Today, I'd like to showcase a few gameplay variants I've enjoyed with various playgroups I've played with since I migrated to Commander. Some of them were more successful than others, and hopefully this will serve to spice things up on the home front for each of you.
Let's start with Archenemy.
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Embrace it! You know you want to... |
Archenemy (4-5 players recommended)
For those that haven't played, the premise is pretty straightforward. It's a multiplayer variant wherein one player (the Archenemy) takes on the rest. In Commander, given the power level of cards you can play, I'd recommend 3-4 players on the good guys' team. I've played games where 3 good decks could barely take on one guy's deck (and his tuned scheme deck), and neither side felt overwhelmed. It rewards the use of cards like Imperial Mask and Death by Dragons, neither of which are usually worth running on their own.
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Why, yes, I did bring enough for the class. |
In my group, the Archenemy starts the game with 80 life, his Commander deck, and a deck of 20 schemes, with a maximum of 2 of each individual scheme. We could never decide on a poison counter total, but we experimented with both ten and fifteen, and found both to be pretty fair. If your meta has a lot of poison/infect, you might want the 15, but I usually find that the fewer modifications made, the better. The Archenemy takes the first turn, and draws (as is the norm for multiplayer Magic). At the beginning of the first main phase of each of their turns, the Archenemy plays the top card of their scheme deck (or sets it in motion, if you're a dramatic, Bond-villain sort of Archenemy), and then puts in on the bottom of the deck. Every twenty turns, the cycle will repeat.
As for your scheme deck, not all are created equal, and that's by design. You'll want a balance between the good ones (All in Good Time, I Call on the Ancient Magics) and the "meh" ones (Rotted Ones Lay Siege) that can scale to your opponents. If you really want a challenge, the Archenemy can play a highlight reel of two copies of the ten best schemes.
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Free Time Walk, you say? Where do I join the Axis of Evil? |
While a first turn Embrace my Diabolical Vision fucking sucks, (seriously; fucking ouch), the main drawback of this variant is that the only Archenemy expansion that's been release was released in the summer of 2010, more than five years ago. As a result, the physical Scheme cards can be scarce (and the better ones are pretty expensive, hovering around the $10 USD mark. Each.). As a workaround, I'd recommend checking the Google Play or the App Store for a Magic app that can simulate a Sheme Deck. MTG Doctor can do it, after a fashion, but there's undoubtedly a free app that can do the job just as well.
Planechase (4-5 players recommended)
Planechase is another variant that can be a lot of fun. Each player "needs" their own planar deck, numbering at least ten cards. Alternatively (and this works much better, given the scarcity of particularly the older planes from 2009), a group can use a shared deck, though I'd recommend that you run 8-10 planes/phenomena per person. To do it this way, each successful roll of the planar die flips the top card of the shared deck, rather than your own. It's straightforward, and makes this variant more feasible, especially when playing with newer players.
To begin the game, whichever player starts reveals the top of his/her/the shared planar deck, and that plane becomes the plane the game starts on. Each plane card has a name, a type, one static ability, and one "Chaos" ability.
Players also need a six-sided die, called the "planar die." While this is a nice to have, it's not strictly necessary, as you can use a standard D6, where one represents the "Chaos" facet, and six represents "Planeswalk," for example. If this is the route you're taking, just remember to make it clear at the beginning of the game. Clarity prevents hurt feelings and undue confusion.
During a player's main phase, that player can roll the planar die, with three possible outcomes. A blank roll of the planar die does nothing. If "Chaos" is rolled, the "Chaos" ability of the current plane card triggers. If the "planeswalk" symbol is rolled, the player "planeswalks away" from the current plane (put it on the bottom of its owner's planar deck) and he or she reveals the top card of his or her planar deck (or the shared deck), and now you're battling on a new plane.
A player can roll the planar die as many times as he or she likes, but successive rolls cost an additional one mana for each time the planar die has been rolled this turn. Your second roll will cost one mana, your third roll will cost two, etc.
Planechase 2012 adds a new dimension to Planechase, that of Phenomena. Basically, when a player planeswalks, there is a chance that rather than head to a new plane, instead you'll encounter a Phenomenon, wherein you follow the instructions on the card, and then planeswalk to the next card in the deck.
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Yes, a phenomenon. That's what I call all of my random implosions. |
Unlike Archenemy, there is a large degree of customization a player can make to the planar deck to synergize with their deck. A Rafiq player might love Bant, for example (I do), and many agressive decks love Tazeem, an obscure promo for the release of Planechase in 2009 (and sadly commands a surprising price tag). This implies, correctly, that like Archenemy, a relative scarcity exists, particularly for the older planes. This can be rectified by an app like Magic Planes (MTG Planes is now defunct, having been removed by its publisher at the request of WotC). Another option would be to produce proxies, but that, as with all such decisions, is best left to your playgroup.
Star (requires 5 players)
Star is one of my favourite ways to play any kind of Magic: the Gathering, especially Commander. The premise is this:
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Figure 1 - A star |
You have five players, sitting in a star. The players to your left and right are your "allies." They aren't opponents, and so you can target their things with hexproof, things like that. The two players across from you are your enemies. The first player to eliminate both of their enemies is the winner.
You'll notice that each of your allies are enemies of each other, and so you share one enemy with each ally. This means that, in the example above, A and E are allies, and C is their common enemy. D is also A's enemy, but is E's ally. If A eliminates D, and B gets eliminated, then E and A both win when C dies. This adds a very real political element to gameplay, as you should be both supportive of your allies, but actively encouraging them to kill one another off. Furthermore, a draw is more appealing than a loss to some people, and so expect manoeuvring similar to the example to occur.
For those that struggle with the political element of the format, I'd encourage Star over the others, but each can help to ease someone into that aspect of the game. Star is appealing as you don't need any peripherals, save for some way to mix up the seating arrangement so things don't get stale (five assorted basics do the job, too). However, any of the formats I've mentioned today are well worth your while, and I'd recommend you give them a try the next time you're looking to shake things up.
Thanks for reading, everybody. As always, please let me know if you've got any feedback.
- Rebe1Scum