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 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. 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 : 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.

RR update

Back when I looked at all cards a while ago I was barely considering RRX casting costs. Now that I feel I can safely play good enough RR spells too, I have to check them again. This is the last "cycle" I had to check as far as I know, so list is now mature and should not move much from now on. In: Avarax: I recently made an exception to a ban rule by including Haunted Cadaver (I banned all spells that discard 3 or more cards to one player) to improve the morph cycle value and bluffs. I like exceptions if they are justified and I will do the same here (I banned all tutors for non basic lands). There are other cards like Squadron Hawk etc... but this one feels like it is good and balanced like it should be. I also need as many good RR spells as I can so that the list feels balanced in colors. I hesitated between 3 and 4 Avarax mostly and after one game I think it should be 3, but I will change that if needed. Of course I don't plan to search for it in the 1750 cards library, the two other Avarax will just stay in my token box for the Domain Pile. Thundercloud Shaman: RR was way harder when I tried it long ago and I also had too many effects that do one damage to all or -1/-1. Today I only kept the very best ones so that small value creatures aren't too weak, but that also means the giant effect will be stronger. Yes it can be countered by an instant speed removal but I also have a decent number of giants. Ripscale Predator and Thunder Brute: once RR is ok they look like pretty good cards. Skarrgan Skybreaker: maybe a bit too expensive or slightly too small, but I want to try it. Cinder Cloud: 3RR instant for a universal removal with a decent upside is good enough (Unholy Hunger is in, Tidy Conclusion is not given artifacts are quite rare) Riddle of Lightning: obvious in if RR is less of an issue since the curve is much higher Pyrokinesis: a bit weak but an iconic card so I will try to play with it. Also "free" spells offer nice situations sometimes. I happen to have a white bordered one and will keep it so that it can kill Knight of the Kitchen Sink. I generally do the opposite but since it may need more help to be in and since it is an iconic card... Meteor Blast: not counting One Dozen Eyes, the only triple mana spell is the Pelakka Wurm. Meteor Blast also seems well worth it. I wondered if I could find a complete cycle of triple colored mana with one in each color. For blue volition Reins seems indicated, but it's not as easy for black and white. In black it would be the iconic Ishan's shade, so it would be more about completing the cycle rather than about being worth its hard to play mana cost. For white it's worse as there is nothing decent in commons / uncommons. Reya Dawnbringer could be my only rare to complete this cycle as it is good but not too broken in multiplayer, I think it would be the best choice if I want to avoid broken cards like Soulscour. But I am still not convinced by the idea of the cycle. I tried to select cards that represent well their color. I tested Phthisis and it is not an alternative for black, too slow or restraining. Goblin Rally and Jagged Lightning are easy additions once RR is ok. Volcanic Wind: pretty good card. I guess I was afraid of it being useless sometimes when I first saw it since I didn't have the Aether Cycling rule. Smoldering Werewolf: seems pretty good, decent if no targets Pardic Arsonist: I like that it can hit the face to compensate the threshold condition. Laccolith Warrior: maybe the most questionable one. It is hard to evaluate. The idea is that in multi you can attack into a 1/4 or something to kill a creature from third party. You can even do pacts with other players so they block with the right creature. Heirs of Stromkirk: not sure it will stay but potential + evasion is worth testing for RR. Out: Stormblood Berserker: a situationnally good card that doesn't compensate the conditionnality by being very strong. It's ok but I want to be happy with conditionnal cards now. Before the Aether Cycling rule you would rather favour cards with a condition easy to reach while now you would rather value the big potential. The increase of the average curve also makes it look less appealing and it doesn't have the excuse of being a card you can easily play in the early game. Kindle x5: In just a few games there was a very long game where kindle went up to 8 damage, relic of progenitus was activated to exile all graves, and kindle went up again to 7 damage. There is a randomness factor but I suspect I went too far recently so I will go back to 70 Kindle and keep the ratio at 4% or less of the total of cards. I considered playing 60 Kindle and 15 Flame Burst for more symbolic numbers but 15 Flame Burst seems way too anecdotic with this many cards.
AvaraxThundercloud ShamanRipscale PredatorThunder BruteSkarrgan SkybreakerCinder CloudRiddle of LightningPyrokinesisMeteor BlastGoblin RallyJagged LightningVolcanic WindSmoldering WerewolfPardic ArsonistLaccolith WarriorHeirs of StromkirkStormblood BerserkerKindleKindleKindleKindleKindle

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