What if… you would design a TEAMPLAY-orientated Magic set ?

Part 2

Recap: 

We believe in (Team-) Commander. We like to point out some aspects that we think the designers have overlooked or neglected. If we would create such a set, we would focus on the following topics:

  • a) Rules changes for Teamplay.
  • b) Give a balance to Commander distribution between colors.
  • c) Make older cards playworthy again.
  • d) Add cards to mechanics.
  • e) Add cards to tribes.
  • f) Add cards to themes.
  • g) Bring a balance to colors.

IMPORTANT NOTE: THIS IS JUST A FICTIONAL „What if…?“ INTELLECTUAL GAME –

NOT a real Change of Rules for Teamcommander !!!!

 

A) Rules Changes for Teamplay.

Sometimes, cards feel like they were designed for a „free for all“ playgroup. If you played thousands of games in a teamplay environment, you get to know that certain mechanisms get out of balance by playing such cards. The Teamcommander-Rules therefore has a long banlist to avoid such balance problems. On the other hand, if rules and some card texts would be changed, then the necessity of such immense bannings would cease to exist.

 
Comprehensive Rules 805.8 – Shared team turns option.

If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team.

This rule makes cards like Time Warp too efficient – each player in the team untaps mana, draws cards, can attack an additional time and so on for a mana cost that in a teamgame is just unbalanced. We would recommend to change this.

If an effect gives a player an extra turn or step just this player takes the extra turn or step, the other players of the team don’t take the extra turn or step. If an effect grants an additional combat phase, all players of the team may participate at this additional phase (Remember though, that in most cases, creatures of other players remain tapped from the first combat phase unless they have vigilance). If an effect causes a player to skip a step, phase, or turn, that player’ does so, the other players in the team take the normal turn sequence and play the step, phase or turn uneffected. If a single effect causes one player to add or skip the same step, phase, or turn several times, just that player adds or skips only that step, phase, or turn that many times. If an effect causes a player to control another player, the first player controls just the affected player. The other players of the team are uneffacted by the effects. The player controlling the other players turn goes first in the sequence of the team’s turn.

  • Cards like Damia, Sage of Stone or Dragon Appeasement, which were unplayable in a Teambased format, are now playable again as they were intended.
  • Cards which grant extra turns or take over turns are in line with the mana cost and effeciency what they do again. Commanders which are based on extra turns like Narset are then playable in Teamcommander.
  • The additional combat phases are still strong, and exploit the team format a bit, but yet you need vigilance to profit from the additional phase as a teammate, so it is still in a balance.
 

SUGGESTED CARD CHANGES: (if we WOULD do it)

Lifetotal: Some cards have better wordings right now like Angel of Destiny. The following cards should be updated/reworded along:

Serra Ascendant – …if you have at least 10 or more life than your starting life.

Felidar Sovereign – …if you have at least 20 or more life than your starting life.

Test of Endurance – …if you have at least 30 or more life than your starting life.

Angel of Vitality – …if you have at least 5 or more life than your starting life.

Blood Baron of Vizkopa -…if you have at least 10 or more life than your starting life.

Divinity of Pride – …if you have at least 5 or more life than your starting life.

Twinblade Paladin -…if you have at least 5 or more life than your starting life.

Blessed Wind – Target Player’s life total becomes his or her starting life total.

Lifeloss in a team: Some cards lets each player lose a percentage of life (half, a third), which can accumulate in the worst case so that a team loses two times half of their life = all life:

Scourge of the Skyclaves – …each team loses half their life, rounded up. Scourge of the Skyclave’s power and toughness are each equal to the highest life total among teams – this team’s starting life.

Havoc Festival – … At the beginning of each team’s upkeep, that team loses half of their life, rounded up.

Fraying Omnipotence – Each team loses half their life, then each player discards half the cards in their hand, then sacrifices half the creatures they control. Round up each time.

Heartless Hidetsugu – …Heartless Hidetsugu deals damage to each team equal to half that team’s life total, rounded down.

Pox – Each team loses a third of their life, then each player discards a third of the cards in their hand, then sacrifices a third of the creatures they control, then sacrifices a third of the lands they control. Round up each time.

Dire Fleet Ravager – When Dire Fleet Ravager enters the battlefield, each team loses a third of their life, rounded up.

Cards concerning Shared Team options

Discontinuity – Choose a player. End the chosen player’s turn.

Time Stop – Choose a player. End the chosen player’s turn.

Scales badly in Teamplay

Fiery Confluence – Fiery Confluence deals 2 damage to each opposing team. (12 Damage for 4 Mana would be too much)

Gonti’s Machinations – … Each opposing team loses 3 life.  (Scales badly: a lifechange of 12 for 1 Mana ?! – with fetchlands and co it’s too powerfull)

Debt to the Deathless – … Each opposing team loses two times x life.

Biorhythm – Each team’s life total becomes the number of creatures all players of the team control.

Shaman of Forgotten Ways – Each team’s life total becomes the number of creatures all players of the team control.

There are more cards which are not designed for teamplay, and we would like to see wording changes here, too. The above examples are just a reminder for the Magic Designers, that they do often not have Teamplay in mind so that they even nowadays print quite badly designed cards (in use for Teamplay). We would like to see most cards in line with cmc and effectivity, that’s all.


Have Fun and Good Games ! – The Teamcommander-Team