The MCM user Deathdwarf introduces a new type of Magic Match, the 'Raid'.
1: The Raid mode requires at least 2 players, the number can go up to infinity.
2: The way to choose the side is up to the players, including coin flips, die rolls or simply talking it out. In competitions there have to be as many matches as are required to make every player Dungeon Master (DM) while the others are Raid Members (RM's or Raiders).
3. The DM has to use a custom deck, containing all cards that are needed for the raid, the Bosses and Encounters.
3-1. A Raid Deck mostly contains cards with the special card type "Boss" and sometimes with the special card type "Encounter". Bosses are treated and affected by effects affecting creatures and are affect effects affected by creatures. The same goes for Encounters and Enchantments.
3-1-1: A Boss always has a Keyword containing the Raid Name and his number. No Boss may be left out during a raid.
3-1-1-1: Two Bosses with the same number with a different number suffix have to be faced AT THE SAME TIME. Once BOTH bosses are defeated, the next boss fight goes off.
3-1-2: Even though the Boss seems to have Power and Toughness, he has Power and Hit Points. Effects increasing Toughness by other cards do not affect bosses. The Hit Points are not reset like Toughness is. Once the Hit Points of a Boss hit 0, he is considered "defeated" and will be buried.
3-1-3: Bosses can have effects that heal them, Mostly to full health.
3-1-4: If a Boss buffs the second value of a Boss coming afterwards him, that increases the maximum Hit Points.
3-1-5: One Boss, the one with the Highest Boss Number of a raid, has the Supertype "Final". After he is defeated, the RM's win. If all players are eliminated from play before defeating the Final Boss card, the DM wins.
3-1-6: Encounters have a Keyword applying them to a certain boss.
3-1-7: Encounters are working as normal Enchantments do. They are buried after boss they apply to is defeated.
3-2: The Bosses are kept in a special card pile: The Boss Pile which is face-up so the RMs can see which boss is next (The bosses after the next boss do not have to be shown). It does not count towards the DM's card count.
3-2-1: No effects can cause a player to draw from the Boss Pile. Cards cannot bypass this rule either.
3-2-2: Once a boss is defeated and therefore buried, the DM has to immediately play out the next boss tapped. For an exception see rule 5.
3-3: The Bosses' Power and Hitpoints are multiplied with X. X is the Number of raiders. For example: A 3/3 boss has 12/12 if four players are RMs.
3-3-1: Boss card texts can state this effect otherwise. The card text is the rule to follow.
3-4: If bosses feature counters of any kind, these cannot be altered by DM and RM in any way other than the way stated on the boss card.
4: There is the so called pre-raid time. The time can be stated otherwise (shortened, negated, determined by the RMs) by the card text of the first boss of the raid.
4-1: Normally, the pre-raid time is 4 turns. The RM's may play out 2 basic lands per pre-raid turn. The DM has to pass the turn without doing anything.
4-2: In a 1on1, the Raider has 8 turns instead of 4.
5: If a player gets eliminated from play during a boss fight, he gets back into play once the boss is defeated. He is allowed to search the library for 5 basic lands and one creature and play them out. There are no combat phases until its the DM's turn.
5-1: A player may be only eliminated from play twice a fight. After the third time, he is gone forever.
5-1-1: The Bosses do not get weaker from this elimination, though. For Example: 5 RMs, 2 eliminated for the third time. The 3 surviving players have to fight bosses whose stats are multiplied by 5.