#Mtg Card Storage
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protecvault · 9 hours ago
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Top Trading Card Accessories for Ultimate Protection
Enhance your collection with premium trading card accessories from ProtecVault. From crystal-clear sleeves and sturdy binders to secure storage boxes, our products are designed to keep your Pokémon, Magic: The Gathering, and sports cards safe and organized. Whether you're a casual hobbyist or a serious collector, our accessories offer the perfect blend of durability and style. Click here to explore our full range of trading card accessories and give your collection the protection it deserves!
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fleshengine · 1 month ago
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In mtg mdfc lands are really neat because they give you more options. The command cards, charms, and seasons are all spells that give you more spells per spells. You draw it and suddenly you have a bunch of different options you can choose. They tend to run a little pricier than spells that do similar things, but the cost in mana is offset by their flexibility. You see this reflected in cards with the spree keyword, one of my favorite things to come out of OTJ. So they cost mana in favor of range and flexibility. Yeah you could get three different cheap spells for three use cases or put a single charm in your deck that does all three. Mdfc (modal dual face card) lands are effectively the same idea except instead of a spell that can do multiple things it’s a land that can be a spell. The spells are typically mid, and the lands are typically mid. But the flexibility of having something in your deck that is both land and spells is crazy. You get a good starting hand but only one land? Well one of those spells is also a land, if you don’t top deck something else by turn 2, it’s got your back. Play a lategame draw spell and it’s all land? One of those lands is a spell that has some use. It gives you the choice of “do I want a land drop or do I want this spell” and that’s awesome. And both sides being mid is good, because if you need one, you don’t feel that bad about the other.
The pathway cards are similarly useful. It’s an mdfc land that’s land on both sides. They aren’t bad lands, and they don’t do anything special. It’s just one side is say a forest and the other is a mountain. When you play it you make one decision of “do I need green or red right now?” For that reason they make wonderful manafixing. In my Animar deck, I’m very aware that my gameplan is typically to play Animar turn 3, so I need reliable manafixing. So I run a decent amount of 2 drop ramp, and mdfc lands. I don’t run them in some of my other decks, because usually I only have a couple three color cards, and I’m okay with them coming out a little behind curve in favor of more powerful lands ie. Storage and sac/bounce lands.
Mdfcs, charms, and other cards that give you more options are always really interesting to me. In my eyes, magic is about making choices. Picking your colors, commander, deck, etc. and then in game you pick what to do when. Counterspells are fun because it means every time anyone casts anything, you get a choice. One step further, any targeted interaction is a choice on your part. You’re asking yourself the question “do I want to blow that up or do I want to hold on and kill something more important?” This is why I don’t like most boardwipes. It’s just every turn a question of do I cut everyone’s gameplans off at the knees? And is trying to win this game more fun than letting my friend win and starting another?
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magicwithclass · 1 month ago
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I am selling some bulk cards in my collection that have been sitting in storage for up to ten years. Please help me pay for my graduate education so I can help foster the youths of tomorrow. If you want to help one of maro's question marks and enjoy my content please contribute as everything helps. Thanks.
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peachyykira · 20 days ago
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That sounds like a question about the Magic: The Gathering variant called Commander, which is the official version of EDH. No idea what prompted the ask though, I haven't noticed you post anything about Magic?
OHHHHH! I have the post where I’m holding MTG cards but it’s oldddd. I haven’t played in ages and only ever had one smallish deck because cards are expensive (or… they are when you are scraping pennies together for groceries lol). My deck is a white starter deck with a couple boosters. I thinkkkkk if I have one it’s some knight looking dude? But my deck is somewhere in storage so I can’t confirm.
Thank you! I haven’t really thought about mtg in so long that it didn’t even occur to me 😭
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onlyfoils · 9 months ago
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The Magic: The Gathering community is abuzz with anticipation for the upcoming release of the Marvel Secret Lair drops, scheduled to arrive in 2025. These highly anticipated products will feature a series of mechanically unique legendary Marvel heroes, each accompanied by a collection of reskins and/or reprints that align with the hero's theme.
Each Secret Lair drop seems to almost serve as a blueprint for Commander players looking to build a deck around each specific Marvel hero. The mechanically unique commanders offer powerful and thematic abilities that capture the essence of their iconic counterparts. Captain America, for example, is designed around throwing equipment at opponents, a nod to his signature shield-throwing ability. Iron Man can create treasure tokens, a reference to his vast wealth, and use these tokens to tutor up powerful artifacts, mirroring his technological prowess. Black Panther has the ability to store and move +1/+1 counters, a nod to his suit's energy storage capabilities. Storm can tap into the MTG mechanic of the same name, a historically powerful ability that has been used as a benchmark for card strength. Finally, Wolverine's cards feature powerful attacks that grow stronger with each combat, as well as including his regenerative ability.
One of the most intriguing aspects of these Secret Lair drops is the question of how WotC will address the community's concerns regarding mechanically unique cards. Following the backlash over The Walking Dead Secret Lair, WotC promised to always include "Universes Within" versions of these cards, which would be available through The List. However, with the recent removal of The List from booster packs, it remains unclear how WotC will fulfill this promise.
The price of these Secret Lair drops is going to be higher than usual, no doubt due to the expected high demand and the unique nature of the products. Previous crossovers, such as the Assassin's Creed Secret Lair, have sold out within hours, indicating that these Marvel-themed drops are likely to be highly sought after, and will similarly sell out quickly.
Whether you're a dedicated Magic player or a Marvel fan, the upcoming Secret Lair drops are sure to be a must-have. With their powerful commanders and thematic reprints, these products offer a unique opportunity to build decks inspired by your favorite Marvel heroes.
Are you excited for the Marvel Secret Lair drops? Which hero are you most looking forward to playing? Share your thoughts in the comments below.
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jasper-pagan-witch · 10 months ago
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besides being stuck in bloomburrow and getting buried by books, what else have you been up to?
I'll spare y'all the life drama and focus on the fun stuff!
My stepdad's been working on bookshelves in the now-empty room of the house, so I'm finally getting a dedicated library. I've spent the morning today pulling all of my books out of storage (or...most of them, anyway) and getting them up on the shelves. I've also been rearranging my knick-knack-type-guys across the shelves to cover the empty spots.
I've been working on cleaning up the altars in my room, because boy howdy did I let that get away from me. I need to pull the rest of the parts of the different altars out of storage and get everybody set fully back up again, but that'll have to wait until more bookshelves get put up in the library.
I achieved my anniversary of surviving this planet another year back in July. I celebrated by doing fuck-all and spending more money on MTG cards.
I took apart a lot of my MTG decks and built new ones. Most of them are Commander decks, to no one's surprise.
I'm getting ready to go back through my binder grimoires and rearrange the information in there for ease of use.
I've been reading fuck all - four books in June, three books in July, and five books in August. A lot of them sucked, but we started getting some good ones in August, when I read the entire Kamigawa cycle.
That's pretty much it! Thanks for dropping by and sending an ask, anon!
~Jasper
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heykickr0cks · 1 year ago
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𝚁𝚎𝚖𝚒𝚗𝚍𝚎𝚛𝚜 𝙾𝚏 𝚈𝚘𝚞
(I’ll add more as things come to me)
cigarette smoke
the color blue (your eyes)
the color orange (your favorite color)
thrift daddy
hobby enthusiast
the word "fast"
birria tacos
marshalls being a shitty place to work
Evan Williams
whiskey drinkin’
jorts
short sleeve button downs over graphic tees
88, Dale Jarrett
4 (29), Kevin Harvick
snoring
zero sugar diet Dr. Pepper
authenticity
maturity
"living by the bit"
"dying by the bit"
committing to the bit
running late but always showing up
sacrificing
self-control
futons
charisma
“3 for Dale”
sleepless nights
unwavering devotion to people
pork chops on the grill
illegal moonshine
youtube star
being loud with love
being expressive with words
being consistent with actions
fire pit on cold nights
"Beautiful Mess"
"I Am Hell"
turtles
love dumping
parallel play 
"Sweetheart"
going left when nothing goes right
side hustling
country ham
NASCAR
"smooching"
infinity stones
Lorna Shore
hand-me-down vapes
checkerboard print
burtdays/ “another lap around the sun”
unwatched Netflix shows
Bioshock
3D modelin’
his and hers matching underwear
cosmic brownies
Bo Burnham "Five Years"
"damned if I do, damned if I don't"
"nothing worth havin comes easy"
mouth bones
friendaversaries
organizing shirts in the closet
laundry hacks (inside-outing clothes before instead of after)
Chick-fil-A sauce on chicken sandwich
late-night deep talks
cheesecake ratings
"rollie boys"
Sonic loaded dog and loaded tots
dirty vibrators
Plan B
boiling water to make coffee
"put those grippers away!"
Waffle House sauce
drinking coffee while driving, but from a mug
"Californication"
"little penis monster"
paint jobs
“perpetually”
porch sittin'
NASCAR puns
tie-dye DIY
teenage double dates
sleeping in
resume rough drafts
cat meme (*blocked*)
your grandmother's clothes
"There ain't no way that baby is 29!"
packed salad lunches
kitchen sink soup
NASCAR rubber duckies
Bearglove Old Spice scent
backward hats
"Be good or be good at it"
puzzle pieces
Mongolian mysterious secret sauce
shot glass organizing
oreo cookies
drum sets
storage units
eating at the dinner table
imaginative creativity
hobbies
detail-oriented
sweet tea
axolotls
receptiveness to criticism
sticker trendsetter
certified thrift whore
diecast
willingness to change for the better
willingness to accept responsibility/accountability
willingness to admit when wrong
"Yes, dear?"
personable
hates people
engaging
refrigerators
washer and dryers
"ouch!"
"scawwwy"
big words
dry, sarcastic humor
dirty chai teas
being observant
deep thinking (who/what/when/where/how)
Bojangles chicken 
oyster-shucking gatherings
adjustable room lighting
writing
Mother’s Day Star Wars card “I love you. I know.”
Valentine's Day fun dip
homemade love coupons
role strain
country accents
picture posing
the hum of an air conditioning unit
Roku screensaver 
being a “good sport"
Minecraft
quick to anger
quick to walk away
introvert
boiled peanuts
special occasion bottles of Knob Creek
house slippers
pajama pants
enamel pins
poetry
sushi picnics
Overcooked Kevin levels
employee discounts
Best Buy / Geek Squad
drinking alcoholic Monster
photo booth photo strips
mini Polaroids
“13 reasons why I love you”
spreadsheets
“skydaddy”
flat tires and dead batteries
Caesar dressing, but not Caesar salad
garlic parm flavored wings 
going on tangents and ‘circling back’
ears
Mini Brands
rollie boy station pictures
Fallout
chicken quesadillas from Taco Bell
Eminem
MTG
… to be continued
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julieroy12 · 6 days ago
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Organize Your Collection with MTG Storage Trays from MTGETSY
Keep your Magic: The Gathering cards safe and sorted with premium MTG storage trays from MTGETSY. Our innovative storage solutions are perfect for collectors and players who want to protect their cards, streamline deck building, and maintain order in their collection. MTGETSY’s MTG storage trays are designed for durability, easy stacking, and quick access, making them an essential accessory for every Magic fan. Say goodbye to clutter and damaged cards—choose MTGETSY for reliable, stylish, and functional MTG storage trays that fit your gaming lifestyle. Visit us - mtgetsy .com
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To do list:
Breakfast with the BF in town
Find my clothes at my moms house
Find my MTG cards in my storage unit (new card shop opened and I wanna playyyyy)
Take my bro to the new card shop if they have their MTG section set up <-they do not yet
Refill my queue for @dj-keyyy and maybe change up my tumblr again -> tomorrow
Grocery shopping -> tomorrow
Complete June journal set up
Laundry -> tomorrow
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protecvault · 10 days ago
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Essential Trading Card Accessories for Every Collector
Enhance your collecting experience with premium trading card accessories from ProtecVault. From protective sleeves and binders to storage boxes and display options, these accessories are designed to keep your cards safe, organized, and ready to showcase. Whether you're a casual fan or a serious collector, ProtecVault offers high-quality solutions to preserve and present your trading cards with style and durability. Explore the full range of trading card accessories today at ProtecVault and give your collection the care it deserves.
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saversphere · 2 months ago
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YINCL 4Pcs Toploaders Storage Box - Counts Trading Card Storage Box for Tcg/Mtg/Ptcg/Magic/Baseball Soccer Basketball Card Collection, 1000 Counts Top Lodaers Cardboard Protection and Organizer
See on Amazon Here is the product review: YINCL Toploaders Storage Box I’m really impressed with this storage box! With a spacious capacity to hold up to 1000 toploaders or 2500 standard-sized trading cards, it’s perfect for collectors of all kinds. The large box measures 12.2 x 10.2 x 4.1 inches internally, while the small box is ideal for smaller spaces and measures 12.2 x 4.3 x 3.3 inches…
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vediogame · 8 months ago
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Protecting Your Investment: The Best Magic Card Sleeves For Preservation And Playability
For avid players and collectors of Magic: The Gathering (MTG), the condition of your cards is paramount. The value of a card can fluctuate significantly based on its condition, making proper storage and protection essential. One of the simplest yet most effective ways to safeguard your cards is by using high-quality card sleeves. This article explores the best options for Magic card sleeves, their benefits, and what to consider when choosing the right sleeves for your collection.
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lunarsilkscreen · 1 year ago
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Card Game Design
I've been playing a lot of hearthstone, which is about as simple as you can get as a battle-card-game, since there isn't any responsive spells. In MTG: "Instant Speed".
Although, if you look at each turn as a layer in a stack waiting for response with some spell unable to be responded to, who's to say it's much different.
There are several parts to a strategic game, with many layers. And if you're building a deck, it's important to keep these in mind as well.
The first key is the "Core Layer" or base mechanics.
In most games, this is the standard; draw 1 card per turn, get one energy point of some kind to spend on playing cards, and then the core card design.
Core card design is usually, 1 energy for a 2/2 creature without abilities. Or a 1/1 with abilities. And then the 1 energy for a 2 damage spell.
Each extra energy typically only increases those values by 1 or sometimes; a percentile factor. In Hearthstone fireball is 4 energy for 6 damage. So each energy is worth about 1.5 damage.
So cards that break that paradigm are incredibly strong, especially cards that also allow storage energy for later.
Drawing extra cards is a strong mechanic, because it allows you design a preset strategy, and then get cards in your hand until you can play that wombo combo.
Most deck builder strategies follow the paradigm of knowing what the strategy in your deck is, and then delay until you get the combo, and then playing the combo. Sometimes even adding an alternate win-condition in case that combo doesn't work out.
<aside>I don't follow those deck builder strategies because I like to do things the hard way. But I won't go into detail here about what the valid alternative is.</aside>
The next key component to keep in mind is "Ramp". We know what the core gameplay is, so "Ramp" is the ability to break those rules.
This is taken from the MTG term "Mana Ramp" which is a green core feature, and allows for building up a lot of extra Mana so that you can play big cards before you would be typically able to.
In Hearthstone, this Mechanic is limited because the mana-cap is set at (10). So if you don't win with your early big stompy plays you're kind screwed.
But mana isn't the only thing you can ramp. You can reduce the cost of cards, give yourself a lot of small cheap cards that are stronger than their core values, and play spells that increase their power.
The Paladin card that gives every creature +2/+1 when they attack is incredibly strong in this instance. Because it allows you to turn a board state of 7 weenies (1/1 creatures) into a winning attack.
7*3=21
This is partly why I say mage is kind of weak in this context, because each of the class abilities is less than what the core calculations suggest. Except fireball and maybe blizzard it there's enough creatures out. And then flame lash is super strong, but only if the opposing creatures have 5 or less hp.
The reason for this design is because of the Spell Damage bonuses. The more you stack, the more valuable your spells become. (And probably because the devs found Mage was Overpowered otherwise and couldn't figure out a better way to improve the balance.)
What irks me about *mages* design, is that other spellcaster classes *seem* stronger. Because Mage is a "late game class". Meaning the class is designed to explode in an ultimate fireball if let sit for too long, a lot of other class spells are incredibly strong in comparison. Even offering more utility than mage.
That's the mage's Ramp design, but it often falls short of the goal. If you don't or can't lock the opponents board state and then blow up your opponent, you're kinda SoL.
Like my inclusion of "Pyrotechnician" in every deck, it's kinda limited by the dream of what Mage should be. (Pyrotechnician is great late game card, or card for adding spells to your hand when you run out if there's a Lul in battle. But subject to RnG.)
So at the crescendo of the game, this is usually at about 5 turns, you should be playing much stronger cards than the core mechanics suggest, for many classes this is playing their strongest cards at turn 5 or 6.
For other classes, this is playing a lot of creatures that have been buffed in some way.
In MTG, this is commonly when a player "Goes Infinite" if there's no response to stop the trigger.
For a late-game design, the spells that are high cost are designed to be played for their high cost. And so the challenge for this style of play is to get past that "Crescendo" or "Burst Phase" the opposing player is dishing out, binding their time. Until they can play those high cost cards and complete their strategy.
For a "Blue" player in MTG, (or sometimes a Red spells deck, or R/U spells deck) this is having responses for everything, until you can play a card that gets bonuses from the #of instants in your graveyard.
Or you slowly mill their deck while making sure the opponents Ramp can't happen.
Which is typically why blue players are hated. Because who stops people from doing sick ass jumps off of ramps? Boring!
Then the end-game, if it gets that far is playing regular high cost spells for their regular cost in the hopes of outlasting the other player.
Which, if you're not playing a deck that can outlast the opponent, you've all but lost without a trick up your sleeve.
Don't get me started on how colorless became the strongest color in MTG. Because that's when MTG *really* jumped the shark.
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t-wanderer · 5 months ago
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Jegus, it's been so long since I've gotten to talk about Ultimate Chaos. Okay, so before pokemon and mtg conquered the ccg market, there used to be hundreds of ccgs. For a brief time in the 90s you could get a ccg of the x-files, or highlander, or of boris valejo art with little cardboard cones you had to fold out of cards to play. There were some great games too, battletech and legend of the five rings and doomtrooper and vampire the masquerade and on the edge and netrunner and call of cthulhu. Okay, so there were magazines that just covered shit in the CCG scene, and one April Fools edition of, I don't remember, Scry or Wizard or something, published the rules for Ultimate Chaos. (It was InQuest) Ultimate Chaos is a CCG game you can play with cards from any CCG, mixed together. And not just deck v deck, you could shuffle a bunch of starwars cards into your pokemon deck and spash some marvel cards in there for good measure, and it would do...something...against your friends green/black/illuminati: new world order deck. I LOVED Ultimate Chaos, and I collected the weirdest CCGS I could find to make weirder theme decks for it. Eventually I made a TTRPG inspired by it, and that eventually turned into a webseries I'm working on right fucking now. And I found a digital copy of the rules online, so long ago it was on a dial-up modem. And I still have them, because...well autism I guess? Because I'm serious about data storage? Full rules under the cut. Too large to be put under a cut? I don't know man.
Ultimate Chaos
Return To Gaming (Literally a link to the previous page)
Ultimate Chaos
Return To DavidASpitzley.org (Must be where I found it?)
Back in the early days of Collectible Card Games, InQuest magazine came up with something called "Ultimate Chaos", where each player played a different card game. They played every game on the market against each other, and it sounded like a lot of fun. Inspired by those articles, my playing group tried it several times, and based on those experiences, I came up with the following rules (or perhaps "guidelines" would be a better word) to make the game work more smoothly. They are based around the pretense that the game is a conflict between entities of Chaos who are more interested in amusement than actual victory. The heart of the rules are 1) a set of guidelines for figuring out how to apply cards from one game to another, 2) a victory point mechanic that gives points for doing interesting things as well as successful things, and 3) a mechanism for getting cards from each game into the hands of other players to improve the odds of amusing interactions. I guess you can judge for yourself whether this worked or not. You'll note that the examples focus on On the Edge, Feng Shui, Illuminati, and Star Wars. Not surprisingly, those were the games we played most often.
Rules of Engagement for Lords of Chaos, by Priority
I. Ignorance: Ignorance of another player’s rules is the ultimate defense, at least once or twice. Any move which would have been stupid if the appropriate rules were known may be retracted, at least until the other players get annoyed.
II. Variation: No player will be restricted in a current game to a rules arrangement decided upon in a previous game. Alternate arguments may always be advanced.
III. Roles: Players are players, cards are cards. Any effect which targets cards in its native game does so under any other rules, and any effect which targets players in its native game does so in any other rules.
IV. Specificity: Any effect which uses a specific Rules Term (defined as a concept defined within the rulebooks for the game) applies against any matching specific Rules Term under other rules. Matching requires that the Term be used as the same part of speech; i.e. Turn as a unit of time does not match Turn as something which is done to cards.
V. Attack Flexibility: The active player may make attacks under his choice of any rules sets directly involved in the attack.
VI. Homology: Effects by game A on game B should be resolved using the closest possible game mechanic in game B VII. Reality Bubbles: Cards and players are affected by combat and global effects under their own rules, applying Specificity and Homology independently of other cards and players.
VIII. Filling Holes: When there is no appropriate matching point between two games, attempt to use the mechanic from the acting game as directly as possible in the subject game.
IX. Suspension of Disbelief: A combination of events should still be allowed even if it seems silly (such as a foot soldier attacking a space ship) if there is no rule which can be raised against it.
Examples Alter-Edge (On the Edge) reads “all non-Astrals suffer -2 Power”. Reality Bubbles says that the effect on each card must be considered separately. By Specificity, a Star Destroyer (Star Wars) suffers a -2 Power, but does not suffer a reduction in Armor, even though by Homology Armor would be considered as DP by the On the Edge player. Shadowfist, on the other hand, has a Specific term “Power”, but since that is a player characteristic, and Alter-Edge affects cards, we drop back to Homology, and Shadowfist characters suffer -2 Fighting, since Fighting is the closest match to Power. Again using Homology, however, any Shadowfist Magic character would count as Astral, and would not suffer the penalty.
Star Wars wants to play Presence of the Force, which adds one force icon to each side of a location, against Illuminati, which has Japan, the Boy Sprouts, and the central Illuminati card in play (UFOs, for the sake of argument). Based on Homology, Star Wars can only play the card on Japan, since a Place is the closest match to a “location”. However, Illuminati doesn’t have a Homologue for Activating Force so by Filling Holes Illuminati activates Force as identified in the Star Wars rules, and may use it as appropriate, including picking up the card at the end of each turn, Using it to activate captured Star Wars cards, etc. Shadowfist, on the other hand, has the concept of generating Power, and Homology would suggest using those rules for activating Force.
On the Edge declares an attack against a Star Wars Star Destroyer. While under Star Wars rules the attacking character should have to be at the same location, On the Edge invokes Attack Flexibility and uses his own targeting rules. This means that the Star Destroyer, which is guarding Tatooine, is a first rank card, and may be attacked (any passengers would probably be second rank). Shadowfist indicates a desire to send along aid; since On the Edge doesn’t have rules for this, Filling Holes declares it legal under Shadowfist rules. Each attacker sends one character (though Shadowfist could send more).
Under Reality Bubbles: Star Wars is faced by two attackers. Under its rules, she (by Homology) adds the Shadowfist character’s Fighting to the On the Edge character’s Attack Power and compares the total to the Star Destroyer’s Power. If the attacking total is greater, the difference is suffered as Battle Damage normally (i.e. Forfeit or Force loss).
By Homology, On the Edge is involved in a Gang Up attack. This doesn’t mean much, but does place the assistance in context. Under the On the Edge rules, he (by Homology) compares his character’s Attack Power with the Star Destroyer’s Armor. If the Armor is greater or equal, the attacking character is killed. The Shadowfist character takes damage equal to (by Homology) the Power of the Star Destroyer.
Were the Star Wars player able to draw Destiny, the attacking side would be faced with the problem of Attrition. This would fall under a combination of Filling Holes and Homology: since On the Edge has no rules for Attrition-type damage (only On the Edge matters by the first consideration), apply the Star Wars rules as closely as possible; since the subject of Attrition determines what gets whacked, On the Edge argues that by Homology, the number in the lower left of the card is the Attrition value, and applies the Attrition to the Shadowfist character. Shadowfist points out that the character isn’t worth enough Attrition to cover the loss, so On the Edge, the original attacker, is forced to discard (Homologous to Lose) enough cards to cover the remaining Attrition loss.
Shadowfist uses his White Disciple to do 2 points of damage to the same Star Destroyer listed above. Since Star Wars has no Homologue for ongoing damage, Filling Holes argues that the Star Destroyer gains two damage counters, handled as indicated in the Shadowfist rules. However, since damage in Shadowfist reduces Fighting, not Power, the Star Destroyer will be unaffected, except when fighting a Shadowfist card, in which case (by Reality Bubbles) the Shadowfist card will treat the Star Destroyer’s Power as Fighting, and thus the damage counters will apply in that circumstance. At no point could the Star Destroyer be destroyed by these damage counters, however.
Scoring for Ultimate Chaos There are several ways to score points in a game of Ultimate Chaos.
1. Nomination: Any player may receive a point if another player nominates them and it is seconded by a third player. Nomination is encouraged for suitably twisted applications of game logic, witty card play, and general elegance in the midst of anarchy.
2. Eliminating the Competition: A player receives 2 points for knocking another player out of the game. In addition, a player receives 1 point for being the last player in the game.
3. Achieving Native Victory Conditions: There are several categories of Victory Conditions: Isolated victory conditions are those which can be achieved without interacting with other players, such as accumulating Influence (On the Edge), controlling 13 Groups (Illuminati), or swaying 10 Population markers (Kult). A player fulfilling an isolated victory condition receive 3 points. These points may only be received once for each victory condition. Conquest/survival victory conditions are those which require the player be the last one standing, either by conquering all of the others or being the last one not destroyed by some other means. A player with conquest/survival victory conditions receives 1 point every time a player is eliminated by any means. Theft/Bodycount victory conditions are those which require a player to achieve smaller victories against opponents without necessarily removing them from play, such as killing 25 points worth of opponents’ warriors (Doomtrooper) or stealing 7 Agenda points from your opponent (Runner victory conditions from Netrunner). Each time a player meets a Theft/Bodycount victory condition, they receive 2 points. These points may be received multiple times. In the event a game used in Ultimate Chaos does not have victory conditions which fall into one of these categories, the player must submit to the other players an alternate system for scoring points.
4. Achieving Adopted Victory Conditions: Under some circumstances (generally involving Filling Holes), a player may be able to meet the victory conditions of another game. This is worth 1 bonus point plus the listed value in section 3, and may often be grounds for Nomination.
5. The Power of Chaos
5A. In all the Confusion...: Whenever a player takes an action which significantly but amusingly confuses things, they may nominate themselves for 1 point.
5B. The Jumpin’ Jesus Phenomenon: Whenever three or more players become involved in a single sequence of actions, every player involved receives 1 point. (If 6 or more Lords should be insane enough to play at once, this should be changed to "more than three players") If all players agree before the game, a player may “borrow” some portion of another player’s rules at any time, but must pay one point to the “lending” player
The Eye of Chaos
An optional amusement which may be introduced into Ultimate Chaos is the Eye of Chaos. The Eye increases the volume of card exchanges within the game, improving the odds of unusual card combinations, and generally raising the confusion level.
Forming the Eye of Chaos: After all Lords and Ladies of Chaos have performed the setup for their respective games, each draws two cards at random from their decks. These cards, plus a standard playing card Joker, are then shuffled together to form the Eye. Players with games that use two or more decks may choose cards for the Eye from whichever deck or decks they desire. Basic Use of the Eye: On each player’s turn, he must place one card from his hand at the bottom of the Eye and replace it with the top card of the Eye. This may be done at any time during the turn. The Joker : When a player draws the Joker, he may exchange it at any time for a single card from his own deck or discard pile, or from the discard pile of any other player. When used, or at the end of the turn if it is not used, the Joker must be shuffled back into the Eye.
Other Options: Any time a player discards a card he may choose to place it at the bottom of the Eye. Cards which are “removed from the game” may not be placed in the Eye. If multiple cards are sent to the Eye at the same time, shuffle them before placing them under the Eye. At any time during his turn, a player may choose to shuffle his hand into the Eye, and draw a full starting hand of cards from his own deck. This may only be done once each turn. Any action a player may take which would affect another player’s deck or discard pile may be applied to the Eye. Players may not examine the cards in the Eye without an excuse. Any time a player is able to exchange cards in play or cards from his hand for cards from his own deck or discard pile, he may choose to draw the replacement cards from the Eye. Ex: a Lord playing Magic: the Gathering casting Transmute Artifact may substitute an artifact he has in play for an “artifact” from the Eye, rather than one from his deck.
Note that drawing cards directly from the Eye (rather than trading them in) is discouraged under these rules in order to prevent games such as Battletech and Star Wars from using the Eye to increase the supply of Force they have available. However, when a player does something which is supposed to have that effect (such as recovering Lost Force), use of the Eye should be allowed.
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i don’t play any trading card games, but…
wouldn’t it be possible for a MtG and a Pokemon deck to duke it out? I mean, they both use numerical values to determine damage and health, right? The Pokemon player could do Pokemon shit on their turn, and the MtG player could do MtG shit on their turn, then plug in the resulting values into the opposing card, right?
I’d like to see someone try, at least
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conversationpoint · 1 year ago
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BCW Supplies Offers MTG and Trading Card Storage Boxes
http://dlvr.it/T7Fstt
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universalnewspoint · 1 year ago
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BCW Supplies Offers MTG and Trading Card Storage Boxes
http://dlvr.it/T7FlgM
0 notes