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Constructed Variants

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237 Magic

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5-Color

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ABC Magic

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Battle of the 2's

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Block Party

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BYOB

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Building Draft

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Building Sealed

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Chameleon

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Chess

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Colored Life

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Creaturefest

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Deck Points

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Effects Magic

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Elder Legend Dragon Wars

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Gauntlet

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Godzilla

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Highlander

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Highlander, Extensive

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Highlander, Over Extensive

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King's Magic

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Legend of the Five Colors

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Legend's Magic

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Pauper's Magic

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Race Wars

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Rainbow Stairwell

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Rated One Star

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Scavenger Hunt

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Spy Constructed

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Squandered Magic

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Star

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Star, 2 Color

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Type B

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Vanilla Wars

Limited Variants

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Auction Draft

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Auction Draft, Silent

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Back Draft

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Booster Draft

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Double Draft

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Duplicate Limited

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Duplicate Magic

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Fixed Deck

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Grand Master

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Mini Master

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Monte Carlo Draft

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Pack Game

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Quest for the Mirari

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Rochester, Two Player

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Rochester, Two Player Blind

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Rotisserie Draft

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Soloman Draft

Both Variants

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Allies: Teamwork & Betrayal

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Apex Man

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Assassins

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Blitz

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Blitz, Super

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Blitzkrieg

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Bullseye

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Chaos

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Contract Magic

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Cutthroat

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Diving Intervention

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Don't Settle for Less

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Dreams & Nightmares

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Emperor

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Fish Fiddling

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Five Player Collapse

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Free for All

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Gambling Magic

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Hat

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High Life w/No Mana

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Highest Life

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Imperfect Summoning

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Iron Mage

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Iron Man

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It

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Kangaroo Court

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Kill the Man with the Ball

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Liar's Damage

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Lich War

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Magic Combat with Dice

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Magic Tech

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Magic: the Eternal Struggle

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Melee

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Melee, Grand

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Midnight Magic

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Musical Chairs

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Negative Life

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No Land Magic

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RandoMagic

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Real Magic

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Rotate

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Shifter Magic

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Siege

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Slaves

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Slot Magic

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Tag Team

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Teams

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Tug of War

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Two Headed Giant

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Vanguard

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Wheel of Fortune

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Zero Sum

Shared Deck Variants

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Arena Magic

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Central Deck

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Deck of Effects

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Dien's Arena Magic

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Dimensional Chaos

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End of the World

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Magical War

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Mental Magic

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One Deck

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Split Card

Solitaire Variants

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Aaron's Solitaire

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Balance of Power

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Deck Tester

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Deep IQ

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Demolition

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Erewhon's Solitaire

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Fortress

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Hunsberger's Solitaire

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Mana Maze Solitaire

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Mountain Magic

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Solitaire 

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Wipe Out

Tactical Variants

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Battle Field

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Besieged

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Castle

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Frontier Magic

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Magic: the Board Game

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Magic: the War Game

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Stratego Magic

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Tactical Magic

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Territory Magic

Other Variants

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Adventure

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Mageopoly

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Magic: the Ascension

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Magic: the Chessing

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Magic: the Conquest

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Magic: the RPG v2.0

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War of Dominia

 

 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

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Eight forests (F)

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Eight islands (I)

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Eight swamps (S)

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Eight plains (P)

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Eight mountains (M)

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A thirty card deck without creatures or lands (SD)

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A thirty card deck of creatures only (CD)

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.