Two weeks ago, I started talking about a tactical tweak to multiplayer Magic involving a planar map that messed with areas of effect and ranges of
attack. Last week, I posted that map, finished presenting the core rules, and started listing the (extensive) optional rules. I'm continuing with the optional rules this week with the concept of minions borrowed from the Magic website (link below). Next week, I'll start in with some player-as-planeswalker rules. Both are long and complicated and thoroughly fun according to the several (imaginary) people I've shown them to.
Minions and Masters: Minion and Master are player statuses (as is, by default 'neither minion nor master'). Minions are usually players who would have been lost the game because of life loss, but became a minion instead. Their life total becomes ten and they simply continue playing (see optional rules for Poison and Minions, below). Though it is possible for a minion to win, it is very difficult. Minions always have a master, and a minion's master is usually the player who controlled the effect which would have eliminated them from the game. A player cannot become their own minion (ie, killing themselves with their own ability). If a master becomes someone else's minion, their master gains their minions. If a minion loses a second time, their life total becomes five and they simply continue playing with a new master (or the old one. Again, depending on who killed them). The last non-minion player wins the game.
Minions and Masters: Minion and Master are player statuses (as is, by default 'neither minion nor master'). Minions are usually players who would have been lost the game because of life loss, but became a minion instead. Their life total becomes ten and they simply continue playing (see optional rules for Poison and Minions, below). Though it is possible for a minion to win, it is very difficult. Minions always have a master, and a minion's master is usually the player who controlled the effect which would have eliminated them from the game. A player cannot become their own minion (ie, killing themselves with their own ability). If a master becomes someone else's minion, their master gains their minions. If a minion loses a second time, their life total becomes five and they simply continue playing with a new master (or the old one. Again, depending on who killed them). The last non-minion player wins the game.
The game effects of the minion/master relationship are
simple:
1) A minion may not declare the target of a spell or ability
their master forbids. If a spell that needs a target would be cast by an
ability or a triggered ability needs a target, then a master must allow it the
targets it needs to be put onto the stack.
Example 1: Wild
Evocation forces a player to cast a spell. If a minion is forced to cast
Shatter, and their master controls the only artifact on the battlefield or
within that minion's Range
of Influence, their
master cannot forbid that artifact as a target.
Example 2: If a player
casts a spell with cascade, where they make a choice, their master cannot
forbid that player from casting the spell revealed by the cascade ability
because that's a choice the minion makes. Even if that revealed spell would
have to target a permanent the master controls because it is the only legal
target (or one of multiple targets of which there are no alternatives), the
minion may cast it.
Example 3: Slagstorm
has multiple modes and no targets. The master may not dictate the spell's
modes. A master cannot forbid it any targets because it has none.
Example 4: If a minion
controls a triggered ability that targets a player, a master may have them
target themselves by forbidding all other targets.
Example 5: If a minion
controls a triggered ability that targets an opponent, and their master is the
only other player within their Range
of Influence, they cannot
be forbidden from targeting their master.
2) A master may forbid creatures their minions control from
attacking a player, so long as the minion controlling that creature can stop
that creature from attacking. This happens during the Declare Attackers Step,
so a minion that has a creature forbidden from attacking may alter his other
attack declarations after his master declares a creature/player combination
forbidden. Masters may not change
their decisions about forbidden creature/player combinations.
Example 1: Ruhan, of
the Fomori attacks a random opponent each turn. If a minion's master is within
that minion's Range
of Attack, Ruhan may
randomly choose that master and attack him without the master being able to
forbid it because the minion cannot stop that attack declaration.
Example 2: If an
ability, such as Bloodcrazed Neonate's or <tap to make someone attack
bitch> forces a creature a minion controls to attack unless it's unable, a
master may not force a minion to use an ability to prevent it from attacking
nor may they forbid it from attacking if they are the only player in that
minion's Range of Attack.
Masters may not force a minion to take any action aside from
not choosing targets or not having specific creatures attack specific players.
Minions may still move, ally, resign, cast a spell, activate an ability, attack
with a creature, make choices (such as those made for proliferate), or take any
other action not specifically covered by the two rules above.
This rule is based on
a rule suggested by Adam Styborski and located at http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/sf/165.
Poison and Minions: With the Poison and Minions rules,
poison from each player is tracked separately. Instead of dying when reaching
10 poison, a player simply becomes the minion of the player who has given them
the most poison counters. If it's a tie, they became a minion of the player who
gave them a poison counter most recently. Whenever a player becomes a minion
from poison, they remove all poison counters they gained from their master. As
with those who becomes minions due to life loss, if they would lose the game as
minions, they lose regularly and do not become minions again.
Madness and Minions: Whenever a player has to draw a card,
but has no cards in their library, they become a minion instead, with their
master being the last opponent to make them either put a card from their
graveyard into their library or draw a card. Instead of losing, they exile half
of the cards in their graveyard at random (round up), shuffle their graveyard
into their library, and continue playing as a minion of the opponent who most
recently controlled an ability that removed one or more cards from their
library (either by forcing them to draw, exiling cards from their library, or
putting cards from their library into their graveyard). If there is no
opponents controlled an ability that removed a card from their graveyard, they
become the minion of a random opponent.
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