Last updated: 2026-03-07 Sat 11:19

3-Player Old School Sudden Death

Background

There are many Magic formats out there, but none particularly great for three players. Usual problems of multiplayer Magic as I have experienced them are:

  • Games suffer from board stales and there’s a lot of downtime.
  • The player who died early have a prolonged wait time.
  • Kingmaking, politics, pacts… Some people like those elements in multiplayer Magic, but I don’t.

This is my attempt to minimize the above aspects.

Inspired by tmikonen cube design.

Rules

  • Grid draft the cube as per luckypaper.co -rules for 3-players. Randomize seats. Randomize who takes the first pick.
  • Build minimum of 15 card decks (usually 5 lands, 10 nonlands). Players start at 1 life. The player who took the first pick goes first.
  • First player skips his draw step.
  • Attack on your left.
  • If you cause a draw when only two players are left, you lose instead.
  • Matches are decided best-of-one. This is sudden death after all!

Otherwise the conventional Magic rules (no mana burn etc.) and general multiplayer rules apply (first mulligan is free).

The cube (72 cards)

Also available at cubecobra.com.

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Design targets

Playtest notes (in progress)

Changelog

[2026-02-22 Sun] Version 1.0. Initial release
  • Version 1.0. Looks good on paper but is untested. Now requires playtesting with friends…


[2026-03-04 Wed] Version 1.1 changes
Mtenda Herder (we have plenty of 1/1s so this was too oppressive)
White Knight (too difficult to cast as ww. See chart below)
Disenchant (fine, but replaced with Disempower which interacts with decking)
Divine Retribution (not powerful enough)
Errand of Duty (effectively haste 1/1. Caused non-games)
Debt of Loyalty (never did anything, also difficult to cast)
Alms (never did anything, this should prevent also from a player to see play)
Yare (too situational)
Merfolk of the Pearl Trident (could go back in, but we have creatures with abilities)

Tactics

Ways to win

Mana considerations

When a deck comes with a total of 5 or 6 lands, mana is much more restricted than in a usual game of limited, as the total amount of mana available is in the typical range of mana costs. E.g. there is not much sense in including a 6 cmc creature if you cannot cast in until the last turn of the game realiably, as it cannot attack before decking.

Not only is it tough to play 5 or 6 drops as it may take until the last turn of the game, it is also difficult to get multiples of a single color:

Table 1: Number of colored sources required to provide colored mana 75% or 90% part of the time
Percentage C 1C CC 2C 1CC 3C 2CC 4C 3CC
75% 3 2 4 2 4 2 3 2 3
90% 4 3 6 3 5 2 4 2 4

Designwise, above table indicates that CC cards don’t belong to this cube. Furthermore, 1CC cards will only be cast on curve either with very heavy color commitment or mana fixers available.

FAQ

A: In conventional multiplayer games a player has a life buffer and several turns. In sudden death format the dynamics are different: no life, no time. The first player has a window for kill with an aggressive first turn play backed by second turn removal. This is then further encouraged by signaling inactivity by the third player. So first player always has a commanding position, but only for the first turn and per my evaluation, first player skipping the first draw is the most elegant way to balance this.

A: Grid drafting ~15 minutes, deck building 5 minutes. Then game (match) from 5 to 20 minutes.

Tuomas Pyyhtiä / CC BY-SA 4.0 CC logo BY logo SA logo NVim 0.11.1 (nvim-orgmode 0.7.2)