JudgeTower

Cube ID
Art by Hideaki TakamuraArt by Hideaki Takamura

165 Card Judge Tower Vintage Cube

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Designed by LordJazzRSSQR Code

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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!

Mainboard Changelist
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