Thread: Magic: The Gathering - Rounds

So I'm loafing with a friend of mine and we get to thinking on this little idea I had on how to spice up our games of magic beyond the already ridiculous and silly levels they escalate to often enough. Together Though mostly me... we came up with 200 'modifiers' that come into play before the first person's turn and after the last person's end step. Ideally you want to play this in 3 or more player matches, as duels make things go once sided once someone gets the upper hand. Still, I've tried both ways and it's way fun. I thought I'd share the list here, plus this will allow me to link to it instead of sending a file. I'd love to hear what you think, or hear suggestions for new modifiers! If you were nuts enough to read the whole thing, I'd love to know which was your favorite! Magic Modifiers 1 Manabarbs R If a land it tapped for mana, manabarbs deals one damage to that land's controller 2 Howling Mine A Draw an extra card during your draw step 3 Vexing R Counter creature spells by paying converted mana cost in life 4 Counter U Counter instants by paying equal converted mana cost 5 Battle Seraph RW Players may not cast spells during combat 6 Graftmage GU Pay 1 Move target counter on a creature to another target creature under the same controller. Pay 3 Move target counter on a creature to another target creature 7 Auramage GU Pay 2 Move target aura enchanting a creature to another target creature under the same controller. Pay 4 Move target aura enchanting a creature to another target creature 8 Rise From The Grave B Each player my pay 5. If you do, you may play any creature card from any graveyard. 9 Phyrexian Round B All colored mana symbols may instead be paid with 2 life 10 Enduring Renewal W If you would draw a card, reveal the top card of your library instead. If it's a creature, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from play, return it to your hand. 11 Drought W Spells and activated abilities cost an additional Sacrifice a land for each mana symbol in their mana cost 12 Innocent Blood Round B Each player sacrifices a creature on their upkeep 13 Telepathy U Play with your hand revealed 14 Field of Dreams U Play with the top card of your library revealed 15 Pyromania R Discard a card at random deal 1 damage to target creature or player. Sacrifice a permanent you control at random deal 2 damage to target creature or player. 16 Sproutmania G Return a land you control to your hand at random Put a 22 Green saproling creature token into play under your control 17 Zombiemania B Sacrifice a creature you control at random Put a 33 Black zombie creature token into play under your control 18 Bookmania U Discard a card at random Draw 2 cards 19 Lifemania W Return a creature you control to its owner's hand at random Gain 2 life 20 Creaturemania G Pay 3 and Sacrifice a creature you control at random Put 2 copies of that creature into play under your control 21 Cycle - You may pay 2. If you do, draw a card, then discard a card 22 Humorless W Tapped creatures can block as though they were untapped 23 Burning Cinder Fury of Crimson Chaos Fire So Red It Hurts 24 Earnest Fellowship W Creatures have protection from their own color 25 Red Pumpable R All creatures gain Pay 1 This creature gains 10 until end of turn 26 Shade Pumpable B All creatures gain Pay 1 This creature gains 11 until end of turn 27 White Pumpable W All creatures gain Pay 1 This creature gains 01 until end of turn 28 Wither B 29 Cloak - All creatures gain shroud 30 Flying UW 31 A Pebble Thrown Into The Pond- All spells have Ripple 4 32 Cascade - All spells have Cascade, in addition, Cascade must be played in the background 33 Children of the Night - All creatures gain Lifelink 34 Night of the Living Dead - All creatures have Persist 35 Fervor R All creatures have Haste 36 Exalted W All creatures have Exalted 37 Flashback - All Instants and Sorceries have Flashback X Where X is it's converted mana cost 38 Regeneration G Each creature has X Regenerate Where X is half the converted mana cost rounded up. 39 Cooperation W All creatures have banding 40 Indestructible Round A All permanents are indestructible 41 Eldrazi - Creatures with power and toughness both greater than 6 have Annihilator 1 and are Eldrazi until end of turn 42 Upkeep UG All creatures have upkeep 1 43 Echo - All creatures summoned this turn have Echo X Where X is their converted mana cost 44 Convoke GW 45 Replicate RU All instants and sorceries have replicate 46 Radiance RW All Red creatures gain first strike. All White creatures gain Vigilance. All Blue creatures gain Flying. All Green Creatures gain Trample. All Black Creatures gain Fear. 47 Haunt BW When a creature dies you may exile it and haunt target creature. Haunted creature has -1-1 48 Forecast UW All Spells have Forecast 3. When you forecast a spell, all creatures you control that share a color with that spell gain 11 until end of turn. You may only play this ability for as many cards are in your hand. You may not forecast the same card twice in one turn. 49 Hellbent BR Creatures you control gain haste and 21 so long as you have no cards in your hand 50 Bloodthirst RG All creatures have Bloodthirst X Where X is the number of mana symbols in the converted mana cost of the creature 51 Simic UG Creatures come into play with one 11 counter. 52 Transmute UB All creatures in all players hands have Transmute X Where X is one less than the creature's converted mana cost 53 Dredge BG You may Dredge a card for its converted mana cost instead of drawing a card 54 Transguild RGUWB All creatures are all colors 55 Artifact A All creatures lose all colors and are considered artifacts in addition to their other creatures types 56 Enchanted Evening WU All permanents are enchantments in addition to their other types 57 Pyrostatic Pillar R Whenever a player casts a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player 58 Old Dog, Old Tricks WU Shuffle your graveyard into your library 59 New Dog, New Trick RG Reveal the top card of your library until you reveal a creature and an instant. Play them. Shuffle the other revealed cards back into your library 60 Rite of Passage G Whenever a creature is dealt damage, place a 11 counter on it 61 Runed Halo W Each Player names a card. You have protection from that card 62 Flash Rounds - Play a round card after attackers have been assigned 63 Landfall Round - You may put an additional basic land into play tapped 64 Discard B Whenever you draw a card, discard a card 65 Lobotomize UB Whenever you cast a spell, exile the top card of target library 66 Impediments Round W Tap a creature you control, tap target creature 67 Sage UB On your end step, draw up to seven 68 Awakening G At the beginning of each upkeep, untap all creatures and lands 69 Aven Shrine W Whenever a player casts a spell, that player gains X Life, where X is the number of cards in all graveyards with the same name as that spell 70 Spawn RGBUW Each player may choose 1 R Put a 11 Red Goblin creature token into play or U Put a 11 Blue Merfolk creature token into play or B Put a 11 Black Skeleton creature token into play or W Put a 11 White Human creature token into play or G Put a 11 Green Insect creature token into play. You may only play one 71 Sophisticate Round - All creatures have non-basic landwalk 72 Locket of Yesterdays A Spells you play cost 1 less to play for each card with the same name as that spell in your graveyard 73 Mortal Combat B If you have 20 or more creatures in your graveyard, gain 20 life and put half of those creatures into play under your control rounded up 74 Nap Time B All creatures are tapped. All creatures untap when nap time ends. 75 Moat W Creatures without flying cannot attack 76 Upwelling G Mana pools don't empty at the end of phases or turns 77 Mirri's Guile G At the beginning of your upkeep you may look at the top three cards of your library and arrange them in any order 78 Changeling - All creatures all are all creature types until end of turn 79 Mindmoil R Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards 80 Mindmeld U Whenever an opponent draws a card, you may draw a card 81 Lightning Round - All creature, Artifact and Enchantment spells cost 1 more to play. All Sorceries and Instants cost 1 less to play 82 D-Fence - All creatures with more toughness than power have Defender and gain 02 83 O-Fence - All creatures with more power than toughness have haste and first strike 84 Multani's Presence G Whenever a spell you've cast is countered, draw a card 85 Doubling Season G 86 Sliver Round - All creatures you control have all abilities and creature types of all other creatures you control 87 Muraganda Petroglyphs G All creatures with no abilities gain 22 88 Paradox Haze U All Players have an extra upkeep 89 Paradox Rift R There is no upkeep phase 90 Paradox Void B There is no draw step 91 Paradox Plane G There are no Main Phases 92 Stonehorn Paradox W There is no combat phase 93 Drop of Honey G During each upkeep, sacrifice the creature with the lowest power. If there is a tie, destroy the creature with the lower mana cost. If there is still a tie, flip a coin. 94 Exhaustion W You may play only 1 spell this turn 95 Oracle U You may tap target creature you control during your draw step. Draw a card for each creature tapped this way. 96 Grave Pact B If a creature is put into the graveyard from play each player except the owner of that creature sacrifices a creature. Creatures sacrificed this way do not trigger Grave Pact 97 Suicide Pact B Each time your life total is decreased, decrease the life total of all other players by the same amount. 98 Caged Sun A Lands tap for one extra mana of the color they give 99 Disenchant Round GW During your upkeep, you may destroy target artifact or enchantment 100 Rupture Spire - You may not play a land this turn unless you pay 1. All lands can be tapped for any color of mana 101 Righteous Cause - Whenever a creature attacks, gain 1 life 102 Villainous Cause - Whenever a creature attacks, lose 1 life 103 Memory Erosion U Whenever you draw a card, cast a spell or activate an ability, mill 2 cards 104 Invert the skies BG All creatures without flying gain flying. All creatures with flying lose flying until end of turn. 105 Melting R All snow lands are tapped and do not untap 106 Threshold W As long as you have 7 or more cards in your graveyard, creatures you control have 11 107 Brow Beating R You may pay 1 life and target player that would draw a card does not. 108 Witchbane Orb A All Players have Hexproof 109 Torpor Orb A Creatures entering the battlefield do not cause abilities to trigger 110 Static Orb A Players cannot untap more than two nonland permanents during their untap phase 111 Winter Orb A Players can't untap more than One Land during their untap step 112 Orb of Dreams A Permanents enter the battlefield tapped 113 Mindlock Orb AB Players cannot search libraries 114 Mesmeric Orb A Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard. 115 Zuran Orb A Sacrifice a land Gain 2 Life 116 Measure of Sin B Choose a player at random. That player gains control of Measure of Sin. At the beginning of your end step, sacrifice Measure of Sin and lose 2 life. If a card enters your graveyard from anywhere, target opponent gains control of Measure of Sin 117 Lich B This Card does cannot leave play and is indestructible. Select a player at random. That player gains control of Lich and draws seven cards. You lose life equal to your life total. You do not lose the game for having 0 life. If you would gain life, instead draw that many cards. Whenever you're dealt damage, instead sacrifice that many permanents. If you cannot, you lose the game. You have no Maximum handsize. 118 Wrath of Commons W Destroy all Legendary and Rare cards in play 119 Wrath of Elites U Destroy all cards with reminder text of abilities everyone knows. If there is a dispute over whether an ability is known, argue about it 120 Wrath of Esper WUB Destroy all RedGreen Creatures 121 Wrath of Bant GWU Destroy all RedBlack Creatures 122 Wrath of Naya WGR Destroy all BlackBlue Creatures 123 Wrath of Grixis BUR Destroy all WhiteGreen Creatures 124 Wrath of Jund BRG Destroy all WhiteBlue Creatures 125 Wrath of fatties G Destroy all creatures with toughness three or less 126 Wrath of weenies W Destroy all creatures with toughness four or greater 127 Wrath of Champions BWGUR All players choose one creature he or she controls and sacrifices all others. No creatures may be summoned this turn 128 Wrath of Unenhanced - All equipments and auras are destroyed and all enchanted creatures and creatures with equipment get -13-13 until end of turn 129 Once More, With Feeling! - Play the previous Round Card again 130 Soylent Green GB You gain life equal the toughness of creatures you control that are sent to the graveyard 131 Recycling GW If a creature would be put into the graveyard, shuffle it into its owner's library instead 132 Bloodletting R All sources deal double damage to players 133 Infest B Each upkeep All creatures get -2-2 until end of turn 134 Echoes U Whenever you play an instant or sorcery, each other player may copy it and choose new targets for the copy he or she controls 135 Mighty Emergence G Whenever a creature with power 5 or greater enters the battlefield, place two 11 counters on it 136 Hunted - Whenever a creature with power 4 or greater enters the battlefield, it's controller puts X 11 creature tokens of the same type onto the battlefield under target opponents control. X is equal to the summoned creature's toughness 137 Repository G Whenever a creature attacks, add 1 mana of any color to your mana pool 138 Nightly Hunt R All creatures attack if able 139 Dueling Grounds WG No more than one creature may attack each turn. No more than one creature may block each turn 140 Light of Sanction W Prevent all damage to creatures you control by sources you control 141 Living Lands G All lands are 11 creatures. They are still lands 142 Liliana's Caress B You are dealt 2 damage for each card you discard 143 Light From Within W Creatures get 11 for each colored mana symbol in their mana cost 144 Liability B Whenever a nontoken creature is sent to the graveyard, that creature's controller loses 1 life 145 Lifeblood W Whenever an opponent taps a land for mana, you may gain 1 life 146 Lifeforce G Creature spells cannot be countered 147 Lightening R Whenever you play a spell you may pay 1 to deal 1 damage to target player 148 Singularity U All nonland permanents are Legendary 149 Punishment R Players cannot gain life. Damage cannot be prevented 150 Sanctity W Players have Hexproof during their turn 151 Anticipation U All nonland cards may be cast as though they had flash 152 Vitality G When you summon a creature, gain 1 life. Creatures gain 01 153 The Meek W Token creatures get 11 154 The Void B If a card would be put into the graveyard from anywhere, exile it instead 155 Leshrac's Sigil B Whenever an opponent casts a spell, the player to their left may look at their hand and discard a card 156 Energy Storm W Prevent all damage that would be dealt by instants and sorceries. Creatures with flying do not untap 157 Equilibrium U Whenever you cast a creature spell you may pay 1 and return target creature to its owner's hand 158 Normal Round 159 Normal Round 160 Normal Round But with Ponies All creatures are ponies in addition to their other creature types 161 Double Trouble - Play the next two Round Cards at the same time 162 Double Trouble - Play the next two Round Cards at the same time 163 Triple Threat - Play the next three Round Cards at the same time 164 Mana Echoes R Whenever a creature enters the battlefield you may add X mana to your mana pool, Where X is the number of creatures that share a creature type with it 165 Mana Maze U Players may not cast a spell that shares a color with the last spell played 166 Baneful Omen B Each player reveals the top card of their library. Deal damage to each player equal to the highest converted mana cost revealed this way. 167 Ground Seal G Cards in graveyards cannot be the targets of spells or abilities. You cannot cast Unearth or Buyback spells 168 Heartless Summoning B You may cast creature spells at 1 less. Creatures cast this way come into play with a -1-1 counter 169 Vile Consumption BU All creatures have At the beginning of your upkeep, sacrifice this creature unless you pay 1 life 170 Appeasement BU Whenever you sacrifice a creature, draw a card 171 Masquerade - Each player chooses a creature they control at random. Player to their left gains control of that creature 172 Commander - Each player chooses a creature from their library or hand and exiles it. It may be played for it's mana cost from exile If the creature dies it returns to exile This effect lasts the rest of the game. It may be summoned again for 1 more mana than it took to summon it last time from exile 173 Sigil of the Tiny Throne W If you cast an enchantment, put a 11 White Angel Token with Reach into play under your control 174 Match G If an opponent plays a token creature, put a token copy of that creature into play under your control 175 Homicidal Seclusion B So long as you control exactly 1 creature, that creature gains 31 and lifelink 176 Song of Serenity G Enchanted creatures cannot attack or block 177 Overburden U If a creature is summoned, that creature's controller puts a land he or she controls into their hand. 178 Hum of the Radix G All spells cost 1 more to cost for each permanent in play that shares a color with it. 179 Snakeform BG All creatures are 11 snakes 180 Into the Web of War R Creatures summoned this turn get 20 and haste until end of turn 181 Accelerate plans U Each player may search their library for an enchantment This does not include Auras or creature with an ability that influences more than itself into play. Sacrifice any cards put into play this way at end of round 182 Disaster R If there are seven or more lands on the battlefield, destroy all lands 183 Clash - All players Clash. The winner draws a card and may play an instant without paying its mana cost 184 Kithkin Spell lock GW Noncreature spells with converted mana cost 4 or greater cannot be played. Noncreature spells with X in their mana cost cannot be played 185 Clockspinning U Add or remove a counter from target permanent or suspended under your control. You may use this once per card, on each card or suspended card you control 186 Aluren G Creatures with converted mana cost 3 or less may be played without paying their mana cost and as though they had flash. 187 Nature's Will G Damage dealt to you taps that many lands you control 188 Solitude G Players can cast spells and activate abilities only on their own turns 189 Last Laugh B Whenever a permanent is put into a graveyard from the battlefield, Last Laugh deals 1 damage to each creature and player 190 Change in tactics - All creatures switch their toughness and power 191 Cannibalize B All creatures gain Sacrifice this creature Target creature gains 11 192 Fecundity G Whenever a creature dies, that creature's controller may draw a card 193 Impatience R On each player's end step, if they did not cast a spell this turn, Impatience deals 2 damage to him or her 194 Dogfight UW Flying creatures can only other creatures with flying. All creatures with reach have flying until end of turn 195 Idle Minds U If you have no cards in your hand, draw a card 196 Place Your Bets! Each player writes down the name of another player in play. If the player you named dies, gain 10 life and draw three cards 197 Stake your Life on a Coin R Each player may bet life on a coin toss. If you win, gain three times the life you bet. 198 Luck Be A Planeswalker R Each time you cast a spell flip a coin. If Heads, counter it 199 Wheel! Of! Fotune! R Discard your hand. Draw Seven cards. 200 SQUIRRELS B Each player gains two 11 OP Black Squirrel tokens If you play some magic you're likely to find some of these very familiar.