1: Players have no libraries. Your hand starts at 0 cards.
2: You start the game with five indestructible Utopias in play that can't leave play except by being sacrificed. A Utopia is a "Basic Non-basic Land - Plains Island Swamp Mountain Forest", and taps for any colour of mana.
2.1: Since the point in Utopias was to provide targets for "enchant land"s and so on, they may be targetted. However, attempting to destroy or bounce them will fail and have no effect.
3: You don't draw a card in your draw step. Instead, at the beginning of your first main phase, if you have nothing in hand, you click
BNF: AlexChurchill/TypeFourGenerated once, and play the spell as described, putting it on the stack. It's considered to be the colour it says but to have zero mana cost.
3.1: You have to give the generated card an appropriate name.
4: If the generated card would do something, you must play it as it is, even if it's detrimental. If it's an instant that can't be played during your main phase (e.g. "target unblocked creature"), you're not required to attack, but if there's a time this turn when you could play the card, you must do so. If the generated card is impossible to play this turn or could never have any effect, you may choose to either take it into your hand for playing later (as described in rule 7), or put it into play as a Utopia instead. See examples below.
4.1: If the card is really truly sick, then in the interests of fair play, draw another one and let the opponent choose which sticks...
4.2: But note that there is no way to play instants outside of your turn. Of course, activated abilities are fair game at any time.
5: Paying additional costs like Kicker or Buyback is optional, and mana in those costs must be paid with normal mana (e.g. from Utopias) if you choose to pay. However, if the generated card has Cycling, you can't cycle it, you have to play it.
5.1: If you're required to pay 3 extra for spells, that includes playing your Generated spell for the turn. If you're required to pay an extra "Discard a blue Zombie Cleric" for spells, your opponent should probably regenerate that card under the "really truly sick" rule (4.1).
6: You don't get any cards in hand until you are told to draw cards by an effect, or decide to keep a generated card that is currently impossible to play, or have something returned to your hand. If you are told to draw a number of cards, generate that many and add them to your hand.
7: Any time a card makes reference to searching your library for a certain card or revealing cards from your library,
generate random cards until you get a card of that type just use the quick generators. You must take the FIRST legal card of that type, even if the card says you can search for a card of your choice.
7.1: Note: It's just about possible that you could be asked for a card that the generator cannot currently make. If this happens then you get a Utopia. But note that the generator does now generate lands, so these cases will be fairly obscure.
8: If things are put onto the top of a library you keep track of anything put there. Basically, track things sensibly. For as long as you "know the top card of your library", effects that draw or reveal cards refer to the known cards. If you start your first main phase "knowing the top card of your library", and choose not to play a card from hand, then instead of generating a new card, you "draw-and-play" the known card.
9: One commonly used variation is to start play with some cards already in play. Before the start of the game, each player generates cards until they've created 5 permanents (not instants); then when all cards are known, each player may veto one of the opponent's cards. The player is considered to start the game with the other 4 in play, as well as the usual 5 Utopias. 5 Utopias.