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D&D 5th Edition Player’s Handbook Has Arrived!

Photo courtesy of Wizards of the Coast.

 

The wait is over! The highly anticipated ‘Dungeons & Dragons’ 5th Edition Player’s Handbook has arrived at Battleground Games & Hobbies! This brand new D&D products is “…everything a player needs to create heroic character for the world’s greatest role-playing game [‘Dungeons & Dragons’].”

 

 

From the Wizards of the Coast official product page:

 

The Player’s Handbook is the essential reference for every Dungeons & Dragons role-player. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D races and classes.

Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.

The world needs heroes. Will you answer the call?”

 

 

All you have to do to answer the call is visit your local Battleground Games & Hobbies in either Abington, MA or Plainville, MA and pick up your copy today; or visit us online and have a copy of this amazing new book delivered right to your front door!

 

 

D_D

 

Plus, please don’t forget to join us at Battleground Games & Hobbies on August 9th for the D&D 5th Edition Release event beginning at 10:00 AM and celebrate the release of the brand new Player’s Handbook!

 

 

 

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Lloydel Pictures and Battleground Games & Hobbies Presents: Grudge Match – Calder vs. Lowe!

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This week in Magic: Making Day 2 of GP Boston-Worcester

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This past weekend was definitely a good weekend for me. In case you missed it, I made Day 2 of GP Boston-Worcester. It was so much of a surprise to myself that I was not at all prepared. I was such a mess that day, I didn’t even have a belt, and my pants were falling all day. Long story-short, I am in the middle of a move and my belt is in storage.

 

Not only was I missing a belt, but when I made Day 2 I was in scramble mode to find a place to sleep since my buddy Josh didn’t make it and wasn’t planning on driving into Worcester from the South Shore again. I was lucky enough to have a couple of offers to crash on the floor of friends’ hotel rooms. (Thanks to both Carl and Jason, by the way).

 

It should be no surprise what I played at the GP. If you’ve been following me for a while now, you’d know that I played Mono Red Burn. I went 7-2 on Day One, and unfortunately finished 2-3 on Day Two. While I missed out on cashing, I was just happy to make Day Two, as well as many of my other friends.

 

The journey to this point was not easy. I did a fair share of testing, and while testing, I got my fair share of stares and losses. There were times I felt defeated playing this deck. Day Two was never in my sights. I didn’t even pack a bag. Still, I managed to persevere. For your enjoyment, here is the list I ran:

 

Mono Red Burn aka 20 Mountains

 

Main Board:
4x Goblin Guide
4x Hellspark Elemental
4x Eidolon of the Great Revel
4x Lightning Bolt
4x Lava Spike
4x Shard Volley
4x Searing Blaze
4x Rift Bolt
4x Skull Crack
4x Flames of the Blood Hand
20x Mountain

 

Side Board:
3x Combust
2x Relic of Progenitus
2x Anger of the Gods
2x Molten Rain
3x Shattering Spree
3x Searing Blood

 

Hellspark Elemental was a last minute change over Spark Elemental. After some playtesting with my friend Jay, I had come to the conclusion that Spark Elemental was missing something. That something was being able to use itself over again. Hellspark Elemental’s ability to Unearth itself is huge. You’re essentially running eight of them.

 

I came across a nice variety of decks at the GP. In fact, during Day One, I played against two 8Rack decks. My two losses came against Merfolk and Fairies. I’ve never had a good run against Fairies, even when the deck was in Standard. I also did not test against it much outside of the tournament. My wins came against Jund, 2x 8Rack, 2x Scapeshift, GB, and UR Twin. Aside from the Twin match, the other decks were great opponents for me. As for my Twin matchup, he got land screwed game one, and then I just out burned him game two. He was gracious in his loss, and wished me luck after the match.

 

I should add that my two losses were within the first four rounds of the day. Thus, I had to win out the entire day. I definitely felt the heart palpitations coming on near the end of the final match. It went to third game, and thankfully I won it.

 

Day 2 was a little rough for me. Round one had me against my worst matchup in round one, Ad Nauseum. My only two wins came from another 8Rack match and a Jund match. The losses came from Ad Nauseum, Affinity (which was a heartbreaker for me), and Twin. Those last two losses were very close. Both my opponents let out big sighs of relief. Although, I’m not sure if it was because the matches were close, or they didn’t want to lose to Mono Red Burn. It could have been a combination of both.

 

Overall, I had a good time at the event. I mean, if you make Day 2, then there isn’t much to complain. Especially if you’ve never done it before. Sadly, I have been sick the past several years that a GP has been in the area – whether it was in Massachusetts or in Rhode Island. One year I made showed up on the second day of GP Boston the last time it was held in the Hynes Convention Center. However, I was so sick that day, I don’t remember much of it.

 

There were some things to be said about the GP on a finer level, but I’ll save that for another time.

 

Making changes to the deck

You already know I changed my Spark Elementals to Hellspark Elementals. There is very little I would change in the deck. If you’re looking for a very budget deck to run in Modern that has a good shot of winning a small sized tournament, this is your deck. If I were to run it in another major tournament, maybe something that is coming up in a couple of weeks, I would definitely throw in fetch lands. I would need to do more testing before I suggest running four or eight fetch lands, but, either way, they need to be run. The main reason: Searing Blaze.

 

searing blaze
 

This card can really make or break the deck. Alone, it can be both the best card in the deck and it can be the absolute worse thing ever. It all depends on the landfall trigger. Even then, you can only cast this card on your turn. Thus, you’re never able to take full advantage of the spell. I’m sure if I had fetchlands in this deck, it would have run a lot more efficiently. I would have been able to thin the deck out and almost guaranteed I would have a way to trigger landfall.

 

In the end, the call is yours. Just remember it can mean the difference between a $50 deck and a $410 deck.

 

About the author

Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!

 

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Wizards of the Coast Announces Sweeping Changes to ‘Magic’ Organized Play

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Wizards of the Coast announced yesterday sweeping changes to the Magic the Gathering organized play program as a result of unprecedented growth in both it’s Grand Prix program and Pro Tour Qualifier programs. Based upon feedback from the community at large, including judges, players, and local-game-store’s alike, the following changes were announced:

 

A New Path to the Pro Tour

The take away:

  • New path to the Pro Tour will now feature a two-tier event series to qualify – a Preliminary PTQ feeding a Regional PTQ;
  • Winners of Preliminary PTQ’s are invited to participate in the Regional PTQ;
  • Preliminary PTQ’s will be run by local game stores;
  • Qualified players may play in any Regional PTQ they wish;
  • The top four finishers of the Regional PTQ qualify for the Pro Tour, including airfare;
  • If a Regional PTQ has 128 participants or more, the top eight players qualify for the Pro Tour instead.

 

Improving Grand Prix Events

The take away:

  • Amount of Grand Prix events increased from 46 to 54;
  • The top eight (top four for a team event) will receive invitations to the Pro Tour regardless of event attendance;
  • Everyone with 39 match points – or a record of 13-2 – will qualify for the Pro Tour;
  • Total prize pay out increased to $70,000 if attendance is 3600 or more.

 

Changes to the Pro Player’s Club

The take away:

  • Pro Points at Pro Tour’s will now be awarded based upon final match point score instead of final swiss standing beyond the top eight;
  • Pro Points at Grand Prix events will likewise now be awarded based upon final match point score beyond the top eight;
  • Players at the Pro Tour finishing with 33 match points or more will receive an invitation and airfare to the next Pro Tour;
  • Minor changes to the threshold needed to reach Platinum Pro-level status;
  • Gold Pro-level no longer awards a $500.00 appearance fee. Instead, Gold Pro-level now awards airfare to all Pro Tours for the season.

 

 

What do you think of these sweeping changes? Is this better for the Magic the Gathering organized play program or worse? Tell us what you think of the new changes effective beginning in August in the comments below!

 

 

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GP Boston-Worcester Top 32 Deck List: U/B Teachings by Carl Godon

knowledge pool

 

In case you missed it, GP Boston-Worcester came and went this past weekend. Several of our local players went on to make Day 2 of the event, including Nick Blake and myself. Carl is a local player who frequents the Abington store. He’s well know for his “unique and interesting” deck lists. So, it’s no surprise that people are wanting to know what he played this past weekend to a Top 32 finish at GP Boston-Worcester. It even peaked some interests when his deck got tweeted about. Here’s the list:
 

Creature:
3x Snapcaster Mage
2x Teferi, Mage of Zhalfir
1x Treasure Mage
1x Wurmcoil Engine
Sorcery:
3x Thoughtseize
2x Inquisition of Kozilek
1x Damnation
Instant:
1x Repeal
1x Smother
2x Disfigure
1x Hero’s Downfall
1x Darkblast
1x Mystical Teachings
2x Mana Leak
1x Consume the Meek
1x Slaughter Pact
1x Syncopate
2x Far//Away
3x Cryptic Command
2x Spell Snare
2x Think Twice
Artifact:
1x Knowledge Pool
Land:
1x Misty Rainforest
2x Scalding Tarn
3x Tectonic Edge
2x Dreadship Reef
2x Snow-Covered Swamp
4x Snow-Covered Island
4x Watery Grave
4x Creeping Tar Pit
2x Dark Slick Shores
1x Urborg, Tomb of Yawgmoth
Sideboard:
1x Devour Flesh
3x Pack Rat
1x Duress
1x Tectonic Edge
1x Thoughtseize
1x Mindbreak Trap
1x Grafdigger’s Cage
2x Shadow of Doubt
2x Threads of Disloyalty
1x Damping Matrix
1x Ashiok, Nightmare Weaver

 

That’s a lot of one-ofs and two-ofs, but it definitely looks like a “Carl” deck as we like to say. The most interesting part of the deck is Knowledge Pool, and, yes, you’re reading the deck list correctly. There is only one copy in the deck. Some of you who follow Jackie Lee on Twitter may have seen her post about how her “opponent casually” locked her out of the game with Knowledge Pool.

 

 

The obvious question people had was, “What’s Knowledge Pool?” The next question was how Carl locked people out of the game with the card. The short version of the card is this: when the card is played, both players must exile the top three cards of their library. This is through the card’s “Imprint” mechanic. The card goes on to say that, now, whenever a player plays a spell, that spell is exiled. If the player exiles the card, they can cast any card that was originally exiled by Knowledge Pool and play it without paying it’s casting cost.

 

Sounds great, right? Well not if Teferi is in play. Confused? It’s okay. We all are. The lock is so obscure, I even had trouble forming words to explain it. Here is the best explanation thanks to the internet. “Knowledge Pool’s triggered ability is on the stack at the time they could cast an exiled spell from it, as the stack is not empty, that player could not cast a sorcery at this time. Thus they cannot cast any spells at this time due to Teferi’s effect, meaning knowledge pool exiles any spell not cast from hand without any return for opponents. So they only spells they cast not from hand (flashback for instance or via madness) can resolve and also land drops are unaffected.”

 

The strategy actually originates from EDH. This was one of the most interesting facts I found out while researching about the lock.

 

Well that’s it for now. I’ll be writing about my own experiences from this past weekend’s events, and, if you’re lucky, maybe we’ll even get Nick to talk about his time at the event as well.

 

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Tempo-Twin for Grand Prix Boston-Worcester

Greetings Magic the Gathering fans. This is my first actual article for Battlegroundgames.com and in it, I’m excited to be writing about the ever-evolving Modern format — a format I use to very much dislike. Thankfully, I found an archetype I can get behind and now fully support this really interesting format. Can you guess what it is?

 

 

Yup, that’s the one – Splinter Twin; the Blue-Red Tempo version, to be exact. There’s nothing more exciting that creating four-billion 2/1 or 1/4 creatures! This will be my weapon of choice for Grand Prix Boston-Worcester 2014 tomorrow morning.

 

The deck plays essentially like a control deck with a combo finish, utilizing the Splinter Twin (or Kiki-Jiki) plus Deceiver Exarch or Pestermite combo in order to make an infinite amount of token creatures. Here is the final decklist and sideboard:

 

Land:

5 Island

1 Mountain

4 Scalding Tarn

4 Misty Rainforest

1 Desolate Lighthouse

1 Stomping Ground

4 Steam Vents

3 Sulfur Falls

 

Creatures:

4 Deceiver Exarch

2 Pestermite

1 Kiki-Jiki, Mirror Breaker

4 Snapcaster Mage

2 Vendilion Clique

1 Spellskite

 

Spells:

4 Splinter Twin

2 Electrolyze

2 Flame Slash

4 Lightning Bolt

1 Dispel

2 Cryptic Command

4 Remand

4 Serum Visions

 

Sideboard:

2 Anger of the Gods

2 Blood Moon

2 Ancient Grudge

2 Keranos, God of Storms

1 Counterflux

1 Negate

1 Echoing Truth

1 Dispel

1 Batterskull

1 Vedalken Shackles

1 Spellskite

 

Essentially, a fairly standard list, all things considered. When compared to most other versions out there, I have an extra Steam Vents (for the Vedalken Shackles in the sideboard); only one Spellskite; an additional Electrolyze; and no Peek/Gitaxian Probe. Spellskite seems to be increasingly mitigated of late as a lot of matchups are increasingly prepared for this card. However, having an 0/4 blocker can be useful and it’s redirect ability is still randomly useful and has a wide range of applications. Electrolyze has been amazing lately and I play the deck as a control deck that wins with a combo;  Electrolyze helps with that goal. Finally, Peek/Probe felt far too low impact and often times, regardless of knowing my opponent’s hand, my lines of play were the same regardless.

 

Why Splinter Twin?

 

This goes back to Grand Prix Richmond 2013. After the banning of Deathrite Shaman, I immediately gravitated toward the Blue-White-Red Control deck that Shaun McLaren won Pro Tour Born of the Gods with. I’m a control player at heart and this deck felt perfect to me. Despite this, I put up a very disappointing 2-1-2 record and dropped, disappointed. What happened? The metagame had shifted; Lightning Helix just wasn’t cutting it and the deck has an awful lot of trouble actually finishing a game (hence the draws). So, I went back to the drawing board.

 

 

Never underestimate this little guy.

 

I knew I wanted to play something powerful, especially given the amount of combo decks in the format. I owned all the cards for Splinter Twin and I played the deck when it was Standard-legal. With that, I didn’t see that I had any other choice; Splinter Twin it is.

 

Ultimately – aside from card availability and basic familiarity – I chose the deck because it’s inherently powerful, consistent, and has positive match ups against the other combo decks (though Scapeshift is a bit closer) and Affinity. Furthermore, the mana is solid and allows for the use of Blood Moon (a very powerful trump in a lot of matchups, especially the Jund/Junk/Rock decks). I briefly tried the Tarmo-Twin deck popularized by German professional Magic player Patrick Dickmann, but I hate losing to my mana base, despite gaining some powerful cards and – I think – a better sideboard. Overall, consistency goes a long way to generating wins, especially in long tournaments.

 

Fin

I’m excited to be doing battle with Splinter Twin and very much looking forward to the Grand Prix. I’ve put a lot of practice into the deck, so I feel confident for big things. Wish me luck and look forward to an after-action report following the Grand Prix! If you’re in attendance, please say hello!

 

About the Author

Chris Alexander is the Online Store Manager for Battleground Games & Hobbies. He has a vast amount of experience in the industry having stints with other major internet companies. He is a lover of games and Islands. He dislikes Mountains and anything associated with them except for Splinter Twin. When he is not playing “Magic: The Gathering” or board games, he can be found with his two loving dogs; typically cleaning after them.

 

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About Battleground Games & Hobbies

Battleground is one of New England’s premier game stores with two convenient locations. We are fully stocked in all the major product lines for the serious gamer and we specialize in card games, board games, miniature games and role-playing games. Our deep stock, great events and friendly, knowledgeable staff make Battleground the top choice for your one-stop, friendly local game store!
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Abington MA, 02351
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