Before we get started, if you don’t know what the paper version Planechase is, you can read up on it at the mothership. Or you can read on and I’ll lay out my version of it for Puzzle Quest.
In a sense, we already have Planechase-like effects in the game: Enraged and Supercharged events. My idea is to add an entirely new mode of play to the game that utilizes these mechanics and many, many more like them. In this mode, Enraged, Supercharged, and other new game altering effects would change multiple times within a single game.
We’re all familiar with the planeswalker symbol which is used for loyalty gems. The other one is known as the chaos symbol.
Planechase games would be PvP and you would start the game under the effect of a random plane. After a set amount of time, a chaos gem would drop onto the board. There can only be one chaos gem on the board at any time and the only way to break it is with a match-4, a match-5 or abilities that destroy gems on the board. Once the chaos gem is destroyed, you planeswalk to another plane. Once you leave a plane, you cannot return to it again during the same game. For example, you start out in supercharge mode where all mana is doubled. After 3 turns, a chaos gem will drop into play. Once this gem is broken, you leave supercharge mode and switch to enraged mode. After another 3 turns, another chaos gem drops. Once this is destroyed, you switch to some other new effect.
This mode would be similar to QB in that you could join games whenever you want and it’s always active; except there is no leaderboard. Instead, there are (small) progression rewards that extend quite high. You would still earn runes per game won. It would run for an entire week and “end” on Friday night at 9 p.m. EST. The only reason for it to end is to reset the progression rewards. There can even be daily objectives to win a Planechase game for a small reward and another random daily objective for a slightly better small reward. Examples of random daily objective: cast 8 green creatures in a single game, cast 50 spells (over multiple games), destroy 2 enemy supports in a single game (or 15 over multiple games), etc. Games won would earn 1 ribbon. Daily objectives would earn 5-25 ribbons (or more) depending on the difficulty of the objective. Progression rewards would be runes, basic boosters, small amounts of crystals (5 at a time max), and topping out at some decent reward (set booster pack or 50 crystals, maybe a fat pack or larger amount of crystals once a month).
This would be a casual format with no pressure to win every game. It is simply played for fun (and runes and progression rewards). No win percentage tracking to worry about like in QB. No leaderboard for people to complain about ties or cheaters or luck. Not being an event, those in coalitions won’t feel obligated to participate for the good of their coalition. Lasting an entire week gives players plenty of time to reach whatever progression reward they want while still being able to keep up with events. The goal is just a fun format that is fun to play and keep players engaged.
As for the planes, they would have to be implemented like keywords are now. The text at the top of the screen would display a name for the current effect, then you could tap on it to display the full rules of the effect. For example, in enraged it would simply say ‘Enraged’ (or ‘Innistrad’ if they actually name them for planes), when you tap it, a plane card or tooltip appears that says ‘Planeswalkers take double damage.’
I have a lot of ideas for planes effects:
-The first card you draw each turn is drawn from the top of your opponent’s deck.
-You may activate your planeswalker’s first loyalty ability for free each turn. (Still limited to one planeswalker ability per turn.)
-Loyalty matches are tripled.
-[Insert color here] gems give +10 mana, all other colors give -2. (Planeswalker’s specific mana gains are negated by this effect.)
-Whenever you cast a card, fetch the next card of that type from your deck, it is free. Cards cast for free this way cannot trigger this effect.
-Whenever a creature enters the battlefield under you control, it deals damage equal to it’s power to your opponent.
-Creatures can’t attack.
-The first spell you cast each turn is returned to your hand and gains full mana.
-Whenever you cast a card, your opponent discards a card.
-Players may have 4 creatures on the battlefield.
-All supports cost 5 less and enter the battlefield with 5 shields. At the beginning of your turn, each support you control loses 2 shields.
-Damage dealt to your opponent by creatures, spells, or abilities controlled by you is dealt to you instead.
-Activate 1: gain 100 life.
-When you planeswalk to [insert name here (Kaladesh if they name planes in this way)] energize the board. Overload 3: something.
At this point I think you get the idea. Keep in mind this mode is first and foremost intended to just be fun. Outrageous, overpowered effects are very much intentional. These kinds of effects will lead to very memorable games. I hope you enjoyed my idea and thanks for reading. Feel free to contribute plane ideas and let’s see if we can get this mode into the game!
(Images…borrowed from the article linked above.)
Edited for clarity, post is long but please read the entire thing before commenting.
Edited again to fix formatting thanks to new forum.