But honestly that is not really the reason why I came up with these rules. I have made the effort to address some of the issues certainly but mostly I want to make non-utility creatures viable again and make aggro and lightning fast burn legitimate options in a multiplayer environment.
With that out out of the way, I would love some feedback. Especially if any of you are familiar with MTG at all.
Conquest EDH
Welcome to Conquest EDH! The goal of this variant is to encourage players to be aggressive and to make the red zone a much more important part of the game. Unlike normal EDH, when a player is defeated he or she becomes the ally of the player that defeated them. This coupled with with lower lifetotals and slower starts for non-creature decks should provide adequate window to make burn and aggressive strategies worthwhile in spite of the multiplayer environment.
On a special note, conceding is discouraged in this format. The game is meant to end with the same amount of players that started playing. Thus it is best played with a group of friends who are familiar with each other.
Now, onto the rules:
1. Players start at 25 life. Commander damage does not exist.
2. Players may now use any planeswalker as their general.
3. All non-creature artifacts with converted manacosts of two or less enter the battlefield tapped.
4. All mulligans follow the partial rule but your first mulligan is not free, even though it is multiplayer. You get to Scry 1 if you start below seven cards as per the new mulligan rule.
5. Players are now permitted to have cards in their decks that do not match their general's color identity. However, restrictions on mana still apply.
6. You are not allowed to have a permanent with converted mana cost higher than twice the number of turns that you have taken during the game. If such a permanent would enter the battlefield it is exiled instead. Once you reach your fifth turn this rule no longer applies.
Note: This does not apply to Leylines since they never "enter the battlefield", you start the game with them.
7. Players that lose the game become allies of the player that defeated them rather than being forced to stop playing. On the lead players next turn the two players play in a fashion similar to Two-Headed Giant, using the current lifetotal of the lead player as their combined total. Teams can have any number of players but only one lead player.
Each player has four defeat conditions: being brought to 0 life, 0 cards in library, 10 poison or being forced to lose the game (ex. Door to Nothingness). When you actually lose the game you become the ally of the opponent who controlled the effect that triggered one of the above conditions and only the first opponent to do so. If you lose the game without having been defeated by an opponent you become the ally of the opponent who last dealt damage to you. If no such opponent exist then you become the ally of a random opponent.
A player that loses the game may shuffle any number of cards in their grave and exile back into their deck. They also lose any emblems they might have gained during the game. If a player loses on his own turn then his turn instantly ends.
8. All cards banned in Vintage are also banned here. In addition, the following cards are banned as well:
* Marks new additions to the banlist.
Ad Nauseam *
Ancestral Recall
Balance
Biorhythm
Derevi, Empyrial Tactician *
Black Lotus
Braids, Cabal Minion
Channel
Crucible of Worlds *
Erayo, Soratami Ascendant
Fastbond
Painters Savant
Griselbrand
Gifts Ungiven
Hermit Druid *
Humility *
Karakas
Library of Alexandria
Limited Resources
Mana Drain *
Mishra's Workshop *
Mox Sapphire, Ruby, Pearl, Emerald and Jet
Oloro, Ageless Ascetic *
Recurring Nightmare
Rofellos, Llanowar Emissary
Tangle Wire *
The Tabernacle at Pendrell Vale *
Time Vault
Time Walk
Tinker
Tolarian Academy
Trade Secrets
Upheaval
Permitted as Generals:
All the Guildpackt Nephilim