Mental Magic Rules V1.21
by Team War Zone
Introduction:
Mental Magic is a variant on the traditional game of Magic the GatheringTM
by Wizards of the Coast. In all cases where the rules of Mental Magic do
not exist the current rules of Magic the Gathering are to be used
(currently 5th ed.) Mental Magic combines the skills of blindfold chess
with the enjoyment of Magic. The latest copy of this document can be found
at http://photobooks.com/~j/mentalmagic.html
or the text file can be downloaded from
http://photobooks.com/~j/mental.txt
Comments and suggestions are welcome.
- How to Play
- Setup
A large stack of random cards (no land) is shuffled and divided
into two piles. Each player selects one of these stacks and this
stack is considered his or her deck. A large stack of basic land
cards is divided into two stacks. Each player selects one of the
land piles. This is that players "Utopia Library". Players
determine randomly to see who plays first, and then each player
draws 7 cards from their deck. The standard Paris mulligan rule is
used and is the only mulligan rule used with Mental Magic.
- Optional Land Rule
A few non-basic land may be inserted into either or both
players main library. These lands are not Utopia, but can be
used as any other land card. This is limited by the special
rules on cards.
- Basic Game Play
The player who is playing first does not draw (as per the Magic
play or draw rule.) This player may take their turn as usual and lay
a land, cast spells, attack as by the rules of Mental Magic and
Magic the Gathering. Play then proceeds when the first player is
finished with his or her turn to the second player. The second
player then draws a card from their deck or draws a card from their
Utopia library. Play continues switching from one player to the next
as each player completes their turn until one player or the other
wins the game as per the rules of Magic the Gathering.
- Special Rules on Cards
Cards in Mental Magic are NEVER what they appear. Each card in
Mental Magic when needed by a spell or effect can be any card
printed by Wizards of the Coast for use with Magic the Gathering
with the exception of Portal Cards, Astral Cards, Computer Cards and
Ante Cards (see optional ante rule) that exactly match both the
casting cost and color cost of the card in question . This has the
effect of making a template for each card in Magic. Once a template
is needed and used by a spell or effect that template may not be
used again by either player for the rest of the game. Cards keep
their template until they are removed from the game OR go into a
players hand or deck. This means a B3 (printed on the card as a
Dungeon Shade) cast as a Krovikan Horror is a Krovikan Horror in the
graveyard, when a W1 (printed on the card as a COP White) is
discarded and the templated as a Youthful Knight put on top of it,
until it returns to owners hand at the end of any turn, whereupon it
is an unnamed B3 with the casting restriction that it cannot be cast
as an Dungeon Shade (or any used B3 template like Krovikan Horror.)
- Out of Play
For the purposes of resetting a card (and require a new
template) out of phase is not considered out of game for the
purposes of this rule. (A Ring of Mau' Ruf will bring back a
card that had been removed from this game but as ring of Mau'
Ruf does not need a card type to be announced it does not use up
a card template and effectively brings back and unnamed WW (for
example.) Cards which are set aside or in other temporary out of
game zones also do not lose their template.
- Discard Rule
Cards which have been discarded may be templated, but do
not have to be templated. If they are not templated at the time
of discarding they are considered "unnamed card of casting
cost U1" for example. They may not be later templated until
they go into a players hand or library.
- Using Templates
You may only use a template when their is a valid game
reason to do so. You may not arbitrarily use templates without a
game mechanism for doing so. The player who discards cards may
choose their template (or leave them unnamed.) The player who
puts cards from their library into their graveyard also may
choose the templates (or leave them unnamed.)
- Dual Libraries and Graveyards
Each player in a game of Mental Magic has two libraries
(the Main Library and the Utopia Library.) Any spell that
targets a players library, is treated as targeting one of a
players libraries. Also, any spell that targets a players
graveyard is treated as targeting one of a players graveyards
(but not both.)
Any effect that deals with a library or graveyard must
complete all effects in the same graveyard. For example a
Grindstone targeting the Main Library finding two spells that
match color, must repeat the effect on the Main Library.
- Optional Ante Rule
If both players agree a game of Mental Magic may be played
for Ante. If so all ante cards are legal and have their normal
affect (i.e. I switch my Jeweled Bird for the 10 dollars of
Ante.)
- Running Out of Cards
A player loses the game by being "decked" when
they can not draw a card from either library and are forced to
by the mandatory draw in their draw phase or a mandatory draw
from a spell or effect.
- Specific Card Rulings
- Clairvoyance
The cards are viewed by the opponent but they are not
and may not be templated.
- Cursed Scroll
When you name the card for a cursed scroll you do not
name an actual card but rather name "spell of unnamed
casting cost X". This does not and may not use up a
template.
- Demonic Consultation
You name a card to be found and thus use up it's
template (the card will be in the consulting players hand
but will be an unnamed card of that casting cost.) For
Example: You may cast a Demonic Consultation for a
Brainstorm and the 7th card or later that has casting cost U
will go into your hand. It will then have to be cast as
something other than a Brainstorm.
The cards removed from play may not be templated.
- Demonic Tutor
As you do not have to show the opponent a card no
Template is used nor may one be used in the casting of this
spell.
- Dream Cache
You must draw from the Main Library but may substitute
draws from the Main Library with draws from the Utopia
Library in any combination drawing a total of 3 cards. You
must announce how many cards will be drawn from each library
at the start of the affect. Any Utopias put on the
top/bottom of the Main Library must instead be shown to the
opponent and put on the top/bottom of the Utopia Library.
- Enlightened Tutor
As you must show your opponent an enchantment or
artifact you must use a template for the card retrieved.
Once the card is in the players hand it may be cast as any
type of spell.
- Gaea's Blessing
You may target cards in either graveyard of either
player but only one graveyard. If Utopia cards are put back
(they must be placed into a Utopia library) then the card
drawn must be drawn from a Utopia library.
- Mulch
Yes, you may target either library with this card. Yes,
this is a very powerful spell in Mental Magic. Green
deserved something...
- Rowen
As with all effects that target a single library, the
entire effect must target the same library (in other words
you can draw two lands instead of the regular draw phase
draw with Rowen.)
- Timetwister
You must shuffle your main library back into your main
deck and the Timetwister becomes the only card in your main
graveyard. You may substitute some of the 7 cards with cards
from the Utopia Library.
- Utopia
The Utopia library is stack of the land Utopia. The land Utopia
reads:
Tap: Add one mana of any color to your mana pool.
0:Utopia becomes a forest, island, mountain, plains or a swamp
until the end of the turn. Play this ability as a mana source.
0:Utopia is snow-covered. Play this ability as a mana source.
0:Utopia is non-snow covered. Play this ability as a mana
source.
If any permanents of a color are in play or in the processes of
being cast you are considered to have a traditional basic land of
the type that produces the color mana associated with that color.
Utopia is considered a basic land
- Rulings
Each player along with having a Utopia library has a
special "Utopia Graveyard" where all
discarded/destroyed Utopia lands go to.
You may replace any draw from your Main Library with a
draw from the Utopia library. Multiple draws from a single
affect may be divided in any fashion between the main deck and
the Utopia library. The decision as to how many cards are to be
drawn from each library is made before any of the cards are
drawn.
You may not replace a draw from your Utopia Library with
a draw from your Main Library.
With Utopia in play and a blue permanent you are
considered to have Islands in play but you do not have any cards
which are actually Islands, so a Tsunami will kill no lands but
you may be Islandwalked and Islandhome creatures will not die.
When Utopia cards are to be put into a players library
they are instead shown to the opponent and then put into the
Utopia library. Any associated effects stay in the same library
the cards were placed into.
Utopia lands which have become a basic land (by any
means) are no longer considered Utopias.
- Tournament Rules
- The Decks
The libraries for all Mental Magic Tournaments are to be
pre-created by the judges and the cards chosen for playability (no
unusable cards RRRR3 for example) and limited use of very
restrictive cards. Also a close watch should be taken for very
abusive cards (BX). All libraries will be placed at tables across
from the opposing libraries. The libraries remain fixed through the
entire tournament with players moving to a different position after
each game (similar to duplicate bridge.) The players play the decks
after shuffling them but not looking at the contents of their
libraries.
Optional Rule: The players are given 5 minutes to
inspect there decks before the start of each match. There are no
sideboards in Mental Magic tournaments.
The recommended library size for tournaments is 40 cards for
the main library and 30 cards in the Utopia library.
The optional Ante Rule is not used in tournaments.
- Sealed Deck
An alternate method of deck construction for Mental Magic
Tournaments is to use sealed starters (any format will do.) The
players uses the 22 basic lands in the starters as their Utopia
Library. The remaining cards are used as the Main Library.
Players are allowed to look through their sealed decks before
the start of a match.
Optional Sealed Rule: Each player may choose to
remove exactly three cards from their Main Library for use as a
sideboard.
- Match Victory
Due to the length of time of games of Mental Magic matches will
be only a single duel. If neither player wins by the end of time,
the active player must their turn. At that time the player with the
higher life total wins unless either player can demonstrate a
complete lock (Judges discretion as to what this means.)
- Card Templating
Players must be able to state the actual card name (and have
the required resources) to successfully cast a spell. The name must
be clear enough to demonstrate knowledge of the card name and
clearly not another card. This is not meant to penalize bad
pronunciation (as certain cards like Nevinyrral's Disk are difficult
to pronounce) but to force memory of card names. The judge in cases
of dispute, may have the player write out the card name as a means
of resolution.
- The Judge
The Judges ruling in all cases will be final. They will make
mistakes but someone has to decide and they are it.
- Challenges
If two players cannot agree on what a card does or on reality a
challenge may be made. If a challenge is made a judge is called and
one player, then the other states what they consider the card to do
(or what is reality) and the point of contention. The Judge will
decide who is right. Any player losing two challenges in a match
will lose the match. Challenges should be watched by the judges for
possibilities of cheating or stalling. The Judge should consider
notes as the primary evidence in the case of failure to agree with
reality.
- Note Taking
Note taking is allowed and is Highly Recommended for mental
magic. In cases of failure to agree on reality notes are about the
only basis the Judge has to go on. A recommended note system of
B1:Demonic Tutor, W1: Balance is suggested, with two column one for
each players spells.
- Time
As time is very limited in a tournament environment and it is
very easy to think about what card to play for a great deal of time
in Mental Magic strict time restrictions are to be enforced. During
the initial part of a round players may only consider what to play
for 45 seconds. During the final 15 minutes of a round players may
only consider what to play for 15 seconds. Taking longer than this
will be considered stalling and will be dealt with as per the
standard tournament rules.
- Special Tournament Card Rulings
Chaos Orb and Falling Star may only target a single card. The
target is announced upon RESOLUTION of the effect and the drop
commences. The target card must have any obstructions covering it
removed before the drop. This includes counters and other cards.