Master Warcraft
Artist: Zoltan Boros & Gabor Szikszai TCG Player Link Scryfall Link EDHREC Link
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Master Warcraft
Artist: Zoltan Boros & Gabor Szikszai TCG Player Link Scryfall Link EDHREC Link
Master Warcraft by Boros Zoltán and Szikszai Gábor
Magic: Master Warcraft Variant
weird idea but how does Magic play if you have simultaneous turns?
my assumption is the game goes faster and ends up a bit more chaotic, which are not needed for typical 1v1 60 card constructed, but to me sounds like something Commander players might really enjoy. I think you would still need to assign a “first player” or whatever and this would get passed around so one player doesn’t “go first” every turn the whole game. so turn order starts with that “first player” and goes around the table, then after an end step, the next player in line becomes “first player”
let’s see what a typical turn looks like
so everyone untaps, then does upkeep triggers, then draws, in turn order. I think it’s fine to have everyone do a whole beginning phase but if it creates issues they might be fixed if everyone does each step of that phase in turn
enter main phase: a player does their main phase and passes as normal, but instead of passing into combat it passes to the next player’s main phase. once all players pass through a main phase you then go to combat. I think there might be another way to handle this but this is probably the cleanest and simplest. let’s get weird with combat
go to combat, and while we could mimic the main phase as above, this is the master warcraft of the format and it’s pushing into the chaos and silliness. we’re still sticking with the first play and turn order, but we’re just doing declare attackers. first player declares which creatures are attacking and who they’re attacking and passes. next player declares attackers, and so on, until all players have had a chance to declare attackers or pass. now we declare blockers in the same way. note that creatures with vigilance or which get untapped can block even though they are currently still attacking. once everyone declares blockers or passes, we resolve combat damage as normal, the biggest difference being some creatures will be taking damage from being blocked as well as from blocking another creature
we move onto second main and it gets handled just like the first
then we have a mostly normal end step, handled basically like the main phases I think. however maybe we want all end of turn effects to actually end simultaneously. though maybe part of the charm is how the rotating turn order can cause some tactical stuff to happen here, I’m not sure
note that since players still take whole phases (or steps in the case of combat), the active player would be whoever is currently taking their phase in the turn. everyone else is nonactive
I’m gonna rope my partner into playing a two player game with me like this but I’ll really look forward to testing it with some friends in about two or three weeks. If anybody else runs some games using this variant please do tell me about it
Hypothetically, if Season was on the Witch was on the battlefield, and someone cast Master Warcraft, all the creatures that didn't attack that turn would die, right?
That’s correct.
Season of the Witch doesn’t care about why the creature didn’t attack, just that it could but didn’t. It also doesn’t force anything to attack, so casting Master Warcraft just to force a player to not attack at all would be enough to make all of that player’s attack-capable creatures die to Season of the Witch’s end step trigger.
In a Multiplayer Game, player A casts Master Warcraft during my (player B) turn, to try to force me to attack my good friend player C with all my creatures. Player A, being a coward, is hiding behind a ghostly prison. Can he do that? Or is the power of friendship stronger? Also, would the situation change if he were hiding behind a Blazing Archon instead?
Master Warcraft allows player A to choose which creatures attack this turn, but not which opponent or opponent’s planeswalker each creature will attack. That choice remains up to you.
With Ghostly Prison on the battlefield under A’s control, you can still choose to have the creatures attack A, but only if you can afford to pay the {2} for each creature you want to send at A.
If A controls Blazing Archon, you can’t have any of the creatures attack A, but they can still attack planeswalkers A controls, if there are any.
If you can control combat, you will do well in EDH. Master Warcraft is a card with an excessive amount of utility. At worst its a fog. At best, you deal tremendous amounts of damage to your opponents while possibly decimating their creatures. Either force them to trade or force them to block you, or score huge damage making the card a pseudo unblockable. What makes this card better than Odric is its instant speed, its ability to be played during someone else's turn so you can control their combat, while as an instant keeping it as a surprise. Master Warcraft is THE combat control card, and should be run in any Gahiji or combat related strategy.
Rejected Flavor Text:
“So you mastered WarCraft. Big whoop. You need to master Dota 2 to rake in that sweet, sweet eSports money these days.”