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TOWER O' JUDGES

Unknown

chabashira joex1011

Creature (144)

Enchantment (80)

Sorcery (45)

Planeswalker (6)

Instant (56)

Artifact (45)

Land (32)


Sideboard


Judge tower for Caltech use. Acquire progress: 293/??? + 4/6 (???%)

All players share a deck and a graveyard. Ownership belongs to the player who originally cast the card.

Begin the game with n cards in hand, where n is current judge level (0 for non-judges). Current house rules dictate starting with n + 1 instead.

You must play every card in your hand as soon as legally possible. All optional modes are mandatory, to the extent that you can fulfill them (ex. casting Mnemonic Wall with an empty graveyard is legal, but if there are any spells in the yard you must target one with Mnemonic Walls ETB trigger). When given a choice between multiple options on a card (such as Cryptic Command ), any may be chosen.

You must activate every activated ability of permanents you control once per turn as soon as legally possible, if it is legally possible. This does include your opponents' turns. Always activate abilities from the bottom of the card up (for instance, if you untap with Staff of Domination , you must activate the draw-a-card ability, hold priority and respond by activating the untap ability, allow that to resolve, and then use the tap-creature ability if there is a legal target (otherwise, you must use the gain-life ability)).

By extension, all "may"s are replaced by "must"s instead. This includes reminder text, such as with Evoke - any card with Evoke ("You may cast this spell for its evoke cost...") must be cast for its evoke cost.

If a spell or ability has X in its mana cost, X is always 5. You must attack with all legal attackers and block with all legal blockers whenever the option is presented to you.

All players have infinite life.

All players have infinite mana.

You lose if you commit a game rules violation. At this point, the main playgroup has played with the tower enough (~100 hours) that large boardstates develop before the game ends. If playing with people new to the tower (or judge tower in general), they can start with 6 life points. At 0 points, you lose the game.

Graveyard/deck interaction has been almost entirely excluded from the list, since shuffling a 250+ card stack is not very viable and takes forever. Same with searching through the graveyard for random crap.

Suggestion: mark cards with a sharpie every time one eliminates somebody. Cards with many markings will serve as a warning to new/future players.

The sideboard contains hardmode-esque cards that will, in all likelihood, oneshot you if you draw them. We have sleeved them in a different color. Playing with them should not be done lightly!

Created.
People have gotten good at the game pretty fast. Also, switching to house rules with each player starting at 6 life. Therefore, adding more card draw.

Additions:

+Mindmoil
+Authority of the Consuls
+Bramble Sovereign
+Karona, False God
+Beck // Call
+Blue Sun's Zenith
+Etherium-Horn Sorcerer
+Magus of the Wheel
+Reforge the Soul
+Vanishment
+Vampirism
+Telim'Tor's Edict
+Consecrated Sphinx
+Magus of the Tabernacle
+Permeating Mass
+Sorrow's Path
+Undiscovered Paradise
+Aven Fateshaper
+Overwhelming Intellect
+Primal Surge
+Root Out
+Ghirapur Orrery
+Dictate of Kruphix
+Leyline of Lifeforce
+Heed the Mists
+Reroute
+Noggle Ransacker
+Meandering Towershell
+Runed Servitor
+Runic Armasaur
+Coiling Oracle
+Enigma Sphinx
+Future Sight
+Magus of the Future
+Skill Borrower
+Lim-Dul's Paladin
+Dominating Licid
+Whispers of the Muse
+Mind Unbound
+Fact or Fiction
+Harsh Mentor

Removals:

-Humility (shutting down interaction more than promoting layers knowledge)
-Spinerock Knoll (hard to activate hideaway)
Additions:

+Precognition Field
+Word of Command

Removals:

-Whispers of the Muse (draw the whole deck)
-Future Sight (play the whole deck)
Additions:

+Field of Dreams
+Mind's Dilation
+Teferi, Mage of Zhalfir

Removals:

-Etherium-Horn Sorcerer (infinitely cascade)
-Magus of the Future (play the whole deck)
Additions:

+Mogg Hollows
Additions:

+Apex of Power

Removals:

-Spell Pierce (boring)
-Panoptic Mirror (functions as a one-time "gotcha")
We need more removal/wraths.

Additions:

+ Last One Standing
+ Terminus
+ Dragon's Eye Savants
+ Ruthless Ripper

Removals:

- Blue Sun's Zenith (it shuffles...)
- Dominating Licid (boring)
- Word of Command (boring)
- Chains of Mephistopholes (boring, expensive)
Additions:

+ Homeward Path
+ One with Nothing
+ Expropriate
+ Coercive Portal

Removals:

- Leyline of Lifeforce (didn't really do anything)
- Academy Raider (didn't really do anything)
- Caustic Caterpillar (we have enough targeted enchantment/artifact removal)
- Autumn's Veil (didn't do anything at all)
Changes:

Apex of Power -> hardmode
Beck // Call -> hardmode
Kozilek, the Great Distortion -> easymode

Additions:

+ Brainstorm
+ Repeal
+ Alhammarret's Archive

Removals:

- Triumph of Cruelty (didn't really do anything)
- Charmed Griffin (didn't really do anything)
- Field of Dreams (expensive)
Additions:

+ Ajani, Valiant Protector
+ Elspeth, Knight-Errant
+ Nicol Bolas, the Deceiver
+ Ajani, Mentor of Heroes

Removals:

- Meletis Charlatan (didn't really do anything)
- Aven Fateshaper (took too long)
- Syphon Mind (didn't really do anything)
- Apes of Rath (didn't really do anything)
Changes:

Kozilek, the Great Distortion -> hardmode

Additions:

+ Niv-Mizzet, Parun
+ Rite of Replication

Removals:

- Shifting Loyalties (didn't really do anything)
- Stigma Lasher (not enough lifegain in the tower for this to do anything)
Additions:

+ Diviner's Wand
+ Infernal Reckoning
+ Nullhide Ferox

Removals:

- Mardu Runemark (weak)
- Fragmentize (condition is not good)
- Precognition Field (takes too long)
Additions:

+ Young Pyromancer
+ Seraph Sanctuary
+ Mishra's Factory
+ Steam Augury
+ Mishra's Self-Replicator
+ Camaderie
+ Epochrasite
+ Glacial Chasm
+ Dawn of Hope
+ Vance's Blasting Cannons
+ Darksteel Garrison

Removals:

- Aid from the Cowl (didn't really do anything)
- Possibility Storm (went through the deck too quickly)
- Bramble Sovereign (expensive compared to Dual Nature)
Additions:

+ All is Dust
+ Kumena's Awakening
+ Thought Gorger
+ Hellcarver Demon
+ Drastic Revelation
+ Apocalypse
+ Erayo, Soratami Ascendant
+ Psychic Vortex
+ Arch of Orazca
+ Splintering Wind
+ Chronozoa
+ Magus of the Jar
+ Porphoyry Nodes
+ Kaervek's Spite
+ Null Profusion
+ Foresee
+ Pyromancer's Swath
+ Recycle
+ Deep-Sea Kraken
+ Plea for Power
+ Cruel Entertainment
+ Entourage of Trest
+ Protector of the Crown
+ Marchesa's Decree
+ Cleansing Nova
+ Cathedral of War
+ Breakthrough
+ Custodi Lich
+ Aggressive Mining
+ Glorious End
+ Recoil
+ Ugin's Insight
+ Cast Through Time
+ Jinxed Idol
+ Unexpectedly Absent
+ Alchemist's Refuge
+ Split Decision
+ Titania's Song
+ Curse of Exhaustion
+ Sen Triplets
+ Kuon, Ogre Ascendant
+ Angelic Arbiter
+ Arcane Laboratory
+ Render Silent
+ Eidolon of Rhetoric
+ Rule of Law
+ Sea Gate Wreckage
+ Phyrexian Obliterator
+ Sands of Time
+ Phyrexian Negator
+ Swans of Bryn Argoll
+ Possessed Portal
+ Eon Hub
+ Colfenor's Plans
+ Grim Backwoods
Additions:

+ Manifold Insights
+ Scattered Groves
+ Aurelia, Exemplar of Justice
+ Felhide Spiritbinder
+ Reparations
+ Liar's Pendulum
+ Horde Ambusher
+ Darksteel Forge
+ Dual Nature
+ Mutant's Prey
+ Damping Engine
+ Bazaar Trader
+ Shah of Naar Isle
+ Alms Collector
+ Thought Reflection
+ Xathrid Gorgon
+ Words of Worship
+ Thousand-Year Storm
+ Evangelize
+ Earnest Fellowship

Removals:

- Deep-Sea Kraken (No suspend reminder text)
Additions:

+ Spirit Cairn
Additions:

+ Urza's Ruinous Blast
+ Fraying Omnipotence
+ Angel of Condemnation
+ Jalira, Master Polymorphist
+ Simic Ascendancy
+ Hellion Eruption
+ Gideon's Avenger
+ Darien, King of Kjeldor
+ Ripjaw Raptor
+ Legion's Landing
+ Warstorm Surge
+ Akroma's Vengeance
+ Leonin Warleader
+ Zndrsplt's Judgment
+ Keranos, God of Storms
+ Tajic, Legion's Edge
+ Chaosphere
+ Chandra Ablaze
+ Sai, Master Thopterist
+ Solemnity
+ Trostani, Selsnya's Voice

Removals:

- Duskmantle Guildmage (generally boring)
- Chaos Moon (generally boring)
- Unified Will (doesn't really do anything)
- Mutant's Prey (doesn't really do anything)
Additions:

+ Beast Whisperer

Removals:

- Recycle (more expensive than Null Profusion; didn't need two of these effects)
- Unexpectedly Absent (the opposite of exciting)
- Primordial Sage (replacing with the cheaper Best Whisperer)
- Akroma's Vengeance (was always cycled)
Additions:

+ Sages of the Anima
+ Olivia Voldaren
Additions:

+Costly Plunder
Additions:

+Dovin's Acuity
+High Alert
+Repudiate / Replicate
+Theater of Horrors
+Growing Ranks
+Telling Time
+Wilderness Reclamation
Additions:

+ Oracle's Vault
+ Flowstone Flood
+ Covenant of Minds
+ Forsake the Worldly
+ Nin, the Pain Artist
+ Echo Mage
+ Kazandu Tuskcaller
+ Lighthouse Chronologist
+ Ivory Mask
+ True Believer
+ Lavinia, Azorius Renegade

Removals:

- Apocalypse (too many wrath effects; costs money)
- Ghostway (didn't really do anything)
- Gorilla War Cry (didn't really do anything)
- Leyline of Sanctity (too expensive for the effect)
- Rule of Law (already had this effect in multiples)
- Sen Triplets (didn't really do anything)
- Olivia Voldaren (too expensive for the effect)
- Undiscovered Paradise (too expensive for the effect)
- Eiganjo Castle (too expensive for the effect)
- Aura Shards (too expensive for the effect)
- Evangelize (poor play patterns)
Additions:

+ Dismantling Blow
+ Righteous Authority
+ March of the Machines
+ Illness in the Ranks

Removals:

- Greater Auramancy (too expensive)
- Lighthouse Chronologist (expensive; games rarely last that long)
- Mishra's Bauble (too expensive for its effect)
Additions:

+ Gwafa Hazid, Profiteer
+ Casualties of War
+ Chandra, Fire Artisan
+ Khorvath's Fury

Removals:

- Chalice of the void (too expensive)

Suggestions

Updates Add

Comments

Date added 6 years
Last updated 5 years
Legality

This deck is Unknown legal.

Rarity (main - side)

46 - 5 Mythic Rares

223 - 1 Rares

94 - 0 Uncommons

45 - 0 Commons

Cards 408
Avg. CMC 3.73
Tokens 1/1 G Creature Splinter, Beast 3/3 G, Bird 1/1 W, Bird 2/2 U, Boar 2/2 G, Cat 1/1 W w/ Lifelink, City's Blessing, Clue, Copy Clone, Elemental 1/1 R, Elephant 3/3 G, Emblem Elspeth, Knight-Errant, Energy Reserve, Goblin 1/1 R for Goblin Spymaster, Hellion 4/4 R, Insect 1/1 UR, Lightning Rager, Lizard 2/2 G, Monk 1/1 W, Morph 2/2 C, Saproling 1/1 G, Soldier 1/1 RW, Soldier 1/1 W, Soldier 1/1 W w/ Lifelink, Spirit 1/1 C, Spirit 1/1 W, The Monarch, Thopter 1/1 C, Vampire 1/1 W
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