Magic: the Gathering
By Luiz, 02/09/20
Commander'sdownsides - playing when the number of participants is uneven, differing from the standard 4 player matches. Here are some variations that help with this issue and try to create some fair options:
flipping a coin: the result can decide which direction the players have to attack. For example, tails decide that everyone should attack in a clockwise motion. This direction can even be changed by some existing cards, such as
Pramikon, Sky Rampartand
totem. It's quite complex, so let me explain: There's a totem between each unique pair of players, so we have
3 totemsin total. Each totem has 40 life points, but the totem is linked to
bothplayers next to it. If that totem dies, so does
both playerslinked to it. This way, the match becomes three separate 2-vs.-1 scenarios. Any player can defend a totem they're linked to. Here's a mockup:
Player 3 wins, as it's only linked to Players 1 and 2. Remaining interactions are all standard, such as countering, destroying, etc. If you must pay life points, you may choose which totem to target. Again, other rules may apply, as long as the players settle beforehand.
5 to 7 players• Here's another variation:
friend or foe. Adjacent players are your friends and opposite players are your foes. If there's anyone in-between, they're neutral. The only restrictions here are that you
can'tattack or target your friends. However, this doesn't mean you can't interact with them at all (specially in a "win or lose" situation). You can still use removals, counters, give them life points, interrupt their combos, and so on...
Emperorgame mode for 6 players, but I won't be covering it in this article)