Type 4 Stack
(402 Card Cube)
Type 4 Stack
Cube ID
Art by Mark TedinArt by Mark Tedin
402 Card Multiplayer Battle Box Cube3 followers
Designed by pkbenoliel
Owned
$34
Buy
$511
Purchase
Mana Pool$581.02
Welcome to Peter’s Type 4 Stack!
What is Type 4?

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:

  • Players have access to infinite mana of all colors at all times.
  • Players can play only one spell per turn.
    These rules result in a style of gameplay that is (as discussed above) interactive and threat-driven, and causes certain cards to change drastically in terms of how they affect the game. Done correctly, it can be a format unique gameplay that isn’t replicable in a traditional, resource-constrained game of magic.
House Rules and Differences from Normal Magic General Gameplay

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 start with 5 cards in hand. Maximum hand size remains at 7.
  • Players cannot mulligan. The only exception is: if a player starts with a hand of 3 or more lands, that player may return that hand to the stack and draw a new starting 5. This must be done before any pre-game actions.
  • All zones except for hand and battlefield are shared by all players. Specifically, this includes library, graveyard, and exile. See ‘clarifications’ below for more information.
Infinite Mana

Players have access to infinite mana of all types, including colorless to pay for c, 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.

One Spell Per Turn

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:

  • If you pay for the spell without using the infinite mana, either by amassing enough lands to play it or because the spell’s cost has been reduced to zero, then it does not count towards your ‘one spell per turn’.
  • If an effect would cause you to cast a spell immediately as part of its resolution, that spell also does not count as your ‘spell for the turn’, even if mana from your pool of infinite mana is used. Primarily, this includes effects like Madness, Cascade or Brilliant Ultimatum.
  • If a split card has Fuse, both halves of the spell may be cast as a single spell. This single spell still counts as the spell for the turn.
    See ‘clarifications’ below for more details.
Handling Infinity and the Defensive Ability Wins Principle

In general, cards can be played exactly as written (see Card Errata below for exceptions). This means that if an ability has x in its cost, x 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.

Card Errata


The ‘Who’ section of this card cannot be cast. One-card infinity is generally avoided, and Who falls into that category.

Clarifications and General FAQs

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.

Individual Card Clarifications and FAQs


If the card on top of the library is a permanent card, it is considered to be in play on the battlefield of whoever’s turn it is. As that player passes the turn, that card will pass to the next player in turn order in time to untap during that player’s untap step.

If a card would be shuffled into the library, it can instead by either:

  1. Set aside
  2. Put into exile
  3. Mixed into a portion of the stack not being used, or
  4. Shuffled into the portion of the stack being used as the library.
    This decision should be reached by player consensus.
Stats

I've broken down the stack into the following card categories. Here is the breakdown:

CategoryNumber of CardsPercent of StackDescription
Threats6215.7%Threaten to win or take over the game
Countermagic338.4%Does what it says on the tin
Top-Deck112.8%Manipulate yours or your opponents' draws
Card Draw4411.2%Gets you more cards from the stack
Removal7218.3%Allows you to KILL THAT THING!
Board Wipes4511.4%Allows you to KILL ALL THE THINGS!
Graveyard Cards246.1%Allow you to bring back a killed thing
Anti-Graveyard41.0%Stops people from bringing things back
Protection Cards153.8%Protects your threats
Lands348.6%Generally have effects other than mana
Utility5012.7%Catchall category that advances the gamestate
Maybeboard

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.

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