[quote=@RawrEspada4] Just a thought but if we need to have a "full deck" and we can repeatedly cast spells then we should probably only have access to about 8-15 different spells to account for the idea of playsets.... Otherwise a player could potentially have 40 different spells available at nearly any time as we have no "hand" to worry about.... Which bring me to my next point. How do spells like Thoughtseize, Duress, Thought Scour, Brainstorm, Ancestral Visions, Demonic Tutor and the such? [/quote] Very good question, I was thinking that over myself, but unless we decide to have a virtual deck, with virtual hands and everything to govern how our Planeswalkers interact with the world around them, mill cards would be worthless. (or at least worth only any secondary effect they may have) And for starters 8-15 spells sounds reasonable, but I know a guy who likes to build decks with no more than two of any non-land card in his deck, mostly for versatility, so I didn't want to out right limit max starting spells. (the biggest thing preventing me from limiting max spells is that I haven't worked out the players will learn new spells yet and I don't want to handicap them) [quote=@MarsAdept] I am willing to be a co- GM for this. I liked the idea of an entire plane disappearing and the missing plane was home to advanced tech. [/quote] Thanks or stepping up. This is more than a plane vanishing, this is an entire universe, all of the planes, along with everything else, are gone. The players are in a different universe, that's why the players aren't also gone. And this is going to be complex enough without adding a new color, so the advanced tech would just be artifacts as far as I'm concerned.