JudgeTower
This is my list for 'JudgeTower'-Format.
Check out this awesome tiny filler-game for between cuberounds!
Judge Tower is a relatively new format where players test their skill and rules knowledge. The basic premise behind the game is
that each player has infinite life and infinite mana and they must perform all actions as soon as they legally can. If you draw an
Instant during your draw step, for example, you must cast it before you leave that step.
This format is a great way to have some fun on a completely different axis than normal Magic is played. It’s also a great tool for
learning some of the stranger rules in the game and it also teaches people that it’s ok to mess up. Trust me when I say that
you’ll lose a lot and that’s all part of the fun.
** DING DING ** SHAME!!! **
RULES
-
All players share a libray and a graveyard. You own every card you draw for purposes of things like Homeward Path.
-
Begin the game with 0 cards in hand. If you want a harder game, start with a few more. (2-4 is good)
-
You must play every card in your hand as soon as legally possible. All optional modes are mandatory, to the extent that you can
fulfill them (ex. casting Mnemonic Wall with an empty graveyard is legal, but if there’s any spells in the yard you must target
one with Mnemonic Wall’s ETB trigger). -
You must activate every activated ability of permanents you control once per turn per legal target as soon as legally possible.
Always activate abilities from the bottom of the card up (for instance, if you satisfy Mosswort Bridge’s hideaway requirement
you must activate it on upkeep, not the mana ability). -
If a spell or ability has X in its mana cost, X is always 5.
-
You must attack with all legal attackers and block with all legal blockers whenever the option is presented to you.
-
All players have infinite life.
-
All players have infinite mana.
-
You get a SHAME-counter when you violate game rules.
3 SHAME-counters will result in a loss and you will be removed form the game. -
Play the game until there’s a winner, that winner gets a point, then exile all permanents, all cards in the graveyard, and all
cards in hands and start the next round. When the deck is empty, the player with the most points wins!
EXAMPLES
So basically, this game is the opposite of magic. Drawing cards is bad, sacrificing creatures is good. Taking turns is bad,
skipping turns is good.
To show how brutal this format is:
Game 1, turn 1, getting my first SHAME-counter:"Ok, untap, upkeep, draw. mainphase 1, cast brainstorm-""SHAME!!"
"Brainstorm is an instant so you have to retain priority in the draw step and cast it then."
So, yeah. The game's ridiculously brutal, but you learn quick, and you get better at the game's corner cases.
I would highly recommend to try out this new format as a quick game between cube-rounds!
Cubetutor Import - Automatic Post
LordJazz posted to JudgeTower -
Mainboard Changelist+165, -0
- Topplegeist
- Imposing Sovereign
- Standard Bearer
- Hushwing Gryff
- Pulsemage Advocate
- Aurora Eidolon
- Coalition Honor Guard
- Guardian of the Guildpact
- Palace Jailer
- Stonehorn Dignitary
- Custodi Squire
- Sun Titan
- Blazing Archon
- Peace Talks
- Profound Journey
- Mastery of the Unseen
- Duelist's Heritage
- Starfield of Nyx
- Azure Mage
- Manic Scribe
- Sage Owl
- Indentured Djinn
- Skill Borrower
- Enigma Eidolon
- Faerie Artisans
- Nevermaker
- Inkfathom Divers
- Ulamog's Reclaimer
- Perplexing Chimera
- Aerial Caravan
- Djinn of Infinite Deceits
- Sphinx of Magosi
- Stormtide Leviathan
- Brainstorm
- Arcane Denial
- Delay
- Interdict
- Split Decision
- Telling Time
- Vision Skeins
- Dream Fracture
- Forbidden Alchemy
- Blessed Reincarnation
- Discombobulate
- Totally Lost
- Synthetic Destiny
- Stroke of Genius
- Ponder
- Portent
- Strategic Planning
- Donate
- Glimpse the Future
- Manifold Insights
- Write into Being
- Deep Analysis
- Plea for Power
- Talent of the Telepath
- Switcheroo
- Prosperity
- Skyscribing
- Betrayal
- Standstill
- Dictate of Kruphix
- Dreams of the Dead
- Precognition Field
- Puca's Mischief
- The Mirari Conjecture
- Conjured Currency
- Eye of the Storm
- Mind's Dilation
- Swarm Intelligence
- Nether Shadow
- Ashen Ghoul
- Krovikan Horror
- Necrotic Ooze
- Lingering Phantom
- Necrosavant
- Overseer of the Damned
- Misinformation
- Dark Bargain
- Rescue from the Underworld
- Nemesis Trap
- Wake the Dead
- Exhume
- Dread Return
- Exile into Darkness
- Tempt with Immortality
- Cruel Entertainment
- Vampiric Rites
- Shadows of the Past
- Intimidator Initiate
- Grenzo, Havoc Raiser
- Wall of Dust
- Shaman of the Great Hunt
- Etali, Primal Storm
- Dream Pillager
- Death Spark
- Needle Drop
- Divergent Transformations
- Harmless Offering
- Reforge the Soul
- Thieves' Auction
- Warp World
- Ashling's Prerogative
- Dragon Breath
- Task Mage Assembly
- Confusion in the Ranks
- Yet Another Aether Vortex
- Guild Feud
- Forcemage Advocate
- Heartwood Storyteller
- Nullmage Advocate
- Skullwinder
- Forgotten Ancient
- Masked Admirers
- Infested Roothold
- Meandering Towershell
- Reclaim
- Commune with the Gods
- Spider Climb
- Evolutionary Leap
- Rites of Flourishing
- Vernal Equinox
- Vernal Equinox
- Lurking Predators
- Azorius Guildmage
- Mistmeadow Witch
- Raff Capashen, Ship's Mage
- Reviving Vapors
- Lavinia of the Tenth
- Archon of the Triumvirate
- Duskmantle Seer
- Havengul Lich
- Spiteful Visions
- Garna, the Bloodflame
- Impromptu Raid
- Congregation at Dawn
- Purgatory
- Rot Farm Skeleton
- Nulltread Gargantuan
- Temporal Spring
- Fevered Visions
- Steam Augury
- Melek, Izzet Paragon
- Charnelhoard Wurm
- Enigma Sphinx
- Sedris, the Traitor King
- Sultai Ascendancy
- Sultai Soothsayer
- Riku of Two Reflections
- Kynaios and Tiro of Meletis
- Lifecrafter's Bestiary
- Mimic Vat
- Proteus Staff
- Assault Suit
- Barl's Cage
- Ghirapur Orrery
- Horn of Plenty
- Omen Machine
- Soldevi Sentry
- Howling Golem
- Watchwing Scarecrow
- Endbringer
- Deceiver of Form
- Ice Floe