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Magic: The Gathering - Rounds

Jaqueline

Supernova
Joined
Dec 23, 2010
Location
Char
So I'm loafing with a friend of mine and we get to thinking on this little idea I had on how to spice up our games of magic beyond the already ridiculous and silly levels they escalate to often enough. Together (Though mostly me...) we came up with 200 'modifiers' that come into play before the first person's turn and after the last person's end step. Ideally you want to play this in 3 or more player matches, as duels make things go once sided once someone gets the upper hand. Still, I've tried both ways and it's way fun. I thought I'd share the list here, plus this will allow me to link to it instead of sending a file.

I'd love to hear what you think, or hear suggestions for new modifiers! If you were nuts enough to read the whole thing, I'd love to know which was your favorite!


Magic Modifiers

1) Manabarbs (R) If a land it tapped for mana, manabarbs deals one damage to that land's controller

2) Howling Mine (A) Draw an extra card during your draw step

3) Vexing (R) Counter creature spells by paying converted mana cost in life

4) Counter (U) Counter instants by paying equal converted mana cost

5) Battle Seraph (R/W) Players may not cast spells during combat

6) Graftmage (G/U) Pay 1: Move target counter on a creature to another target creature under the same controller. Pay 3: Move target counter on a creature to another target creature

7) Auramage (G/U) Pay 2: Move target aura enchanting a creature to another target creature under the same controller. Pay 4: Move target aura enchanting a creature to another target creature

8) Rise From The Grave (B) Each player my pay 5. If you do, you may play any creature card from any graveyard.

9) Phyrexian Round (B) All colored mana symbols may instead be paid with 2 life

10) Enduring Renewal (W) If you would draw a card, reveal the top card of your library instead. If it's a creature, put it into your graveyard. Otherwise, draw a card. Whenever a creature is put into your graveyard from play, return it to your hand.

11) Drought (W) Spells and activated abilities cost an additional "Sacrifice a land" for each mana symbol in their mana cost

12) Innocent Blood Round (B) Each player sacrifices a creature on their upkeep

13) Telepathy (U) Play with your hand revealed

14) Field of Dreams (U) Play with the top card of your library revealed

15) Pyromania (R) Discard a card at random: deal 1 damage to target creature or player. Sacrifice a permanent you control at random: deal 2 damage to target creature or player.

16) Sproutmania (G) Return a land you control to your hand at random: Put a 2/2 Green saproling creature token into play under your control

17) Zombiemania (B) Sacrifice a creature you control at random: Put a 3/3 Black zombie creature token into play under your control

18) Bookmania (U) Discard a card at random: Draw 2 cards

19) Lifemania (W) Return a creature you control to its owner's hand at random: Gain 2 life

20) Creaturemania (G) Pay 3 and Sacrifice a creature you control at random: Put 2 copies of that creature into play under your control

21) Cycle - You may pay 2. If you do, draw a card, then discard a card

22) Humorless (W) Tapped creatures can block as though they were untapped

23) Burning Cinder Fury of Crimson Chaos Fire (So Red It Hurts)

24) Earnest Fellowship (W) Creatures have protection from their own color

25) Red Pumpable (R) All creatures gain "Pay 1: This creature gains +1/+0 until end of turn"

26) Shade Pumpable (B) All creatures gain "Pay 1: This creature gains +1/+1 until end of turn"

27) White Pumpable (W) All creatures gain "Pay 1: This creature gains +0/+1 until end of turn"

28) Wither (B)

29) Cloak - All creatures gain shroud

30) Flying (U/W)

31) A Pebble Thrown Into The Pond- All spells have Ripple 4

32) Cascade - All spells have Cascade, in addition, Cascade must be played in the background

33) Children of the Night - All creatures gain Lifelink

34) Night of the Living Dead - All creatures have Persist

35) Fervor (R) All creatures have Haste

36) Exalted (W) All creatures have Exalted

37) Flashback - All Instants and Sorceries have "Flashback X" Where X is it's converted mana cost

38) Regeneration (G) Each creature has "X: Regenerate" Where X is half the converted mana cost rounded up.

39) Cooperation (W) All creatures have banding

40) Indestructible Round (A) All permanents are indestructible

41) Eldrazi - Creatures with power and toughness both greater than 6 have Annihilator 1 and are Eldrazi until end of turn

42) Upkeep (U/G) All creatures have upkeep 1

43) Echo - All creatures summoned this turn have "Echo X" Where X is their converted mana cost

44) Convoke (G/W)

45) Replicate (R/U) All instants and sorceries have replicate

46) Radiance (R/W) All Red creatures gain first strike. All White creatures gain Vigilance. All Blue creatures gain Flying. All Green Creatures gain Trample. All Black Creatures gain Fear.

47) Haunt (B/W) When a creature dies you may exile it and haunt target creature. Haunted creature has -1/-1

48) Forecast (U/W) All Spells have Forecast 3. When you forecast a spell, all creatures you control that share a color with that spell gain +1/+1 until end of turn. You may only play this ability for as many cards are in your hand. You may not forecast the same card twice in one turn.

49) Hellbent (B/R) Creatures you control gain haste and +2/+1 so long as you have no cards in your hand

50) Bloodthirst (R/G) All creatures have Bloodthirst X "Where X is the number of mana symbols in the converted mana cost of the creature

51) Simic (U/G) Creatures come into play with one +1/+1 counter.

52) Transmute (U/B) All creatures in all players hands have "Transmute X" Where X is one less than the creature's converted mana cost

53) Dredge (B/G) You may Dredge a card for its converted mana cost instead of drawing a card

54) Transguild (R/G/U/W/B) All creatures are all colors

55) Artifact (A) All creatures lose all colors and are considered artifacts in addition to their other creatures types

56) Enchanted Evening (W/U) All permanents are enchantments in addition to their other types

57) Pyrostatic Pillar (R) Whenever a player casts a spell with converted mana cost 3 or less, Pyrostatic Pillar deals 2 damage to that player

58) Old Dog, Old Tricks (W/U) Shuffle your graveyard into your library

59) New Dog, New Trick (R/G) Reveal the top card of your library until you reveal a creature and an instant. Play them. Shuffle the other revealed cards back into your library

60) Rite of Passage (G) Whenever a creature is dealt damage, place a +1/+1 counter on it

61) Runed Halo (W) Each Player names a card. You have protection from that card

62) Flash Rounds - Play a round card after attackers have been assigned

63) Landfall Round - You may put an additional basic land into play tapped

64) Discard (B) Whenever you draw a card, discard a card

65) Lobotomize (U/B) Whenever you cast a spell, exile the top card of target library

66) Impediments Round (W) Tap a creature you control, tap target creature

67) Sage (U/B) On your end step, draw up to seven

68) Awakening (G) At the beginning of each upkeep, untap all creatures and lands

69) Aven Shrine (W) Whenever a player casts a spell, that player gains X Life, where X is the number of cards in all graveyards with the same name as that spell

70) Spawn (R/G/B/U/W) Each player may choose 1: (R) Put a 1/1 Red Goblin creature token into play or (U) Put a 1/1 Blue Merfolk creature token into play or (B) Put a 1/1 Black Skeleton creature token into play or (W) Put a 1/1 White Human creature token into play or (G) Put a 1/1 Green Insect creature token into play. You may only play one

71) Sophisticate Round - All creatures have non-basic landwalk

72) Locket of Yesterdays (A) Spells you play cost 1 less to play for each card with the same name as that spell in your graveyard

73) Mortal Combat (B) If you have 20 or more creatures in your graveyard, gain 20 life and put half of those creatures into play under your control rounded up

74) Nap Time (B) All creatures are tapped. All creatures untap when nap time ends.

75) Moat (W) Creatures without flying cannot attack

76) Upwelling (G) Mana pools don't empty at the end of phases or turns

77) Mirri's Guile (G) At the beginning of your upkeep you may look at the top three cards of your library and arrange them in any order

78) Changeling - All creatures all are all creature types until end of turn

79) Mindmoil (R) Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards

80) Mindmeld (U) Whenever an opponent draws a card, you may draw a card

81) Lightning Round - All creature, Artifact and Enchantment spells cost 1 more to play. All Sorceries and Instants cost 1 less to play

82) D-Fence - All creatures with more toughness than power have Defender and gain +0/+2

83) O-Fence - All creatures with more power than toughness have haste and first strike

84) Multani's Presence (G) Whenever a spell you've cast is countered, draw a card

85) Doubling Season (G)

86) Sliver Round - All creatures you control have all abilities and creature types of all other creatures you control

87) Muraganda Petroglyphs (G) All creatures with no abilities gain +2/+2

88) Paradox Haze (U) All Players have an extra upkeep

89) Paradox Rift (R) There is no upkeep phase

90) Paradox Void (B) There is no draw step

91) Paradox Plane (G) There are no Main Phases

92) Stonehorn Paradox (W) There is no combat phase

93) Drop of Honey (G) During each upkeep, sacrifice the creature with the lowest power. If there is a tie, destroy the creature with the lower mana cost. If there is still a tie, flip a coin.

94) Exhaustion (W) You may play only 1 spell this turn

95) Oracle (U) You may tap target creature you control during your draw step. Draw a card for each creature tapped this way.

96) Grave Pact (B) If a creature is put into the graveyard from play each player except the owner of that creature sacrifices a creature. Creatures sacrificed this way do not trigger Grave Pact

97) Suicide Pact (B) Each time your life total is decreased, decrease the life total of all other players by the same amount.

98) Caged Sun (A) Lands tap for one extra mana of the color they give

99) Disenchant Round (G/W) During your upkeep, you may destroy target artifact or enchantment

100) Rupture Spire - You may not play a land this turn unless you pay 1. All lands can be tapped for any color of mana

101) Righteous Cause - Whenever a creature attacks, gain 1 life

102) Villainous Cause - Whenever a creature attacks, lose 1 life

103) Memory Erosion (U) Whenever you draw a card, cast a spell or activate an ability, mill 2 cards

104) Invert the skies (B/G) All creatures without flying gain flying. All creatures with flying lose flying until end of turn.

105) Melting (R) All snow lands are tapped and do not untap

106) Threshold (W) As long as you have 7 or more cards in your graveyard, creatures you control have +1/+1

107) Brow Beating (R) You may pay 1 life and target player that would draw a card does not.

108) Witchbane Orb (A) All Players have Hexproof

109) Torpor Orb (A) Creatures entering the battlefield do not cause abilities to trigger

110) Static Orb (A) Players cannot untap more than two nonland permanents during their untap phase

111) Winter Orb (A) Players can't untap more than One Land during their untap step

112) Orb of Dreams (A) Permanents enter the battlefield tapped

113) Mindlock Orb (A/B) Players cannot search libraries

114) Mesmeric Orb (A) Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard.

115) Zuran Orb (A) Sacrifice a land: Gain 2 Life

116) Measure of Sin (B) Choose a player at random. That player gains control of Measure of Sin. At the beginning of your end step, sacrifice Measure of Sin and lose 2 life. If a card enters your graveyard from anywhere, target opponent gains control of Measure of Sin

117) Lich (B) This Card does cannot leave play and is indestructible. Select a player at random. That player gains control of Lich and draws seven cards. You lose life equal to your life total. You do not lose the game for having 0 life. If you would gain life, instead draw that many cards. Whenever you're dealt damage, instead sacrifice that many permanents. If you cannot, you lose the game. You have no Maximum handsize.

118) Wrath of Commons (W) Destroy all Legendary and Rare cards in play

119) Wrath of Elites (U) Destroy all cards with reminder text of abilities everyone knows. (If there is a dispute over whether an ability is known, argue about it)

120) Wrath of Esper (W/U/B) Destroy all Red/Green Creatures

121) Wrath of Bant (G/W/U) Destroy all Red/Black Creatures

122) Wrath of Naya (W/G/R) Destroy all Black/Blue Creatures

123) Wrath of Grixis (B/U/R) Destroy all White/Green Creatures

124) Wrath of Jund (B/R/G) Destroy all White/Blue Creatures

125) Wrath of fatties (G) Destroy all creatures with toughness three or less

126) Wrath of weenies (W) Destroy all creatures with toughness four or greater

127) Wrath of Champions (B/W/G/U/R) All players choose one creature he or she controls and sacrifices all others. No creatures may be summoned this turn

128) Wrath of Unenhanced - All equipments and auras are destroyed and all enchanted creatures and creatures with equipment get -13/-13 until end of turn

129) Once More, With Feeling! - Play the previous Round Card again

130) Soylent Green (G/B) You gain life equal the toughness of creatures you control that are sent to the graveyard

131) Recycling (G/W) If a creature would be put into the graveyard, shuffle it into its owner's library instead

132) Bloodletting (R) All sources deal double damage to players

133) Infest (B) Each upkeep All creatures get -2/-2 until end of turn

134) Echoes (U) Whenever you play an instant or sorcery, each other player may copy it and choose new targets for the copy he or she controls

135) Mighty Emergence (G) Whenever a creature with power 5 or greater enters the battlefield, place two +1/+1 counters on it

136) Hunted - Whenever a creature with power 4 or greater enters the battlefield, it's controller puts X 1/1 creature tokens of the same type onto the battlefield under target opponents control. (X is equal to the summoned creature's toughness)

137) Repository (G) Whenever a creature attacks, add 1 mana of any color to your mana pool

138) Nightly Hunt (R) All creatures attack if able

139) Dueling Grounds (W/G) No more than one creature may attack each turn. No more than one creature may block each turn

140) Light of Sanction (W) Prevent all damage to creatures you control by sources you control

141) Living Lands (G) All lands are 1/1 creatures. They are still lands

142) Liliana's Caress (B) You are dealt 2 damage for each card you discard

143) Light From Within (W) Creatures get +1/+1 for each colored mana symbol in their mana cost

144) Liability (B) Whenever a nontoken creature is sent to the graveyard, that creature's controller loses 1 life

145) Lifeblood (W) Whenever an opponent taps a land for mana, you may gain 1 life

146) Lifeforce (G) Creature spells cannot be countered

147) Lightening (R) Whenever you play a spell you may pay 1 to deal 1 damage to target player

148) Singularity (U) All nonland permanents are Legendary

149) Punishment (R) Players cannot gain life. Damage cannot be prevented

150) Sanctity (W) Players have Hexproof during their turn

151) Anticipation (U) All nonland cards may be cast as though they had flash

152) Vitality (G) When you summon a creature, gain 1 life. Creatures gain +0/+1

153) The Meek (W) Token creatures get +1/+1

154) The Void (B) If a card would be put into the graveyard from anywhere, exile it instead

155) Leshrac's Sigil (B) Whenever an opponent casts a spell, the player to their left may look at their hand and discard a card

156) Energy Storm (W) Prevent all damage that would be dealt by instants and sorceries. Creatures with flying do not untap

157) Equilibrium (U) Whenever you cast a creature spell you may pay 1 and return target creature to its owner's hand

158) Normal Round

159) Normal Round

160) Normal Round (But with Ponies) All creatures are ponies in addition to their other creature types

161) Double Trouble - Play the next two Round Cards at the same time

162) Double Trouble - Play the next two Round Cards at the same time

163) Triple Threat - Play the next three Round Cards at the same time

164) Mana Echoes (R) Whenever a creature enters the battlefield you may add X mana to your mana pool, Where X is the number of creatures that share a creature type with it

165) Mana Maze (U) Players may not cast a spell that shares a color with the last spell played

166) Baneful Omen (B) Each player reveals the top card of their library. Deal damage to each player equal to the highest converted mana cost revealed this way.

167) Ground Seal (G) Cards in graveyards cannot be the targets of spells or abilities. You cannot cast Unearth or Buyback spells

168) Heartless Summoning (B) You may cast creature spells at 1 less. Creatures cast this way come into play with a -1/-1 counter

169) Vile Consumption (B/U) All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay 1 life"

170) Appeasement (B/U) Whenever you sacrifice a creature, draw a card

171) Masquerade - Each player chooses a creature they control at random. Player to their left gains control of that creature

172) Commander - Each player chooses a creature from their library or hand and exiles it. It may be played for it's mana cost from exile If the creature dies it returns to exile (This effect lasts the rest of the game). It may be summoned again for 1 more mana than it took to summon it last time from exile

173) Sigil of the Tiny Throne (W) If you cast an enchantment, put a 1/1 White Angel Token with Reach into play under your control

174) Match (G) If an opponent plays a token creature, put a token copy of that creature into play under your control

175) Homicidal Seclusion (B) So long as you control exactly 1 creature, that creature gains +3/+1 and lifelink

176) Song of Serenity (G) Enchanted creatures cannot attack or block

177) Overburden (U) If a creature is summoned, that creature's controller puts a land he or she controls into their hand.

178) Hum of the Radix (G) All spells cost 1 more to cost for each permanent in play that shares a color with it.

179) Snakeform (B/G) All creatures are 1/1 snakes

180) Into the Web of War (R) Creatures summoned this turn get +2/+0 and haste until end of turn

181) Accelerate plans (U) Each player may search their library for an enchantment (This does not include Auras) or creature with an ability that influences more than itself into play. Sacrifice any cards put into play this way at end of round

182) Disaster (R) If there are seven or more lands on the battlefield, destroy all lands

183) Clash - All players Clash. The winner draws a card and may play an instant without paying its mana cost

184) Kithkin Spell lock (G/W) Noncreature spells with converted mana cost 4 or greater cannot be played. Noncreature spells with X in their mana cost cannot be played

185) Clockspinning (U) Add or remove a counter from target permanent or suspended under your control. You may use this once per card, on each card or suspended card you control

186) Aluren (G) Creatures with converted mana cost 3 or less may be played without paying their mana cost and as though they had flash.

187) Nature's Will (G) Damage dealt to you taps that many lands you control

188) Solitude (G) Players can cast spells and activate abilities only on their own turns

189) Last Laugh (B) Whenever a permanent is put into a graveyard from the battlefield, Last Laugh deals 1 damage to each creature and player

190) Change in tactics - All creatures switch their toughness and power

191) Cannibalize (B) All creatures gain "Sacrifice this creature: Target creature gains +1/+1"

192) Fecundity (G) Whenever a creature dies, that creature's controller may draw a card

193) Impatience (R) On each player's end step, if they did not cast a spell this turn, Impatience deals 2 damage to him or her

194) Dogfight (U/W) Flying creatures can only other creatures with flying. All creatures with reach have flying until end of turn

195) Idle Minds (U) If you have no cards in your hand, draw a card

196) Place Your Bets! Each player writes down the name of another player in play. If the player you named dies, gain 10 life and draw three cards

197) Stake your Life on a Coin (R) Each player may bet life on a coin toss. If you win, gain three times the life you bet.

198) Luck Be A Planeswalker (R) Each time you cast a spell flip a coin. If Heads, counter it

199) Wheel! Of! Fotune! (R) Discard your hand. Draw Seven cards.

200) SQUIRRELS (B) Each player gains two 1/1 OP Black Squirrel tokens

If you play some magic you're likely to find some of these very familiar.
 
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