Custom EDH game Mode - EDH + D&D

Custom Cards forum

Posted on Feb. 16, 2023, 12:26 p.m. by XPTO25

Hello there,

Me and my group where thinking of new fun ways to play the game of EDH and I think I came up with an idea. This wouldn't be official, so no need for very rigorous terms, since it will be played only by close friends.

The idea is, we establish before hand one player to be the Villain and the remaining 3 to be the Party. That settled, the Villain will pick a commander and we make custom made Planechase like cards to represent a dungeon and the various levels of it. For each planechase card representing a dungeon part, there will be a Phenomenon (we'll change the name to Quest) and I was thinking that the planechase cards (named Locations) would give a static ability to the Villain + extra ability that activates on the die roll with the symbol plus receives a Time counter (which upon reaching 10, the villain wins the game. Sort of the idea that the villain completed its plan before being stopped) and the way players would advance into the next part of the dungeon would be to complete the terms in the Quest card.

Example:

Location - Dungeon Entrance (For villain) At the beginning of your draw step, draw an extra card Symbol - Draw a card. You gain a Time counter.

Quest (for the Party) After each Party member successfuly casts 2 spells in a turn, advance into the next location.

The game would be won via Time counters or all Party members are defeated or the Villain is defeated.

Now, my debate is: How would I insentivate the Party to advance into the dungeon. For example, if they are in a Location that the "only" thing that it does is draw an extra card, they might not even want to try and advance, cuz the next level could be something much worse and just try to defeat the Villain player on a 3 v 1 where the Villain wouldn't have much of help. Of course each Location would benefit the Villain in much better ways, meaning the Party would have a much harder time the more they advance.

Best regards and good games!

This sounds like a lot of fun!! One way you could incentivize moving forward would be to have some sort of clock; the villain is running a ritual at the heart of the dungeon and they need to power through before it’s complete. Clocks can be frustrating and unfun sometimes, but it might work one way or another.

February 16, 2023 12:45 p.m.

legendofa says... #3

The longer they stay in a room, the more dangerous it gets. Alarms can be raised, wandering monsters might come through, and nowhere is safe.

Represent this with smaller side decks for wandering creatures (the Theros Hero's Quest decks or whatever they're called could work here, if anyone has one), or the Villain gets an additional advantage beyond the time counter and whatever advantages you give them (extra card in hand, start with a basic land in play, something like that). If the Party decides to hold back, they have to fight a new wandering monster deck or the Villain gets an additional advantage for every maybe two times they don't advance.

I don't know if this fits with the vision for this game your group has, but it's what my first reaction was.

February 16, 2023 12:50 p.m.

XPTO25 says... #4

I would have to make a side deck for that. It can be custome, since buying MTG cards for this purpose alone can be pricey, but its a valid idea. The thing is that it doesn't stop the purpose I'm facing

February 16, 2023 1:57 p.m.

XPTO25 says... #5

I would have to make a side deck for that. It can be custome, since buying MTG cards for this purpose alone can be pricey, but its a valid idea. The thing is that it doesn't stop the purpose I'm facing.

Lets see: They might rather stay in a room that draws the villain a card every turn AND put a creature every two turns rather than advance to a room that kills a creature every turn AND still puts a creature every two turns.

It has to be some sort of clock mechanic I think. I also tought of rewarding the Party for completing the quests but I'm afraid that either the Party gains to much of an advantage with that or that they might just think the reward is not worth the trouble and not advance.

February 16, 2023 2:02 p.m.

legendofa says... #6

If the party just refuses to advance for whatever reason, then the villain should somehow win by default. I get the idea of staying behind to gather resources and prepare, but if the party never properly fights the villain, then the villain just does whatever they want. Encourage them to keep moving by punishing them for staying too long (more than a few turns/rounds/whatever) and/or by rewarding them for advancing.

I don't have all the details, so I don't want to give suggestions that are too specific, but it seems like stopping the villain should be its own goal.

February 16, 2023 2:44 p.m.

I do like the idea of setting a roleplaying game according to mini-decks. It could end up being rather elaborate, and it will likely take a LOT of modifying, revisiting, and planning, but it could be extremely enjoyable. Team play adds something special to M:tG for certain.

February 16, 2023 3:05 p.m.

XPTO25 says... #8

So, my plan for rewarding the party is:

Since the Villain wins if it reaches 10 Time counters, which are won by rolling the Symbol spot of the die, the reward for the Party to complete a quest and advance is to remove a Time counter whenever they do so. Upon reaching the last room, the Villain can no longer win by Time counters, cuz that room's ability will no longer offer them, since the idea is that the Villain is occupied battling them.

Should I add other types of rewards?

To solve the stay in the same room everytime, maybe the times the Villain can roll the die per round ther increases by 1? This means, more chances for the TIme counters to grow and therefore the Party losing the game

February 16, 2023 4:35 p.m.

Side rewards can be things like mana rocks. Power stones or whatever.

February 16, 2023 4:38 p.m.

legendofa says... #10

XPTO25 At this point, my suggestion is to try out your ideas, and FormOverFunction's, and tweak as needed to get the most fun and interesting results. And, of course, if you want some more specific ideas, just ask.

February 16, 2023 4:57 p.m.

XPTO25 says... #11

Sure thing buddy, I am almost done with the room + quest cards. I'll post them here as soon as I am done so yall can have an idea.

February 16, 2023 5:05 p.m.

XPTO25 says... #12

So, I am trying to figure out how to implement the images into this forum, for everybody's sugestions. If you could please advise me on how to do it, I'd be much appreciated. Can't find the option to upload the images here. But regarding what we discussed so far, here's what we have: For each Location card there is a Quest card associated with it, except for the last Location, since after that, there is only victory for either side.

The rules so far concerning this part of the game only:

1 - Each of the Villain's turn, that player gets to roll the planechase die. 2 - For each turn passed on a room, the Villain can roll the die one additional time. This will make it of the interest of the Party to leave the room to reset this rule. Since everytime the symbol is rolled, the Villain gains a Time counter. More chances to roll, more chances to get a Time counter. 3 - The Villain wins by getting 10 Time counters or by defeating the Party. 4 - The Party wins by defeating the Villain.

February 16, 2023 5:20 p.m.

XPTO25 says... #13

By the way, the theme is based on Imoti. I used my Imoti deck as a test subject for the Villain and the respective dungeon it would have. This was based on Warcraft's Sunken Temple dungeon + my Imoti's Cascade themed deck.

The idea for the playgroup is always costumize the dungeon before hand. This is not to be played on the spot, it's like a D&D session. We first decide on day and who's gonna be the villain and what deck the person will use. Of course we'll keep the data of all dungeons made for future references.

February 16, 2023 5:26 p.m.

legendofa says... #14

You need to get permission from a mod to post images. If you start a new thread and ask politely, they seem to work pretty quickly.

For a rule suggestion, allow the party one free turn in a room over the course of the dungeon, so that they can stay in a room of their choice for one turn without consequences. They only get this once (unless you want to add a Barricaded Room card or something), so they have to choose wisely when to use it.

February 16, 2023 5:27 p.m.

XPTO25 says... #15

Nice suggestion. I'll do that. You think there should be outside decks with extra custome cards for either the Party, Villain or both? That might seem to make the game much more interactive, but also much more time consuming to edit + to much resource management for a game of Magic. Because at the end, we are playing Magic at its core.

February 16, 2023 5:35 p.m.

XPTO25 says... #16

Also, how do I ask a mod out? :O

February 16, 2023 5:35 p.m.

Part of me is leaning towards curating a specific set of decks that are balanced against one another, almost like a pre-made game... but I don’t think that’s as sustainable (people will want to make their own decks). If there’s a blow out, either with a villainous board wipe deck or a heroic chain of speed red hasty goblins & dinosaurs or whatever, you may end up having a villain team as well. I expect you will have a lot of good options, or at least clearer challenges to overcome, once you run it a few times. I’m extremely excited for you and your friends - this could be a really enjoyable excursion!!

February 17, 2023 2:29 p.m.

legendofa says... #18

XPTO25 Just start a new thread in the General forum, title it something like "Pretty please with a cherry on top, let me post images :)" and that should work.

If you want to ask a mod out, you're on your own there.

February 17, 2023 2:34 p.m.

TypicalTimmy says... #19

Sounds like EDH + Archenemy + Planechase? Nice.

February 17, 2023 4:20 p.m.

XPTO25 says... #20

February 18, 2023 4:27 p.m.

XPTO25 says... #21

Finaly, been able to post the cards images I have. So there you go what I was talking about. First we have the Location that benefits the Villain and then the respective Quest that the Party must complete to move to the other Location.

What are your thoughts?

February 18, 2023 4:28 p.m.

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