Collapse-to-Teams Magic!

Four-player with partners

When four players get together, pair up as partners. After randomly selecting partners, allow just a few minutes for the partners to confer on deck choices. Each team has 30 life, and the first team brought to 0 life loses. The first player is chosen randomly and play begins with each player sitting between his two opponents. Make these rules changes:
1. Thought there is still only one attack phase in each player's turn, a player may choose to attack neither opponent, one of them, or both of them. He must declare which opponent each attacker is attacking. (He may not attack his partner.) Defenders are declared simultaneously-if necessary, by having players write their choices separately.(usually this is not a problem)
2. Spells and effects that deal damage to each player or all players are applied to both players on each team, and thus to their common life pool. The same applies to "loss of life" spells and effects. For example, Pestilence deals one damage to each player and creature for each B spent. This result in one damage to each player (a loss of 2 life to each team's life pool) for each B spent, unless it is somehow-prevented.
3. Enchantments that normally affect the casting player still afect only the casting player. So in the pestilence example above, if one player had a Circle of Protection: Black in play, she could power it up and prevent the damage to herself, but her partner would still take the damage.
4. Spells and effects that target an opponent must choose one of the players on the opposing team.
5. Table talk is strongly discouraged when it deals with any card that is not in view of all players. For example, it's okay to say, "Now, how about if you use Prodigal Sorcerer to poke that Basilisk?" when the nasty creature has been dealt three damage, but it's not okay to say "If you have a lightning Bolt, throw it at that Basilisk now" so that you can throw your own Lightning Bolt on top of it.
In these games, players often choose decks with a large number of creatures, because a player without a creature to block with will be the "weak line" on his team. The games tend to be much quicker than free-for-alls, allowing us to try several more decks in a night.

Five Player Collapse-to-Team

We often have five players available for a game, and thought a free-for-all, every-mage-for-himself game can be fun, it can also be time-consuming. Also, if one of the mages gets killed early, she might wait a long time for the next game to begin. To solve this problem, we use the "collapse-to-team" variant. In this variant, each player begins with 20 life, as normal, and plays for himself. But when the first player is reduced to 0 life, the game becomes a team game, as described above. The only difference is that the starting life total for each team is the sum of the life totals of the team members at the time the first player was removed. (if two or more players are brought to zero life at the same time, the game continues as free-for-all, and the mages who were knocked out decide whether to play a separate game, watch the end of the game, or order pizza). This variant has some interesting political and strategical effects.
Each player knows that if he isn't the first player removed, neither player sitting next to him can be his partner. However, one of the two players sitting across from him will be his partner, and the other will either be removed or weill be an opponent. It is interesting to watch as each player tries to set himself up with the more desirable partner, while trying to remain an attractive partner to two people, one of whom he wants to destroy!

By Steve Will

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