How to play

The EnchantmentChase deck should only contain enchantments included in the official EnchantmentChase card list that can be viewed through the link at the top of this page. Decks can contain any number of cards and any number of copies of a single card, however, it is recommended that decks be no smaller than forty(40) cards and contain at most one(1) copy of any single card.

At the beginning of the game the EnchantmentChase deck should be shuffled and the top two(2) enchantments should be turned face up. The enchantments may be revealed either before or after hands are drawn and muligans take place based on preference. It is generally recommended that enchantments be turned face up after hands are dealt and muligans are taken. The enchantments that are turned face up exist in the command zone so they do not count as existing on the battlefield and they cannot be targeted by spells or abilities.

Play then proceeds as normal in a multiplayer game. During each players turn they may take one(1) free roll of a planar die or a regular six(6) sided die at any time that a sorcery could regularly be cast. The player may take additional rolls of the die at an initial cost of one(1) generic mana. All subsequent additinal rolls will cost one(1) more generic mana than the previous roll. The mana cost of rolls increases from zero(0) to one(1) to two(2) to three(3) and so forth. The mana cost of additional rolls resets at the end of the turn.

If using a planar die:

  • ~ When the planeswalker symbol is rolled, the current face up enchantments are placed face down on the bottom of the EnchantmentChase deck and the top two(2) cards of the EnchantmentChase deck are turned face up.
  • ~ When the chaos symbol is rolled, an additional card is turned face up from the EnchantmentChase deck, no cards are placed on the bottom of the deck.
  • ~ When a blank face is rolled, nothing happens.

If using a six(6) sided die:

  • ~ When a six(6) is rolled, the current face up enchantments are placed face down on the bottom of the EnchantmentChase deck and the top two(2) cards of the EnchantmentChase deck are turned face up.
  • ~ When a one(1) is rolled, an additional card is turned face up from the EnchantmentChase deck, no cards are placed on the bottom of the deck.
  • ~ When another number is rolled, nothing happens.
While using a six(6) sided die to play EnchantmentChase you may assign other numbers from two(2) through five(5) to also perform a planeswalker symbol action or a chaos symbol action, but the default rules only assign actions to the sides of the die as listed above.

Rulings

This is a list of general rulings that affect how the enchantments function in a game of EnchantmentChase. This short list of rules will cover the workings of a vast majority of EnchantmentChase legal enchantments. If there is any confusion with regards to how a particular enchantment functions that enchantment can likely be found in the full errata section further down on this page.

  1. ~ Any enchantment that provides static effects to "you" as the enchantments controller functions as though each player controls that enchantment.
    Honor of the Pure
    reads "White creatures you control get +1/+1", this would cause all white creatures that any player controls to have +1/+1.
  2. ~ Any enchantment that refers to "you" as the enchantments controller for the purpose of triggered abilities functions as though the player triggering the ability controls the enchantment.
    Thousand-Year Storm
    reads "Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.", this will only count the instants and sorceries cast by the player triggering it during the current turn. Each player in the game will have a seperate "instants and sorceries cast this turn" count.
  3. ~ Upkeep costs and cumulative upkeep costs do not need to be paid for enchantments in the command zone.
    Drought
    reads "During your upkeep pay WW or destroy Drought", it would be treated as though this part of the text does not exist. The only exception to this rule is
    Braid of Fire
    .
  4. ~ Activated abilities of enchantments may be activated by any player. If those costs have coloured mana in them, the coloured cost may be paid with generic mana instead. Enchantments cannot be tapped to activate their abilities. These tap costs are disregarded.
    Haunted Crossroads
    reads "B: Put target creature card from your graveyard on top of your library", any player may activate this ability by paying one(1) generic mana.
  5. ~ Any enchantment that refers to "opponents" for the purpose of static abilities functions as though it is controlled by an opponent of every player.
    Dampening Pulse
    reads "Creatures your opponents control get -1/-0", this would function as "All creatures get -1/-0".
  6. ~ Any enchantment that refers to "opponents" for the purpose of triggered abilities functions as though it is controlled by the player causing the ability to trigger.
    Psychic Corrosion
    reads "Whenever you draw a card, each opponent puts the top two cards of their library into their graveyard.", this would cause each player that is an opponent of the player drawing the card to put the top two cards of their library into their graveyard.
  7. ~ Any enchantment that requires a choice between two modes to be made when it enters the battlefield has that choice voted on by all players in the game, the choice with the most players backing it is the choice that is made. In the event of a tie a coin toss or dice roll will be made to determine the choice.
    Monastery Siege
    requires players to choose Khans or Dragons. In a 7 player game if 4 people choose Khans and 3 choose Dragons the choice that is made will be Khans.
  8. ~ Any enchantment that requires a choice to be made when it enters the battlefield that is not a modal choice has each player make their own choice from available options. This includes choosing a target. It may be helpful for each player to note their choice.
    Ineffable Blessing (b)
    requires players to choose an artist, each player can pick any artist they would like. When a creature enters the battlefield under a players control, if that creature has art by the artist chosen by that player, that player will draw a card.

Variations

  • Sorcery cards can be added to the EnchantmentChase deck! By adding cards like
    Terminus
    to EnchantmentChase you can simulate the effect of event cards in Planechase. The effect listed on the sorcery card would be taken by all players when the card is turned face up from the EnchantmentChase deck. After the effect has been resolved, place the sorcery card face down on the bottom of the EnchantmentChase deck and turn the top card of the deck face up. Repeat this process as necessary until the card turned face up is an enchantment card. There is currently no list of sorcery cards recommended for use in this variation of EnchantmentChase, this list may be created in the future but it would only exist as a guideline for playable sorceries. Feel free to use sorcery cards at your discretion.
  • As mentioned above, by playing with a six(6) sided die instead of a planar die, additional die faces may be assigned to perform chaos or planeswalk functions. An example that would result in having a lot of enchantments turned face up at a time would be to assign a singe die face to planeswalk and three(3) die faces to chaos, making chaos rolls much more likely to occur.
  • Complete Errata


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