Realms of Antausia

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This page is about a way to play Magic. For the plane, see Antausia.

Realms of Antausia is a way to play Magic that was introduced in The Duelist #3 House Rules column. It was designed by Shawn F. Carnes, Brian Van Skyock, and Carlos Fernandez.[1]

Rules

  • Each Realm is a World Enchantment.
  • Before beginning the game, players should select the Realm to be in effect.[1]

Realms

The Realms are as follows:[1]

Realm Effect
The Caverns of Martuk At the beginning of each player's draw step, that player draws an additional card.
The Fertile Lands of Saulvinia Whenever a player taps a land for mana, that player adds one mana of any type that land produced.
Mandrake's Mountain Creatures with power 3 or greater don't untap during their controllers' untap steps.
The Fortified Open Lands Untapped creatures get +0/+1.
The Great City of Bosconius {2}: 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.
The Wastes of Farreach Artifacts, creatures, and lands enter the battlefield tapped. If that permanent would have entered the battlefield tapped already, it doesn't untap at the beginning of its controller's next turn.
The Power Pools of Beldingard Attacking creatures get +1/+0.
Icedale Players can't untap more than one land during their untap steps.
The Antausian Vortex Choose two Realms at random. The Antausian Vortex has the abilities of both those realms. If one of those realms is The Antausian Vortex, it has only the abilities of the other Realm. For the rest of the game, at the beginning of each round, replace the current Realm with a new Realm at random.

References

  1. 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