This is a brand new cube!
Under construction!
Project title: Wonder Racing
This is a battle-box style custom made format, mixing the whacky races mtg format and the 7 wonders board/card game.
The whacky races format ruleset:
• Players attack an object on the field called the Finish Line and gain 1 lap point and draw a card from their deck for each successful attack with a vehicle that would deal damage. (Double hit will get 2 laps + 2 cards)
• The first player to reach 10 laps wins.
• Players can only attack and block using vehicles. Vehicles can only be used to block other player's vehicle attacks against the finish line. Vehicles can attack planeswalkers but not other players.
• Not having a library when a player would draw during their draw step does not cause that player to lose.
• Effects that would cause a player to win or lose are ignored.
• Dropping to 0 life does not cause a player to lose the game.
• Variation with power up, each player plays with 10 archenemy cards to gain a power up per turn.
• Variants with tracks, it is with the planechase.
Additional "7 Wonders" ruleset:
Terminology:
Library = Garage pile and course pile.
Gaveyard = Scrapyard (only for thematic purposes).
Hand = Drafting hand of cards, cards on display in the garage and face-down cards in front of you.
Track pile (optional) = planechase cards.
Garage (library), course pile (library) and scrapyard (graveyard) is shared among all players.
Scrapyard rule: If a card has an ability that can be activated from the graveyard or a card can be cast from the graveyard, it can only be activated/cast by the player who originally played/cast/discarded/milled it.
You have 2 libraries shared among all players, the course pile and the garage pile. The Course pile contains noncreature cards with mana value 1 and land cards. The Garage pile only contains vehicle cards. Beside the garage pile are empty spots called the garage, filled with face-up cards on display from the garage pile. The number of cards on display are equal to the number of players plus 2. Whenever you scry or draw a card, you choose which pile to scry or draw from and if you scry or draw multiple cards you can split up however you like, like draw 1 card from each pile when you draw two cards and so on.
Garage rule: Whenever a card is removed from the display in the garage, immediately fill it with the top card of the garage pile. If the garage pile runs out of cards at any point and there are not enough cards to refill the garage, immediately make a new pile by shuffling all vehicle cards in the graveyard and in exile into a new pile.
Draft pile contains a variety of creatures, lands, sorceries, artifacts and enchantments. These are sorted into three piles. All cards tagged Stage I goes into the same pile, then each card tagged with Stage II in a separate pile and lastly Stage III.
Setup 3-player:
Stage I - Add:
5 random basic land cards each with different land types.
2 random dual-land cards
2 random colorless land cards
12 random non-land cards tagged Stage I. (For a more balanced game, add 2 random cards of each color and 2 random colorless cards.)
Stage II - Add:
4 random dual land cards.
3 colorless land cards.
2 random non-land dual colored cards tagged Stage II.
12 random non-land mono colored cards tagged Stage II.
Stage III - Add:
21 random cards tagged Stage III. (for a balanced game add 2 mono colored cards of each color and 1 dual color card of each color pair, and lastly 1 colorless card.
Setup 4 players:
Stage 1
6 basic land cards (including 1 wastes).
3 random nonbasic colorless land cards.
3 random dual-land cards.
16 random nonland cards tagged Stage I.
Stage 2
8 random dual land cards.
3 random nonbasic colorless land cards.
17 random nonland cards tagged Stage II.
Stage 3
27 random cards tagged Stage III.
Deal 7 cards from the draft pile and 3 cards from the course pile to each player. Keep the course cards face-down on the table. You may look at them at any time. They are not a part of the draft cards but are considered to be in your hand.
Shuffle the garage pile, then reveal the top X+2 cards, where X is the number of players, and put them on display next to the garage pile, face-up visible to all players.
Turn order:
Untap
Upkeep
Draw
Main phase 1: You must do 1 of the following actions and only 1.
• Play a card in your drafting hand by paying it's mana cost, if any.
• Discard a card in your drafting hand: Play a face-up visible card from the garage by paying it's mana cost.
• Discard a card in your drafting hand: Create a treasure token and gain 3 life.
• Discard a card in your drafting hand: Create a 1/1 spirit creature token and gain 3 life.
If you have a card you want to play but do not have the lands to pay it's mana cost, you may use another player's land by paying 2 life to that player then add the land's mana to your mana pool. The land does not become tapped. This can only be used once for each land per player.
The mana cost of cards in your hand is reduced by the amount of colored mana in the mana cost of permanents you control (this only reduces the amount of colored mana needed to cast them).
Combat phase
End phase
Draft Phase:
Send the remaining draft cards in your hand to the next player (face-down cards remain in front of you).
Play continues until a player reach 10 lap points. If there are no cards left to perform any actions and no one can gain any more lap points, the game ends and the winner becomes the player with the most lap points. To end ties, use a score track with pawns/disks representing the players, when a disk is moved into the same space as another disk, stack it on top of all other disks there. The disk on top of the stack is considered leading over all other disks in that same space and all disks in spaces behind it.
Variant Leaders/Hangars:
There is no garage with this ruleset, instead each player has their own personal garage called hangar. You still use the garage pile but there are no cards to be placed in the garage.
Setup - Supply phase
Each player is dealt 2 cards from
the top of the garage pile. Players take these cards into their hands, without showing them tothe other players.
Next, reveal a number of hangar tiles from
the hangar stack equal to the number of
players. Place 1 card from the top of the
garage deck facedown on each hangar (optionally add a leader/commander to each hangar).
Then, starting with the start player and proceeding clockwise, players
will take turns performing actions.
During a player’s turn they must perform one of
the following two actions:
When the supply phase ends, the game starts normally with the first player taking their turn. Each player starts the game with a leader/commander in their command zone along with a vehicle as their second commander. Turn all cards in your hangar face-up visible to all players.