Rainbow Hydra - 2+ player strategic mode for Magic the Gathering

Last update: 2014/11/28

Note (2015/10/13): I am building another 3 Hydra packages and there is a fairly big update scheduled, mainly on deck building hints plus some optimizations on 'pointy Hydra' better balancing. Pending in backlog.

This page describes characteristics, rules and hints how to play Rainbow Hydra (RH). If you managed to get here by mistake, Magic the Gathering is a card playing game and you can read a lot about it on other places - wikipedia for example

Hydra is meant for players knowing basic MtG (Magic the Gathering) rules. Basically, rules of MtG are not trivial and it takes some time to learn it well. RH is building on a MtG rules and adding some more, together with changing others. If you are inexperinced in playing regular MtG, take your time and learn basic MtG first. Alternatively you can start to play RH with somebody familiar with the system.

Hydra's summary

Before diving into rules and examples, let me briefly describe the biggest differencies between (almost any) MtG gameplay and RH:

If you know MtG well, you are seeing a drastical change in gameplay even now, without diving into RH deeply. Basically, the game is much more balanced in terms of players having more equal chances, competing with their skills better than their cards. You will see even more balancing elements during rest of this page, ending up with a few Hydra's extensions making the game balanced quite well while still keeping some (limited) space for lady luck.

Brief illustrated example

Ok. Lets prepare a deck for basic Hydra and show a beginning of a game.

Here it is prepared (sorry for all the pictures inquality):

Hydra libraries prepared for game

Scared? You can notice there are 2 main libraries - those with mixed card colors. Other libraries are auxiliary libraries, containing cards of the same color. Why there are so many libraries - six would be enough, right? No.

Hydra libraries separation shown

Notice the libraries are split into two groups. Left group are lands, right group are nonlands. What are those yellow cards? Colorless and non-basic lands. These can be only in one of these main libraries. The main library does not have to have a yellow on top, this were arranged for presentation purposes only.

In the following example, we are going to keep things simple. You will see the main points, not a fully blown RH. Lets start the game!

There are three players: Jack, Jim, and Jane.

We are playing Hydra, in particular '2d/0 Hydra 40"' which means we will start with hand containing 2 random lands and nothing more.

After distribution, player's hands on top of picture:

Libraries and hands

Only lands were distributed. Just by looking at the cards back you can tell Jack received one non-basic land and one island, Jim is pure white and Jane white-blue. Also you can tell that the mixed land library has red land (mountain) on top.

Jack's turn.

Jack's drawing phase. Now, read well: Jack can choose which library is he to draw from. Drawing from any of the two main libraries (mixed colors) does not involve paying any mana costs. We are at the beginning of game, no lands are played, no mana available. Jack is now limited to choose from basic libraries - one being a land library and one being a non-land library.

Jack looks at what is being offered at the libraries. He can draw red land or colorless nonland. Now, read well: Jack remembers playing land rule change: drawing land in drawing phase means you cannot play a land during that turn!

As Jack has no land on the table, he definitely wants to play a land. Therefore, he will draw from nonland main library. Jack draws and here is his hand:

Island, Evolving Wilds, Patagia Golem

Jack decides to play island. There is nothing more he can do during this turn.

Jim's turn.

Jim has two white lands and looking at the main libraries - there is red land and white nonland. Jim definitely wants to play a land during first turn. He draws a white nonland and here is his hand:

Plains, Plains, Cathedral Sanctifier

Jim plays an Island and Cathedral Sanctifier.

Jane's turn.

Jane draws a black nonland (Duskmantle Prowler) and plays island.

Back to Jack. Jack has an island on the table. His hand is Evolving wilds (non-basic land which can be sacrificed to get any basic land) and Patagia golem (artifact creature, cost 4). What is offered at the libraries?

Libraries. Both main libs: red

Red land and red nonland. Jack does not like it. Luckily he remembers a 'color call' rule:

Jack taps blue, takes blue

He taps blue draws blue. He does want to play a land in this turn so he draws a blue nonland. Note that the blue mana is consumed, it does not stay in the pool.

Jack gets Fog bank, flying defender, cost 2.

He plays the evolving lands, taps it, sacrifies it and takes another island.

Lets skip Jim's turn and look at Jane's.

Jane's hand and avail. libs

Poor Jane would you say. Jane does not want a red land. She is decided to use that Prowler. How? You will see.

Jane takes a colorless nonland and plays white land.

Jack plays Fog Bank, Jim takes red land and attacks Jane.

Jane's turn again:

Jane's taps two different colors, thakes third

Jane want to get a black land. There is no such land on the main land library, neither she has a black land to use color call. But she does have two different colors, so she could do a combined colors call. She taps both blue and white and she is now entitled to draw any color - so she takes black land! Note both mana points are consumed during the combined colors call

As she took a land during draw phase, she cannot play a land this turn. Nevertheless, she will play it next turn.

And that was the introduction. Remember that you can also see the colors of cards on your oponent's hand - so you can speculate what is (s)he about to draw/do. You can also remember what did he draw so you know also the number of lands/nonlands. Last but not the least, game usually starts with a bigger hand than 2d/0 so there are usually much more combinations available from the beginning.

Following are the more complete rules for RH. There are also a few extensions available, I will add them once they are tested enough.

Hydra rules

  1. Deck is shared between all players
  2. You can tell card color by just staring at a card back (using colored sleeves)
  3. There are 2 libraries to draw from, plus up to 10 additional libraries
  4. Draw phase + playing a land is changed

Apart from the main points above, there are some recommendations which you may decide to ignore though they are highly recommended.

First to the main points though.

Shared deck

All the players are sharing the deck during play - all the libraries are shared, anyone can draw from any library (given he/she matches conditions below).

For good strategic play, it is neccessary that the players know what cards are in the deck. Otherwise the player building the deck (usually the cards owner (meaning the physical cards being his/her property)) gets advantage.

Recommended deck building rules

Deck size

Sleeves

It is absolutely necessary to use sleeves (or any other way how to identify a card color when looking at card's back). In our example we are using all 5 colors plus colorless plus nonbasic lands. You would need 6 differently colored sleeves in that case.

It is ideal to map sleeve color to card color: put red cards in red sleeves, white cards in white sleeves,... you got the idea. You would need sixth color for other cards - nonbasic lands, artifacts and multi-colored (if using any). You may decide to dress multicolored in seventh color as they are completely opposite of colorless (you will see later on). You may also decide to make colorless/multicolored without sleeve - note you will have problems with shuffling due to different size of cards.

Libraries

Now, the most important stuff.

Draw phase

Now the most most important stuff - how do you draw?

In your drawing phase, YOU decide from which library to draw.

If you want to draw from any of two main libraries (those with mixed cards color), do it - choose one of the libraries and draw a card.

Alternatively, you may not like the colors being offered on top of the two main libraries. Example: you are in the beginning of the game, you have blue+green nonlands on hand, three forests and one mountain in play. While you are desperate for an island, there is a black land (swamp) on top of the main land library. You do not want a swamp and you do not have a card to search your library for a...'.

Your options (apart from taking the swamp):

Playing a land

This is very important rule. Without it, you lose a lot of strategic thinking needed to play Hydra:

By drawing a land card during your Draw Phase you lock yourself out of a possibility of playing a land the same turn.

In other words: Either draw a land (during draw phase) or play a land. No possibility to do both in the same turn.

Note that drawing a land outside of a draw phase does not interfere with playing it during the same turn. If you posess a way how to draw before/after Draw Phase, you can happily draw a land and play it the same turn (if you have not drawn a land during your Draw Phase of course). Note to beginners: MtG rules allows playing a single land during turn only. So without any tricks, your maximum land throughput average in RH is half a land per turn.

Additional stuff

Starting the game

There are two main ways how to start the game:
  1. Choose shuffling player.
  2. Shuffle if not yet shuffled.
  3. Oponent removes cards (or is 'takes down' right term in English?) blindly.
  4. 
    -- folowing points if distributing cards only --
    
    
  5. Distribute land cards in round robin fashion - one card to first player, one to second player, ..., second card to first player, ...
  6. Distribute nonland cards round robin

Note that distributing means distribute from main libraries (random colors).

On the other side, 'picking' means players are taking cards from (usually) single-colored libraries, therefore they cannot pick colorless/multi-colored and nonbasic lands.

Starting hand

Hydra variants

Pointy Hydra

This variant improves starting phase, especially when mixed with Promiscuos variant - may be mixed just for the starting phase.

Promiscuous Hydra

For using promiscuous enahancement for initial phase (picking cards), see above

Playing Promiscuous Hydra could be more time taking and it is recommended to try non-promiscuous variant first.

Main point of this variant is that the players are (under meeting some conditions) able to see what cards are on the top of each deck.

There are two variants of play:

Funny Hydra - Double pay double fun

Regardless of title, this is serious.

This is very simple rule. You may remember it as Double pay, double fun.

The point is that you can draw two cards instead of one if you pay each of them twice.

Example: What is to be remembered:

Fair Hydra - Triple pain, chance to gain

Though this rule adds a chance when someone has bad luck with cards, it may prolong the game a lot.

This may be extra usefull when used with double pay double fun

Idea here is very simple: when a player suffers three pains during turn of one player, she is entitled to draw (immediately).

There are some limitations though:

Rainbow Hydra - the final extension

This is the final extension to the Hydra. This extension was meant from the beginning but I had to balance Hydra rules a little bit prior to introducing this extension.

Please note that this bunch of rules would probably change.

General idea behind Rainbow Hydra is that it should encourage multi-color play. The Rainbow extension is for exactly this.

Rainbow extension has three groups with three different usages, depending on how strong Rainbow you decide to create.

Rainbow is not a spell. Its effect goes on the stack directly, so there is no way how to counter it.

Rainbow groups and usages:

Rules for Rainbows: