Here in Elko, the local Magic players play a variant on Magic known as a Captain’s match. The format was developed by a Mika (or possibly Mica (sp?)). According to sources in town, Mika apparently no longer plays Magic. Nevertheless, many players in Elko continue to play the Captain’s format. I am sure the Captain’s match has probably evolved slightly, so what I will describe in further detail is the variant we currently play to the best of my ability.

Why Play a Captain’s Match?

Captain’s matches are great for multiplayer matches. Unlike some multiplayer formats, Captain’s matches do not require an even number of players. An odd number of players can play just as well. Captain’s matches are extremely good at improving deck design by rewarding players who can successfully damage other players, destroy their permanents, or force them to discard cards. Although it is a group play match, Captain’s matches still retain the feel of one on one matches because it is primarily a contest between the Captain’s. Captain’s matches also incorporate a team-building element and reward team play.

Captain’s matches are good for new players and budget players. Captains can tap into the strength of more expensive player assets making it good for budget players. New players can also tap into the experience of established players. When playing a neutral, new players can also benefit from watching and learning. Established players get a great chance to test deck draws and really see a lot of their cards hit the field.

All players can benefit from playing captain’s matches in creating more effective decks. The one style that a Captain’s match does not heavily reward are mill decks. Mill decks find Captain’s matches a little more difficult than other formats.

How to play a Captain’s match

First you need a group of Magic players (usually 4 or more).

In a Captain’s match, two players with 60 life total compete against each other as captains while the other players begin the game as neutrals. A captain can sustain 30 points of poison damage. The other players are considered neutrals. Neutrals have only 30 life total. Neutrals can sustain 15 points of poison damage. Neutrals have no opponents unless they are claimed by a captain.

A captain can claim a neutral by doing 5 points of damage or poison damage to a neutral in a turn, doing a point of damage or poison damage when a neutral is hellbent or hellbent in hand in a turn, or destroying 3 permanents a neutral controls in a turn. Hellbent in hand means that they do not have any cards in their hand.

If a neutral person is claimed, they are then on that captain’s team. A claimed neutral should always try to help their captain win the match. Claimed neutrals also have an opponent: the opposing captain (and anyone on the opposing captain’s team). A non-captain can always be claimed by a captain for their team as outlined above. No neutral is permanently claimed. For example, if a captain does 5 points of damage in a turn to a player who was claimed by the other captain, that player switches teams.

Once claimed, a neutral may attack the opposing captain with creatures. A claimed neutral may also use their creatures to block for their captain. A claimed neutral cannot claim another neutral for their captain. Only captain’s may claim other players.

As a courtesy, unclaimed neutrals do not generally block attacks by captains. Neutrals cannot attack a captain with creatures. This does not mean that neutrals cannot be mischievous. Some neutrals will block a captain’s attack to prevent them from being taken. Neutrals may decide to play cards which effect everyone (like Inferno) and sometimes exhibit a slight bias (perhaps by playing a Tome Scour against a captain). Nevertheless, most neutrals play it neutral and do not interfere much. In general, neutrals can play instants or sorceries that target anyone. Neutrals could theoretically win a match with a card such as Coalition Victory, but it has yet to happen.

The captains can win by forcing the opposing captain to draw out, reducing the opposing captain’s life to zero, or putting thirty poison counters on the opposing captain. Any card which would allow a captain to win by other means (such as Coalition Victory) in a normal Magic match, would allow the captain to win in this way as well.

Conclusion

Whoever Mika is, Mika deserves a lot of credit for coming up with a great Magic variant. It is also great that the local players in Elko have kept the format alive by continuing to introduce new players to the format. It is very nice to have the option of playing a multi-player match that has the feel of a duel and combines cooperative and competitive elements.

Playing Captain’s matches definitely improved my deck building.