Setup: After mulligans, each player secretly chooses one nonland card from their opening hand and sets it face-down in a "Signature" zone. D...
Setup: Each player starts with 1 Treasure, 1 Clue, 1 Food token. No other components needed. Rules: You may "buy" a new Clue by paying 2 lif...
Setup: Put a d6 in the center of the table at set at 1. Rules: Only active player's spells affect the die. The die stays on it's number when...
Overview The Blessings Deck adds one-time power surges that reshape the battlefield. Each Blessing grants immediate or short-lived advantage...
Overview The Eras Deck introduces global time-based phases that shape the battlefield. These world effects change every few turns, simulatin...
Overview The Factions Deck assigns each player to a powerful guild, order, or secret society. Each faction grants a global passive effect, a...
Overview The Glitches Deck introduces unpredictable, often disruptive effects into the game. Glitches are short-term anomalies that mimic ma...
Overview Modifier Deck cards introduce ongoing game effects - temporary or persistent - that change how resources, phases, or battlefield be...
Overview The Planes Deck introduces massive battlefield-wide effects, like alternate realities. These change the rules for all players until...
Overview The Quest Deck introduces optional side-objectives that players may complete for powerful rewards. These cards add layers of strate...
Overview The Roles Deck assigns each player a unique identity or passive power that alters how they approach the game. You can choose to hav...
Overview The Triggers Deck introduces randomized global effects that shift gameplay tempo. Each trigger changes how spells, abilities, or ph...
Rule: Each player begins with a "Tower" token (20 life, defender, hexproof). the tower can be attacked as if it were a player or a planeswal...
Rule: During each player's upkeep that player chooses a target creature, then rolls a set of wild mage dice (a +1/+1 counter dice, a -1/-1 c...
Rule: Each player begins with a "Tower" token (20 life, defender, hexproof). If your Tower dies, you lose. (spells/abilties that grant lifeg...
Rule: At the start of each player's upkeep, they choose a permanent. That permanent becomes a copy of another permanent until their next tur...
Rule: The first nonland card a player casts each turn gains Rebound. Result: Game slows slightly, but value explodes. Spellcasters rejoice.
Rule: All graveyards are merged into a single shared graveyard. Any player may target or use cards in it as if they owned them. Result: Grav...
Rule: When a creature dies, its controller may deal damage equal to its power to any target. Result: Creates explosive board states and make...
Rule: Each time a player casts a spell, the next spell they cast this turn costs {1} more. Result: Punishes storm strategies and creates ten...