
Type:
Enchantment
Rarity:
R
Number:
57
Artist:
Mark Zug
Text:
Damage that would reduce your life total to less than 1 instead reduces it to 1 if you control a creature.
, which could make the game boring. While I have not tested control decks in this format, I can safely say that evasive aggro decks are great *cough*White Weenie*cough*. Here's a deck list, strictly for this.

-White Weenie Cutthroat

4 Lantern Kami
Lantern Kami
Lantern KamiSet: Champions of Kamigawa
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Spirit
Rarity:
C
Number:
32
Artist:
John Avon
Power:
1
Toughness:
1
Text:
Flying

4 Suntail Hawk
Suntail Hawk
Suntail HawkSet: Judgment
Cost:
1
Color:
White
Type:
Creature
Sub Type:
Bird
Rarity:
C
Number:
28
Artist:
Heather Hudson

Power:
1
Toughness:
1
Text:
Flying

4 Leonin Skyhunter
Leonin Skyhunter
Leonin SkyhunterSet: Mirrodin
Cost:
2
Color:
White
Type:
Creature
Sub Type:
Cat Knight
Rarity:
U
Number:
11
Artist:
Kev Walker
Power:
2
Toughness:
2
Text:
Flying

4 Skyhunter Prowler
Skyhunter Prowler
Skyhunter ProwlerSet: Fifth Dawn
Cost:
3
Color:
White
Type:
Creature
Sub Type:
Cat Knight
Rarity:
C
Number:
15
Power:
1
Toughness:
3
Text:
Flying. Attacking does not cause Skyhunter Prowler to tap.

3 Skyhunter Skirmisher
Skyhunter Skirmisher
Skyhunter SkirmisherSet: Fifth Dawn
Cost:
3
Color:
White
Type:
Creature
Sub Type:
Cat Knight
Rarity:
U
Number:
16
Artist:
Greg Staples
Power:
1
Toughness:
1
Text:
Flying, Double Strike

3 Razor Golem
Razor Golem
Razor GolemSet: Darksteel
Cost:
6
Color:
Colorless
Type:
Artifact Creature
Sub Type:
Golem
Rarity:
C
Number:
137
Artist:
Christopher Moeller
Power:
3
Toughness:
4
Text:
Affinity for Plains (This spell costs 1 less to play for each Plains you control. Attacking doesn't cause Razor Golem to tap.


2 Pulse of the Fields
Pulse of the Fields
Pulse of the FieldsSet: Darksteel
Cost:
3
Color:
White
Type:
Instant
Rarity:
R
Number:
11
Artist:
Paolo Parente
Text:
You gain 4 life. Then if an opponent has more life than you return Pulse of the Fields to its owner's hand.

4 Raise the Alarm
Raise the Alarm
Raise the AlarmSet: Mirrodin
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Number:
16
Artist:
John Matson
Text:
Put two 1/1 white Soldier creature tokens into play.

4 Roar of the Kha
Roar of the Kha
Roar of the KhaSet: Mirrodin
Cost:
2
Color:
White
Type:
Instant
Rarity:
U
Number:
18
Artist:
Matt Cavotta
Text:
Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine 1W (Choose both if you pay the entwine cost.)


4 Glorious Anthem
Glorious Anthem
Glorious AnthemSet: Urza's Saga
Cost:
3
Color:
White
Type:
Enchantment
Rarity:
R
Number:
15
Artist:
Kev Walker
Text:
All creatures you control get +1/+1.

4 Bonesplitter
Bonesplitter
BonesplitterSet: Mirrodin
Cost:
1
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
146
Artist:
Darrell Riche
Text:
Equipped creature gets +2/+0. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery. This card comes into play unattached and stays in play if the creature leaves play.)


20 Plains
Plains
PlainsSet: Oversize Cards
Color:
Land
Type:
Land
Rarity:
X
Artist:
Tony Roberts
Text:
T: Add W to your mana pool.


I tried to keep this deck inexpensive and Type 2 in case you like it enough to enter a tournament with it. Notice that it is very evasive and that Vigilance
Vigilance
VigilanceSet: Champions of Kamigawa
Cost:
1
Color:
White
Type:
Enchant Creature
Rarity:
C
Number:
49
Artist:
Tsutomu Kawade
Text:
Enchanted creature has vigilance. (Attacking doesn't cause it to tap.)
is used to keep on the offensive but stay alive. Pulse of the Fields
Pulse of the Fields
Pulse of the FieldsSet: Darksteel
Cost:
3
Color:
White
Type:
Instant
Rarity:
R
Number:
11
Artist:
Paolo Parente
Text:
You gain 4 life. Then if an opponent has more life than you return Pulse of the Fields to its owner's hand.
is in so that you won't have to block for other players all the time and still keep alive. Raise the Alarm
Raise the Alarm
Raise the AlarmSet: Mirrodin
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Number:
16
Artist:
John Matson
Text:
Put two 1/1 white Soldier creature tokens into play.
and Roar of the Kha
Roar of the Kha
Roar of the KhaSet: Mirrodin
Cost:
2
Color:
White
Type:
Instant
Rarity:
U
Number:
18
Artist:
Matt Cavotta
Text:
Choose one - Creatures you control get +1/+1 until end of turn; or untap all creatures you control. Entwine 1W (Choose both if you pay the entwine cost.)
both do damage as well as make for surprise blocks, which are great.

-The Gates of Rath
This one is my own creations and to be perfectly honest, I have not tried it yet. The game is played as if there is a Mana Flare
Mana Flare
Mana FlareSet: Revised Edition
Cost:
3
Color:
Red
Type:
Enchantment
Rarity:
R
Artist:
Christopher Rush
Text:
Whenever either player taps a land for mana, it produces 1 extra mana of the appropriate type.
, a Furnace of Rath, Death Pits of Rath
Death Pits of Rath
Death Pits of RathSet: Tempest
Cost:
5
Color:
Black
Type:
Enchantment
Rarity:
R
Artist:
Joel Biske
Text:
Whenever any creature is dealt damage, destroy it. That creature cannot be regenerated this turn.
and a Mass Hysteria
Mass Hysteria
Mass HysteriaSet: Mirrodin
Cost:
1
Color:
Red
Type:
Enchantment
Rarity:
R
Number:
99
Artist:
Adam Rex
Text:
All creatures have haste.
in play. In can be combined with Cutthroat rules, but it would probably be too quick a game if so.

-The Twilight Zone
Each player pulls out one to three (global) enchantments from their collection and puts it into a pile. The pile is then shuffled, set aside facedown, and the game is played like a standard multiplayer game. At the beginning of each player's turn, before untap (even before phasing, if it matters), the top card of the pile is revealed and comes into play under the that player's control. Note that for cards like Wrath of Marit Lage
Wrath of Marit Lage
Wrath of Marit LageSet: Ice Age
Cost:
5
Color:
Blue
Type:
Enchantment
Rarity:
R
Artist:
Mike Raabe
Text:
When Wrath of Marit Lage comes into play, tap all red creatures. Red creatures do not untap during their controller's untap phase.
, this means any ´´come into play´´ triggers will go onto the stack at the beginning of their upkeep. If that enchantment would be put into the library, hand, graveyard or remove from game zone at any time, it would hit that zone and then be placed at the bottom of the pile (kind of like a token). At the end of turn, that enchantment will be removed from the game and put under the pile. The pile can be shuffled at any time and must be cut by another player.

This can also be done with other permanents, such as Mindslaver
Mindslaver
MindslaverSet: Mirrodin
Cost:
6
Color:
Colorless
Type:
Legendary Artifact
Rarity:
R
Number:
206
Artist:
Glen Angus
Text:
4, T, Sacrifice Mindslaver: You control target player's next turn. (You see all cards that player could see and make all decisions for the player. He or she doesn't lose life because of mana burn.)
, Ball Lightning
Ball Lightning
Ball LightningSet: Fourth Edition
Cost:
3
Color:
Red
Type:
Creature
Sub Type:
Ball Lightning
Rarity:
R
Artist:
Quinton Hoover
Power:
6
Toughness:
1
Text:
Trample Ball Lightning can attack the turn it comes into play. At the end of any turn, bury Ball Lightning.
, or Vampiric Spirit
Vampiric Spirit
Vampiric SpiritSet: Portal Second Age
Cost:
4
Color:
Black
Type:
Creature
Sub Type:
Spirit
Rarity:
R
Artist:
Anson Maddocks
Power:
4
Toughness:
3
Text:
Flying When Vampiric Spirit comes into play from your hand, you lose 4 life. (The person who plays Vampiric Spirit loses the life.)
. Assume that the creature has haste. Just be careful that you could get these at any time, but so can your opponents.

-Chaos
I made sure to list a link to a small site that explains the rules and procedures for Chaos Magic at the bottom of the page. You need one four-sided die, a ten-sided die, and a twenty-sided die. Much like how in the Twilight Zone uses enchantments, this uses effects, which are chosen based on a roll. Before the game begins, the player going first rolls for the ´´Enchant World Land´´ which makes a certain effect or ability happen for the rest of the game (such as a Howling Mine
Howling Mine
Howling MineSet: Revised Edition
Cost:
2
Color:
Colorless
Type:
Artifact
Rarity:
R
Artist:
Mark Poole
Text:
Each player must draw one extra card during the draw phase of each of his or her turns.
ability, or a Mass Hysteria
Mass Hysteria
Mass HysteriaSet: Mirrodin
Cost:
1
Color:
Red
Type:
Enchantment
Rarity:
R
Number:
99
Artist:
Adam Rex
Text:
All creatures have haste.
effect). It can be Disenchant
Disenchant
DisenchantSet: Revised Edition
Cost:
2
Color:
White
Type:
Instant
Rarity:
C
Artist:
Amy Weber
Text:
Target enchantment or artifact is destroyed.
ed to stop the effect/ability. Before your untap phase, you make a Chaos Roll. Based on that roll, a certain effect happens. Not as fast as other formats, but can be just as random and fun.

-Assassin (a.k.a. Predator)
One player is selected as the Assassin. The Assassin goes first, has 35 life to spend, cannot be the target of spells or abilities opponents control, cannot be attacked, cannot be damaged, and cannot lose by decking themselves or by reaching 0 or less life. Their permanents and spells are indestructible and untargetable by spells or abilities your opponents control, but the Assassin cannot win the game. The Assassin's job is to eliminate as many other players as possible and as quickly as possible. If you're a normal player, the object of the game is to be the last normal player standing. If the Assassin eliminates the two other remaining players at once, it is a tie. Here's an interesting red deck for an Assassin:

(No certain title as of yet)

4 Okk
Okk
OkkSet: Urza's Saga
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Goblin
Rarity:
R
Number:
204
Artist:
Mike Raabe
Power:
4
Toughness:
4
Text:
Okk cannot attack unless a creature with greater power also attacks.Okk cannot block unless a creature with greater power also blocks.

4 Blistering Firecat
Blistering Firecat
Blistering FirecatSet: Onslaught
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Cat
Rarity:
R
Number:
189
Artist:
Arnie Swekel
Power:
7
Toughness:
1
Text:
Trample, haste. At end of turn, sacrifice Blistering Firecat.. Morph RR (You may play this face down as a 2/2 creature for 3. Turn it face. up any time for its morph cost.)

4 Ball Lightning
Ball Lightning
Ball LightningSet: Fourth Edition
Cost:
3
Color:
Red
Type:
Creature
Sub Type:
Ball Lightning
Rarity:
R
Artist:
Quinton Hoover
Power:
6
Toughness:
1
Text:
Trample Ball Lightning can attack the turn it comes into play. At the end of any turn, bury Ball Lightning.

4 Skizzik
Skizzik
SkizzikSet: Invasion
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
169
Artist:
Ron Spencer
Power:
5
Toughness:
3
Text:
Kicker R (You may pay an additional R as you play this spell.)Trample; haste (This creature may attack and T the turn it comes under your control.)At end of turn, sacrifice Skizzik unless the kicker cost was paid.

3 War Elemental
War Elemental
War ElementalSet: Mirrodin
Cost:
3
Color:
Red
Type:
Creature
Sub Type:
Elemental
Rarity:
R
Number:
112
Artist:
Anthony S. Waters
Power:
1
Toughness:
1
Text:
When War Elemental comes into play, sacrifice it unless an opponent was dealt damage this turn. Whenever damage is dealt to an opponent, put that many +1/+1 counters on War Elemental.

1 Kumano, Master Yamabushi
Kumano, Master Yamabushi
Kumano, Master YamabushiSet: Champions of Kamigawa
Cost:
5
Color:
Red
Type:
Legendary Creature
Sub Type:
Human Shaman
Rarity:
R
Number:
176
Artist:
Adam Rex
Power:
4
Toughness:
4
Text:
1R: Kumano, Master Yamabushi deals 1 damage to target creature or player. If a creature dealt damage by Kumano this turn would be put into a graveyard, remove it from the game instead.


4 Fling
Fling
FlingSet: Stronghold
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Number:
82
Artist:
Paolo Parente
Text:
Sacrifice a creature: Fling deals damage equal to the sacrificed creature's power to target creature or player.

4 Sizzle
Sizzle
SizzleSet: Mercadian Masques
Cost:
3
Color:
Red
Type:
Sorcery
Rarity:
C
Number:
213
Artist:
Brian Snoddy
Text:
Sizzle deals 3 damage to each opponent.

4 Flamebreak
Flamebreak
FlamebreakSet: Darksteel
Cost:
3
Color:
Red
Type:
Sorcery
Rarity:
R
Number:
61
Artist:
Trevor Hairsine
Text:
Flamebreak deals 3 damage to each player and each creature without flying. Creatures damaged this way cannot be regenerated this turn.

4 Magma Jet
Magma Jet
Magma JetSet: Fifth Dawn
Cost:
2
Color:
Red
Type:
Instant
Rarity:
U
Number:
73
Text:
Magma Jet deals 2 damage to target creature or player. Scry 2

2 Seething Song
Seething Song
Seething SongSet: Mirrodin
Cost:
3
Color:
Red
Type:
Instant
Rarity:
C
Number:
104
Artist:
Martina Pilcerova
Text:
Add RRRRR to your mana pool.

1 Fireball
Fireball
FireballSet: Revised Edition
Cost:
2
Color:
Red
Type:
Sorcery
Rarity:
C
Artist:
Mark Tedin
Text:
Fireball does X damage total, divided evenly (round down) among any number of targets. Pay 1 extra mana for each target beyond the first.

1 Furnace of Rath


16 Mountain
Mountain
MountainSet: Arabian Nights
Color:
Land
Type:
Land
Rarity:
C
Artist:
Douglas Shuler
Text:
Tap to add R to your mana pool.

4 Forgotten Cave
Forgotten Cave
Forgotten CaveSet: Onslaught
Color:
Land
Type:
Land
Rarity:
C
Number:
317
Artist:
Tony Szczudlo
Text:
Forgotten Cave comes into play tapped. T: Add R to your mana pool. Cycling R (R, Discard this card from your hand: Draw a card.)


Granted, this deck isn't as good as it CAN be, but it's to give you an idea of what might work out. Big, fast creatures doing lots of damage. Okk
Okk
OkkSet: Urza's Saga
Cost:
2
Color:
Red
Type:
Creature
Sub Type:
Goblin
Rarity:
R
Number:
204
Artist:
Mike Raabe
Power:
4
Toughness:
4
Text:
Okk cannot attack unless a creature with greater power also attacks.Okk cannot block unless a creature with greater power also blocks.
is the only surprise card, but putting it down second-turn and following up with a Ball Lightning
Ball Lightning
Ball LightningSet: Fourth Edition
Cost:
3
Color:
Red
Type:
Creature
Sub Type:
Ball Lightning
Rarity:
R
Artist:
Quinton Hoover
Power:
6
Toughness:
1
Text:
Trample Ball Lightning can attack the turn it comes into play. At the end of any turn, bury Ball Lightning.
is hilarious. And it attacks with almost every creature in the deck, and can be Fling
Fling
FlingSet: Stronghold
Cost:
2
Color:
Red
Type:
Instant
Rarity:
C
Number:
82
Artist:
Paolo Parente
Text:
Sacrifice a creature: Fling deals damage equal to the sacrificed creature's power to target creature or player.
ed when it doesn't.

-First Blood
The first person damaged in the game becomes the target. Everyone must do everything they can to defeat that player until that player deals damage to another player, who will become the new target for everyone. If the target is defeated before they're able to damage someone else, the next person damaged will become the new target. This format is dominated by aggressive and burn decks, but is fast-paced and fun.

-Kangaroo Court
This is probably one of the most fun, realistic and logical ways to play Magic. To play, you do not need a stopwatch, but it will help. In this game, one player is selected (randomly, if preferred) as a Judge. That player does not play, but monitors the game and makes judgments. In Kangaroo Court, the rules can be bent for reality-sake or for your own benefit, but you must have a suitable reason as to why. When you feel that rules should be bent, you may declare that you are making a motion. State your proposal, backed up with a brief explanation. One of your opponents may then offer a rebuttal. After that, the player who made the motion gets one more chance to defend his or her argument. During each of those steps, no one else may intervene or comment. After that, the Judge makes his decision on what happens based on what was said during those three steps. The judge may then decide whether this is a law or a specific ruling. There can be exceptions to laws, but not to specific rulings.

Example:

A player attacks with a Hill Giant
Hill Giant
Hill GiantSet: Revised Edition
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Giant
Rarity:
C
Artist:
Dan Frazier
Power:
3
Toughness:
3
and uses Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
on it. Another player makes a motion that a Giant cannot be affected Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
because it's already Giant-sized. The attacking player objects and gets one minute to explain why the Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
should make the Giant bigger. The player who made the motion then gets the last word and gets one minute to defend his or her argument. The judge then rules whether or not the Hill Giant
Hill Giant
Hill GiantSet: Revised Edition
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Giant
Rarity:
C
Artist:
Dan Frazier
Power:
3
Toughness:
3
is affected by Giant Growth
Giant Growth
Giant GrowthSet: Revised Edition
Cost:
1
Color:
Green
Type:
Instant
Rarity:
C
Artist:
Sandra Everingham
Text:
Target creature gains +3/+3 until end of turn.
, and decides whether or not this is a specific ruling or a law that will continue to be applied for games to come.

Some general laws worth mentioning...

Law 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, and you cannot give a helm to a thing with no head. You cannot attach more than two weapons to a creature with only two hands.

Law of Elemental Catastrophe
Catastrophe
CatastropheSet: Urza's Saga
Cost:
6
Color:
White
Type:
Sorcery
Rarity:
R
Number:
6
Artist:
Andrew Robinson
Text:
Destroy all lands or all creatures. Creatures destroyed this way cannot regenerate this turn.
-
Wooden things are destroyed when they encounter fiery things in combat. Fiery things are destroyed when they encounter watery things in combat, and etc.

Law of Environmental Immunity
Things should not die from the environment that spawned them. Gale Force
Gale Force
Gale ForceSet: Champions of Kamigawa
Cost:
5
Color:
Green
Type:
Sorcery
Rarity:
U
Number:
209
Artist:
Lars Grant-West
Text:
Gale Force deals 5 damage to each creature with flying.
should not damage Air Elemental
Air Elemental
Air ElementalSet: Revised Edition
Cost:
5
Color:
Blue
Type:
Creature
Sub Type:
Elemental
Rarity:
U
Artist:
Richard Thomas
Power:
4
Toughness:
4
Text:
Flying
s, and Spark Elemental
Spark Elemental
Spark ElementalSet: Fifth Dawn
Cost:
1
Color:
Red
Sub Type:
Elemental
Rarity:
C
Number:
79
Artist:
John Avon
Power:
3
Toughness:
1
Text:
Trample. At the end of turn, sacrifice Spark Elemental.
should not be damaged by Shock
Shock
ShockSet: Classic Sixth Edition
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Number:
206
Artist:
Randy Gallegos
Text:
Shock deals 2 damage to target creature or player.
.

Law of History
If a card represents a particular place or figure, it should be legendary. For example, there is only one Furnace of Rath, thus it should be legendary.



Other Multiplayer articles I highly recommend reading:

´´Multiplayer Rules´´ - By Paul Barclay

http://www.wizards.com/default.asp?x=mtgcom/feature/220
This is the article I have been referring to, within which there is suggestion of a sanctioned Multiplayer format and a lot of interesting rules suggestions you could try within your playgroup.

´´Multiplayer Hall of Fame´´ - By Anthony Alongi

http://www.wizards.com/default.asp?x=mtgcom/daily/aa144
http://www.wizards.com/default.asp?x=mtgcom/daily/aa93
Anthony Alongi, a writer for magicthegathering.com, has written numerous multiplayer articles worth checking out. In these he discusses some of the best cards for it, and a lot of worthwhile choices. There have been two sets of these, apparently, and I linked to the third installment of each set because they link to the other installments.

´´Multiplayer Monsters´´ - By Anthony Alongi

http://www.wizards.com/default.asp?x=mtgcom/daily/aa170
This is a very informative article and gives some psychological insight for multiplayer. It discusses some of the personalities you might run into during a game- the over-killers, the whiners, and the egocentric players.

´´Magic: The Gathering - Chaos Core Rules´´ - Author Unknown

http://www.albert.lu/mtgChaos/
This explains the rules and the dice roll procedures for Chaos Magic. This can be very fun to play.


If you have any suggestions for the next Multiplayer article, please e-mail me at azure_767@hotmail.com with the e-mail titled ´´Multiplayer´´ so I can pick out if it gets caught in the Junk Mail. Feel free to suggest decks as well. I would also like to hear your group's rules for Team matches.


Thanks for reading, stay alert for Volume 2, and most importantly, have fun!


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