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Planes Walker MTG RPG Variant 8-14-11

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Roleplaying Game By Matt Rose
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Page 1: Planes Walker MTG RPG Variant 8-14-11

Roleplaying Game

By Matt Rose

Page 2: Planes Walker MTG RPG Variant 8-14-11

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Planeswalker

Contents What is Planeswalker? ............................................................................................................................................................ 4

What do you need to play? ................................................................................................................................................. 4

Character Creation .............................................................................................................................................................. 4

Races ....................................................................................................................................................................................... 5

Attributes .............................................................................................................................................................................. 13

Traits ..................................................................................................................................................................................... 15

Deck Construction ................................................................................................................................................................. 17

Planeswalker (Player) Deck Construction ......................................................................................................................... 17

Rarity/Copy Card Maximums ............................................................................................................................................ 17

Gameplay .............................................................................................................................................................................. 18

How do I play? ................................................................................................................................................................... 18

Adventuring ...................................................................................................................................................................... 18

Duel ............................................................................................................................................................................... 18

Free-for-All .................................................................................................................................................................... 18

Two-Headed Giant ........................................................................................................................................................ 18

Star ................................................................................................................................................................................ 19

Emperor ........................................................................................................................................................................ 19

Archenemy .................................................................................................................................................................... 19

Archenemy with General .............................................................................................................................................. 19

Archenemy with Planeswalker ...................................................................................................................................... 19

Magic Shop .................................................................................................................................................................... 19

Treasure! ....................................................................................................................................................................... 19

Utilizing the Planechase Rules ...................................................................................................................................... 19

Leveling ............................................................................................................................................................................. 20

Experience Table ........................................................................................................................................................... 20

Treasure Table............................................................................................................................................................... 20

Gems ............................................................................................................................................................................. 20

Magic Items ................................................................................................................................................................... 21

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Item Creation Tables ..................................................................................................................................................... 21

Legendary Items (Optional) .......................................................................................................................................... 22

Purchasing and Selling Cards and Items ........................................................................................................................... 22

Random Spells for Treasure .............................................................................................................................................. 22

Spell Conversion ................................................................................................................................................................ 22

Archenemy ............................................................................................................................................................................ 23

Archenemy Rules .............................................................................................................................................................. 23

New Archenemy Keywords and Terms ......................................................................................................................... 23

Archenemy’s Turn ......................................................................................................................................................... 24

Targeting Spells and Abilities ........................................................................................................................................ 24

Blocking ......................................................................................................................................................................... 25

Archenemy’s Hand ........................................................................................................................................................ 25

Archenemy’s Library ..................................................................................................................................................... 25

Archenemy’s Land ......................................................................................................................................................... 25

Archenemy Planeswalkers ............................................................................................................................................ 25

Players Gaining Control of Archenemy Cards ............................................................................................................... 25

Game Master (Optional) ................................................................................................................................................... 26

Playing the Archenemy Deck ........................................................................................................................................ 26

Creating an Adventure .................................................................................................................................................. 27

Creating Archenemy Decks ........................................................................................................................................... 27

Creating an Enemy Planeswalker .................................................................................................................................. 28

Enemy Planeswalkers as Bosses ................................................................................................................................... 28

Appendix ............................................................................................................................................................................... 29

Creature Classifications ..................................................................................................................................................... 29

“General” Special Rules..................................................................................................................................................... 29

Scheme Deck Lists ............................................................................................................................................................. 30

Scheme Deck Logic ........................................................................................................................................................ 30

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What is Planeswalker? Planeswalker takes Magic: The Gathering and

infuses it with roleplaying aspects to create a casual

variant. To play, players create a planeswalker using

the planeswalker creation rules. Based on the

planeswalker they have created, they then

construct their own Magic decks. The planeswalkers

then adventure looking to defeat the menaces of

different planes. Being successful is rewarded with

new spells (cards) to add to their existing deck or

items that affect their planeswalker’s abilities. As

planeswalkers gain levels, they can cast more and

more powerful spells and gain traits that help them

in battle.

What do you need to play? A working knowledge of Magic as well as cards will

allow a player to get started (Don’t worry, the bulk

of your deck starts out being common cards and are

inexpensive). This can be accomplished in a few

different ways. Here are two recommendations:

1) One person could provide the cards, but he

would retain ownership of them. So, that person

could use his own collection for loot and opening

packs and at the end of the campaign takes his

cards back.

2) All of the player's provide their own cards. They

would also help with the cost of packs for random

treasure. They could also determine a want list of cards and provide them for random treasure. When the campaign is

over, the players keep all of their respective cards.

A single 20-sided die, a complete set of ‘Planechase’ cards and die, and a complete set of ‘Archenemy’ scheme cards are

also required.

Character Creation

Planeswalkers start with 50 character creation points at 1st level plus 6 more per a level gained. Players follow these

steps to create their planeswalker:

1) Select Race

2) Select Attributes

3) Select Traits

4) Construct Deck

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Races The race of your planeswalker grants game play mechanics to your character that help define their abilities as well as

their personality. Select two different racial options available to the race during character creation (except for humans

who receive Spark +1). Are you a green magic wielding elf with powerful beasts at your disposal or are you a vampire

lord who summons undead minions to his aid?

Angel

Angels are beautiful winged humanoids primarily aligned with good creatures. Angels have an extremely strong sense of justice and are often selfless and reliable guardians.

Racial Options: White Magic +2, Manifestation +2, and Sorcery +2

Racial Trait: Ever Vigilant

Creatures you control have “1: This creature gains Vigilance until end of turn."

Aven

A race of bird people, Aven are majestic and proud. In battle, they are agile and fierce. There are two primary species of Aven, one winged and one wingless, with each line further split along distinct bird species such as owls, eagles and hawks (the most numerous).

Racial Options: Blue Magic +2, Enchanting +2, and Evocation +2

Racial Trait: Abjuration

Creatures you control have “2: This creature gains Hexproof until end of turn.”

Centaur

Half horse and half human, centaurs are commonly forest keepers and druids and can be found in forests almost everywhere. They are extremely fast and strong warriors and wielders of many weapons, especially bows and spears.

Racial Options: Green Magic +2, Beast Mastery +2, and Sorcery +2

Racial Trait: Warrior Spirit

Creatures you control have “2: This creature gets +2/+2 until the end of turn. Play this ability only once each turn.”

Demon

Generally humanoid but with massively muscular bodies, twisted, horned faces, clawed limbs, and in many cases leathery wings, demons embody the suffering and evil desires of ordinary races.

Racial Options: Black Magic +2, Sorcery +2, and Manifestation +2

Racial Trait: Dark Offering

Creatures you control have “Sacrifice a creature: This creature gets +2/+2 until end of turn.”

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Djinn

Djinn are powerful but whimsical flying spirits. Physically the Djinn have humanoid features but can change both form and size at will. Djinn are very clever and find joy in deceiving or destroying lesser beings.

Racial Options: Blue Magic +2, Manifestation +2, and Life-Essence +1

Racial Trait: Wind Bringer

Creatures you control have “2: This creature gains Flying until end of turn.”

Elf

Elves are only marginally stronger or faster than humans, but with a life span up to seven hundred years they normally have superior skill, knowledge and guile than any other humanoid being. Their zealous protection of the forests they live in is widely known as one of the most fundamentally natural concepts. Racial Options: Green Magic +2, Leadership +2, and Mana Adaption +2

Racial Trait: Mana Infused

Creatures you control have “T: Add G to your mana pool.”

Faerie

Faerie are small flying sprites that are capricious, mischievous, and occasionally cruel. They often harvest the dreams of others throughout the world and bring them back to their queen.

Racial Options: Blue Magic +2, Evocation +2, and Mana Adaption +2

Racial Trait: Trickery

Creature cards in your hand have Flash as long as you control a non-land permanent.

Flamekin

Flamekin are sentient, civilized, elementals. Their bodies are smooth and black, made of a malleable stone-like substance and wreathed in flame. This flame is not hot to the touch unless the Flamekin wishes it to be. The Flamekin are highly spiritual.

Racial Options: Red Magic +2, Manifestation +2 , and Mana Adaption +2

Racial Trait: Mana Release

Creatures you control have “1, Sacrifice this creature: Add 3 colorless mana to your mana pool.”

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Giant

Most giants are large brutish humanoids ranging in size from that of a house or barn to a large mountain. They are often stupid and randomly destructive, however not all are this way.

Racial Options: Red Magic +2, Aberrations +2, and Life-Essence +1

Racial Trait: Titanic Defense

Creatures you control can block one additional creature and have “1: This creature gains Reach until end of turn.”

Goblin

Typical goblins are small, with pointed ears, elongated noses, and green skin, though regional variations exist. Goblins tend to be impulsive, greedy, and extremely dim-witted. Despite this, they are often adept at tinkering.

Racial Options: Red Magic +2, Artifice +2, and Leadership +2

Racial Trait: Goblin Weaponry

Creatures you control have “When this creature goes to the graveyard from the battlefield, flip a coin. If the result is heads, you may deal 2 damage to target creature or player.”

Golem

Built by powerful wizards, golems are artificial constructs that have different levels of sentience. They come in various sizes and materials, but often are modeled after the humanoid form.

Racial Options: Spark +1

Racial Trait: Gift of Sentience

Artifact creatures you control have “2: Target noncreature artifact becomes an artifact creature with power and toughness each equal to its converted mana cost until end of turn.”

Human

By far the most numerous single species in the Multiverse, humans can be found on virtually any plane capable of supporting life. Perhaps the greatest contributor to this feat is their tolerance for almost any environment and every type of mana.

Racial Options: Spark +1

Racial Trait: Human Ingenuity

You receive an additional 2 points during character creation that can only be spent on traits.

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Imp

Imps are pesky, usually winged creatures resembling very small devils. They often taunt and ridicule their enemies in an attempt to enrage them into making mistakes.

Racial Options: Black Magic +2, Evocation +2, and Mana Adaption +2

Racial Trait: Pester

Creatures you control have Provoke and “T: Target creature attacks you this turn if able.”

Kithkin

Kithkin are a small-stature species that typically grow no taller than 4'6". They have a strong sense of community and simplicity. They are known for their thoughtweft, a near-psychic empathy between all kithkin on the plane.

Racial Options: White Magic +2, Enchanting +2, and Beast Mastery +2

Racial Trait: Thoughtweft

Creatures you control cannot be blocked by creatures with power 3 or greater.

Kitsune

Kitsune resemble ‘fox-people’ with luxurious fur and large voluminous tails. They are long-lived spiritual beings with strong beliefs in honor and their traditions. Kitsune often excel at swordsmanship and are taught at a young age.

Racial Options: White Magic +2, Leadership +2 , and Evocation +2

Racial Trait: Blade Master

Creatures you control have “1: This creature gets Bushido 1 until end of turn.”

Kor

Kor have white skin, slightly elongated skulls, and small barbels hanging from their chins. They are a nomadic and deeply spiritual people who often dwell on the open plains.

Racial Options: White Magic +2, Artifice +2, and Aberrations +2

Racial Trait: Spiritual Guidance

Creatures you control have “2: This creature gains Lifelink until end of turn.”

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Leonin

Leonin are a proud race of Lionfolk. Male Leonin are generally soldiers, craftsman and priests, whereas females are generally healers and hunters. The Leonin are unmatched craftsman and fighters, able to quickly adapt to the use of any kind of weapon.

Racial Options: White Magic +2, Artifice +2, and Mana Adaption +2

Racial Trait: Weaponsmith

Creatures you control get +1/+1 for each equipment attached to them.

Loxodon

Loxodon are large humanoid elephant-folk, intelligent and highly spiritual, slow but immensely powerful. Loxodon prefer to avoid confrontation and often use their intimidating size and popular respect to quell violence before it begins.

Racial Options: White Magic +2, Enchanting +2, and Life-Essence +1

Racial Trait: Peacekeeper

Creatures you control have “2,T: Tap target creature.”

Merfolk

Merfolk are humanoid aquatic creatures with fish-like characteristics. They have long fishtails that give them impressive speed and skill in water and tend to be slimly built with shimmering blue scales and ornately finned skulls. They are known for their intuitive magic.

Racial Options: Blue Magic +2, Beast Mastery +2, and Leadership +2

Racial Trait: Twincaster

Creatures you control have “3,T: Copy target instant or sorcery spell non-opponent controls. You may choose new targets for the copy.”

Minotaur

Minotaur are large bull-human hybrids that are renowned for their tactical brilliance, military strength, and cunning ferocity. They are known for instilling blood lust in their troops.

Racial Options: Red Magic +2, Sorcery +2, and Enchanting +2

Racial Trait: Battle Cry

Attacking creatures you control get +1/+0.

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Nezumi

Nezumi are ratfolk that are often greedy, treacherous thieves, mercenaries, and bandits. A few Nezumi are also talented shamans, their magics learned from scrolls stolen from other species. Nezumi are generally split into various gangs, some more powerful than others.

Racial Options: Black Magic +2, Beast Mastery +2, and Artifice +2

Racial Trait: Thick as Thieves

Creature cards in your hand have Ninjutsu 3.

Ogre

Ogres are rapacious, bestial giants that can stand 10 feet tall and weigh 650 lbs. In battle they often wield large weapons with their immense brute strength. They revel in the abuse and bullying of things smaller then themselves like cruel children.

Racial Options: Red Magic +2, Aberrations +2, and Sorcery +2

Racial Trait: Menacing

Creatures you control have “2: This creature gains Intimidate until end of turn.”

Orochi

Orochi are a race of lithe, reclusive, four-armed snakefolk that dwell in forests. They form tribal societies that are fiercely religious. The Orochi are notoriously uncompromising of other societies.

Racial Options: Green Magic +2, Evocation +2, and Manifestation +2

Racial Trait: Venomous

Creatures you control have “Whenever this creature deals combat damage to a creature, tap that creature and it doesn’t untap during it’s controller’s next untap phase.”

Rhox

Rhox are rhino-folk characterized by a thick armored skin and protuberant horns that grow from their nose. They have an extremely powerful charge that they use to overrun enemy defenses.

Racial Options: Green Magic +2, Artifice +2, and Beast Mastery +2

Racial Trait: Goring Charge

Creatures you control have “2: This creature gains Trample until the end of the turn.”

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Soratami

Soratami, otherwise known as ‘moonfolk’, are a beautiful, cloud-dwelling race of long-eared, blue-skinned humanoids. They are highly manipulative, and detest the other races. The Soratami are accomplished telepaths and are known for their higher learning.

Racial Options: Blue Magic +2, Sorcery +2, and Aberrations +2

Racial Trait: Meditation

Creatures you control have “1, Return a land you control to its owner’s hand: Draw a card, then discard a card.”

Specter

Specters are aggressive, malevolent ghosts with tremendous abilities to disrupt the psyches of living creatures. Unlike most undead, specters tend to be free-willed beings serving no master.

Racial Options: Black Magic +2, Leadership +2, and Life-Essence +1

Racial Trait: Chill Touch

Creatures you control have “2: Until end of turn, if this creature deals combat damage to a player that player discards a card.”

Treefolk

Treefolk are sentient creatures which resemble trees both physically and biologically. They are normally quiet, and slow and lumbering if they move at all, but are quick and relentless in the defense of their forests. They are often guardians of a forest's ecology and harmony.

Racial Options: Green Magic +2, Mana Adaption +2, and Enchanting +2

Racial Trait: Bark Skin

Creatures you control are +0/+1.

Troll

Trolls are large, bestial, and often ill-tempered humanoids that usually dwell in forests and have regenerative powers.

Racial Options: Green Magic +2, Aberrations +2, and Life-Essence +1

Racial Trait: Reinvigorate

Creatures you control have “2: Regenerate this creature.”

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Vampire

Vampires are undead humanoids with gaunt features and a sallow complexion with large fangs. When they damage or kill something else they get stronger. They often control the will of lesser beings.

Racial Options: Black Magic +2, Enchanting +2, and Leadership +2

Racial Trait: Vampire’s Gift

Creatures under your control have “Put two +1/+1 counters on this creature whenever a creature dealt damage by this creature is put into a graveyard this turn.”

Vedalken

The Vedalken are bald, blue-skinned humanoids with strictly structured minds and a tendency towards logic, research, politics and rule of law. They tend to have a certain private disdain for other races, instinctively viewing them as somewhat inferior.

Racial Options: Blue Magic +2, Artifice +2, and Manifestation +2

Racial Trait: Mechanical Expertise

Creatures you control have “T: Add 2 mana to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.”

Viashino

Viashino are intelligent lizardfolk with lean, muscular builds descended from dragons. They are quick, agile, and vicious when required.

Racial Options: Red Magic +2, Beast Mastery +2, and Evocation +2

Racial Trait: Predatory

Creatures you control have “1: This creature has Haste until the end of the turn.”

Zombie

Zombies are animated corpses that normally have no connection with the soul of the deceased, though some especially powerful necromancers know how to turn themselves into undead while retaining their previous faculties.

Racial Options: Black Magic +2, Aberrations +2, and Life-Essence +1

Racial Trait: Undying Flesh

Creature cards in your graveyard have Unearth 3. (3: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

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Attributes Attributes define what spells you can cast and the contents of your deck. Each rank costs the number in parentheses.

The maximum rank of an attribute you can purchase during character creation is the planeswalker’s level +4. All

planeswalkers start with a starting hand-size of 3 cards and 10 life before adjustments. Points can be saved and spent at

a later time.

Example: Billy creates an orochi Planeswalker. He decides to buy 1 rank in Green Magic. This costs 1 point. Although he

has a rank of 1 in Green Magic, he cannot cast Llanowar Elves (cost of G) because he has no ranks in Leadership (the

attribute the creature type ‘elves’ falls under). If he buys 1 rank in Leadership, he will be able to play any green creature

that Leadership governs. If he wants to cast a 2 casting cost green creature that falls in the Aberrations category, he

would need to buy another rank of Green Magic for an additional 1 point and then buy 2 ranks in Aberrations.

Attribute Cost Effect

Black Magic 1 Each rank allows the ability to cast black spells with that mana cost or lower.

Blue Magic 1 Each rank allows the ability to cast blue spells with that mana cost or lower.

Green Magic 1 Each rank allows the ability to cast green spells with that mana cost or lower.

Red Magic 1 Each rank allows the ability to cast red spells with that mana cost or lower.

White Magic 1 Each rank allows the ability to cast white spells with that mana cost or lower.

Artifice 1 Each rank allows the ability to cast an artifact with that mana cost or lower. Artifact creatures are governed by both this ability and the Manifestations ability. To cast a 2 cost artifact creature for example, you would need 2 ranks of Artifacts and 2 ranks of Manifestation.

Enchanting 1 Each rank allows the ability to cast an enchantment with that mana cost or lower.

Sorcery 1 Each rank allows the ability to cast a sorcery with that mana cost or lower.

Evocation 1 Each rank allows the ability to cast an instant with that mana cost or lower.

Aberrations 1 Each rank allows the ability to cast an aberration category creature with that mana cost or lower. Aberrations are ‘unnatural’ monsters, such as skeletons, giants, and dragons. Reference the listing in the appendix for a more robust list.

Beast Mastery 1 Each rank allows the ability to cast a beast category creature with that mana cost or lower. The beast mastery category includes ‘natural’ creatures, such as wolves and bears. Reference the listing in the appendix for a more robust list.

Leadership 1 Each rank allows the ability to cast a leadership category creature with that mana cost or lower. The leadership category includes sentient humanoids, such as elves and humans. Reference the listing in the appendix for a more robust list.

Manifestations 1 Each rank allows the ability to cast a manifestation category creature with that mana cost or lower. The manifestation category includes spirit-type creatures, such as angels and elementals as well as constructs, such as walls and golems. Reference the listing in the appendix for a more robust list.

Mana Adaption 1 Each rank allows the presence of two non-basic lands in your deck.

Spark 4 Each rank allows you to start with another card in your starting hand.

Life-Essence 2 Each rank gives you two additional life.

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Attribute Bonuses by Race

Race Bla

ck M

agic

Blu

e M

agic

Gre

en M

agic

Red

Mag

ic

Wh

ite

Mag

ic

Art

ific

e

Ench

anti

ng

Sorc

ery

Evo

cati

on

Ab

erra

tio

ns

Bea

st M

aste

ry

Man

ifes

tati

on

Lead

ersh

ip

Man

a A

dap

tio

n

Spar

k

Life

-Ess

ence

Angel X X X

Aven X X X

Centaur X X X

Demon X X X

Djinn X X X

Elf X X X

Faerie X X X

Flamekin X X X

Giant X X X

Goblin X X X

Golem X

Human X

Imp X X X

Kithkin X X X

Kitsune X X X

Kor X X X

Leonin X X X

Loxodon X X X

Merfolk X X X

Minotaur X X X

Nezumi X X X

Ogre X X X

Orochi X X X

Rhox X X X

Soratami X X X

Specter X X X

Treefolk X X X

Troll X X X

Vampire X X X

Vedalken X X X

Viashino X X X

Zombie X X X

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Traits Traits are generally passive abilities that enhance your planeswalkers battle prowess in interesting ways. Their cost is

listed in parentheses and can only be purchased one time unless otherwise stated.

Trait Cost Description

Adventurer 3 When you roll on the adventuring or random treasure table, you may change your die roll by 1.

Armament Master

3 First equipment cast by you on your turn costs one less colorless mana. Equipping artifacts costs one less colorless mana.

Artificer 3 First artifact spell played by you on your turn costs one less colorless mana.

Artisan 3 When rolling on the item creation table, you may adjust your rolls by up to 2. Magic items cost you 40 less gold.

Assassin 2 If a source you control destroys or exiles an opposing general it is removed from play as normal instead of going to the command zone.

Bearer of Knowledge

6 When a source you control causes you to draw a card(s) you may pay 1. If you do, target allied player may draw a card.

Call of the Wild 6 (Requires 7 Ranks in Green Magic) If you would draw a card, you may instead reveal cards from the top of your library until you reveal a creature. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Gifted Healer 3 (Requires Healing) When using the Healing trait, target allied player may instead gain life equal to half of the amount rounded up.

Channeling 2 You may cast ‘X’ spells for 5 more total casting cost then your attributes would normally allow.

Controller 3 When you cast a spell, you may tap or untap target creature or artifact.

Cunning 5 Once per a game, you may cancel a scheme put in motion.

Defender 4 At the beginning of each opponent’s combat phase select a creature you control. That creature gains First Strike and may block creatures attacking allied planeswalkers as if they were attacking you until end of turn.

Diplomacy 8 (Requires 7 Ranks in White Magic) Whenever you cast a creature spell you may pay 1. If you do, put a 1/1 white soldier creature token on the battlefield.

Divination 1 Once per a turn you may look at the top card of your deck.

Elite Follower 4 (Requires Follower) When using the Follower trait, instead search for a creature with a converted mana cost of 2 or less and place it on the battlefield.

Enchanter 3 First enchantment spell played by you on your turn costs one less colorless mana.

Espionage 3 Once per a turn on your turn, you may Scry 1 an opponent’s library.

Essence Shaper 5 Only 2 cards of the appropriate type are required for trading-in spells when using the spell conversion ability.

Evoker 4 First instant spell played by you during each turn costs one less colorless mana.

Field General 6 Select a legendary creature in your deck. That creature becomes your ‘General’ as per the Commander format.

Focus 4 Your copy limits of cards for deck construction increase by 1. (At 1st level you could have 3 copies of a common.)

Follower 4 At the start of a game, search your deck for a creature with a converted mana cost of 1 or less and place it on the battlefield.

Forceful Will 8 (Requires 7 Ranks in Blue Magic) Once per a turn you may pay 1 life and exile two cards in your hand to counter target spell.

Fortunes 5 Once per a turn on your turn, you may Scry 2.

Half-Breed 8 Gain the racial ability of another race besides your own. This trait can only be selected during character creation.

Healing 2 When a source you control causes a player to gain life, you may have target allied player gain 1 life. This trait may be used only once per a source.

Inspiration 8 (Requires Tribal) All the creatures you control gain +1/+1. (Does not stack with Tribal)

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Knowledge Expansion

1 Your maximum hand-size increases by one. This trait may be taken multiple times. (The normal maximum hand-size is 7)

Land Link 8 At the start of a game, search your library for a basic land card and put it in play.

Lichborn 8 (Requires 7 Ranks in Black Magic) At the beginning of your upkeep, you draw a card and lose 1 life.

Mana Attuned 0 (Requires 2 Ranks in Mana Adaption) You may exile a card from your opening hand and search library for a basic land, reveal it, and place it in your hand.

Mana Conduit 4 Once per a turn, you may empty your mana pool and target player gains colorless mana equal to half the mana (rounded down) emptied this way.

Mana Infused 6 During the first main phase of your turn, you gain one extra 1 colorless mana in your mana pool.

Mentor's Gift 3 You may add a rare to your deck from the sets you selected for deck construction. This trait can be taken multiple times.

Overpower 4 You may have one card in your deck that normally requires 2 or less appropriate attribute ranks more to cast than you possess. (If you had 5 ranks in both Green Magic and Beast Mastery, you could put one 7 cost green beast into your deck)

Pathfinder 1 When rolling planar dice, roll two selecting either result.

Planar Precision 1 (Requires Pathfinder) Once per a game you may change the result of one of your planar dice to a result of your choice.

Planar Study 2 You may select cards from one additional set of any legal block for deck construction. This trait can be taken multiple times.

Pyromancy 6 (Requires 7 Ranks in Red Magic) If an instant or sorcery you control would deal damage you may pay 1. If you do, it deals an additional 2 damage.

Schemer 3 Once per a game, at the beginning of your first main phase, you may draw a scheme card and put it in motion.

Signature Spell 8 Select a non-land card in your deck when you select this trait. You may start each game with this card in your hand taking the place of a drawn card. You may switch to a different spell when you level.

Sorcerer 3 First Sorcery spell played by you on your turn costs one less colorless mana.

Spell Infusion 18 At the beginning of your upkeep, draw a card.

Spymaster 3 (Requires Espionage) When you Scry an opponent's library, you may increase the Scry number by one.

Stalwart 3 Creatures you control have "T: Target blocking creature gets +0/+2 until end of turn."

Stealth 4 Once per a turn you may select target creature you control and pay mana equal to half of its power rounded up. It is unblockable until end of turn.

Striker 6 When a source you control deals damage to an opponent or a creature they control, you may deal 1 damage to target player.

Summoner 3 First non-artifact creature summoned by you each turn costs one less colorless mana.

Tactician 3 At the beginning of each opponent’s combat phase you may select one creature. That creature can’t attack target player of your choice until end of turn.

Taunt 3 Once per a turn you may select one target creature. That creature must attack you this turn if able.

Thrifty 2 Per a visit at the Magic Shop, the first card you buy is 1/2 off. The first card sold gives you an additional 20 gold. The first gem you sell gets +5 gp variance.

Tinkerer 5 (Requires 7 Ranks in Artifice) At start of a game, you may search your deck for an artifact with a converted mana cost of 1 or less and place it on the battlefield.

Treasure Finder 5 (Requires Adventurer) When you draw cards from the treasure deck, you may draw an additional card.

Tribal 4 Select a creature type. Creatures you control of that type get +1/+1. (Does not stack with Inspiration)

Undead 2 Gain 6 life but you cannot gain life during a duel.

Warrior 3 Whenever a creature deals combat damage to you, you deal 1 damage to that creature.

Wizard School 3 You may add 2 uncommons to your deck from the sets you selected for deck construction. This trait can be taken multiple times.

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Deck Construction

Planeswalker (Player) Deck Construction Only cards in the Modern format (Mirrodin block and newer for expansions and 8th

Edition and newer for core sets) are recommended for deck construction as well as

the following banned list:

Ancestral Vision, Ancient Den, Bitterblossom, Chrome Mox, Dark Depths, Dread

Return, Glimpse of Nature, Golgari Grave-Troll, Great Furnace, Hypergenesis, Mental

Misstep, Mind Funeral, Seat of the Synod, Sensei's Divining Top, Skullclamp,

Stoneforge Mystic, Sword of the Meek, Tree of Tales, Umezawa's Jitte, and Valakut,

the Molten Pinnacle

It is also recommended that one of the following options is used for what card pool

is available for making initial decks for each planeswalker:

A Base Set (Eighth Edition or newer) and two other sets that are both from

the same block (i.e., Time Spiral and Planar Chaos).

Three sets from the same block (i.e., Zendikar, Worldwake, and Rise of the Eldrazi). Note: Lorwyn, Morningtide,

Shadowmoor, and Eventide are all considered the same block.

The card pool selected gives an inclination of where your planeswalker is from or where they have learned the majority

of their spells.

Initial deck size is 60 cards with no sideboard. Players can swap out any number of basic land as desired as long as the

deck meets other requirements. A deck cannot contain any non-basic lands unless the planeswalker has the appropriate

Mana-Adaption ranks. Rarity maximums as well as copy limits of cards are in the table below. It is recommended

planeswalkers start at 1st level, but deck limits for starting at higher levels are also listed.

Note: The rarity/copy card limits is only for initial deck construction. A planeswalker can have any number of rare cards

in his deck if he found them during the course of play for example.

Rarity/Copy Card Maximums

Planeswalker Level

Maximum Number of Commons

Maximum Number of

Copies

Maximum Number of

Uncommons

Maximum Number of

Copies

Maximum Number of

Rares/Mythics

Maximum Number of

Copies

1 Unlimited 2 8 1 0 0

2 Unlimited 2 10 1 1 1

3 Unlimited 2 12 2 2 1

4 Unlimited 3 14 2 3 1

5 Unlimited 3 16 2 4 1

6 Unlimited 3 18 3 5 2

7 Unlimited 4 20 3 6 2

8 Unlimited 4 22 3 7 2

9 Unlimited 4 24 4 8 2

10 Unlimited 4 26 4 9 2

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Gameplay

How do I play? Once players have their planeswalker decks crafted they are ready to play. When they go out adventuring, they are

looking to gain experience and power by defeating denizens of other planes and finding gold, spells, and items. At any

time between adventuring, players can change their decks, equip new items, and level up.

Adventuring Determine randomly who goes first in the group. That player is the ‘active’ player. The active player rolls a d20 on the

Adventuring Results table below to determine what happens. If any of the Archenemy or Special results are rolled, roll a

planar die to determine if the Planechase rules will be utilized for that duel.

When the adventuring action is done, the player to the left of the active player becomes the active player and rolls on

the adventuring table.

Note: If desired, a player has the option of playing the archenemy decks full-time and becoming the ‘Game Master’

instead of playing a planeswalker. See the Game Master section for more details.

Adventuring Table Special Table Archenemy Deck Table

Roll on d20 Result # of Players Special Roll on d20 Archenemy Deck

1 Special 1 Roll Again 1-2 Zombieland

2-8 Archenemy 2 Duel 3-4 Goblin Assault

9-13 Archenemy w/General 3 Free-for-All 5-6 Enchanted Forest

14-16 Archenemy w/Planeswalker 4 Two-Headed Giant 7-8 Kithkin Soldiers

17-19 Magic Shop 5 Star 9-10 Blue Steel

20 Treasure! 6 Emperor 11-12 Eldrazi Awakening

Planechase Table 13-14 Defenders of Zendikar

Roll on Planar Die Result 15-16 Izzet Magocracy

Chaos or Planeswalker Symbol Use the Planechase rules. 17-18 Orzhov Haunting

Blank result Do not use the Planechase rules. 19-20 Phyrexia Reborn

Duel

Planeswalkers need practice, right? The two participating players duel against each

other with their planeswalkers. Select any random plane for the site of the battle. The

active player gets their choice of going first or drawing. The winner of a duel gets 1

experience point and a roll on the random treasure table. The loser of a duel gets 1

experience.

Free-for-All

The bonds of brotherhood have broken down and chaos ensues! All players participate in

free-for-all duel with their planeswalkers. Select a random plane for the site of the battle.

The active player goes first and draws. The winner receives 1 experience and a roll on the

random treasure table. All other participants receive 1 experience.

Two-Headed Giant

Play a game utilizing the Two-Headed Giant format. The active player randomly determines another player to be their

partner and the two remaining players become a team. Teams combine their life totals. The team going first does *not*

Chaos Symbol

Symbol

Planeswalker Symbol

Symbol

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draw. Select a random plane for the site of the battle. The winners of the duel get 1 experience point each and a roll on

the random treasure table. The losers of the duel get 1 experience.

Star

Play a game of Magic using the Star format. Randomly determine player positions for the star. The winner receives 1

experience point and a roll on the random treasure table. All other participants receive 1 experience. (Note: If unfamiliar

with the Star format, play a Free-for-All game instead.)

Emperor

Play a game of Magic using the Emperor format. The priority player becomes one emperor and randomly selects the

other Emperor and all of the Generals. Select any random plane for the site of the battle. The winners receive 1

experience point and a roll on the random treasure table. All other participants receive 1 experience. (Note: If unfamiliar

with the Emperor format, play 3 separate duels or a Free-for-All game instead.)

Archenemy

The players face an archenemy for the chance at treasure and experience. Determine what archenemy deck you will

face randomly utilizing the Archenemy Sample Deck Table. The Archenemy section has specific rules and details on how

the archenemy deck behaves.

If the planeswalkers win they each receive 2 experience points (they receive an additional 1 experience point if the

Planeschase rules were used) and a roll on Minor treasure table. If the planeswalkers lose, they each receive 1

experience point.

Archenemy with General

This is the same as the Archenemy option except the Archenemy deck utilizes it’s ‘General’ that operates in the same

capacity as in Elder Dragon Highlander (see appendix under “General” Special Rules). This provides a slightly tougher

challenge and greater reward. If the planeswalkers win they each receive 3 experience points (they receive an additional

1 experience point if the Planeschase rules were used) and a roll on the Moderate treasure table. If the planeswalkers

lose, they each receive 1 experience point.

Archenemy with Planeswalker

This is the same as the Archenemy option except the Archenemy deck utilizes it’s ‘Planeswalker’ (Do not use the

General, see the Archenemy section for details) and provides a much tougher challenge. If the planeswalkers win they

each receive 4 experience points (they receive an additional 1 experience point if the Planeschase rules were used) and

a roll on the Major treasure table. If the planeswalkers lose, they each receive 1 experience point.

Magic Shop

All players have the option of buying spells available at the magic shop when this is rolled. To determine what spells are

available, reveal the top 5 cards of the treasure deck. The priority player also rolls one random magic item which is

available to purchase. When done, shuffle the cards back into the random card deck or discard them.

Treasure!

The planeswalkers finds a hidden cache of treasure. Each player rolls on the random treasure table.

Utilizing the Planechase Rules

If it is determined that the Planechase rules are to be used, start the duel with the plane the archenemy deck is attuned

to in play. Utilize the normal Planeschase rules if a human is running the Archenemy deck. Otherwise, see the

Archenemy Deck Behavior Logic section for details on how the Archenemy behaves.

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Leveling When a planeswalker gains enough experience to level, they gain 6 additional points to spend on attributes and traits.

Also, the planeswalker may add either 4 commons, 2 uncommons, 1 rare, or 1 mythic rare of his choice from the sets he

selected for deck construction to his collection of cards.

If desired, when a planeswalker levels up, they may reduce one attribute by one rank or remove one trait and

redistribute those points.

Experience Table

Level XP Skill Points Total

1 0-19 50 50

2 20-39 6 56

3 40-59 6 62

4 60-79 6 68

5 80-99 6 74

6 100-119 6 80

7 120-139 6 86

8 140-159 6 92

9 160-179 6 98

10 180+ 6 104

Treasure Table

Random Treasure Table Roll on

d20 Treasure Type Minor Moderate Major

1 Minor 1 card 2 cards and 10 gold 3 cards and 10 gold

2-5 Minor 1 card and 5 gold 2 cards and 20 gold 3 cards and 20 gold

6-10 Minor 1 card and 10 gold 2 cards and 30 gold 3 cards, Gem and 20 gold

11-15 Moderate 1 card and 20 gold 2 cards, Gem, and 10 gold 3 cards, Item, Gem

16-19 Major 1 card and a Gem 2 cards, Item, and 10 gold 4 cards, Item, and Gem

20 Roll Twice More Roll on Moderate Table Roll on Major Table 5 cards, Item, and Gem

Gems

Gems add variety and a random element to the treasure gained by planeswalkers

and can be sold at the magic shop for gold. Gems have what is called a ‘variance’

value and a color associated with it. When you go to the magic shop, you can sell

your gem for the number of cards that appear for sale that match the color of the

gem plus one multiplied by the value. For example, if you get a gem that has a 10 gp

‘green variance’ and the shop has a total of three green cards for sale, you can sell it

for 40 gold. If it had zero green cards for sale, it could still be sold for 10 gold. A

planeswalker has the option of waiting and selling their gem at a later time at

another magic shop.

Note: Gems require a gem deck to function within the game. If you do not have a

gem deck or do not wish to utilize it, just replace each instance of a gem as treasure

with an additional 20 gold.

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Magic Items

A planeswalker can equip items to enhance their capabilities in combat. There are 4 item types a planeswalker can

equip: Crown, Amulet, Ring, and Staff. A planeswalker can have only 1 of each equipped at a time to receive their

benefit. Items are randomly created by rolling on the Item Creation tables. A minor attribute item raises the rank of the

appropriate attribute by one, whereas a major attribute item raises the appropriate rank by 2. Magic item bonuses do

not stack.

Example: Billy receives an item from a hard fought battle. He rolls first on the Item Enchantment table and gets a 10, a

major attribute. He rolls on the Item Type table next and gets a 14, a ring. He then rolls on the Major Attribute table and

gets a 5, White Magic. Billy receives a Major Ring of White Magic! If he equips it, his rank in White Magic increases by

two.

Item Creation Tables

Roll on d20 Item Enchantment Roll on d20 Item Type

1-6 Minor Attribute 1-5 Crown

7-11 Major Attribute 6-10 Amulet

12-15 Minor Trait 11-15 Ring

16-18 Moderate Trait 16-20 Staff

19-20 Major Trait

Roll d20 Minor Attribute Major Attribute Minor Trait Moderate Trait Major Trait

1 Black Black Mana Attuned Mentor’s Gift Cunning

2 Blue Blue Divination Schemer Essence Shaper

3 Green Green Knowledge Expansion Sorcerer Fortunes

4 Red Red Pathfinder Spymaster Tinkerer

5 White White Planar Precision Stalwart Treasure Finder

6 Artifacts Artifacts Assassin Summoner Bearer of Knowledge

7 Enchanting Enchanting Channeling Tactician Call of the Wild

8 Evocation Evocation Healing Taunt Field General

9 Sorcery Sorcery Planar Study Warrior Mana Infused

10 Aberrations Aberrations Thrifty Wizard School Pyromancy

11 Beast Mastery Beast Mastery Undead Defender Striker

12 Leadership Leadership Adventurer Elite Follower Diplomacy

13 Manifestation Manifestation Armament Master Evoker Forceful Will

14 Mana Adaption Mana Adaption Artificer Focus Half-Breed

15 Life-Essence Life-Essence Artisan Follower Inspiration

16 Spark Spark Controller Mana Conduit Land Link

17 Roll Twice Roll Twice Gifted Healer Overpower Lichborn

18 Roll Twice Roll Twice Enchanter Stealth Signature Spell

19 Roll on Major Attribute

Roll on Minor Trait

Espionage Tribal Roll again and on Minor

Attribute or Legendary Item

20 Roll on Major Attribute Roll on Minor

Trait Roll on Moderate Trait Roll on Major Trait

Roll again and on Major Attribute or Legendary Item

*If a 'roll' result has been given once, ignore all further re-roll results

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Legendary Items (Optional)

Legendary items are powerful artifacts that were created and used by some of the

most influential beings of the planes. The abilities they bestow on a planeswalker

are much higher than any other ‘mundane’ magic items. When equipped in the

appropriate magic item slot (Crown, Amulet, Ring, or Staff) they provide a

combination of attribute boosts, traits, and other special abilities to a planeswalker.

They can be sold for 100 gold at the magic shop.

Purchasing and Selling Cards and Items Cards can be bought and sold in the campaign by visiting the magic shop while

adventuring. To determine the cost of a spell, one of two methods can be used:

1) Commons are 40 gold, uncommons are 80, rares are 100, and mythic rares

are 120. Although not as accurate as the second method, it is much easier to

determine pricing.

2) Look up the card on gatherer.wizards.com. Take the first two decimals from

the cards rating and double it; that is its cost in gold. (Example: The card ‘Craw Wurm’ has a rating of 2.122, so it

cost is 21x2=42 gold pieces.) This will result in a more ‘accurate’ price but requires more legwork.

Cards can be sold to shops for 1/4 their market price (10 gold for commons, 20 gold for uncommons, 25 gold for rares,

and 30 gold for mythic rares using option 1 respectively). When a card is ‘sold’ to a shop, it is recommended that the

card go out of circulation and not put back in the treasure deck.

Minor magic items can be purchased for 120 gold. Major magic items can be purchased for 240 gold. Either can be sold

for 1/4 of their purchase price (30 gold for minor magic items and 60 gold for major items).

Random Spells for Treasure A communal treasure deck of spells must be put together to help facilitate a random treasure system. This can be done

in a few ways:

1) One option for random treasure is opening a number of

booster packs and shuffling it face-down without looking. This

is a lot of fun and very random, but is a little bit more costly

and gives wide array of spells which may be not of much use.

2) Each player donates a number of cards that they want to get

for their planeswalker deck. This results in a high quotient of

useful cards for the players but provides a limited amount of

surprise and randomness.

3) Combination of 1 and 2.

Spell Conversion Planeswalkers have the ability to convert raw magical power into useful effects. In game terms, planeswalkers can trade

in 3 cards of a specific rarity and color for a card with the same rarity and color from the sets they choose for deck

construction. Players can use spell conversion any time between games.

Example: Billy has received two Runeclaw Bears (green commons) and one Rampant Growth (green common) as

treasure. He could ‘trade-in’ the two Runeclaw Bears and the Rampant Growth for any one common green card of his

choice from the sets legal to him for deck construction.

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Archenemy

Archenemy Rules The archenemy deck is a specialized deck that has been modified to run by itself with the help of some automated

‘logic’. A number of archenemy decks are available to download. The archenemy follows the Archenemy format rules

including the additional use of a scheme deck. Schemes may be put in motion less often according to the amount of

players (see table below). Also, the archenemy starts with a different life total and requires more poison counters to be

destroyed based on the number of opposing players.

Archenemy Rules

# of Players Scheme Deck? Life Poison Cards Drawn? Lands a Turn? # of Planar Dice Loyalty a Turn?

1 No 20 10 1 1 1 1

2 Every Other Turn 30 15 1 1 1 1

3 One a Turn 40 20 1 1 2 2

4 One a Turn 50 25 1 1.5 (Alternate 2 & 1) 2 2

5 One a Turn 60 30 2 1.5 (Alternate 2 & 1) 3 3

6 Two a Turn 70 35 2 2 3 3

All archenemy decks follow this ‘base’ set of parameters but may also have an additional set of guidelines specific to

their decks contents or play style. If there isn’t a set guideline regarding an action, determine it randomly.

New Archenemy Keywords and Terms

The following are new Planeswalker keywords and terms that help facilitate play and

appear in archenemy decks:

Converted Mana Cost (CMC): The converted mana cost of the card.

Creature’s Power and Toughness (CPAT): A creature’s power plus toughness (including any

modifiers).

Value: A card’s CMC plus current CPAT. If a creature is enchanted with a beneficial

enchantment or has beneficial equipment equipped, add it’s CMC as well.

Relentless (Red Border): This creature attacks the person with the least amount of legal

blockers every turn and blocks if able.

Cautious (Gold Border): This creature only attacks an opponent with no legal blockers and

does not block. They may have other specific instructions regarding attacking and blocking.

Guardian (Silver Border): This creature does not attack and always blocks.

Tactics: This keyword denotes the card has specialized rules on how the archenemy uses it and what specific time frame.

Trigger: This keyword denotes a specific trigger that the archenemy looks for to use this card. The archenemy follows

the instructions for when the trigger occurs if possible.

Priority: The archenemy casts this spell before all other spells that do not have the priority keyword.

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Regenerator X: Put X regeneration counters on this creature when it enters the battlefield. When this creature is

destroyed, remove a regeneration counter and regenerate it.

General (keyword): The General of the deck (See the General Special Rules). The archenemy does not cast the general if

the CMC is 10 or greater unless it has no other spells to cast.

Archenemy’s Turn

Untap

Upkeep

The archenemy always pays for any upkeep on spells or echo costs if possible.

Draw

Whenever the archenemy should draw, flip over the top card of the library and place it in the archenemy’s

’hand’ face-up (draw the appropriate number of cards based on the number of players). The archenemy does

not have a maximum hand-size.

First Main Phase

1. Put a scheme in motion by flipping over the top card of the scheme deck.

2. Increase the archenemy’s land counter by one (they start at zero). Certain cards or if there are a large group of

players may increase the amount you add to the land counter.

3. Roll a number of Planar dice as appropriate to the number of players if the Planechase rules are being used.

a. Not on Home Plane: If any result is the chaos or planeswalker symbol and the archenemy is not on their

home plane, switch the plane to their home plane. Otherwise nothing happens.

b. On Home Plane: If any result is the chaos symbol, the chaos ability triggers (only once regardless of the

amount of chaos symbols rolled). Otherwise nothing happens.

4. If applicable, place loyalty counters appropriate to the number of opposing players on the planeswalker.

Activate the highest-cost legal planeswalker ability as possible.

5. Cast the highest converted mana-cost card in the archenemy’s hand equal to or less than the number of land

counters. The land counters represent his available mana for this turn or the number of lands he has ‘untapped’.

If there is a tie, cast the card that has been in the enemy’s hand the longest. Repeat step 5 until the archenemy

has no land counters available to cast any spells.

Example: The archenemy has a 7 on the land counter and casts a spell that costs 5. He has 2 remaining available

‘lands’ to cast additional spells this turn. If there are no spells available that cost 2 or less, it does not cast any

more spells. The archenemy gets the full allotment of lands back during his untap phase.

6. Activate abilities of cards starting with the highest CMC card first. Repeat this step until there are no activated

abilities available. Note: Do not use the activated abilities of cards if they have tactics for another time.

Combat Phase

The archenemy attacks with all applicable creatures. If there is a ‘tie’ on whom to attack, utilize

the following tie breakers:

1. Player with the least amount of combined toughness of creatures able to block.

2. Player with the least life.

Second Main Phase

End of Turn

Targeting Spells and Abilities

Use the following logic when determining targeting and behavior. If there are no legal targets

for a spell or ability, the archenemy does not utilize it.

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Negative Effect against Archenemy: Lowest value if it includes creatures only, lowest CMC otherwise.

Discarding: Lowest CMC (Highest CMC for opponents, targets player with most cards)

Positive Effect for Archenemy: Highest value card if it includes creatures only, highest CMC otherwise. Deals damage to

opposing player with the least life.

Ties or no applicable logic: Determine outcome randomly.

Archenemy Gaining Control of Creatures: The creature gains relentless.

Blocking

Start with lowest CMC blocker and follow these steps:

1. Block the creature with the highest CPAT that would result in the attacking creature being destroyed (if not

already).

2. Block an unblocked creature with the highest CPAT that would result in both the attacking and blocking creature

not being destroyed.

3. Block the creature with highest power if not already blocked. (Relentless creatures ignore this step)

When assigning damage, destroy creatures first in order of the highest value. Then apply damage to lowest toughness

creature.

Archenemy’s Hand

The archenemy’s hand functions like a normal player’s hand except there is no maximum hand-limit. The archenemy can

be forced to discard as normal.

Archenemy’s Library

If the archenemy is unable to draw from his library, he takes 20 damage and shuffles his graveyard which becomes his

new library.

Archenemy’s Land

The archenemy’s land is considered to be the appropriate basic land for any permanents he owns in play or cards in his

graveyard. For example, if there is a card with black in its casting cost in his graveyard, all of his lands are considered

swamps. If there is a permanent he owns with red in its casting cost, all his lands are mountains as well. Also, if an effect

causes the archenemy to put land into play, instead add to his land counter the appropriate amount.

Archenemy Planeswalkers

An archenemy planeswalker card is not in play and is in the ‘command zone’ (much like EDH Generals). They cannot be

interacted with by the opposing players besides attacking them with creatures or diverting non-combat damage from

the archenemy to the opposing planeswalker as per the normal rules (although archenemy planeswalkers are not

destroyed when they reach zero loyalty). Archenemy planeswalkers start play with a number of loyalty counters

indicated on the card. They gain loyalty counters every turn based on the number of opposing planeswalkers. One

loyalty counter a turn for 1 to 2 players, two counters for 3 to 4 players, and three counters for 5 to 6 players.

Players Gaining Control of Archenemy Cards

If a player gains control of an archenemy card, they may ignore the following keywords on the card: Guardian, Cautious,

Relentless, Priority, Trigger, Tactics, and General.

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Game Master (Optional)

For a more in-depth role-playing experience, someone can serve as the group’s Game Master (GM). The GM creates a

narrative much like in the Dungeons & Dragons role-playing game. The GM is the rules moderator, the narrator, a player

of many different characters and decks, and the primary creator of the game’s world, the campaign, and the adventure.

Although there is absolutely nothing wrong with playing Planeswalker as a Magic variant only, the GM’s job is to turn a

Planeswalker game into a more vivid role-playing experience.

Here is a comparison of a game with and without a GM:

Without a GM

Everyone makes a Planeswalker and creates a deck of cards. The first player rolls on the adventuring table and gets the

result of ‘Archenemy’. The Lorwyn Elves deck (See Archenemy Deck examples below) is randomly selected and the group

plays against the Archenemy deck and wins. Everyone rolls random treasure and writes down their experience.

With a GM

Everyone creates a Planeswalker and a deck of cards. The GM describes to

the players that they are on the edges of a large forest and gives a vivid

description of their surroundings. The GM also asks for everyone to describe

their planeswalker and come up with a reason that they might be in Lorwyn.

Just as the group finishes describing themselves, the GM informs the players an elderly kithkin approaches the group looking frightened. The Kithkin tells the planeswalkers that there is an elven raiding party wrecking havoc on their village and asks the planeswalkers for help. The group agrees and the kithkin leads them to his village where the group sees a large group of elves attacking it. One elf shaman notices the group approach and yells out ‘Eyeblights! Kill the eyeblights!’ The GM informs the group they will be doing battle with an elf shaman and friends and a game of Archenemy begins with the GM using the Lorwyn Elves deck. The GM doesn’t use the general normally associated with the deck, because the group isn’t fighting him yet. He does decide to start the game with two 1/1 Elf Warrior tokens in play to show the shaman has help. The group wins, and the GM awards the players with the normal experience and random treasure awards. He also describes to the players that other elves take notice of this incursion. The GM asks if the players want to continue battling the elves. If they continue, they might possibly run into the general next, or maybe another Planeswalker!

Playing the Archenemy Deck

The GM has the option of actually playing a deck (of their own design or one of the sample archenemy decks) instead of

utilizing the archenemy logic. There a few key differences:

Does not use the land counter. Instead, the GM may place any card in hand facedown and announce what basic

land it is. They follow the normal land placing limits.

May ignore the following keywords regarding behavior: Guardian, Cautious, Relentless, Priority, Trigger, Tactics,

and General.

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Creating an Adventure

The GM has the option of making up decks using the Archenemy deck building rules and turning them into adventures. The GM also can control when the players find magic shops, when they get treasure and what type, create different combat scenarios/modifiers, and so on. Here is an example: The GM comes up with an adventure idea where the group fights a group of goblins culminating in a fight with the ‘Bixl the Goblin King’, a minor planeswalker himself. The GM decides that this all happens on one plane and that particular plane has no affect on duels, so he won’t be using the planechase cards for this adventure. The GM makes a mono-red deck filled with lots of goblins and cards that have goblin ‘flavor’. The first fight for the group will be against a goblin sentry at the mouth of the goblin’s hideout with this deck without a general and no other modifications. If the players win, he gives them each the normal allotment of 2 experience and a roll on the treasure table. The next fight is just inside the cave, and will be against another goblin sentry using the same deck. The GM wants to make this fight tougher though, the goblins start with three 1/1 goblin tokens in play. For treasure, he decides this sentry had two powerful scrolls of magic on him. He gives the group a Lightning Bolt and Fireball card to divvy up. He also gives them 2 experience. The third fight is in the next room against a goblin tactician, Ib Halfheart. He again uses the same deck but with a General (Ib Halfheart of course) and with a global modifier to show the goblin tactician’s mastery of goblin warfare. For this fight, he can sacrifice a goblin to deal two damage to a target player or creature. If the heroes win, he’ll give them 3 experience points each but no treasure as Ib Halfheart has accidentally blown up anything of worth. The fourth and final fight is against Bixl Sludgedrinker; leader of this goblin clan, a notorious blight on the land, and a planeswalker himself. The GM makes up a planeswalker card for Bixl with various powers that fit the goblin theme. If the group wins, instead of the normal random treasure, the GM decides that each player can select any number of colors. Then the GM decides he will look at the top of the treasure deck until he find 2 of the cards of the appropriate color and gives them to that player. The GM also decides that if the players lose a fight, they need to start over at the cave mouth and fight their way in once more.

Creating Archenemy Decks

This is the recommended construction method for making archenemy decks to pit against your players. It is at the

digression of the GM to adjust the creation methods as they see fit.

Select first the plane the deck will be tied to and the General leading it. The General should be a ‘legendary’ creature. If

possible, attempt to tie the ‘fluff’ or theme of the plane to the deck being created for it (see examples of the archenemy

decks). This can be easier to accomplish by concentrating on using one ‘block’ of cards (i.e., Ravnica block, Kamigawa

block, etc.). Also, create an enemy planeswalker to go with the deck (see Creating an Enemy Planeswalker below, if you

do not wish to create a Planeswalker, reroll any results requiring one). The deck should be 60 cards (not including the

general) and should not have any land. Also, observe the following rarity limitations when creating a deck:

Average Level of Planeswalkers

Maximum Number of Commons

Maximum Number of

Copies

Maximum Number of

Uncommons

Maximum Number of

Copies

Maximum Number of

Rares

Maximum Number of

Copies

1-3 Unlimited 4 15 2 5 1

4-6 Unlimited 4 20 2 10 1

7-10 Unlimited 4 25 3 15 2

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Creating an Enemy Planeswalker

An enemy planeswalker provides a very difficult challenge for the players. When creating an enemy planeswalker,

ensure that the abilities are balanced with the fact they will be generating a fair amount of loyalty to fuel their abilities.

Be mindful of any fluff or theme you are trying to achieve as well.

Enemy Planeswalkers as Bosses

Enemy Planeswalkers make great bosses to cap off an adventure. They

also make good recurring villains and are another way to bring an NPC

to life.

When giving out treasure for a planeswalker, a GM may want to give a better treasure than normal. Here are some options:

Each player selects a color(s). The GM takes cards off the top of the deck until he finds 1, 2, or 3 cards (depending on the difficulty of the battle) of the selected color and gives them to the player.

Each player automatically gets a roll on the Major Treasure table.

Each player automatically gets an item besides their normal random treasure.

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Appendix

Creature Classifications Below is a more robust listing of what attribute creatures fall under. If in doubt, work with your playgroup to determine

what classification a creature is. If a creature is seemingly two classifications, then it fits in both and either of the

appropriate skills is sufficient to cast it. For example, Elemental Hound would be under Beast Mastery (Hound) or

Manifestations (Elemental) and a planeswalker would need sufficient ranks in just one of those skills to cast it.

Beast Mastery (Natural Beasts): Albatross, Alligator, Ant, Antelope, Ape, Asp, Aurochs, Badger, Bat, Bear, Beast, Bee,

Beetle, Bird, Boar, Bull, Butterfly, Camel, Caribou, Carnivore, Cat, Cheetah, Chicken, Cobra, Cow, Crab, Crocodile,

Dinosaur, Dog, Donkey, Dragonfly, Eel, Egg, Elephant, Erne, Ferret, Fish, Fox, Frog, Goat, Hippo, Hornet, Horse, Hound,

Hyena, Insect, Jackal, Jellyfish, Kelp, Leech, Lion, Lizard, Mammoth, Mongoose, Narwhal, Octopus, Ox, Oyster, Pegasus,

Penguin, Pig, Poison-Snake, Pony, Rabbit, Rat, Rhino, Scorpion, Serpent, Shark, Sheep, Slug, Snake, Spider, Squirrel,

Starfish, Strider, Swarm, Tiger, Toad, Tortoise, Turtle, Unicorn, Viper, Vulture, Warthog, Wasp, Whale, Whippoorwill,

Wildebeest, Wolf, Wolverine, Wombat, and Worm.

Leadership (Humanoids & Common Classes): Centaur, Cephalid, Dryad, Dwarf, Elf, Goblin, Gnome, Homarid, Human,

Kithkin, Kobold, Kor, Merfolk, Minotaur, Moonfolk, Ogre, Orc, Ouphe, Rogue, Satyr, Shaman, Soldier, Treefolk, Vedalken,

Viashino, Warrior, Wizard.

Manifestations (Manifestations, Constructs, and Spirits): Angel, Artifact Creatures, Aspect, Avatar, Ball-Lightning,

Banshee, Being, Bringer, Construct, Demon, Devil, Djinn, Efreet, Effigy, Eldrazi*, Elemental, Faerie, Ghost, Golem,

Guardian, Homunculus, Illusion, Incarnation, Infernal-Denizen, Kami, Lhurgoyf, Licid, Marid, Mist, Mistfolk, Myr,

Phantasm, Phoenix, Poltergeist, Praetor, Reflection, Shade, Siren, Spirit, Sprite, Thundermare, Wall, Wraith, Wretched,

and Zubera.

Aberrations (Monsters): Abomination, Basilisk, Blinkmoth, Camarid, Chimera, Cockatrice, Devouring-Deep,

Doppelganger, Dragon, Drake, Dreadnought, Eldrazi*, Entity, Fallen, Fiend, Fungus, Fungusaur, Gargoyle, Ghoul, Giant,

Gorgon, Graveborn, Gremlin, Griffin, Hag, Horror, Hydra, Imp, Kavu, Kraken, Lammasu, Lemure, Leviathan, Lichenthrope,

Lurker, Lycanthrope, Manticore, Medusa, Mindsucker, Mold-Demon, Monster, Mummy, Mummy, Murk-Dwellers,

Mutant, Necrosavant, Nightmare, Nightstalker, Ooze, Orb, Orgg, Pest, Phelddagrif, Plant, Roc, Salamander, Sand,

Saproling, Shapeshifter, Shyft, Singing-Tree, Sliver, Skeleton, Spawn, Specter, Sphinx, Spike, Thrull, Troll, Undead,

Vampire, Walking-Dead, Wight, Wurm, Yeti, and Zombie.

*Eldrazi requires both Manifestations and Aberrations of the appropriate ranks but no colored magic ranks.

“General” Special Rules At the start of the game the player announces their choice of General and moves that card to the command

zone.

Being a General is not a characteristic, it is a property of the card. As such, "Generalness" cannot be copied or

overwritten by continuous effects, and does not change with control of the card.

While a General is in the command zone, it may be cast. As an additional cost to cast a General from the

command zone, its owner must pay {2} for each time it was previously cast from the command zone. (ie: it costs

an additional {4} to cast for the third time.)

If a General would be put into a graveyard or exile from anywhere, its owner may choose to move it to the

command zone instead.

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Scheme Deck Lists Four scheme decks have been created and can be downloaded that have the specific rules for use in planeswalker.

Otherwise, the four ‘default’ scheme deck lists (the same that come with the original Archenemy decks) can be used (see

below for special archenemy logic needed). The original lists for reference:

Nature: I Call Upon Ancient Magics, May Civilization Collapse, Introductions Are in Order, The Very Soil Shall Shake, Your Fate is Thrice Sealed, Realms Befitting My Majesty, I Delight in Your Convulsions, Into the Earthen Maw, Evil Comes to Fruition, Your Puny Minds Cannot Fathom, Roots of All Evil (x2), Your Will Is Not Your Own (x2), Every Last Vestige Shall Rot (x2), Nature Demands an Offering (x2), Nature Shields Its Own (x2) Undead: Mortal Flesh is Weak, I Delight in Your Convulsions, My Undead Horde Awakens, Your Fate is Thrice Sealed, A

Display of My Dark Power, Introductions are in Order, Dance Pathetic Marionette, Realms Befitting My Majesty,

Surrender Your Thoughts, Your Puny Minds Cannot Fathom, Choose Your Champion (x2), The Dead Shall Serve (x2), Only

Blood Ends Your Nightmares (x2), Every Hope Shall Vanish (x2), Rotted Ones Lay Siege (x2)

Dragon: Know Naught but Fire, Tooth Claw and Tail, Your Fate is Thrice Sealed, Your Puny Minds Cannot Fathom, The Fate of the Flammable, My Crushing Masterstroke, Realms Befitting My Majesty, Introductions Are in Order, Approach My Molten Realm, I Delight in Your Convulsions, Look Skyward and Despair (x2), My Wish Is Your Command (x2), Which of You Burns Brightest? (x2), All Shall Smolder in My Wake (x2), I Bask in Your Silent Awe (x2) Doomsday: Nothing Can Stop Me Now, My Genius Knows No Bounds, Your Puny Minds Cannot Fathom, Behold the Power of Destruction, All in Good Time, Embrace My Diabolical Vision, Your Fate is Thrice Sealed, I Delight in Your Convulsions, Introductions Are in Order, Realms Befitting My Majesty, The Iron Guardian Stirs (x2), Ignite the Cloneforge! (x2), I Know All I See All (x2), Feed the Machine (x2), The Pieces Are Coming Together (x2)

Scheme Deck Logic

Every Last Vestige Shall Rot: Targets player with the highest combined CMC of controlled permanents. Pays X up to the

amount of the player’s highest individual CMC card.

I Call on Ancient Magics: Searches for two cards that are the highest CMC. Break ties randomly.

Introductions Are in Order: Puts a creature card in hand into play. If there isn’t a legal creature card in hand, searches

deck for highest CMC creature card.

My Genius Knows No Bounds & Which Of You Burns Brightest: Pay maximum for X. Targets player that will take fatal

damage and then player with most creatures for Which Of You Burns Brightest.

Nature Shields Its Own: Archenemy skips step 3 on blocking logic while this scheme is active.

Realms Befitting My Majesty & Your Fate Is Thrice Sealed: Increase land by two.

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Version 2.07

Date 8-14-11

All card names, artwork, and intrinsic Magic the Gathering game concepts are copyright

Wizards of the Coast.

All content not previously copyright by Wizards of the Coast were

created and copyright (2010-2011) by Matt Rose

released under the terms of the Academic Free License (AFL) as of April 24th, 2007.

available for public reuse only with attribution, as per the terms of that license.

Special Thanks to play testers Ev Sherman, Tony Tufto, John Retrum, Kelly Olson, Scott

Hendrickson, and Jake Lighthizer


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