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Sunday, July 26, 2020

THE WORLD OF ROMUS - an EPILOGUE

Here are the rule Sets of the cards and abilities, card types and erratas on the cards that was created for this world building:

Also included are the visuals cards of the lands of Romus and how they have existed (concept wise) in that reality.


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SINGULAR

1. Singular type cards are limited only to one - per deck construction (including Sideboard count)

2. Once a card with the Singular type is put into a graveyard at any time, it is automatically removed from the game

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DUAL spells

<these spells are only limited to one per deck costruction (see Singular type) only that once cast it is reshuffled to its owners library and once re-cast(played a second time) is automatically removed from play - regardless of who plays it the first or the second time.>

<Anytime a Dual spell is put into any graveyard, it is automatically removed from the game entirely.>


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SCRIPTURES

<The one who used the Scripture card for its effect is the only one who uses that effect regardless of who owns it or played it first>

for example: Bill used Malefic Knowledge(Shuffle this card into target players library./As long as this card is in your opponents hand or library,he or she losses one life at the beginning of each players turn./Scripture BBB (You may pay the Scripture cost of this card as you cast a black spell to use this cards effect. )).

Cindy shuffles it in her Library. But Cindy is also Using Black and on her next turn she draws the Malefic knowledge and managed to use it also. Billy then shuffles the card this time on his library. Untill he draws it and plays it again or untill it is put into the graveyard, in which it will be removed from the game (see Singular Rules), he will lose 1 life a turn, even if he owns the card and he played it first

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Event

<Event cards are used for one time only>

<Effects last for the duration of the game or up untill the  span of time stated in the cards text is achieved.>

<Event cards are removed entirely from the game once resolved>

<At any time an Event card is put in any graveyard, remove it entirely from the game>

<An Event card in the play area is not considered a permanent > unless stated as such <

< Event effects are not considerred as a spell effects>

<Per game- an Event card once resolved cannot be played a second time.>

<Event cards can be played only when they appear in your hand or more particularly, when drawn from your library. Unless played on that time it was drawn, the Event card will be useless untill either it is played, used for its Cycling cost or reshuffled back into the library by an effect so that it can be drawn again.>

<All players at the beginning of the game must reveal his or her EVENT card drawn if he or she wishes to resolve it before the first turn commencing the game is played. Beginning with the active player(PRIORITY), he or she may play the EVENT from his hand or passes then the next player (Clockwise) takes priority and plays his own EVENT.

<In the event that 2 or more players draw an event card (in their opening hand or through a card effect like 'Prosperity"), the player who has the active turn (during the game) or the player who has the first initiative (start of the game, after determining who goes first), has the advantage of resolving his or her Event card first.>

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 Enchantment - LOCATION

<Locations are to be considered as both Global Enchantment and a Non-Basic, Legendary Land>

<Effects that will target or affect Global Enchantments and Non-Basic and/or Legendary lands will also affect LOCATION Cards>

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 PARASITES:

1. Parasites are Creature cum Aura enchantments. Any effects that targets or affects 'creatures' and  'aura enchantments' also affects a Parasite card.

2. The Parasite cards abilities can only be used if it is attached to a creature card. Otherwise, if the creature it is attached to leaves play that did not also sent the Parasite card to the graveyard, it becomes a creature card with its printed Power/Tougness and retains the Creature - Parasite keywords.

3. Unless re-attached to a creature in play or as stated in the card itself, a parasite card can only be attached to a creature as it comes into play

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 Retrofit:

Artifact and/or Creature cards that enhances a Creature or another artifact in play.

<Retrofit cards comes into play 'un-attached' unless indicated on the card itself, therefore its Equip (x) cost must be payed to use its effects>

< Retrofit cards are also considered as Aura Enchantments (once attached) for effect and thus can be targetted and/or affected by spells and effects that normaly affects Aura Enchantment cards>

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 <Shism> .card - Errata and Clarification

<Each player can only play a spell or batch of spells of only one color>

<Only one color of your creatures can be declarred as attackers and blockers for a turn, this color must be the same as the color of the spells you will cast or have used.>

<Only one mana type can be played every turn. Special Lands that produces multiple colors (e.g. Tap to add B or 1 to your mana pool/ or Tap to add B1 to your mana pool) are considerred as "Gold" for clarification. Special lands that produce colorless mana (only!) is considered as one color(Artifact color or "colorless")>

<Mana producing permanents- Creatures Artifacts and enchantments - are considerd as their basic color and con only be used if they are of the same color or mana type used all throughout the turn.>

<Sample Turn.
Cindy is playing a W & U deck. Her opponent Billy uses R & B cards.She attacks with her Serra Angel and a White Knight (all white cards) leaving her Air Elemental(blue). For the Rest of the turn, she can only tap her Plains for W, leaving her Islands untapped even if a spell only requires colorless mana.Also, she can only play White spells for the remainder of the turn.
Billy Blocks her Serra with his Sengir Vampire(black) leaving Cindys' white knight unblocked even if Billy has a Fire Elemental in play. Also since he blocked with a black card, for the remainder of the tutn, billy can only tap Swamp lands, produce B mana, and play only Black spells, leaving his red cards untouched.>

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 Event Horizon

Additional Rules


Beginning with the active player, he or she declares "high" or "low". All players puts down a card of his choice from his or her hand. As the cards are Put down and simultaneously flipped over, the one with the "high" or "low" casting cost wins a point. After which the next player going counterclockwise declares the "high" or "low", then the next player and so on untill all cards are Put Down and revealed.

The player with the most points after 7 tries or the first to get 4 points wins the match and the game.

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 RULES FOR "REMOVED CARDS"

"...entirely removed from the game"

<If a card text explicitly says to 'remove ENTIRELY from the game, these cards can never be used to facilitate effects that uses cards "removed from the game" ...e.g.-'Wish cards/>

<If a card only says remove from the game, it can still be used with "wish" effects>

N.B: "Wish" - cards from the Judgement set (Oddysey BlocK) that utilizes the effect of being able to take and use cards from outside the game (e.g. - Sideboards and "removed from the game" cards) to be played in the current game.

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 Thinning the Knowledge - Errata and Clarification< All libraries are shuffled and then turned over.>
<The normal draw is the same as when drawing from the library in its "normal-face down" position - where the top card is drawn, but in this case, the cards in the library are already revealed(face up) rather than hidden (face-down).>


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 Remwels Vault. Errata and clarification

I`ve made two(2) versions of this one. The first being my initial creation-(Remove your library from the game, but you can still draw from it, and returns it ito play when this enchantment leaves play)

and the other, a crazy idea which i have yet to play test. It removes your library from the game (Your library will still be considered in play, mark it with a token if you like.), protecting it from library manipulation, and you can play those cards in your library as if they were in your hand!... Radical aint it? now heres the catch - since the rule says that any cards or permanents including the library, once removed from play and unless returned to play by an effect- from a the permanent that removed it or by other such effects - it will remain outside of the game. Get the point? So if Remwel's vault is disenchanted or removed from play, unless you protect it, you will now loose the game since you have no more cards in your library to draw from the next time you need to draw a card./


And here are the Lands of Romus

The Basic Lands:







  The Non-Basic Lands





 ...and the rest of the Lands



















THE END OF THE DREAMING


















 









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