Rules to 421
Posted on October 17, 2008
Filed Under 421, Not a Joke | 2 Comments
These are the rules to a Magic format we invented called “421.” We’ve played it quite a bit and we hope you enjoy it.
Rules/instructions for playing 421
421 is a Magic format that might be said to be a cross between limited and constructed. In 421, the players have to build decks from a shared card pool that consists of 4 of each common, 2 of each uncommon and 1 of each rare from a block. For example, if you were playing Ravnica 421, there would be 4 Skyknight Legionnaires, 2 Lightning Helixes and 1 Firemane Angel in the card pool along with all the other Ravnica cards.
This format is fun because you face some of the same constraints and decisions as you would face in limited, but the decks have a power level approaching that of block constructed decks.
Here’s how you play.
Standard rules for two players:
Determine what sets you will use. Normally, the three sets of a block are used, although sets from different blocks could be chosen. Whatever you decide, the first set used in 421 should be a large set and the other two sets should be small sets. Place on the table a “421 set” of the first set.
In this “421 set,” there are four of each common, two of each uncommon and one of each rare. Starting with Shards of Alara, there will be one of each mythic rare as well.
There are 48 of each type of basic land. (One idea is to have 12 of each picture.)
Beginning with the 421 set of the block’s big set, and with the basic lands, the first player takes any 60 cards and builds a deck. The second player then takes any 60 remaining cards and builds a deck. Note that there is no hidden deck information. The second player knows what cards the first player has taken.
Decks must be exactly 60 cards, no more and no less.
The players play a match. The winner scores 2 match points and the loser scores -1 (negative one) points. Draws are worth 0 points. The loser of that match then has a choice.
He or she may:
A] Alter his deck by using any unchosen cards. If he or she does so, removed cards go back into the pool. The winner must use the same deck again.
B] Build an entirely new deck out of unchosen cards. If he or she does so, the deck he or she had just been playing is set aside. The winner must use the same deck again.
C] Claim a set-aside deck that neither player just used. If he or she does so, the deck he or she had just been playing is set aside. The winner must use the same deck again.
D] Direct the winner to set aside the winning deck and build a new one entirely of unchosen cards. With this choice, the losing player keeps unaltered the deck he or she had just been playing.
Option D is normally used if it looks like building another deck would be extremely hard due to good cards running out.
Continue playing matches. Eventually, a player will choose to or be directed to build a sixth deck. If a player would build a sixth deck, the card pool changes.
When a person decides/is directed to build the sixth deck, the cards from the block’s second set are added. Four of each common, two of each uncommon and one of each rare. That person is the first person who may use the new cards. After that, both players can. For example, if starting with Invasion, the first person to build Deck No. 6 could use Planeshift. After that, either player could use Planeshift.
Matches continue, with players setting aside decks, building decks, altering decks or picking up decks that someone set aside.
If a person would build an 11th deck, instead the following happens: The block’s third set is introduced. Four of each common, two of each uncommon and one of each rare. The person who would build an 11th deck now chooses two decks no one is using, takes them apart and puts those cards back in the card pool. That person then builds what is now the ninth deck and is the first person who may use cards from the third set. (He or she may also use cards from the decks that were taken apart, of course.)
Hereafter, either player may use cards from all three sets of the block whenever altering a deck or building a new deck. Any person who would build an 11th deck first takes apart two decks no one is using. (This means that no more than 10 decks ever exist.)
You play to some score, such as 21.
Rules for three players:
In three-player 421, each round will consist of two playing a match while one has to sit out that round.
Determine who will play and who will sit out the first match.
Play the first match. The winner scores 2 points. The loser scores -1 point. The player who sat out scores 2 points (a bye, in other words). Draws are 0 points.
The loser then chooses A, B, C or D and that player or the winner follows the appropriate instruction.
For each subsequent round, the player with the highest score will play the player who sat out the previous round, and the remaining player gets a bye (and therefore two points).
If players are tied for high score, first obey a general rule that a player may never have two byes in a row. If this doesn’t settle who will play, then flip a coin.
A player who is sitting out still “has” a deck. Neither of the other two players may claim that deck or take cards from it following their match.
This continues until someone scores the winning amount of points, usually 21.
Rules for four players:
In four-player 421, the four players will play two matches simultaneously.
Determine players one, two, three and four. Each player builds his or her deck before any matches are played.
Players one and two then play each other in what is called Match A; and players three and four play each other at the same time in what is called Match B.
Scoring is the same, 2 points for each winner and -1 point for each loser. Draws are 0 points.
The loser of Match A chooses one of the four options first, and that is resolved; and then the loser of Match B chooses one of the four options and that is resolved.
For each subsequent round, the two players with the most points will play each other (this becomes the new Match A) while the two players with the least points play each other (this becomes the new Match B). Rounds then continue until someone scores the winning number of points, usually 21.
Variants and Special Cases
Time Spiral
For Time Spiral, you can also use one of each “timeshifted” reprint. Or, you can forgo using them. The playing field will be level either way.
Five Or Six Players
Playing with five or six players is easy to figure out.
For five players, one player has to sit out each round. Following each match:
- The highest scorers play each other in the new Match A
- The next two highest scorers play in the new Match B
- The player in last place gets a bye
However, a player may never have two byes in a row. If the player in last place had a bye the previous round, then the player in second-to-last place will get a bye this round instead.
Just as with four players, the loser of Match A chooses and resolves his option first. Then the loser of Match B chooses and resolves his option.
For six players, there are three matches simultaneously. The third match is, of course, Match C. Note that player six will build deck six at the very start, and gets to use the second set immediately! Following each match:
- The two high scorers play in the new Match A
- The next two play in the new Match B
- The two in last place play each other in the new Match C
As you might imagine, the loser of the previous Match A chooses and resolves his option first; then Match B; and then Match C.
Blocks With Extra Basic Lands
Some blocks, such as Ice Age block or Scars block, have extra basic lands in some of the sets, such as the extra Snow lands in Coldsnap. When you add a set that contains extra basic lands, also add 12 of each basic land card. The only effect that this will really have is to make it possible for more decks of a given color to be built.
Less Than Three Sets
It’s easily possible to play 421 using only two sets, sometimes with wacky set combinations. For example, Urza’s Saga and Homelands. Simply don’t add any cards when someone would build an 11th deck.
If you want to play with only one set, such as a core set, then only build five decks. You can only play this format with two or three people. If anyone would build a deck six, that person takes apart two decks not in use and instead builds the new deck four.
Lorwyn and Shadowmoor
Players might wish to play Lorwyn/Morningtide/Shadowmoor/Eventide. For this combination, a big set, small set, big set and small set, it is suggested that 15 decks be used. The first person to build deck six adds Morningtide. The first person to build deck 11 adds Shadowmoor (and doesn’t take any decks apart). The first person to build deck 16 instead adds Eventide and takes two decks apart. Players from now on take apart two decks if deck 16 would be built.
Weatherlight Saga
It’s possible to play with colossal sequences of sets. For example, Mirage Block, Tempest Block, Masques Block and Invasion Block. That’s 12 sets, representing the Weatherlight Saga. The challenge here is to figure out how many decks to use, and when to add more sets. Use the following method for determining when a set would be added:
Start with Mirage.
If someone would build deck six, add Visions and build deck six.
If someone would build deck 11, add Weatherlight. Do not build deck 11. Instead, take apart two decks and build what is now deck nine.
When a player reaches 10 points, Tempest becomes eligible to be added.
Once Tempest is eligible, and someone would build deck 11, add Tempest and build deck 11.
If someone would build deck 16, add Stronghold and build deck 16.
If someone would build deck 21, add Exodus. Do not build deck 21. Instead, take apart two decks and build what is now deck 19.
When a player reaches 20 points, Mercadian Masques becomes eligible to be added.
Continue in this pattern. Masques adds decks 21 through 25. Nemesis, 26 through 30. Prophecy adds no more decks until someone reaches 30 points. Once someone does, Invasion adds decks 31 through 35. Etc. Play to some gargantuan score!
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Looks fun.
I like how this is tagged as “Not a Joke.” Good one, guys.