Deep IQ
This variant has you play a game of magic against a series of tables
that require 1d10. The order of play for Deep IQ's turn is simple: roll
on the current action table, figure out if attacking is good for it, and
attack if it's a good idea. Then end it's turn. Be sure to keep in mind
that Deep IQ plays as well as you do (i.e. you have to make some
decisions for it); the rule is, if you would attack or block if you were
in its position, then it would. If there's more than one choice on one
of Deep IQ's rolls, make the decision as though you were in its shoes.
Yeah, you can cheat if you want, but cheating to beat a die and a piece
of paper is about as gratifying as kissing your sister.
The table roughly corresponds to the amount of mana Deep IQ has
available. It's first roll will always be on Table 1. Every time you
roll for Deep IQ, check the Advancement range. If the roll falls within
the range, move Deep IQ up one table (use a token to keep track). When
you cast a spell like Armageddon
or Jokulhaups,
Deep IQ will move back to Table 1. When you destroy one of its lands
(with a spell like Stone
Rain), move it back one table.
Whenever Deep IQ gets a creature token, roll again on the token chart
to determine the creature's abilities. Apply the number in brackets as a
modifier to the roll. (Same thing goes for the Spooky Chart.) If Deep
IQ's action is something you can't do, treat the result as "Do
nothing."
There will be times when there's no clear-cut rule for how you should
handle something (like a Winter
Orb or Stasis).
Is such cases, come up with an appropriate penalty (such as -5 to all
Table die rolls) which lasts until Deep IQ can get rid of your offending
artifact or enchantment.
Finally, keep in mind that beating Deep IQ isn't a walk in the park.
If you can win even half of your games, that's an accomplishment.
Table I
1-8) Do nothing.
9) Bury your best creature.
10) Put a 1/1 token into play (-4).
Advancement Roll: 1-9
Table II
1-4) Do nothing.
5-7) Put a 2/2 token into play (+0).
8) Move Deep IQ up to Table 4.
9-10) Remove your best creature from the game.
Advancement Roll: 1-8
Table III
1-3) Do nothing.
4) Put a 2/2 token into play (+2).
5) Put a 2/1 token into play (+4).
6) Destroy your best land.
7) Move Deep IQ up to Table 5 and put a 1/1 token into play (+0).
8) Put a 1/1 token into play (+1) and Deep IQ gets a free roll on Table
2.
9) Bury your best creature.
10) Destroy your best artifact or roll on Spooky Chart (-2).
Advancement Roll: 1-7
Table IV
1-3) Do nothing.
4) Put a 4/4 token into play (+3).
5) Bury your best creature.
6) Destroy your best artifact or enchantment.
7) Remove your best creature from the game.
8) Bury your two best creatures or you take 4 damage.
9) Put a 2/4 token into play (+7) or roll on Spooky Chart (-1).
10) Roll on Spooky Chart (+0).
Advancement Roll: 1-4
Table V
1-3) Do nothing.
4) Put a 3/4 token into play (+4).
5) Put a 2/2 token into play (+2) and Deep IQ gets a free roll on Table
3.
6) Destroy your best creature, enchantment or artifact.
7) Put a 4/4 token into play (+1).
8) Destroy all lands or put a 4/1 token into play (+3).
9) Bury your best creature or roll on Spooky Chart (+1).
10) Roll on Spooky Chart (+2).
Advancement Roll: 1-4
Table VI
1-3) Do nothing.
4) Bury all lands, creatures and artifacts or put a 2/4 token into play
(+3).
5) Put a 4/5 token into play (+6).
6-7) Destroy your best creature or you take 6 damage.
8) Destroy your best artifact, enchantment or land.
9) Remove your best creature from the game or roll on Spooky Chart (+3).
10) Roll on Spooky Chart (+4).
Advancement Roll: None
Token Chart
1 or less) No extra abilities.
2) +1/+0 and flanking.
3) Regeneration. If Deep IQ uses this ability, subtract 2 from its next
roll.
4) +0/+1 and banding.
5) First strike.
6) Protection from: Black (1-3), White (4-6), Red (7-8), Blue (9) or
Green (10).
7) Landwalk: Swamps (1-3), Mountains (4-6), Islands (7-8), Plains (9) or
Forests (10).
8) +2/+2, flying, phasing.
9) Unaffected by summoning sickness and trample.
10) (Roll two more times on this table, with no modifier.)
11) Flying and T: Deal 1 damage to target creature or player.
12) Protection from a color (see #6) and doesn't tap to attack.
13) When creature comes into play, bury one of your creatures at random.
14) Flanking and cannot be targeted by spells or effects.
15) Protection from a color (see #6), landwalk (see #7), one more roll
with the same modifier and your weakest creature becomes unblockable.
16) T: Remove target permanent from the game.
Spooky Chart
1 or less) Deep IQ plays an enchantment token. While this is in play,
all of its tokens gain +1/+1.
2) Deep IQ plays an artifact token. While this is in play, reroll the
first "Do nothing" result of every turn.
3) Deep IQ plays an enchantment token. While this is in play, Deep IQ
gets +1 to all die rolls.
4) Destroy all of your creatures, or all of your artifacts, or all of
your enchantments. Treat Deep IQ's next roll as "Do nothing."
5) Deep IQ gains 5 life and moves up to Table 6 if it isn't already
there.
6) You take 10 damage.
7) Deep IQ plays an artifact token. While this is in play, it gets two
table rolls every turn and takes the best one.
8) Destroy all of your lands of one basic type (whichever is most
inconvenient). Treat Deep IQ's next roll as "Do nothing."
9) Remove the top 20 cards in your library from the game.
10) Deep IQ plays an artifact token. While this is in play, your best
creature is considered tapped. If you lose your best creature, the next
best creature becomes tapped, and so on.
11) All of Deep IQ's tokens get a free roll on the token chart (+0).
These abilities are permanent.
12) Deep IQ plays an enchantment token. While this is in play, it gets a
free roll on Table 2 every time one of its permanents is destroyed or
buried.
13) Deep IQ gains 20 life.
14) Destroy all of your permanents. Treat Deep IQ's next roll as
"Do nothing."