My friends and I, as part of a gaming club activity, sought to splice together Strange Synergy and Magic: The Gathering. The main inspiration for this was actually the (horrible) MtG Battlemage computer game, where monsters and spells you cast became tangible beings on a battle field and fight each other. The concept of that game is amazing, but I felt the execution was very poor.
Strange Synergy gave us an opportunity to recreate the Battlemage experience and try to make it better. Here's what we came up with.
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Setup:
2-4 player game, divide the SS warriors evenly amongst each player.
Team powers are not in effect.
On the SS board, each player places their base in turn order. Place no warriors, draw no SS cards.
Place the entire deck of SS cards in the middle - it is a community deck, and all players will be using it as needed.
Draw 7 MtG cards. Mulligan if needed.*
*This mod will only work with certain Magic: The Gathering decks. You are restricted to having no more creatures in play than you have SS warriors, so decks that rely on heavily spamming the board with hoardes of creatures (such as token decks) won't work in this mod. Preferably, choose a basic creature-oriented deck that doesn't overwhelm the board.
Play:
The main structure of the game follows standard MtG rules. Play your Untap, Upkeep, Draw, Mains, and End phases just as you would in a regular game of MtG.
The twists come in when you play creatures, spells that affect creatures, and during the combat phase.
When you cast a creature spell:
-Place one of your warriors on the SS board on your starting base - if it is occupied, place the warrior on an adjacent square.
-Place the creature card you've just played over the warrior card corresponding to the warrior you've just placed on the board - that warrior represents your creature.
-Draw one (or more, depending on what all players agree upon) card from
the top of the SS deck and apply it to your new creature.
-The creature's toughness represents your warrior's starting HP. HP is NOT regenerated at the end of each phase.
-The creature's power represents how much damage the creature can normally do on a successful basic strike attack.
The creature you've cast is now a Strange Synergy warrior. It has summoning sickness, therefore it can't act until your next turn.
You may cast any MtG spell that targets a creature on any creature on the board. Auras (formerly Enchant Creature) act as they normally would - it's like you're applying a new power to your warrior with Magic! Enchantments, Instants, Sorcery, Land, Artifacts, etc. are all played the same way, with one exception: Spells that give creatures +x/+x or -x/-x are applied differently.
-Increasing or reducing the power of a creature directly affects the amount of damage that creature can do with a regular strike. SS powers are not affected.
-Increasing or reducing the toughness of a creature directly affects that creature's current HP. Note that if the card says "until end of turn," it means the extra HP is lost at the end of the turn - otherwise, your warrior keeps it.
Equipment is different; They count as SS Gadgets. As such, when that warrior dies, any Equipment it was carrying stays on the board for anyone to pick up - even opposing players! (Note: All equipment is NON-magnetic, even if it looks like it logically should be! This is so that one little twerp in the back corner with a Giant Magnet or Magnetism can't dominate a heavy Equip deck.) Further, that creature is subject to the standard SS limit of 3 Gadgets - including Equipment.
The Combat Phase:
Once you enter this phase, you essentially stop playing Magic and start playing Strange Synergy. All SS rules apply to movement, strikes, abilities, etc. to your warriors (which are actually your creatures).
Creatures do not attack or block as they do in MtG. To attack, you have two options. You may attack with a Strike power from the Strange Synergy game, using Strange Synergy rules. Or, you may use a basic attack, which in this game isn't quite so basic. Move your warrior up to what you want to attack as you would in regular SS, and likewise roll 4, 5, or 6 to successfully deal Hard damage. You deal damage equal to your creature's current power. However, there is a big difference: your opponent gets to "counter-attack," meaning they also get to roll to attempt Hard damage (this represents 'blocking'). Attacker rolls first. Your opponent gets to counter-attack even if the attacker kills that creature. Abilities from Strange Synergy cannot be countered in this way.
To deal damage directly to your opponent, you attack their base as if it were a creature - however, you may only damage an opponent's base if there is no creature standing on it. This applies to ALL abilities, even area attacks such as Human Bomb, though you MAY damage your opponent with a Strange Synergy ability if their base is empty!
Combat is one-on-one. There is no multi-blocking. However, a creature can respond with a counter attack to every warrior that attacks it.
As in SS, each of your creatures gets one move and one strike action unless they have a card stating otherwise - or a MtG ability that affects play.
Flying: Can move over obstacles and creatures who do not have Flying.
Haste: Can act right away, as though they do not have summoning sickness.
First Strike: If your attack takes your opponent's HP at or below 0, they do not get to counter-attack.
Double Strike: As First Strike, plus a second attack before the enemy can counter.
Landwalk: If your opponent has the specified land in play, your warriors can directly attack their base even if they have a warrior standing on top of it.
Shadow: Can't be countered unless enemy has Shadow, can attack enemy base directly even if a warrior is standing on it unless that warrior has Shadow.
Wall/Defender: The creature cannot move from where it was put into play (If you draw a Movement card for this creature, put it at the bottom of the SS deck and draw again). A wall can counter-attack, but cannot initiate its own basic attack. A wall can, however, use Strike actions from an SS card!
Banding: Why are you using Banding? If you must, combine HP of all adjacent allied warriors and treat it as a single HP pool. When damage is assigned, you choose how much HP each banded creature loses.
Trample: If the attack bring the opponent's HP at or below 0, you may move your warrior into the space the enemy was standing in. Or, if the warrior was standing on the enemy's base, you may carry over whatever damage is left over and damage the player with it.
Flanking/Bushido: The bonus applies for each creature
attacking it, so the bonus stacks every time another creature attacks
it on that turn. Does not stack retroactively; it applies once each time another creature attacks it.
Rampage: Though rare, the bonus stacks only if the creature has
an ability that lets it attack multiple times (stacked once for each
attack). Ultimately useless. Alternately, you could treat it the same way you would treat Flanking, might be more useful that way.
Phasing: What a headache... When the creature leaves play, record the place on the board where it phased out. When it reenters play, put it back in the same square. If that square is now occupied by another warrior... follow the rules for Intangibility and kill both warriors, instantly. No, this does not mean that phasing in on top of your enemy's base instantly kills them... though it does instantly kill their blocker.
(For other abilities, I'm sure you can figure it out. These are the main ones I can think of that can affect movement or attack capabilities. We played with classic decks so we haven't covered rules for more recent abilities. If you can think of an ability not covered, ask, and we'll come up with something interesting).
At the end of your combat, return to playing with standard MtG rules as well as those described above. When you've used all
Winning the game:
As in MtG, you win by taking your opponent's life total to zero. Killing all of their creatures does not mean you win, unless their library has also been depleted.
Losing the game:
You lose if your life total reaches 0. If you run out of cards in your library, you continue to play until you have no creatures left on the board. If you run out of cards AND have no creatures on the board, you lose.
Mods to this Mod:
-If you want to use team powers, you can, though personally I feel it makes the game unbalanced.
-Alternately, warriors can have a "team power" associated with the color of their creature, and can stack these powers if they are multicolored. Red gets the Cats' extra movement space, Blue gets the Scientists' unlimited Gadgets (and Equips), Green gets the Orcs' +1 HP, Black gets the Goths' +1 to strike damage... White gets a new power; take 1 less damage from all Hard type attacks.
-Use a warrior figure to represent yourself as a Battlemage. Start with 20 HP, deal 1 damage from basic Strikes, and draw three powers at the beginning of the game (Replace cards that alter your hit points with different cards if you get them; yes it sounds like it would be hilarious to start with 20 HP and get Turtle Shell and Tough and Really Tough, but come on - that's just lame).
-Draw an SS power card into your hand each turn (max of 4). Use one of your choice when you play a creature. In addition, you may pay 5 mana of any color to play an SS Power as if it were an Aura on any of your own creatures.
We're open to feedback!