Arca Magic is a format for Magic: The Gathering that encourages players to personify their deck and roleplay a bit while battling. It is recommended to have someone serve as a Game Master to guide the story along in a way similar to traditional RPGs, and the GM may decide to have players make checks for things like diplomacy or stealth at their discretion, but there are no official rules for those types of actions. Here is the character sheet:
-Write the name of your character and the name for the deck on the top line, and either draw a picture or attach an image to the window to represent your character. (It is the right size if you want to use a card as your image)
-The space in the middle is for keeping track of your attunement cards.
-The box on the right is where you check off attributes of your deck:
Rarity Rank: check off the rank that matches the highest rarity level of cards in your deck. (Even if it features just one rare it is still considered a veteran deck.)
Character Level: check off the level of your character.
Mastery Feats: check off any mastery feats your character has acquired.
Other Formats: check off (or write in and check off) any other formats your deck qualifies for.
-The blank lines at the bottom of the sheet are meant for you to keep track of your deck list and other notes from the story.
Arca Magic Rules:
Deck Creation- Decks are constructed under the typical sixty card minimum/four of a kind maximum, and fifteen card sideboard. Your deck may have additional format restrictions if you'd like, which are to be marked in the "Other Formats" section of the sheet. (Attunement cards count toward the 60 card minimum)
Character Levels- As a character gains levels they are able to attune themselves to more mana and spells. This attunement reduces the "luck of the draw" aspect, and represents the Planeswalker gaining more control of their powers. At level 1 a character can attune to one basic land and one spell card. The spell card must fill one of the first three slots: creature/planeswalker, enchantment/artifact, or instant/sorcery. (Even though they are listed in that order on the sheet, it doesn't matter which one you pick first.) At level 2, you can attune to a second basic land, but it must be different than the first one. This pattern continues for each even numbered level until you have one of each colored land at level 8. For levels 3 and 5 you pick a spell for the remaining card type categories, and for levels 7 and 9 you can choose any spell. At level 10 you can remix your five land cards to feature non-basic lands, or any combination of basic lands. Level 1 characters have 20hp, and gain 5hp at levels 2, 4, 6, and 8, for a total of 40.
Command Zone- At the start of the game all your attunement cards are in your command zone. During the upkeep of your first turn, any of your attuned lands may enter play. If you decide to hold back some of your attuned lands they may enter play anytime you could normally cast a land. They do not count toward the limit of lands you may cast in a turn. The spells in you command zone stay there until you cast them from the command zone. The spells in the first three slots are placed face up in your command zone at the start of your first upkeep and may be cast anytime you could normally cast that spell. If the card would be exiled or destroyed it goes back to your command zone with a mana counter on it. The cost to cast a command zone card is equal to its normal cost plus one mana of any color for each mana counter on it. The spells in the last two slots are left face down and can be cast anytime as though they were in your hand. Once they are cast they are treated like normal cards and do not return to the command zone.
Mastery Feats- These special feats are meant to give your character a boost for a particular battle, or perhaps something that could be permanently earned by your character at the GM's discretion. Also, the GM may use these feats to give themselves more control over the enemies the players face.
Mana Mastery: All mana from the deck is pulled out and placed in a separate library. Whenever a player draws a card they may choose to draw any card from this library instead of their main library.
Spell Mastery: Ten spells are removed from the deck and placed in a separate library. Whenever a player draws a card they may choose to draw any card from this library instead of their main library.
Opening Mastery: The player chooses their opening hand, then shuffles their library before the start of their first turn.
Full Attunement: Whenever a player draws a card they may choose to draw any card from their library.
Game Master Notes- There are no official rules for making players roll to check things like stealth, perception, or diplomacy, but a Game Master is encouraged to make players roll for things like this on the fly when it is appropriate. Giving players a chance for an advantage keeps the game lively!
Have Fun- Seriously. These mods will absolutely lead to game breaking things occurring so remember the goal isn't to win, it's to tell an interesting story. There is no official banned list, but the GM and/or players may decide what cards to ban or limit. Proxies are fine, but if you just write the card name on a basic land in sharpie people have the right to roll their eyes at you until you fix it.
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