Main Deck - 239 cards, 239 distinct
Sideboard - 120 cards, 7 distinct
Notes
Walker cube
Each player picks 5 common, 5 uncommon, 5 rare, 1 mythic, of each mono color including colorless you may then pick 1 common, 1 uncommon, 1 rare, and 1 mythic, from any settings your walker is associated with
no Planeswalkers can be added to the cube you and your friends are the Planeswalkers
no cards over 5 dollars unless the player would like to donate the card
cards are drawn from two singleton stacks
each play has the option of drawing a land or a playable card
if a card would be put in a graveyard or exiled it is put it the players personal graveyard or exiled zone
Building your walker
• Walkers have 11 settings and cannot be the target of spells or ability’s
• Each player creates their own walker starting off in their base mono color
• Each walker has 5 dual color forms based on their first color ex base mono color is blue the walker can then have blue /white, blue/black, blue/red, and blue/ green but they cannot have a dual color without their base. The last setting can however have you’re your secondary pairing for example if the players main tri color setting is Esper they can then also have a dual setting at black/white
• Each walker also has a tri color set based on their mono secondary colors an example being blue/white so the player can have blue/white/red, blue/white/green, or blue/white/black 2 color setting with a secondary color so in this example it would blue/black/green or blue/black/red
• Each dual and tri walker setting will be paired with a number 1 through 5 there should be one dual and tri setting each paired with 1, the same goes for 2,3,4, and 5
• Walkers cannot have emblems as players cannot interact with the walkers directly
• Walkers only have negative abilities
• 3 abilities on each walker setting -1 to -2, -3 to -5, and -6 to -11
• 2 Loyalty points are given two each player at the start of their turn
• each turn a player must role a dice to change the setting of their walker at least once however players can role as many times as they would like each turn so long as they have the loyalty counters to do so
• each time the dice are rolled it cost 1 loyalty counter
• Cost for the abilities are based on the sorcery cards they are based on instead of mana you spend loyalty counters again the card cannot cost more than 5 dollars
The mana color for the sources ability most share its colors with the walkers setting an example being Merciless Eviction. Merciless Eviction is black and white so the ability can be on any setting so long as the setting has both colors. Merciless Eviction would not work on a mono white or black setting but could work on a tri color setting with both colors in it.
Changing your walker setting
To change your walker setting
you will roll 2 six-sided dice one blue and one red
the blue dice determined the number of colors the walker will have in the setting
1 and 6 are mono
2 and 4 are dual
3 and 5 are tri
if the blue dice lands on a 1 or 6 the red dice is no longer recognized
the red dice determined the color settings the walker is on
each walker setting should have been paired with a number setting number 1 through 5 six being wild there for players choice
this will determine which color settings the walker will be on for the turn
Keep in mind when picking your cards that they should mean something to you they don't have to be the most powerful broken cards they can be but the goal is to show how you have grown in magic and the themes you like most.
Each player picks 5 common, 5 uncommon, 5 rare, 1 mythic, of each mono color including colorless you may then pick 1 common, 1 uncommon, 1 rare, and 1 mythic, from any settings your walker is associated with
no Planeswalkers can be added to the cube you and your friends are the Planeswalkers
no cards over 5 dollars unless the player would like to donate the card
cards are drawn from two singleton stacks
each play has the option of drawing a land or a playable card
if a card would be put in a graveyard or exiled it is put it the players personal graveyard or exiled zone
Building your walker
• Walkers have 11 settings and cannot be the target of spells or ability’s
• Each player creates their own walker starting off in their base mono color
• Each walker has 5 dual color forms based on their first color ex base mono color is blue the walker can then have blue /white, blue/black, blue/red, and blue/ green but they cannot have a dual color without their base. The last setting can however have you’re your secondary pairing for example if the players main tri color setting is Esper they can then also have a dual setting at black/white
• Each walker also has a tri color set based on their mono secondary colors an example being blue/white so the player can have blue/white/red, blue/white/green, or blue/white/black 2 color setting with a secondary color so in this example it would blue/black/green or blue/black/red
• Each dual and tri walker setting will be paired with a number 1 through 5 there should be one dual and tri setting each paired with 1, the same goes for 2,3,4, and 5
• Walkers cannot have emblems as players cannot interact with the walkers directly
• Walkers only have negative abilities
• 3 abilities on each walker setting -1 to -2, -3 to -5, and -6 to -11
• 2 Loyalty points are given two each player at the start of their turn
• each turn a player must role a dice to change the setting of their walker at least once however players can role as many times as they would like each turn so long as they have the loyalty counters to do so
• each time the dice are rolled it cost 1 loyalty counter
• Cost for the abilities are based on the sorcery cards they are based on instead of mana you spend loyalty counters again the card cannot cost more than 5 dollars
The mana color for the sources ability most share its colors with the walkers setting an example being Merciless Eviction. Merciless Eviction is black and white so the ability can be on any setting so long as the setting has both colors. Merciless Eviction would not work on a mono white or black setting but could work on a tri color setting with both colors in it.
Changing your walker setting
To change your walker setting
you will roll 2 six-sided dice one blue and one red
the blue dice determined the number of colors the walker will have in the setting
1 and 6 are mono
2 and 4 are dual
3 and 5 are tri
if the blue dice lands on a 1 or 6 the red dice is no longer recognized
the red dice determined the color settings the walker is on
each walker setting should have been paired with a number setting number 1 through 5 six being wild there for players choice
this will determine which color settings the walker will be on for the turn
Keep in mind when picking your cards that they should mean something to you they don't have to be the most powerful broken cards they can be but the goal is to show how you have grown in magic and the themes you like most.
Comments
Every walker 'form' has a +1, -2, and -5 or -6 (I think more than that is too crazy). I also think that its important that we build up our own loyalty not just be able to rack it up by passing turn.
I think the 2 dice thing is too complicated, I think its easier to just have 1 die and when you are in that 'walker form' you get options based on what you skills were for that form and how many loyalty counters you currently have saved up.
I also don't really like the idea of each walker being able to dip into EVERY tri color combo. I think we have to be limited to like 1 or 2. The way I see it, we all pick A. a primary color, B. a secondary color, and C. an anti-color.
Example: I choose A. White, B. Black C. Green
This means I get access to W, W-B, W-U, W-R, and then 2 tris: Mardu and Esper.
Doesn't mean I can't cast green or partly green spells, just means I don't have intentional access to green spell powers as a walker because I am not as familiar with that color.
Then what I would do for rolling to find form is:
1: Mono Color
2,3,4: each a specific dual color
5: Tri Color --> Roll again, Evens=Tri-1 Odds=Tri-2
6: Wild: You choose what Form.
Alternatively, we do silly percentages and roll 2 d-6 and make it like:
2 or 12=Wild
3-11=Tri
6/9 = Dual 1
5/10=Dual 2
4/8= Dual 3
7 = Mono
Again, Super crazy and Silly but just tossing it out there.