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Wizards of the Coast Announces Delay to ‘D&D: Dungeon Master’s Guide’

After making the dates on most of its long-planned rollout of the new edition of Dungeons and Dragons, Wizards of the Coast has announced that the last of the first range of releases will be delayed, as first reported by ICv2.com.  Dungeons & Dragons: Dungeon Master’s Guide, originally planned for November release, will now ship in December.

The delay is blamed on “an entire additional cycle of design and editing to ensure that the books were as close to perfect as humanly possible” introduced with this new edition of the game.  While this effort is touted as a boon for the quality of the Player’s Handbook and Monster Manual, which are releasing on schedule, it has pushed the production schedule back on the Dungeon Master’s Guide.  For stores participating in WotC’s early release program, the book with have an on sale date of November 28th, with general release following on December 9th.

 

 

 

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‘Khans of Tarkir’ Pre-release Weekend Begins TONIGHT @ MIDNIGHT!

 

Battleground Games & Hobbies Khans of Tarkir Pre-release weekend begins tonight at midnight! Join us!

 



Come to our Khans of Tarkir Prerelease and experience the newest Magic: the Gathering set a week before it goes on sale!


The Khans of Tarkir Prerelease presents players with a special opportunity to open a Prerelease Pack. There are five Pre-release Packs to choose from; each corresponds to a one of the five clans in Khans of Tarkir:



The Abzan Houses – White/Black/Green
The Jeskai Way – Blue/Red/White
The Sultai Brood – Black/Green/Blue
The Mardu Horde – Red/White/Black
The Temur Frontier – Green/Blue/Red



If players would like to be guaranteed a specific Khans of Tarkir Pre-release Pack they MUST pre-register for the event they would like to participate in.  Please speak to any friendly staff member in store or contact us here to pre-register. 


Abington Store:
1423 Bedford Street
Abington MA 02351
781.261.9669



Plainville Store:
25 Taunton Street
Plainville MA 02762
508.316.1195

____________________________________________________________________


Format: Sealed Deck*
Date: September 20th Friday night / Saturday morning
Time: 12:00am (midnight) – BOTH LOCATIONS
Entrance Fee: $25.00 per person
This event will run 4 rounds.


Format: Sealed Deck*
Date: September 20th Saturday afternoon
Time: 12:00pm – PLAINVILLE
Time: 2:00pm – ABINGTON
Entrance Fee: $25.00 per person
This event will run 4 rounds.



Format: Sealed Deck*
Date: September 20th Saturday night
Time: 6:00pm – PLAINVILLE
Time: 7:00pm – ABINGTON
Entrance Fee: $25.00 per person
This event will run 4 rounds.



Format: Two-Headed Giant Sealed Deck**
Date: September 21st Sunday afternoon
Time: 12:00pm in PLAINVILLE
Time: 7:00pm in ABINGTON
Entrance Fee: $20.00 per person
This event will run 4 rounds.



Format: Sealed Deck*
Date: September 21st Sunday night
Time: 6:00pm in PLAINVILLE
Time: 2:00pm in ABINGTON
Entrance Fee: $25.00 per person
This event will run 4 rounds.
____________________________________________________________________


*Sealed Deck: Each player receives one Khans of Tarkir Pre-release Pack corresponding to the clan of their choice.

**Two-Headed Giant Sealed Deck:  Each TEAM will receive 2 Khans of Tarkir Pre-release Packs with which to build two 40 card decks.


Parking on site

Google Maps

Battleground’s Facebook Page


Contact:
Please contact us with any questions.


What Do I Get?

Prizes are based on attendance. There will be 2 booster packs per player put into the prize pool. Prizes packs are typically awarded to the top 35% of finishers.



Each Player will receive one Khans of Tarkir Pre-release Pack that contains:

5 Khans of Tarkir booster packs 
1 Seeded booster pack* 
1 Premium promo card (40 unique promos available!)
1 Activity card 
1 Spindown life counter 
1 Welcome Letter 
For this event, players may use the promo card included with the Pre-release Pack in their tournament deck.



*Contains cards from Khans of Tarkir that are or have synergy with the clan you chose.


What Else Can I Do?

Open Dueling: Open Dueling players each receive 1 Khans of Tarkir Intro Pack. Open Dueling players use their Intro Pack to play against each other, as well as Pre-release tournament players who are between matches. All players should be encouraged to help teach Open Dueling participants how to play Magic.



Come down, play some cards, check out the new set, and meet some new people! We look forward to seeing you!


Don’t forget to check out our Online Store for all your gaming needs!
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This week in Magic: Let’s build a deck!

jeskaicharm
 

 

Welcome to another “This week in Magic.” For this week’s edition we’re going to tackle some Standard. I am a terrible deck builder, so I thought that it would make a perfect topic for this week. With Khans of Tarkir coming out very soon, it’s time to get a little realistic and start thinking about possible deck ideas. Out of all the color combinations, I am a big fan of Jesaki (URW). Although, I’m sure at some point, I’ll find my way playing Mono Red.

 

I guess the first question is where to start. I think the best place would be with the new “Mantis Raider.” This card reminds me a lot of Lightning Angel. In fact, I wish it was Lightning Angel, but you can’t have everything you want, I guess. This guy is going to be the base of our deck. The game plan will be to land him early and hope he sticks around to eventual win us the game. We’re looking at a possible midrange deck here with counterspells and burn spells. Remember, the Mantis is only a 3/3. This means that its vulnerable to Lightning Strike, Bile Blight, and numerous other creature removal spells.

 

In a format where three colors seems like it will be the norm, I feel like we’re going to need some help in the deck manipulation field. I’ve always been a fan of Omenspeaker, but it’s never really had a place in Standard – that is until now. I think it’s going to be great come post rotation. Not to mention they’ll serve as great aggro fodder. A two mana 1/3 wall that can scry 2 for us is nice.

 

The biggest loss that blue will feel is the rotation of Jace, Architect of Thought. As of right now, I don’t think the new Jace can cut it, but we’ve got to start somewhere. Another alternative could be Steam Augury. There was some hype when this card was first spoiled, but since then, it has cooled off a lot; to the point that it’s not even a blip on the radar. Khans may see the comeback of Steam Augury.

 

Mindswipe is a great contender to make the deck. Just like every other card we’ve discussed, Syncopate leaves the format thanks to rotation woes. Mindswipe has some big pros and cons. The big benefit to the card is the ability to burn your opponent. Denying your opponent a spell and punishing them for not being able to cast the spell is rather dirty. However, we lose speed in the spell due to the extra mana needed to cast it. Syncopate was so good because control players were willing to shock themselves in order to Syncopate for one mana. Now the earliest we can counter is on turn three.

 

Speaking of countering on turn three, Dissolve remains in the format and there doesn’t seem to be any other option that is better in that slot. The is, of course, Dissipate, but being able to scry wins in my book. Alright, let’s take a look at this Frankenstein of a deck so far:

 

Jeskai Midrange
4x Mantis Rider
4x Omenspeaker
1x Keranos, God of Storms

 

4x Dissolve
3x Divination
2x Mindswipe
3x Banishing Light
3x End Hostilities
3x Jeskai Charm

 

4x Jace, the Living Guildpact
3x Elspeth, Sun’s Champion

 

4x Mystic Monastary
4x Mana Confluence
4x Temple of Enlightenment
4x Temple of Epiphany
2x Temple of Triumph
4x Island
2x Mountain
2x Plain

 

This thing looks like a pile, but it’s a start! As you can see I finished the deck as I started typing out the list of what we had. I didn’t have the guts to add Steam Augury, but if you think it will work, then kudos to you.

 

End Hostilities is something I am definitely on the fence about. However, this deck does need a board wipe, and we’re limited in that department. I decided to also go all in with the new Jace. I guess the only way we’ll see if he’s good or not is to actually try him out. Also, while Mantis Rider is an excellent creature, we can’t forget that Elspeth is still in Standard. She also pairs extremely well with the new Jeskai Charm.

 

Divination is an important addition to the deck. It’s so important is that not only do we not want to miss a land drop, but not we have to be conscious of not missing certain colors. Banishing Light is a great solution to many things. I’d like to bump that number to four, but what do we cut? Maybe an Omenspeaker? If the field is not as hostile, then it may be safe cut.

 

Finally, check out that lone Keranos. I feel like this is a solid one-of. If you draw him, then it’s going to be a bumpy ride for your opponent, but if you don’t, then it’s not the end of the world. There is a little chance you’ll ever turn him on, but that’s not the main goal here. We want him for his secondary ability.

 

I’m going to end things here for this week. However, I’m going to leave you, the reader, with some homework. First, I would love to know what you think? Are we off to a good start, or should we scrap it and try something else. I’m hoping there is some potential. I know one thing is for sure, that mana base needs some work. So leave your comments and constructive criticism in the comment section down below!

 

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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Judge’s Chamber: Morphology 101 by Ken Briscoe

 

 

mtg card back

Get used to seeing the back of this!

 

Why?

You’re probably asking yourself why I’m writing an article about Morph, the mechanic returning (for the third time!) in Khans of Tarkir. Surely it’s not so complex that it needs its own rules explanation…right?

 

WRONG. Read on to see why I, as a Judge, want you to know all the ins and outs. I definitely don’t want to issue any penalties, so as a favor to me, please soak this up…

 

What’s complicated?

Did you know that Morph doesn’t use the stack? That’s right, you can flip the card face-up and pay the cost, and your opponent can’t respond to it. In the same way they can’t respond to you tapping a Forest for green mana. Once you decide that flipping a Morph creature face-up is what you want to do, it just happens. No responses, no triggers, no instants, no nothing will cause this to not happen. No Trickbind or Stifle (even if they’re not in Standard) will stop this. IT JUST HAPPENS. PERIOD. HARD STOP.
OK, so that’s not so bad, but what is? Some cards, such as the recently-spoiled Master of Pearls have triggered abilities that trigger when they are turned face-up. While the act of turning a creature face-up does not use the stack, any abilities that trigger when that happens do use the stack and can be responded to. Other cards have effects that happen as the creature is being turned face up, such as Hooded Hydra. Take the following example:
You attack me with a 3/3 while I control a face-down creature (which, at this point, is a vanilla 2/2). I block, and you have no effects. Surprise, I do! I pay five mana and turn my creature face up to reveal that it’s Hooded Hydra. As it is being turned face up, I put five +1/+1 counters on it.
Remember, this all just happens. No stack involved, and no opportunity for you to Shock my creature. Once it’s face up, you can Shock it, but that won’t destroy it because it’s a 5/5. Once combat damage is dealt, both creatures will die. But once I said that I had effects and paid the Morph cost, it’s too late for you to respond by killing my face-down creature.
Another common question from players who’ve never played with Morph before is one similar to what we recently had with the Bestow mechanic. That is, “When I flip a Morph creature face up, does that count as coming into play?”
The short answer is no. The long answer is no, here’s why: Face-up/face-down is a status, just like tapped/untapped or flipped/unflipped (from Kamigawa-block flip cards). If that piece of cardboard was already on the battlefield and you just move it around a bit, that doesn’t count as entering the battlefield. It counts as staying on the battlefield.

 

What’s My Name?

Heads up, folks, we have a new token. It looks awesome, but as a judge, I have one issue with it.
This looks pretty sweet, with one exception – a Morph’s name, while face-down, is not “Morph”. Face-down creatures do not have a name. No name at all. These tokens are strictly a reminder and not a hard-and-fast representation of the game state.

 

Why does that matter?

I control two face-down creatures. You have Bile Blight. You want to kill one (or both) of them. You cast Bile Blight on one of them. I have no responses. What happens? The answer is that the face-down creature you targeted with Bile Blight is the only one that dies. Why? Because since Morph creatures don’t have a name (despite what that silly token may imply), then they can’t share a name. Which means the creature targeted with Bile Blight will die, its face-down comrade will not.

 

Face-down non-Morph

This is really the impetus for the article.You’re at the pre-release and you decide that you want to bluff your opponent. You decide to pay 3 and put a card into play face-down. Except, since you’re bluffing, you put an instant face-down, not a creature with Morph. Turns go by and you eventually win, maybe thanks to your bluff. Your opponent isn’t so happy but is none the wiser to your bluff.

 

 

DO NOT DO THIS

 

 

Not sure I can express this any other way. Only creatures with Morph should be placed face-down on the battlefield. (Ixidron shenanigans aside.)

 

In fact, if there is a face-down creature on the battlefield, you must reveal it to all players when either of the following things happen:

 

  • The game ends.
  • The face-down creature would move from the battlefield to any other zone. If it’s bounced to your hand, you reveal it. If it’s destroyed, you reveal it. If it’s exiled, you reveal it. If it’s put on top of your library, you reveal it.

 

These measures are in place to prevent the scenario of having an instant (or any other non-morph card) being on the battlefield, either by accident or by an ill-intentioned player.

 

Moving Morphs

“Ah ha,” you’re saying, “I won’t play my non-Morphs face down, but I will move around my face-down creatures on the battlefield so my opponent won’t know which is which!”
This is another one of those “don’t do that” scenarios. While your opponents don’t have the right to know the exact Morph creature that any particular face-down creature is, they do have the right to know certain characteristics about them. For example, they have the right to know the order in which they entered the battlefield. They have the right to know which, if any, are summoning sick, tapped, or have any counters on them.
So my recommendation is to lay out your battlefield in such a way that your face-down creatures are side-by-side in chronological order. This will reduce confusion all around.

 

Speaking of Counters

If a face-down creature has any counters on it, when it’s turned face up, it will retain those counters. So if you cast Hunt the Weak and choose your face-down creature to fight one of my creatures, later on when you turn it face up and reveal it to be that Hooded Hydra from earlier, that Hydra will be a 6/6, not a 5/5.
What about the other type of counter? You cast a Morph creature face-down. I decide I want to counter it, even though I don’t know what it is. What happens? Recall from earlier that if a face-down creature would go from the battlefield to any other zone, you must reveal it. That’s only part of the story. When a face-down spell is countered, it goes to the graveyard face up, like any other spell. So while it’s on the stack, I might not know what the creature is, but if I counter it, I’ll know exactly how good or bad my decision to counter it was.

 

In a Nutshell

So while there are a couple of non-intuitive features to the Morph mechanic, if you remember the following few things, it should get you through 99% of your interactions with Morph:

 

  • Always remember to reveal the Morph at the end of the game, or if it would change zones!
  • Keep your face-down creatures distinct and clearly separated so each player can differentiate them.
    Counters, Auras, and Equipment will stay on the Morph creature even after it’s turned face up (unless the face up creature has protection from the Aura or Equipment).

 

And some strategic advice straight from 2002: Kill the Morph.
Thanks for reading.
Ken

About the author

Ken Briscoe is a local competitor of the Abington store and lover of all things “Magic: The Gathering.” He began playing “Magic” during Revised, and quit for about 6 years. He then picked things right back up at Mirrodin block. For real work, Ken is an IT Consultant. He is also a die-hard Boston Red Sox fan. He attended Syracuse University and Bridgewater State. but not at the same time. His latest accomplishments include beating Paul Calder last week in fantasy baseball.

 

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WizKids Games Announces ‘Star Trek: Attack Wing Wave 15 & 16’

U.S.S. Prometheus (Federation), the Ratosha (Bajoran), and the I.K.S. Ning’tao (Klingon)

WizKids Games will release Wave 15 for its popular Star Trek: Attack Wing miniatures game in May with Wave 16 following in June, according to hobby news website ICv2.com.  Each wave will feature three new pre-painted miniatures for use in the game.

 

Wave 15 will include the U.S.S. Prometheus (Federation), the Ratosha (Bajoran), and the I.K.S. Ning’tao (Klingon) vessels.

 

U.S.S. Dauntless (Federation), Kreechta (Ferengi), and U.S.S. Pasteur (Federation)

Wave 16 features the U.S.S. Dauntless (Federation), Kreechta (Ferengi), and U.S.S. Pasteur (Federation) ships. Each vessel from both waves will be sold separately.  Each model comes with base, pegs, maneuver dial, cards, and tokens. These two waves of models follow Waves 13 and 14, expected in March and April.

 

What do you think? Are you looking forward to these upcoming Star Trek: Attack Wing  release?

 

 

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Rio Grande Announces Plans to Release Special ‘Power Grid’ Deluxe

Rio Grande will release a special deluxe version of its popular Power Grid game next month to celebrate the 10th anniversary, first reported by ICV2.com.  Power Grid Deluxe will feature a number of new components while continuing to offer the game’s fan-favorite play mechanics.

This deluxe version promises to be bigger than the regular game, literally.  The enlarged game board shows all of Europe on one side and all of North America on the other, replacing the USA and Germany in the basic version.  New custom wooden pieces represent power generators and resources in thematic shapes.  An updated deck of power plants features natural gas, with changes to all of the power plants in the game, while new resource cards will improve the process of refilling resources.

 

boardgamenight_banner

The game mechanics of players buying assets in auctions, speculating on resources, and building networks of power plants are not changed from the original, but a new two-player version called “Against the Trust” will be included in the box.

Rio Grande plans to release Power Grid Deluxe on October 16th.  It will not be a “limited” edition.

 

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