"CountDown" house rules for multiplayer EDH

The Monday "CountDown" Magic player community has changed the Magic the Gathering rules because we often play 2HG and 3HG. The aim is to make the game and some unbalanced mechanics fairer.

1. Disadvantage: "Each Opponent" Effects

These rules are designed to balance cards in multiplayer formats like 2HG or 3HG, where the "each opponent" wording can disproportionately advantage certain cards. The additional mana cost provides flexibility while maintaining fairness across gameplay.

1.1. Spells and Abilities

Spells, activated abilities, or triggered abilities that:

  1. Have NO additional cost to choose multiple targets (e.g. Call the Coppercoats, Fireball)

AND

  1. Meet at least one of the following conditions:

will only affect one opponent or target by default.

The controller must pay an {1} additional generic mana for each extra opponent or target beyond the first when announcing the spell or ability. If the additional cost is not paid, the controller must choose a single opponent or target to be affected.

1.1.1. Example

_In a 3HG game, a player casts Windgrace's Judgment. They may:

  • Destroy one nonland permanent of an opponent,
  • OR pay an additional {1} generic mana to destroy up to two nonland permanents._
  • OR pay an additional {2} generic mana to destroy up to three nonland permanents._

1.1.2. Example

Triggered abilities that calculate effects for each opponent, such as Florian, Voldaren Scion, are subject to this rule. The effect applies to one opponent unless the additional cost is paid for each additional opponent.

1.1.3. Example

Abilities like Bounty Board that reference each opponent (e.g., based on creature control) also adhere to this rule. Even if the trigger's controller is not the controller of the creature with a bounty counter, Disadvantage "each opponent" effects still apply.

1.2. State-Based effects

When a state-based effect impacts only opponents (e.g. Thalia, Heretic Cathar, Archetype of Imagination) the controller of the source chooses one opponent to be affected by the effect. This choice is made before the state-based effect begins to apply. If the controller of the source changes, the new controller selects one of their opponents to be affected by the state-based effect (see Example 1.2.2.). This choice is not a copyable property of the card (see Example 1.2.3.,1.2.4.).

1.2.1. Example

The static ability of Grand Arbiter Augustin IV ("Spells your opponents cast cost {1} more to cast.") affects only one chosen opponent.

1.2.2. Example

Grand Arbiter Augustin IV is on the battlefield under Player A's control, who chooses Player B as the affected opponent. Player B then casts Sower of Temptation and takes control of Grand Arbiter Augustin IV. Player B now chooses a new opponent to be affected by the static ability.

1.2.3. Example:

A player casts Clone and copies Anafenza, the Foremost. The controller of Clone chooses a new opponent for the state-based effect of Anafenza, the Foremost.

1.2.4. Example:

A player casts Nanogene Conversion targeting Anafenza, the Foremost. For each creature on the battlefield that becomes a copy of Anafenza, the Foremost the controller of that creature chooses an opponent for the state-based effect.

1.2.5. Example:

Static abilities like Ward {X} (e.g. Miirym, Sentinel Wyrm) are subject to this rule. When a creature with Ward enters the battlefield, the controller chooses one opponent who must pay the Ward cost to target that creature.

1.2.6. Example:

Static abilities like Hexproof are included in this rule. When a creature is equipped with Swiftfoot Boots, the controller chooses one opponent who cannot target the creature. If the equipment is moved to another creature, the affected opponent may be changed.

1.3. Opponent individually triggered abilities

Triggered abilities that separately trigger whenever an opponent or a permanent that opponent controls fulfills a condition are subject to the State-based effects rule. The controller of the source must choose one opponent for these triggered abilities.

1.3.1. Example:

The triggered ability of Smothering Tithe ("Whenever an opponent draws a card, you may create a Treasure token unless that player pays {2}.") will trigger only for the chosen opponent.

1.3.2. Example:

Cards like Punishing Fire or Dogged Detective that trigger when an opponent gains life require the card's controller to choose one opponent. For example, when Punishing Fire is in the graveyard and an opponent gains life, the trigger applies only for the chosen opponent..

2. Phase and turn manipulation

Any effect that affects only one team's phases or turns, such as Extra Turns, affects only the player controlling the effect or the target of the effect, not the entire team.

2.1. Example:

Activating the card Mindslaver will only control a single player's turn, not the entire team's turns.

2.2. Example:

The card Time Stop will still end the turn for all players of the active team, maintaining its global effect.

3. Determine life points of a player

Life points of a player from a team are equal to the current life points of the team divided by the number of players in the team, rounded up.

3.1. Example:

In a 2HG game, a team with 17 life points receives an effect that doubles a player's life total (Beacon of Immortality) That player gains 9 life (rounded up), increasing the team’s total to 26 life points..

3.2. Example:

In a 2HG game, one player controls Test of Endurance, an enchantment that reads "At the beginning of your upkeep, if you have 50 or more life, you win the game." If his team's health is 100 or more, his team wins the game.

3.3. Example:

In a 2HG game if an ability reduces a player's life total to 10, divide the team’s life evenly (e.g., 25 total life = 13 for each player). Subtract the difference for the affected player, resulting in a team life total of 22.

4. Multiplayer poison rule

The amount of poison counters a team requires to lose the game is defined by the formula 5 + 5 * x. Where x is the number of players in one team.

4.1. Example:

In a 3HG game, the opposing team requires 20 poison counters to lose, calculated as 5 + 5 × 3 (players in the team).

Glossar

Expaining some wordings for clarification.

2HG

Two-Headed Giant playmode or 2 vs. 2

3HG

Three-Headed Giant playmode or 3 vs. 3

Command Zone

defined in Play rule 6 in the official Commander rules.

Generic Mana

A generic mana cost is a mana cost that can be paid with mana of any type; meaning mana of any color, as well as colorless mana.

Symbol: {X}

From the glossary of the Comprehensive Rules (September 1, 2023—Wilds of Eldraine)

Generic Mana

Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.

State-Based Effect

Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”

Last Updated:
Contributors: Jan Falkenberg