You are the Planeswalker
There are no players but you. Your loyalty is your life. From the moment a story starts, you are in a match. You have no hand, you have no deck. You have an arsenal, but you can only use each permanent once per match, and each spell only once per turn.
“Turn” Structure
A typical turn is about three posts per person, unless one uses the few “counter” spells we will be creating is thrown into play, or someone reacts quickly to something. There is no upkeep or draw step. Remember the golden rule of MTG: Nothing is absolute. If you intend to do multiple things, cut it into pieces. There may be few counters, but there are a lot of instants that can still destroy you. Sorceries and creatures can only be cast during the first or second main phase, unless they have flash. If you have no play to make, make an observation or a “reaction.” Except for abilities or spells that do so, you do not gain loyalty counters. Your converted mana cost and the land that you are currently in are the only mana you get at first. As you summon creatures, you may draw on either their colorless or colored mana the next turn (example: Evan casts Druid Slayer on turn 1. On turn 2, Evan may draw on the creature’s two blue mana, or the one colorless, to cast a new spell). As long as you have mana to spend, you may cast spells.
Combat and Life
Unlike in the typical card game, the creatures can target either “the player” or a creature. If a creature is targeting “the player,” then the defending “player” may assign a blocker as in typical Magic fashion. Unless a spell or effect negates or redirects damage, there is no dodging. If a spell or effect indicates for a player to gain life, half the amount and add that many loyalty counters to your Planeswalker instead, rounded down. The same is done for effects that cause players to lose life, half the amount and take that much away. Keep track of your loyalty counters in some way, preferably in a way that everyone else can take note of, too.
Death, Exile and Resurrection
If a normal creature dies, no big deal. If a Legendary creature dies, it is gone...or is it? With the proper application of manners, you may convince Evan or Des to fix the broken tool. If you, the planeswalker, lose all of your loyalty counters, you will be out of play for one story arc. If a normal creature is exiled, again, no big deal. If a Legendary creature is exiled without being “returned at the (beginning/middle/end) of the X step,” it is gone, so to speak. You may find it again, somewhere. It may be changed, it may not remember you. If you, the planeswalker, are exiled, you will be lost in a world that may or may not try to kill you. Evan or Des will probably find you before then. Probably.
There are no players but you. Your loyalty is your life. From the moment a story starts, you are in a match. You have no hand, you have no deck. You have an arsenal, but you can only use each permanent once per match, and each spell only once per turn.
“Turn” Structure
A typical turn is about three posts per person, unless one uses the few “counter” spells we will be creating is thrown into play, or someone reacts quickly to something. There is no upkeep or draw step. Remember the golden rule of MTG: Nothing is absolute. If you intend to do multiple things, cut it into pieces. There may be few counters, but there are a lot of instants that can still destroy you. Sorceries and creatures can only be cast during the first or second main phase, unless they have flash. If you have no play to make, make an observation or a “reaction.” Except for abilities or spells that do so, you do not gain loyalty counters. Your converted mana cost and the land that you are currently in are the only mana you get at first. As you summon creatures, you may draw on either their colorless or colored mana the next turn (example: Evan casts Druid Slayer on turn 1. On turn 2, Evan may draw on the creature’s two blue mana, or the one colorless, to cast a new spell). As long as you have mana to spend, you may cast spells.
Combat and Life
Unlike in the typical card game, the creatures can target either “the player” or a creature. If a creature is targeting “the player,” then the defending “player” may assign a blocker as in typical Magic fashion. Unless a spell or effect negates or redirects damage, there is no dodging. If a spell or effect indicates for a player to gain life, half the amount and add that many loyalty counters to your Planeswalker instead, rounded down. The same is done for effects that cause players to lose life, half the amount and take that much away. Keep track of your loyalty counters in some way, preferably in a way that everyone else can take note of, too.
Death, Exile and Resurrection
If a normal creature dies, no big deal. If a Legendary creature dies, it is gone...or is it? With the proper application of manners, you may convince Evan or Des to fix the broken tool. If you, the planeswalker, lose all of your loyalty counters, you will be out of play for one story arc. If a normal creature is exiled, again, no big deal. If a Legendary creature is exiled without being “returned at the (beginning/middle/end) of the X step,” it is gone, so to speak. You may find it again, somewhere. It may be changed, it may not remember you. If you, the planeswalker, are exiled, you will be lost in a world that may or may not try to kill you. Evan or Des will probably find you before then. Probably.
