Magic The Gathering RPG

Is there a MtG RPG? If not, what system would you run it with?

I've played the card game, and it's fun, but my favorite part of it is easily the flavor. I don't just want to play some cards, I'd love to be a wizard, hoping from plane to plane, learning powerful spells and drawing energy from the places I visit.

The idea of a plane walking exploration game is just so appealing, surely someone's made a system for it by now?

Other urls found in this thread:

magic.wizards.com/en/articles/archive/feature/plane-shift-amonkhet-2017-07-05
1d4chan.org/wiki/Magic:_the_Gathering_RPG
myabandonware.com/game/magic-the-gathering-duels-of-the-planeswalkers-9zu
twitter.com/NSFWRedditVideo

I was working on a sort of kingdom-building+hex crawler, but gave up years ago.

Every set since BfZ they released a mini-expansion telling you how to play d&d on that plane.
magic.wizards.com/en/articles/archive/feature/plane-shift-amonkhet-2017-07-05
Here's the one from amonkhet, you can find the rest in the archive
By extension there's not an official rpg as they'll just refer to d&d

Literally any fantasy system, just replace battles with games of MtG?

As for deck building I guess they go around and discover/befriend the creatures to get new cards?

Wizards are coming out with setting books for multiple planes.

Isn't MTG lore a retarded and disjointed mismash of mary sues?

Why in the world would you want to play in that setting? It's barely a setting it's more like "lol heres a tree place, all the tree cards live there"

Mutants and Masterminds. A game I was briefly in was using it as a base. The Gm didn't really mod it very well imo and that was probably the reason I was removed from the room shortly after but my idea was to set the game at a low basic PL of maybe 4-8 but with a seperate 'deck'

Your deck (can use real cards if you're playing irl) is like a wizard's spellbook in DnD. Vancian casting if you will. When the player receives a card, they are allowed to make their own interpretation of it using the M&M rules worth up to CMCx10 PP on it (so one player's Lightning Bolt might be pure damage, another's might bounce, or afflict etc etc, although heavy emphasis on working with the GM so it's thematically appropriate), these spells can break the PL limits of the game.

Crucially, these abilities ignore action economy and may be used at any point. Basically everything's an instant. Anyone who's familiar with the stack will know roughly how that works out.

To balance this there's also a mana system. Nothing as tortuous and random as drawing land cards though. Simply gain one mana of your choice at the beginning of each turn. It refills at the start of your turn, similar to Hearthstone.

The reason for this thematic split is to represent the difference between a planeswalker's intrinsic abilities (Gideon's invulnerability, Jace's telepathy etc) that are always working, and their more powerful one-off effects like counterspells, any sorcery with the word 'chandra' in it, etc etc.

Like I said, it's never been playtested since the game never happened, but I am fairly confident it would feel like a proper magicians duel since people would be throwing spells, reacting to them in order, summoning creatures in the way of lightning bolts, throwing up walls to block off escape. I just wish it had actually happened...

Yes there is
DnD5e, using the Planeshift PDFs

Placeshift PDFs kinda suck though. They're basically made during the 5e staff lunch break.

Dungeon Master's Block does a better job of converting MTG lore to 5e, they have dedicated episodes, and their Forum is... honestly pretty top knotch for homebrew like that. Although 5e isn't really the correct tool for the job.

Son, what you really want is Mythras, using the Classic Fantasy Supplement for some spells and abilities, and Core for everything else.

You see, 5e, fine enough as it is, lacks the one thing that you need in a good MTG system: Dynamic Magic.

The class system really limits how Planeswalkers can be statted. It assumes a specific scope of abilities at every level and thus spells are kind of a poor way to represent the way Magic works in MTG, and Class/Magic limitations only hinder that even more.

Mythras, on the other hand, has six unique casting systems, including that in the Classic Fantasy Supplement, which you can tailor entirely to fit a specific character. Additionally, with the way the system works, character advancement feels more natural with characters developing their magic organically, more in line with what's depicted in the lore, rather than simply picking up abilities they should have at the start when 5e allows you to have them.

DnD 5e remains the official system for MtG roleplaying though, regardless of what twee microbrewed systems people might recommend.