
Originally Posted by
My Friend's Rules
As always, feel free to comment on any rules I have as well as any additional rules you would like to see added.
Parabox Set-up Guidelines:
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Each player is given one parabox @ random
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Each player selects 3 cards from their box per Knowledge Pool (KP) and places them face down prior to building their deck
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After each player has built their deck, the selected cards are placed under the various KPs
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Proceed with chaos
Parabox gameplay rules:
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No basic lands may enter any KPs for any reason
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KPs can't be destroyed, targeted, animated, or otherwise changed outside of their “normal” abilities
* If for whatever reason, a KP is placed in a KP, it MUST be the next card played from the pool. As such, the new KP will be considered a normal artifact and may be targeted, destroyed, etc.
* At the beginning of the game, the player who starts the game must roll a D10. The number rolled will determine the KP delay time. During that player's subsequent upkeeps, they will reduce the number on the die by one. Once the count reaches 0 KPs will be in full effect. This will allow players to set up a deck with some strategy behind it, as well as set up defenses prior to shenanigans occuring. If the player rolls a 5 or less on their initial roll, they have the option of rerolling once more.
Banned cards:
* Gaddock Teeg - Limits amount of spells that can be played, thus limiting KP usage.
* Iona, Shield of Emeria - Same as Gaddock
* "X" Spells - As a magic rule if you play anything with a mana cost with X in it without paying its mana cost, X becomes set to 0, thus rendering them useless like so many a goggle for Radioactive Man.
* Platinum Angel - Not being able to lose sorta makes the game un-fun especially when multiple players can't lose.
* Teferi, Mage of Zhalfir: Opponents can't play cards as long as Terferi is in play. Enough said.