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Magic: the Gathering discussion

General discussion, questions, and media related to Magic: the Gathering that doesn't fit within a more specific community. Our equivalent of /r/magicTCG!

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Introducing The Dynasty Cube

The Dynasty Cube is a long-form draft league that allows you to draft through the history of Magic in the format of a fantasy sports dynasty league.

At the moment, I've just finished spinning up a Discord server to host and manage the league through - if anyone is interested in being sent an invite link, please DM me!

Here are some of the finer details of how the league works:

Drafts are done in a "season" - a draft plus all matches for a given draft.

Teams are allotted a certain number of "points" to spend on the cards they draft to build their deck for the season.

Each card starts with a point value that goes up each time it is drafted or kept into another season, or loses points if it's never drafted.

After the draft, players may also make trades with other players. Card values do not change with trades, and both cards and future draft picks may be traded.

After completing a draft season, each player may designate any number of cards from their pool as "keepers". In the next draft, keepers will be automatically drafted for that team rather than being available to the other teams.

The current list includes most draft-worthy cards from Alpha through Legends.

Each season, the next chronological set/product will be added to the pool for the next draft, excluding cards that are deemed problematic to the format. If adding this set does not add a sufficient number of cards that 8 players can draft 45 cards (360 cards available worth no more than 1 point), the next set/product will also be added to the pool.

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How well do you know your Magic: The Gathering cards? Magic Untapped presents yet another 10 bits of cool facts and trivia about some of the Magic: The Gathering cards you just might have in your collection right now.

via Magic Untapped on YouTube

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Me too Prof, me too

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Sweet dreams

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After reading both the comphrehensive rules and the MTGCommander.net rules, it appears that the two contradict each other on whether or not effects that refer to cards from outside the game continue to function?

In particular, the Comprehensive Rules state that:

903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.

903.11: If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.

This makes it sound like so long as a card from outside the game would obey deck construction rules, it's legal to bring it in. At the same time, MTGCommander.net rule 10 is pretty explicitly against that:

10: Parts of abilities which bring other traditional card(s) you own from outside the game into the game (such as Living Wish; Spawnsire of Ulamog; Karn, the Great Creator; Wish) do not function in Commander.

Since CR 903.1 imports MTGC 10 into the game, how is the contradiction with CR 903.11 handled?

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