Raid Rules

## Rules

These rules are the typical rules for all raids, but they may be modified and changed to meet a raid creator's vision.

#### Boss

* All characteristics of a card representing a boss are ignored except name, rules text, abilities, and power.
* A boss cannot be interacted with in any way except:
	+ It may attack as if it were a creature.
		- Abilities that modify which players may be attacked still apply.
	+ It may be blocked as if it were a creature.
		- Abilities that modify which creatures may block the boss still apply such as flying, shadow, menace, etc.

**Miniboss**

* If a creature with miniboss is attacked and is untapped, it does not deal damage to the creatures that attack it.

#### Poison

* A raid requires half its starting life total in poison counters to lose the game.

#### Lands

* Raids do not have lands in their library
* Raids do not tap lands they control

#### Casting Spells

* Raids create any mana needed to cast a spell.
* Refer to individual raid rules to determine how a raid handles X, kicker, multikicker, entwine, overload, fuse, bestow, extort, and surge costs.
* Refer to individual raid rules to determine how a raid handles morph, unleash, riot, convergence, and join forces.

#### Decisions

* Refer to individual raid rules when determining how to make decisions.
* Decisions such as blocking, targeting, choosing, or reacting, are made via dice roll.
* When a raid is must decide to pay a cost imposed on it, use a dice roll to determine the choice.
	+ Use a die that is 6 + X where X is the mana value of the cost being imposed on the raid, whichever is larger.
	+ The raid will not pay the cost on a result of 5 or higher.
	+ If the cost is being imposed due to the raid's own action, such as when targeting a permanent with Ward {2}, it will attempt to find alternative targets if does not pay the cost.
	+ ***Example:** The raid is casting a spell that targets a creature with ward {2}. Roll a D8 to determine the decision the raid will make. On a 5 or higher it will not decide to pay the ward cost while on a 1 to 4 it will decide to pay the ward cost. If it decides not to pay the ward cost, it will choose another valid target. If there are no valid targets, the spell fizzles.*

#### Blocking

* The raid will roll a D6 for each creature they control. On a result of 5 or greater the raid will not have that creature block. Additional rolls determine which creature(s) that creature blocks.
* Creatures the raid controls with defender always block.

**Reacting**

* If the raid has a reaction deck, it will roll a D6 whenever an opponent casts a spell and may react to it depending on the result.
* The raid will react to a player casting an common spell on a result of 1.
* The raid will react to a player casting an uncommon spell on a result of 2 or lower.
* The raid will react to a player casting a rare or higher rarity spell on a result of 3 or lower.
* When reacting with a spell with one or more modes, such as a charm, it will only choose valid modes.

#### Turns

* Raids go last in turn order.
* A 'round' consists of at least one complete turn for each remaining player and each raid in the game.

A raid turn has the same general phases as a player turn but also consists of additional raid-specific steps and phases.

* Beginning Phase
	+ Mark step
		- Before the untap step, there is an extra step where the raid will choose a random raider to mark.
		- The marked raider and spells and permanents they control will have priority if the raid plays spells and abilities that require a target.
	+ Draw step
		- Refer to individual raid rules for how many cards the raid should draw.
		- Cards drawn after the draw step will not be played until the raid's next turn.
* Pre-combat Main Phase
	+ The raid will cast all cards from its hand in a random order.
	+ The raid will activate any abilities of permanents it controls.
* Combat Phase
	+ The raid will attack the marked raider with everything it controls that can attack.
	+ If the defending player controls one or more planeswalkers, the Dungeon will roll a six-sided die for each attacking creature to determine the target of its attacks. On a result of 1 or 2, the attacking creature will target the player. On a result of 3 or higher, the attacking creature will target a random planeswalker the defending player controls.
* Post-combat Main Phase
	+ Refer to individual raid rules for how the raid handles this phase.
* Ending Phase
	+ If the raid's hand exceeds is maximum hand size, the raid discards cards chosen at random.

#### Library

* A raid may control one or more libraries.
* If a source a player controls would interact with raid's library, the source's controller may choose from among libraries the raid controls.

#### Voting

* A raid will not place any votes for will of the council.

## Abilities

Custom keyword abilities have been created to facilitate the intended gameplay of MTG Raids. In most cases, individual raid rules will specify which cards have these abilities.

#### Cherished

"Cherished" is a keyword ability that means "~ can't be sacrificed."

**Impunity**

"Impunity" is a keyword ability that means "~ can't be exiled."

#### Covenant

"Covenant" is a keyword ability that means "~'s control can't be changed."

#### Eternal

"Eternal" is a keyword ability that means "~ can't leave the battlefield."

#### Miniboss

"Miniboss" is a keyword ability that means "~ may be attacked. ~'s owner can't be attacked."

#### Masterpiece

"Masterpiece" is a keyword ability that means "~ can't be copied."

#### Mortal

"Mortal" is a keyword ability that means "Damage is not removed from ~ during cleanup."