A quick draft for a weatherbased tournament
At the start of the tournament choose a faction
All decks must include 9 weather cards of your faction and follow its rules
rain:
weather cards: flooding,forest spirit, fog shield
only aquatic creatures allowed: all water creatures + frogs+ forest spirit (obv)+ virus
sunny: photon, holy light, morning star, rustler, sundial
can't use darkness cards
night:
weather cards: dusk, nightfall, liquid shadow, nightmare, cloak, lycanthrope
can't use light cards, must use 12 weather cards instead of just 9
lightning stroke:
weather cards: spark, lightning, skyblitz, thunderstorm
-for each creature you include you have to run a quintessence, unless the creature is immortal or capable of burrowing
-cannot use shields
-you have to use an air mark
tectonic trouble: earthquake, trident
-can only use spells, permanents and airborne creatures
-cannot use nymphs tears
volcano:
weather cards: firestorm, firebolt, fahrenheit
-can't use creatures
chaos:
weather cards: pandemonium, chaos seed, butterfly effect
-cannot use the same mark twice in a match
weather forecast:
weather cards: precognition+ chosen faction's weather cards
-at the start of each round choose either player you might face next round and adopt their weather factions rules; if you made it to the final choose either of the 3rd place matchplayers (and if fighting for 3rd place take either finalist)
- announce your choice in chat before you start playing your games
- must run precognition in every deck; in decks that use at least 3 elements precognition will count to the total weather cards on top of the chosen factions weather cards, in duos and monos it won't count to the 9(or 12 in case of night) weather cards required
I havent put all that much thought into balance yet, though i did try to make sure to shake things up enough with special rules, so that no meta deck can be used; stalls might be too strong. Tectonic trouble and volcano are too gimmicky as of now. If there is interest I can revise it later.