And today we remember the great atrocity that happened on 9/11, committed by-
Wait… what? Ok, I’m hearing that the English didn’t have anything major happen on this date today. My bad.
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Rome: the Conquering Format Rules
This format can be played as an additional modification of any limited or constructed format. Use those deck rules and starting life totals. This is recommended for Two-Headed Giant play or 1v1.
Play Magic as normal except as follows:
Alt win objective: Obtain 10 victory points by controlling theaters of war (read on for this to make sense).
Set Up
Prepare a shared Battle deck (this is further explained in the Theater Battles section below). Draw a card from the shared Battle deck for each theater and place it face-up in the middle of that theater.
The battlefield is divided into three separate zones called theaters. In a nod to ancient Rome after which this format is named, the theaters are named Spain, Italy, and North Africa (specifically we're referencing the period and main theaters of the Second Punic War).
Before the game starts, each player secretly chooses a theater to act as their home base, then reveal their choices simultaneously. Opponents can have the same theater as their home base. In Two-Headed Giant each team chooses a single theater as their home base. Players can only be attacked directly by creatures that are in their home base.
Theater Mechanics
Whenever a player plays a permanent they must choose a theater to play it into. Creatures can only attack and block in the theater they are played to. If a player fails to clearly specify which theater a permanent is played to then it's assumed to be played to their home base.
Targeted abilities of permanents (triggered or activated) must share a theater with their target.
Targeted spells you cast can be used on a target in any theater but if a single spells has multiple targets, all those targets have to share a theater. If the spell can target a player then any other targets must be in the home base of that player.
“Global” abilities from permanents apply only within the theater that permanent is in (Lord of Atlantis in North Africa provides no benefit to Merfolk in Italy or Spain).
Global effects from spells effect the entire battlefield as normal (so Wrath of God will destroy every creature in all three theaters).
Non-targeted abilities and the mana pool are “global”—that is they aren't tied to a specific theater even if they came from a permanent in a specific theater. For example you could tap lands you've played in Italy and Spain in order to play a spell in North Africa or to pay for an ability in North Africa.
Players can battle to control these theaters. Each theater has a track with 13 spaces and a marker in the middle space. Dealing damage to the theater moves the marker that many spaces closer to the player doing the damage. If the marker is in any of the three spaces closest to a player, that player is in control of that theater. Permanents can still be played as normal to a theater even if you don't control it.
A player deals damage to a theater either by targeting it with spells that could damage a player or a planeswalker, or by attacking it with creatures. Your opponent can block such attacks by creatures if they have legal blockers in the same theater.
Finally, during a player's main phase that player may move untapped creatures without summoning sickness to any other theater. A creature that moves this way is considered to have summoning sickness.
Each creature moved can “carry” one other permanent from the theater it started in to the theater it goes to. A creature can't move more than once this way per turn.
Theater Alt Win Con
If at any point a player has 10 victory points they win the game.
At the beginning of your upkeep you get one victory point for each theater you control. Otherwise controlling a theater has no built-in impact on the game. (Other alt wins are still possible and it's also possible to make a player lose the game by attacking their life total directly in their home base).
Theater Battles
To construct a shared Battle deck, take 30 battle cards and shuffle them together (either have one player prepare it beforehand or have a selection of battle cards and let each player choose 15 to include).
One of these is placed in each theater before the game begins and offers another objective players can fight over. (Consider changing the win con to being the first player to win some number (10?) of these battles)
Follow battle card rules with the exception that both players can always attack these shared theater battles with the player who removes the final counter getting any bonus from it. Additionally that player moves the theater track marker one space closer to them.
When a theater battle is removed, replace it immediately. If there is an additional combat phase in that turn then the new theater battle is available to be attacked.
With sieges this means nobody gets any initial enters the battlefield effects or static effects, but the player to remove the final counter from it gets to exile it and cast it.
I've also designed 30 ancient Rome-inspired battles for use with this format (or rather I will).
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