Kamigawa Release information

Kamigawa Release information

by Quentin Craig

Kamigawa Neon Dynasty Release Information- Garrett Set Booster boxes will be first come, first served $125.00 Tax included ($116.82) pickup available February 11th Collectors Booster boxes will be first come, first served $235.00 Tax included ($219.63) pickup available February 18th Commander Sets (2 commanders) are first-come, first-served $120.00 Tax included (112.15) pickup available February 18th Draft Booster boxes will be first come, first served $105 Tax included ($97.65) pickup available February 11th If $50 or more is spent on ANY prepaid product, we will issue you a one-time $5.00 store credit to spend immediately!!!  Pre-orders are due Preorders due February 6th!! Prerelease Events: Friday February 11th 7pm (15 spots available) Sunday February 13th 6pm (15 spots available) Thursday February 17th 6pm (15 spots available)

Horde X Archenemy: Nicol Bolas

Horde X Archenemy: Nicol Bolas

by Quentin Craig

Basic rules Participants Horde Magic is divided up into two factions: The Horde (the deck that runs automatically) and The Heroes (the players). Win conditions         The Horde wins if The Survivors' group life total is reduced to zero or below or if Nicol Bolas reaches 100 Spark counters.         The Heroes win if The Horde has no cards in its library, no creatures on the battlefield, and Nicol  Bolas has no spark counters Rules for The Horde         The Horde has no player, it pilots itself and does not count as a player.          Any choice The Horde must make are made by the Heroes         The Horde's turn starts by revealing cards from the top of its scheme deck and setting the scheme in motion. Then the Horde reveals the top two cards of its library. All revealed tokens are put into play. All revealed non-token is cast. Then the Horde will go to combat         All creatures controlled by The Horde have Haste and "This creature must attack each turn if able."         The Horde has no life total. Damage dealt to The Horde causes it to mill that many cards.         Nicol Bolas Starts with 50 spark counters and can be dealt damage by spells as though he is a planeswalker, (spells that deal damage to players can be redirected to him and spells that can damage a Planeswalker) . Nicol Bolas will remove Spark counters from himself equal to the damage. If he cannot, the remaining damage will cause the Horde to mill that many cards.     Rules for The Heroes         The Heroes have three turns to set their defenses before The Horde gets its first turn. Then turns alternate like normal.         Like in Two-Headed Giant, The Heroes are a team and all take their turn simultaneously. The Heroes attack and block as a team. ·         Each Hero contributes 20 life to the group life total.   Ban list  any card that says "you win the game" any card that says "creatures cannot attack" 

Kingdoms

Kingdoms

by Quentin Craig

Kingdoms Rules:     Kingdoms is played with 4-6 players adding an Bandit and an additional Knight Beyond 4. (add bandit then knight)  Every player receives one role card face down at random. There are 5 Roles: the King, the Knight, the Usurper, the Assassin, and the Bandit. The King is the only player that reveals their identity. All other players cannot reveal their roles until the game is completely over. The King always starts first and begins with 50 life. The King wins the game if they are the final player alive. The Knight's goal is to protect the King. If the King and the Knight are the lasts ones alive, they both win the game. The Bandits goal is to kill the King. If the King dies, the Bandits win the game, regardless of who else is still alive. The Assassin wins when all other players are dead. The Usurper's goal is to deal the finishing blow to the King. If this happens, the Usurper becomes the King (and vice versa). The new Usuper's life total is then set to 20. It's now also the Knight's purpose to defend the new King. Players besides the King cannot reveal their roles until the game is completely over. (The only exception is if the Usurper kills the King.) Players can "claim" that they have certain role. "I win the game" cards have no affect for this variant and are discouraged from being played. 

The Grand Melee Returns

The Grand Melee Returns

by Quentin Craig

November 27, Grand Melee Returns!!!!!     This event is a $15 buy in. Prize support for all players.  (minimum of 10 players to a max of 20)   1st place is a Midnight Hunt Draft Booster Box   2nd place is  $50 Store credit  3rd place-$30 Store  credit  Each other player will receive a $5 store credit   Grand Melee is a casual multiplayer format for Magic: the Gathering allowing ten or more players to play at the same time. It is a variant of Free-for-All.[1] Players sit around the table exactly as they would for a Free-for-All game, choosing their seats randomly. However, the "limited range of influence" rule is in effect, with each player having a range of influence of 1. This means a player's spells and abilities can affect only themselves and players seated to their immediate left and right; players seated further away are, for the most part, considered to not exist. For example, if you play Wrath of God, it'll destroy only the creatures controlled by you and your two neighbors, and if you play Coalition Victory, it'll cause only your two neighbors to lose the game instead of you winning the entire Grand Melee game. Furthermore, players are allowed to attack only the player immediately to their left. The most unique aspect of Grand Melee is that multiple players can take their turns at the same time. This is done via the use of "turn markers" (which can be buttons or coins or other such items), each with a number starting from 1, to keep track of which players are currently taking turns. One turn marker is used for every four players in the game, meaning a Grand Melee game with 16 players uses four turn markers, while a game with 15 players uses three turn markers. At the start of the game, one player is randomly chosen to take the turn marker numbered 1. The player four seats to that player's left takes the turn marker numbered 2, the player four seats to that player's left takes the turn marker numbered 3, and so on until all of the turn markers have been handed out. Each turn marker represents an active player's turn. At the start of the game, all players with turn markers start their turns at the same time. When a player ends their turn, that player passes the turn marker to the player on their left. A player can't receive a turn marker if the player the three seats to their left already has one. If this is the case, the player who would receive it must wait until the player four seats to their left takes the other turn marker. If an effect gives a player an extra turn and that player currently has a turn marker, they hold on to the marker and take that turn. If it's not that player's turn, however, that player instead takes the extra turn immediately before when their next turn would happen. If a player would leave the game, this doesn't happen immediately; this and removing turn markers happens only between turns. The turn marker that's removed is the one closest to the departed player's right. If more than one player has left the game and there are multiple turn markers that could be removed, remove the marker with the lower number. The last player to survive wins.

BuyList for the month of January

BuyList for the month of January

by Quentin Craig

These are the cards we are currently taking in a 70% store credit.  Teferi's protection Urborg, Tomb of Yawgmoth Yavimaya, Cradle of growth Fetch Lands (any) Expeditions Lands (any) Mana Vault Mana Crypt Urza's saga Chrome Mox Jeweled Lotus Lotus Petal Edgar Markov Hallowed Fountain Watery Grave Blood Crypt Stomping Grounds Temple Garden Godless Shrine Breeding Pool Sacred Foundry Steam Vents Overgrown Tomb Rhystic Study Sliver Legends (any) Mystical Tutor Enlightened Tutor Grim Tutor Demonic Tutor Vampiric Tutor   Sidisi, Undead Vizier Yuriko, the Tiger's Shadow City of Brass The Ur-Dragon     

Breaker of Oaths

Breaker of Oaths

by Quentin Craig

Breaker of Oaths is a spin on Oathbreaker. here are the rules: Oathbreaker is multiplayer format, played with 100 card singleton decks (98 deck *97 for partners*, 1 "oathbreaker" *2 for partners * and 1 signature spell). You start the game with your Oathbreaker and Signature Spell in the command zone. Your starting life is 40 . Your “Oathbreaker” is a Planeswalker or Legendary Creature. Its color identity determines the contents of your deck. (or both if using partner)  Your “Signature Spell” must be an instant or sorcery card that falls within your Oathbreaker’s color identity. You cast your Oathbreaker from your command zone. Your Signature Spell may only be cast if your Oathbreaker is on the battlefield under your control. Both your Oathbreaker and Signature Spell are subject to “command zone tax”. These taxes are tracked individually, i.e. casting your Oathbreaker doesn’t cause your Signature Spell to cost more. To find out more, read the full rules. This is the Banlist for Breaker of Oaths. Cards with the “Conspiracy” card type. Click here to see those. Cards that reference “playing with ante”. Click here to see those. Silver-bordered cards Ad Nauseam Ancestral Recall Balance Biorhythm Black Lotus Channel Chaos Orb Cleanse Crusade Dark Ritual Doomsday Emrakul, the Aeons Torn Expropriate Falling Star Fastbond Gifts Ungiven Griselbrand High Tide Imprison Invoke Prejudice Jihad Jeweled Lotus Library of Alexandria Limited Resources Lion's Eye Diamond Mana Crypt Mana Geyser Mana Vault Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Natural Order Painter's Servant Panoptic Mirror Pradesh Gypsies Primal Surge Saheeli, the Gifted Shahrazad Sol Ring Stone-Throwing Devils Sundering Titan Sylvan Primordial Time Vault Time Walk Tinker Tolarian Academy Tooth and Nail Trade Secrets Upheaval Yawgmoth's Bargain

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