Magic

Kaladesh @ D20 Games

 

  kaladesh-prerelease-medium-2About Kaladesh:  A few years ago, Wizards had the foresight to remind everyone that people are more then they are portrayed, by creating a world inspired by some of the historical spectacle and invention of the Middle East.  The result is Kaladesh,  a land of master craftsmen’s creations and invention, where mechanical beasts battle great ships that fill the sky, echos the days when the Islamic Golden Age lead the world in innovations of science, art, mathematics, craftsmanship, and other creations of brilliant and open minds. (Ok…I’ll admit that as a dad, I love when the fun also brings a bit of learning, and more important, a more open perspective.  We have a lot of people painting simplistic pictures of a group that consists of 1/3 of the world.  I try not to bring political options into the store, but if you have to think about people in groups, there is never a time when getting a more rounded view of their heritage is anything but a good thing)

The set also features a set of special treats.  Just like the super rare Expedition lands from Zendikar, that created special foil versions of some of the most popular lands from the history of magic, Kaladesh introduces the Masterpiece: Inventions.  A set of some of the coolest artifacts from all time, from Crucible of Worlds to an amazing version of the Commander staple, Sol Ring.

If you want to take a look at all the cards in the set, click here, or if you want to do a simulated opening of bunches of packs or do test sealed or drafts to get familiar with the set, click here.

Kaladesh prerelease Sept 25-26.  Boxes on preorder for 99.99 till sept 15, $109.99 till 9/21. $119.99 after that.  The set releases Friday, Sept. 30th, and we will be open at midnight on the Thursday before to give folks their boxes if they want.  

Buy Prerlease tickets here

Saturday. 9/23
10 Am–Kaladesh Prerelease
4 PM-Kaladesh Prerelease

Sunday- 9/24
10 Am–Kaladesh Prerelease
3 Pm-THG Kaladesh Prerelease

Kaladesh Prerelease Kits…6 booster Packs, Special foil Promo card and limited edition life counter die

The cards in this set reflect the Inventor’s fair that is taking place, with a special focus on artifacts and those that create them.  There are extra abilities, such as vehicles, that are mere inert artifacts until other creatures lend their power to crew them and bring them to life.  There are creatures who come into play creating (either adding to their own strength, or creating little artifact creatures to help them out. And there is a new kind of energy, not mana, but special counters that can be spent at any time to help power up lots of tricks and abilities.

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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

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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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.

 

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″

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:

D20 GamesMagic Countdown to 2016 Septathlon

To ring in the new year, we are doing a different magic event for every day starting the day after x-mas.

The events are.

  1. Chaos Two-Headed Giant -Sat 12/26 @4-$17.50 pp
  2. Standard -Sunday, 12/27 @ 11 am $5 pp
  3. To the Left Drafts–Draft for another player– Monday, 12/28 @ 12 and 6 $15pp
  4. Sealed-Mystery Box-Prerelease kits- Tuesday 12/29 @12 and 6
  5. Zombie Commander, Weds 12/30 4 pm and 6 pm (2 hours each) $5 pp
  6. Modern Tournament: Thursday 12/31 10-3pm $10 pp.
  7. Super FNM Draft Friday 1/1 ….FNM with Lots of extra FNM Promos.  Lottery for extra promos based on tickets earned by participating in every Septathlon event!

Bonus Raffle entry Tix for number of events you attend for the Friday FNM Goodie raffle.  Raffle items will include promo cards, playmats, Modern Masters Packs, a From the Vaults and more stuff.  The more people that come to events, the more we’ll stuff in the give away…

#of Events Bonus Tix
2 1
3 4
4 8
5 15
6 25
7 40

 

D20 Holiday Gift Guide-Trading Card Games

D20 Holiday Gift Guide-Trading Card Games

This guide is our best, most honest recommendations for gifts for the holidays; based on interest, experience level/age (and budget).

Parents cheat sheet:

TCG or CCG (Trading Card Games/Collectible Card Games)

Magic and Pokémon, are what are known as collectible card games.  (Think collecting baseball cards, where you could actually play those better cards in a game.)  The games are in their simplest form like the old card game War, where players put down two cards and the higher one wins.  Each player has a starting amount of life, and they play cards used to attack, defense and respond to try and get the other player to zero (or in the case of Pokémon, to get 6 of the other players Pokémon to get to sleep).  What is interesting about the game is that the cards themselves add and modify the rules of the game, creating an evolving set of game play. (That’s why the kids geComander-2014t excited about the new set of cards as they come out, each set adds new possibilities that they can puzzle out.)

From the parent’s point of view, the aspects of the games that are good are encouraging reading, math, and logic skills.  BTW…ignore the age recommendations on the boxes…Magic is listed as 13+ and Yugioh is 6+…whoever set those levels clearly had no clue about the reality of kids.   Pokémon is the usual game that starts kids playing, and it is very common for them to just enjoy collecting the cards without having a clue how to play it. Don’t worry…very normal. We do a Pokémon League on Saturdays where the kids get points for playing and actually get double points for helping the younger/new players figure it out.  It’s good to eventually get them to learn how to play the game, because that is when they will start reading the card for real and to start working on the math that is part of playing the game. (P.S. We no longer carry Yugioh in the store beyond a few left over starter decks.) 

It is also good for creating opportunities to learn fair play, though that benefits a lot from our help.  Some of the rarest cards can end up being valuable ($100 or more), so talk to your kids about keeping them safe at school, as well as being both careful and fair in their trading with others.  Keeping their cards in sleeves (usually between $3.5-$5 a pack) and in a deck box with their name on it ($3-5) will both keep the value of the cards intact and make it less likely for their cards to get mixed up with other kids by accident.

Players (kids and others) love opening up the packs, with that anticipation of finding some treasure within.  The individual packs are very fun as stocking suffers or small gifts, but have the possibility of being a disappointing choice as a primary gift, since they are only “good” if they happen to have good cards in them.  See the list below for better choices.

 The recommendations below are from our staff (and me) and are our best, most honest advice.

Pokémon (age 6-up)

Item Name Cost Description/comment

Just Collecting for fun

Good Bundle boxes $13-30 each These have a number of booster packs and either a full art cool card, little Album or toy figure that matches the cool card.  These are great for little kids…lot of “oh, ahh” per inch and there is at least one great card in each.   This is full of great stuff and really big, so it will open well for max under the tree happy factor.

New/learning players (6 and up)

Good Pokémon Intro decks $13.99-17.99 When they first start to play, they really need a deck that has been built for them that works together well.  If you want to play with them (which is actually pretty fun), get a second one.  (Dad advice…get a set of sleeves for each deck so when the cards get spilled all over, it’s easier to get them back to be usable.)

Knows how to play

Better Triple Packs or boxed sets $11.99-15.99 These big stocking stuffers have 3 packs and a bonus card.  The Dragon Vault has special smaller packs where all the cards are foil so those are very cool

Intermediate-Advanced Players

Better Pokemon Tins- $19.99-24.99 These latest tin’s contain Ex (really good) versions of some of the best cards as well as a number of booster packs.
Better Ultropro Premium Side loading binders $24-29 These binders load the cards from the sides instead of the tops.  Because of that, the cards don’t fall out and it is much harder for other light fingers to take things out without being noticed
Best Full art Single cards or Ex-Cards or a box of boosters $15-50 for the singles, $110 for the booster box (36 boosters) If you know the cool card they are looking for, we can usually help. Otherwise, get them a gift certificate so they can come in and really trick out their decks.  Or get them a full box of boosters.  While no one really knows what is in each booster, generally each box has a few of the prized full art cards and they WILL be happy.  Let us know if you want these since we don’t always have a lot in stock.

Stocking Stuffers

Single Packs. $ 4 each More fun for new players or kid collectors then advanced players. The more advanced the player the more they will be happy if the pack has good stuff and otherwise it’s a scratcher. Good for stocking stuffers only.
Card Protectors (Sleeves) $3.50-$5 Price is based on style and maker. Keep cards protected and from getting mixed up with other players-They come in units of 50 which is dumb since the decks are 60.  (We try and keep extra sleeves to make up for this…)
Pokémon Binders $11.99-28.99 Either smaller 4 card per page or larger 9 card per page binders, always a good choice, particularly for younger players.
Deck boxes $3-7 Available with lots of colors and styles, pick their favorite

 

Magic The Gathering

Background: The current sets of Magic cards are Battle for Zendicar, and the Tarkir Set (Khans, Fate Reforged, and Dragons)

Beginning Players

Good Intro Packs $15-17 60 card pre-made, ready to play decks and a booster pack.  The decks are good for playing with other players, but not meant for learning from scratch.
Good Hero’s vs. Monsters Dual Decks $20 Two 60 card decks with lots of cards from the Thero’s set.  These decks are balanced and really made to play with each other, so they are great for getting started or for an experienced player who wants to bring in a new player to teach.
Better Deck Builder’s Toolkit $20 A great mini-collection for new players (and one that kids particularly love).  Contains 125 semi-random cards good for building decks, 4 booster packs from recent Magic sets, 100 basic land cards, deck-builder’s guide and learn to lay guide, and a storage box.
Very cool Holiday Gift Box $22+25 4 Packs, a special bonus card and the coolest storage box we’ve ever seen.  This is a great goodie for any Magic player.

Beginners and Intermediate Players

Best Fat-Pack $40-50 Special box with 9 booster-packs, land, life counting die, and most fun for the kids, a full color booklet that shows all the cards in the set as well as having the backstory for the series and some special hints and combinations.

Intermediate-Advanced Players

Good Draft Gift Certificate $15 -25 Gift certificate for one of our Draft events.  Good for Friday Night Magic or the kid’s Date Night Magic ($25), these events include three packs of cards and an evening playing with the decks built from them.  Lots of fun for kids from 9-14 or for experienced players ready for the big time on Fridays.
Better Premium Deck boxes $15-32 Great leather like (or actual leather) deck boxes, either single deck or Duel Decks
Better Magic Event Decks, Vs. Decks and Two Player Clash Packs $20-40 These are interesting collections of competitive cards.  We have these from a number of sets.
Best 2015 Commander Decks $32-45 These came out in Nov. They are 100 card decks with lots of great cards (and three over-sized versions of the main cards).  At the best, Commander is a great social multi-player format designed to use all sorts of fun and unusual cards that might not normally be in decks.  At the worst, they are great collection of cool cards.
From the Vaults Sets $49.99-169 Special Limited sets of foil version of classic cards.  These are limited edition sets.  We currently have From the Vault Angels (69.99 on sale), Annihilation ($49.99) and a few From the Vault 20 ($159)
Booster Boxes $120-$259 Booster box of 36 packs of any of the sets of boosters we have in stock.

Stocking Stuffers/Small Gift ideas

Single Packs. $ 4 each Always fun to open, Return to Zendicar is the latest, Origins is a good staple and there are great cards in the Dragon’s of Tarkir set.  If you want to get more advanced, there are older packs that range from $5-17 a pack
Card Protectors (Sleeves) $3.50-$10 Price is based on style and maker. Keep cards protected and from getting mixed up with other players
Deck boxes $3-6 Available with lots of colors and styles, pick their favorite
HUGE D20 Life counting dice $12-16 An oversized 20 sided die used to keep count of life totals.  Available in the 5 different magic colors.
Box of Mini-dice $7-12 These mini-dice are loved by experienced player to use for counters on the cards
Play-mats $16-20 Providing a great surface to play on, these mats come in a number of great designs.

 

 

Zombie Conspiracy – A D20 Special

Zombie Conspiracy is A D20 homebrew special game.  We took Conspiracy, Wizards special multiplayer drafting set, and blatantly messed with the rules to make a game that is perfect for 3-6 buddies who just want to spend a couple of hours cheerfully womping the heck out of each other without all the waiting between rounds and not getting to play with yer buddies of regular magic.  Conspiracy was a cool idea, a draft format that not only was designed to play with 3-6 people all in one big group, but also had cards that messed around with the draft.

So here is the thing….We really liked the idea of Conspiracy…but when we played it there were a couple of things that just weren’t that much fun.

The first problem we found that was that as much fun as it was to play, if you spent all that time drafting a cool deck and got knocked out in the first ten minutes, it didn’t just make you “ah, I’ll get you back” mad, more the “don’t sleep with both eyes closed anymore, because I will kill you in your sleep” mad.  Second was what we call in Commander, the Fluffy Bunny Syndrome….people tending to hang out, doing their best “Don’t mind me, I’m just a harmless little bunny” impressions, trying to be the least threatening person at the table while waiting for enough stuff to come out to do their alpha strike.  Boring….

Enter Zombie Land—How our version works is that you get points for knocking out other players and if you are knocked out then, well, you rise from the dead and come back in.  We’ve played it a bunch and it works great.

How it works

  • 1 point for each other player you knock out.  You get a bonus of one if you never get knocked out.
  • If you get knocked out, you pick 2 lands to put in play and then take 3 rebuilding (no attacking or interacting with other players) turns and come back in. (If your turn comes up before you are back to rebuild, skip it until it comes back to you so other players don’t have to wait.)
  • Being milled out does not count as a kill unless you directly force the player to draw that last card.
  • The game goes on for 1-1:30 hours, depending on players preference (and how long the store is open.)  Players with the top half scores get bonus packs from a pool of 1 pack per player.

 

About Conspiracy.

Conspiracy Video

What are the Cards?

The Mechanics of the new set

You can’t have a good conspiracy on your own.  And that is the secret sauce to the special Magic set , coming out on June 6th.  This draft -centric, multi-player set is all about what we can do for, er, to each other.   This is a special set, much like Modern Masters, with limited initial qualities, though they say that there will be some reprinting after (we are being wary..squirreling away our boxes to let people play with until we know the score.)

Messing with a Draft: Drafting is one of the most fun things you can do in magic. And this set takes the standard “get 3 packs, open 1, pick a card and pass to the left/right” and tosses it in the blender.  One of our customers described it beautifully by saying that it “broke the 4th wall” of a draft, and I think that’s true. In this set, there are cards that start the game during the draft itself, letting people mess with each other as the draft is going on.  (BTW…all Conspiracy drafts are casual format–will of WOTC.)

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