|Though the players were already rad.|
Arvid was a man of many trades; well versed in music, literature and the arts. At the time he was studying for his bachelor's degree in theology, and had a penchant for both the finer and fowler of beers. As such, we spent many nights drinking cheap beer, ranting about culture and philosophy, and playing The Ultimate Matchup. I brought him to Rotary pub, where I worked, and shortly after he also started to take up shifts there.
The pub was my second living room. The people who worked there, pro bono I might add, was a ragtag motley crew of winners and sinners. And with us came youthful decadence. I wont delve too deep into stories, but at some point, when we had had security guards called to the pub three times in two weeks and we were forbidden to play music after midnight, we realized that checking for wounds maybe shouldn't be a part of the morning ritual five times a week. We drank a lot back then, by any standards, and we needed an excuse to stay sober while hanging out. Enter LDM, LhurDay Magic.
Arvid had no nerd shame whatsoever, and proudly talked about his Magic exploits in the pub. It was infectious. A couple of other people who worked in the pub, Erik and Honka, who used to play back in the Masques days, decided to dust of their old cards and start playing. With a couple of Arvid's friends, another former player from the pub, and Kalle from Team 0-2 Drop, we started to play Magic together every Saturday night. The rules were simple, casual Magic and no strong alcohol. It is kind of amusing when I think of it, rather than being Magic friends that started to go out and drink together, we were drinking friends that decided to sober up a bit and play Magic instead. The team was named Squattlehaups, after my Orcish Squatters / Jokulhaups deck from Ice Age block.
|Honka flanked by The Brothers. Merfolk, Beasts and Shapeshifters. Light beer.|
Basic rules for deck contruction:
* A deck must contain at least 100 cards
* At least 30% of the deck must be creatures with the same creature type. This is your tribe.
* Creatures and Tribal cards that don't share a creature type with your tribe are banned.
* Non-creature cards that create creature tokens outside your tribe, or can become a creature outside your tribe, are banned.
* All non-creature spells in your deck must share a color with a creature in you deck.
* Non-land cards that don't share a creature type with your tribe are restricted.
* Planeswalker cards are banned unless they clearly belong to the tribe (e.g. Vraska is ok in Gorgons and Tamiyo is ok in Moonfolk).
* If a creature "works with the tribe" flavorwise but is not a creature in the tribe, it is restricted instead of banned (e.g. Endrek Sahr is restricted in Thrulls, Ratcatcher is restricted in rats)
Format specific rules:
* Each player starts at 30 life
* "Partial Paris" mulligans are allowed
* The starting player gets a draw phase
* Triggered or activated abilities that make you win the game or make an opponent lose the game have no effect instead.
* If a player has the choice to perform a series of actions an arbitrary number of times, such as with e.g. Pestermite and Splinter Twin, that player cannot choose to perform that action more than once each turn. In short, "infinite combos" are banned.
* Strip Mine
* Dust Bowl
* Library of Alexandria
* Starlit Sanctum
* Mishra's Workshop
* Emeria, the Sky Ruin
* Gaea's Cradle
* Ancestral Recall
* An-Zerrin Ruins
* Black Lotus
* Cyclonic Rift
* Engineered Plague
* Goblin Recruiter
* Limited Resources
* Maze of Ith
* Moxen (Emerald, Jet, Pearl, Ruby, Sapphire)
* Overwhelming Splendor
* Panoptic Mirror
* Rise of the Dark Realms
* Staff of Domination
* Time Stretch
* Time Vault
* Time Walk
* Venser's Journal
* Wanderwine Prophets
* Dexterity cards (Chaos Orb and Falling Star)
In addition, the following tribes are banned:
House rules: Anyone playing Confusion in the Ranks or Thieves' Auction may be punched in the face. Anyone winning with Timetwister or Jokulhaups still in hand shouldn't call themselves a winner.
|Treefolk vs Shapeshifters, last tribes standing.|
For those of you distracted by all the modern cards and in need of some more Old School fix, here's a picture of another mediocre turn one play in 93/94:
|That Badlands should probably have been a Bayou.|