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Post by boozebath on Jan 27, 2016 20:58:47 GMT -6
Anybody know of ANY new ways to play the game with the expansion or the base game??? ANY suggestions are welcome and appreciated!!
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Post by stealthpike on Jan 27, 2016 21:49:53 GMT -6
1. Shuffle Play: Put all the squad creatures/heroes face down in the middle. At the start of your turn, you draw the top card and can either reveal and summon them or keep it hidden.... For now. You can summon creatures outside your color, but if you're Chandra and the card says "enchant target squad" and you only have zombies on the field, you can't enchant them. The other player draws from the same pile 2. Multiple spawns: When a squad is destroyed, they can be re-summoned once, as if you had two copies of that card. 3. Eldrazi Neutral: Start of the game with the Eldrazi in the middle with all it's abilities, except it never moves, just sits there causing problems unless something kills it. 4. Teleportals: I have some old Heroscape tokens and sometimes we'll play that the tokens from Heroscape are "portals" and figures can go into one and come out of any other. It adds an element of mobility to the game that wasn't there before. there's a couple I just came up with. They aren't amazing, but hopefully they will give you some ideas
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Post by boozebath on Jan 28, 2016 11:55:29 GMT -6
I really like those ideas!!! That will help me out alot,Thank you very much!!!! If you have anymore ideas please share them!! Thank you again!!!!
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Post by ironhart712 on Jan 29, 2016 0:57:30 GMT -6
Narrative based play. Try this scenario: Treasure hunt for 2players two planeswalkers are trying to find an artifact and retrieve it. Set up the board in a mutually agreeable way but do not place glyphs. After the battle field is set shuffle and place all the glyphs face down.the glyphs won't buff armies in this scenario(see objective) Each player brings a 500 point army.
Objective: to locate the Artifact (represented by the knowledge glyph.) And return it to your board edge. Or opposing planes walker is defeated.If the artifact is not recovered after 20 turns the winner is the player with the most points on the field.
To locate the artifact move on to a glyph space and end movement and turn over if it is not the knowledge glyph then remove from play. No bonus is recoeved for the glyph. If it is the knowledge glyph then it moves with the figure until they take a wound in combat or move adjacent to a friendly figure and end turn by declaring the handoff to the adjacent figure. Planeswalkers may not cast spells or summon if they have the artifact.
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Post by junazaru on Jan 29, 2016 22:19:04 GMT -6
Narrative based play. Try this scenario: Treasure hunt for 2players two planeswalkers are trying to find an artifact and retrieve it. Set up the board in a mutually agreeable way but do not place glyphs. After the battle field is set shuffle and place all the glyphs face down.the glyphs won't buff armies in this scenario(see objective) Each player brings a 500 point army. Objective: to locate the Artifact (represented by the knowledge glyph.) And return it to your board edge. Or opposing planes walker is defeated.If the artifact is not recovered after 20 turns the winner is the player with the most points on the field. To locate the artifact move on to a glyph space and end movement and turn over if it is not the knowledge glyph then remove from play. No bonus is recoeved for the glyph. If it is the knowledge glyph then it moves with the figure until they take a wound in combat or move adjacent to a friendly figure and end turn by declaring the handoff to the adjacent figure. Planeswalkers may not cast spells or summon if they have the artifact. I like this one, I'll give it a try, I imagine that killing planeawalkers doesn't end the game??
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Post by kevashim on Jan 30, 2016 3:57:42 GMT -6
In the Treasure Hunt scenario, a further variant would be having to deliver the artifact to your opponents starting edge of the board instead of your own. This way players are encouraged to plan both offence and defence and are forced to try and break through their opponents defences to win. Sort of an 'American football touchdown/English rugby try' kind of thing.
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Post by bluecloud2k2 on Jan 30, 2016 5:55:08 GMT -6
Considering how small the board for the base game is, that one could be over very quickly.
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Post by darthporkchop on Feb 1, 2016 10:22:30 GMT -6
Considering how small the board for the base game is, that one could be over very quickly. I agree with you bluecloud, however I have an idea, but you'd need a large table. Line the board pieces up long-ways in a sort of corridor only one board wide. You'd have to start at one end and get the glyph all the way to the other. So there would be no real way to go "around" the opponent, you'd have to go "through" their rank and file with the glyph. This seems like it would have some more back and forth action.
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ragekage
Neophyte
Posts: 20
Title: Sensei
Mana: Black
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Post by ragekage on Feb 4, 2016 23:30:07 GMT -6
A game variant my girl and I play i one planeswalker with one army. The Army gets +2 life and you choose with +1 or +1 . It much quicker than a full army game but one must be careful when playing a hero army as many of the cards specify bonuses for squads only.
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Post by stealthpike on Apr 23, 2016 22:17:10 GMT -6
My wife came up with the idea of being able to MOVE two squads, but only one ACTIVATES. i.e. Both Jace and the Leyline Phantoms can move, but they can't both attack or use special abilites, the player chooses which one gets to do those things. It allows for more synergy with your troops : Use the flyer only to move Gideon into Melee, then activate Gideon and attack : Now both Nissa AND the archers can move together, working together more effectively. : Move the Illusionary Phantoms, then Activate Jace, teleport him through a phantom, and wreak havok : Get those Reavers in close, and let your zombies attack the weakened enemy : Phoneix move all over, grabbing glyphs and high ground while Firecats slice through enemy front lines Just a few tactics
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vermillionz
Neophyte
there is always a contingency, even for the contingency of the other contingency
Posts: 15
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Post by vermillionz on Apr 24, 2016 19:26:27 GMT -6
Using a larger board setup, with the expansion, we play a "boss mode" and similar to tower defense, if the player with the eldrazi ruiner reaches the base camp withing the time allowed, he wins (or wiping out the planeswalkers). another we've played is a zone defense, using the spell glyph as the center point, any figures within score points per round. i posted a picture of the setup i used (the one with the dark cavernisk setup) for this one.
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Post by hero95 on Jul 25, 2016 18:19:58 GMT -6
Me and my gf play with a 1000 to 1500 point army we have all 3 sets and play where you can use 2 or 3 armys per turn it think it fits the lore better
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Post by zippinghorse on Aug 15, 2016 16:00:05 GMT -6
I'm new to the game but I think its great it has its theme based in MtG since that is such a huge well to draw inspiration from. I also think there is room to to draw inspiration for variants, scenarios, and new mechanics from other sources. MOBA video games, RPG games, other TCG and board games, and novels etc offer alot of ideas. Some particularly interesting ideas could be borrowed from Mage Wars Battlegrounds Domination. I have an idea for a prisoner rescue scenario from the LotR card game that would not really require any custom cards or rules but leaves room for embellishment if I want. Its very cool that the game really gets the imagination going.
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Post by stealthpike on Aug 23, 2016 22:16:04 GMT -6
I'm reviving this thread with the new expansion out to see if anyone has come up with new ideas. I like the new scenarios in the book such as the ambush, but more variety is always better Since we have new terrain, new rules such as night battles, more dual-colored planeswalkers, etc. I feel like we are seeing the tip of the iceberg for what this game has in potential. Right now, a lot of our games are either team or free-for-all skirmishes, and we find it's not as much fun when you end it all on the note of adding 35+100+18+24 and seeing who had more points, so I'm leaning away from that style, and more for a strategic game where you ALMOST kill a planeswalker, only to have the ext player deal that final 1 point of damage and steal the kill
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