Type: Deck Idea
Format (legal 👍) staStandard
Approx. Value:
N/A

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Main Deck - 0 cards, 0 distinct
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Notes
 
ARC Arms Race Commander - An EDH Story

A commander format for those who miss the nostalgia of being a new player.

Arc is a 4 player format in which each player picks a precon commander box from through out Mtg’s history  and plays it as is.

The game is played for 12 sessions. A session consist of as many games as possible for that night. 

The War chest-
At the beginning of each session each player must put a Mtg draft booster pack into the war chest. It can be from any set. These packs are to be saved for later. With the war chest being the main prize or spoils of war if you will. At the beginning of each game, each player will put up any mtg pack up for grabs for the winner of the round. 1st place wins 3 packs of their choice from the pool of packs.2nd place gets the remainder.

Point System-
The point system to see who wins the war chest is fairly straight forward. 1st place of each round gets 4 points 2nd gets 3 3rd gets 2 and last place gets 1. At the end of all 12  sessions the points will be totaled up and a winner shall be named.

Seat placement-
To start ARC off each player will role a D20. With the roll determining Seat placement from highest to lowest. Seat placement is then determined by a players placement after each round. First place will go last 2nd goes 3rd, 3rd will go 2nd and last place will go first

Choosing  your Commander-
No two commanders can be the same. This is done for game play reasons. Think of the game risk two players can not start at the same Country because there’s only one of said country. To help make sure no player is given an advantage each player should simply tell each other what colors are in their commander cost. In the event two players are in the same colors it is best for those plays to reveal the commanders to make sure they are not the same. If they are the same a simple coin toss can determine who gets the commander or you may choose that neither player gets the commander. Some secrecy is necessary to insure no one has an unfair advantage. WIth that being said  the very first game at the beginning ARC must be played with the face commander of the precon. If they are unworthy of the title of commander they may be replaced just as a leader would be in the real world.

Edits-
In order to edit your deck  a player must do battle with the other planes walkers of the plane with each victory allowing for more or less edits.

In each round 1st place gets one edit, 2nd place two, 3rd place three and last place will get four edits

1st and 4th place must reveal to each other what there edits are. The same for 2nd and 3 place

All edits are final, so it is best to chose carefully. If the chosen edit is no longer desirable it my be edited out using a future edit.

Proxies-
Magic is an expensive game and not every card is a winner even if it is 100 dollars. To help make things  simple proxies are allowed to an extent. A proxy should be a card that you fully intend on Purchasing not a 500+ card.  After the 3rd time a card is revealed if it is not a true copy of the card it will be turned into a basic wasteland for the remainder of the 12 session.

Cutting or adding colors
While cutting a color is not recommended it is allowed all of your basic lands of the cut color will be split evenly among the remaining colors

Adding a color is also not the easiest gameplay plan. However in the event a play would like to add a color they can swap out a maximum of 5 basic lands from their deck and place the new color in.

Trial Rules-
Trial Rules are just that Trial Rules.
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