Thursday, November 3, 2011

An Experiment in the Use of Pseudorandomly Generated Availability of Components in the Construction of Mechanisms for the Elimination of One's Enemies.

or 15 Random Cards.

Restrictions breed creativity. A blank check induces inaction through the sheer number of possibilities. Action Paralysis. The basis of this alternative Magic format is the result of several bored afternoons and is need of refining. Let's get started.

The (Current) Core
15 Random Cards is an alternative magic format (or just a possibly amusing deck building exercise) that, as you may have guessed has 15 random cards.

Guidelines are as follows
  • Pick 15 Magic Cards somehow. (I use MagicCards.info)
  • Of those 15, You must use at least 7 in your deck and at least half of the nonland cards must consist of this pool.
  • Find the set latest printing of the first 4 random cards. Those sets are what's legal for the rest of the deck
  • You can have up to 4 copies of any of the cards in your random 15, and up to 2 of any in your set pools.

Now, to put this into practice. Let's get our 15 cards.

The Cards!
1. Counterspell
2. Loxodon Warhammer
3. Crystallization
4. Winter Blast
5. Tarox Bladewing
6. Kaervek the Merciless
7. Giant Spider
8. Demonic Hordes
9. Demystify
10. Coordinated Barrage
11. Oblivion Ring
12. Vulshok Sorcerer
13. Sorin Markov
14. Springjack Knight
15. Armageddon

And for this pool, the sets for the rest of our cards are: 7th Edition, 10th Edition, Alara Reborn, and 5th Edition... This might be interesting, eh?

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