This is absolutely amazing. So well made and everything was so well thought out. I had seen your posts on X and then came across this video. Bravo! Can’t wait to see what next games you make in the future!
I ordered a set of cards needed for this game from the LGS, I will try it out with my friends. This seems like a fun mini game format that is relatively easy to understand :)
Cool idea. This video makes me wonder if it is possible to make a micro MTG Snap format? Marvel snap works as: - 6 turns - Each turn you get one more energy, ex: Turn One you have 1 Energy, Turn two you have 2, etc... Turn Six you got 6 - For the first 3 turns you reveal a location. Each location has an interesting effect. - To win you just need more power in each zone than the other player. So I am, off the cuff, thinking: - Max CMC on a creature will be 6 - The deck is 12 cards max, creatures only - For the locations maybe use certain Planechase cards or interesting non basic lands - To win just have higher power in 2 out of 3 locations/lands ;p
Working title: Magic Snap - Game ends after 6 turns each. - A player wins if they win the majority of the following three objectives: + highest life total + most creatures controlled + most cards in hand - Players may play one basic land per turn from outside the game (players don't need any lands in their deck). - Players start with zero life. Players don't lose from life total. - Decks can be any size. Players don't lose for an empty deck. There's some interesting consequences from these rules. How much do you focus on your own plan vs disrupting the opponents'? Do you create a deck that is likely to only win two objectives, or all three? How large a deck do you want so you can draw enough cards to win the most cards in hand objective? You can even take an extra turn before your opponents reach their sixth turn and the game ends. The three objectives were the most obvious ones I could think of, but you could make your own.
Have you considered Mutagenic Growth and Noxious Revival as cards when you built these decks? I think Revival could provide a really neat interaction with your/opponents deck at instant speed. Mutagenic Growth is an interesting combat trick.
@@MFewwy i did consider both of them I'm hesitant to add combat tricks bc i think it makes the combat much more stale, but i have tested it a bit Revival is tricky bc you can really sewer someone who is already behind. I think it is closer than growth to being good for the game though Feel free to add either to your own copy tho!! :)
Any chance you could add a written ruleset to the primer on moxfield? Something like, 1. Cait, Cage Brawler starts on the battlefield as a pre-game action and is not affected by summoning sickness. 2. Draw a starting hand of 5 cards. There are no mulligans. (Unless you want to) 3. Start with 20 life. You win by reducing the opponent's life to 0. 4. Skip your draw step each turn. 5. You do not lose the game for drawing from a deck with no cards.
@@dukevulture4562 yeah you just have to get sprouting renewal into play and then it's easy Sprouting renewal is actually the ONLY way to accomplish this in all of mtg as of right now :)
Howdy! Is there a written instruction anywhere? If so, could it be added here and/or the moxfield primer? I just got the cards in using your referral link and am excited to give it a spin. :D Cheers!
I created some instructions from your subtitles with GPT, which may also be interesting for others. I added pictures of the most important cards to mine: Hey, you loser, want to know how to fight? Well, strap in, because it ain’t for the faint-hearted. First thing you better do is get your sorry self set up with Cait, Cage Brawler on the battlefield. Cait’s not the one with 20 life here - that’s your life total. And trust me, that number’s gonna drop fast if you don’t get your act together. Now, pay attention: You can only attack the other player, not their creatures. Don’t go getting fancy ideas about fighting critters - this is a straight-up brawl between you and your opponent. So everybody put down Cait, shuffle up your 13 non-token cards, draw 5 and let’s rumble. Step-by-Step Breakdown (Because Apparently, You Need Help) 1. Get Your Free Creatures Out, Fast: First thing on your pathetic little to-do list: get one of these free creatures out - Ornithopter, Basking Rootwalla, or Blazing Rootwalla. You better play Ornithopter right away because it costs you zilch. As for those Rootwallas, you ain’t doing anything smart until you discard ‘em when Cait punches someone in the face, then BAM! Cast ‘em for free thanks to that sweet Madness ability. Oh, and by the way, don’t get too excited - creatures you just cast have summoning sickness, which means they can’t attack the second they hit the battlefield. Yeah, you gotta wait till your next turn. 2. Get Your Elf Knight Out (Like, Right Now): Next up, if you got any brain cells left, you’re gonna want to bring in Sprouting Renewal. Why? Because you need that shiny Elf Knight to get those white convoke spells going. No Elf Knight, no big plays. Simple as that. The Elf Knight is a token, so among the bloody extra cards! 3. Start Convoke-ing Like You Mean It: With your little crew in place, start convoking out the big guns. The more creatures you tap (yeah, that means turning ‘em sideways like a boss), the nastier the spells you can pull off. Think you can handle Triplicate Spirits? That’s three flying spirits coming at you, fool. Or maybe you’re feeling extra gutsy and want to bring out Shivan Branch-Burner, that big ol’ 4/4 dragon with haste, ready to wreck some faces. Either way, don’t screw this up and watch out which creatures you use to create which type of mana! I don’t wanna hear no crying if you messed up the mana needed for a spell. Oh, and in case you want to use those fancy abilities of your creatures, you better forget about it unless they have convoke, or where else are you gonna get the mana from? Basic Magic Rules for each Fighters Turn (Like Even a Noob Should Know) 1. Untap Phase: Start your turn by untapping everything. Yeah, that means you straighten out your tapped cards. It’s not rocket science, pal. 2. Casting Spells (Try Not to Mess This Up): When you’re casting those spells, you tap your creatures to help pay for them using convoke. Tapping means turning the card sideways - do I need to explain what sideways looks like? 3. Declare Attackers (And Actually Do Some Damage): When it’s time to swing, you declare which of your creatures are attacking and tap ‘em. Not that complicated. And, oh, if a creature’s got vigilance, congrats, you don’t have to tap it. Tapped creatures or creatures that just entered during your turn cannot attack you idiot and remember you attack the other player and not their creatures. Just a hint, leave someone behind to block when it is the enemy’s turn…maybe. 4. Declare Blockers (So You Don’t Get Wrecked): The poor sap on the other side has a chance to block. Blockers don’t tap, so try to keep up. Only untapped creatures can block. They say which of their creatures block your creatures and you decide the order in which your pals punch them in the face. Yes, they can gang up on one of your homies, so don’t expect some chivalry one on one shit. 5. Combat Resolution (AKA, Watch the Carnage): After blocking, damage gets dealt. If you’re lucky, you’ll still have some untapped creatures to cast more spells after combat. If not, maybe try not sucking so much next time. 6. End of Turn (Finally, Let Your Opponent Have a Go): Once you’re done attacking, casting, and whatever else you thought was smart, pass the turn. It’s time for your opponent to mop the floor with you. Running Out of Cards (Don’t Sweat It, You’ll Lose Another Way First): Running out of cards doesn’t mean the game’s over. You can keep playing dummy and you’ll probably die before you run out anyway. So, don’t get any ideas about playing defensively for too long. Winning (Or Probably Losing, Let’s Be Real): The goal? Knock your opponent’s life down to zero. Pretty simple, right? And remember, running out of cards doesn’t make you lose, but you’ll probably be six feet under before that happens.
@@nilejoanrivers Because the reader just entered into a cage fight with Cait and better buckle up xD I just wanted to give it an outlaw feeling and somehow thought of Junker Queen from overwatch and her voice when I read it. If it is too mean anyone can just copy it into GPT and say please make it nice and inviting for new players ...boring. Cait’s Cage Match - Easy-to-Follow Guide for New Players Welcome to Cait’s Cage Match! Ready to dive into a fun, fast-paced game of Magic? This guide will walk you through the basics step by step, making sure everything is crystal clear. Don't worry - by the time you're done, you'll be ready to brawl! Game Setup: First things first: each player starts with Cait, Cage Brawler on the battlefield. Cait is already in the action, ready to go! You, as the player, start with 20 life. Keep that number high because your opponent will be aiming to bring it down! Remember, you’re only attacking the other player, not their creatures. This is a head-to-head battle! Shuffle up your 13 non-token cards, draw five cards, and let’s get started! Step-by-Step Gameplay Play Your Free Creatures: Your first move should be to get your free creatures onto the battlefield - Ornithopter, Basking Rootwalla, or Blazing Rootwalla. Ornithopter costs 0 mana, so it’s ready to play right away! As for the Rootwallas, you’ll want to discard them when Cait attacks. Once discarded, you can cast them for free thanks to the Madness ability. Keep in mind, though, that new creatures have “summoning sickness,” which means they can’t attack until your next turn. Summon Your Elf Knight Token: After you’ve got your free creatures out, the next step is to play Sprouting Renewal. This will create a 2/2 Elf Knight token, which will be key to casting your white spells with convoke. Getting this token out is crucial for your big plays, so make sure you prioritize it! Use Convoke to Cast Powerful Spells: With your creatures on the battlefield, you can now start casting bigger spells using convoke. Tap your creatures to help pay for these spells. The more creatures you have, the bigger the spells you can cast. For example, use Triplicate Spirits to create three flying Spirit tokens or bring out the mighty Shivan Branch-Burner, a 4/4 flying dragon with haste. Remember to use your creatures wisely when casting spells - some creatures generate colored mana, so make sure you’re matching the right mana with the right spell! Basic Magic Rules for Your Turn Untap Phase: At the start of your turn, untap (straighten) all tapped cards. This refreshes your resources and gets your creatures ready for action again! Casting Spells: To cast your spells, you’ll need to tap creatures using convoke. Tapping means turning the card sideways to show that it’s been used. Declare Attackers: Ready to attack? Declare which of your creatures will be attacking and tap them. Just remember, only creatures that have been on the battlefield since your last turn (or those with vigilance) can attack. Also, you attack the other player, not their creatures. Declare Blockers: Your opponent has the chance to block your attackers. They’ll choose which of their untapped creatures will block yours. Multiple creatures can block a single attacker, so think strategically! Combat Resolution: After blocking, damage is dealt, and the battle unfolds. If you’ve still got untapped creatures afterward, you can cast more spells! End of Turn: When you’re done with your attacks and spells, pass the turn to your opponent. It’s their chance to take the stage! Running Out of Cards? No Big Deal! Don’t worry if you run out of cards in your deck - it’s not a game-ending mechanic here. You can keep playing and enjoy the game without fear of being knocked out for running low on cards. How to Win: The objective is simple: reduce your opponent’s life total to zero. That’s how you claim victory! Running out of cards won’t make you lose, but you’ll want to keep the pressure on your opponent and aim for that finishing blow! Now that you’ve got the basics down, you’re ready to jump into Cait’s Cage Match and have some fun. Enjoy the game, and may the best brawler win!
I don't think this format would be for me. Most players put mechanics first, but for me, the mechanics are always secondary to having a cohesive identity throughout the art and flavor of a deck. It's too strange to me to play a deck themed around the idea of a cage match when it features thopters, dragons, worms, spirits, elf knights, and magic (prismatic strands) instead of much more thematic and flavorful cards like savage punch, pugnacious pugilist, brass knuckles, prize fight, precise strike, scrappy bruiser, etc.
The format looks great, really want to buy some sleeves and the cards and bring it everywhere. I'm just concerned about the availability of white. Does it not feel clunky (especially for Triplicate Spirits which is double pips)? Do you think that adding "Cait is white as well" as a rule or changing the decklist would help? Cheers!
@@KomodoRAD i don't think the white is very clunky. You get through your deck FAST There aren't very good options for getting white into the field besides sprouting renewal. There are a couple creatures that play for free on discard, but they are both big enough that they would make combat miserable in general
@@shmugle let me know what you think! I considered both of these cards. Noxious revival is tough bc it gives too much advantage to someone who is already drawing well Am actually testing hogaak for a potential expansion I'll release next year 👀
I am most interested in Loxodon Smiter because it's another way to enable white mana, but I think it would also make combat much more stale as attacking with virtually any creature other than cait before the smiter hits the board would be too dangerous.
This looks pretty sweet. Are there any issues with running out of steam? If you can't die from deck-out, do you ever get stuck in stalemate with creatures just staring at each other?
@@TheFirstJake this is the most common question and after playing this game over 100 times I've had one game end in a stalemate There is a ton of nuance in the decisions of when to prioritize growing your cait, when to try and go wide, when to play your strands, etc
This is absolutely amazing. So well made and everything was so well thought out. I had seen your posts on X and then came across this video. Bravo! Can’t wait to see what next games you make in the future!
@@PerfectSevenMTG thank you so much!! :)
Wow this looks so fun!!! I love a new Dandan competitor
What an absolute delight. Microformats are wonderful bursts of creativity and strategy.
You can't drop more mini games when I haven't even done a Bat Heist video yet
I love when people think outside of the box with ways they can play and enjoy Magic. Thank you for sharing this!
This looks so fun. Thank you.
This looks incredibly fun and ingenious and like everything I love about Magic?! Definitely giving it a go, great work!
Very cool! I'm going to try this out
let me know what you think of it!
As a Cait fan in Fallout I love this~
I ordered a set of cards needed for this game from the LGS, I will try it out with my friends. This seems like a fun mini game format that is relatively easy to understand :)
@@MFewwy yayyy!!!! 🥳🥳
This is so cool to hear, please let me know what y'all end up thinking about it!
I heard you were selling these at Cubecon, but I couldn't find you after I found that out. Any chance you're still selling them with that awesome box?
This is so cool! I hope I get to try it out sometime
Can’t wait to buy this and make it into something I can bring when I travel or want to play a quick game!
Great microgame!
This format sounds awesome! I love this
sounds great, would appreciate an example gameplay vid
I feel like Richard Garfield would be proud of this.
@@kennymaness awww i sure hope so 🥺
Getting all these cards now. This is fun!
Same, I can't wait to receive mine and try to solve this format! :D
Hope this finds its way to shuffle up and play at some point 😊
This is really cool.
Sounds pretty cool, I have Cait, so I might look into it. 😁
Cool idea. This video makes me wonder if it is possible to make a micro MTG Snap format?
Marvel snap works as:
- 6 turns
- Each turn you get one more energy, ex: Turn One you have 1 Energy, Turn two you have 2, etc... Turn Six you got 6
- For the first 3 turns you reveal a location. Each location has an interesting effect.
- To win you just need more power in each zone than the other player.
So I am, off the cuff, thinking:
- Max CMC on a creature will be 6
- The deck is 12 cards max, creatures only
- For the locations maybe use certain Planechase cards or interesting non basic lands
- To win just have higher power in 2 out of 3 locations/lands ;p
@@mr.mammuthusafricanavus8299
This is actually a really interesting idea 🤔
I might have to brew something up for this
@@nilejoanrivers Thank you😀
Working title: Magic Snap
- Game ends after 6 turns each.
- A player wins if they win the majority of the following three objectives:
+ highest life total
+ most creatures controlled
+ most cards in hand
- Players may play one basic land per turn from outside the game (players don't need any lands in their deck).
- Players start with zero life. Players don't lose from life total.
- Decks can be any size. Players don't lose for an empty deck.
There's some interesting consequences from these rules. How much do you focus on your own plan vs disrupting the opponents'? Do you create a deck that is likely to only win two objectives, or all three? How large a deck do you want so you can draw enough cards to win the most cards in hand objective? You can even take an extra turn before your opponents reach their sixth turn and the game ends. The three objectives were the most obvious ones I could think of, but you could make your own.
Magic snap, I would love to see something like this
4:28 joke’s on you, you’re Mother
Have you considered Mutagenic Growth and Noxious Revival as cards when you built these decks?
I think Revival could provide a really neat interaction with your/opponents deck at instant speed.
Mutagenic Growth is an interesting combat trick.
@@MFewwy i did consider both of them
I'm hesitant to add combat tricks bc i think it makes the combat much more stale, but i have tested it a bit
Revival is tricky bc you can really sewer someone who is already behind. I think it is closer than growth to being good for the game though
Feel free to add either to your own copy tho!! :)
Any chance you could add a written ruleset to the primer on moxfield?
Something like,
1. Cait, Cage Brawler starts on the battlefield as a pre-game action and is not affected by summoning sickness.
2. Draw a starting hand of 5 cards. There are no mulligans. (Unless you want to)
3. Start with 20 life. You win by reducing the opponent's life to 0.
4. Skip your draw step each turn.
5. You do not lose the game for drawing from a deck with no cards.
Saving them for cons makes sense, but I would absolutely buy one of these if they were up in like an Etsy store or something
@@Crushanator1 hmmm good to know good to know 🤔
same!
Definitely!
Just sain, but one day if mad max universe beyond come out, i expect Thunderdome mini game.
Please follow up with a gameplay video. I love the idea and will create a box set for a friend.
Hey, if any of the cage match decks are still available, I'd love to buy one as a Christmas present.
I would like to see a video of the game played.
@@chamucoliz I'd love to film a video of the game being played but I'm just one gal 🥺
I feel like the white cards are hard to get out, but this seems fun. I'll for sure give it a shot.
Clearly the solution is WotC printing a White Rootwalla.
@@dukevulture4562 yeah you just have to get sprouting renewal into play and then it's easy
Sprouting renewal is actually the ONLY way to accomplish this in all of mtg as of right now :)
Hey! love the look for the format :3 would you ever consider selling some of the boxes online?
@@brainz4564 thank you!!
Maybe!! I am *considering* doing a Kickstarter or something at some point
Howdy! Is there a written instruction anywhere? If so, could it be added here and/or the moxfield primer?
I just got the cards in using your referral link and am excited to give it a spin. :D Cheers!
@@wastelanderghoul actually splendid idea
That doesn't really exist rn, but I'll try to get it up there this weekend :)
@nilejoanrivers hell yeah, thank you!
@wastelanderghoul 💚💚 let me know what you think!
My first thought is a format variant wherein one player starts with a different creature, but I'm not sure if there's a balanced option
I created some instructions from your subtitles with GPT, which may also be interesting for others.
I added pictures of the most important cards to mine:
Hey, you loser, want to know how to fight?
Well, strap in, because it ain’t for the faint-hearted. First thing you better do is get your sorry self set up with Cait, Cage Brawler on the battlefield. Cait’s not the one with 20 life here - that’s your life total. And trust me, that number’s gonna drop fast if you don’t get your act together. Now, pay attention: You can only attack the other player, not their creatures. Don’t go getting fancy ideas about fighting critters - this is a straight-up brawl between you and your opponent. So everybody put down Cait, shuffle up your 13 non-token cards, draw 5 and let’s rumble.
Step-by-Step Breakdown (Because Apparently, You Need Help)
1. Get Your Free Creatures Out, Fast: First thing on your pathetic little to-do list: get one of these free creatures out - Ornithopter, Basking Rootwalla, or Blazing Rootwalla. You better play Ornithopter right away because it costs you zilch. As for those Rootwallas, you ain’t doing anything smart until you discard ‘em when Cait punches someone in the face, then BAM! Cast ‘em for free thanks to that sweet Madness ability. Oh, and by the way, don’t get too excited - creatures you just cast have summoning sickness, which means they can’t attack the second they hit the battlefield. Yeah, you gotta wait till your next turn.
2. Get Your Elf Knight Out (Like, Right Now): Next up, if you got any brain cells left, you’re gonna want to bring in Sprouting Renewal. Why? Because you need that shiny Elf Knight to get those white convoke spells going. No Elf Knight, no big plays. Simple as that. The Elf Knight is a token, so among the bloody extra cards!
3. Start Convoke-ing Like You Mean It: With your little crew in place, start convoking out the big guns. The more creatures you tap (yeah, that means turning ‘em sideways like a boss), the nastier the spells you can pull off. Think you can handle Triplicate Spirits? That’s three flying spirits coming at you, fool. Or maybe you’re feeling extra gutsy and want to bring out Shivan Branch-Burner, that big ol’ 4/4 dragon with haste, ready to wreck some faces. Either way, don’t screw this up and watch out which creatures you use to create which type of mana! I don’t wanna hear no crying if you messed up the mana needed for a spell. Oh, and in case you want to use those fancy abilities of your creatures, you better forget about it unless they have convoke, or where else are you gonna get the mana from?
Basic Magic Rules for each Fighters Turn (Like Even a Noob Should Know)
1. Untap Phase: Start your turn by untapping everything. Yeah, that means you straighten out your tapped cards. It’s not rocket science, pal.
2. Casting Spells (Try Not to Mess This Up): When you’re casting those spells, you tap your creatures to help pay for them using convoke. Tapping means turning the card sideways - do I need to explain what sideways looks like?
3. Declare Attackers (And Actually Do Some Damage): When it’s time to swing, you declare which of your creatures are attacking and tap ‘em. Not that complicated. And, oh, if a creature’s got vigilance, congrats, you don’t have to tap it. Tapped creatures or creatures that just entered during your turn cannot attack you idiot and remember you attack the other player and not their creatures. Just a hint, leave someone behind to block when it is the enemy’s turn…maybe.
4. Declare Blockers (So You Don’t Get Wrecked): The poor sap on the other side has a chance to block. Blockers don’t tap, so try to keep up. Only untapped creatures can block. They say which of their creatures block your creatures and you decide the order in which your pals punch them in the face. Yes, they can gang up on one of your homies, so don’t expect some chivalry one on one shit.
5. Combat Resolution (AKA, Watch the Carnage): After blocking, damage gets dealt. If you’re lucky, you’ll still have some untapped creatures to cast more spells after combat. If not, maybe try not sucking so much next time.
6. End of Turn (Finally, Let Your Opponent Have a Go): Once you’re done attacking, casting, and whatever else you thought was smart, pass the turn. It’s time for your opponent to mop the floor with you.
Running Out of Cards (Don’t Sweat It, You’ll Lose Another Way First): Running out of cards doesn’t mean the game’s over. You can keep playing dummy and you’ll probably die before you run out anyway. So, don’t get any ideas about playing defensively for too long.
Winning (Or Probably Losing, Let’s Be Real): The goal? Knock your opponent’s life down to zero. Pretty simple, right? And remember, running out of cards doesn’t make you lose, but you’ll probably be six feet under before that happens.
@@starhux why is it bullying the reader like this lol 😭😭
@@nilejoanrivers Because the reader just entered into a cage fight with Cait and better buckle up xD
I just wanted to give it an outlaw feeling and somehow thought of Junker Queen from overwatch and her voice when I read it. If it is too mean anyone can just copy it into GPT and say please make it nice and inviting for new players ...boring.
Cait’s Cage Match - Easy-to-Follow Guide for New Players
Welcome to Cait’s Cage Match! Ready to dive into a fun, fast-paced game of Magic? This guide will walk you through the basics step by step, making sure everything is crystal clear. Don't worry - by the time you're done, you'll be ready to brawl!
Game Setup:
First things first: each player starts with Cait, Cage Brawler on the battlefield. Cait is already in the action, ready to go!
You, as the player, start with 20 life. Keep that number high because your opponent will be aiming to bring it down!
Remember, you’re only attacking the other player, not their creatures. This is a head-to-head battle!
Shuffle up your 13 non-token cards, draw five cards, and let’s get started!
Step-by-Step Gameplay
Play Your Free Creatures:
Your first move should be to get your free creatures onto the battlefield - Ornithopter, Basking Rootwalla, or Blazing Rootwalla.
Ornithopter costs 0 mana, so it’s ready to play right away!
As for the Rootwallas, you’ll want to discard them when Cait attacks. Once discarded, you can cast them for free thanks to the Madness ability. Keep in mind, though, that new creatures have “summoning sickness,” which means they can’t attack until your next turn.
Summon Your Elf Knight Token:
After you’ve got your free creatures out, the next step is to play Sprouting Renewal. This will create a 2/2 Elf Knight token, which will be key to casting your white spells with convoke.
Getting this token out is crucial for your big plays, so make sure you prioritize it!
Use Convoke to Cast Powerful Spells:
With your creatures on the battlefield, you can now start casting bigger spells using convoke.
Tap your creatures to help pay for these spells. The more creatures you have, the bigger the spells you can cast. For example, use Triplicate Spirits to create three flying Spirit tokens or bring out the mighty Shivan Branch-Burner, a 4/4 flying dragon with haste.
Remember to use your creatures wisely when casting spells - some creatures generate colored mana, so make sure you’re matching the right mana with the right spell!
Basic Magic Rules for Your Turn
Untap Phase:
At the start of your turn, untap (straighten) all tapped cards. This refreshes your resources and gets your creatures ready for action again!
Casting Spells:
To cast your spells, you’ll need to tap creatures using convoke. Tapping means turning the card sideways to show that it’s been used.
Declare Attackers:
Ready to attack? Declare which of your creatures will be attacking and tap them. Just remember, only creatures that have been on the battlefield since your last turn (or those with vigilance) can attack.
Also, you attack the other player, not their creatures.
Declare Blockers:
Your opponent has the chance to block your attackers. They’ll choose which of their untapped creatures will block yours. Multiple creatures can block a single attacker, so think strategically!
Combat Resolution:
After blocking, damage is dealt, and the battle unfolds. If you’ve still got untapped creatures afterward, you can cast more spells!
End of Turn:
When you’re done with your attacks and spells, pass the turn to your opponent. It’s their chance to take the stage!
Running Out of Cards? No Big Deal!
Don’t worry if you run out of cards in your deck - it’s not a game-ending mechanic here. You can keep playing and enjoy the game without fear of being knocked out for running low on cards.
How to Win:
The objective is simple: reduce your opponent’s life total to zero. That’s how you claim victory! Running out of cards won’t make you lose, but you’ll want to keep the pressure on your opponent and aim for that finishing blow!
Now that you’ve got the basics down, you’re ready to jump into Cait’s Cage Match and have some fun. Enjoy the game, and may the best brawler win!
I don't think this format would be for me. Most players put mechanics first, but for me, the mechanics are always secondary to having a cohesive identity throughout the art and flavor of a deck. It's too strange to me to play a deck themed around the idea of a cage match when it features thopters, dragons, worms, spirits, elf knights, and magic (prismatic strands) instead of much more thematic and flavorful cards like savage punch, pugnacious pugilist, brass knuckles, prize fight, precise strike, scrappy bruiser, etc.
The format looks great, really want to buy some sleeves and the cards and bring it everywhere.
I'm just concerned about the availability of white. Does it not feel clunky (especially for Triplicate Spirits which is double pips)? Do you think that adding "Cait is white as well" as a rule or changing the decklist would help? Cheers!
@@KomodoRAD i don't think the white is very clunky. You get through your deck FAST
There aren't very good options for getting white into the field besides sprouting renewal. There are a couple creatures that play for free on discard, but they are both big enough that they would make combat miserable in general
Love it. Already ordered everything I need. Would noxious revival and hogaak work well in this?
@@shmugle let me know what you think!
I considered both of these cards. Noxious revival is tough bc it gives too much advantage to someone who is already drawing well
Am actually testing hogaak for a potential expansion I'll release next year 👀
what about Loxodon Smiter, and Dodecapod?
I am most interested in Loxodon Smiter because it's another way to enable white mana, but I think it would also make combat much more stale as attacking with virtually any creature other than cait before the smiter hits the board would be too dangerous.
@@nilejoanrivers that is also very true.
13 cards means one could play it with a standard playing card deck, using one suie each, treating them as proxys.
@@lydiasteinebendiksen4269 true! I hadn't thought of that
This looks pretty sweet. Are there any issues with running out of steam? If you can't die from deck-out, do you ever get stuck in stalemate with creatures just staring at each other?
@@TheFirstJake this is the most common question and after playing this game over 100 times I've had one game end in a stalemate
There is a ton of nuance in the decisions of when to prioritize growing your cait, when to try and go wide, when to play your strands, etc