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Territory Magic What is Territory Magic? It is a Magic Variation where creatures and
lands take center stage. The goal is for at least one of your creatures
to get to your opponent. Sound simple? Well, it isn't. Cards Needed
Setup Divide your lands evenly in half. Each half should have an equal amount of each card. Take one Half and lay it out in a grid formation. All cards should be face down, and make sure there is room for cards to fit in between the cards in the grid. The rest of the decks and land should be set up like this (the numbers represent the grid, GY represents the Graveyard): 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 CD SD GY F I M P S First Turns On your first turn, you draw five cards from the CD and five from the SD. All of your mana that isn’t part of the grid is already in play. No spells can be cast unless a creature of the same color is out, so first things first: cast at least one creature. You will put it either at your 01 or your opponent's 01. Like this (the creature is C1): 01 02 03 04 05 C1 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 CD SD GY F I M P S If you put it by your 01 (as shown) the creature should be facing you
and be on the side of the land towards you. It is playing defensive.
When playing defensive, you do not have to deploy on one, however. You
can deploy anywhere when playing defense. When on the opponents ground,
it’s still on the side facing you, not your opponent. It is playing
offensive. No matter where it goes, the land is turned face-up for all
to see. Now, say you go offensive. Your opponent does the same thing
next turn, so he/she has no defensive. On your turn your creature moves
on to 02. Now turn 02 face up. If he/she does go defensive, your
creature will have to fight his/her creature your turn. Combat Territory Style What is the difference? Well, for one thing, instead of you casting
spells, your creatures do. As said earlier, a spell may only be cast if
you have a creature of the same color in play. To be more accurate, a
creature can only cast a spell of the same color. This gives gold
creatures a whole new advantage. Now, spells with the words destroy,
phasing, bury, and discard cannot be used. Creatures with abilities
involving these simply do not use these abilities. Regeneration only
works once-per-battle in Territory Magic. Also, you have limits to how
many spells you can cast depending on where the creature is. Say a Black
creature is fighting in a Mountain. The creature can only cast one
spell. But if it was in a Swamp, it’s own element, it would be allowed
three spells. Spells are cast before actual combat begins, so a creature
could die before putting it’s power to use. The creature taking the
offensive casts spells and deals damage first. It does not get to cast
spells and do it’s regular damage before the defender can do anything,
however. It goes Spell/Spell, Attack/Attack. The attack part is repeated
until a creature is dead. If the offender wins, it moves up a land. If
it loses, it goes to the graveyard and the defender may move to any of
it’s own lands that it wants. Winning Once one of your creatures has made it past 20 on your opponent’s side, you have won the game. You lose the game if you run out of creatures or your opponent gets past 20 on your side.
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