Some time back, I had developed an alternate game mode for my friends and I to play to make MTG more interesting. A party mode, if you will. This is still a work in progress, and is a small part of a larger project I have in the works. Wanted to share this here, in case people find interest and have comment they'd like to make or notes to share on how to improve this. Enjoy.
------------------ "Hellscape" ------------------
Roll a 20 sided die for a result before drawing for your turn.
A note on rolling 7.
Player 1 rolls 7. Player 2 rolls twice. If they roll 7 both times, Player 3 rolls six times. If player 3 rolls 7 each time, Player 4 rolls 18 times. Previous rolls of 7 carry over appropriately to each player.
1. Flip a coin. If the result is Heads, draw a second card during the draw step of your turn. If the result is tails, your opponent draws a second card during their draw step.
2. Reduce the health of each player by half, rounded up.
3. Return a land card to your hand. If you have no land in play, reroll.
4. Add up to 3 land to your hand from your deck. Shuffle your deck.
5. An opponent of your choice picks a card from their deck. That player shuffles their deck. They draw that card next turn.
6. Trade decks with a random opponent.
7. All opponents roll twice at the start of their next turn. If 7 rolls more than once, an additional two dice rolls are conducted for that player's opponent(s) on top of this result.
8. Trade hands with a random opponent.
9. Shuffle your hand into your deck. Draw that many cards.
10. Roll a six sided die. Reduce the cost of a card in your hand by the result.
11. Pick a random card in a random opponent's hand. That card costs 0.
12. Discard your hand at the end of your turn. Draw 3 cards at the start of your next turn before the draw step.
13. All players switch their decks with their graveyards. Shuffle all decks. If no graveyards exist, reroll.
14. The player with the lowest life total puts all lands from their deck in play and shuffles their deck. If all players are tied in health, reroll.
15. Turn an opponent's deck upside down.
16. All players switch their graveyard with their hand.
17. Put all non land cards on your field at the bottom of your deck. The next non land card you play costs 0.
18. Roll a 20 sided die. that number becomes your life total.
19. An opponent of your choosing rerolls for you.
20. Double your health total.
-------------------------- "Planes of Glory" --------------------------
Roll a six sided die for a result before drawing for your turn.
1. Discard your hand. A random opponent draws an extra card, can play an additional land after their next draw step, and increases or decreases a target's health by 10 points. Draw one card after drawing.
2. You may play an extra land this turn and draw an additional card during your draw step.
3. Destroy a creature card and a land card you control. Discard a card.
4. Deal 4 damage to a target. You gain 4 life. Destroy target non-land permanent and target land.
5. Your opponent draws an additional card at their next draw step. You lose your next draw step.
6. Draw 2 cards before drawing. Cards in your current hand have their cost reduced to 0. Increase or decrease a target's health by 10.
------------------------ "Hall of Chaos" ------------------------
Roll two of any of the following dice before you draw for your turn for a result:
6 side 10 side 20 side
6 side
1. An opponent of your choice looks at your hand. They discard a card and exile a card from your hand.
2. Look at the top 2 cards of your opponent's deck. Send 1 to the graveyard and exile 1.
3. Return 2 cards from your graveyard to your deck and Return 1 card from exile and put that card in your graveyard. Shuffle your deck.
4. An opponent of your choice picks up the top 20 cards of their deck and orders them however they want.
5. Exile the top 10 cards of your deck. Draw two cards.
6. Cut your opponent's deck in half. Your opponent chooses one of those piles. They cut that pile in half. Your opponent exiles one of those piles and sends the other half to the graveyard. They do not look through the deck.
10 side
1. All Players now play with their hand revealed. If hands are revealed already, discard your hand and draw 3 cards.
2. Roll a six sided die with a random opponent. The player with the highest roll takes half of an opponent's total life (rounded up) and adds it to their own life total.
3. Play rock, paper, scissors (shoot) with an opponent of your choice. Best 2 out of 3. Winner of the 2 out of 3 adds a card from their deck to their hand and shuffles their deck.
4. Draw four cards. You can play an additional land this turn. Your opponents Draw a card after they draw during their next turn. Discard two cards at the end of your turn.
5. Flip a coin. If the result is heads, your opponents flip 3 coins. For every tails they flip, they lose 5 life and discard a card.
6. Trade all land and non-land permanents you have in play with a random opponent.
7. Exile all creatures from all players decks. If there are no creatures in any of the decks, return all creatures from all players graveyards to their decks.
8. The next time you hit 0 life, set your life to 20. If you have an extra life already, gain another. This stacks up to 4 times. When you reach the fourth stack, you instantly lose the game.
9. All creatures in play gain +x/+y, where x is their current power and y is their current toughness. All creatures in play gain hexproof. All players double their total health.
10. For every point of damage you deal to an opponent this turn, exile that many cards from the top of their deck. You may take up to that many cards from your exiled cards and add them to your deck. Shuffle your deck if you add cards from exile to your deck this turn.
20 side
1. This turn costs 3 mana per card on top of what each card already costs to play. Playing any mana for the turn costs 1 mana.
2. At the start of the next opponent's draw step, you draw a card in place of their draw step. That opponent discards a card.
3. For each land card in your hand, a random opponent can play that many extra land cards during their next turn.
4. The next nonland card you play increases your life total by two times the total cost of the card.
5. A random opponent may cast a spell or land card from their hand or graveyard before you draw for this turn for 0 mana.
6. An opponent of your choice may cast up to 3 cards in any player's graveyard for 0 mana before you draw for this turn.
7. Search your deck for up to 2 basic land cards and put them into play untapped. Shuffle your deck. Draw an extra card this turn. All opponent's creatures attack their controller.
8. You can only play one card (including land) this turn. Your opponent draws an extra card next turn.
9. Creatures a random opponent control gain double strike, deathtouch, lifelink, and haste until the end of that opponent's next turn. You gain 5 life.
10. You and a random opponent trade an equal number of cards between their deck and graveyard. Both players shuffle their deck. Draw two cards after your draw for the turn.
11. Deal damage to a random opponent equal to the number of cards you have in exile. You gain that much life.
12. After you draw for this turn, keep drawing until you draw a nonland card. That card costs 0. Put every land drawn this way into play.
13. The next three cards you draw will be lands. Exile all other lands in your deck. If your deck is out of lands, draw a land from exile in place of your normal draw step.
14. A random player gains a token that reads "Any time your board would be targeted or affected by any spell or creature ability, you may choose to counter that ability. This counter cannot be countered." The first time that player uses this ability, they cannot use it again until they're granted this ability again. If that player has not used this token and they roll this effect again, they lose their token.
15. If an opponent of your choosing has more creatures than you, take control of up to two of them. They have haste and +2/+2.
16. If an opponent's board doesn't share a color with you, you may have them return two cards on their board to their hand and discard 2 cards. If an opponent's board does share a color with you, you may draw up to two cards from your deck and cast up to two cards from any player's graveyard for 0 mana.
17. If a random opponent has more nonland cards in play than you, you may flip a coin for the total difference in play. For every time you get heads, they sacrifice a permanent they control of their choice. For every time you get tails, you discard a card.
18. For every card you draw this turn, an opponent of your choosing draws a card, puts a land into play from their hand or deck, and gains control of a friendly permanent of your choosing until the end of their turn.
19.You may either switch decks with a random opponent, switch hands with a random opponent, switch your graveyard with your deck, or switch your hand with your graveyard and lose maximum hand limit.
20. For every point of mana you spend this turn, a random opponent adds mana of any color to their pool to use for their next turn, and can also spend 1 mana of that pool during their turn to draw an additional card.
1. If you took less mulligan than an opponent of your choice at the start of this round, draw 2 cards. If not, you and your opponent draw 1 card.
2. If a random opponent has less mana than you, destroy lands you control until both players have the same amount. If you have less than that opponent, they destroy lands they control until they are even with you.
3. If a random opponent has less cards in hand than you, they draw cards until both players have the same amount. If you have less than that opponent, you draw cards until you are even with them.
4. Until the start of your next turn, the first time an opponent would deal fatal damage to you, they lose the game, give you control of their hand, deck, graveyard, exile zone, and all cards they currently have in play. Your health total becomes 20.
5. Flip a coin. If heads, you decide which creatures block for your opponent this turn. If tails, damage you deal this turn is converted to health gain for a random opponent.
6. The next time you roll for your turn, roll a second time. Your opponent decides which of those results you get. The leftover result can be used by that opponent however they'd like (they may choose to use the result for themselves or choose to have the result apply to a player of their choosing.)
7. Roll a second time after you draw for this turn. Double the effect of that roll. If a coin flip is part of the result, flip a second time. If you get this result for your second roll, flip a coin. If heads, choose two different results on this list and apply either of them to any player of your choice.
8. Flip a coin. If heads, two players of your choice trade health totals. If tails, two players of your choice trade all cards that are in play and out of play for this game, until the end of the game.
9. If your life total is the lowest out of all players currently playing, you may draw up to three cards, play up to two additional lands, and you may gain 4 life. If not, cards currently in hand cost 1 less mana to play.
10. For every card an opponent played last turn, you may draw that many additional cards this turn. For every land card you drew this turn, return that many friendly land cards from the board to your hand. For every nonland card you drew this turn, send that many nonland cards from your side of the field to the graveyard. Discard cards at the end of your turn until you have 5 cards in your hand.
Some time back, I had developed an alternate game mode for my friends and I to play to make MTG more interesting. A party mode, if you will. This is still a work in progress, and is a small part of a larger project I have in the works. Wanted to share this here, in case people find interest and have comment they'd like to make or notes to share on how to improve this. Enjoy.
------------------
"Hellscape"
------------------
Roll a 20 sided die for a result before drawing for your turn.
A note on rolling 7.
Player 1 rolls 7.
Player 2 rolls twice. If they roll 7 both times, Player 3 rolls six times.
If player 3 rolls 7 each time, Player 4 rolls 18 times.
Previous rolls of 7 carry over appropriately to each player.
1. Flip a coin. If the result is Heads, draw a second card during the draw step of your turn. If the result is tails, your opponent draws a second card during their draw step.
2. Reduce the health of each player by half, rounded up.
3. Return a land card to your hand. If you have no land in play, reroll.
4. Add up to 3 land to your hand from your deck. Shuffle your deck.
5. An opponent of your choice picks a card from their deck. That player shuffles their deck. They draw that card next turn.
6. Trade decks with a random opponent.
7. All opponents roll twice at the start of their next turn. If 7 rolls more than once, an additional two dice rolls are conducted for that player's opponent(s) on top of this result.
8. Trade hands with a random opponent.
9. Shuffle your hand into your deck. Draw that many cards.
10. Roll a six sided die. Reduce the cost of a card in your hand by the result.
11. Pick a random card in a random opponent's hand. That card costs 0.
12. Discard your hand at the end of your turn. Draw 3 cards at the start of your next turn before the draw step.
13. All players switch their decks with their graveyards. Shuffle all decks. If no graveyards exist, reroll.
14. The player with the lowest life total puts all lands from their deck in play and shuffles their deck. If all players are tied in health, reroll.
15. Turn an opponent's deck upside down.
16. All players switch their graveyard with their hand.
17. Put all non land cards on your field at the bottom of your deck. The next non land card you play costs 0.
18. Roll a 20 sided die. that number becomes your life total.
19. An opponent of your choosing rerolls for you.
20. Double your health total.
--------------------------
"Planes of Glory"
--------------------------
Roll a six sided die for a result before drawing for your turn.
1. Discard your hand. A random opponent draws an extra card, can play an additional land after their next draw step, and increases or decreases a target's health by 10 points. Draw one card after drawing.
2. You may play an extra land this turn and draw an additional card during your draw step.
3. Destroy a creature card and a land card you control. Discard a card.
4. Deal 4 damage to a target. You gain 4 life. Destroy target non-land permanent and target land.
5. Your opponent draws an additional card at their next draw step. You lose your next draw step.
6. Draw 2 cards before drawing. Cards in your current hand have their cost reduced to 0. Increase or decrease a target's health by 10.
------------------------
"Hall of Chaos"
------------------------
Roll two of any of the following dice before you draw for your turn for a result:
6 side
10 side
20 side
6 side
1. An opponent of your choice looks at your hand. They discard a card and exile a card from your hand.
2. Look at the top 2 cards of your opponent's deck. Send 1 to the graveyard and exile 1.
3. Return 2 cards from your graveyard to your deck and Return 1 card from exile and put that card in your graveyard. Shuffle your deck.
4. An opponent of your choice picks up the top 20 cards of their deck and orders them however they want.
5. Exile the top 10 cards of your deck. Draw two cards.
6. Cut your opponent's deck in half. Your opponent chooses one of those piles. They cut that pile in half. Your opponent exiles one of those piles and sends the other half to the graveyard. They do not look through the deck.
10 side
1. All Players now play with their hand revealed. If hands are revealed already, discard your hand and draw 3 cards.
2. Roll a six sided die with a random opponent. The player with the highest roll takes half of an opponent's total life (rounded up) and adds it to their own life total.
3. Play rock, paper, scissors (shoot) with an opponent of your choice. Best 2 out of 3. Winner of the 2 out of 3 adds a card from their deck to their hand and shuffles their deck.
4. Draw four cards. You can play an additional land this turn. Your opponents Draw a card after they draw during their next turn. Discard two cards at the end of your turn.
5. Flip a coin. If the result is heads, your opponents flip 3 coins. For every tails they flip, they lose 5 life and discard a card.
6. Trade all land and non-land permanents you have in play with a random opponent.
7. Exile all creatures from all players decks. If there are no creatures in any of the decks, return all creatures from all players graveyards to their decks.
8. The next time you hit 0 life, set your life to 20. If you have an extra life already, gain another. This stacks up to 4 times. When you reach the fourth stack, you instantly lose the game.
9. All creatures in play gain +x/+y, where x is their current power and y is their current toughness. All creatures in play gain hexproof. All players double their total health.
10. For every point of damage you deal to an opponent this turn, exile that many cards from the top of their deck. You may take up to that many cards from your exiled cards and add them to your deck. Shuffle your deck if you add cards from exile to your deck this turn.
20 side
1. This turn costs 3 mana per card on top of what each card already costs to play. Playing any mana for the turn costs 1 mana.
2. At the start of the next opponent's draw step, you draw a card in place of their draw step. That opponent discards a card.
3. For each land card in your hand, a random opponent can play that many extra land cards during their next turn.
4. The next nonland card you play increases your life total by two times the total cost of the card.
5. A random opponent may cast a spell or land card from their hand or graveyard before you draw for this turn for 0 mana.
6. An opponent of your choice may cast up to 3 cards in any player's graveyard for 0 mana before you draw for this turn.
7. Search your deck for up to 2 basic land cards and put them into play untapped. Shuffle your deck. Draw an extra card this turn. All opponent's creatures attack their controller.
8. You can only play one card (including land) this turn. Your opponent draws an extra card next turn.
9. Creatures a random opponent control gain double strike, deathtouch, lifelink, and haste until the end of that opponent's next turn. You gain 5 life.
10. You and a random opponent trade an equal number of cards between their deck and graveyard. Both players shuffle their deck. Draw two cards after your draw for the turn.
11. Deal damage to a random opponent equal to the number of cards you have in exile. You gain that much life.
12. After you draw for this turn, keep drawing until you draw a nonland card. That card costs 0. Put every land drawn this way into play.
13. The next three cards you draw will be lands. Exile all other lands in your deck. If your deck is out of lands, draw a land from exile in place of your normal draw step.
14. A random player gains a token that reads "Any time your board would be targeted or affected by any spell or creature ability, you may choose to counter that ability. This counter cannot be countered." The first time that player uses this ability, they cannot use it again until they're granted this ability again. If that player has not used this token and they roll this effect again, they lose their token.
15. If an opponent of your choosing has more creatures than you, take control of up to two of them. They have haste and +2/+2.
16. If an opponent's board doesn't share a color with you, you may have them return two cards on their board to their hand and discard 2 cards. If an opponent's board does share a color with you, you may draw up to two cards from your deck and cast up to two cards from any player's graveyard for 0 mana.
17. If a random opponent has more nonland cards in play than you, you may flip a coin for the total difference in play. For every time you get heads, they sacrifice a permanent they control of their choice. For every time you get tails, you discard a card.
18. For every card you draw this turn, an opponent of your choosing draws a card, puts a land into play from their hand or deck, and gains control of a friendly permanent of your choosing until the end of their turn.
19.You may either switch decks with a random opponent, switch hands with a random opponent, switch your graveyard with your deck, or switch your hand with your graveyard and lose maximum hand limit.
20. For every point of mana you spend this turn, a random opponent adds mana of any color to their pool to use for their next turn, and can also spend 1 mana of that pool during their turn to draw an additional card.
--------------------
"Twin Fates"
--------------------
Roll a 10 sided die for a result.
1. If you took less mulligan than an opponent of your choice at the start of this round, draw 2 cards. If not, you and your opponent draw 1 card.
2. If a random opponent has less mana than you, destroy lands you control until both players have the same amount. If you have less than that opponent, they destroy lands they control until they are even with you.
3. If a random opponent has less cards in hand than you, they draw cards until both players have the same amount. If you have less than that opponent, you draw cards until you are even with them.
4. Until the start of your next turn, the first time an opponent would deal fatal damage to you, they lose the game, give you control of their hand, deck, graveyard, exile zone, and all cards they currently have in play. Your health total becomes 20.
5. Flip a coin. If heads, you decide which creatures block for your opponent this turn. If tails, damage you deal this turn is converted to health gain for a random opponent.
6. The next time you roll for your turn, roll a second time. Your opponent decides which of those results you get. The leftover result can be used by that opponent however they'd like (they may choose to use the result for themselves or choose to have the result apply to a player of their choosing.)
7. Roll a second time after you draw for this turn. Double the effect of that roll. If a coin flip is part of the result, flip a second time. If you get this result for your second roll, flip a coin. If heads, choose two different results on this list and apply either of them to any player of your choice.
8. Flip a coin. If heads, two players of your choice trade health totals. If tails, two players of your choice trade all cards that are in play and out of play for this game, until the end of the game.
9. If your life total is the lowest out of all players currently playing, you may draw up to three cards, play up to two additional lands, and you may gain 4 life. If not, cards currently in hand cost 1 less mana to play.
10. For every card an opponent played last turn, you may draw that many additional cards this turn. For every land card you drew this turn, return that many friendly land cards from the board to your hand. For every nonland card you drew this turn, send that many nonland cards from your side of the field to the graveyard. Discard cards at the end of your turn until you have 5 cards in your hand.
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