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 Post subject: Ideas for theme nights
AgePosted: 2015-Nov-13 7:02 pm 

Joined: 2011-Apr-07 11:38 am
Age: Elder Dragon
To shake things up a bit with local play groups I suggest running theme nights every other week or so. Here are some of the ideas.

Tribal (30 cards in the deck follow a tribe of the commander)
Commander damage only (players get infinite life and don't lose to poison counters or decking)
No commander damage (just remove the rule)
Stanglehold (no extra turns, not searching libraries)
Mill night (you can only lose by running out of cards)
Quick Magic (you have a 20? second timer to play your turn in)
Fumiko Night (all creatures attack each turn if able) (maybe add myriad to them too...)

Random plane night (pick a planechase plane and play by its rules)

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 Post subject: Re: Ideas for theme nights
AgePosted: 2015-Dec-30 12:48 am 

Joined: 2011-Sep-01 5:25 pm
Age: Wyvern
To add to your tribal

"Tribal only damage" The game starts as 40 life and only your tribe (call at the start) can deal damage to players


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