This is a list for the Judge's Tower game mode. This is the main tower that has whatever cards I think work in it for the reason listed below. There is also a themed tower (and possibly more to come).
Out-of-game token Themed Tower
The RulesBold rules are being watched for changes
Italic rules are optional/my own addition/could be modified to your preference
Players have infinite mana of all colors and types
Players have infinite life
Players start with a number of cards in hand equal to the highest judge level they have achieved
Players must cast all spells and as soon as they possibly can
Players may only cast a spell of a given name once per turn
Players must activate all abilities once per turn as soon as they possibly can
Players must activate abilities on a card from the bottom up
All "may"s on a card are "must"s
Cards that say "up to" must chose the maximum possible
All creatures must attack each combat if able
All creatures must block each combat if able
Cards are owned by the player who drew them
= 5
If a card would cause a player to lose the game, they go through the process of losing the game, but continue playing
The active player is responsible for tracking the day/night cycle
Players play with their hands revealed. This is so that other players can make sure they are following the rules.
If a player breaks a rule (of Magic or listed here), they get a strike
If a player calls out another player for breaking a rule, but is incorrect, they get a strike.
When a player gets their 3rd (or number agreed on before the game) strike, they lose the game
These are slightly different versions of how to play that might appeal to different groups. Many can be used together and some require above rules be ignored. As with the above rules, use whichever seems most fun to you and your group.
Everybody gets one: Instead of three strikes causing a player to lose, each player is eliminated after a single mistake. If you choose to use this variant, it might be a good idea to have each player start with 3 additional cards in hand. You may also want to make "winning" based on being the last player standing 3 (or however many you prefer) times.
Life matters: A player receives a strike if they lose 20 or more life in a single turn cycle. If you choose to use this, make sure that your list does not allow players to abuse this method of defeating their opponents.
But I want to see how much I could handle: Sometimes players are eliminated during a turn where they were interested in trying to navigate a very difficult game state. With this variant, when a play receives their last strike, they still get to play out the rest of their turn, keeping track of how many strikes they end up getting. This doesn't change who wins, but players often like to see how much they can handle.
I want to tap out: Instead of having infinite mana, a player can only spend 10 mana per turn cycle. Using a die to track this is probably best. This way, players can try to manage their mana to make more favorable decisions.
Wait, how big is my creature?: While this list doesn't focus much on changing power and toughness, you may be interested in developing your list to make that confusing as well. If you do, players should be help accountable for knowing what the P/T of their creatures are, particularly when it comes to combat damage.
Everyone, get in here!: When a player is eliminated, another player who wasn't in the game (got to the table late, there were too many other players, they had already been eliminated, etc.) can join in their place. They can either start afresh or pick up where the eliminated player left off. This can lead to an indefinite game so you can just play until people want to stop. Alternatively, perhaps players can have a fixed number of "lives".
Cards should create interesting/difficult to navigate game situations
Cards should vary in impact. It's okay, and even necessary, that some cards be less taxing than others. This should add tension to the game.
If a cards makes players mad at me when they draw it, it's probably a good inclusion
If a card causes players to get strikes, especially if it's more than one or it's repeated, it's probably a good inclusion
"Point at me" abilities (abilities that require only pointing at the card to resolve, e.g. "At the beginning of your upkeep, gain 1 life" or ": Gain 1 life") should be avoided. Instead, abilities should require players to change the game state in some way.
Mass draw effects should be single player only. Wheel of Fortune-type effects generally make everyone focus on what they have to do, to the exclusion of watching others for mistakes.
Cards should not stay in play for too long. After a while, a player will get used to the effect and the card will cease to challenge them. Therefore, removal for all card types is important and cards should be evaluated for their longevity. Both Narset, Parter of Veils and Void Winnower have been removed in part for this reason.
I like Fact or Fiction-type effects so I added as many as I could find. As an added benefit, they can pose an individual challenge in themselves, and, since they all work differently, having many of them can be extra challenging.
Currently, there are not a lot of complex card interactions. This is not intentional. I would like for more interesting card interactions, but I'm finding it difficult to garner without including cards that do nothing without specific other cards.
Cards should not manipulate the library. Since all players draw from the same deck, library manipulation would result in players being able to fix other player's draws. This is not inherently a bad thing, but I want the player experience to, as much as possible, resemble a normal game of magic. This is the same reasoning behind removing the common rule of shared graveyards.
Cards should not search the library
These cards have been underperforming or are at risk of doing so and may be worth removing in the future.
Wishlist for the FutureThese are either cards I want to add or am at least thinking of adding but haven't yet.
All the FoF's