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Judges Tower

Casual

JaradGolgari

None (105)

Haste (9)

Cycling (7)

Regenerate (7)

Defender (5)

Bushido (3)

Deathtouch (3)

Reach (3)

Threshold (3)

Indestructible (2)

Mill (2)

Proliferate (2)

Unearth (2)

Champion (1)

Convoke (1)

Evolve (1)

Fight (1)

Haunt (1)

Landfall (1)

Living weapon (1)

Phasing (1)

Retrace (1)

Split second (1)

Transform (1)

Exile (42)

Enchant (18)

Flashback (18)

Tokens (15)

Tap/Untap (13)

Trample (9)

Kicker (7)

Protection (6)

Buyback (4)

Storm (4)

Fear (3)

Shadow (3)

Cipher (2)

Echo (2)

Inspired (2)

Miracle (2)

Recover (2)

Banding (1)

Conspire (1)

Devour (1)

Exalted (1)

Flanking (1)

Intimidate (1)

Landwalk (1)

Morbid (1)

Populate (1)

Scry (1)

Vanishing (1)

Flying (33)

Sacrifice (33)

Counters (15)

Attach (13)

Flash (10)

Counterspell (9)

Equip (8)

First strike (6)

Vigilance (6)

Cascade (3)

Imprint (3)

Suspend (3)

Detain (2)

Hexproof (2)

Madness (2)

Morph (2)

Scavenge (2)

Battalion (1)

Constellation (1)

Evoke (1)

Extort (1)

Flip (1)

Investigate (1)

Lifelink (1)

Myriad (1)

Rebound (1)

Wither (1)


Judges tower deck made by Card Market, The rules of the game. The goal is to play everything as fast as possible without breaking any rules. If you are caught breaking the rules you lose.

General play starts with: There is one shared deck and a shared graveyard. Each plater has twenty life and three cards in hand. Each player has infinite mana available of every color. At the end of each turn all life totals reset to 20.

The rules as presented in the video.

Unstated Rules Each card can only be cast once each turn. What is in each players hand is public knowledge. If playing multiple rounds, the loser goes first. When targeting spells in the graveyard, you must target the first legal target from the top.

Rule #1: You must play every card in your hand as soon as legally possible. If you play a card with abilities, you must activate every activated ability of permanents you control once per turn, per legal target, as soon as legally possible. Always activated abilities from the bottom of the card up.

Rule #2: All spells that have a target must be cast, even if the target is sub-optimal or even detrimental.

Rule #3: When playing a card with optional modes, all modes are mandatory, to the extent that you can fulfill them. Play all cards as read from the top of the card down.

Rule #4: You must attack with all legal attackers and block with all legal blockers whenever the option is presented to you.

Rule #5: If a spell has X in its mana cost, X is always 3.

Rule #6: It's up to the controller of a card to remember to activate the abilities or triggers caused by their own permanents. If you activate an ability on a card during a player's turn, you must activate that same ability on the same phase of that same player's next turn.

Rule #7: Players that are out of the round cannot comment, assist, or point out rules violations and must remain silent until the next round.

https://www.youtube.com/watch?v=o-uJBOSN5XQ&ab_channel=Cardmarket-Magic

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Date added 1 year
Last updated 1 year
Legality

This deck is Casual legal.

Rarity (main - side)

3 - 0 Mythic Rares

141 - 0 Rares

108 - 0 Uncommons

65 - 0 Commons

Cards 317
Avg. CMC 3.53
Tokens Bird 1/1 W, Cat 2/2 W, Clue, Copy Clone, Demon 5/5 B, Elemental 3/1 R, Giant 4/4 R, Goblin 1/1 R, Lightning Rager, Morph 2/2 C, Phyrexian Germ 0/0 B, Rat 1/1 B, Saproling 1/1 G, Soldier 1/1 W, Spirit 1/1 W, Zombie 2/2 B
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