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Get up, get me a drink!

Get up, get me a drink!

This is a collection of rules for the MNM group. I’m listing any house rules we have collected – plus any rules we usually have to look up during play.

Anything not covered here defaults to the core rules.

First-Turn Advantage
Sideboards
Mulligans
Emperor Variant

First-Turn Advantage

In 1 on 1 duels (and two-headed giant format), first player skips their first turn draw.

Flip a coin or roll dice to start the game. Winner chooses to go first or second.

During a best-of-three series for the second and third duel, the person who lost the previous duel goes first and keeps their first turn draw.

Sideboards

Sideboards may be used if all players agree. They can only be used for best-of-three series duels. Players must play their main deck on the first game, then can swap cards for their sideboard cards on a 1 for 1 basis for the second and third duels.

Mulligans

Each player may take a free mulligan of seven cards. After the first mulligan, players draw one less card on each subsequent mulligan.

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Emperor Variant

We have been refining the Emperor game rules each time we play. Basic rules are as follows :

  1. Games are played with two teams of three people. One Emperor and two generals.
  2. Object is to kill the opposing team’s emperor, who sits in the middle of the team.
  3. Each player has an area of effect of two spaces in either direction. Therefore, the general on the right can affect the opposing emperor, but not that emperor’s right general.
  4. Creatures can attack an opponent one seat away
  5. In addition to attacking, creatures can also be “marched” into a neighboring teammates area of the battlefield.
    • Marching can be done by untapped creature in your control.
    • Any player may march any of their creatures into a neighboring teammates area of the battlefield.
    • Marches take place during one of the main phases of your turn – before or after combat. Marching does not tap a creature, but does give them summoning sickness until your next turn.
    • Your marched creatures remain under your control when in a teammate’s area of the battlefield. You still control when they block. They still attack during your turn.
  6. Your spells can affect any player of either team within two spaces away.
    • This includes “world effect” spells like Earthquake and Day of Judgement. Those spells do not affect someone three spaces away.
  7. For purposes of casting, a creature enters the battle field only when cast or put into play, not when marching.
  8. Only Emperor’s may look at cards in their teammates’ hands. You can talk all you want, but if an emperor wants to show a card in his hand, he has to show it to all players. This deviates from the official rules, which don’t even allow for emperors to view their generals’ cards.

This should clear up most of the rules confusions. If this version of emperor rules is agreed on by all, we should pick a Monday night to have the planned emperor game on where each team has a week to plan their strategy.

Here are the official emperor rules according to Wizards. When in doubt, refer to these rules.

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