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Castle Object The object is the same in regular Magic - to reduce your opponent to
zero life or run them out of cards. However, you must first penetrate
your opponent's defenses, and that's no small task. Setup In addition to your normal Magic deck, you must prepare a stock of
fifteen creatures. At the beginning of the game, each player shuffles
their creature stock and places twelve of the creatures face down in a
4x3 grid. This is your castle defense. Neither player may look at these
cards at this time. Rules Changes Castle Magic is played like normal magic, with a couple of major
exceptions - like how combat works. But first, here are the more general
changes: A player can only take damage from attacking creatures of from upkeep
costs/side effects of his own creatures. All other damage done to a
player is reduced to zero. Ignore all evasion abilities (flying, landwalk, protection, shadow,
etc.). A creature can always be blocked, even if the defender is tapped.
Ignore the trample ability. The creatures you summon cannot defend. Breaching The Castle The only way you can damage your opponent is by attacking with your
creatures, but you must first penetrate your opponent's outer defenses. When you declare an attack, you must specify which column out of the
four of your opponent's castle you are attacking. You may attack with
more than one creature, but they must all attack the same column. If
there are no cards in the column you attack, your opponent takes damage
from the attacking creatures as normal. Otherwise, the defender reveals
the foremost card in the column. The defending player must now determine whether or not the revealed
creature becomes active. Here's how you do it: if you have enough lands
in play to produce the appropriate mana to cast the creature, the
creature becomes activated. Note: your lands do not have to be untapped.
If you do not have enough mana capability to cast the revealed
creature, you may pay one life for each unfulfilled mana (unfulfilled
colored mana cost two life each). Otherwise, the creature is immediately
discarded and combat immediately ends. Once a creature becomes
activated, it remains in your castle until destroyed and it does not
need to be activated again (as long as it remains face up). Once the creature is activated, you may proceed with combat, or you
may pay two life to have the creature switch positions with the card
directly behind it. You must then reveal that creature and repeat the
process above. When you proceed with combat, the foremost creature blocks all of the
attackers (even if it is tapped). You decide where your creature deals
damage. If the defending creature dies, it is removed from the game, its
spot becomes vacant and combat is over. Cr In addition to the above changes, there are several rules governing
creatures in your castle (and only the creatures in your castle): Face down creatures cannot be the target of spells or effects. Your opponent may not target your face up creatures with spells or
effects during combat (once attackers are declared). Your face up
creatures may still be the target of spells or effects after combat is
finished. All creatures in your castle are immune to non-targeted effects. That
means a Wrath of God or
Earthquake will have no effect on your
defenders, and your defenders will not receive the benefits of a global
enchantment like Bad Moon or Crusade. Creatures in the second row of your castle gain +1/+1. Creatures in
the third row of your castle gain +2/+2. When a creature in your castle is activated, any effects triggered by
it entering play take effect. If you choose not to activate the
creature, it is discarded and treated as if it had never come into play.
When a creature in your castle is placed in your graveyard, it is
removed from the game. For all other purposes, creatures in your castle count like your
regular creatures in play. You must pay upkeep costs on them, and you can sacrifice them. You may not summon a creature into your castle. Once a creature in
your castle is destroyed or discarded, you've got one less castle
defender for the rest of the game. Once during your turn, you may do one of the following:
How To Win The object is the same as regular Magic. Castle Magic may seem
complex, but it's actually pretty smooth once you start playing. Instead
of worrying about which creatures to attack with and which creatures to
keep for defense, you can focus solely on your task at hand - breaking
down your opponent's defenses. History This variant was created by Jeff Hannes.
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