Magic 20XD6

Magic 20XD6 by jmgariepy

172 cards in Multiverse

62 commons, 46 uncommons,
34 rares, 10 mythics, 10 basics, 10 tokens

30 white, 28 blue, 28 black, 31 red,
31 green, 18 artifact, 6 land

226 comments total

An expansion to my Core Set, Magic 20XX: Wisdom vs. Hellbent

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Mechanics | Skeleton

Magic 20XD6 is an expansion to a stand alone core set expansion that I created called Magic 20XX. Magic 20XX brought back Hellbent (having no cards in hand for an ability) in Red and Black, and White focused on Wisdom (the more cards in hand, the merrier). Blue and Green, caught in the middle, often dabbled in both Hellbent and Wisdom. There's also a minor wishing theme, which included a cycle of 5 'bad' creatures (Mon's Goblin Raiders, Sea Hawk, Dripping Dead, Pearled Unicorn and Quirion Trailblazer) that could be wished into one's hand from outside the game as a side effect of ten other cards in the set. To make sure there were enough 'bad' creatures in a draft, they took over the land slot.

At Myriad Games in Salem, NH, Magic 20XX drafts took over for Thursday Night League's down time (there's a gap of a few weeks between each league). We ran five tournaments over five weeks with twelve to seventeen players per event. The public reaction was very good, and besides a few changes that I had to make from week to week, the set proved to be rather balanced, with no consensus as to what the strongest colors or deck was. (My biggest mistake, though, was a creature that wrathed your opponent's side of the board leaving you with a 7/7. It was only supposed to make each player sacrifice a creature, then allowed you to return either creature to play on your side of the table. Unfortunately, when you sacrificed and chose to put the 7/7 back into play on your side, its enter the battlefield ability would trigger again... whoops.)

I shoved a lot of playing with the hand size in 20xx, and now I've got to get creative with the expansion to see how many other ways I can get there. Strangely, I didn't even touch Spellshapers the first time around, so I'm working with them. I did have a rebel component, but it turns out that rebels and mercenaries combined with spellshapers take up a lot of complexity points... if I wanted to do some interesting things with spellshapers, I would have to ditch the rebs and mercs... you will notice, though, while I've removed rebs and mercs, the creature type line needs to be cleaned up on a few cards. I'm also adding some token instants that get thrust in your hand in this expansion. I know, I know... Wizards would probably never print these, and when GDS3 comes around, I'm not pulling these out, but I like what they do to a set that cares about hand size.

Anywho, 20XD6 is still a work in progress, but enjoy looking around while I meddle with all the details.

Oh, and if you want to check out some of my game reviews, I haven't written for a little while, but you can searching around on www.guilt-free-games.com or www.gamesalute.com to find them. I'm also John-Michael, one of the game reviewers on the Myriad Games Podcast.

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 C 
Sorcery
Deal 2 damage to target creature.

You may reveal a card named Mons' Goblin Raiders from outside the game and put it in your hand.
 U 
Creature – Imp Spellshaper
{r}, {t}, Discard a card: Target creature becomes red until end of turn and attacks this turn if able.
{u}, {t}, Discard a card: Target creature becomes blue and gains flying until end of turn.
1/1
 R 
Artifact Creature – Homunculus
Sacrifice Reference Material: Reveal a card from outside the game that shares a creature type with a card in play. Put that card in your hand.
He's seen good and bad and catalogued them both.
1/2
 R 
Enchantment
If a red spell would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
It was the dragons who first learned to chase their prey into the vapors before igniting them.
 T 
Token Token Instant
Target creature gets +1/+1 until end of turn.

(If Grow leaves your hand or the stack for any reason, remove it from the game.)

Recent comments: (all recent activity)
On Dripping Torso:

Ah; I see. So it made the wishes more flexible. Interesting.

On Dripping Torso:

Magic 20XX has a cycle of common, and a cycle of rare creatures that wish for a 'bad' creature from outside the game (like Dripping Dead or Pearled Unicorn... there's one for each color) and put it in your hand (for example, Snake Pactmaker). The five bad creatures take up the token slot to guarantee that you at least have access to three of them. I still get a kick out of it whenever I see someone fourth pick Mons's Goblin Raiders.

I did a few things to evolve the mechanic in the expansion 20XD6. One of those things was to make a cycle of cards that also shared the name of the bad card. I also increased the number of cards that wish for them by one. For example: Liquid Death.

On Dripping Torso:

How did I never notice the "Has two names" thing before? I like it. What's its purpose here?

On Pearled Unicorn:

Huh. That was weird. Add p/t.

As it stands, I'm still not sure what to do with these when we finally draft the set. This sounded like a good compromise for how to handle the mechanic evolved from Magic 20XX, and give people even more chances on snagging one of the chase 'terrible creatures' (Trust me. It makes sense when you draft with them).

Unfortunately, I've got printing problems. Rule problems aside (This doesn't do what I want them to do using the real rules. I'm suspending those rules for now), I'm stumped on how to add these to packs. 20XX and 20XD6 are printed out, and slipped into sleeves with a basic land on it. DFCs are fiddly enough. DFCs that force you to fiddle with paperwork (What's on the back of this one?) is downright annoying.

So I don't know. I think I'm just going to remove the second side and put the same 5 terrible creatures in the token slot of every pack. Annoying. I would have preferred doing something like this, but DFC, Flip and Split all have their own little problems that make it not work right, rules or no rules.

On Pearled Unicorn:

where's the power/toughness on the raiders?

On Shield Bash:

very nice. makes a lot of sense and seems playable

On Rally the Tribe:

Ha! Forgot about Pride of the Clouds! Well, it's nice to know I ain't that far off. :)

Yeah, I was making packs of 20XD6 for drafting, and some obvious errors jumped out at me. On this card, the first sentence followed the second sentence, and there was no line break. I looked like you were getting a +2/+2 pump to your team every turn. Geez.

On Rally the Tribe:
On Rally the Tribe:

How curious. I interpret this as an undisenchantable Mobilization that's slightly more pricey, with effectively a sac ability to turn into a hefty Shared Triumph late-game if you get enough mana.

(Although it also works somewhat similarly to Sprout Swarm / Lab Rats now I come to think of it.)

On Phantom Clothes Dealer:

The flavour of this one made me giggle a lot :) It helps that I recognise Invisibility when I see it (as it were).

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