Three weeks ago, I introduced a tactical multiplayer Magic
rules set involving a map and rules that altered areas of effect and ranges of
attack. Two weeks ago, I posted that map and finished the core rules. Last week, I went over minion rules and this week, I'm finishing up the project with player-as-planeswalker rules.
Summoning a Planeswalker
Summoning
Summoning a Planeswalker
Summoning
Whenever
the active player would like the aid of another player, they may suggest a mana
cost to that player. That player may decline and may also decline further
offers for the rest of the turn. If they approve of the cost, the active player may cast them from their hand by paying that mana cost and discarding a card
The name of a player planeswalker
spell is the summoned player’s name.
A player’s mana cost is the same
from the time it is approved until the end of the game.
Once a player has a mana cost, any
other player may cast them by paying their cost (the mana cost plus
discarding a card). A player cannot summon themselves.
Casting a player as a planeswalker works like casting a planeswalker spell. It goes on the stack and may be countered. Its colors, mana costs, and characteristics are for those of a planewalker spell with that player's name, thier mana cost, the colors reflected by their mana cost, its subtype is that player's first name or nickname, its loyalty is equal to its converted mana cost plus one, it has no text.
Casting a player as a planeswalker works like casting a planeswalker spell. It goes on the stack and may be countered. Its colors, mana costs, and characteristics are for those of a planewalker spell with that player's name, thier mana cost, the colors reflected by their mana cost, its subtype is that player's first name or nickname, its loyalty is equal to its converted mana cost plus one, it has no text.
You will pretty much be casting this, but hopefully better.
Inevitably better, really.