I actually want to see some decks especially made for this "game mode". Playing some underrated cards with defender as in taunt and what not would be really cool
First strike is much less of a problem in Magic because damage heals, and defending players have the advantage because they can choose multiple blockers. In a game like Hearthstone, first strike or double strike is insane.
@@ranchangu it's MUCH less problematic because the the defender can always pick favorable blocks. Say you're attacking with a 3/1 first strike. If I have four 1/1s, I just chump or don't block, or I quad block if I really need it dead. I have 3 options. In the hearthstone game above, four 1/1s can never kill a 3/1 first strike, no matter what. And when the turns change, if I attack into you for four 1/1s, I lose a 1/1 guaranteed. If I attack with four 3/3s, I lose a 3/3. In the hearthstone game above, four 3/3s can also never kill a 3/1 first strike. So in Magic, first strike on all turns doesn't matter as much. In hearthstone, first strike on ANY TURN is insanely strong.
@@andrewsheiman8574 to be clear I'm saying attacking first strike is fine. defending first strike generally isn't, and most MTG designs of recent don't include defending first strike in sets. defending player always picking ideal blocks + having first strike to make it easier is problematic.
Maybe in a really old set like GvG. Hearthstone has more or less moved away from straight-up coin flips like Dr. Boom. Nowadays rhe random bullshit is from having piles of card generation.
@@arthursmit8468 Then they would still be bad and no one would have any Taunt creatures because they're all borderline unplayable with 0 Attack points. 'Can't attack' exists on a lot of cards in Hearthstone and is more similar to Defender (considering they are literally the same effects). Vigilance is a way better effect to represent Taunt.
@@arthursmit8468 Vigilance is a much better taunt equivalent. there are "can't attack" creatures in hearthstone and some of them also have taunt as well
For info, there is a graveyard, as some hearthstone card can for example resurect a random creature from the pool of undead who died (can be selected several time), or from the pool any less than 3 mana creatures.
There's an entire archetype called Rez Priest that whole shtick is bringing back the undead that either destroys minions or has lifesteal or reborn to make it very sticky
I remember playing MTG cards as if they were Yu-Gi-Oh cards back in middle school. This is a really fun idea, I’d love to see some other variations on it!
I'd think Sagas should be treated more like Quests, positioned in the same places as Secrets (above the Hero portrait) instead of taking up board space. There are static abilities in HS. For Luminarch Aspirant, it probably could have been "The first time a creature attacks this turn, give it a +1/+1 counter". I'd say Taunt would probably be the most analogous for Vigilance, since both greatly affect combat potential and positioning of creatures. Finding something similar for Flying is kind of tough, I guess Stealth would probably come closest since both affect their combat interactions (although I'd like to say it's Windfury... that's clearly Double Strike, and I know Stealth is closer to Hexproof, but there's also HS cards that are both Elusive and Semi-Elusive which fit Shroud and Hexproof better anyway. So, Stealth it is.) HS has Lifesteal. It's the same mechanic as Lifelink. First Strike is kind of tough too, part of me wants to say it should be treated like Rush (Haste but can only attack creatures the turn it ETBs) but then I think Divine Shield would work too since it deals damage first and possibly wouldn't take damage at all in combat. Some HS cards have both, so... maybe combining the two? HS does have discard mechanics but they operate VERY differently... I'm sure plenty of players would love to hand-rip opponents instead of randomly discarding their own cards and hope they generate value. Poisonous is the HS equivalent for Deathtouch. The Extraction Specialist, at least with Jamin's logic, would make a creature Dormant, which is useless if permanent since it just clogs your board. Overkill is the HS version of Trample. In HS, there are typically other effects that happen instead of directly dealing excess combat damage, but it's the only HS mechanic that specifically mentions "excessive damage". I'd love to see this again but with some adjusting so it isn't just whoever goes aggro first wins. Loved the special playmat.
(With my minimal understanding of magic): Flying could also be just be something like e.g. ignore taunt? First strike: rush seems very different to what it does in magic. Divine shield or something like immune while attacking are closer in scope, though of course far from perfect analogues. (Though to be honest first strike seems like it'd work just fine as a 'new' Keyword/mechanic in HS) Also trampling rhino is the HS equiv of trample 😉
"There's no graveyard right?" I mean technically there is. Hearthstone will keep track of which creatures died and whos control they were under when they died, and there are reanimation effects, although they choose a target at random.
Honest really fun video and concept. As a HS player this felt like a new expansion just came out or coming back from a long br8. I kept having to pause to read the cards popping up and evaluate them for a HS game. Thx for all the edits and laughs from the video, would love to see more of this format. Hopefully the vid wasn't to demanding.
God I love meld, such a dope mechanic, I rlly want a meld card for myself tbh! Rlly happy to see brisela actually make it onto the board, it's such an awesome card!
That was well executed! One variation I’ve always wanted to try is having a main deck and land deck separate, then draw one of each every turn. Prevents mana screwed/flooding while still keeping the rest of the mtg ruleset.
There have been a couple of TCG's that did this. I think the Force of Will TCG may have been the most popular. The system does strike a balance between the guaranteed consistency of HS, and the inconsistency of MTG (People could still get colour screwed). However, as a tradeoff, you lose a lot of the drama around topdecking, and there's weird balancing implications.
this was a lot of fun! one thing to note is that in hearthstone, an effect like Extraction Specialist would pull a random card that fits the requirement - you wouldn't get to choose! Not only that, but tokens count as part of your revival pool just like any other card. So when Specialist was played turn 4, it would be 50% chance to revive the 1/1 and 50% to bring back Aspirant. He could have played it before attacking in this case, still guaranteeing the revive he wanted, but just an interesting difference to note. This channel has the best silly mtg content out there. Thanks!
i would actually really love to see a series exploring some homebrew rules/formats for magic, to see how certain changes can really impact the game. like my friends and i have been playing a "no manascrew" format where you can discard a card to play a basic land of your choice as your land drop for the turn, so you don't need to run any basic lands (although you still might for certain effects that add basics from deck to hand or the like). there was also the recent shuffle up and play where they chose their opening hand, as another example!
I've seen some "no manascrew" formats before, but they don't work as well now that there are cards that care about how lands and spells are mixed in your library (e.g. by revealing cards from the top until you hit a land). I think the first one I saw was just to separate your deck into lands and spells and choose which you wanted to draw each time you drew cards. Others allowed you to play any card as a land that could tap for one mana of any of its colors.
Here is my “no manascrew “ At any time a player can exile two no land cards from his hand to get a basic of his choice. Not from his deck, just a separate pile from the store. At any time a player may exile two lands to draw a card. Fixes mana flood.
I've been tinkering with this concept for a while, though I've tried an approach that changes MtG's rules to emulate HS combat and tempo mechanics. My complete set of rules for an heartstone approach to MtG is as follows: "The Heartstone" Gamerule Emblem (If this is in both players decks, each player starts the game with it in the command zone) Players start the game with 4 cards. Players may mulligan once by shuffling any number of cards back in their deck and drawing that much cards. After mulligan, each player creates a treasure token. In a 2 player game, the starting player draws 3 cards and does not create a treasure. Players also start with 30 life. Before the start of the game, each player may put a hero power card in his or her command zone. At the beginning of each players first precombat mainphase each turn, if that player controls fewer than 10 lands, they create a mana crystal token (Its a land with "T: add [C] or one mana of any one color). Whenever a players play a land card from hand, they instead instead exile it, then they may sacrifice a land. If they do, they put the exiled land card onto the battlefield. The attacking player chooses wich creature blocks each combat and how those creatures block. Tapped creatures my block as though they were untapped. A creature may block any number of creatuers. A creature my be block by no more than one creature. The attacking player decides damage order for the defending player. Damage is not removed from creatures at the end of turn. If an effect would prevent damage to a creature, for each point of prevented damage, that effects controller may choose to remove one point of marked damage from that creautre instead. If a player would gain life, for each point of life gained, they may remove one point of marked damage from a creature they control instead. Players dont loose the game for having 0 or less life. Instead, whenever a player tries to draw a card from an empty library, that player gains an fatigue emblem with "when you get this emblem, you loose 1 life for each fatigue emblem you own". Only creatures controlled by the defending player can deal combat damage during each first strike combat damage step If a player controls a creature with an ability that restricts how creatures could block that creature, instead that ability restricts how creatures can be blocked by that creature. - menace: can't block unless it blocks 2 or more creatures - flying: can't be attacked by creatures without flying - skulk: can't be attacked by creatures with lesser power - protection from "X": can't be attacked by creatures of "X" - unblockable: can't be attacked - Intimidate: ...
Pretty cool idea haha, I like it! If you ever wanna do it again, maybe try to find cards that could be used differently, like “Defender” is possibly “Taunt” in a way, but not really. I’d be interested to see a deck where of 30 cards, 10 are actual Hearthstone cards just warped and 20 are Magic, just as a weird experiment
Oh please, you know EXACTLY what you need to do next. Here's a draft if you want an idea of how to make it work: -Mana costs are just treated as levels, 4 and under require no tribute, 5-6 one tribute, 8+ is two tributes, one normal summon per turn. -Sorcery cards are activated only during your main phase, artifacts are continuous spells, instants must be set for at least one turn before being used, and counters are spell speed 3. Any of these that are generic or only cost a low mana amount can be activated for free, but if they get around 4 or more then you either need to control a creature with the same color, or pay 1000 lp, or whatever you decide is a fair condition to fit the card. -Legendary creatures go in the extra deck. Since Fusion, Link, and Synchro would have no way of working, every legendary creature is an XYZ monster, and you need to stack two creatures with the same amount of mana cost on top of each other. Using a cost-based ability of a legendary creature means you need to use an overlay unit. To compensate for it being a bit more ridged, the policy will be you can use two or more creatures with the same level in case you want to invest more in a particular boss card. -Plainswalkers go in the Pendulum Zones if you use them. You can decide on what parameter is used as their pendulum scale, maybe their mana cost, or go by highest and lowest life cost, then just use their abilities as normal (now counted as spell effects), and the parameter you agree on for pendulum summons. -Monster and spell zones work as expected, monsters can either be in attack or set in face down defense. Damage calculation works the same way, but 1 point equals 400 points of damage when factoring in life points. No summoning sickness, and Trample equals Piercing damage. Figure out things like Flying, Haste, and First Strike on your own. -Non-Basic Lands go in the Field Spell zone, and have their abilities applied accordingly.
I like this exercise, mainly because it shows where Hearthstone has solved a few "problems" in MTG (at least where it might be problematic in it's own environment)
Apart from card generation Alchemy has very litle to do with HS, HS does not even do the permanently thing. I really don't get where people got the Alchemy is like HS thing.
Do this video again as a deck building challenge where lands are kept in a separate deck that you charge from each turn. Otherwise play Magic normally. Would be interesting to see what kind of strategies would work when players do not have to factor in whether or not they hit their land drops each turn.
That was amazing, I would definitely love to see this again :D A couple additional ideas: Vigilance should be Taunt, First strike should be rebalanced to also be the first to attack each turn, Reach could act as Taunt specifically against Flying creatures, "at the beginning of combat" should be at the start of the turn and maybe Menace can only be attacked by 2 or more creatures at once.
That was way too entertaining xD thank you (Also, each player draws on their first turn but the 2nd player gets an extra card, so you should have 4 and 6 counting coin respectively)
I really like that you guys did this crossover. I found you guys recently and I enjoy all your creative magic duels. I would watch every video if you guys made this a series. Thoralf should've drawn a card at the start. Each player always draws, but the starting hand size was right. I like the use of a treasure card as a coin. As for balance some were saying vigilance should be taunt. I think having first strike as rush which is creature attack only haste would be much more fair. Flying could be stealth which is single turn hexproof essentially unless it doesn't attack then it stays on it. It could be broken if the flying creature has a passive ability though, so maybe just give it single turn hexproof. Enchantments are like locations which are single turn use based on the number of uses so a saga is pretty close to being spot on. Overall excellent execution of implementing magic into hearthstone. Keep up the good work!
@@CardmarketMagic It wouldn't be too bad if both players had it so it would cancel out on occasion, but if only one player has it it's too overpowered in my opinion.
I was waiting for that crossover for ever!!! So happy you did that video, thanks! Ps I wrote that even before the video starts, and when I saw the concept, it's even better than I thought!
I think this was a really cool idea and ngl have had a crush on thoralf and this just solidified it. He is always so fun to watch play magic as he always has a smile on his face.
Would love to see a similar video for playing mtg in the force of will style (40-60 card decks, separate 10-20 card deck for your lands, and a commander)
Enjoyed this a lot because I came to MtG from Hearthstone. And I like playing Boros since it has the closest gameplay to my favorite HS class, the Paladin - create dudes, buff them up and hit FACE!
I really like the idea of mana crystals in place of lands, only instead of all generic mana crystals, you get 1 colored mana crystal of choice. Any cards that would get you more lands, instead gets you more crystals. Also correct me if I'm wrong but shouldn't Aspirant have died when it battled the Goblin Token?
This was a great video! As an on/off-again MtG casual that mostly plays HS, I loved it. Seeing a game between not-Warrior & not-Paladin also felt very refreshing given recent metas, and lastly... Even in this format, the Warrior analogue can't catch a break. 😁
Smiling so much for this - loved how you guys just went right in. A long intro explaining the concept would’ve killed the pacing; them making sound effects and explaining the game interview style as it went was perfect for the humor.
That was awesome. I really want to test out this new "Hearthstone" format. But first strike should only work on your own turn imo. I hope you will do this kind of duel again!
That was alot of fun to watch. Please make more like this! :D (and yeah, first strike is broken, let it change to "only in your turn, this creature has first strike") ^^'
This time around I didn't get the idea you guys were having when recording this clip^^ I love Hearthstone as a gimmick and still play my pet deck in their eternal format, but from an objective point of view Magic just reigns supreme as the better game with more depth and is (if you look at Hearthstone player numbers) very underappreciated for these facts.
Goblin Garbelcher is an artifact that costs 4 to play and, for 3 and tap, inflicts X damage to any target where X is the amount of cards you can reveal from your library before hitting a land. In Heartstone-mode MTG, I guess that's as many damages as there are cards in the library.
I think First Strike should be treated as "Divine Shield" - the first damage is ignored and that's it, just to balance first strike. Defender is taunt Double Strike is Windfury and maybe make something useless like vigilance to Rush.
Defender is literally "Can't Attack" in Hearthstone. Vigilance should probably be Taunt. Flying seemed fine as they used it, maybe have Reach creatures be able to attack them. Shield Counter should probably be Divine Shield. Deathtouch would be Poisonous. Lifelink would be Lifesteal. Some people said First Strike should be Rush. Double Strike is supposed to be better First Strike, so I think it would be fine to make Double Strike into Rush+Windfury.
That's so silly; I love it! A 2nd video of this would be fun. Also finding ways to apply Magic to other game rules like Pokemon, Yu Gi Oh, Chess(?), etc.
I never played it but I think you guys playing Planechase would be cool to see! Also would love to see you guys play against the challenge decks from Theros or play some horde magic!
Tried doing this back when Theros first came out with standard only cards. Pick one of the gods for your deck color and get a its activated ability as your hero power(Erebos/Warlock, Purphoros/Hunter, small changes to the other 3). Used a Gold token for the coin! Instants were weird, deciding if they all had to be secrets/immediately played. Probably needed like a 50 card ban list; wished I had playtested it more.
I’ll keep saying it: y’all make the best and most varied MTG content out there! Bravo to the entire team (and let’s go Thoralf! I wanna see that big smile on a magic card after he wins worlds!)
Great video. This game kind of already exists. It's the World of Warcraft TCG. Played almost identically to magic except a couple of differences. 1. You could put any card in your hand facedown once per turn as a "mana". 2. You had a "hero" card that represented you, your max HP, and a once per game ability. 3. Damage remained between turns much like Hearthstone. Combat was done individually with one creature at a time, and you could have as many main phases between combats as you wanted. It was pretty fun, but so close to magic that nobody would care to play it over magic, and so people only ever bought cards to get free stuff in the MMO.
Vigilance is taunt, first strike is divine shield, double strike is windfury, deathtouch is poisonous, menace is stealth, and I feel like the tapped and attacking token would attack the same target first followed by the main attack as triggered abilities always resolve before the action that triggered them
9:35 so "can't block", first strike, indestructible, rigeneration and protection are broken down there. Nice. Actually flying should be a very good evasion. Also, being tapped should create a lingering effect like "until end of turn, this card can't attack or block".
really hope this is done with other tcgs, like maybe yugioh played as mtg or vice versa, or yugioh played as hearthstone on the cardmarket yugioh channel. that would be really fun too.
Awesome idea, would love to see it again maybe with some more refined rules and decks. As some ideas: Creatures with defender have basically Taunt Creatures with reach have taunt towards creatures with flying Creatures with flying can only be attacked by other creatures with flying Creatures with firststrike could have a slight balancing factor of if it is the first creature you attacked with this turn it deals it's damage before the defender but it doesn't trigger on blocks Stuff like that Also would love for you guys to play pioneer again sometime as i have a pretty cool Dime control deck for you to play based around the Scarab God as it's win con instead of a Planeswalker. Love your content and keep it up
I feel like there's an extremely funny combo deck you could make in this format that uses a lot of monogreen mana ramp to play a door to nothingness, abusing the fact that there's no colored mana in play here.
Haven’t finished the video but some initial thoughts: This “format” probably rewards a perfect mana curve and cards that let you continue to draw into that perfect mana curve. Seems fun 😂 another banger idea guys as usual.
Weirdly accurate, there is a card in hearthstone that at the end of the turn it melds, it's just a 30/30 tho. I'd say vigilance and defender would be taunt
Defender fits better as Can't Attack. (Especially when using cards that state that cards with Defender can attack) If you wonder how to make that good, copy early hearthstone decks, and play something that will give your Defender creature Vigilance. (Equivalent to giving Ancient Watcher Taunt.)
I've occasionally thought about the idea of building a Magic deck designed to play against Yugioh, and you seem the kind of mad lads that might actually do it! Just imagine Blazing Archon and Samurai of the Pale Curtain and Drannith Magistrate against a Yugioh deck... seems interesting :)
i would define "can't block" as it loses taunt if it had taunt or can't gain it. :D I think that would be a cool animation when the extraction specialist takes that taunts shiel symbol away or when it throws back when he dies XD
I just saw the MtG vs Yugioh crossover video and looked at the channel for more crossover games. PLEASE KEEP DOING MORE OF THESE, THEY'RE AWESOME!!!!!!! 😃🔥🔥🔥🔥
Find the Decklists here: bit.ly/3lLFmro
that Rakdos luck is the most hearthstone thing that could've happened
I actually want to see some decks especially made for this "game mode". Playing some underrated cards with defender as in taunt and what not would be really cool
Sounds like it's time for first strike tribal😂
@@mcbescheiden725 Kwende says hello
@@Hanmacx That would be amazing, but it would probably cost 10000 gems
@@Pistolsatsean mtg Forge and Adventure Mode is totally free
@@Hanmacx 🤯 I thought you were referencing the Hearthstone adventure mode thingy.
I feel like this game shows off why most other games that have "First strike" only have it on your own turn, NOT your opponent's XD
Magic is moving in that direction mostly too
First strike is much less of a problem in Magic because damage heals, and defending players have the advantage because they can choose multiple blockers. In a game like Hearthstone, first strike or double strike is insane.
@@andrewsheiman8574defending player having advantage is why first strike on both turns is problematic.
@@ranchangu it's MUCH less problematic because the the defender can always pick favorable blocks. Say you're attacking with a 3/1 first strike. If I have four 1/1s, I just chump or don't block, or I quad block if I really need it dead. I have 3 options. In the hearthstone game above, four 1/1s can never kill a 3/1 first strike, no matter what.
And when the turns change, if I attack into you for four 1/1s, I lose a 1/1 guaranteed. If I attack with four 3/3s, I lose a 3/3. In the hearthstone game above, four 3/3s can also never kill a 3/1 first strike. So in Magic, first strike on all turns doesn't matter as much. In hearthstone, first strike on ANY TURN is insanely strong.
@@andrewsheiman8574 to be clear I'm saying attacking first strike is fine. defending first strike generally isn't, and most MTG designs of recent don't include defending first strike in sets.
defending player always picking ideal blocks + having first strike to make it easier is problematic.
Rakdos is a card I could totally see in Hearthstone with very little changes
Maybe in a really old set like GvG. Hearthstone has more or less moved away from straight-up coin flips like Dr. Boom. Nowadays rhe random bullshit is from having piles of card generation.
Massacre Girl is also a card you can just play in Hearthstone without changes.
@@pogeman2345 Considering it basically already is, I'd say so. Lol. Spammy Arcanist is the card.
Vigilance is like taunt in spirit, since the purpose is to keep the creature available for defense on the enemy turn.
i would've said defender is taunt and vigilance gains taunt until your next turn after attacking
@@arthursmit8468 Defender is a downside, why would it be an upside?
@@Ninjamanhammer oh don't get me wrong defender(s) would retain can't attack as an additional effect on the card
@@arthursmit8468 Then they would still be bad and no one would have any Taunt creatures because they're all borderline unplayable with 0 Attack points. 'Can't attack' exists on a lot of cards in Hearthstone and is more similar to Defender (considering they are literally the same effects).
Vigilance is a way better effect to represent Taunt.
@@arthursmit8468 Vigilance is a much better taunt equivalent. there are "can't attack" creatures in hearthstone and some of them also have taunt as well
For info, there is a graveyard, as some hearthstone card can for example resurect a random creature from the pool of undead who died (can be selected several time), or from the pool any less than 3 mana creatures.
There's an entire archetype called Rez Priest that whole shtick is bringing back the undead that either destroys minions or has lifesteal or reborn to make it very sticky
You guys always come up with such spice. Much needed in the mtg sphere.
Amazing Idea, great execution. Well played!
I remember playing MTG cards as if they were Yu-Gi-Oh cards back in middle school. This is a really fun idea, I’d love to see some other variations on it!
I'd think Sagas should be treated more like Quests, positioned in the same places as Secrets (above the Hero portrait) instead of taking up board space.
There are static abilities in HS. For Luminarch Aspirant, it probably could have been "The first time a creature attacks this turn, give it a +1/+1 counter".
I'd say Taunt would probably be the most analogous for Vigilance, since both greatly affect combat potential and positioning of creatures.
Finding something similar for Flying is kind of tough, I guess Stealth would probably come closest since both affect their combat interactions (although I'd like to say it's Windfury... that's clearly Double Strike, and I know Stealth is closer to Hexproof, but there's also HS cards that are both Elusive and Semi-Elusive which fit Shroud and Hexproof better anyway. So, Stealth it is.)
HS has Lifesteal. It's the same mechanic as Lifelink.
First Strike is kind of tough too, part of me wants to say it should be treated like Rush (Haste but can only attack creatures the turn it ETBs) but then I think Divine Shield would work too since it deals damage first and possibly wouldn't take damage at all in combat. Some HS cards have both, so... maybe combining the two?
HS does have discard mechanics but they operate VERY differently... I'm sure plenty of players would love to hand-rip opponents instead of randomly discarding their own cards and hope they generate value.
Poisonous is the HS equivalent for Deathtouch.
The Extraction Specialist, at least with Jamin's logic, would make a creature Dormant, which is useless if permanent since it just clogs your board.
Overkill is the HS version of Trample. In HS, there are typically other effects that happen instead of directly dealing excess combat damage, but it's the only HS mechanic that specifically mentions "excessive damage".
I'd love to see this again but with some adjusting so it isn't just whoever goes aggro first wins. Loved the special playmat.
(With my minimal understanding of magic): Flying could also be just be something like e.g. ignore taunt?
First strike: rush seems very different to what it does in magic. Divine shield or something like immune while attacking are closer in scope, though of course far from perfect analogues. (Though to be honest first strike seems like it'd work just fine as a 'new' Keyword/mechanic in HS)
Also trampling rhino is the HS equiv of trample 😉
I think Sagas could also be thought as locations
Lifelink isn’t *exactly* Lifesteal, as they demonstrated in this game, Lifesteal can’t exceed your max starting life.
"There's no graveyard right?"
I mean technically there is. Hearthstone will keep track of which creatures died and whos control they were under when they died, and there are reanimation effects, although they choose a target at random.
Honest really fun video and concept. As a HS player this felt like a new expansion just came out or coming back from a long br8. I kept having to pause to read the cards popping up and evaluate them for a HS game. Thx for all the edits and laughs from the video, would love to see more of this format. Hopefully the vid wasn't to demanding.
If you ever play this again, why not make Vigilance into Taunt? It fits the general usage.
God I love meld, such a dope mechanic, I rlly want a meld card for myself tbh! Rlly happy to see brisela actually make it onto the board, it's such an awesome card!
That was well executed! One variation I’ve always wanted to try is having a main deck and land deck separate, then draw one of each every turn. Prevents mana screwed/flooding while still keeping the rest of the mtg ruleset.
There have been a couple of TCG's that did this. I think the Force of Will TCG may have been the most popular.
The system does strike a balance between the guaranteed consistency of HS, and the inconsistency of MTG (People could still get colour screwed).
However, as a tradeoff, you lose a lot of the drama around topdecking, and there's weird balancing implications.
this was a lot of fun!
one thing to note is that in hearthstone, an effect like Extraction Specialist would pull a random card that fits the requirement - you wouldn't get to choose! Not only that, but tokens count as part of your revival pool just like any other card. So when Specialist was played turn 4, it would be 50% chance to revive the 1/1 and 50% to bring back Aspirant. He could have played it before attacking in this case, still guaranteeing the revive he wanted, but just an interesting difference to note.
This channel has the best silly mtg content out there. Thanks!
i would actually really love to see a series exploring some homebrew rules/formats for magic, to see how certain changes can really impact the game. like my friends and i have been playing a "no manascrew" format where you can discard a card to play a basic land of your choice as your land drop for the turn, so you don't need to run any basic lands (although you still might for certain effects that add basics from deck to hand or the like). there was also the recent shuffle up and play where they chose their opening hand, as another example!
I've seen some "no manascrew" formats before, but they don't work as well now that there are cards that care about how lands and spells are mixed in your library (e.g. by revealing cards from the top until you hit a land). I think the first one I saw was just to separate your deck into lands and spells and choose which you wanted to draw each time you drew cards. Others allowed you to play any card as a land that could tap for one mana of any of its colors.
Here is my “no manascrew “
At any time a player can exile two no land cards from his hand to get a basic of his choice. Not from his deck, just a separate pile from the store.
At any time a player may exile two lands to draw a card. Fixes mana flood.
I've been tinkering with this concept for a while, though I've tried an approach that changes MtG's rules to emulate HS combat and tempo mechanics. My complete set of rules for an heartstone approach to MtG is as follows:
"The Heartstone"
Gamerule Emblem (If this is in both players decks, each player starts the game with it in the command zone)
Players start the game with 4 cards. Players may mulligan once by shuffling any number of cards back in their deck and drawing that much cards. After mulligan, each player creates a treasure token. In a 2 player game, the starting player draws 3 cards and does not create a treasure. Players also start with 30 life.
Before the start of the game, each player may put a hero power card in his or her command zone.
At the beginning of each players first precombat mainphase each turn, if that player controls fewer than 10 lands, they create a mana crystal token (Its a land with "T: add [C] or one mana of any one color). Whenever a players play a land card from hand, they instead instead exile it, then they may sacrifice a land. If they do, they put the exiled land card onto the battlefield.
The attacking player chooses wich creature blocks each combat and how those creatures block. Tapped creatures my block as though they were untapped. A creature may block any number of creatuers. A creature my be block by no more than one creature. The attacking player decides damage order for the defending player.
Damage is not removed from creatures at the end of turn. If an effect would prevent damage to a creature, for each point of prevented damage, that effects controller may choose to remove one point of marked damage from that creautre instead. If a player would gain life, for each point of life gained, they may remove one point of marked damage from a creature they control instead.
Players dont loose the game for having 0 or less life. Instead, whenever a player tries to draw a card from an empty library, that player gains an fatigue emblem with "when you get this emblem, you loose 1 life for each fatigue emblem you own".
Only creatures controlled by the defending player can deal combat damage during each first strike combat damage step
If a player controls a creature with an ability that restricts how creatures could block that creature, instead that ability restricts how creatures can be blocked by that creature.
- menace: can't block unless it blocks 2 or more creatures
- flying: can't be attacked by creatures without flying
- skulk: can't be attacked by creatures with lesser power
- protection from "X": can't be attacked by creatures of "X"
- unblockable: can't be attacked
- Intimidate: ...
Pretty cool idea haha, I like it! If you ever wanna do it again, maybe try to find cards that could be used differently, like “Defender” is possibly “Taunt” in a way, but not really. I’d be interested to see a deck where of 30 cards, 10 are actual Hearthstone cards just warped and 20 are Magic, just as a weird experiment
Oh please, you know EXACTLY what you need to do next. Here's a draft if you want an idea of how to make it work:
-Mana costs are just treated as levels, 4 and under require no tribute, 5-6 one tribute, 8+ is two tributes, one normal summon per turn.
-Sorcery cards are activated only during your main phase, artifacts are continuous spells, instants must be set for at least one turn before being used, and counters are spell speed 3. Any of these that are generic or only cost a low mana amount can be activated for free, but if they get around 4 or more then you either need to control a creature with the same color, or pay 1000 lp, or whatever you decide is a fair condition to fit the card.
-Legendary creatures go in the extra deck. Since Fusion, Link, and Synchro would have no way of working, every legendary creature is an XYZ monster, and you need to stack two creatures with the same amount of mana cost on top of each other. Using a cost-based ability of a legendary creature means you need to use an overlay unit. To compensate for it being a bit more ridged, the policy will be you can use two or more creatures with the same level in case you want to invest more in a particular boss card.
-Plainswalkers go in the Pendulum Zones if you use them. You can decide on what parameter is used as their pendulum scale, maybe their mana cost, or go by highest and lowest life cost, then just use their abilities as normal (now counted as spell effects), and the parameter you agree on for pendulum summons.
-Monster and spell zones work as expected, monsters can either be in attack or set in face down defense. Damage calculation works the same way, but 1 point equals 400 points of damage when factoring in life points. No summoning sickness, and Trample equals Piercing damage. Figure out things like Flying, Haste, and First Strike on your own.
-Non-Basic Lands go in the Field Spell zone, and have their abilities applied accordingly.
Fascinating. Worked surprisingly well. I guess defender would be like the taunt which forces you to attack that creature first...
I like this exercise, mainly because it shows where Hearthstone has solved a few "problems" in MTG (at least where it might be problematic in it's own environment)
I'd say Vigilance is taunt, since the goal is to allow you to block with the attacking creature :)
I thought we already had this but it was just called alchemy
Apart from card generation Alchemy has very litle to do with HS, HS does not even do the permanently thing. I really don't get where people got the Alchemy is like HS thing.
Nah it's called Spellslingers and it's aggressively mid
Do this video again as a deck building challenge where lands are kept in a separate deck that you charge from each turn. Otherwise play Magic normally. Would be interesting to see what kind of strategies would work when players do not have to factor in whether or not they hit their land drops each turn.
That was amazing, I would definitely love to see this again :D
A couple additional ideas: Vigilance should be Taunt, First strike should be rebalanced to also be the first to attack each turn, Reach could act as Taunt specifically against Flying creatures, "at the beginning of combat" should be at the start of the turn and maybe Menace can only be attacked by 2 or more creatures at once.
Defender would work better as Taunt, I guess
Would love to see more of this format, with decks specifically built for it.
That was way too entertaining xD thank you
(Also, each player draws on their first turn but the 2nd player gets an extra card, so you should have 4 and 6 counting coin respectively)
I really like that you guys did this crossover. I found you guys recently and I enjoy all your creative magic duels. I would watch every video if you guys made this a series. Thoralf should've drawn a card at the start. Each player always draws, but the starting hand size was right. I like the use of a treasure card as a coin. As for balance some were saying vigilance should be taunt. I think having first strike as rush which is creature attack only haste would be much more fair. Flying could be stealth which is single turn hexproof essentially unless it doesn't attack then it stays on it. It could be broken if the flying creature has a passive ability though, so maybe just give it single turn hexproof. Enchantments are like locations which are single turn use based on the number of uses so a saga is pretty close to being spot on. Overall excellent execution of implementing magic into hearthstone. Keep up the good work!
Would you fix first strike somehow or would you leave it as broken as it was? 😅
@@CardmarketMagic It wouldn't be too bad if both players had it so it would cancel out on occasion, but if only one player has it it's too overpowered in my opinion.
I was waiting for that crossover for ever!!! So happy you did that video, thanks!
Ps
I wrote that even before the video starts, and when I saw the concept, it's even better than I thought!
I think this was a really cool idea and ngl have had a crush on thoralf and this just solidified it. He is always so fun to watch play magic as he always has a smile on his face.
Really love the content you guys have been coming up with for the past few weeks! That concept was so fun ahahah
Would love to see a similar video for playing mtg in the force of will style (40-60 card decks, separate 10-20 card deck for your lands, and a commander)
Enjoyed this a lot because I came to MtG from Hearthstone. And I like playing Boros since it has the closest gameplay to my favorite HS class, the Paladin - create dudes, buff them up and hit FACE!
I really like the idea of mana crystals in place of lands, only instead of all generic mana crystals, you get 1 colored mana crystal of choice. Any cards that would get you more lands, instead gets you more crystals. Also correct me if I'm wrong but shouldn't Aspirant have died when it battled the Goblin Token?
Very cool idea and props for all the work that went into making this as hearthston-y as possible
This was a great video! As an on/off-again MtG casual that mostly plays HS, I loved it.
Seeing a game between not-Warrior & not-Paladin also felt very refreshing given recent metas, and lastly... Even in this format, the Warrior analogue can't catch a break. 😁
That is really interesting, probably would need some "Taunt" in your decks for future play, which i would really like to see! :)
Smiling so much for this - loved how you guys just went right in.
A long intro explaining the concept would’ve killed the pacing; them making sound effects and explaining the game interview style as it went was perfect for the humor.
Okay now I need to see a game of one magic deck vs one hearthstone deck, each utilizing their own mechanics
That was awesome. I really want to test out this new "Hearthstone" format. But first strike should only work on your own turn imo. I hope you will do this kind of duel again!
That was alot of fun to watch. Please make more like this! :D (and yeah, first strike is broken, let it change to "only in your turn, this creature has first strike") ^^'
This time around I didn't get the idea you guys were having when recording this clip^^ I love Hearthstone as a gimmick and still play my pet deck in their eternal format, but from an objective point of view Magic just reigns supreme as the better game with more depth and is (if you look at Hearthstone player numbers) very underappreciated for these facts.
I loved this game mode! I would love to play it and see more content about it. Also it would be great to build decks dedicated to it! LOVE IT!
Looking forward to the runeterra version as well! :D
You could start a whole series like this like do a magic as yugioh or PvZ heroes or something like that
this was awesome! amazing idea! reminds me of when I used to play hearthstone, also the sound effects jamin and toffel were making were hilarious
This is one of the coolest videos ive seen in a long time, great idea whoever came up with this i love it!!
The sound effects Thoralf made are just the best
Goblin Garbelcher is an artifact that costs 4 to play and, for 3 and tap, inflicts X damage to any target where X is the amount of cards you can reveal from your library before hitting a land.
In Heartstone-mode MTG, I guess that's as many damages as there are cards in the library.
I think First Strike should be treated as "Divine Shield" - the first damage is ignored and that's it, just to balance first strike.
Defender is taunt
Double Strike is Windfury
and maybe make something useless like vigilance to Rush.
Defender is literally "Can't Attack" in Hearthstone.
Vigilance should probably be Taunt.
Flying seemed fine as they used it, maybe have Reach creatures be able to attack them.
Shield Counter should probably be Divine Shield.
Deathtouch would be Poisonous.
Lifelink would be Lifesteal.
Some people said First Strike should be Rush.
Double Strike is supposed to be better First Strike, so I think it would be fine to make Double Strike into Rush+Windfury.
This actually seems like a blast! I’d love for Wizards to make something like this into a similar format for MTG. I’m definitely trying this sometime!
I think "can't block" should just make it unable to deal damage, when attacked rather than intangible.
Now that you've played Hearthstone with Magic cards - I really think you should play Magic with Hearthstone cards!
That's so silly; I love it! A 2nd video of this would be fun. Also finding ways to apply Magic to other game rules like Pokemon, Yu Gi Oh, Chess(?), etc.
You guys HAVE to make more of this content. Bloody brilliant
Whenever I think Toffel can't surpass his previous Thumbnail face he goes and does it anyway XD
Thoralf looks like he’s having so much fun :,)
I never played it but I think you guys playing Planechase would be cool to see! Also would love to see you guys play against the challenge decks from Theros or play some horde magic!
This was perfect, please do some other game with more polished rules and other decks ❤
This game mode looks really fun. Please do more ❤
cardmarket brings so good content nowadays, i really love what u guys are doing
please keep it up
I'd like to see an adventure like, where two players combine forces to fight against a boss
I love this video. You guys should do this more often and build decks around it.
I feel like defender as taunt would be great. Maybe we tweak it and play more of this?
Tried doing this back when Theros first came out with standard only cards. Pick one of the gods for your deck color and get a its activated ability as your hero power(Erebos/Warlock, Purphoros/Hunter, small changes to the other 3). Used a Gold token for the coin! Instants were weird, deciding if they all had to be secrets/immediately played. Probably needed like a 50 card ban list; wished I had playtested it more.
You misplayed by not BMing Thoralf when you did exactly lethal damage
I’ll keep saying it: y’all make the best and most varied MTG content out there! Bravo to the entire team (and let’s go Thoralf! I wanna see that big smile on a magic card after he wins worlds!)
Oh yes! I'd love to see Thoralf printed on something like new support for Amulet Titan!
Great video. This game kind of already exists. It's the World of Warcraft TCG. Played almost identically to magic except a couple of differences. 1. You could put any card in your hand facedown once per turn as a "mana". 2. You had a "hero" card that represented you, your max HP, and a once per game ability. 3. Damage remained between turns much like Hearthstone. Combat was done individually with one creature at a time, and you could have as many main phases between combats as you wanted.
It was pretty fun, but so close to magic that nobody would care to play it over magic, and so people only ever bought cards to get free stuff in the MMO.
One of the smoothest coinflips I've ever seen, chef's kiss
Vigilance should be taunt
Honestly a pretty cool video. Would love to see more of this.
That was really fun guys, amazing video
As someone who started playing maguc because I got burnt out of hearthstone this was an entertaining video
This was great, please do it again. I want to see a best of three.
Vigilance is taunt, first strike is divine shield, double strike is windfury, deathtouch is poisonous, menace is stealth, and I feel like the tapped and attacking token would attack the same target first followed by the main attack as triggered abilities always resolve before the action that triggered them
Drafting random cards from bulk boxes and using hearthstone mana rules is a lot of fun.
Your MTG content is off the charts
9:35 so "can't block", first strike, indestructible, rigeneration and protection are broken down there. Nice.
Actually flying should be a very good evasion.
Also, being tapped should create a lingering effect like "until end of turn, this card can't attack or block".
Awesome video guys, Great idea whoever came up with this
Would love to see more of this! This was awesome
This was a lot of fun, would love to see some more spins on this. Would be cool with other games too!
really hope this is done with other tcgs, like maybe yugioh played as mtg or vice versa, or yugioh played as hearthstone on the cardmarket yugioh channel. that would be really fun too.
This should be a real format. This looks like fun, and would make a lot of terrible cards be very cool.
Awesome idea, would love to see it again maybe with some more refined rules and decks.
As some ideas:
Creatures with defender have basically Taunt
Creatures with reach have taunt towards creatures with flying
Creatures with flying can only be attacked by other creatures with flying
Creatures with firststrike could have a slight balancing factor of if it is the first creature you attacked with this turn it deals it's damage before the defender but it doesn't trigger on blocks
Stuff like that
Also would love for you guys to play pioneer again sometime as i have a pretty cool Dime control deck for you to play based around the Scarab God as it's win con instead of a Planeswalker.
Love your content and keep it up
I feel like there's an extremely funny combo deck you could make in this format that uses a lot of monogreen mana ramp to play a door to nothingness, abusing the fact that there's no colored mana in play here.
Isn't the obvious combos just oops all spells, except you target your opponent for the mill?
I would definitely love to see more variations of this
Haven’t finished the video but some initial thoughts:
This “format” probably rewards a perfect mana curve and cards that let you continue to draw into that perfect mana curve. Seems fun 😂 another banger idea guys as usual.
This was really fun. Adding hero powers to a format could be very cool too!
I love this so much
Edit: I was having a really terrible day but this actually lifted my spirits ...
I'm so happy that we could help with your awful day! 😃 that's wonderful to hear
Weirdly accurate, there is a card in hearthstone that at the end of the turn it melds, it's just a 30/30 tho. I'd say vigilance and defender would be taunt
Defender fits better as Can't Attack. (Especially when using cards that state that cards with Defender can attack)
If you wonder how to make that good, copy early hearthstone decks, and play something that will give your Defender creature Vigilance. (Equivalent to giving Ancient Watcher Taunt.)
Would love to see you guys try to adapt MTG to the Digimon TCG. Would be extremely interesting
this is fun. mtg but hearthstone. very nice!
playing one tcg using another tcg's cards is something i used to do.
I've occasionally thought about the idea of building a Magic deck designed to play against Yugioh, and you seem the kind of mad lads that might actually do it! Just imagine Blazing Archon and Samurai of the Pale Curtain and Drannith Magistrate against a Yugioh deck... seems interesting :)
It's already planned to be filmed in a few weeks 😃 it'll take a lot of tweaking, but I think we found a way to make it work!
@@CardmarketMagic Nice! :D
I used to play heaps of Hearthstone before finally making the move to Magic. Brings back memories
Damn i love this format, cardmarket always surprises!
This was great stuff! It would be cool to see cards in hearthstone that would he busted in magic or vice versa
i would define "can't block" as it loses taunt if it had taunt or can't gain it. :D
I think that would be a cool animation when the extraction specialist takes that taunts shiel symbol away or when it throws back when he dies XD
I just saw the MtG vs Yugioh crossover video and looked at the channel for more crossover games.
PLEASE KEEP DOING MORE OF THESE, THEY'RE AWESOME!!!!!!! 😃🔥🔥🔥🔥
I would honestly love to see more of this. Maybe mono color only?