This weekend we will have part two of the prerelease/release for March of the machines, and I can report that the set is hella fun! (We actually had a near full house on last Friday).
Plus I’m gonna do something on Saturday at 2ish that is spectacularly stupid.*
Aside from pretty epic story-telling, the last couple of Magic sets see to be getting more and more fun to play, and March of the Machines looks to keep that trend going . (If you wanna check out the set in a fun way, do some practices drafts/sealed using Draftsim.) Remember to get tix in advance to save the extra $5…$35 day of event, $30 in advance, so get tix at store or online early)
About 4 months ago, Wizards did an epically stupid thing in creating the $1000 30th Anniversary Edition with “reprints” of most of the important cards they promised they would never reprint. About a month ago they sent us the copy they promised each of the local game stores.
What: On Saturday I’m gonna take them and do something on camera that I’ve banned from the store. We’re gonna play Rip it or Flip it.
Why!!!: I’m not actually being that “flip” about this. With each pack we rip, I’m going to publicly call out Wizards for some things they are doing that are as bad to LGS’s as the Open License debacle was for D&D developers. I’m hoping if this gets enough attention, it might spark some changes here as well.
Elesh Norn has been a busy girl. After the machinifcation of New Phyrexia, she decides that everyone should have their chance to take a shot (or end up in the perfection of infection). She flicks her wrist to open portals to 5 different plains with the now perfectly corrupted Atraxa, Ajani and Nahiri at her side. With the other heros trapped in stone, one of the biggest battles in MTG in recent years enters a world(s) of epic battle.
Aside from pretty epic story-telling, the last couple of Magic sets see to be getting more and more fun to play, and March of the Machines looks to keep that trend going . (Been doing some practice drafts/sealeds using Draftsim, and I’m getting pretty psyched for the real thing.) (Remember…$35 day of event, $30 in advance, so get tix at store or online early)
This weekend and next, we have a plethora of sealed events using the prerelease kits from the new set. Players can get their boxes of 6 packs to open and get to build their decks starting 1 hour before each event. Prerelease kits have six 15-card packs, 1 random exclusive promo foil rare or mythic rare from the set, and a special spindown die. We provide the basic lands, so you don’t need anything more to play. We pride ourselves that no one here will make you feel anything but welcome (we all started from scratch at some point).
All events are sealed using the prerelease kits. Make your best decks and win a round, win a pack. If we have enough players to accommodate both, we will also have competitive prize pools for the 10AM sealed events.(Competitive prize pools mean more chance to win lots of packs if you do very well, but more rounds and the chance to win no prize packs if you don’t. Better for more expert players.)
The prerelease and release events are great chances for players who haven’t gotten a chance to play in person to come to a friendly, fun event where everyone is starting from scratch and no one knows much more than anyone else yet. We recommend if you are new, or you have a friend who is new, to play in the Two-Headed Giant events, which are two-person team events. So long as one person in the team knows how to play, you can both have fun without any pressure to know the rules right away.
New Mechanics for this set include some goodies, from Battle, cards that must be protected, fought and then transform into goodies. (Source wizards.com https://magic.wizards.com/en/news/feature/march-of-the-machine-mechanics)
BATTLES
Phyrexia had success invading Mirrodin, so they’re trying it again. Everywhere. But, just like the Mirrans, the residents of all the planes being marched on aren’t taking it lying down. There are battles to be fought, so many that we have a new card type to represent them: battles.
Invasion of Fiora // Marchesa, Resolute Monarch
Each battle inMarch of the Machineis a transforming double-faced card. The front faces (the faces you cast) are the first permanents to feature beautiful landscape art—landscapes being attacked, but as you’ll see, that’sthematic. But first, let’s get them onto the battlefield. Battles can be cast during your main phase if the stack is empty, just like creatures, sorceries, and other non-instant spells.
Each battle enters the battlefield with a number ofdefense counterson it equal to its defense, found in the lower right corner of the front face. This tells you how much damage it takes todefeata battle. Much like planeswalkers, battles can be attacked and damaged. But unlike with planeswalkers, the general idea isn’t to cast them, protect them, and hope they stick around. You’re battling to take them out.
A battle’s subtype provides rules for how it can be attacked. Since every battle in this set has the subtype Siege, they all play by the same rules. (Could future battles have different subtypes and have different combat rules? It would certainly seem some bright, forward-thinking people set the system up that way.) As a Siege battle enters the battlefield, its controller chooses an opponent to be itsprotector. Every player except a battle’s protector may attack it. Only a battle’s protector may block creatures attacking it. Don’t confuse protector for controller. You’re going to attack battles that you control, the first time you’ve been able to attack your own permanents. Fun!
Battles are susceptible to more than just combat damage, though. Some spells and abilities may specifically say that they cause damage to be dealt to battles. Also, any spell or ability that says “any target” can target a battle, so get ready to stoke the flames of war.
Stoke the Flames
Any damage dealt to a battle causes that many defense counters to be removed from it. When the last defense counter is removed from a Siege battle, the battle is defeated and a triggered ability triggers. As this ability resolves, the battle’s controller exiles it then casts the back face from exile without paying its mana cost—and there won’t be a mana cost, so that part’s easy. The back faces are a variety of things; most of them are permanents like Marchesa, Resolute Monarch (long may she reign), but there are some sorceries in the mix.
Invasion of Fiora // Marchesa, Resolute Monarch
TRANSFORMING DOUBLE-FACED CARDS
In addition to battles, there are other transforming double-faced cards in the set. As a quick refresher, here are some of the key things you should know. The front faces of transforming double-faced cards are marked with a triangle facing up on the top left. The back faces are marked with a triangle facing down on the top right.
Elesh Norn // The Argent Etchings
Planar Booster Fun
Transforming double-faced cards, or TDFCs as we in the biz call them, have only the characteristics of their front faces while not on the battlefield. So, if you’re searching your library for a creature card, you could find Elesh Norn, but if you’re searching for an enchantment card, you couldn’t find The Argent Etchings. You always cast the front face, and a TDFC always enters the battlefield with its front face up unless something explicitly says otherwise, such as Elesh Norn’s last ability.
One last thing in this refresher course: mana value. The back face doesn’t have a mana cost, but its mana value is based on the mana cost of the front face. So, The Argent Etchings has the same mana value as Elesh Norn: 4. Thanks for heading down memory lane with me. Back up to the new stuff!
BACKUP
The forces defending their homeworlds aren’t doing so alone. They brought plenty of backup. Backup is a new triggered ability that allows creatures to help a friend. . .or even themselves. . .in a pinch.
Boon-Bringer Valkyrie
Extended Art
Backup always comes with a number. Whenever a creature with backup enters the battlefield, you put that many +1/+1 counters on a target creature. If you chose another creature as the target, that creature also gets every ability of the original creature that is printed below backup until end of turn.
For example, when Boon-Bringer Valkyrie enters the battlefield, you can either put a +1/+1 counter on Boon-Bringer Valkyrie itself, or you can put a +1/+1 counter on another creature and have that creature gain flying, first strike, and lifelink until end of turn. Note that even if you have another creature gain those abilities until end of turn, Boon-Bringer Valkyrie will keep them.
Note that backup confers only abilities that are printed below the backup ability. You can’t respond to the backup ability by giving Boon-Bringer Valkyrie additional abilities and have backup give those abilities to the backup target. However, token copies of a creature with backup work just like the original. For example, if a token enters the battlefield as a copy of Boon-Bringer Valkyrie, that backup ability can have another creature gain its keywords until end of turn.
On a few creatures, abilities that wouldn’t make much sense to have another creature gain until end of turn, such as flash or landcycling, are printed above backup. Creatures that are the targets of backup abilities don’t gain any abilities printed above backup.
INCUBATE
If the glory of Phyrexia is not apparent to you, perhaps baby Phyrexians would be more convincing? Incubate is a new keyword action that allows you, yes you, blessed spreader of Elesh Norn’s perfection, to create Incubator tokens. This sounds wonderful, no?
Traumatic Revelation
An Incubator token is a new kind of predefined token, joining ones such as Food and Treasure. An Incubator token is a colorless artifact token with “{2}: Transform this artifact.” Oh, did I mention it was a transforming double-faced token? That’s new. It’s a transforming double-faced token. The back face is a 0/0 colorless Phyrexian artifact creature.
Incubator // Phyrexian token
The instruction to incubate will include a number which indicates how many +1/+1 counters to put on the Incubator token. Those counters don’t do much while the token has its front face up, but they do a great job of keeping the Phyrexian artifact creature alive once it transforms.
CHAOS ENSUES
It really does.
Towashi
Planechase is a major feature of the Commander decks inMarch of the Machine. On previous plane cards, chaos abilities had the trigger condition, “Whenever you roll [CHAOS].” Starting withMarch of the Machine, this condition has been replaced by “whenever chaos ensues.” With respect to the planar die, nothing has changed; rolling [CHAOS] will still cause these abilities to trigger. However, now there are ways to have these abilities trigger that don’t involve the planar die at all.
New keywords, new strategies, even a new card type.March of the Machinepromises to bring the Phyrexian threat to a close. Learn whether the threat has been removed or taken over the Multiverse inMagicStory. You can also preorderMarch of the Machineproducts before they arrive on April 21 from retailers likeAmazonand at yourlocal game store. Stay tuned and enjoy the new cards.
Back to Phyrexia, where Elesh Norn and her biomechanical minions are making their all out final(?) assault on the annoyingly imperfect forces of nature. A strike team of the surviving Mirran Resistance comprising of planeswalkers Elsbeth, Jac, Tyvar and Nahiri, plunge themselves straight in to the heart of the infected perfection of the conquerors, but is one member of the group already bringing the infection with them?
[Store owner’s note…since I already cracked/opened my packs for the event…can’t really do that while helping peeps at the store, I have an idea of how good the set is. Gotta say, this is one of the more exciting ones in a while. I’m really looking forward to playing w/y’all!)
This weekend and next, we have a plethora of sealed events using the prerelease kits from the new set. Players can get their boxes of 6 packs to open and get to build their decks starting 1 hour before each event. Prerelease kits have six 15-card packs, 1 random exclusive promo foil rare or mythic rare from the set, and a special spindown die. We provide the basic lands, so you don’t need anything more to play. We pride ourselves that no one here will make you feel anything but welcome (we all started from scratch at some point).
All events are sealed using the prerelease kits. Make your best decks and win a round, win a pack. If we have enough players to accommodate both, we will also have competitive prize pools for the 10AM sealed events.(Competitive prize pools mean more chance to win lots of packs if you do very well, but more rounds and the chance to win no prize packs if you don’t. Better for more expert players.)
The prerelease and release events are great chances for players who haven’t gotten a chance to play in person to come to a friendly, fun event where everyone is starting from scratch and no one knows much more than anyone else yet. We recommend if you are new, or you have a friend who is new, to play in the Two-Headed Giant events, which are two-person team events. So long as one person in the team knows how to play, you can both have fun without any pressure to know the rules right away.
New Mechanics include Toxic (mini infect), Corrupted (power ups if your opponent has gotten themselves at least 3 poison counters), For Phyrexia, equipment that makes its own dudes to attach itself to when it comes in play, and Oil Counters (counters that do stuff depending on the cards…that one is a bit weird, but has some useful effects. Mechanic coming back for a encore is Proliferate (basically add an extra counter to anything you pick on either player’s side that already has a counter on it.)
TOXIC
Can’t you see Phyrexia’s calling? Creatures like these should wear a warning. They’re dangerous, and falling victim to them might have you succumbing to a poisonous fate, no matter what your life total is. Toxic is a new keyword ability found on several Phyrexian creatures in this set, including the terrifying Paladin of Predation.
Any time a creature with toxic deals combat damage to a player, that player gets a number of poison counters equal to thetoxic valueof that creature. That’s the number after the toxic keyword. These poison counters are handed out in addition to the damage being dealt, so bad news for that player on multiple axes. A player with ten or more poison counters loses the game, but in the next section, we’ll learn that advantages for poisoning your opponents kick in much sooner.
A creature’s toxic value and its power aren’t necessarily connected. If a creature with toxic 6 deals 1 combat damage to an opponent, they’re getting six poison counters. 15 combat damage? Still six poison counters. Toxic doesn’t help if the creature deals combat damage to another creature or a planeswalker.
CORRUPTED
Poison counters have been a long-time favorite for alternate-win conditions, but outside of a few individual cards, it’s mostly been all or nothing. If you couldn’t deliver the tenth poison counter, the first nine didn’t matter much. Corrupted is a new ability word that highlights abilities that make cards stronger if an opponent has three or more poison counters.
Some corrupted abilities, like The Seedcore’s last ability, are activated. If you have a corrupted opponent, you can activate the ability, and if you don’t, you can’t. Other corrupted abilities, such as the last ability of Skrelv’s Hive, are static, and their effects are active as long as an opponent has three or more poison counters. In multiplayer games, you need only one opponent to have three or more poison counters, not all of them.
You’ll also find instants and sorceries with corrupted abilities. Some of these abilities provide additional effects if you have a corrupted opponent as the spell resolves. Others affect what a spell costs or what it can target. Corrupted abilities are flexible, and each card will tell you what specific reward—other than ridiculous fun—handing out those poisoning counters can have.
FOR MIRRODIN!
The Mirrans aren’t quite conceding this fight just yet. For Mirrodin! is a new triggered ability found on some Equipment cards that come complete (notthe other spelling) with their own wielder.
The Equipment enters the battlefield unattached like other Equipment. If for some reason it leaves the battlefield before the triggered ability resolves, you’ll still create the Rebel creature token, although they’ll be sadly empty-handed. Equipment with For Mirrodin! behaves just like other Equipment. You can use the equip ability to attach such an Equipment onto another creature you control.
OIL COUNTERS
Although oil counters aren’t a keyword ability, and they have no inherent rules meaning, they play a key role in Phyrexia’s operation. Some cards, such as Urabrask’s Forge, put oil counters on themselves and then use those counters for various effects.
Urabrask’s Forge
Other cards care about how many permanents you control with oil counters on them. Still others move oil counters around. Things get slippery very, very quickly.
PROLIFERATE
Proliferate is a featured returning keyword action in this set, and it’s no surprise: there are oil counters, poison counters, and wouldn’t it be great if there were more of them? Any time you’re instructed to proliferate, you choose any number of players or permanents that already have counters on them. For each one, and for each kind of counter it has, add another one.
For example, if you control a creature with a +1/+1 counter and an oil counter on it, and you chose it while proliferating, it would end up with two +1/+1 counters and two oil counters. If you and your opponent each controlled a planeswalker, you could choose yours to get another loyalty counter while not choosing theirs to do the same. If you controlled a creature with a +1/+1 counter and a stun counter (a counter you might not want to add another of), you have a choice: add one of each kind of counter it has or add nothing.
It’s not called Date Night magic for the kids. This is kids magic draft is chance for kids to play like the adults in an event with their peers, and for the parents to get a chance to go remember what it’s like to be adults again.
NOTE: Changes for Date Night:
NEW Location: 1530 Park Street.
Start time 4pm start-End by 8-8:30. (impt to be on time…)
Pizza now bundled in. (More space but less easy places for kids to walk to get food…also with the earlier start time, it’s just better to have a fixed time to make a break to have food for all the kids)
New Price ($25) includes two slices of Pizza and a drink.
Date night magic was designed as a way for kids to get a chance for their night out while the parents have a chance for one of their own. For kids 9-14, the Magic tournament starts at 4 and costs $25 including 3 drafted packs of Magic cards, and one prize pack of Magic cards for each of the 3 matches (2/3 games) that the kid wins, plus dinner (two slices of pizza and a drink). Dads, Mom’s, older siblings are welcome to play also (though the kids get the packs when they play against an adult…) Kids should know how to play, though they are welcome to ask questions to improve their games. Drafting is great for the kids, since it means that everyone is starting from scratch and has equal chances. Even if they don’t win, they still have all the cards they picked in the draft and a fun evening. (The place is Dad-run, so we’re real big on having fun and treating each other well.) This is a great kid friendly event in the east bay.
What: Kid’s Date Night Magic: A magic draft for kids (9-14)
When: NEW Earlier Time!!! 4pm start (please be here and registered at lesst 10 minutes before) The 1st weekend of every month. Since this is a draft, everyone needs to be there to get started, so for the sake of all of the kids, please be sure to be on time. Last Round ends at or before 8:30. Feel free to call the store before hand to see where things are at.
Cost: $25 for the draft, and dinner..(two pieces of pizza and a drink) after the first and special $2 (half price) deal for sleeves for event players.
Other info: Parents must leave contact information and stay within the area, and kids need to be well behaved and obey the store rules of conduct to each other, but otherwise, head on out and have good time. Limited to first 24 registered kids, so sign up early if you want to reserve a slot. (info at d20.alameda.com). Must be present by 4 to insure space.
www.d20alameda.com for more info, or email us at info at d20alameda.com.
Theros Beyond Death Release weekend: When someone asks you if you are a god, you say “yes!”
When: Events– Friday Night Magic at 7, Sat, Two Headed Giant at 4, Sun at 11 and a League Starter Sealed, Sunday at 11 pm.
What Events:
Friday: Draft ($15)–Each player gets 3 packs, opens and picks a card and passes the rest to the person next to them. Lather, rinse and repeat until all the cards from the packs have been picked. Take about 23-26 of the 40+ cards you get and add land to make a 40 card minimum deck. Play 3 rounds, win a round, win a pack with an option of a free draft to those who go undefeated. Since it’s a new set, and none of us know what we are doing yet, it’s a great time for new players to come and join.
Saturday: Two Headed Giant: ($30) Two player team event. Each player gets one of the last of the 6 pack prerelease kits and they build two decks to play together. About Two Headed Giants
Sunday: Sealed-($25) Everybody gets 6 of the new packs and makes their best 40 card decks. Packs at 11, play at 12. 3 rounds, win a round, win a pack.
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.
Theros Beyond Death Release weekend: When someone asks you if you are a god, you say “yes!”
When: Events– Friday Night Magic at 7, Sat, Two Headed Giant at 4, Sun at 11 and a League Starter Sealed, Sunday at 11 pm.
What Events:
Friday: Draft ($15)–Each player gets 3 packs, opens and picks a card and passes the rest to the person next to them. Lather, rinse and repeat until all the cards from the packs have been picked. Take about 23-26 of the 40+ cards you get and add land to make a 40 card minimum deck. Play 3 rounds, win a round, win a pack with an option of a free draft to those who go undefeated. Since it’s a new set, and none of us know what we are doing yet, it’s a great time for new players to come and join.
Saturday: Two Headed Giant: ($30) Two player team event. Each player gets one of the last of the 6 pack prerelease kits and they build two decks to play together. About Two Headed Giants
Sunday: Sealed-($25) Everybody gets 6 of the new packs and makes their best 40 card decks. Packs at 11, play at 12. 3 rounds, win a round, win a pack. (If we still have Prerelease packs, we will have them as an option for an extra $5)
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.
Theros Beyond Death Release weekend: When someone asks you if you are a god, you say “yes!”
When: Events– Friday Night Magic at 7, Sat, Two Headed Giant at 4, Sun at 11 and a League Starter Sealed, Sunday at 11 pm.
What Events:
Friday: Draft ($15)–Each player gets 3 packs, opens and picks a card and passes the rest to the person next to them. Lather, rinse and repeat until all the cards from the packs have been picked. Take about 23-26 of the 40+ cards you get and add land to make a 40 card minimum deck. Play 3 rounds, win a round, win a pack with an option of a free draft to those who go undefeated. Since it’s a new set, and none of us know what we are doing yet, it’s a great time for new players to come and join.
Saturday: Two Headed Giant: ($30) Two player team event. Each player gets one of the last of the 6 pack prerelease kits and they build two decks to play together. About Two Headed Giants
Sunday: Sealed-($25) Everybody gets 6 of the new packs and makes their best 40 card decks. Packs at 11, play at 12. 3 rounds, win a round, win a pack.
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.
To fight the sun god Heliod, the forge god Purphoros created a sword capable of damaging the divine. The two gods battled, disrupting the celestial resting place of an ancient and powerful hydra: Polukranos, World Eater. Enraged, the hydra stormed through the mortal realm of Theros until it was sealed by Heliod and the hunt god Nylea.” (from the Wizard’s site…click here for more)
Note: The kids event…Packs available starting at 3:30, play at 4:30, so kids can get here after school.
Theros Beyond Death Prerelease. Adding New Times FRIDAY—3:30 pm Jr. Sealed and 7:30 pm Sr. (15+) sealed. Sealed (6 packs) Sat at 10 and 4, and Sun at 4 (competitive or casual). Two Headed Giant at 3 on Sunday. $30 in advance, $35 day of the event.
What: Two-Headed Giant using prerelease packs, so 6 packs plus a promo card for EACH of the two player teammates. ($35 at the door, $30 advanced registration.) play three rounds, win a round, win a pack) Two-headed giant is a two player team event, where the two players share their cards to make a deck for each of them that they play as a team. Great for buddies, couples, parent kid combos or anyone who wants to share the fun. Kinda like tandem skydiving, as long as one person knows how to play, the other can just enjoy the ride.
When: Events Friday, 3:30 pm (kids 9-14) 7:30 pm (Sr. 15 and older) Sat at 10, Sat at 4, Sun at 10 and a two-headed Giant, Sunday at 3 pm.
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.
To fight the sun god Heliod, the forge god Purphoros created a sword capable of damaging the divine. The two gods battled, disrupting the celestial resting place of an ancient and powerful hydra: Polukranos, World Eater. Enraged, the hydra stormed through the mortal realm of Theros until it was sealed by Heliod and the hunt god Nylea.” (from the Wizard’s site…click here for more)
Note: The kids event…Packs available starting at 3:30, play at 4:30, so kids can get here after school.
Theros Beyond Death Prerelease. Adding New Times FRIDAY—3:30 pm Jr. Sealed and 7:30 pm Sr. (15+) sealed. Sealed (6 packs) Sat at 10 and 4, and Sun at 4 (competitive or casual). Two Headed Giant at 3 on Sunday. $30 in advance, $35 day of the event.
What: Theros Beyond Death Sealed Sealed Standard event (get 6 packs of the new stuff and build best 40 card deck.) Play either competitive (at least 4 rounds, with bigger fistfuls of prize packs for the winners, but needing to win at least two rounds to get any prize packs.) or casual (play three rounds, win a round, win a pack). Choose when you sign up. (Friday Events are Casual only, as is the THG)
When: Events Friday, 3:30 pm (kids 9-14) 7:30 pm (Sr. 15 and older) Sat at 10, Sat at 4, Sun at 10 and a two-headed Giant, Sunday at 3 pm.
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.
To fight the sun god Heliod, the forge god Purphoros created a sword capable of damaging the divine. The two gods battled, disrupting the celestial resting place of an ancient and powerful hydra: Polukranos, World Eater. Enraged, the hydra stormed through the mortal realm of Theros until it was sealed by Heliod and the hunt god Nylea.” (from the Wizard’s site…click here for more)
Note: The kids event…Packs available starting at 3:30, play at 4:30, so kids can get here after school.
Theros Beyond Death Prerelease. Adding New Times FRIDAY—3:30 pm Jr. Sealed and 7:30 pm Sr. (15+) sealed. Sealed (6 packs) Sat at 10 and 4, and Sun at 4 (competitive or casual). Two Headed Giant at 3 on Sunday. $30 in advance, $35 day of the event.
What: Theros Beyond Death Sealed Sealed Standard event (get 6 packs of the new stuff and build best 40 card deck.) Play either competitive (at least 4 rounds, with bigger fistfuls of prize packs for the winners, but needing to win at least two rounds to get any prize packs.) or casual (play three rounds, win a round, win a pack). Choose when you sign up. (Friday Events are Casual only, as is the THG)
When: Events Friday, 3:30 pm (kids 9-14) 7:30 pm (Sr. 15 and older) Sat at 10, Sat at 4, Sun at 10 and a two-headed Giant, Sunday at 3 pm.
Who: Who’s it good for? Since everyone is starting from scratch from a new set, this is a great event for all players. We run a very friendly shop, so particularly for the casual events, feel free to ask for and get help in figuring out what to make. Regardless of what happens, you get to keep all your cards and have a day worth of fun.
Here’s what you need to get a head/catch up to the game.