MTG

Canceled-excessive heat-Date Night Magic Draft (Kids-9-14) (Price-$25) Kids Magic Draft

Kids-playingIt’s too darn hot (no really…heat is knocking over our ac systems) for the sake of safety and comfort we are canceling all organized play events this weekend.

 

…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:

  1. NEW Location:  1405 Encinal Ave.
  2. Start time 4pm start-End by 8:30. (impt to be on time…)
  3. 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)
  4. 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.d20games.com for more info, or email us at info at d20games.com. 

 

Aether Revolt Tickets

Prerelease for Aether Revolt, set 2 of 2 in the Kaladesh Block….  Prereleases are a great chance to get cards from the newest Magic set a week early and have some fun at the same time…

The story so far: magic.wizards.com/en/products/aether-revolt-story

Things are revolting in Kaladesh….(ok…that was bad) Tezzeret has come to town and turned things into a different kind of party..

What: 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.  Sunday at 3 is a Two-headed Giant using the same special prerelease packs.
Ajani Unyielding

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.

 

 

 

Aether Revolt – D20 Set Central

Things are revolting in Kaladesh….(ok…that was bad) Tezzeret has come to town and turned things into a different kind of party.  The second set of the Kaladesh block takes the playful world of Kaladesh and revolutionizes it. (Ah man…the Dad puns are just forcing their way out today..)   Here is a bunch good links to give you the scoop on the new set…


Image result for ticket

Ajani Unyielding
Spoilers
Aether Revolt Story….

 

 

 

 

Magic Commander 2016

commander-2016-bigger

Four color commanders are a’ coming!   The new Commander 2016 Decks are coming out this week and they are creating a lot of excitement.  The big new mechanics are Partner, where two Commanders who both have Partner can be picked as if they were one to be your Commander.  Place one or two in play at a time.

Undaunted makes more the merrier, getting cheaper to cast  for each other player in the group.

The decks will cost $35-40, or all 5 for $140.  And they will come with a coupon for $2.50 off one of our Zombie Commander events ($5) on Sat the 12th and Sun the 13th.

 

 

 

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http://magic.wizards.com/en/content/commander-2016-home

http://magic.wizards.com/en/articles/archive/feature/commander-2016-mechanics-2016-10-24

 

http://magic.wizards.com/en/articles/archive/card-image-gallery/commander-2016

 

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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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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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.)

 

http://magic.wizards.com/en/content/oath-gatewatch-home

 

 

http://magic.wizards.com/articles/archive/feature/oath-gatewatch-mechanics-2015-12-28

 

http://mtgmirror.com/#/

 

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

 

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