Exploring new borders

After a long pause I did review my lists of possible inclusions and play a bit. These are the cards that are most likely to stay, others are still in testing. I particularly tried to find more early drops that are good enough for the format. Kami of Ancient Law, Ronom Unicorn and Keening Apparition aren't that sure to stay in compared to the rest of the inclusions. But it's a good way to have more early drops and enchantment removals that can also save a turn in case of emergency when there is no target. On the game experience perspective it should be more interesting than cards that destroy all or several enchantements because of the greater flexibility offered by these cards (inherent choices + cheaper cost that make you more free to do other things). If they are good enough I will also get Amateur Auteur and Felidar Cub. Ghost-Lit Redeemer : I had it in mind some time ago because it's a beautiful card in foil, but I now also think the cheapness and potential are worth of interest. It won't always be easy for an opponent to spend a removal on it Qarsi High Priest : it has been surprisingly good in the games. You only need to keep 1+B open and people are dissuaded to attack you if you have a board Dauntless River Marshal : it's not as good as Merfolk Seastalkers but it's close enough for way cheaper. Deadly Recluse, Heir of the Wilds : After including all the 1cmc deathtouch creatures, I will test the very best 2cmc deathouch creatures to push green and early drops. Thornweald Archer was in long ago and should come back once I put my hand on it again even if it's the least strong of the three. Satyr Wayfinder, Sylvan Ranger : not completely sure but Satyr Wayfinder really shined so I guess I will list those two. Deathcult Rogue : really close to all the 2/2 landwalk creatures for 3. There are only 25 Rogue creatures in the list and not all are good blockers Borderland Ranger and Civic Wayfinder : they have been pretty effective in the early game or to provide useful bodies. With the aether rule I expected those to be decent in the late game Brindle Boar : 4 life is not far from equaling a draw in average (it's rather 5+ life). There are situations where blocking + sacrificing it will equal to quite a big life gain and that could incite someone with a big creature to attack another opponent. Merchant of Secrets, Council of Advisors : except the ugly Mer Man (I will never play this card even if it's better than cards already in the list) these are the best cantrip creature that weren't in the list. Striped Bears and the like seem below because of the gap between 3 and 4 cmc that makes it more unlikely to cast double spell Thunderclap Wyvern, Ulamog's Nullifier : I started to wonder if 2/3 flash flying for 4 were good enough. I think I can safely add the two best among them. They are probably better than Hussar Patrol that has been a borderline inclusion Runewing, Kingfisher, Aven Fisher : these are borderline in/out which gained a bit in value with the rise of the proportion of fatties and the decrease in the proportion of mass removal. If they weren't blue they would probably be in already. Corpse Augur : will be dangerous in too few games and in those you will probably have a lot of mana and can aether cycle it Patagia Viper : i always found the idea of a flying snake pretty stupid, but given the value I now attribute to token spells and evasion I have to include this classic Saber Ants : it has proven to be effective and dissuasive in the games Naya Sojourners : the flexibility is valuable and anything that cantrips rises in value in the format Jund Sojourners : should have been there earlier since Zap is good enough Ancient Silverback : former rare. I was more worried about it being too strong but it seemed to come late enough for that not to matter too much so far Maul Splicer : not that good but seems good enough Skeletal Wurm : expensive and scaring others can be a downside. But I want regeneration to be more present and it's best on a big body Etherwrought Page : White honden is a bit weak (I wanted to have the full Honden cycle) but Think Tank has been solid at three mana and having choices is strong and the reason I focused on this format. Artifacts are also more robust than enchantments in my list. It looks like a cool and solid addition. I probably missed it before because I added the honden cycle on a second thought, only after browsing all commons and uncommons Khalni Gem : probably better than Thran Dynamo the majority of the time in this format. The idea is to play it when you have no land drop planned. This way it only costs one mana on your turn and then grants great fixing in addition to a mana boost on the subsequent turns. In the very late game you can also aether cycle the land(s) you bounced Silkwrap : I was skeptical but I needed to check once and for all if it's good enough. Since I try to push more early drops it seemed to find enough targets. Also removal spells are getting rarer and I like to rise the value of enchantment removals right now Sigil of the Nayan Gods : a cheap cycling option is perfect for a variance card, untested but there shouldn't be any problem Weirding Wood : probably better than the similar enchants that make you gain life (and were dismissed) Resounding Wave : the uncounterable aspect of cycling seemed to make it good enough Grisly Spectacle : I don't like that it helps the opponent by milling him, but the "non universal removal" part is acceptable at this cost for an instant and I need to continue to add a few removals with so many creatures added Mysteries of the Deep : the effect of drawing three is easily good enough to accept the small condition. The condition will sometimes become a flexibility Sylvan Bounty : has been there for a while. It's the strongest gain life that wasn't in and I have always been impressed by gain life spells in the format. The cycling part makes it nice. The next gain life would be Angel's Mercy so much more unlikely Spectral Procession : it demands ressources to be able to attack one of your opponents in this multiplayer format so token spells are valuable. It should be good enough at 5 mana since Goblin Scouts have been ok to nice Harmony of Nature : has been impressive the one time it was tested. Players more often have boards than not and it is an effort to send creatures to attack in multi. You also don't have to tap all your creatures. I was skeptical but I think it is a good addition (and a cute card) Kindle x3 : because I also test other cards I add 3 Kindles (still aiming at the 4% Kindle in the list) Two cards out : Heirs of Stromkirk : has been out for some time. It wasn't always bad but not good often enough with double red Return to Dust : since I test Kami of Ancient Law and its clones it seems logical to remove the weakest enchantment removals. This one was easily indentified, more could follow unless I drop the 2/2+sacrifice cycle idea
Ghost-Lit RedeemerQarsi High PriestDauntless River MarshalDeadly RecluseHeir of the WildsKami of Ancient LawRonom UnicornSatyr WayfinderSylvan RangerDeathcult RogueBorderland RangerCivic WayfinderBrindle BoarCouncil of AdvisorsMerchant of SecretsThunderclap WyvernUlamog's NullifierAbattoir GhoulAven FisherKingfisherRunewingCorpse AugurPatagia ViperSaber AntsNaya SojournersAncient SilverbackMaul SplicerSkeletal WurmEtherwrought PageKhalni GemSilkwrapSigil of the Nayan GodsWeirding WoodResounding WaveGrisly SpectacleMysteries of the DeepSylvan BountySpectral ProcessionHarmony of NatureKeening ApparitionJund SojournersKindleKindleKindleHeirs of StromkirkReturn to Dust

All the remaning deathtouch creatures for one mana

I only played the very best deathtouch for one mana so far as I didn't want to have too many of them. But when I took this decision I had less cards and there were a lot more (mass) removals for them in proportion. Today their value has also improved with the increased proportion of fatties and I can think about some of the weaker cards that will be better with their inclusion (lava dart, the valor, pingers, and probably more as their presence will diversify the battlefield). Also having more early drops is something I consider positive and the Aether Cycling rule increased the value of cheapness.
Narnam RenegadePharika's ChosenTyphoid RatsSedge Scorpion

Triple mana cycle+1st rare+miscellaneous changes

Pelakka Wurm and Meteor Blast were the only triple colored spells (of the same color) in the list. I liked the idea of forcing some cards in to complete this cycle and have one card in each color. But that's really a personnal preference (an argument I usually despise) as it has obvious downsides. Therefore I added Volition Reins, Ihsan's Shade and Soulscour. Blue and especially black are weaker but at least triple blue and triple black are more likely to be useful in a game than the other three colors. In addition to being rarely useful, triple white really had nothing good enough in commons/uncommons. So I quickly looked at rare cards that would be interesting enough to bypass the "no rare card" rule. I hesitated between Reya Dawnbringer (special and beautiful card) and Soulscour. The former was unlikely to survive and was too strong when it did, so I chose the latter. There aren't many wrath effects in the pile and this one is especially crazy (it destroys lands). While the effect is very powerful, its power is limited in various ways (even more than Inferno). 7cc and triple plains is quite expensive, you will rarely have a board after playing it, and it will not always work (if opponents have big artifact creatures or a regeneration effect available). So it isn't systematically strong but is still a one-of that will do crazy things a decent percentage of the time when drawn. One element of the "no rare" idea is to balance things, but doing crazy things very very rarely means it is very very enjoyable when it does happen. Worth noting I chose an Ishan's Shade with gold borders (World Champ edition). I find flavorful the idea that Ishan's Shade dominates the powerful Knight of the kitchen sink (protection from black borders) since Ishan's Shade was clearly designed with the idea of being a nemesis to white knights at the time. Other ins : Wall of Tanglecord : these cheap walls are still nice in the end game while being exactly what you want to see in your starting hand. I dismissed it at one point because I didn't like that a card supposedly robust would die to additionnal removal (artifact removal). However I increased the flying creatures count a lot at one point so the ability is a valuable compensation. There is also a clear gap in power levels between Wall of Tanglecord and other two mana walls I don't play, while it is pretty close to Fortified Rampart and Wall of Earth that have been very solid. Heliod's Emissary : despite being a card made for the offense primarily, it can help enough in defense to be good in this format. Its inclusion has been delayed (a lot) because I completely forgot to buy it at one point. Contradict : wasn't in before because I felt it would be a pretty dumb card (people will always counter the first decent spell) and I already have a lot of blue. But good counters aren't that many and it's always tempting to play with new cards (and I still want to avoid cards from Amonkhet and editions printed after that). Jade Mage : it was among my "close to be in but no" cards. Manavore cards are much weaker in this format, but I don't want the green count to stay behind. I also want to be closer to 40% creature (39,5% currently and I am probably over 40% if we count noncreature cards that create tokens) and play as many decent early drops as possible (the format favors more expensive creatures). Outs : Summoner's Bane : an evasionless 2/2 is weak in the format so the fact it only counters creatures is too much for a 2UU counterspell. I thought it countered any spell when I first included it and when I realized my mistake I decided to keep it in to give it its chance. In a way it is replaced by Contradict. Rival's Duel : the flavor of the card is awesome so I tried to keep it again and again. But you very often just kill a small creatures for 4 mana at sorcery speed, situationnally. I have to let it go. Psychatog has been a weak creature and was mostly in due to being an historical and iconic card + a beautiful foil. It's tough to lose games because you were the only one to draw an underpowered flavorful/iconic card so I've removed them all now. Laccolith Warrior : as much as I want to favour unique cards, smart cards, and old foils, it is too weak for an RR card
Volition ReinsSoulscourIhsan's ShadeWall of TanglecordHeliod's EmissaryContradictJade MageSummoner's BaneRivals' DuelPsychatogLaccolith Warrior

Various reevaluations

Spontaneous Artist seems a bit too weak. I thought it should be fine if Aether Herder (2 energy counters can be used to give haste once in my rules) and Centaur Chieftain are in, but they are just ok and Spontaneous Artist is slightly inferior to them. Also unlike green, red has a lot of cards now, so I prefer to remove it. Spectral Shepherd was among the cards I hesitated a lot about. 2/2 is a lot less than 2/3 since in addition to blocking 2/2s you also survive pyroclasm and -2/-2 effects, but its very unique ability was tempting. I thought it was a bit expensive for the number of spirits I have in the list, but since we now seem to have more lands in play than before in our games, it should be ok. Brute Force: in the first games with Giant Growth, it seemed better than I thought. It has more chances to stay than Seal of Strength, Colossal Might or Burst of Strength. So Brute Force follows in. Spawning Pit: I like unique cards but I hesitated a lot about putting this one back in. It lost some appeal when they removed the damage into the stack rule and my list is a bit light on creatures for it to shine everytime. But after a lot of testing I think it barely makes the cut, especially since I multiplied the number of token spells and created the Aether Cycling rule. You would have to print your own tokens though, those were never printed by WotC. The illustration above is from Magic Online.
Spontaneous ArtistSpectral ShepherdBrute ForceSpawning Pit

Rules recap for all variants

NORMAL VARIANTS -Normal free-for-all is the main way to play the game. Everything is already in the cubedescription box on the right of the page. -2 headed-giant: I never use this one, but using the official rules should be fine. -2vs2 en croisé (crossed teams) At 4 players, select 2vs2 for shorter games and free-for-all for longer games. Each player faces his teammate and has his opponents on his right and left. The team starts at 35 life. Everything but life total is individual. Defense is individual so you can attack either the opponent on your right or the opponent on the left. You select at random the player who starts and then go clockwise, so it's first player of team A, then first player of team B, then second player of team A then second player of team B, and repeat. This rule is useful to have shorter games, especially compared to free-for-all at 4 players. I generally use free-for-all for normal games at 4 players and 2vs2 en croisé for vanguard games at 4 players. -Pentacle (5 players) Free-for-all at 5 players is very real, but when I have 5 players I generally favor the pentacle variant. Each player starts at 20 life. He has two opponents which are the two players he faces and he has two allies, which are the two players on his sides. You can target your allies or your allies' permanents if you want to, but he can just say "no" and it will be countered by the rules. You can still screw your allies if you need to with spells that don't target like pyroclasm effects. The first player to win is the one whose both opponents are dead. -Monarch Mode You can add the monarch token to any variant if you want to. Its purpose is to vary your games if you play a lot since it creates new dynamics. If you are new to the domain pile format, play with the basic rules. If no one is the monarch, you become the monarch by resolving two creature spells in the same turn (so a removal won't stop this but a counterspell can). As in official rules you become the monarch by dealing combat damage to the monarch. In my rules you also become the monarch by killing a monarch in any way, the regicide is the new king. VANGUARD AVATAR VARIANTS (very nice) The vanguard cards edited by wizards of the coasts in the nineties have an ideal power level to go with the domain pile and it is a very fun variant that makes it (even more) impossible to become bored by the format. I like using the vanguard avatars a lot but if you don't know the domain pile format well, you should probably wait to have a little more experience with the format before using them. Basis: Each player has his own vanguard, becoming one planeswalker of the good old storyline. https://mtg.gamepedia.com/Vanguard We like to play a vanguard avatar game after each normal game. The idea is to incite people to stay alive as long as possible even if the first place becomes out of reach. By reaching a higher rank in the normal game, you have more choices when drafting vanguard cards. It's a bit like if the normal game was the battle of the planeswalkers when they were young. After several years they meet again as confirmed planeswalkers with innate powers, fighting to death this time. -After a free-for-all game at 3 players: Vanguard cards are shuffled and you select four cards at random. Each player then drafts his avatar for the next game from these four Vanguards in the previous ranking order. So winner chooses between 4 vanguards, second from the 3 left and the first to die in the previous game chooses between the last 2. When every player drafted his personnal avatar you can reveal them all. -After a free-for-all at 4 players, vanguard 2vs2: At 4 players prefer 2vs2 for shorter games and free-for-all for longer games. You play face to face with your teammate and share 35 life points (apply both life bonuses or life handicaps from your team of Vangard avatars) The winner of the previous free-for-all game gets 6 random cards to choose his vanguard avatar from while the player who finished second in the previous free-for-all game gets 5 OTHER random cards to choose his vanguard avatar from. They will be on the same team and can discuss their choices but not exchange cards. They will play vs the team of the two remaining players. After they picked their avatars, the 3rd and 4th player from the previous game pick 5 new random cards from the Vanguard pile. Both choose their avatar from this common pool of 5 cards. So they are punished by having less choice, but to compensate this disadvantage in the game, they know the vanguard avatars the team of winners chose while the winners didn't know anything about theirs. It's a bit like the previous winners were well known champions with known techniques while the challengers aren't. It's worth noting that using these rules, you will see 16 vanguard avatars per game (6+5+5) while the total number of different vanguards is 32 (I don't reshuffle the first 16 for the second game to vary what we see). 2 vs 2 is the only vanguard variant where vanguards will be shown before all vanguards are chosen. -After a free-for-all at 4 players, vanguard free-for-all: The winner of the previous normal (no vanguard avatar) game chooses his vanguard among 6 and then has to "burn" another vanguard of his choice (probably the one that would be the most problematic for him). The second to choose takes the remaining vanguards + one additionnal new vanguard at random. He makes his choice and burns again one of the vanguards. Repeat until everyone has his vanguard. This way the losers have some luck potential to compensate their initial drawback and the winner can take a pretty strong avatar even if its nemesis is in the initial pack. Of course he can be unlucky after picking but that's fair odds I'd say. Remember that the selected vanguards are only revealed when everyone is done with drafting its vanguard avatar. -I never tested vanguards for duels or pentacle, but if each player gets 3 random Vanguards and picks one of them things should be balanced. You could also use total randomness if players want to play with vanguards for the first game of the day (which I wouldn't do). When playing with Vanguards, after picking an avatar, all players declare how many spells and lands they will have before drawing the first card of their starting hand. This way Titania is relevant and Gerrard slightly less problematic in the very beginning. Don't forget the left figure also determines the maximum size of your hand, so Gerrard isn't that broken. SEVERAL VANGUARD ERRATA ARE A GOOD IDEA I had to more or less change the text/stats of some of the Vanguards to fit the current rules, fit the multiplayer environment, or fit the domain pile format. Here they are : Eladamri: use the gatherer text (0: The next 1 damage that would be dealt to a creature of your choice you control this turn is dealt to you instead.) Oracle : text + play this ability only before the damage step (otherwise with the current MTG rules it's just a better Selenia if you use it in the end of combat step or in the damage step) Squee : you can look at an opponent's hand anytime. With the original text it was backfiring too much, like Telepathy did (first opponent has an instant removal in hand and mana to cast it, so 2nd opponent chooses to attack you). For 2vs2 you can use the original text though. Volrath : this avatar creates a new library called Volrath's library. Only the player with the Volrath avatar can draw or reveal from Volrath's library. Volrath's library is always face-up and is empty at the beginning of the game. Whenever a creature is put into your graveyard from play, you may put this creature on top of Volrath's library. I originally errated it to be as close as possible to the original text, forcing the player to draw from Volrath's library if it wasn't empty. But other avatars are really powerful and there are enough removals that don't send to the graveyard so after many games I think it is better to remove the restriction. You can change the order of the cards in Volrath's library with library manipulation cards like ponder. As usual, shuffle effects only work for the appropriate library. For exemple a Sakura-tribe elder searching for a forest only shuffles the forest library. The ability is triggered when the creature goes into the graveyard, so think about using grave hate. Withered Wrench is probably a card you don't want to let live if you picked this avatar. Lyna : I am not a fan of the lack of interaction, but why not make her playable in free-for-all and pentacle as well after all. So text is unchanged, but in free-for-all and pentacle the starting life total with Lyna is equal to the sum of opponents' life totals minus 4 (Lyna states "-4"). So let's say you play against Hannah (-5 to the life total) and Ertai (+4 to the life total) in 3 players free-for-all or pentacle, then you would have 15+24-4= a 35 life total to start with. In any 2vs2 variant no errata is needed, just use the -4. Mirri: even if she has the added bonus of avoiding most landwalking abilities (Only use Plains as your lands since Traveler's Cloak and Zodiac Rooster are the only Plainswalking cards), Mirri is a bit weak and should probably have at least a +1 card. Takara : the -8 is getting pretty hard in multiplayer and the ability is also worse than in a duel. Instead of -8 I granted it a +0 life modifier, most of the value of the avatar being in the +3 cards. If you play with damage on the stack the ability gets better and you should use a life modifier around -3. Ashnod : the -8 is getting pretty worse in multiplayer and the ability seems to backfire too much, all damage spells from your opponents will target you and it extends to other ways to downsize you (dicard, creature removal...). Instead of -8 (=12 life) your life total at the beginning of the game should be 12x the number of opponents. So that's 24 life at 3 players free-for-all, 36 life at 4 players free-for-all, a +4 life modifier in 2vs2, and 24 life in pentacle (5 players but two opponents). Titania : Titania has a nice boost in the first three turns but she gets quiet pretty early and games are generally long in multiplayer. It is flavorful, but it isn't well worth it as it is. The best way to make her balanced without changing much is to grant her +4 cards instead of +2. Being the only one to have +4 cards will help justify her name, and the dangerous -5 life will be less of a problem. Playing with her, you probably want to start with 4 basic lands in hand and draw basic lands on your first couple draws. Karn: with very few artifacts in the pile it's like Karn has no text. I could see the original Karn vanguard be playable just with his bonuses but Karn is a major planeswalker and erratas for others would make him look the weakest by far. Since abilities from Karn, Silver Golem aren't relevant, I tested and validated the Karn Liberated ability in a very flavourful way : https://www.youtube.com/watch?v=7lIXNQFYEQA&t=3m15s Karn : this avatar creates a new library called Karn's library. Only the Karn player can draw or reveal from Karn's Library. As the game starts you have the card Legacy Weapon face-up as the only card in Karn's library. You can of course draw Legacy Weapon on any draw effect and if "destroyed", Legacy Weapon is shuffled back into Karn's Library (as the text mentions) "until the ship is repaired" (Karn uses a draw and 7 mana to cast it). If Legacy Weapon were to be put on the bottom of the library or reshuffled into it, it just goes back into Karn's Library. If it is exiled though you will have to win without it (but yes it can of course come back from Oblivion Ring etc...). This is a powerful endgame, but you have to survive and you have to gather a lot of additionnal lands. BAD GUY VS GOOD GUYS, 2VS1, 3VS1 AND 4VS1 USING SCHEMES: I wouldn't use Monarch here, but you can choose to play with Vanguards if you are not afraid of complexity (probably more in 2vs1). In 2vs1 the bad guy is of course more favoured than in 3vs1 or 4vs1 so I tried to smooth things out with rules and the selection of schemes. I rarely play this mode but did enough to think the rules are ok. We use this variant mainly when in normal free-for-all a player kills all his opponents at the same time. Because of that he deserves to play a game against everyone as the bad guy. You should probably put a good and fast player as the bad guy because he has a lot more things to think about and there are several players waiting for him. Whereas when the good guys discuss plays only one guy is waiting. I built "decks" and adjusted rules for each configuration since some schemes can be too strong or too weak depending on if you are in a 2vs1, 3vs1, or even 4vs1(never tried). In practice I put a small piece of paper with "2", "3" or "4" (for 2vs1, 3vs1 and 4vs1) in the sleeves of all scheme I use. Some schemes have several numbers (2+3, 3+4 or even 2+3+4). Thanks to these reminders I can quickly prepare the scheme deck just before the game. In the end there is one scheme deck for each configuration (2vs1, 3vs1 and 4vs1). Below you will find the size of scheme decks and where each scheme belongs. I only use singletons for more diversity. Official rules say you can use two copies and a scheme deck should be 20 schemes but I don't care. When a scheme deck is empty just continue the game without them, I think it is a good reward for the challengers who are still alive. Deck sizes are : 2vs1 18 schemes (+1 with Imprison This Insolent Wretch) 3vs1 18 schemes (+1 with Imprison This Insolent Wretch) 4vs1 16 schemes (+1 with Imprison This Insolent Wretch) Rules and decks should be balanced from what I tested but I admit my experience has been limited and I never tried 4vs1. Good guys all play their turn at the same time and can share information or advise each other. Official rules say the Scheme player starts at 40 life. Here the scheme player starts with 10 life per opponent (20 for 1vs2, 30 for 1vs3, 40 for 4vs1) Dance, Pathetic Marionette : 2 Nothing Can Stop Me Now : 2 Roots of All Evil : 2 I Know All, I See All : 2 The Iron Guardian Stirs : 2 Your Will Is Not Your Own : 2 Evil Comes to Fruition : 2 The Very Soil Shall Shake : 2 All Shall Smolder in My Wake : 2 The Pieces Are Coming Together : 2 Ignite the Cloneforge ! : 2 Into the Earthen Maw : 2 Nature Shields Its Own : 2 Look Skyward and Despair : 2 My Undead Horde Awakens : 2 Realms Befitting My Majesty : 2-3 All in Good Time : 2-3 Only Blood Ends Your Nightmares : 2-3-4 Which of You Burns Brightest ? : 3 Plots That Span Centuries : 3 My Genius Knows No Bounds : 3 Drench the Soil in Their Blood : 3 Every Hope Shall Vanish : 3 Your Inescapable Doom : 3 Your Puny Minds Cannot Fathom : 3-4 I Delight in Your Convulsions : 3-4 Your Fate is Thrice Sealed : 3-4 Behold the Power of Destruction : 3-4 Know Naught but Fire : 3-4 Every Last Vestige Shall Rot : 3-4 Tooth, Claw, and Tail : 3-4 The Dead Shall Serve : 3-4 My Wish Is Your Command : 3-4 Mortal Flesh Is Weak : 4 Choose Your Champion : 4 My Crushing Masterstroke : 4 Surrender Your Thoughts : 4 Feed the Machine : 4 Embrace My Diabolical Vision : 4 Imprison This Insolent Wretch : 2-3-4 ?? depends on if you allow teammates to attack the imprisoned player. You could allow the attack only in the 2vs1 mode and add the scheme in all decks. For 2vs1 the duo facing the scheme player plays like in 2-Headed Giant with a defense in common and both sides have a starting life of 30 (if you like very long games you can go up to 35 or 40). In 2vs1 you do not reveal schemes until the first spell of the game has been played (by anyone). After that schemes are triggered at the beginning of the first main phase as in official rules. They start right from turn1 in 3vs1 and 4vs1 though. For 4vs1 or more it's worth considering mixing every scheme deck together and having two schemes triggering at the beginning of the first main phase, but I have no experience at all with this.

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