Magic: Master Warcraft Variant
weird idea but how does Magic play if you have simultaneous turns?
my assumption is the game goes faster and ends up a bit more chaotic, which are not needed for typical 1v1 60 card constructed, but to me sounds like something Commander players might really enjoy. I think you would still need to assign a âfirst playerâ or whatever and this would get passed around so one player doesnât âgo firstâ every turn the whole game. so turn order starts with that âfirst playerâ and goes around the table, then after an end step, the next player in line becomes âfirst playerâ
letâs see what a typical turn looks like
so everyone untaps, then does upkeep triggers, then draws, in turn order. I think itâs fine to have everyone do a whole beginning phase but if it creates issues they might be fixed if everyone does each step of that phase in turn
enter main phase: a player does their main phase and passes as normal, but instead of passing into combat it passes to the next playerâs main phase. once all players pass through a main phase you then go to combat. I think there might be another way to handle this but this is probably the cleanest and simplest. letâs get weird with combat
go to combat, and while we could mimic the main phase as above, this is the master warcraft of the format and itâs pushing into the chaos and silliness. weâre still sticking with the first play and turn order, but weâre just doing declare attackers. first player declares which creatures are attacking and who theyâre attacking and passes. next player declares attackers, and so on, until all players have had a chance to declare attackers or pass. now we declare blockers in the same way. note that creatures with vigilance or which get untapped can block even though they are currently still attacking. once everyone declares blockers or passes, we resolve combat damage as normal, the biggest difference being some creatures will be taking damage from being blocked as well as from blocking another creature
we move onto second main and it gets handled just like the first
then we have a mostly normal end step, handled basically like the main phases I think. however maybe we want all end of turn effects to actually end simultaneously. though maybe part of the charm is how the rotating turn order can cause some tactical stuff to happen here, Iâm not sure
note that since players still take whole phases (or steps in the case of combat), the active player would be whoever is currently taking their phase in the turn. everyone else is nonactive
Iâm gonna rope my partner into playing a two player game with me like this but Iâll really look forward to testing it with some friends in about two or three weeks. If anybody else runs some games using this variant please do tell me about it















