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Fish Fiddling Rules In
this variant, players have the ability to alter a few things in the
game. They may change the amount of life they start with, hand capacity,
amount of cards they draw, and they are limited to the number of colors
they can play. To do this, each player starts with 20 points and they
can buy any of the following:
Note:
In a regular game a player has the following characteristics:
Life Points For
each point you spend on Life you get +5 life. Use the chart below to
determine your starting life:
So
if you spent 3 points you would start the game with 15 life. Hand Capacity For
each point you spend on Hand Capacity you get +1 max hand size and this
also determines your starting hand size.
So
if you spent 5 points you would have a max hand capacity of 5 and you
would start the game with 6 cards in your hand. Draw For
each point you spend on Draw you get +1/4 draws. So if you spend 6
points on +1/4 draw (6/4 = 3/2) then on the each turn you would draw a
card and every other turn you would draw an extra card. Use the chart
below to determine when you would draw a card:
So
if you spent 6 points you would draw 1 card on your first turn, 2 on
your second, 1 on your third, 2 on your fourth turn, and 1 on your fifth
turn and so on… Color Proficiency For
each point you spend on Color Proficiency you may play an additional
color.
So
if you don’t spend any points on color proficiency then you may only
play artifacts. You
can handicap players that are good by giving them less points and/or
giving newer player more points. Also
use the following rules when playing this variant:
1.
You may sacrifice a land to gain two life until the end of the
turn. (I know you cannot roll a 1 on 2d6 but keep reading...you will
understand by the end!) 2.
Players draw an extra card per turn. 3.
Lands tapped for mana produce an additional mana of the same
type. 4.
No creatures with power greater then two untap during their
controller’s untap phase. 5.
Only one land can be untapped per untap phase. 6.
All lands, artifacts, and creatures come into play tapped. 7.
Nothing happens. 8.
For the next two cycles, at the beginning of each player’s turn
refer to the chart for a new effect. 9.
All green creatures gain +1/+1, all blue creatures gain +0/+2,
all red creatures gain +2/+0, all black creatures gain +3/-1, all white
creatures gain –1/+3, and all artifact creatures gain +1/+0. 10.
Creatures are unaffected by summoning sickness. 11.
All attacking creatures gain +1/+0 12.
Roll the dice twice for two effects.
In
addition to the normal rules and the rules stated above the following
rule is also in effect and may not be removed:
Deck
Construction Standard
deck construction rules apply. If you are playing this variant as
Constructed then you must have a 60-card minimum deck and 40-card
minimum deck for Limited. Sideboard You
can have a 15-card sideboard in Constructed and in Limited the remainder
of you cards you don’t use are your sideboard Banned
& Restricted List When
playing this variant it is usually decided what Type you will be
playing. So, if you are playing Type 1, Type 1.5, Type 2, or Extended
Fish Fiddling then, follow that format’s Banned and Restricted List. Mulligan Rules Standard
“Paris” Mulligan is used for this variant. Before each game begins, a player may, for any reason, reshuffle and
redraw his hand, drawing one less card. This may be repeated as often as
the player wishes, until he has no cards left in his hand. After the
participant, who plays first, mulligans as often as he likes, the
decision of whether to mulligan passes to the other player. Once a
player passes the opportunity to mulligan, that player may not change
his mind. History This
variant was created by Daniel and Eion (no last name was provided).
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