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Tactical Magic This is a Magic variant that makes the game more "realistic". You will need a large playing area, such as a table or a bed. The table or bed can be any size. Remember that the further apart the player's tokens are, the longer and more complicated a game will be. Also, the smaller the playing area, the less space for moving creatures. At opposite ends of the playing area, two tokens are placed to
represent the two players. The tokens count as 1/20 creatures, and
reflect the player's life score. However, at the healing stage of the
turn they are not healed like ordinary creatures. You should decide upon
a scale for movement purposes. Depending on the size of your playing
area, the scale of your movement units will vary, but generally one unit
of movement should be about 5 cm or 2 inches. Objects, such as books and
magazines can be placed to simulate terrain. Enough space should be left
aside for your library, graveyard, lands, enchantments, and artifacts.
The area set aside should have a border around it so no cards can
accidentally leave or enter it. Card
Placement When a creature is summoned or generated, it must be placed within
one unit of the player's token. If there is no available space, it must
be placed as close as possible within the playing area. Lands changed
into creatures must be placed within one unit of the player's token, as
normal creatures. Walls are an exception to the above rule, and can be placed anywhere
within a five unit radius of the spellcaster. If lands or artifacts are
changed into creatures, they follow the same placement rules as regular
creatures. If both players are using the same color in their decks,
tokens or plastic cardholders can be used to identify the owner and
controller of a creature. Creatures sent to the graveyard for any reason
must be removed from the playing area and placed in the graveyard, on a
separate part of the table. Creature and Player Movement A creature's allowed movement is the average of its power and
toughness, in movement units (rounded up): (P+T)/2. A player's token is
limited to one movement unit per turn. When a creature becomes tapped,
it cannot move until it is untapped. A creature does not have to move
its full movement in one turn. Creatures with flying double their
movement after having moved their full movement the previous turn. Walls
cannot move, but can be placed up to five units away from the player's
token when summoned. Animated walls, or walls that can somehow attack
are the exception to this rule. Attacking Another Creature or Player If two or more creatures from opposing sides are within one unit of
each other, they can attack each other. An attack cannot occur if two
creatures cannot legally attack each other (a ground creature attacking
a flying creature, landwalk ability, protection from a color, fear,
seeker, etc.), or if the players order their creatures not to attack
each other. An exception to the above rule about legal attacks is
creatures with landwalk abilities. If two creatures have the same
landwalk ability, they may attack each other, and can band with other
creatures without the landwalk ability when attacking. Creatures that
are "unblockable" cannot be attacked either. If one player orders his creature not to attack but the other player
does, both creatures deal their damage to each other. When both
creatures attack, they must tap. However, the creatures that survive the
attack become untapped at the end of the turn. If a creature's path of
movement falls within the attacking range of another creature,
regardless of whose turn it is, the stationary creature may attack the
creature passing by, provided a legal attack can be made. If this
situation does occur, the moving creature must stop where it is
attacked. Walls can attack creatures that come within their attacking
range. If all creatures are forced to attack a particular creature and
they are not within attacking range, they must move towards that
creature and attack when within range, using the shortest possible
route. If a creature is forced to attack, but given no particular
target, the creature must attack the nearest creature controlled by the
other player. Defense With this variation, you cannot let a creature "slip by your defense" and take damage from it. There is no "blocking" of creatures with creatures of your own, but creatures can be moved in strategic places that force smaller creatures around them. If a creature is made to block another, it must move towards it and attack it. If a card has text that is similar to the following: "If a creature is not blocked", it should be changed to: "If your creature attacks an opponent's token". Special Creature Abilities and Spells Creature abilities that require tapping or a sacrifice that affect
other creatures can only be used when within the movement range of the
target creature affected by the ability. Creature abilities or spells
that destroy, bury, remove from the game, or sacrifice a creature cannot
be used upon a player's token. Creatures and spells cannot copy or control either player's token. If
a creature must be sacrificed to another, it must be within the movement
range of the target creature receiving the sacrifice. If two cards are
banded together, they should be no more than one movement unit apart for
banding to take effect. The rampage ability can only become active if
more than one creature is within attacking range. Creatures with first
strike have an attack range of two units instead of one. Trample damage
can be transferred to other creatures within attacking range, not to the
player's token, unless it is within attack range. Player Enchantments Spells and enchantments may be cast upon the player's token, for now
it is a physical part of the game. Any spell can be used except spells
containing the following effects: regenerating, destroying, burying,
sacrificing, sending to the graveyard, or removing from play. The same
goes for any effects from enchantments, artifacts or creatures. The player can remove enchantments from a player’s token at any
time, by paying the casting cost of the enchantment or losing two life.
This ability counts as an interrupt. If a player's token becomes tapped
due to spells or an attack, the player cannot cast any spells until it
becomes untapped. The player can still use mana for upkeep, and still
can use any cards in play. History This variant was created by Eric Huynh.
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