Realms of Antausia

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This page is about a way to play Magic. For the plane, see Antausia.
The description of Antausia in The Duelist #3

Realms of Antausia is a casual variant Magic that was introduced in The Duelist #3, in the "House Rules" column. The format has been described as a "proto-Planechase".[1] It was designed by Shawn Carnes, Brian Van Skyock, and Carlos Fernandez.[2]

Carnes created Antausia to be the setting for the format. The plane card The Fertile Lands of Saulvinia was printed in March of the Machine Commander, 29 years after Realms of Antausia was created.

Rules

Before beginning the game, players should randomly select one of the realms for the game to take place in. Each realm is treated as a world enchantment that is "untouchable" and cannot be removed. However, if another world enchantment enters, and is later removed, "play reverts back to normal".[2]

Nine realms are defined, and rolling 1d10 is suggested to select the realm. If a d10 is used, rolling a 10 leads to re-rolling twice to select two simultaneous realms, while ignoring further rolls of 10 or 9 (as the ninth realm has special rules).

Realms

Each of the realms has an effect inspired by an earlier card.[2]

# Realm Card Effect
1 The Caverns of Martuk Howling Mine At the beginning of each player's draw step, that player draws an additional card.
2 The Fertile Lands of Saulvinia Mana Flare Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
3 Mandrake's Mountain Meekstone Creatures with power 3 or greater don't untap during their controllers' untap steps.
4 The Fortified Open Lands Castle Untapped creatures get +0/+1.
5 The Great City of Bosconius Celestial Prism 2 generic mana: Add one mana of any color. Any player may activate this ability, but only on their turn and only once during each of their turns.
6 The Wastes of Farreach Kismet Artifacts, creatures, and lands enter the battlefield tapped. If that permanent had entered the battlefield tapped already, it doesn't untap at the beginning of its controller's next turn.
7 The Power Pools of Beldingard Mightstone Attacking creatures get +1/+0.
8 Icedale Winter Orb Players can't untap more than one land during their untap steps.
9 The Antausian Vortex n/a No special effect. After each "cycle" of turns (i.e., after each player takes a turn), roll to select a realm that will be in effect for the next cycle.

References

  1. The Vorthos Cast (March 22, 2021). "152 - Obscure Planes and Planeswalkers". Soundcloud.
  2. a b c Shawn F. Carnes. (Fall 1994.) "House Rules: New Ways (And Some Old Ways) To Play Magic", The Duelist #3, p 20-21