Cards not to include (by my own experience): Up next, I'm gonna give you a list of cards, I would recommend to you not to put into your tower. For me, it's like a "incomplete banlist". Some of the following cards are pretty much self explaining. Some of them we just figured out while playing, that they do not work with this format. Basically I'm fine with basically all cards. You can add to your Tower whatever you want, but with the addition of those special rules, a Tower is not 100% comparable to kitchen table magic. If you want to play the Power 9, do so, but create a stable environment for them to be in. Silver-bordered/Acorn/Un-cards can also be playable in the right context. The following list will be expanded in the future. The list: - Sensei's Divining Top (t oo much top deck manipulation) - Doom Whisperer ( too much top deck manipulation) - Scroll Rack ( too much top deck manipulation) - Chainer, Nightmare Adept ( repeatab...
One month of weekly games: So now, after one month of playing the tower, we had some awesome interactions take place, that would not have been possible in our normal EDH-playgroup. I thought in this blog-post I'd share some lines that have been played and some ideas/adjustments that should be made in the future The best NOPE I have ever seen: So we were like 2,5 hours in that one game, two players dropped to zero, and a huge GY-pile in the middle of the table. V casts one of the wishes and cracked open a Ravnica Remastered finding a gorgeous Cyclonic Rift . This spell should be game-ending at this point in the game, because the only other player left at the table is K with a big army, able to take V out. It might have been one of few cards that could change how this game ends. So when V decided to overload Cyclonic Rift , K tapped his Alchemist's Refuge to make him cast his spells as though they had flash. What's coming next? K decided to flash in a Bloodthirsty Adversary ...