Thursday, August 16, 2012

WPN Events Sept, Oct


Magic: The Gathering
Events
WPN September Events

Magic: The Gathering: Casual Play: Here, you rule. Come to play, trade, or build decks for Magic: the Gathering. New Players Welcome. Also frequently run odd formats such as planechase, archenemy, commander, emperor, multiplayer, etc.
Tuesdays: 4,11,18,25th; 6:00-9:00pm

Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Fridays: 7,21. 5:30-9:00pm

Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft M11 core set. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
Friday: 14th, 5:30-9:00pm

Friday Night Magic (Two-headed giant): Here, you rule. Play in a sanctioned extended format FNM, right before the format changes forever with the release of Return to Ravnica. $7.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday, 23rd. 5:30-9:00pm

Magic Celebration: NDC is proud to offer a limited Mini-master event. Somewhere between sealed deck and pack wars, Mini-master is a fun way to enjoy magic. A series of events will be offered. This event is FREE, but seating and number of events to be run are limited based on allocated product.
Saturday, 8th. 12:30-9:00.

Return to Ravnica - Prerelease!: New Dimension Comics of Butler is proud to sponsor yet another Magic Prerelease. $30 sealed deck main event with generous prize support. Days events to include decks for open gaming ($15.00) Two-headed giant sealed ($18) and Highlander/Commander ($5.00) if time allows. Hosted by Dan Regewitz, Head Judge.
Saturday 29th 11:30am registration opens. 12:30pm event begins. 2-headed giant 6pm.

WPN October Events

Magic: The Gathering: Casual Play: Here, you rule. Come to play, trade, or build decks for Magic: the Gathering. New Players Welcome. Also frequently run odd formats such as planechase, archenemy, commander, emperor, multiplayer, etc.
Tuesdays; 2,9,16,23,30; 5:30-9:00pm

Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Fridays: 12,26. 5:30-9:00pm.

Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft Return To Ravnica. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
Friday: 05,19. 5:30-9:00pm. Note that Return to Ravnica Launches on 10/5 - which means promos for all participants!

Grand Prix Trial (Philidephia): A special event. The winner of this event is to awarded 3 round-byes at Grand Prix Philly. Format will be Return to Ravnica sealed deck. $30.00 entry fee. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Saturday: 13th 11:30 registration; Play 12:30-7pm

Return To Ravnica Game Day: Experience the power of play. NDC Butler to host a Magic Game day. This event is open to all players. Entry $10.00. Standard constructed. Exclusive promos to be handed out to all participants and additional promos to be handed out to the top 8 finishers. Additionall prizes will handed out for this event! Here, you Rule!
Saturday: 27th 11:30am registration opens. Play 12:30-7pm

Sunday, August 5, 2012

(Evergreen) Keyword abilities.


(Evergreen) Keyword abilities.

Context: In my efforts to become a level 2 magic judge, I have taken my teacher cap off the wall and dusted it off. While helping prepare local rules advisor Craig Grey for his eventual lv 1 test, we have been going through the magic judge classes available on the judge wiki. One recent topic we covered was Keyword abilities - specifically those evergreen abilities that wizards feels it can print without issue in a core set. While this topic is not particularly complex or difficult to grasp, there were limited resources outside the comprehensive rules (and judge class study guides) we could draw on.
Thus I find myself producing the following resource for players, rules advisors, and fellow level 1s (and perhaps level 2 mentors).

= Definition: what is a keyword?

A keyword is a single word, that is used to express a single or set of related abilities on a card. Wizards of the Coast uses keywords extensively. One of the main functions is to abbreviate otherwise wordy or complex bits of rules into an easily grockable concept. This also saves space when actually printing cards.

Important bits: Keywords contain rules information. Only common abilities are key-worded. Often key worded abilities are wordy without the keyword.

= Keywords 'R Us.

Magic has a fairly long history, and has a fairly extensive list of these keywords. As a matter of fact here are all of them:

Deathtouch, Defender, Double Strike, Enchant, Equip, First Strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Reach, Shroud, Trample, Vigilance.

Banding, Rampage, Cumulative Upkeep, Flanking, Phasing, Buyback, Shadow, Cycling, Echo, Horsemanship, Fading, Kicker, Flashback, Madness, Fear, Morph, Amplify, Provoke, Storm, Affinity, Entwine, Modular, Sunburst, Bushido, Soulshift, Splice, Offering, Ninjutsu, Convoke, Dredge, Transmute, Bloodthirst, Haunt, Replicate, Forecast, Graft, Recover, Ripple, Split Second, Suspend, Vanishing, Absorb, Aura Swap, Delve, Fortify, Frenzy, Gravestorm, Poisonous, Transfigure, Champion, Changeling, Evoke, Hideaway, Prowl, Reinforce, Conspire, Persist, Wither, Retrace, Devour, Exalted, Unearth, Cascade, Annihilator, Level Up, Rebound, Totem Armor, Infect, Battle Cry, Living Weapon, and Undying.

Yes, that is quite a lot. Important to note here that the first much smaller and easier to digest list are those keywords that wizards considers 'evergreen'. That is to say they can appear in almost any set (including core sets). The second, much longer list contains keywords that really only appear in one (or two) blocks.

Also interesting to note is what is NOT on this list. Wizards of the coast has also been known to use "ability words" which appear in italics at the beginning of some abilities on cards. Abilities with the same 'tag' have some similar functionality, but they don't have any specific rules meaning like keywords do. For completeness sake the ability words are: channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep and threshold.

= Individual Keyword Highlights (evergreen)

For the present let's just focus on those evergreen keywords, as those are the ones that we expect players (and lv1 judges) to be most familiar with.

= Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Deathtouch tacks something special onto damage. (1) Any amount of damage from a source with deathtouch is considered "lethal damage" for the purposes of assigning combat damage. (2) There's a state based action that destroys creatures that have taken deathtouch damage.

Deathtouch can function from any zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had deathtouch.

= Defender (This creature can't attack.) - That about covers it folks. You can't declare a creature with defender as an attacker.

= Double Strike (This deals both first-strike and regular combat damage.)

I find it amazing that a little keyword like Double Strike (and first strike) do to the game. These abilities actually create an additional combat damage step. So when one of these creatures are involved in combat - there's a combat damage step where only creatures with first strike and double strike actually have their combat damage assigned and dealt (sometimes called 'first strike' damage).

Then players get priority and can play even more combat tricks, before there is entirely separate combat damage step where creatures that have double strike and creatures without either of these abilities deal their damage (sometimes called 'normal' damage).

But wait, there's more! The Comprehensive Rules are so awesome that they go out of their way to define what happens if a creature with first strike or double strike actually looses that ability in the middle of combat. Basically as the first combat damage step begins, all creatures with first strike and double strike do their damage. When the second combat damage step rolls around, only those creatures that didn't act in the first damage step (or have double strike) do their damage.

This means, among other sensible things, that a creature with first strike doesn't get a second 'swing' when that ability is removed. Also a creature that gains double strike or first strike after the first combat damage step is over (and didn't deal damage there) still gets it's 'swing' in the second step.

= Enchant [object or player] EX: Enchant Creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchant basically does two things, both limitations. Firstly, it defines what is a legal target for your enchantment when one casts it as a spell. Secondly, it defines what the enchantment may legally enchant when it is on the battlefield.

If an aura for some reason has multiple Enchant abilities then the restrictions of all apply. Also of note there are state-based actions that (1) cause an aura enchanting an illegal permanent to 'fall off' that permanent. (2) cause aura's not attached to anything to be put into the graveyard.

= Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)

Equip is a keyword that highlights an activated ability. Simply speaking it is the primary (although not the only) way players can attach their artifact-equipment cards to their creatures. Important to note here when you can do this "Equip as a sorcery" means: activate this ability only when you have priority and the stack is empty in your main phase. Effects that would allow you to play sorceries at other times don't change this restriction. The other notable limitation is that you can only equip creatures that you control.

The other thing I feel I should note here is that equipment stays put unless an effect (such as the equip ability) moves it elsewhere. Thus a mind-controlled creature caring a sword continues to carry a sword until the sword's controller can move it elsewhere.

= First Strike (This creature deals combat damage before creatures without first strike.)

I covered most of this above under Double Strike.

Please note however, that a if you give a creature first strike after the first damage step, it will deal it's damage in the normal step. Likewise removing first strike from a creature after it has dealt damage in the first damage step causes that creature to NOT deal damage in the normal step.

= Flash (You may cast this spell any time you could cast an instant.)
Reminder text says it all here. A player may cast spells with flash with the same restrictions as instants - which is to say whenever they have priority.

= Flying (This creature can't be blocked except by creatures with flying or reach.)
Reminder text says it all here. Note however Flying (like most evasion abilities) only matters when declaring blockers. If a flyer becomes blocked, and sometime after the block is declared the defender looses the ability to block the flyer - well then nothing happens the Flyer is still blocked, and the blocking creature is still blocking that flyer.

= Haste (This can attack and [tap] this turn.)

There is a rule, informally called "the summoning sickness rule" which states quite plainly that that a creature can't attack or use activated abilities with the [tap] or [untap] symbols unless (1) it was in play under your control at the beginning of your turn and (2) control of the creature didn't change this turn.

Haste simply bypasses that rule, such that creatures with haste can attack, tap, or untap the same turn they enter the battlefield or switch controllers.

= Hexproof (This can't be the target of spells or abilities your opponents control.)

The word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets. Sometimes you have to look at the full rules text of an ability to determine if it targets. Equip for example is a keyword that targets.

Other than that, the reminder text pretty much covers this one.

= Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Intimidate is another evasion ability, so like flying it only prevents certain creatures from blocking in the actual declare blockers step. An artifact creature will always be able to block a creature with intimidate, even if the artifact has colors that aren't shared by the attacker. Otherwise the reminder text is pretty accurate.

= [Land]walk (This creature is unblockable as long as defending player controls a [land].)

Rather than a single keyword, this is a family of related keywords. Magic has seen Islandwalk, Swampwalk, snow-covered landwalk, legendary landwalk, and non-basic landwalk. Quite simply if the defending player has a land that meets the criteria (an island, or swamp, or snow land, etc) they cannot block an attacking creature with this ability.

= Lifelink (Damage dealt by this also causes its controller to gain that much life.)

Lifelink is quite similar to deathtouch, in that both are static abilities that modify damage. In the case of lifelink, the controller of a source with lifelink gains life simultaneously with that permanent dealing damage.

Lifelink functions from any game zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had lifelink.

= Protection from [quality] (This creature can't be blocked, targeted, dealt damage, or enchanted by anything [quality].)

I am not at all surprised by the quantity of questions on forums and message boards that somehow involve protection. What protection does is easily summarized by the acronym DEBT, which stands for Damage, Equip/Enchant, Blocking, and Targeting.

Thus a creature from protection from black (to pick a more common one):
Does not take any damage from anything black.
Cannot be equipped or enchanted, by a black equipment or aura (or fortification).
Cannot block a black creature.
Cannot be targeted by a black spell.

Perhaps the hardest to grasp by the novice player is "targeted by a black spell." They are often not aware that the word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets.

= Reach (This creature can block creatures with flying.) - That pretty much covers it. A creature with reach may legally block creatures with flying.

= Shroud (This can't be the target of spells or abilities.)

Everything that was said about hexproof can also be said here. The key difference in these two abilities is that creatures with shroud can't be the target of anything, including your own spells or abilities.

= Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Trample is a static ability that modifies how a player may assign combat damage. A player only has this option if they are attacking with said creature.

To understand Trample it helps to understand what lethal damage is. Lethal damage is damage equal to (or exceeding) a creature's toughness - or 1 point of damage from a source with deathtouch. An attacking creature with trample must assign lethal damage to all of it's blockers in order. If you can do so, than any left over may be assigned to the player or planeswalker the creature is attacking.

= Vigilance (Attacking doesn't cause this creature to tap.) - What more can we say here? A creature with vigilance does not tap to attack.

(Evergreen) Keyword abilities.


(Evergreen) Keyword abilities.

Context: In my efforts to become a level 2 magic judge, I have taken my teacher cap off the wall and dusted it off. While helping prepare local rules advisor Craig Grey for his eventual lv 1 test, we have been going through the magic judge classes available on the judge wiki. One recent topic we covered was Keyword abilities - specifically those evergreen abilities that wizards feels it can print without issue in a core set. While this topic is not particularly complex or difficult to grasp, there were limited resources outside the comprehensive rules (and judge class study guides) we could draw on.
Thus I find myself producing the following resource for players, rules advisors, and fellow level 1s (and perhaps level 2 mentors).

= Definition: what is a keyword?

A keyword is a single word, that is used to express a single or set of related abilities on a card. Wizards of the Coast uses keywords extensively. One of the main functions is to abbreviate otherwise wordy or complex bits of rules into an easily grockable concept. This also saves space when actually printing cards.

Important bits: Keywords contain rules information. Only common abilities are key-worded. Often key worded abilities are wordy without the keyword.

= Keywords 'R Us.

Magic has a fairly long history, and has a fairly extensive list of these keywords. As a matter of fact here are all of them:

Deathtouch, Defender, Double Strike, Enchant, Equip, First Strike, Flash, Flying, Haste, Hexproof, Intimidate, Landwalk, Lifelink, Protection, Reach, Shroud, Trample, Vigilance.

Banding, Rampage, Cumulative Upkeep, Flanking, Phasing, Buyback, Shadow, Cycling, Echo, Horsemanship, Fading, Kicker, Flashback, Madness, Fear, Morph, Amplify, Provoke, Storm, Affinity, Entwine, Modular, Sunburst, Bushido, Soulshift, Splice, Offering, Ninjutsu, Convoke, Dredge, Transmute, Bloodthirst, Haunt, Replicate, Forecast, Graft, Recover, Ripple, Split Second, Suspend, Vanishing, Absorb, Aura Swap, Delve, Fortify, Frenzy, Gravestorm, Poisonous, Transfigure, Champion, Changeling, Evoke, Hideaway, Prowl, Reinforce, Conspire, Persist, Wither, Retrace, Devour, Exalted, Unearth, Cascade, Annihilator, Level Up, Rebound, Totem Armor, Infect, Battle Cry, Living Weapon, and Undying.

Yes, that is quite a lot. Important to note here that the first much smaller and easier to digest list are those keywords that wizards considers 'evergreen'. That is to say they can appear in almost any set (including core sets). The second, much longer list contains keywords that really only appear in one (or two) blocks.

Also interesting to note is what is NOT on this list. Wizards of the coast has also been known to use "ability words" which appear in italics at the beginning of some abilities on cards. Abilities with the same 'tag' have some similar functionality, but they don't have any specific rules meaning like keywords do. For completeness sake the ability words are: channel, chroma, domain, fateful hour, grandeur, hellbent, imprint, join forces, kinship, landfall, metalcraft, morbid, radiance, sweep and threshold.

= Individual Keyword Highlights (evergreen)

For the present let's just focus on those evergreen keywords, as those are the ones that we expect players (and lv1 judges) to be most familiar with.

= Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

Deathtouch tacks something special onto damage. (1) Any amount of damage from a source with deathtouch is considered "lethal damage" for the purposes of assigning combat damage. (2) There's a state based action that destroys creatures that have taken deathtouch damage.

Deathtouch can function from any zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had deathtouch.

= Defender (This creature can't attack.) - That about covers it folks. You can't declare a creature with defender as an attacker.

= Double Strike (This deals both first-strike and regular combat damage.)

I find it amazing that a little keyword like Double Strike (and first strike) do to the game. These abilities actually create an additional combat damage step. So when one of these creatures are involved in combat - there's a combat damage step where only creatures with first strike and double strike actually have their combat damage assigned and dealt (sometimes called 'first strike' damage).

Then players get priority and can play even more combat tricks, before there is entirely separate combat damage step where creatures that have double strike and creatures without either of these abilities deal their damage (sometimes called 'normal' damage).

But wait, there's more! The Comprehensive Rules are so awesome that they go out of their way to define what happens if a creature with first strike or double strike actually looses that ability in the middle of combat. Basically as the first combat damage step begins, all creatures with first strike and double strike do their damage. When the second combat damage step rolls around, only those creatures that didn't act in the first damage step (or have double strike) do their damage.

This means, among other sensible things, that a creature with first strike doesn't get a second 'swing' when that ability is removed. Also a creature that gains double strike or first strike after the first combat damage step is over (and didn't deal damage there) still gets it's 'swing' in the second step.

= Enchant [object or player] EX: Enchant Creature (Target a creature as you cast this. This card enters the battlefield attached to that creature.)

Enchant basically does two things, both limitations. Firstly, it defines what is a legal target for your enchantment when one casts it as a spell. Secondly, it defines what the enchantment may legally enchant when it is on the battlefield.

If an aura for some reason has multiple Enchant abilities then the restrictions of all apply. Also of note there are state-based actions that (1) cause an aura enchanting an illegal permanent to 'fall off' that permanent. (2) cause aura's not attached to anything to be put into the graveyard.

= Equip [cost] ([cost]: Attach to target creature you control. Equip only as a sorcery.)

Equip is a keyword that highlights an activated ability. Simply speaking it is the primary (although not the only) way players can attach their artifact-equipment cards to their creatures. Important to note here when you can do this "Equip as a sorcery" means: activate this ability only when you have priority and the stack is empty in your main phase. Effects that would allow you to play sorceries at other times don't change this restriction. The other notable limitation is that you can only equip creatures that you control.

The other thing I feel I should note here is that equipment stays put unless an effect (such as the equip ability) moves it elsewhere. Thus a mind-controlled creature caring a sword continues to carry a sword until the sword's controller can move it elsewhere.

= First Strike (This creature deals combat damage before creatures without first strike.)

I covered most of this above under Double Strike.

Please note however, that a if you give a creature first strike after the first damage step, it will deal it's damage in the normal step. Likewise removing first strike from a creature after it has dealt damage in the first damage step causes that creature to NOT deal damage in the normal step.

= Flash (You may cast this spell any time you could cast an instant.)
Reminder text says it all here. A player may cast spells with flash with the same restrictions as instants - which is to say whenever they have priority.

= Flying (This creature can't be blocked except by creatures with flying or reach.)
Reminder text says it all here. Note however Flying (like most evasion abilities) only matters when declaring blockers. If a flyer becomes blocked, and sometime after the block is declared the defender looses the ability to block the flyer - well then nothing happens the Flyer is still blocked, and the blocking creature is still blocking that flyer.

= Haste (This can attack and [tap] this turn.)

There is a rule, informally called "the summoning sickness rule" which states quite plainly that that a creature can't attack or use activated abilities with the [tap] or [untap] symbols unless (1) it was in play under your control at the beginning of your turn and (2) control of the creature didn't change this turn.

Haste simply bypasses that rule, such that creatures with haste can attack, tap, or untap the same turn they enter the battlefield or switch controllers.

= Hexproof (This can't be the target of spells or abilities your opponents control.)

The word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets. Sometimes you have to look at the full rules text of an ability to determine if it targets. Equip for example is a keyword that targets.

Other than that, the reminder text pretty much covers this one.

= Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)

Intimidate is another evasion ability, so like flying it only prevents certain creatures from blocking in the actual declare blockers step. An artifact creature will always be able to block a creature with intimidate, even if the artifact has colors that aren't shared by the attacker. Otherwise the reminder text is pretty accurate.

= [Land]walk (This creature is unblockable as long as defending player controls a [land].)

Rather than a single keyword, this is a family of related keywords. Magic has seen Islandwalk, Swampwalk, snow-covered landwalk, legendary landwalk, and non-basic landwalk. Quite simply if the defending player has a land that meets the criteria (an island, or swamp, or snow land, etc) they cannot block an attacking creature with this ability.

= Lifelink (Damage dealt by this also causes its controller to gain that much life.)

Lifelink is quite similar to deathtouch, in that both are static abilities that modify damage. In the case of lifelink, the controller of a source with lifelink gains life simultaneously with that permanent dealing damage.

Lifelink functions from any game zone. If an object changes zones before an effect causes it to deal damage, then the game looks at how it last appeared on the battlefield "last known information" to determine if it had lifelink.

= Protection from [quality] (This creature can't be blocked, targeted, dealt damage, or enchanted by anything [quality].)

I am not at all surprised by the quantity of questions on forums and message boards that somehow involve protection. What protection does is easily summarized by the acronym DEBT, which stands for Damage, Equip/Enchant, Blocking, and Targeting.

Thus a creature from protection from black (to pick a more common one):
Does not take any damage from anything black.
Cannot be equipped or enchanted, by a black equipment or aura (or fortification).
Cannot block a black creature.
Cannot be targeted by a black spell.

Perhaps the hardest to grasp by the novice player is "targeted by a black spell." They are often not aware that the word "target" holds special meaning in magic. A spell or ability only targets if the rules text explicitly uses the word 'target'. Wrath of God doesn't target, and never did. Doom blade targets.

= Reach (This creature can block creatures with flying.) - That pretty much covers it. A creature with reach may legally block creatures with flying.

= Shroud (This can't be the target of spells or abilities.)

Everything that was said about hexproof can also be said here. The key difference in these two abilities is that creatures with shroud can't be the target of anything, including your own spells or abilities.

= Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Trample is a static ability that modifies how a player may assign combat damage. A player only has this option if they are attacking with said creature.

To understand Trample it helps to understand what lethal damage is. Lethal damage is damage equal to (or exceeding) a creature's toughness - or 1 point of damage from a source with deathtouch. An attacking creature with trample must assign lethal damage to all of it's blockers in order. If you can do so, than any left over may be assigned to the player or planeswalker the creature is attacking.

= Vigilance (Attacking doesn't cause this creature to tap.) - What more can we say here? A creature with vigilance does not tap to attack.