Regency: War for the Crown is a commander-like multiplayer format intended for complex games and exciting drafts. Players draft a regent card — a role within the fictional land of Talamh which acts a bit like an emblem, providing a passive benefit and a deckbuilding framework — as well as a 60 card deck from the massive singleton Regency cube. Each player then takes the role of that regent in a four-or-more person game, designating one of their deck's creatures as their regent's Hero. Together, a regent card and a Hero take the place of commanders for a regency deck.
Draft Outline
1.) Players draft three packs of 24 cards, selecting two cards from the pack they are currently drafting before passing them to the next player. The packs are drafted one at a time, as in a normal draft. Passing direction alternates after each pack is drafted.
2.) Players must draft their Regent. Regents add one or more colors to a deck's color identity and provide additional benefits for certain playstyles and deck objectives. Regents are emblems, and begin in the command zone at the beginning of a game.
3.) Each player must also, during or after drafting, select a Hero from among the creatures they drafted. This creature is the commander for their deck and determines the color identity of that deck. Heroes have their color identity modifier by their Regent. Heroes follow all rules for commanders except that they need not be legendary.
The following are universal modifications to the rules, to allow for a more seamless draft and gameplay.
1.) Venturing into a dungeon now follows all the rules of taking the initiative. If you venture into a dungeon, you now have the initiative and all that entails. There is only one dungeon, The Deep Roads.