DECKBUILDING & FORMATS
One aspect of deckbuilding that's unique to Dimension is point values. Depending on the tournament format, you might see different point restrictions, but casual play has no restrictions. The Standard tournament format allows 20 points per deck. You can find where point values are located on our card example here, and any changes to point values will be posted on our web site.
Dimension will never ban cards. Instead, point values give us the ability rebalance cards over time to keep competitive play fresh. Ideally, a deckbuilder will never be locked into running the top tier draw spells, win conditions, and enablers just to stay competitive, instead of having to make interesting decisions between them.
In Dimension, the player on the play doesn't draw for the start of their first turn. In addition to the extra card, each following player starts the game with a special On the Draw card. Currently, the On the Draw card is called the Map of the Void, but new On the Draw cards will be released as we travel to new worlds.
In constructed tournaments, you're allowed a sidedeck that can be used after game one of a multi-game match. In Standard, you are allowed to have up to 18 cards in your sidedeck.
In limited, decks have a minimum of 40 cards. Unless you're an experienced deckbuilder, we recommend starting with 17 resource cards.
In Dimension, limited is played with a set cube of 312 cards. The cards are shuffled, and players put together three face-down packs of 13 cards. Each player looks at their first pack at the same time, picking a card and passing to the left until the packs are empty. The second pack passes to the right, and then the third back to the left again. Once the draft is finished, players build decks out of the cards they drafted, adding as many simple resource cards as they like.
STARTING THE GAME
To set up for a game of Dimension, randomly decide who goes first, shuffle your deck, and allow the opponent to shuffle or cut it.
Each player draws seven cards. If a player doesn't like their opening hand, they can take a free mulligan, redrawing seven. After that, if they still don't like their hand they can mulligan down to six cards, losing a card each time until they keep a hand.
Players start the game with 21 life.
PARTS OF A TURN
Start: Two things happen at the start of turn: Drawing your card for the turn and resetting your permanents in play. Players can't play cards or activate abilities during the start of turn until after they have reset their permanents and drawn their card. Players can choose to either draw their card or reset their permanents first.
First build: This is when players play their resource for the turn and tilt resources to play cards. When you play a card, the opponent has a chance to respond (say with a cancel effect), and in a multiplayer game people have a chance to respond going clockwise around the table.
Attack: Tilt characters to attack opposing players or champions. You may only attack with characters that you controlled at the start of your turn (when you play a character, it has to wait a turn to attack or use its tilt abilities).
After you tilt attackers, the opponent you are attacking may defend with any untilted characters they control. They may use multiple characters to defend one attacker, but each character may only defend once per turn. The attacking player chooses how to distribute their character's damage among the characters defending it.
Second build: As in the first build, you can tilt resources to play cards.
End of Turn: There is no maximum hand size, and it's now the opponent's turn. If you're playing a multiplayer game, the turn passes in a clockwise order.
TYPES OF CARDS
Cards are played on either of your two builds.
Resources are what you use to pay for cards. Death cards need death mana, life cards need life mana, and so on. You may only play one resource per turn.
Characters are the most straightforward way of winning a game of Dimension, and may attack either players or champions. A character may only attack if it started the turn under your control. Characters tilt to attack, and because of that a tilted character may not be chosen as an attacker. When a character is dealt damage equal to or greater than its defense in a single turn, it dies.
Mechanisms, like characters, stay in play after you play them. Sometimes, "mechanism" is added to other card types in order to augment its attributes for various cards and abilities.
Spells are your main way of working the magic of the Dimension universe. When you play a spell, its effect happens and then it goes straight to the bin.
Champions are like mechanisms, except they have a starting health total and a set of abilities that use that health for powerful effects. When you use a Champion's ability, you add or remove the amount of health that is next to that ability. If a champion has zero or less health, it goes to the bin. Champions may only be used once per turn, and you may have any number of the same champion in play. Like players, champions may be attacked during the attack part of turn. If a player controls a spell, mechanism, or character ability that's dealing damage to an enemy player, they can choose to hit a champion that enemy controls instead, in which case a corresponding amount of health will be removed.
Aggressive: A character with aggressive must attack every turn if it can.
Concealed: Cards with concealed can't be chosen as part of a card or ability (say you have a card that destroys a character. It can't "see" the concealed character). Cards with concealed can still be sacrificed or effected by cards that don't choose (say with a card that destroys all characters).
Deadly: A character with deadly will instantly kill any other character or champion it deals damage to.
Defensive: A character with defensive cannot attack.
Der Infy: Build with as many of this card as you like, ignoring the four-of deckbuilding rule.
Evasive: A character with evasive can't be defended in combat.
Feed the Fires: Cards with feed the fires have their own separate deckbuilding requirements before you can play them. Cards with feed the fires are designed purely for constructed play.
Flight: A character with flight can't be defended except by another character with flight.
Impervious: A character with impervious can't be destroyed by spells, effects, or damage.
Instantaneous: A card with instantaneous may be played outside of the Build, including on an opponent's turn.
Leech: A card with leech gains you life for the amount of damage it does. A character with leech gains you life at the same time it deals the damage. This means that, if you're at 2 life and being attacked by two 2/2s, if you defend from one of them with a 2/2 with leech you'll stay at 2 life when damage is dealt.
Magnetic Attraction: Cards with magnetic attraction cost 1 less for each mechanism you control.
Oblivion: Cards with Oblivion may start the game in the void. They may be played from the void as if they were in your hand. Note that the void is different from removed from the game. Cards removed from the game can never be returned to the current game.
On the Draw: You start the game with this card each game you are on the draw.
Overrun: An attacking character with overrun may push through any leftover damage from the defenders to the defending player. For example, if a character with three attack is defended by a character that has one defense, two damage can be pushed through to the defending player.
Quantum Uncertainty: A card with quantum uncertainty has two separate costs, and you can choose to play it with either one.
Range: A character with range can defend as though it has flight.
Reforged: A card with reforged can be marked during deckbuilding. If you do so, double its point value and it gains additional attributes. Reforged is a purely competitive mechanic--players can make their own decisions as to whether or not to allow reforged cards in casual games.
Rejigger: A card with Rejigger can be played from the bin as if it were in your hand if you discard a card that fills its Rejigger Cost. You still pay the normal cost of the card.
Resolute: A character with resolute doesn't tilt to attack.
Rush: A character with rush can attack and use its tilt abilities the first turn it enters play.
Singularity: You may only put one of these in your deck during deckbuilding.
Titanic: Whenever a character with titanic attacks, double its attack and defense and all numbers in its abilities except costs. This effect does not end at the end of turn.