Type 4 is a casual, kitchen-table format for playing Magic. It is highly interactive, driven by threats and interaction. Type 4 games are generally quite short, making the format ideal for playing between rounds of a draft, or whenever you want a quicker game that skips the early game and gets straight to the fun parts.
Most people play their Type 4 stacks slightly differently from each other, and this stack is no different. However, there are two primary rules that are hallmarks of the format that almost everyone agrees on:
Type 4 is generally played in with the same rules as a normal game of Magic; players start at 20 life and can lose the game in the traditional ways. Priority works the same way as in normal magic, as do phases and timing restrictions. However, there are some differences:
Players have access to infinite mana of all types, including colorless to pay for , at all times. This mana does not cause mana burn and does not empty or disappear as turns or phases end. If, for some reason, a player wishes their mana pool to be empty, then they can do so at any time a mana ability could be activated. That player may refill their mana pool at any time. The actions of emptying or filling your mana pool do not use the stack and cannot be responded to.
In general, players may only play one spell per turn with their infinite mana. This includes spells cast with an alternate cost, or spells cast from zones other than the hand. However, there are a few ways around this rule:
In general, cards can be played exactly as written (see Card Errata below for exceptions). This means that if an ability has in its cost,
can be set to whatever the caster wants it to be (though targeting rules still apply and abilities can fizzle if their target disappears). This means that a card like Vampiric Dragon wipes the board and keeps it wiped for as long as it is in play (and it’s controller wants to kill things). Azorius Guildmage keeps all creatures tapped and all activated abilities countered. But what happens if both of these cards are in play? In general, the rule of thumb is that the responding ability (or defensive ability) wins over the instigating ability. For example, if a Vampiric Dragon and Azorius Guildmage are both in play and their controllers want both things to happen, the Azorius Guildmage will counter all activations of the Vampiric Dragon that its controller wishes. Similarly, if a Jareth, Leonine Titan is trying to give itself protection from the Azorius Guildmage to remain untapped, it can do so (unless the Azorius Guildmage player then wishes to counter the protection activated ability). This principle should be enough to resolve 99% of these kinds of conflicts, and corner cases will be addressed in the clarifications section as they arise.
If a card with flashback is in the graveyard, who gets to cast it?
This is decided by a matter of who has priority and works on a “right of first refusal” system. If multiple players simultaneously wish to cast the spell, whoever has priority first will get the right to cast it. If that player decides they don’t want to cast it, that priority passes to the next player in turn order, and so on. Priority always begins with the active player and passes around the table in turn order.
I've broken down the stack into the following card categories. Here is the breakdown:
Category | Number of Cards | Percent of Stack | Description |
---|---|---|---|
Threats | 62 | 15.7% | Threaten to win or take over the game |
Countermagic | 33 | 8.4% | Does what it says on the tin |
Top-Deck | 11 | 2.8% | Manipulate yours or your opponents' draws |
Card Draw | 44 | 11.2% | Gets you more cards from the stack |
Removal | 72 | 18.3% | Allows you to KILL THAT THING! |
Board Wipes | 45 | 11.4% | Allows you to KILL ALL THE THINGS! |
Graveyard Cards | 24 | 6.1% | Allow you to bring back a killed thing |
Anti-Graveyard | 4 | 1.0% | Stops people from bringing things back |
Protection Cards | 15 | 3.8% | Protects your threats |
Lands | 34 | 8.6% | Generally have effects other than mana |
Utility | 50 | 12.7% | Catchall category that advances the gamestate |
Gleemax
Force of Will and the like
Cheatyface
Added a bunch of cards from LotR. I mostly added cards that put pressure on the game and tried to keep answers on the lower side of numbers.
Also, it turns out Akroma, Angel of Fury breaks the rules about immediate game enders with trample, virtual haste via morph, and firebreathing. Whoopsies! My version is signed and the signature covered the firebreathing effect so I forgot it existed.