Spell-Weavers Assembly of Dietersheim: ABC Tour


ABC-common


ABC decks are "highlander" decks, i.e. there can be only one copy of each non-basic-land card in the deck.

Rules for construction of ABC decks in general:

1) Pick 26 cards that are not basic lands. The English name of each card has a "first letter". Each letter of the English alphabet must be represented exactly once.

2) Add 14 basic lands of your choice. If you need more lands, then you may substitute one (or more) of the non-land cards (the "letter cards") with a non-basic land that starts with the same letter.

3) Special letters, Ash and Ll: "Ash" (ae - which incidentally is a Danish letter) is counted as starting with "A", "Ll" is counted as an "L".

4) Non-English cards: You may use non-English printed cards, but it is the spelling of the English version that counts.

5) Legal cards: Any common card that is legal in any sanctioned format (Vintage, Legacy, Extended, Standard) is legal for Common ABC constructed (that excludes all silver-bordered sets). Note that we do, however, allow gold boardered cards. Questions regarding legality of certain cards may be directed to Matthias.

In summary: Normally a legal ABC deck always has exactly 40 cards broken down as exactly 14 basic lands and exactly 26 other cards (but see also our special X and Q rules below).

Sideboard:

Your deck may (but does not have to) include a 15 card sideboard. If you have a sideboard then it MUST be exactly 15 cards. There is no alphabetic restriction on them. They can all start with the same letter if you want to.

Sideboard use: After the first and the second duel you may swap cards between your deck and your sideboard, but ONLY on a "letter-for-letter" or "basic-land-for-basic-land" basis. I.e., when you have sideboarded, then your deck must still be a legal ABC deck following the construction rules above.

If, after sideboarding, you find that you made an error (you find a card in your hand starting with the same letter as one you played already), then just do not play the offending card and you will be OK. If you play two cards starting with the same letter, then you have lost the duel by default.

ABC - common

To get everybody started at a not-too-uneven level, we will start out this as "ABC common". I.e., we play ABC rules, but you can use only common cards for the 26 "letter cards". Any card which was once printed in a set as "common" is considered common, even if it earlier (or later) was (re)printed as uncommon or rare.

ABC, the X-and-Q rule

For "X" there are only rare cards, and for "Q" there are not commons in all colours. Therefore we have agreed on the following rules:

1) The Q-rule: If you cannot fit any common Q card into your deck, you may instead fill that spot by a basic land. I.e., either use a common or a basic land. Nothing else. You may proxy for your Q-card.

2) The X-rule: For the X-spot in your deck we allow rares. If you cannot fix any X-card into your deck, you may instead fill that spot by a basic land. I.e., either use any X-card, or a basic land. You may proxy for your X-card.

3) When sideboarding you may substitute Q and X-cards for basic lands (or the other way around), as long as your deck remains legal. You must tell your opponent if you do so.

4) We also allow you to use up to 5 proxies (this is in addition to X and Q proxies) total in your deck + sideboard. But this is restricted to "real" proxies. Meaning colour prints of the real cards and not e.g. basic lands with a word scrabbled onto. If you use proxies then your deck must be in sleeves, and there must be a card inside the sleeve below the proxy in order to make it as stiff as a normal card.

ABC, rules and deck-building questions

Matthias is "Master of ABC construction" (see e.g. his article: "ABC Schüler im Reich der Magie"), so he is available for questions regarding "ABC legaligy-of-deck" questions. He may also be willing to give advise on the best card to add in a given letter slot, but then again, since he will be fighting for his own rating points you may wonder if you should follow his advise

If you would like to build your first ABC deck, but don't know how to go about it, then you will here find some general advise on how to go about making a new ABC deck. Also, you may find this ABC deck-build form useful. Arne has also written a short guide explaining his abc deck-building strategy. In the meantime here are the links to the two MtG card search engines mentioned in my write-up. Bazaar of Wonders engine, WotC engine, and here is the link to Magic Workstation , described in Arnes guide.

ABC, challenging and reporting results

1) Challenging: Matches are arranged via challenges. Challenges can be made during casual play nights (where you should always bring at least one ABC-common deck), or simply by sending an email to one of the ABC-common players. A challenge cannot be refused, and should be played within one week of it being issued (unless the player is travelling). In order to get the ratings to make sense, please try to challenge as many different players on the list as possible before you repeat a challenge.

2) Please report results to me. You can use either the recording sheet for this, or you can send results via email. I prefer the latter. If you send email then please use exactly the format seen here (cut and paste). The ranker is written in fortran so format of the input is an issue. Since I have assigned 6 characters for each name you will need to truncate or add spaces.

3) For the ABC tour we are ranking by matches. I.e. each match is played "best of three".

4) When you have finished a ranking match then agree with your opponent who is going to report the result (usually the winner). Shortly after you (or your opponent) have sent me the result you should check that it has been recorded correctly in the list of most recent ABC-common results. If they have not then feel free to send me a reminder.

5) Remember that the most important thing is to have fun, not to win. When playing you should keep to the rules, but you should not be a ``rules rider''. Give your opponent a fair treatment, and have fun together

Non-red-ABC

Some classic deck types have turned out to have a pretty hard time in this format because they rely on a couple of key cards that are rare or uncommon in order to survive certain aggressive decks long enough. In order to get a sligtly wider selection of deck types we have therefore decided to try out this idea: ``Non-red-ABC''.

The rules are identical to those described above, with the following important additions:

(1) Spells with red mana in the casting cost are not allowed.
(2) Any activaiton cost or other ability that requires red mana cannot be played.

Examples: You can play a black creature that has a red kicker cost (if such a fellow exists) as long as you don't pay the kicker. Paying red mana for kicker cost is illegal. You can play a green creature with an activated (tap) ability that requires red mana, but you are not allowed to activate that ability (e.g. Granger Guildmage). You can play a sunburst spell including (and counting) red mana because the red is not in the casting cost. You cannot have any red card in the deck, even if you are not planning to play it (e.g. Guerrilla Tactics).



Palle Møller - pmoller[at]eso.org
Last updated: 18 July 2005