Raiding Party

by The_MoC on 15 March 2015

Main Deck (60 cards)

Sideboard (56 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This deck is a clone of Choose your Destiny by The_MoC.

http://www.mtgvault.com/themoc/decks/choose-your-destiny/

How to Play

Magic: The Drunkening

Drinks

Each player begins the game with two drinks (not shots). These two drinks have distinct purposes. One is for taking sips to either prevent one point of damage/loss of life to the player or to take sips from for the results of the drink. The second drink is a counterspell drink.

The winner of the game may distribute drinks upon their victory. The number of drinks is equal to half of the number of players rounded down PLUS any unconsumed sipping drinks and counterspell drinks.

Drinking Die

A six sided die is rolled at the beginning of the game and can be rerolled during any players upkeep by that player.

The results of the die are as follows:

1 – Colorless
If a land enters the battlefield under your control, you take a sip.

2 – White
Defending player assigns one sip per attack.
This is per attack made at them by a player, not by individual creatures. For instance, if player A attacks players B and C with three creatures each, players B and C will only assign one drink each, not three.

3 – Blue
Instants and sorceries require a sip to be played. (by the controller of the spell)

4 – Black
If a permanent you control goes to the graveyard, take a sip.

5 – Red
When you attack, defending player takes a sip
This does not count for attacking with more than one creature for more than one sip effect. It is limited to one per attack phase

6 – Green
If you cast a creature spell, assign a sip.
Token generation does not trigger this effect.

Sipping Drink

The sipping drink may or may not be used. Each player only gets one sipping drink per game and it may not be refilled. A sip may be used for the following purposes:

To prevent one point of damage to a player only, or loss of one life.
To sip as a result from the effects of the drinking die.

Reasonable sized sips must be taken. No one should get 30 sips off a single drink. The point of the game is to get drunk, not to win games of magic. The spirit of the game must be maintained. The size of the drink must fit into a standard pint sized cup.

A player may elect not to use the sipping drink. This may be used so that the sipping cup can add to the winner’s pool of a drink to be assigned. Only a full and unused sipping cup may contribute to the winner’s drink pool.

If a player chooses to not use the sipping drink, they will not use the sips to prevent any damage. In addition to this, if an effect from the drinking die would force them to drink; they may take one point of damage instead. This damage may not be prevented or redirected.

Counter drink

One drink is set aside for each player for the purposes of countering a spell. Spells that are immune to countering may be countered by the counter beer. A counter beer is not a spell.

The counter beer works by calling out a counter (just like you would if you were playing a normal counter spell). The player who is countering must chug their entire drink to counter the spell. If they do not successfully chug the beer the spell may resolve. If they succeed, any player may counter the counter by chugging their own counter drink. This counter can also be countered, so on and so forth.

No spell may be played to counter a counter drink. There is no counter spell in magic that counters a counter drink.

The counter beer must also fit into a standard sized pint glass. Shenanigans may be called if someone tries to use a shot or some other non chuggable volume of alcohol for their counter drink.

Winners Pool

The winner of the game is allowed to distribute drinks at the end. This amount is equal to half the number of players rounded down, plus any remaining counter drinks and completely full sipping drinks. These drinks must be imbibed immediately following their assignation.

The winner simply assigns the drink. The person to whom it is assigned decides its manner. For instance, if you win, you simply assign a number of drinks to a player, not that they are doing shots or drinking a beer.

End of the Game

This ends as a traditional game of magic may end. One surviving player. At the end of the game, you must finish any remaining volume from the sipping drink that is remaining (unless you did not use any of it at all). A new game cannot be started until all of the drinks from the previous game have been drunk.

Pour new sipping drinks and counter drinks and begin again.

Deck at a Glance

Social Stats

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This deck has been viewed 471 times.

Mana Curve

Mana Symbol Occurrence

0021270

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Raiding Party

It's brilliantly simple! I will have to get more people to come by next weekend for sure!

0
Posted 16 March 2015 at 05:42

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Seems like a lot of rules honestly. I'd rather just get shit faced and then play normal Magic but that's me.

-2
Posted 16 March 2015 at 17:35

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It may seem like a lot, but its just basically the die rolls, counter beer, and sipping beer. It looks daunting at first, but it's actually quite simple in practice.

0
Posted 16 July 2015 at 20:43

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