#+TITLE: 3-Player Old School Sudden Death #+DATE: [2026-02-21 Sat] #+AUTHOR: Tuomas Pyyhtiä #+EMAIL: pyyhttu+oldchool@pm.me #+DESCRIPTION: Old School Cube for 3 players #+KEYWORDS: Magic: the Gathering #+LANGUAGE: en # Don't show table of contents, export underscore as underscore (was: ^:nil)...rest of options as explained here: https://orgmode.org/manual/Export-Settings.html: #+OPTIONS: toc:nil ':t pri:t num:nil p:nil stat:t tags:t tasks:t tex:t timestamp:t html5-fancy:t ^:{} #+HTML_DOCTYPE: html5 #+BEGIN_COMMENT #+PROPERTY: header-args :eval never-export :exports both :results replace #+END_COMMENT # Include usable macros from https://github.com/fniessen/org-macros: #+INCLUDE: ../../debian/org-mode/macros/org-macros.setup #+BEGIN_COMMENT #+INFOJS_OPT: view:content ltoc:nil path:../org-mode/js/org-info.js # for more info see: https://orgmode.org/worg/code/org-info-js #+END_COMMENT #+HTML_HEAD: #+BEGIN_COMMENT Hide "figure 1" from images: https://emacs.stackexchange.com/questions/85050/how-to-remove-figure-x-from-image-captions-when-exporting-org #+END_COMMENT #+HTML_HEAD_EXTRA: * 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 [[https://cubecobra.com/cube/list/10f4726d-557f-44bc-b8f6-c90ac45fdcde][tmikonen]] cube design. * Rules - Grid draft the cube as per [[https://luckypaper.co/resources/formats/grid-draft/][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 [[https://yawgatog.com/resources/magic-rules/#R8][general multiplayer rules]] apply (first mulligan is free). * The cube (72 cards) Also available at [[https://cubecobra.com/cube/list/e7ac723e-a8ae-4606-99ed-4ac8f15fa6a2?view=spoiler][cubecobra.com]]. #+BEGIN_EXPORT html
#+END_EXPORT #+ATTR_HTML: :style width:100% :title Civic Guildmage [[file:https://cards.scryfall.io/png/front/a/9/a9319039-db2f-47bf-9ef0-8d3a381d54fb.png?1562720965]] #+ATTR_HTML: :style width:100% :title Icatian Infantry [[file:https://cards.scryfall.io/png/front/f/9/f95d42d8-ba75-43bf-81b8-b02374f03e83.png?1562941870]] #+ATTR_HTML: :style width:100% :title Mtenda Herder [[file:https://cards.scryfall.io/png/front/5/1/51f30a3d-1421-4706-b17f-39a9ec7a0d8b.png?1562719270]] #+BEGIN_EXPORT html
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#+END_EXPORT #+ATTR_HTML: :style width:100% :title Hope Charm [[file:https://cards.scryfall.io/png/front/a/1/a1a8980f-07ab-49b7-b83d-f394952ced57.png?1562278163]] #+ATTR_HTML: :style width:100% :title Swords to Plowshares [[file:https://cards.scryfall.io/png/front/8/b/8bd501ae-5814-4336-a45b-2b88cb85d29e.png?1559603711]] #+ATTR_HTML: :style width:100% :title Disempower [[file:https://cards.scryfall.io/png/front/3/a/3a86a2ae-aaf3-4d4d-ae06-ec3d4a539550.png?1562718786]] #+BEGIN_EXPORT html
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#+END_EXPORT #+ATTR_HTML: :style width:100% :title Choking Vines [[file:https://cards.scryfall.io/png/front/6/c/6cc4a7ee-f6f0-454a-9074-5988fdee1f34.png?1562801356]] #+ATTR_HTML: :style width:100% :title Gift of the Woods [[file:https://cards.scryfall.io/png/front/d/a/da48976b-667d-4a1e-92de-9c3cb25dfd21.png?1562770630]] #+ATTR_HTML: :style width:100% :title Spider Climb [[file:https://cards.scryfall.io/png/front/a/1/a1818812-4cb8-4fe1-98c0-b40086b4991c.png?1562278162]] #+BEGIN_EXPORT html
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#+END_EXPORT #+ATTR_HTML: :style width:100% :title Ashnod's Transmogrant [[file:https://cards.scryfall.io/png/front/c/8/c820cde8-ee7e-4654-afb3-cd0ee05f2635.png?1562935170]] #+ATTR_HTML: :style width:100% :title Feldon's Cane [[file:https://cards.scryfall.io/png/front/3/8/38ae4abb-f16e-4433-ac1a-e4be57dc652b.png?1562906414]] #+ATTR_HTML: :style width:100% :title Millstone [[file:https://cards.scryfall.io/png/front/f/1/f16f7d28-1bc2-44b6-973b-c60d966101a6.png?1559601855]] #+BEGIN_EXPORT html
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#+END_EXPORT #+ATTR_HTML: :style width:100% :title Shield of the Ages [[file:https://cards.scryfall.io/png/front/7/4/7411ab40-47f6-44d1-8e33-9ff5301dcd9b.png?1587856757]] #+ATTR_HTML: :style width:100% :title Gemstone Mine [[file:https://cards.scryfall.io/png/front/0/9/09507f7f-c58f-4f57-b878-b39811a5b619.png?1562799263]] #+ATTR_HTML: :style width:100% :title Sheltered Valley [[file:https://cards.scryfall.io/png/front/0/4/049d7a08-1605-4ce2-b8c5-634ce2a261e0.png?1562767766]] #+BEGIN_EXPORT html
#+END_EXPORT * Design targets - Games should not take too much time. Thus, "Sudden Death"-format was chosen (players start at 1 life). - Cube encourages replayability and deck building skills. Thus "Grid draft" for 3 players with diversified decision space was chosen. - To promote multiplayer aspects without overcomplicating decision-making or introducing board stalls, I chose "Attack-on-the-left" -variant which offers a good balance between planning an attack/defense, sequencing your spells and minding your library. - I've already explored and enjoyed Old School card pool in [[file:../5-color-mirror/5-color-mirror.html][5-color-mirror]], so want expand on that with [[https://mtgoldframe.com/93-94-old-school-scryings/][Scryings]]-sets. Here's [[https://mtg.wtf/card?q=print%3Elea%20print%3C%3Dwth%20-e%3Apor%20is%3Apaper%20-is%3Afunny%20-is%3Areprint%20sort%3Aname%20view%3Aimages][card pool]] used. * Playtest notes (in progress) - Lifegain and damage prevention becomes a lot stronger with starting life of 1. - Too much life gain makes all decks mill decks. - Milling becomes as a valid lategame strategy as the 7 card opener already eats away half of the 15 card deck. - Damage that goes to the face has to be balanced to avoid "non-games". Balancing means making damage spells symmetrical, higher cmc, or requiring an additional cost a player needs to work for. - Removal has to be kept in check, either in terms of the creature size or the cost. If possible, "defensive" removal should be prioritized over "offensive" removal. - Evasion e.g. flying, landwalk, trample, protection from... is very strong and should come at a cost e.g. life, high cmc etc. - Haste and flash creatures are pretty strong because they can win out of nowhere. - Counter magic and discard perform poorly, as they normally do in multiplayer setting. - Monocolored decks are possible, but the nature of grid draft make them quite rare. Two-colored decks seem like the way to go, which means in 3-player game that one remaining color is contested on. - With 5 or 6 lands, mana is much more restricted than in a usual game of limited. Designwise, this indicates that double casting cost cards should be avoided, especially on curve 2, as one is not able not able to play them reliably. * Changelog #+begin_details [2026-02-22 Sun] Version 1.0. Initial release - [[https://web.archive.org/web/20260305153812/https://pyyhttu.kapsi.fi/magic/3-player-sudden-death/3-player-sudden-death.html][Version 1.0]]. Looks good on paper but is untested. Now requires playtesting with friends... #+end_details \\ #+begin_details [2026-03-04 Wed] Version 1.1 changes - Cut: [[https://mtg.wtf/card/mir/29/Mtenda-Herder][Mtenda Herder]] as flanking negates the several 1/1s we have. Add: [[https://mtg.wtf/card/4ed/48/Savannah-Lions][Savannah Lions]] as we want to diversify our threats. - Cut: [[https://mtg.wtf/card/4ed/47/Samite-Healer][Samite Healer]] as we have prevention already enough. Add [[https://mtg.wtf/card/ice/40/Kjeldoran-Skyknight][Kjeldoran Skyknight]] as we want some 3-mana bomb. - Cut: [[https://mtg.wtf/card/mir/12/Divine-Retribution][Divine Retribution]] as it was too narrow as a removal. Add [[https://mtg.wtf/card/4ed/6/Balance][Balance]] as the card seems in this format fair. Yes. Really. - Cut: [[https://mtg.wtf/card/wth/11/Debt-of-Loyalty][Debt of Loyalty]] as it never connected as holding up 3 mana up in this format is too much. Add [[https://mtg.wtf/card/all/12a/Reinforcements][Reinforcements]] as it can battle against decking. - Cut: [[https://mtg.wtf/card/wth/41/Mana-Chains][Mana Chains]] as blue needed more effective first turn answers. Add: [[https://mtg.wtf/card/hml/23/Chain-Stasis][Chain Stasis]]. - Cut: [[https://mtg.wtf/card/wth/105/Goblin-Vandal][Goblin Vandal]] as its ability never triggered. Add: [[https://mtg.wtf/card/fem/54a/Goblin-Chirurgeon][Goblin Chirurgeon]]. - Cut: [[https://mtg.wtf/card/4ed/203/Hurr-Jackal][Hurr Jackal]] as there never was a good opportunity to use its ability. Add: [[https://mtg.wtf/card/fem/61a/Orcish-Spy][Orcish Spy]]. - Cut: [[https://mtg.wtf/card/atq/23/Atog][Atog]] as there never was a good opportunity to use its ability. Add: [[https://mtg.wtf/card/all/83/Varchilds-War-Riders][Varchild's War Riders]]. - Cut: [[https://mtg.wtf/card/mir/166/Consuming-Ferocity][Consuming Ferocity]] as it's too slow. Add: [[https://mtg.wtf/card/hml/76/Ironclaw-Curse][Ironclaw Curse]]. - Cut: [[https://mtg.wtf/card/chr/69/Scavenger-Folk][Scavenger Folk]] as we have plenty of artifact removal already. Add: [[https://mtg.wtf/card/ice/260/Rime-Dryad][Rime Dryad]]. - Cut: [[https://mtg.wtf/card/vis/116/Quirion-Druid][Quirion Druid]] as it was too slow. Add: [[https://mtg.wtf/card/vis/123/Uktabi-Orangutan][Uktabi Orangutan]]. - Cut: [[https://mtg.wtf/card/chr/93/Ashnods-Transmogrant][Ashnod's Transmogrant]] as it created non-games with 0-mana creatures. Add: [[https://mtg.wtf/card/2ed/236/Chaos-Orb][Chaos Orb]]. - Cut: [[https://mtg.wtf/card/all/142/Sheltered-Valley][Sheltered Valley]] as you could only camp behind this and win. Add: [[https://mtg.wtf/card/vis/166/Quicksand][Quicksand]]. #+end_details #+begin_src 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) #+end_src * Tactics - Deals/negotiation/intimidation are often a poor strategy though you can certainly try. Instead, it may be better to try to bluf or "signal" e.g. by bypassing a play and leave mana open for a potential answer. - Practical example on bluffing and signaling: It is the first turn. Player A plays a 1/1 threat and passes. Player B just plays a land and surprisingly, passes (bluff?). What should player C do? Play a land, and at most cast a non-creature, non-threatening spell (signal to Player A), then pass. This signal enables player A more confidently to call the bluff and attack player B. * Ways to win - Both combat damage and milling are valid ways to win the game. - The most obvious way to get around the opponents defense is evasion. A single evasive threat can easily win the game. - Going "wider" than the opponent also can do the job. As having one more attackers that can connect is often enough. - Going "under" the opponent e.g. an unanswered 1/1 on turn 1 is probably the easiest win on turn 2. - Going "bigger" is also pretty valid as the opponent may not be able to double block, because that would leave one attacker unblocked, which forces opponent to "chump block". - With 15 card decks, drawing your starting hand already cuts it in half. As soon as the early attacks have been fended, milling 2-4 of opponents cards or shuffling / putting back on top a couple of own cards equals game. * 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: #+CAPTION: 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 - Why does the first player skip the draw step? 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. - How long does a round take? A: Grid drafting ~15 minutes, deck building 5 minutes. Then game (match) from 5 to 20 minutes.