I think the rule set is more important that the deck list. Similar to judge tower, you could just bulk leftover cards to make the “store” and then go through the rounds.
@@noahwarren8020 I do think there are a lot of specific interactions, like lands not untapping and treasures sticking around. Plus activated abilities might be a bit whacky.
To make the shops more interesting, it could be nice to allow lands to be used to cycle the shop. Spending one mana (maybe scaling it for certain mana costs) to cycle for better creatures seems neat.
You guys really should have some spot on your website where you can host rules for these cool alternative formats you make! That way you can link them in the description (which could drive more traffic to the site) and satisfy everyone who wants to know the exact rules for these formats at the same time. Loved the video and would love to see more of this format!
Here you go, I added a small amount to the game mode like the potential for a land deck and the ability to spend mana to cycle the top cards of the shop decks. MAGIC THE GATHERING: AUTO-BATTLER MODE This game mode is split into two alternating game phases; The Shop and The Turns At the start of the game, players start with no cards in their library and have 20 life. The first starting game state is the Shop, followed by the Battles, then the Shop and so on. Life totals do not change between the Shop and Turns phases. When a player drops to 0 life, they lose and are out of the game. The Shop Phase -Each player untaps all lands that aren't stunned(Set to not untap on that player's next untap step). -Add new mana value decks based on up to the most amount of mana that can be generated by a player this Phase plus 1. (Example: On the first Shop phase, the 1 mana value deck would be added to the shop since the most amount of mana is 0 plus the extra 1) Artifacts, such as Treasures, can be used for mana in the shop phase so make sure to calculate that mana as well. -At the beginning of each player's turn in the Shop Phase, reveal the top card of each unrevealed mana value deck in the shop. -The player with the lowest life starts first. On the first Shop phase, the starting player is randomly chosen and the next player in clockwise order will start the next round if there is a tie in life total. -The active player may choose a basic land(Including Snow Covered Basics and Wastes) to gain at any time during their turn. -If there is a land deck, a player may choose the revealed land to gain instead of a basic land. -A player can 'buy' any cards revealed in the shop during their turn by spending mana as though you were going to cast that card. A nonland card bought this way is added to that player's library. -At any time during a player's turn a player can spend 1 mana to refresh each of the revealed cards by putting it on the bottom of its respective deck and revealing the top card of that deck. -Once a player is done buying and passes their turn, the next lowest life player takes their turn. If the life totals are tied, the next player in clockwise order takes their turn. -After each player has taken a turn in the Shop phase, the Shop phase ends and the Turns phase begins. The Turns Phase -Each player shuffles their graveyard into their library. -Normal magic turn structure with a few exceptions. -The untap phase does not untap lands. -No starting hand and if a card would be put into a players hand from their library, instead that player reveals that card, put it onto the battlefield if its a land and cast that card without paying its mana cost if its a nonland card. If they can't cast it(For example, if the card has targets that can't be satisfied), put that card into their graveyard. -Creatures must attack and block if able. Damage dealt to creatures is not removed at the cleanup phase. -When a creature deals combat damage to a player, its controller puts that creature into its owner's graveyard at the end of combat. -At the beginning of the end step, if each player's library has no cards in it and no nontoken creatures on the battlefield have been cast or attacked a player since its controller's last upkeep, each player sacrifices each creature they control, each aura attached to those creatures and discards their hand, the Turns phase ends and the Shop phase begins. Extra notes -Cards that are exiled don't come back in between battle phases based on the rules shown so I would suggest effects that exile be used sparingly. --Along with that I would suggest effects that mill to be used sparingly due to the smaller deck sizes. ---Effects that put cards from your graveyard into your library are quite strong if they can do it in bulk due to the smaller deck sizes as well.
funny that i saw a twitter comment few days ago that said something like "brewing is the most fun part in magic. Sometimes i wish it would be an autobattler." and now it is!
This is really cool!! I’d love to see decklists and rules for this, seems like a very fun thing to do with any level of draft chaff or singles that aren’t going in decks
One change i think you guys can make to this format is not making the battle random, but actually each player chooses their order before combat starts, so it's more of a rps than random
I was thinking something similar, but every time you flip a card you have to put it in a "lane" to the left or right of your current cards. And you always attack into the opposing lane. Like Artifact, if anyone remembers that lol.
Alright, for anyone who wants to be able to play this and need a guideline on how it works, I wrote down a ruleset for it(along with a few extra bits to make it flow more cohesively and like most autobattlers) MAGIC THE GATHERING: AUTO-BATTLER MODE This game mode is split into two alternating game phases; The Shop and The Turns At the start of the game, players start with no cards in their library and have 20 life. The first starting game state is the Shop, followed by the Battles, then the Shop and so on. Life totals do not change between the Shop and Turns phases. When a player drops to 0 life, they lose and are out of the game. The Shop Phase -Each player untaps all lands that aren't stunned(Set to not untap on that player's next untap step). -Add new mana value decks based on up to the most amount of mana that can be generated by a player this Phase plus 1. (Example: On the first Shop phase, the 1 mana value deck would be added to the shop since the most amount of mana is 0 plus the extra 1) Artifacts, such as Treasures, can be used for mana in the shop phase so make sure to calculate that mana as well. -At the beginning of each player's turn in the Shop Phase, reveal the top card of each unrevealed mana value deck in the shop. -The player with the lowest life starts first. On the first Shop phase, the starting player is randomly chosen and the next player in clockwise order will start the next round if there is a tie in life total. -The active player may choose a basic land(Including Snow Covered Basics and Wastes) to gain at any time during their turn. -If there is a land deck, a player may choose the revealed land to gain instead of a basic land. -A player can 'buy' any cards revealed in the shop during their turn by spending mana as though you were going to cast that card. A nonland card bought this way is added to that player's library. -At any time during a player's turn a player can spend 1 mana to refresh each of the revealed cards by putting it on the bottom of its respective deck and revealing the top card of that deck. -Once a player is done buying and passes their turn, the next lowest life player takes their turn. If the life totals are tied, the next player in clockwise order takes their turn. -After each player has taken a turn in the Shop phase, the Shop phase ends and the Turns phase begins. The Turns Phase -Each player shuffles their graveyard into their library. -Normal magic turn structure with a few exceptions. -The untap phase does not untap lands. -No starting hand and if a card would be put into a players hand from their library, instead that player reveals that card, put it onto the battlefield if its a land and cast that card without paying its mana cost if its a nonland card. If they can't cast it(For example, if the card has targets that can't be satisfied), put that card into their graveyard. -Creatures must attack and block if able. Damage dealt to creatures is not removed at the cleanup phase. -When a creature deals combat damage to a player, its controller puts that creature into its owner's graveyard at the end of combat. -At the beginning of the end step, if each player's library has no cards in it and no nontoken creatures on the battlefield have been cast or attacked a player since its controller's last upkeep, each player sacrifices each creature they control, each aura attached to those creatures and discards their hand, the Turns phase ends and the Shop phase begins. Extra notes -Cards that are exiled don't come back in between battle phases based on the rules shown so I would suggest effects that exile be used sparingly. --Along with that I would suggest effects that mill to be used sparingly due to the smaller deck sizes. ---Effects that put cards from your graveyard into your library are quite strong if they can do it in bulk due to the smaller deck sizes as well.
This reminds me of being a kid and trying to make up random weird games with magic cards to spice things up. I remember one thing I did was I made a grid-based battler where you placed your lands down on spaces + your creatures would move around the grid, and if any creature moved to a space where it shared a color with the land there, they got a +1/+1 buff or something. It was kinda neat but I didn't make enough rules for it and I think my friends only played it twice, lmao.
What a fun format! Definitely want to see more of this in the future!! Would it be possible to post the rules, I couldn't understand why creatures had to be sacrificed
Glad that you like it! One of the rules was that whenever a creature deals combat damage to a player, it is sacrificed afterwards, otherwise once only one player has a creature left over, the game would be over because he could just attack again and again because the round ends, when neither player has a creature left. I hope that helps!
@@CardmarketMagic Yes it does, thank you! I wasn't sure if the sacrifice was after an initial attack or once they had delt damage to an opponent. Now I can get shops ready and challenge my friends 👍
I would totally like to nerd out watching a video of how the guys come up with this videos and sorting through the cards they are going to use making them
The idea of having a randomized deck for an auto battler is really interesting. Adds an element of proper deckbuilding instead of just teambuilding. Could be interesting to have spells also in the shop that would auto cast when drawn, at the downside of not getting a body
That was really cool, I'd love to see more videos of this game type! Maybe with 4 people and a rotating battle system so you're fighting different people every time?
Oh I love the idea of a MtG autobattler! I don't have an LGS around my area so it's hard to get games in, but if this could be turned into a boxed game to crack out I bet this could be a great way of getting quick games in.
I'd love to see this more fleshed out and the rules explained with examples beforehand. Feels like this was just a spontaneous idea you came up with, but it could work quite well with a full concept around it
I have to add to the comments asking if it might be possible to post the ruleset you used. There's not enough content right now about experimenting with new ways to play, and this looks really interesting!
Definitely would like to see a decklist of the shops, would love to try this with some friends and would love to see what kinda fun stuff didn't get played out to get to include in our own lists at home (would also love a part 2 for sure)
I would like to see how other card types would work , Instances and enchants might be might be fun (and maybe graveyard effects) maybe they have their own slot in the shop ; also also equipment that stays on that creature and gets auto equipped to it when it comes in to play .
This was a great video! Just a suggestion, when you do new games like this maybe it would be a good idea to explain the rules at the beginning instead of throughout the game? It might make it a bit easier to follow the game and understand everyone’s moves.
Are you guys familiar with Horde? I've got a few tribal Horde decks (minotaurs because that's what the Theros event was as well as zombies) but I don't know how to run it as a gauntlet where player decks shrink as they play cards. Any ideas how to do this?
Pacifism would be great in this! Making creatures not able to attack or block would be helpful on both sides, either to disable enemy creatures... or make sure yours don't die!
I've wanted this on arena since playing hearthstone for a little bit solely because of the autobattler, I hope WOTC gives it to us. Great Video fellas much love
I think the creatures should stick around after their attack until one side has no creatures left (think Hearthstone Battlegrounds). Also the suggestion of having damage dealt to opponent based on something else like mana or creature count (also like HS Battlegrounds) would be great. Either way, awesome idea!
So I just noticed that the creatures actually do stick around after attacking if they are blocked but they only hit the opponent once and then they die. I actually think that's pretty good, so disregard previous comment. :) Good job as usual CM guys!
Thats a wild format to play with magic cards. I think i will try that sometime. can you keep mana up during the shop phase to pay for abilities during combat?
@@undine120 i was more talking about not tapping your lands in the first place during the shop phase. Tapping lands to create treasure tokens seems kinda arbitrary to me, why would you be able to do that? (Thats an honest question, i do wanna know if it was just an idea or if you have a good reason)
@@mawillix2018 hmm okay. I was never a big fan of storing mana for a later turn and i havent really seen anybody use magic cards that do this (except if people build specific combos around it of course) so i would say this mechanic is not really magic flavoured. Maybe if you can actually buy ramp stuff that you can keep instead of making treasures 🤔
Its an interesting idea, but I think it need some tweaks. For example Elf is kind of useless its 1/1 that kills your turn and even champ blocking is kinda of meh since the opponent restand and some cards like the treasure generating guys seems insane. Btw what would happen if a player just decided to tap elf for mana?Or that cant be done? But fun watch regardless. Thanks for video!
I'd make the rules for this as follows One land per turn. Lowest life total buys first, round one randomly decided. Tied life total alternating who goes first. Combat is done by shuffling the "draw" pile then laying them down face down. Reveal them and battle from left to right. Repeating combat until one side has no creatures left. Damage taken is equal to the mana value of the creatures surviving plus the amount of lands the opponent has in play.
Platinum angel is very strange in this. Its ability isn't so good, because the battlefield gets cleared between every round, and as a flyer it is likely to just attack and die at the first opportunity.
If thoralf would not have targeted the lands but the blocking creatures with his frost titan, he would have won earlier, dealing 2*6 dmg, which was excatly jamins remaining LP 😂
@@CardmarketMagic I understand that different languages pronounce letters differently, but it seems like someone should pronounce someone's name the way that person says it. Thoralf isn't even saying the right vowel in the first syllable
Very interesting game, same problem (to me) as autobattlers, you can never understand what's going on and it's so opaque as to what was a good move or not because it has so many layers of obfuscation
I will voice my opinion that I disliked the video, sadly. The idea is cool but I feel like it could be implemented better (don't ask me how exactly). But still, all the love to the crew, thanks for content.
This actually was a super creative idea! More of this please!
This is a great idea for set specific casual play. All you need is a pool of lands, and X boosters.
I’d love decklists and a rule set for this. It seems like a blast!
I guess just use something like scryfall or so for the cards
@@ScorpioneOrzion but there’s probably cards we didn’t see
I think the rule set is more important that the deck list. Similar to judge tower, you could just bulk leftover cards to make the “store” and then go through the rounds.
pretty sure its like cube. you make it up the list as you go.
@@noahwarren8020 I do think there are a lot of specific interactions, like lands not untapping and treasures sticking around. Plus activated abilities might be a bit whacky.
To make the shops more interesting, it could be nice to allow lands to be used to cycle the shop. Spending one mana (maybe scaling it for certain mana costs) to cycle for better creatures seems neat.
You guys really should have some spot on your website where you can host rules for these cool alternative formats you make! That way you can link them in the description (which could drive more traffic to the site) and satisfy everyone who wants to know the exact rules for these formats at the same time. Loved the video and would love to see more of this format!
Here you go, I added a small amount to the game mode like the potential for a land deck and the ability to spend mana to cycle the top cards of the shop decks.
MAGIC THE GATHERING: AUTO-BATTLER MODE
This game mode is split into two alternating game phases; The Shop and The Turns
At the start of the game, players start with no cards in their library and have 20 life. The first starting game state is the Shop, followed by the Battles, then the Shop and so on.
Life totals do not change between the Shop and Turns phases. When a player drops to 0 life, they lose and are out of the game.
The Shop Phase
-Each player untaps all lands that aren't stunned(Set to not untap on that player's next untap step).
-Add new mana value decks based on up to the most amount of mana that can be generated by a player this Phase plus 1. (Example: On the first Shop phase, the 1 mana value deck would be added to the shop since the most amount of mana is 0 plus the extra 1) Artifacts, such as Treasures, can be used for mana in the shop phase so make sure to calculate that mana as well.
-At the beginning of each player's turn in the Shop Phase, reveal the top card of each unrevealed mana value deck in the shop.
-The player with the lowest life starts first. On the first Shop phase, the starting player is randomly chosen and the next player in clockwise order will start the next round if there is a tie in life total.
-The active player may choose a basic land(Including Snow Covered Basics and Wastes) to gain at any time during their turn.
-If there is a land deck, a player may choose the revealed land to gain instead of a basic land.
-A player can 'buy' any cards revealed in the shop during their turn by spending mana as though you were going to cast that card. A nonland card bought this way is added to that player's library.
-At any time during a player's turn a player can spend 1 mana to refresh each of the revealed cards by putting it on the bottom of its respective deck and revealing the top card of that deck.
-Once a player is done buying and passes their turn, the next lowest life player takes their turn. If the life totals are tied, the next player in clockwise order takes their turn.
-After each player has taken a turn in the Shop phase, the Shop phase ends and the Turns phase begins.
The Turns Phase
-Each player shuffles their graveyard into their library.
-Normal magic turn structure with a few exceptions.
-The untap phase does not untap lands.
-No starting hand and if a card would be put into a players hand from their library, instead that player reveals that card, put it onto the battlefield if its a land and cast that card without paying its mana cost if its a nonland card. If they can't cast it(For example, if the card has targets that can't be satisfied), put that card into their graveyard.
-Creatures must attack and block if able. Damage dealt to creatures is not removed at the cleanup phase.
-When a creature deals combat damage to a player, its controller puts that creature into its owner's graveyard at the end of combat.
-At the beginning of the end step, if each player's library has no cards in it and no nontoken creatures on the battlefield have been cast or attacked a player since its controller's last upkeep, each player sacrifices each creature they control, each aura attached to those creatures and discards their hand, the Turns phase ends and the Shop phase begins.
Extra notes
-Cards that are exiled don't come back in between battle phases based on the rules shown so I would suggest effects that exile be used sparingly.
--Along with that I would suggest effects that mill to be used sparingly due to the smaller deck sizes.
---Effects that put cards from your graveyard into your library are quite strong if they can do it in bulk due to the smaller deck sizes as well.
Explore into an empty library actually does put a +1/+1 counter ;)
Nothing is a non land card after all
I paused the video to look for this comment
@@seanforeback318 Nothing isn't a non-land card but what matters is that it's not a land card.
funny that i saw a twitter comment few days ago that said something like "brewing is the most fun part in magic. Sometimes i wish it would be an autobattler." and now it is!
This is really cool!! I’d love to see decklists and rules for this, seems like a very fun thing to do with any level of draft chaff or singles that aren’t going in decks
One change i think you guys can make to this format is not making the battle random, but actually each player chooses their order before combat starts, so it's more of a rps than random
I was thinking something similar, but every time you flip a card you have to put it in a "lane" to the left or right of your current cards. And you always attack into the opposing lane. Like Artifact, if anyone remembers that lol.
So a bit like Super Auto Pets?
Alright, for anyone who wants to be able to play this and need a guideline on how it works, I wrote down a ruleset for it(along with a few extra bits to make it flow more cohesively and like most autobattlers)
MAGIC THE GATHERING: AUTO-BATTLER MODE
This game mode is split into two alternating game phases; The Shop and The Turns
At the start of the game, players start with no cards in their library and have 20 life. The first starting game state is the Shop, followed by the Battles, then the Shop and so on.
Life totals do not change between the Shop and Turns phases. When a player drops to 0 life, they lose and are out of the game.
The Shop Phase
-Each player untaps all lands that aren't stunned(Set to not untap on that player's next untap step).
-Add new mana value decks based on up to the most amount of mana that can be generated by a player this Phase plus 1. (Example: On the first Shop phase, the 1 mana value deck would be added to the shop since the most amount of mana is 0 plus the extra 1) Artifacts, such as Treasures, can be used for mana in the shop phase so make sure to calculate that mana as well.
-At the beginning of each player's turn in the Shop Phase, reveal the top card of each unrevealed mana value deck in the shop.
-The player with the lowest life starts first. On the first Shop phase, the starting player is randomly chosen and the next player in clockwise order will start the next round if there is a tie in life total.
-The active player may choose a basic land(Including Snow Covered Basics and Wastes) to gain at any time during their turn.
-If there is a land deck, a player may choose the revealed land to gain instead of a basic land.
-A player can 'buy' any cards revealed in the shop during their turn by spending mana as though you were going to cast that card. A nonland card bought this way is added to that player's library.
-At any time during a player's turn a player can spend 1 mana to refresh each of the revealed cards by putting it on the bottom of its respective deck and revealing the top card of that deck.
-Once a player is done buying and passes their turn, the next lowest life player takes their turn. If the life totals are tied, the next player in clockwise order takes their turn.
-After each player has taken a turn in the Shop phase, the Shop phase ends and the Turns phase begins.
The Turns Phase
-Each player shuffles their graveyard into their library.
-Normal magic turn structure with a few exceptions.
-The untap phase does not untap lands.
-No starting hand and if a card would be put into a players hand from their library, instead that player reveals that card, put it onto the battlefield if its a land and cast that card without paying its mana cost if its a nonland card. If they can't cast it(For example, if the card has targets that can't be satisfied), put that card into their graveyard.
-Creatures must attack and block if able. Damage dealt to creatures is not removed at the cleanup phase.
-When a creature deals combat damage to a player, its controller puts that creature into its owner's graveyard at the end of combat.
-At the beginning of the end step, if each player's library has no cards in it and no nontoken creatures on the battlefield have been cast or attacked a player since its controller's last upkeep, each player sacrifices each creature they control, each aura attached to those creatures and discards their hand, the Turns phase ends and the Shop phase begins.
Extra notes
-Cards that are exiled don't come back in between battle phases based on the rules shown so I would suggest effects that exile be used sparingly.
--Along with that I would suggest effects that mill to be used sparingly due to the smaller deck sizes.
---Effects that put cards from your graveyard into your library are quite strong if they can do it in bulk due to the smaller deck sizes as well.
This reminds me of being a kid and trying to make up random weird games with magic cards to spice things up. I remember one thing I did was I made a grid-based battler where you placed your lands down on spaces + your creatures would move around the grid, and if any creature moved to a space where it shared a color with the land there, they got a +1/+1 buff or something. It was kinda neat but I didn't make enough rules for it and I think my friends only played it twice, lmao.
Battlegrounds/TFT in Magic?! What a perfect duo!
FYI Magic Battlegrounds is actually an existing game.
@@Kettwiesel25 lol yeah, i had that on xbox and it was awful, like really bad
@@Matti_Mattsen I mean, it wasn't Magic by any stretch but it wasn't that bad...
j'ai presque envie de faire un deck pour l'UF actually.
What a fun format! Definitely want to see more of this in the future!! Would it be possible to post the rules, I couldn't understand why creatures had to be sacrificed
Glad that you like it! One of the rules was that whenever a creature deals combat damage to a player, it is sacrificed afterwards, otherwise once only one player has a creature left over, the game would be over because he could just attack again and again because the round ends, when neither player has a creature left. I hope that helps!
@@CardmarketMagic Yes it does, thank you! I wasn't sure if the sacrifice was after an initial attack or once they had delt damage to an opponent. Now I can get shops ready and challenge my friends 👍
I ended up making a ruleset for it in the absence of them doing it if you would like it :)
@@jack229111sweet you still have it?
I would totally like to nerd out watching a video of how the guys come up with this videos and sorting through the cards they are going to use making them
Again! Again! The alternative formats/gameplay are a treat and I hope we get to see more. This Autobattler was a very cool idea!
Yeah, you can make some more vids like this lads. Jamin you out done yourself.
Thoralf screaming "This is all rigged!" is funny enough, but then he ends up getting Frost Titan lol
The idea of having a randomized deck for an auto battler is really interesting. Adds an element of proper deckbuilding instead of just teambuilding. Could be interesting to have spells also in the shop that would auto cast when drawn, at the downside of not getting a body
That was really cool, I'd love to see more videos of this game type! Maybe with 4 people and a rotating battle system so you're fighting different people every time?
Oh I love the idea of a MtG autobattler! I don't have an LGS around my area so it's hard to get games in, but if this could be turned into a boxed game to crack out I bet this could be a great way of getting quick games in.
Tbh frost titan might be too good for this, felt like that card solo won
I agree, or maybe the lands shouldn't be targetable
Imagine if primetime was here, you could build a dang army lol
Primetime searches the library to find ... no lands.
Yeah basically
@@RibusPQR But it's a 6/6 trample. You could die to trample before you reveal something big enough to get it off the board.
I'd love to see this more fleshed out and the rules explained with examples beforehand. Feels like this was just a spontaneous idea you came up with, but it could work quite well with a full concept around it
I have to add to the comments asking if it might be possible to post the ruleset you used. There's not enough content right now about experimenting with new ways to play, and this looks really interesting!
feels like this would be a great home for vanilla creatures, too. finally a place where these could be used.
Definitely would like to see a decklist of the shops, would love to try this with some friends and would love to see what kinda fun stuff didn't get played out to get to include in our own lists at home
(would also love a part 2 for sure)
Waaaait holy cow this was amazing! Theres definitely room for some more rule making then having an actual 8 man free for all with this. More please!
This actually looks so fun to play.
This seems like an amazing way to play a quick game.
This was a lot of fun! Glad to see the team continuing to put out such creative content.
I loved this format! Would like to see more! Themed sets and stuff like that too!
I. Want. More.
This looked so fun
Ok, i need to play this with my brother!
I would like to see how other card types would work , Instances and enchants might be might be fun (and maybe graveyard effects) maybe they have their own slot in the shop ; also also equipment that stays on that creature and gets auto equipped to it when it comes in to play .
Beating Jamin at his own game, GGs
Super fun format. I want to try this myself with a friend!
This would be super programmable if Magic Arena (or Online) allowed for custom modes and rules.
This was a great video! Just a suggestion, when you do new games like this maybe it would be a good idea to explain the rules at the beginning instead of throughout the game? It might make it a bit easier to follow the game and understand everyone’s moves.
This was so fun to watch good job guys!
I love this! Question, how many cards do you think you need in each pile for the shops? Going to put one of these together 😁
This looks awesome!
You guys are so good at this
So nice to Just see the OGs!
autobattler is actually a really cool game mode!
Huh. Interesting idea. I would change it where each player gets to build half of the shop deck.
Such a creative idea for a game, reminds me of momir a bit. Would love to see this in arena/mtgo or something like it.
Are you guys familiar with Horde? I've got a few tribal Horde decks (minotaurs because that's what the Theros event was as well as zombies) but I don't know how to run it as a gauntlet where player decks shrink as they play cards. Any ideas how to do this?
Using the Shopping Wizard is less like auto-shopping and more like burning your money these days....
More of this please!
Of course it sacrifices when it attacks you. You just made up the rules! Great content
Pacifism would be great in this!
Making creatures not able to attack or block would be helpful on both sides, either to disable enemy creatures... or make sure yours don't die!
Love the Idea
The subtitles said, "as with any auto battler, you start without any d***" 🤣🤣🤣
Yo that was legit!! New game mode emerges
With explore, even if you have an empty deck it still gets a counter.
Exploring with an empty library gets you a +1/+1 counter. You get the +1/+1 if you don't find a land not if you find a nonland.
This gave me ideas for something I am working on thanks! :D
I've wanted this on arena since playing hearthstone for a little bit solely because of the autobattler, I hope WOTC gives it to us. Great Video fellas much love
This is incredible!
nice mtg autobattler, cardmarket!
Did you really create this? 😮
Cause its seems really really solid. I'm amazed and impressed!
This is so cool, I'd love to know the rules and try it myself!
Oh this is cool I liked this one.
More of this!!!
I love these crazy games :D need to make an autobattler deck now! you should post the "rules" somewhere :D
Jeah, jamin is back!!
He was away?
I don't know. But he didn't really make an appearance in the last couple videos
Hmmm, the recent ones were the “best deck in pauper” series right?
that was surprisingly interesting
Cool Idea! is there any underlying rule why the treasure token stays on board when other cards don't?
I loved this a lot!!
I think the creatures should stick around after their attack until one side has no creatures left (think Hearthstone Battlegrounds). Also the suggestion of having damage dealt to opponent based on something else like mana or creature count (also like HS Battlegrounds) would be great. Either way, awesome idea!
So I just noticed that the creatures actually do stick around after attacking if they are blocked but they only hit the opponent once and then they die. I actually think that's pretty good, so disregard previous comment. :) Good job as usual CM guys!
i liked when they attacked :)
Superb stuff
Thats a wild format to play with magic cards. I think i will try that sometime.
can you keep mana up during the shop phase to pay for abilities during combat?
Maybe unspent mana in shop phase becomes treasure tokens? Could even be a strat to skip the first couple rounds to mana ramp, effectively?
@@undine120 i was more talking about not tapping your lands in the first place during the shop phase.
Tapping lands to create treasure tokens seems kinda arbitrary to me, why would you be able to do that? (Thats an honest question, i do wanna know if it was just an idea or if you have a good reason)
@doim1676 because that's how gold economy works in similar games.
@@mawillix2018 hmm okay. I was never a big fan of storing mana for a later turn and i havent really seen anybody use magic cards that do this (except if people build specific combos around it of course) so i would say this mechanic is not really magic flavoured. Maybe if you can actually buy ramp stuff that you can keep instead of making treasures 🤔
Its an interesting idea, but I think it need some tweaks. For example Elf is kind of useless its 1/1 that kills your turn and even champ blocking is kinda of meh since the opponent restand and some cards like the treasure generating guys seems insane. Btw what would happen if a player just decided to tap elf for mana?Or that cant be done?
But fun watch regardless. Thanks for video!
I'd make the rules for this as follows
One land per turn.
Lowest life total buys first, round one randomly decided. Tied life total alternating who goes first.
Combat is done by shuffling the "draw" pile then laying them down face down. Reveal them and battle from left to right. Repeating combat until one side has no creatures left. Damage taken is equal to the mana value of the creatures surviving plus the amount of lands the opponent has in play.
I like this idea. If creatures are alive still, battle left to right again? And what about fliers?
Ayo, what was that moan at 10:44 🤔
Great idea!
Great Idea!
Platinum angel is very strange in this. Its ability isn't so good, because the battlefield gets cleared between every round, and as a flyer it is likely to just attack and die at the first opportunity.
This is incredible!!!!
branchwalker still gets a counter there
Can we get the Dan-Dan version of auto battler? Would be super interesting to see.
Wizards of the Coast is leaving money on the table by not making this an official video game!
MtG Arena is RIGHT THERE!
Can we get another Community card video.
Develop the rules and deck list some more and make more videos of this please!
I NEED MORE
Nice once again
i thought you were going to build that one mtg turing machine lol
Hey, this is kinda like Dandan!
Fun idea!!!!
Yes yes yes!
Does anyone know what the shop background music is?
If thoralf would not have targeted the lands but the blocking creatures with his frost titan, he would have won earlier, dealing 2*6 dmg, which was excatly jamins remaining LP 😂
what did i just watch🤖
This is actually a really cool idea! Any reason you decided against being able to sort decks? (Seems like that would make it much more strategic.)
Nice
So how does Jamin actually pronounce his name? Thoralf says it Jay-min, while Carl says it Yah-min
In German, it's pronounced with a soft J, like how I say it (Carl). But if you anglosize it, you pronounce it with a hard J like Thoralf does 👍
@@CardmarketMagic I understand that different languages pronounce letters differently, but it seems like someone should pronounce someone's name the way that person says it. Thoralf isn't even saying the right vowel in the first syllable
Very interesting game, same problem (to me) as autobattlers, you can never understand what's going on and it's so opaque as to what was a good move or not because it has so many layers of obfuscation
This is just Hearthstone Battlegrounds right?
I will voice my opinion that I disliked the video, sadly. The idea is cool but I feel like it could be implemented better (don't ask me how exactly). But still, all the love to the crew, thanks for content.
Glad people enjoyed this but I tried to get through it twice and still couldn't finish it.
I’m disappointed this isn’t real. Excellent clickbait.