PDA

View Full Version : MTG: DCX


Alpha Werewolf
11-08-2011, 08:57 AM
First, my apologies for this being such a long post, but since TT has no way of compressing text (a la spoiler blocks on other forums) and I wanted not to link elsewhere, it's my only option.

Now, what's DCX? DCX is a variant of Magic, and the main selling points are thus:

-You have X free mana per card per turn.
-Your cards are whatever you want them to be (but you start the game with no cards in hand).
-You may only cast one spell per turn, and may not cast spells on other players' turns (normally).

Games usually become all about activated abilities. This thread is more of an interest check, though if the format is popular it'll be the rules/discussion thread.

-DCX RULES-

1| The number corresponding to the game name (I.E. DC5, DC8, DC10) indicates the maximum number of mana of any color you can use per card not in play that you own or permanent that you control each turn, without tapping land in play for additional mana. This mana can be used as Snow mana as well.
Example: In a DC5 game, with no land in play, you may cast one spell from your hand with a converted mana cost of 5 or less. You may then spend a maximum of another 5 mana on each other card or permanent that may have a mana cost in its activation.

1a| A given card becoming a different game object due to changing zones will not allow for spending more than the normal allotted mana for that card.
Example: In a DC5 game, if you spend 1B to exile Sengir Nosferatu and return it to the battlefield that same turn, you will only have three free mana left to spend on it that turn, even though it is a new game object.

2| The only cards in your library are cards from your color(s) and colorless cards.

2a| Multicolor cards are allowed, if one of the card's colors is your color.

3| Only one copy of each card is allowed. You cannot play a card that has previously been played, revealed, exiled, or otherwise interacted with by any player other than yourself. This does not include basic lands.

3a| Cards keep their identities. Note rule 11d.
Example: Blue casts Evacuation (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129541). The Exalted Angel (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=39718&type=card) that White had on the battlefield can only be cast again as an Exalted Angel (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=39718&type=card).

4| Game Setup:

4a| Each player begins the game with 20 life and no cards in hand. Turn order will be randomly determined by the game manager.

4b| Turns should be formatted as such:

Turn Format:

Life: 20
Hand: 0

Untap
Upkeep: Example: Put a 1/1 Spirit token onto the battlefield from Honden of Life's Web (http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=79180&type=card).
Draw (1)
Main:
Example: Cast Fangren Firstborn (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46058).

End Turn.

Life: 20
Hand: 0

If you wish to add any additional information about your board position, put it after this required format. After the first few turns, it is a good idea to list permanents on the battlefield, cards in graveyard, and any cards that have been exiled. This is highly encouraged. Additionally, the moderator will keep a record of the game state in one of the earlier posts in the thread (preferably the first or second post).

4c| Turn structure and other rules not shown here are the same as in normal Magic. Each player receives one beginning phase, a precombat main phase, a combat phase, a postcombat main phase, and an ending phase.

4d| A player may take at most one extra turn during each round of turns. This is to prevent infinite turns. Cards that would give more than one extra turn instead give one.
Example: Blue] casts Time Walk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=728). He then casts Time Warp (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191379), which has no effect.
Example: Time Stretch (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129677) acts as a Time Walk (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191379) that costs extra mana

4e| You may only cast spells and play lands on your turn, unless a triggered ability would allow you to do otherwise. You are still limited by Rule 5.
Example: You may cast Arrogant Wurm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12623) for its madness cost if an effect causes you to discard it during an opponent's turn.
Example: If you instead discard it by casting One with Nothing (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88817), you may not cast the Arrogant Wurm (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=12623), as the One with Nothing (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88817) was your spell for the turn.

4f| You may activate activated abilities during an opponent's turn.

4g| Whenever you think someone may have a response to your turn, put a note in your turn asking for responses and make sure that they won't screw up your turn. The player next to the active player receives priority for responses as actions are made throughout each phase.

4h| Please clearly denote your end of turn.

5| There is a permanent Rule of Law (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136291) in effect (You can't cast more than one spell each turn).

5a| Players may only cycle one card per turn.

5b| Players may channel any number of cards each turn.

5c| Players may forecast any number of cards on their turn.

5d| Players may only splice one card per turn.

5e| Players may suspend any number of cards per turn. Casting a spell as it un-suspends counts as their one spell for the turn, however.

5f| Players may reinforce any number of cards per turn.

5g| Players may only unearth one card per turn.

5h| Players may only transmute one card per turn.

6| Any card or combo that uses "infinite" or arbitrarily large numbers is banned.
Clarification: you may have the combo pieces out separately, but if they could produce a combo, you may not begin it even once. Example: Azami, Lady of Scrolls (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=78697)+Mind Over Matter (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6076). You may in the same turn either draw cards through Azami, or untap wizards with Mind Over Matter, but never both.

7| Random effects do not work. If the word "random" (including coin flips etc.) appears anywhere on a card, all abilities it has are ignored.

8| You may only attack people next to you in turn order (The player who played immediately prior to you or the player who plays immediately after you). The player who plays last is followed by the player who started first, and the game resumes turn order.

9| A player cannot kill more than one player each turn. This includes cards that win the game outright, such as Test of Endurance (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29924). These effects instead kill one player each time they trigger, or during your upkeep if they can win more than once during a turn.

10| Players should be able to take their turns within 24 hours (unless otherwise noted by the game manager) of the last player taking their turn. If not, another player can take your place, or the color can be dropped from the game. After 12 hours of the previous turn, they will receive a reminder PM; after the full 24 hours have passed, the group will decide what to do.

(While this rule may not be enforced to the letter, it is very important to take your turns in a timely manner. We understand that things some up in life. Some players won't have access over a weekend - or only at night - or only during the day. This is all good. We won't like waiting a week to take a turn though.)

11| The number of cards in a player's library is always the exact amount(s) that player needs.

11a| Abilities or effects that would put cards with identity from the library to anywhere other than in hand, onto the battlefield, or on the stack don't work.
Example: Arc-Slogger (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48436)'s activated ability can't be played since it exiles cards face-up (i.e. with identity) from the library.
Example: Impromptu Raid (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146097)'s activated ability can't be played, as it can potentially put a card from the library to the graveyard.

11b| Abilities or effects that would put cards with identity into set positions in the library don't work.
Example: Truth or Tale (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=118910) doesn't work because it puts cards with identity onto the bottom of the library.

11c| Since Clash is prevented by Rule 11b, all clashes are considered lost by both players.

11d| A card that is shuffled into a library is once again legal for play by all players that could play it. This supersedes rule 3.

12| Cards that search a player's library are legal, and are played as normal.

13| Please use links to gatherer/magiccards.info! This will help everyone.

14| The game manager has final ruling on all plays, above all else. If a play is made that is not covered by either the Comprehensive Rules or the DCX rules in a way that can be agreed upon, the moderator of the game in which it happened will make a ruling for that game, and any discussion on how to handle it in the future should be done in the DCX Rules and Discussion Thread.

15| The following cards are banned, or suggested to be banned:

Banned Cards:
Any card from a silver-bordered (or "Un-") set.
Any coin flip, ante, or dexterity cards.
Mindslaver (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209044)
Ice Cave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26451)
Battle of Wits (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83133)
Telepathy (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189910)
Seer's Vision (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23178)
Zur's Weirding (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83343)
Invincible Hymn (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175039)
Ad Nauseam (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174915)
Treasure Hunt (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197968)
Shahrazad (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=980)
Knowledge Pool (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214035)

Highly Suggested Bans:
Impromptu Raid (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146097)
Call of the Wild (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46620)
Lurking Predators (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191388)
Hypergenesis (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=113533)
Eureka (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159300)
Legacy Weapon (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135242)
Mind's Eye (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48919)
Luminarch Ascension (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197889)
Deathrender (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=139727)
Cryptic Gateway (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39701)
Sneak Attack (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5594)
Nezumi Graverobber (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247175)
Mindwrack Liege (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151132)
Mass Polymorph (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=204977)
Genesis Wave (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207882)
Myojin of Life's Web (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=78976)
Kozilek, Butcher of Truth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193632)
Ulamog, the Infinite Gyre (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=261321)
Emrakul, the Aeons Torn (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193452)

Watch List/Suggested Bans:
Celestial Colonnade (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=177545)
]Progenitus (http://gatherer.wizards.com/Pages/Search/Default.aspx?name=+[progenitus)
Evershrike (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157978)
Beacon of Tomorrows (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=51610)
Sliver Queen (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5233)
Oath of Lim-Dul (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2480)
Ant Queen (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191063)
Chainer, Dementia Master (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=32916)
Rings of Brighthearth (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140216)
Quicksilver Amulet (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237006)
Kaleidostone (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189272)
Crypt of Agadeem (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190394)
Crystal Quarry (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=30012)
Time Vault (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202470)
Skill Borrower (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179428)
Possessed Portal (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50119)