Planechase rules

Planechase is an official casual variant (rule 901 of the Comprehensive Rules). It sits on top of a normal game: a shared plane changes the rules for everyone, and a planar die moves the table from plane to plane. On SlingLab the host turns it on in the lobby, for any format except Horde. Where SlingLab adds something or simplifies, this page says so.

Planar decks

Each player brings a planar deck of at least ten plane and phenomenon cards, each with a different English name, with no more than two phenomena (rule 901.3). Planar cards stay in the command zone the whole game; they never mix with your library, hand or graveyard.

  • Build one in the deck builder with the Planar deck format, or put planes in any deck's Planes section. Moxfield and Archidekt imports keep their planes there, and "Make planar deck" copies them into a deck of their own.
  • In the lobby, each player picks which planar deck to bring, or plays with random planes.
  • A SlingLab convenience: a planar deck short of ten is filled with random planes (different names, still no more than two phenomena) instead of stopping the game from starting.

The face-up plane

Once everyone has kept their opening hand, the first player turns over the top card of their planar deck. A phenomenon goes to the bottom instead, until a plane comes up (rule 901.5). That plane's abilities affect every player. Its controller, the planar controller, is whoever's turn it is (rule 901.6).

SlingLab turns the starting plane up as the game starts. Nothing triggers when it's turned up either way, so the only difference is that you can see it while you decide on your opening hand.

The planar die

The planar die has six faces: the planeswalker symbol, the chaos symbol, and four blanks. The active player can roll it any time they could cast a sorcery: in their main phase, with an empty stack (rule 901.9).

  • Planeswalker symbol: you planeswalk (see below).
  • Chaos symbol: chaos ensues, so the plane's chaos ability happens.
  • Blank: nothing happens.
  • Your first roll each turn is free. Each extra roll that turn costs one more mana than the one before (1, then 2, ...). A roll a card tells you to make (Fractured Powerstone, for one) is free and doesn't raise the cost.

SlingLab rolls the die, shows the cost on the Roll button, and logs it. Paying the mana is up to you, the same as casting a spell. Timing isn't enforced either; the button reminds you.

Planeswalking

To planeswalk, put every face-up plane and phenomenon on the bottom of its owner's planar deck, then turn over the top card of your own (rule 701.31). Effects that last "until a player planeswalks" end then.

  • After a planeswalker roll, the Roll button becomes a Planeswalk button. Press it once everyone has had a chance to respond. If the turn passes first, SlingLab planeswalks for you so the next player isn't stuck.
  • For cards that move between planes in other ways (Interplanar Tunnel, Spatial Merging, Pools of Becoming), the active player can reveal the top of their planar deck, planeswalk to the cards they pick (two at once, for Spatial Merging), make chaos ensue on revealed planes, and put the rest back on top or bottom.
  • Counters on a plane (Naar Isle's flame counters) go away when you planeswalk away from it.

Phenomena

A phenomenon is a one-time event. When it's turned face up you encounter it: its ability triggers, and once that resolves, you planeswalk away from it (rules 312.5 and 704.6f). On SlingLab the phenomenon stays up with a banner until the active player presses Planeswalk.

Chaotic Aether is handled for you: after you encounter it, blank rolls count as chaos until someone planeswalks away from a plane. Every other phenomenon is up to the table to resolve.

One shared deck

Instead of everyone using their own, the table can share a single planar deck of at least 40 cards (or ten per player, if that's smaller), with no more than two phenomena per player (rule 901.15). SlingLab builds it from everyone's chosen planar decks, one copy of each card, and fills it with random planes if it's short.

Players leaving

When a player leaves the game, the planar cards they own leave with them. If one of them was face up, the planar controller planeswalks right away (rule 901.10). The shared deck stays with the table.

On the board

  • The face-up plane sits at the top of the board. Hover it to read it; collapse it if it's in your way.
  • Rolls and planeswalks play out in the middle of the table, so everyone sees what came up.
  • When chaos ensues, the plane's chaos ability is highlighted until the end of the turn.
  • Everything goes in the game log, and replays show it too.
  • What a plane or phenomenon actually does is up to the players, like any other card text.