Posts Tagged ‘Pre-release’

This week in Magic: An Origins Top 5 list!

origins prerelease abnner
 

Welcome to another “This week in Magic.” I hope you didn’t miss us too much. Sometimes, you just run out of things to say, and for me, it happened. However, thing are different this week because Magic Origins will be making it’s debut this weekend in pre-release form. How many of you will be in attendance? I hope you all raised your hands.

 

For this week’s topic we’re going to go cover a Top 5 list of commons and uncommons you want to see in your sealed pool. First let’s go over what exactly you’ll be getting at the pre-release. Each pre-release box will contain six normal Magic Origins booster packs and a seventh pack with the colors of the planeswalker you chose before the event. Also in that box will be a special spindown life counter, and a story booklet. Yes, this is different compared to previous pre-releases. In past events you got five boosters and a seeded booster. Here you are getting one more booster to up the count to six total and a seeded booster. Oh, and don’t forget the promo card in the seeded pack.

 

Okay, I’m sure by now you’ve grown tired of my blabbering. Without further ado, here are the Top 5 commons and uncommons you want to see in your pool.

 

Number 5 – Shaman of the Pack

Whether it’s Sealed or you’re Drafting, I think GB Elves will be a thing; granted you have the cards needed to build the deck. This card will should be one of those bombs the deck plays. Of course, barring any kind of set backs, even casting this card may make your opponent cringe in pain.

 

It’s casting cost is not unreasonable sitting at 1GB, the only thing I wish it had was an extra point in toughness, but I guess we can’t have everything. If your game plan is going well, shouldn’t matter that it only has a two for a butt.

 

Number 4 – Zendikar’s Roil

Here is a name that should make player’s a little giddy, “Zendikar.” The last time players visited this plane, all kinds of hell broke loose. We had Eldrazi running around and a man named Jace made a name for himself and got himself banned from a couple of establishments including the Modern format.

 

It may be a bit costly, but if you’re playing a card like this, the idea would be that you’ve already got access of plenty of lands. Toss in a few of those ramp spells plus Nissa and you have a deadly combination at your disposal.

 

Hmm, I can only help but wonder what matches would be like if you had a couple of these bad boys active. Imagine the look on your opponent’s face?

 

Number 3 – Ravaging Blaze

From my initial standpoint, this card looks like it could have been a rare. Luckily for us, it’s not. By itself, Ravaging Blaze is a solid removal spell for red. While, I’m not a fan of the double red, I am a fan of the potential this card has if you’re able to satisfy Spell Mastery. Late game, this could be the one card that wins it all for you. Not only could you remove a potential blocker, but you’re also dealing your opponent damage.

 

This makes me think. I wonder if future builds of Mono Red in Standard would play a couple copies of this spell. Combined with a creature like Monastery Swiftspear, and you could be swinging for the fences within a couple of turns.

 

Oh, there I go again, talking about red, red, red…

 

Number 2 – Fleshbag Marauder

“Old school” players will remember this lovely thing back when Shards of Alara first came out. Back then it was a solid draft pick, and most likely it will be the same this time around. Don’t be fooled by the one toughness. Based off of my own experience, this guy will hit the battlefield with both players already having at least one creature. In that instance, you can either sac the Marauder or sac the creature you already have in play. If you’re lucky enough, your opponent won’t have a follow up and your Fleshbag will get in for three.

 

In my experience, most edict spells tend to come at a timely manner – most of the time when you’re facing down a really big creature you have nothing left to deal with it. Call it luck, or whatever you want, but this card has just proven to be a solid play over and over again.

 

Number 1 – Bounding Krasis

By far, this is probably the best card in the set Limited wise. Let’s break it down. First of all, it’s a “Fish Lizard.” It’s part Fish. It’s part Lizard. What more needs to be said about that?

 

You’ll never get many complaints about a 3/3 for three mana. You’re getting what you paid for. However, in this instance, you’re getting more. Not to mention that the color combination of 1UG is not difficult to put together.

 

So how much more are you getting? For starters, it has flash. Does your opponent want to swing with their 1/1 or 2/2? No problem. Too bad I just flashed my 3/3 into play. So, not only do I get to block and kill your creature, but on the next turn I get to swing for three (if they end their turn afterwards).

 

What makes this creature really special is it’s ability to tap or untap a targeted creature at instant speed. This could be one of your own creatures or your opponent’s. I feel that this little guy is going to determine a lot of games. So, break out that salt because you’re going to need plenty of it.

 

Well that’s it for this week. I hope you enjoyed my list and hope you don’t think it was too off. However, I would love to hear what your Top 5 commons and uncommons would be in a sealed event. Do you think I’m completely bonkers or do I bring up some good points? Let me know in the comment section 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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MTG ‘Khans of Tarkir’ Single Cards Now Available for Pre-order!

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Battleground Games & Hobbies would like to announce that single cards for upcoming Magic the Gathering set Khans of Tarkir is now available for pre-order. Reserve your favorite cards from the new set today! Plus, please continually check back, as we will add cards to our catalog as they are spoiled and confirmed.

 

In addition, don’t forget to check out and pre-order Khans of Tarkir sealed product, too! Plus, protect those new fetchlands: check out our full line of accessories & supplies!

 

Sealed Product now available for pre-order!

Sealed Product now available for pre-order!

 

Please note that orders containing pre-order items do not ship until the pre-order item becomes available. In this case, September 26th. Sealed Khans of Tarkir items may not be shipped internationally. If you have any additional questions, please do not hesitate to contact us.

 

Finally, if you’re local to Massachusetts, please remember to join us the weekend of September 20th at your local Battleground Games & Hobbies for the Khans of Tarkir pre-release! Please click here for full details.

 

 

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This week in Magic: Khans of Tarkir previews begin

The Khans spoiler season is finally upon us and it’s been very good thus far. At Pax Prime we were able to get a quick sampling from each clan. We even got to meet the new Sarkhan, the Dragonspeaker. This guy is pretty mean. He’s essentially a 4/4 Red, indestructible, flying dragon with haste when it comes into play. It’s second ability looks a little lame compared to it’s first ability, but I’m sure somewhere down the line, dealing four damage to a creature is going to come quite handy.

 

Sarkhan

 

His ultimate ability is interesting. First of all, it comes at a low cost of six loyalty. Second, it’s an ability that favors very aggressive decks. When I first saw Sarkhan, I immediately figured he would be best in a Jund Walkers or Jund Monsters deck. After some thinking, this guy may even be worth it in a Mono Red Burn or Aggro decklist.

 

At the Pax Prime party we also got to see the new design for cards with modular options. If you don’t know what I’m talking about, take a look at the Sultai Charm. These cards now come in a “summarized” form using bullet points to display the player’s options. Of course, the last thing players were treated with was the announcement that the Onslaught block cycle of Fetchlands were making their return to Khans. Quickly after, the internet exploded.

 

Polluted Delta

 

I wrote in a recent article the possible implications of the fetchlands making a return to Standard. First, I’d like to address those who thought they wouldn’t make a return. I was right there with you. I didn’t think it was impossible, but I did think they’re return was slim to none. Why? The biggest reason was that Mark Rosewater had once stated that he disliked the idea of the fetchlands coming back to standard. It’s hard to argue with the guy who is in charge. His argument was that the fetchlands slowed things down too much in Standard. It makes sense if you think about it. You have to decide which land you want. Then you have to search for it. Once you’ve found the land you need to shuffle your deck. Finally, after shuffling your deck, you need to present your deck to your opponent who then has to shuffle your deck again. With all the different ways there are to shuffle a deck, you have to admit this is a valid point.

 

Another reason I didn’t think they would come back is that there isn’t really a big reason for them to come back; at least not in Standard. Everyone talked about a possible comeback during the mythical “Modern Masters 2.” The biggest outcry was for fetches in Modern. Almost every deck wanted or needed them. However, Zendikar was the only place to find them, legally, and due to the popularity of that set, obtaining them would cost you an arm and a leg. Scalding Tarns peaked around $70. At that price, four of them would cost you $280 – and that’s just for four lands in your 60-card deck.

 

Well, now they’re here, and we’ve got to deal with it. Fortunately, this will open the door for many players to experience Modern. This also means cards that used to carry a “cheap” price tag in Modern will no longer carry that tag. Why? An increase in demand will finally “balance” out prices.

 

As far as Standard goes, the fetchlands have already begun to make an impact. People have been scooping up Ob Nixillis, Unshackled. Also, Courser of Kruphix has gone back up to its original price of nearly $20. Aside from it’s price, the Courser is poised to be one of the most powerful cards in Standard. I had made the point that fetchlands will allow you to gain more than one life a turn. A reader of mine had commented saying that the fetchlands will allow you to shuffle away a card you don’t want off the top of your deck. Both options are viable and very good.

 

Did you know?

Did you know there are other cards in Khans of Tarkir besides the fetchlands? Sorin will making a return. Although, some would say that his previous form was a lot better than his current. Sorin, Solemn Visitor will be the only other planeswalker in the set. Right now, he seems unimpressive. He still makes Vampires, but at the cost of loyalty. The best part of the Lord of Innistrad was his ability to make an emblem that had a constant effect on all your creatures. The Solemn Visitor only has a one time effect. However, it does affect all of your creatures. It’s something, I guess.

 

Overall, this set it shaping up to be really good. However, people are saying that the fetchlands are going to overshadow a lot of the other cards in the set. I’m afraid I have to agree. This is good and bad. How so? It’s bad in the sense that the new Standard may get off to a slow start. Deck building will be slightly hindered because many of the other cards will be ignored while people are trying to complete their playsets. On the other hand, this works out well for those who know how to balance their time. For a short time, demand will be low for everything else. This will be your chance to get your hands on hard while they’re in supply and at a lower price.

 

On a final note, seats are going to fill fast for the upcoming pre-release events. My advice to you, if you plan on attending, is to pre-register yourself for the events you plan on attending. If you plan on coming to either one of the stores, here’s a link to the forum page with all of the information you’ll need to set yourself up.

 

Pre-release weekend is scheduled for September 20th and 21st.

 

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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This week in Magic: M15 pre-release primer

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It’s that time of the year again, Magic lovers: another core set is upon us. That mean this weekend, all over the world, local game stores will be hosting pre-release events. Have you studied up on your core set yet? Do you have an idea as to what color you’re going to ask for? Are you confused? It’s okay. That’s what I’m here for. Let me present a little primer you can use heading into this weekend’s pre-release.

 

There is a lot to go through, so we’re going to go through each color, one by one. Also, a lot of the times, the mythics and rare cards tend to stand out on their own in terms of power. With that in mind, let’s take a look at the commons and uncommons. These are cards that people look over because of their rarity (or lack there of).

 

I don’t plan on doing  a series, so you’re going to get an abridged version of each one. So where should we start? How about with…

 

White

In Limited formats, creature removal is always on the lighter side of things – meaning that there isn’t much to go around. If you do come across some, your best bet may to run the colors where your removal lies. However, that’s not always the best decision. So keep in mind what your pool, as a whole, has to offer.

 

So what stands out to me? One card I really like is Oppressive Rays. While it doesn’t get rid of your problems entirely, they do hinder your opponent quite a bit. In fact, sometimes it just isn’t worth it for your opponent to pay mana in order to attack or use a creature’s ability. In that sense, this can be considered creature removal.

 

Another card that stands out is Pillar of Light. This is a three mana Instant spell that removes a creature with toughness “4 or greater.” This is really interesting because usually cards are worded to have “power” be the leading cause of removal, but in this case, we need to pay attention to the creature’s toughness. This can still be effective in the event that the creature has such a high toughness, it makes attacking difficult.

 

As far as creatures go, Dauntless River Marshall is a really solid creature. Played in the right colors, he will be one of the best creatures in the format. As long as you have an island in play, he will be a 3/2 for two mana. His ability to tap creatures has always been a really good ability in the past. The added bonus of not having to tap to activate it will prove to be very useful.

 

Blue

Void Snare is probably in the Top 3 for the entire set in my opinion. I think it’s even good enough to see play in Standard. So what does it do? For one blue mana, you can return target nonland permanent to its owner’s hand. It may be a little slow for some people, but keep in mind this can return Planeswalkers to their owner’s hand.

 

Another Blue spell I am a big fan of is Encrust. For three mana, we can enchant a creature or artifact. Once enchanted, that permanent does not untap during their controller’s untap step and it’s abilities cannot be used or activated as well. Sounds good to me.

 

The best Blue creature here s definitely the Jorubai Murk Lurker. Similar to its white counterpart, give that the player is playing the right color combination, it can be a 2/4 for three mana that has the potential to gain its owner life. Sound familiar? Yes, that’s because it sounds just like a Courser of Kruphix.

 

Black

When Stab Wound made its debut in Return to Ravnica, it was winning games on its own. If a player could stick it onto a creature that was say a 2/3 – making it a 0/1 – that player would not have to attack or rarely play another spell. Once applied, the enchantment would be enough to kill the opponent over time.

 

Necrobite is another great spell in black. It will definitely be one of those combat tricks that, if you fall victim to, will feel very painful. Here’s a terrible scenario you may not want to be part of. Imagine swinging for the win with a creature your opponent could not possibly kill given what’s on the board. Your opponent goes to block with a tiny 1/1 and with no card in your hand (and nothing to worry about) they cast Necrobite on their creature, thus kill your creature and their’s surviving. Time to break out the tissues.

 

I really think that the Leeching Sliver is the best creature Black has to offer in the common/uncommon field. The best part is that is only gets better the more slivers you can attack with. Yes, I understand that it’s completely conditional, but it’s worth it in the end. Think about it, then get back to me and let me know what you think about it.

 

Red

Stoke the Flames is at its best when its caster can convoke any part of its casting cost. Still, to be able to do 4 damage for four mana is pretty good in Limited. There are not many 4 damage spells in the game. However, remember that this spell can only hit a player. Knowing myself, though, I’m sure I will still be pointing it at  creature numerous times – even after I’ve been told I can’t by Ken Briscoe.

 

Lightning Strike and Shrapnel Blast are tied as “next best spell.” You’re probably asking why Shrapnel Blast? I understand you need to sacrifice a creature (and there is a wonderful creature you could sacrifice if you get it within your pool). The chance to do 5 damage to either a creature or a player is huge. As for Lightning Strike, it is as close as we’ll get to a Lightning Bolt until they reprint Lightning Bolt (which should happen any day now).

 

For creatures, I think the Generator Servant will be the one to look out for. If it doesn’t get killed right away, providing two extra mana the following turn (five mana at the earliest) and its controller could easily cast one of the Souls (cast on turn three, activate on turn four and don’t miss a land drop). The outcome is very fightening.

 

Green

There are not a lot of non-creature spells I am a fan of. So, instead lets take a look at the creatures. First up is the Sunblade Elf. Out of this entire cycle of creatures, I think this one will definitely see play in Standard. Thanks to lands like Temple Garden and Green/White being a popular deck color combination, having a 2/2 for one mana is like the good ol’ days of playing turn one Savannah Lions. However, in this case, we have a 2/2 rather than a 2/1 which is a huge difference coming off of turn one.

 

I’ve always been a fan of Wall of Mulch. The only other time it was printed was in Onslaught (which makes me this old). Even then I think it was a solid card. I liked that it was a decent sized wall for only two mana. The best feature about it has to be that you can draw a card with it. This could potentially save your life by blocking something huge, then pay that one green mana and draw yourself a card. Thanks Wall of Mulch for being such  good friend!

 

Finally, Roaring Primadox is one of those creatures, when dropped, can make your opponent cringe. First of all, its a 4/4 for four mana. That alone is really solid. Now, add in the ability to combo with another creature, and the potential can be devastating. Take, for example, Heliod’s Pilgrim. You could potentially fetch up a aura spell every turn. Or imagining bouncing your Tireless Missionaries and casting them again over and over, gaining three life each turn. Talk about back breaking.

 

Well that’s it for now. I hope you found this enjoyable and helpful. After you get back from your pre-release event, come back here and let us know what your experience was like and what awesome cards (or combinations) you got to play. Have fun this weekend.

 

 

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!

 

Donate to the Extra-Life fundraiser!

 

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Join the Battleground Games & Hobbies community forums!

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Journey Into Nyx Pre-release – Tonight at MIDNIGHT!

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Come to our Journey into Nyx Prerelease and experience the newest Magic: the Gathering set a week before it goes on sale – TONIGHT AT MIDNIGHT!

The Journey into Nyx Prerelease presents players with a special opportunity to open a Prerelease Pack and continue their journey down the Hero’s Path. There are five Prerelease Packs to choose from; each color has a Heroic Path: White – Glory, Blue – Intellect, Black – Tyranny, Red – War, and Green – Pursuit.

If players would like to be guaranteed a specific Journey into Nyx Prerelease Pack they MUST preregister for the event they would like to participate in.  Please talk to someone at the store or contact us to preregister.

Abington Store:
1423 Bedford Street
Abington MA 02351
781.261.9669

Plainville Store:
25 Taunton Street
Plainville MA 02762
508.316.1195

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Format: Sealed Deck*
Date: April 26th Friday night / Saturday morning
Time: 12:00am (midnight)
Entrance Fee: $25.00 per person
This event will run 4 rounds.

Format: Sealed Deck*
Date: April 26th Saturday afternoon
Time: 12:00pm
Entrance Fee: $25.00 per person
This event will run 4 rounds.

Format: Sealed Deck*
Date: April 26th Saturday night
Time: 6:00pm
Entrance Fee: $25.00 per person
This event will run 4 rounds.

Format: Two-Headed Giant Sealed Deck**
Date: April 27th Sunday afternoon
Time: 12:00pm in PLAINVILLE6:00pm in ABINGTON
Entrance Fee: $20.00 per person
This event will run 4 rounds.

Format: Sealed Deck*
Date: April 27th Sunday night
Time: 6:00pm in PLAINVILLE12:00pm in ABINGTON
Entrance Fee: $25.00 per person
This event will run 4 rounds.
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*Sealed Deck: Each player receives one Journey into Nyx Prerelease Pack corresponding to the color of their choice.  Every Prerelease Pack comes with the associated Hero Card (see below).

**Two-Headed Giant Sealed Deck:  Each TEAM will receive 2 Journey into Nyx Prerelease Packs with which to build two 40 card decks.

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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 Journey into Nyx Prerelease Pack that contains:

2 Journey into Nyx booster packs
2 Theros booster packs
1 Born of the Gods booster pack
1 Seeded booster pack*
1 Premium promo card
1 Activity card
1 Spindown life counter
1 Welcome Letter
1 Hero Card,
For this event, players may use the promo card included with the Prerelease Pack in their tournament deck.

*Contains cards from Theros, Born of the Gods and Journey into Nyx that are or have synergy with the color you chose.

What Else Can I Do?

Open Dueling: Open Dueling players each receive 1 Journey into Nyx Intro Pack. Open Dueling players use their Intro Pack to play against each other, as well as Prerelease tournament players who are between matches. All players should be encouraged to help teach Open Dueling participants how to play Magic.

Commander Melees:

Use your Commander decks with your friends!

Come down, play some cards, check out the new set, and meet some new people!

Join the Battleground Games & Hobbies community  forums!

Please don’t forget to check us out on Facebook and follow us on Twitter @battleground_gh!

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