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Conspiracy: Take the Crown- Multi-Player Draft-O-Mania

ConspiracyTGH-smaller
We’re playing a ton of Conspiracy with our Launch Party

It’s BAACCKKK….This special version of magic is specially tuned as mutant hybrid of the “everybody starts out evenness” of Drafting with the “I get to play with/ whomp on my buddies” group play of Commander.  This time its adding a couple of new mechanics:

  1. Goad (the ability to provoke another creature to attack)
  2. Melee (rewarding spreading the love by adding +1,+1 to a creature for every opponent you attack that turn)
  3. Council’s Dilemma (where each vote really counts, since each vote does an effect all by itself)
  4. The Monarch, not the butterfly, but a king of the hill style crown that gives all sorts of goodies,  but gets taken away whenever another player takes a successful shot at ya.

Conspiracy: Take the Crown Cards

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Statistical Magic Draft Simulator

Statistical Magic Draft Simulator

How To play Conspiracy
Conspiracy Take the Crown Mechanics

Cool New Games in the store….

Great New Games in the Store…

  • Kill Dr Lucky:  
    The exact opposite of Clue, this stylish classic self describes as “The Family Game of Cold Blooded Murder”  I played it with it’s creator, who had been fighting for years to get it back from a publisher that let it sit unprinted all that time, and it was great fun.  The turns bounce around as players try and put themselves in the right room that the wandering Dr. Lucky will come to when none of the other players have line of sight to see them do the dirty dead. There’s more, and even a variant with Dr. Lucky’s dog(or cat) wandering around to mess things up, but in general…Thumbs up big time for this one.$39.99 and great for the whole family who doesn’t mind getting their hands on the candlestick in odd drawing room. 😉
  • Brix:  The best Tic Tac Toe variant since Niya.   Think Connect 4 with pieces that contain one of each color glued together.  Good two player game…simple to understand…tricky to play.  $19.99
  • Dr. Eureka:  Simple 2-4 player game where pattern matching meets dexterity as you compete to rearrange colored balls in 3 different test tubes to match the next revealed pattern first. Surprisingly addictive and can work with all ages. $19.99
  • Fuse–Ben’s new fav.—A 10 minute high speed coop puzzle game for 1-5 players.  Very, very fun. $29.99
  • Here Kitty Kitty. a 2-4 player game of kitten acquisition from the same couple who created perpetual favorite, Castle Panic. $25.99here kitty kitty game box
  • Star Wars Rebellion-2-4 player game. Basically Star Wars hide and seek with Battle Stars. $99.99. (also very fun.)
  • Halo Fleet Battles–Extremely highly rated miniature battle game great for any serious Halo fan.  We only have two of these in stock. $129.99
  • Firefly Flux….we have special bonus promo cards for the first 10 copies sold.

Eldritch Moon – D20 Take on the second Innistrad set…

[vc_row][vc_column width=”2/3″][vc_column_text]Emrakul, the Promised EndSo…the clues are revealed for Innistrad and guess who’s coming to dinner under the Eldritch Moon?  Turns out the shadow that’s been darkening Innistrad’s skies is the biggest, baddest card character ever in Magic, Emrakul!  To fight against this over-sized scourge,  some of the Legendary Angels who live to protect will combine to create an Eldrazi Angel of their own, and on the other side, Liliana, the last Hope has come back to prove that the best way to take down a big dog is with an army of ants, or in this case, hoards of Zombies.  When the bad guys are the good guys, you know things have gotten intense.

The Second (and final) set in the land of  Innistrad, a land where Vampires, Zombies and Horrors, try and hunt down humans, who grab their pitchforks and stand side by side with the Hero’s Spirits and Angels who fight on their side.Liliana, the Last Hope

 

 

The new mechanics from the wizards of the coast website.

MELD

Meld cards are a twisted departure from the double-faced cards you know, love, and fear. Two cards melding together into one big monster. (Fur levels vary.) Here are Hanweir Battlements and Hanweir Garrison:

If you own and control Hanweir Battlements and Hanweir Garrison, they’ll both be exiled and become this:

Well. That’s disturbing. There are three pairs of meld cards: Hanweir Battlements and Hanweir Garrison, plus two more you can read about in other articles on DailyMTG today.

Hanweir, the Writhing Township is one permanent represented by two cards. It behaves like any other creature does. It can attack and block. It has abilities that work. It can be enchanted or equipped. You can put counters on it. And so on. You can think of it as one big card while on the battlefield and you won’t be wrong. It’s one creature, so a single spell that says “Destroy target creature” takes out the whole permanent. If you’re asked to sacrifice a permanent, you can sacrifice Hanweir, the Writhing Township.

The differences kick in if it leaves the battlefield. Wherever that permanent goes, both cards go, and they each turn front face up again. So if it’s bounced to your hand, you get Hanweir Battlements and Hanweir Garrison back in your hand. If Hanweir, the Writhing Township is put on top, on the bottom, or in a specific place in a library, the cards’ owner chooses their relative order. Anything that performs actions on the cards after they leave the battlefield does so on both cards. In fact, the first thing I thought of when working on meld cards was Journey to Nowhere. How would that work? Imagine my surprise when I saw this in the file:

In this case, Hanweir, the Writhing Township is exiled, becoming Hanweir Battlements and Hanweir Garrison face up in exile. Later, both cards are returned to the battlefield, each with a +1/+1 counter. Of course, they’ll probably meld again pretty soon, and those counters will disappear. Maybe you really can’t go home again.

Like double-faced cards, meld cards have the characteristics of their front faces everywhere except the battlefield. They also can’t be turned face down. But remember that meld cards aren’t double-faced cards, so they can’t transform.

We’ve taken some steps to avoid shenanigans and some confusing situations. To successfully meld two cards, you must also own and control both of them. If you own and control Hanweir Battlements, then you gain control of a Hanweir Garrison owned by an opponent and activate the ability of Hanweir Battlements, the two permanents will just stare at each other uncomfortably.

Additionally, the two cards must be the actual cards. That means that copies won’t work. Token copies especially won’t work. But be careful—the ability of Hanweir Battlements has no problem exiling itself and a copy of Hanweir Garrison. But they won’t meld, and you won’t return either one to the battlefield.

There’s a new checklist card to cover all the meld cards. Checklist cards are convenient substitutes for your meld cards to make sure they’re indistinguishable from the rest of your deck. (You can also use opaque sleeves to accomplish this, or use both sleeves and checklist cards!) Before the game, just mark which meld card you’re playing with, and use the checklist card in the deck. You must have the real meld card with you—just don’t mix it up with your sideboard.

Each card is good on its own, but if you manage to get them together…Avacyn help us all. Oh, um. Never mind. Awkward.

They’re puzzle pieces. Do the thing. Kick butt.

EMERGE

Oh, did I mention Eldrazi popping up everywhere? Let’s put it this way: don’t be shocked if tentacles sprout from your best friend’s face. Emerge is a new ability found on some powerful late-game Eldrazi that lets them hit the battlefield ahead of schedule…not that the Eldrazi know what a schedule is.

You can always cast a spell with emerge by paying its mana cost as normal. If you’ve got seven mana available, you have yourself a shiny new Eldrazi Hippogriff. But if you’ve got a creature to sacrifice, say this Dawn Gryff (ooh, Flavor Judge win?), you can use the emerge ability.

Let’s walk through casting a spell with emerge. As an additional cost to cast Wretched Gryff, you sacrifice Dawn Gryff. Now you’re paying the emerge cost ({5}{U}) instead of the mana cost ({7}). But you get a further discount: the converted mana cost of the creature you sacrifice. That’s three, so now you’re paying only {2}{U} to cast Wretched Hippogryff. Quite a deal. The discount you get can’t affect the colored mana part of the emerge cost. So even if you sacrifice a creature with converted mana cost 8, you still pay {U} to cast Wretched Gryff.

Using emerge doesn’t change when you can cast the spell—during your main phase when the stack is empty, unless the spell has flash…somehow. It also doesn’t change that the spell was actually cast. Wretched Gryff’s card-drawing ability works either way.

ESCALATE

The fight on Innistrad is intensifying, and the people are scrambling to bring every weapon possible to bear on friend, foe, and former friend with tentacles coming out of face. To encapsulate this, we have escalate, an ability that lets you get the most out of some modal spells. What’s a modal spell? It’s an instant or sorcery that offers you a bulleted list of different effects. Like this one:

Instead of the default of choosing just one of the modes, escalate cards act like a menu of devastation. If you pay just the mana cost, you choose one of the modes. If you pay the mana cost plus the escalate cost, you can add a mode and get both modes. Of course, not all escalate cards have just two effects. For ones with three effects, you can also pay the mana cost plus the escalate cost twice to get all three effects. For an additional $1.99, we’ll throw in a side dish.

You choose modes as part of casting the spell, and once you choose, you can’t change your mind if something happens in response to the spell. If you cast a spell with escalate and choose multiple modes, the effects will happen in the order printed on the card. Additionally, you choose the target for each mode separately (if that mode requires one). So, Borrowed Malevolence’s two modes could target the same creature or, far more likely, different creatures.[/vc_column_text][/vc_column][vc_column width=”1/3″][vc_wp_text]

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So I shoplifted as a kid. An open letter to my D20 kids about shoplifting..

“I couldn’t understand how I went from feeling such a good feeling of being clever and getting away with being better then the system to having what felt like a physical pit in my stomach and a flush of shame that I was convinced would never, ever go away…”

The other day, we caught some kids figuring out how to scam the card machine at the store.  These weren’t bad kids, but it didn’t even occur to them that they were stealing, or if it did, they didn’t draw the line to the wrong of it.  So I decided to pull out a story that I’ve only told a few people about what happened with me when I shoplifted at about the same age that these kids did.

Stealing and shoplifting are a fact of life for a store like D20, and what you would only know if you actually did the books at the end of the month, is that while the stealing is a fairly small percentage of our sales, so is the profit that we end up with each month, and that little bit of stealing here and there, really hurts us a lot.

But that is never my first thought when we catch someone stealing, particularly a kid.  I know, from personal experience, that moment in time can be the point where someone chooses what kind of person they want to be.  This is the time when …

Eternal Masters–Sooo Much good stuff

Eternal-Masters-Events-card-2Really, they reprinted that!!” Eternal Masters (releasing 6/10/16) is the third set in the limited print run Masters series, this time bringing back some of the best cards from the eternal formats (cards from before 8th edition, special editions, and those that got banned because they were just too good.)  Like there predecessors, these packs won’t come cheap, and will almost definitely go up and up in price over the next year, but we will do our best to allocate them for playing over just buying boxes.

Before you ask, no there are not duel lands or power nine in this set.  Wizards has been good to their promise never to reprint those items on the so called Reserve list, but short of that, this set looks beyond amazing, with a shocking number of some of the best cards in all of Magic, from arguably the king of Planeswalkers, Jace the Mindsculpter, to Mana Vault, Sensei’s Divining Top, and even Force of Will, these packs are just, well, packed with goodness.

Boxes will pre-sell in VERY limited quantities for $349.99 ($339.99 for regulars).  And we will do a number of special events.  For the limited events, to make the more affordable, we will offer player the option of taking $10 off the event price if the opt to take any prize packs they win in regular packs rather then Eternal Masters packs. (Obviously, BEFORE they look at their deck pools).  Events will include:

  1. 6/11 FNM-Drafts @ $40($50 with Eternal Masters Prize Packs) 
  2. 6/12 Two Headed Giant at $50/60 per player
  3. 6/13 Sealed Tournament $70/80
  4. Plus we will be doing a Tuesday Night League.  $75 to Start, and $11 a week for a new pack (four weeks) or $110 for the whole event.  Players report the weeks match results by the end of each Tuesday and get their new packs when they come in on or before Tuesdays.

 

Screen Free Week-May 2-8th

It’s back…Screen Free week 2016!! See what happens when the tv’s, ipads, phones, and computers go into storage for a week, and what’s left.  Read more about this in The Case for Being Bored and the Case for Family Game Night

The Screen Free Week Challenge:screen free week 2016

  • Get your family to go the week without (non-work) screen-time
  • get a FREE magic or Pokemon Pack (Max 2 per family)–Have a family game night and get 2!!

The Challenge:  Get your family to go one full week screen free!  (no videos, video games or computers except for work/homework, or phones except for, well, phone stuff-talking with each other.

The Prize:  I will give away 100 free Pokemon or Magic Packs for parent-verified kids who make it through the whole week screen free. (or $5 off any game more then $20 for people who don’t play the collectible card games.)  I will give double packs to any kids of families who have a family game night on one of those nights, particularly if the family are all good sports!.

 I know this is hard, super hard.  With the screens and devices, we’ve all gotten great at avoiding the feeling of being bored.  But bored is very important.  Bored is a gift that creates an itch to find something else to do.

Shadows over Innistrad

Shadows-Game-Day-card

Everything old is, well nice and creepy again.;-)  In Shadows Over Innistrad, we return to the glorious classic horror of Innistrad, a land where Vampires, Zombies and Horrors, try and hunt down humans, who grab their pitchforks and stand side by side with the Hero’s Spirits and Angels who fight on their side.

  • Spoilers Here...Wizards starts leaking cards about 4 weeks before the set comes out…it’s fun to get a sneak peek…

The first Innistrad, ironically enough, was also the first set that came out when I took over the store, so the attachment is beyond how great the set was.  (And it was great…Innistrad was the first set in a long time that Richard Garfield, the creator of Magic, was brought back to have a hand in, and it shows.  Beyond the utter commitment to the storyline-i.e. no elves popping up in Bella Lugosi land, the mechanics of the set had a fun and directness to them that carried over to many of the sets that followed.)  So stop smiling…this is supposed to be horrible (or Horror-ible).  Hey…the puns are in the right Spirit!…Oh, stop barking at me, I know my jokes suck. (Yeah…I have teenagers…I can pull out bad Dad-puns all day long. Bring your groans…they are the music of the children of the night to me….)

Each new set introduces a small number of new abilities and brinks back a few oldies.  Here is a rundown on these new (and some old) mechanics pulled from the wizards of the coast website.

 DOUBLE-FACED CARDS

It wouldn’t be Innistrad if horrible things weren’t transforming into other horrible things, so double-faced cards make their return. Each double-faced card has two card faces and no back. Whoa! For the most part, they haven’t changed, although we have made a few rules tweaks that may pop up. If you’re comfortable with double-faced cards, feel go to the Double-Faced Cards Rules Changes section.

DELIRIUM

As advertised, Innistrad is a bleak world of horror and death, so a focus on the graveyard is to be expected. Delirium is a new ability word that highlights cards that get better if you have four or more card types represented in your graveyard. There are many different kinds of delirium abilities, including activated abilities such as the one found on Reaper of Flight Moonsilver.

The card types that could show up in your graveyard are artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal (a card type found on older cards). Don’t count supertypes like basic or legendary, and don’t count subtypes like Vampire or Equipment. The number of cards doesn’t matter, as long as you get four or more card types. An artifact creature, an instant, and a planeswalker will do the trick.

INVESTIGATE AND CLUES

Mysteries permeate Innistrad like strange references permeate my writing. Zoinks! To solve these mysteries, you’ll need to investigate and follow the Clues.

She looks friendly enough. I’m sure she’ll help! Investigate is a new keyword action found in Shadows over Innistrad. It’s pretty straightforward. To investigate, you put a Clue token onto the battlefield. A Clue is a new artifact type. Clues are colorless artifacts (what, you though they’d be blue?), and they each have the ability “{2}, Sacrifice this artifact: Draw a card.”

MADNESS (A returning mechanic)

The next stop on our tour of brand new, never-before-seen Shadows over Innistrad abilities is madness, a returning ability you may have seen before. If you discard a card with madness, you exile it instead of putting it into your graveyard. This causes an ability to trigger. When that ability resolves, you can cast the spell for its madness cost. If you don’t cast the spell this way, it’s put into your graveyard. Well, all of that just sounds insane.

Note that the mandatory discard into exile is a small change from previous rules. Before, you could discard a card w
ith madness into your graveyard and skip the whole madness thing. This may be relevant with cards like Jace, Vryn’s Prodigy. That dude shows up a lot in this article for a card not in this set.

One cool thing about casting a spell using the madness ability is it doesn’t matter what its card types are. So if you manage to discard a creature card with madness during an opponent’s turn, you can cast that spell and maybe create a surprise blocker. The spell’s mana cost and converted mana cost don’t change. You’re just paying the madness cost instead.

SKULK

By now, I’m sure you’ve noticed that Innistrad is a bleak world of…Right, we’ve been over this. For some creatures, being all conspicuous isn’t the best plan. For those creatures, we present a new keyword: skulk. A creature with skulk can’t be blocked by any creature with greater power. Introducing Farbog Revenant.

Aww…it’s totes adorbs, in an inky kind of way. With skulk, you consider the power of potential blockers only as blocks are being declared. If Farbog Revenant gets legally blocked by a 1-power creature, raising the power of the blocker won’t undo the block. But if your opponent has amassed beefy defenses, skulk can be an effective way to sneak damage in.

 

Order Tickets Here….

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Oath of the Gatwatch Game Day Champions a bit on the young side. ;-)

Oath of the Gatewatch Game Day Champions!
Inline image 2First off, congtrats to two members of the pre-teen crowd who womped on the those with drivers licences to show that intelligence, stamina, and poise can come at any age as they took the honers in the Magic Game Day tournaments.  Max S. topped a field of 22 Inline image 1while Roy stood on a heap of 26 competitive magic players to take home the Oath of the Gatewatch Game Day playmats!  regular events this weekend…  (note the photobomb of Roy in the background of Saturday’s victory picture, clearly plotting his next day’s domination.)
All kidding aside, they were great matches, and in particular, there was a stellar amount of good sportsmanship throughout the day.  (A lot of fun was had by all…those two things might be a bit connected, hmmm..)
https://twitter.com/d20alameda/status/698920595254222851
https://twitter.com/d20alameda/status/699055149763833856″

About the Pokemon BreakPoint Set…

XY-BreakpointPrereleaseGoldduck-break

The newest set of Pokemon, BreakPoint, releases in February.  The second set in the Break set, it features both Mega Ex’s and the New Break cards that can be played  on top of a Pokemon of the same name to add its abilities.

  • Release Date is Feb 3rd,
  • Prerelease, Jan 30th at 10am and 2 pm.  $30 per player.  Each player gets 6 packs, makes their best deck and plays for 3 rounds.  After having a bit of fun, they turn in their borrowed energy and get two more booster packs and a special promo card.  The 10am event is run by D20 so you CAN register in advance. The 1 pm event is run by the Pokemon League folks and is first come, first served and needs to be paid in cash.

More info about the set below…

 

 

XY Series XY-BREAKpoint | Trading Card Game | Pokemon.com

The hour grows desperate, and two worlds stand at the brink! The Pokémon TCG: XY-BREAKpoint expansion reveals the growing rift between the twin worlds, first discovered by Shiny Mega Gyarados-EX. As the rift tears through the skies, more Pokémon are drawn into the struggle, including Greninja BREAK, Luxray BREAK, and Mega Scizor-EX!

BREAKPoint Pokemon Cards

Research, Collect and get Prices on BREAKPoint Pokemon Cards

 

Oath of The Gatewatch

Here comes the newest set for Magic…Oath of the Gatewatch…the second set of 2 in the Battle for Zendikar block.  This set features a new set of mechanics that really favor playing with buddies (two-headed giants and such) as well as the first new land type in, well, ever. (Really just turning colorless mana into it’s own thing, but cool none the less)

[from the Wizards Site]
Kozilek, the Great Distortion

The battle to save the plane of Zendikar rages on.

Confronted with overwhelming odds, the Planeswalkers face a dire choice: Retreat away to safety and leave the world to oblivion, or stay at great personal risk and fight for Zendikar.

Will you stay and fight?

Oath-of-the-Gatewatch-Prerelease-BannerPrerelease the weekend of 1/16-1/17–4 events (Sat 10 and 5, Sunday at 10 and 2hg at 3…$30 pp…good for all levels of players.)

 

Oath of the Gatewatch home

Homepage for Magic: The Gathering’s Oath of the Gatewatch. Shows news, story, and reveals cards for the upcoming Magic: The Gathering card game set.

 

 

Oath of the Gatewatch Mechanics

By Matt Tabak The battle for Zendikar… well, could have gone better, in all honesty. What was one massive Eldrazi titan destroying everything is now two. Hi, Kozilek. Long time, no see. Ob Nixilis has his spark back and isn’t happy. It’s time to regroup and take a stand.

 

MTG Mirror – Oath of the Gatewatch Draft and Sealed Simulator

MTG Draft Simulator and Sealed Simulator

 

Buy Advance Tickets Here:

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