Thursday, December 5, 2013

Magic the Gathering - The Hydra (pt2)

=== New Hydra Rules

    Before we dig into interesting rules we could add, I want to take a moment and look very closely at the Hydra's turn. What the Hydra does in it's turn ties very closely to the alternate rules that it uses.

    On a basic level the challenge deck does only 2 things during its turn. (1) cast a card, and (2) deal damage based on the number of Head cards on the battlefield.

    The first item involves revealing a card from the library and provides the same basic function as drawing a card in normal magic.

    The second involves dealing damage to each opponent, and serves the same basic function as attacking with creatures in normal magic. In the challenge deck's case, this damage occurs outside of combat near the end of the turn however - and the following turn sequence reflects that:

Beginning Phase
    Untap: The Hydra untaps any tapped permanents.
    Upkeep: The Hydra has no Upkeep.
    Draw: Reveal the top card of the Hydra's library. The Hydra casts that card without paying its mana cost.
Main Phase: The Hydra has a main phase, but performs no actions in it.
Combat Phase: The Hydra has no Combat Phase.
Main Phase 2: The Hydra has no second main phase.
End Phase
    The Hydra deals 1 damage to you for each untapped card named hydra head it controls, and 2 damage to you for each untapped elite head it controls.   
    Any "At the beginning of the Hydra's End step" triggers are put onto the stack, and are resolved.

    You may be wondering why I gave the Challenge deck a Main phase if it performs no actions in it.

    Without this main phase, the Hydra only has turn based actions and triggers to resolve - as a result the allied team only has limited chances to play instants on the Hydra's turn. Namely, during it's main phase (which we added), or at the end of the turn with triggers waiting on the stack. Without allowing the players to cast instants on that main phase, a large number of instants and flash spells become about as useful as a sorcery. I felt it was important to maintain tactical differences between the two spell types. Also it will become handy later when we consider how to ramp up the Challenge deck.

    Also note my interpretation of the draw step and hydra damage is that these are turn-based actions. Turn based actions occur automatically during certain phases of the turn, and cannot be responded to as they do not use the stack. Fair warning: others may choose to interpret them as regular triggers which DO go on the stack and can be responded to.

= Drawing Cards

    One of the simplest things you can do to make a challenge deck more difficult is to give it multiple cards a turn. Think about this: in a 3 player game (3 heros against the Hydra), on each hero turn the heros draw 3 cards (1 per player), while the Hydra reveals and casts 1 card. Card advantage is of course a resource that is integral to the game as land or life.

    So how many cards should the Challenge deck get for its draw step? The obvious minimum is one. I have had successful tests adding an extra card draw at 4 players, and a third at 6 - so that's what I'm going to recommend. Whatever number you choose for your group, insert it into the following rule as N.

    * Replace Draw step: Reveal the top N cards of the Hydra's library. The Hydra casts those cards without paying their mana cost [Cast the spells in the order they are revealed].

    The other thing you might be interested in including is the following rule which allows the challenge deck to take advantage of cards such as Howling mine or Font of Mythos. Thus far my testing is inconclusive on this. Currently we think the rule might be too strong for the challenge deck.
   
    Optional* If the Hydra would draw a card, instead reveal the top card of the Hydra's library. The Hydra casts that card without paying its mana cost.

== Creatures

    As we mentioned before the addition of creatures to the Challenge deck has somewhat limited utility. The challenge deck never gets an attack step, thus creatures that are good to include in the challenge deck are effective blockers, or creatures that we can use for their triggered or activated abilities.

    If you put non-head creatures in a Challenge deck, you'll need some rules to determine when the Challenge deck uses their abilities or uses them to block.

Activated Abilities
    * The Challenge deck can activate any activated abilities only once per turn.
    * The Challenge deck will activate relevant activated abilities: Hero's beginning of combat step, Hero's End of Combat step,  Hero's End step, and the Challenge deck's main phase - and at no other time.

    Playtest note: I personally feel that these guidelines for activated abilities need improvement. The trouble is that activated abilities are so diverse, it's hard to come up with rules that will cover most of them.

Declaring Blockers
    * The Challenge deck will declare blockers to protect elite heads only.
    * The Challenge deck will block creatures with the most power to least power.
    * The Challenge deck will not assign multiple blockers to a single attacker, unless it has to (menace).
    * If the Challenge deck can declare blockers in such a way as to deal lethal damage to one or more attacking creatures, it will do so for as many creatures as possible.

= Non - heads as Heads

    Let's face it, it would be pretty awesome if you could run whatever creatures you wanted in a challenge deck and they simply counted as heads. There is however one chief concern if you want to go this route. The 'Heros reward' that is printed on the default heads is actually a vital piece of the challenge deck experience. It serves 2 important functions.

    First, it provides the heros with some life points as they kill heads. Without some incremental life gain in the early to mid game the challenge deck would actually eliminate the poor heroes a lot easier. Second, they provide some back-and-forth swings that provide for interesting gameplay. As a result this is a feature that we wish to preserve when we start turning non-heads into heads.

    Let me point out that it is entirely possible to use any combination of Challenge deck heads, creatures that count as heads, and creatures that don't count as heads (discussed above). However, whatever rules you implement for your custom challenge deck determines how you build it. That is - you should determine what counts as what before building the deck.

    If you choose to use this option, then these creatures (who do not have head printed on them), gain errata to have the creature type 'Head' and gain Heroes Rewards abilities as follows:

    This is my current, largely experimental configuration.   

    All Commons => Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    All Uncommons => Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    All Rares (including Mythics) => Based on Converted Mana Cost (CMC).
    CMC <=3: Standard Hydra Head. When this leaves the battlefield, each opponent gains 2 life.
    CMC 4-5: Elite Head. When this leaves the battlefield, each opponent gains 2 life, and draws a card.
    CMC >=6: Elite Head. When this leaves the battlefield, each opponent gains 4 life and draws a card.

    If you have only creatures counting as heads in your custom Challenge deck then do the following to set up your game:
    *Shuffle the Challenge deck. Starting on the Bottom, remove the first N creatures that count as a standard head. N = the number of heads you wish to start with for this game. Put those heads onto the battlefield, and shuffle the remaining cards. Those cards become the Challenge deck's library.

    Also keep in mind when building your Challenge deck using this option, at least half the creatures in the deck should count as standard heads, and you should remain around 35% heads (or 22 cards in a 60 card deck).

= Instants

    The hydra Challenge Deck does not include any instants. Because the challenge deck only casts spells during its main phase, the additional utility of an instant (the ability to play it at any time), is lost. However, I see no reason why to exclude instants from your custom challenge deck.

    If you do include any instants in your custom challenge deck, they essentially will take the place of, and function identically to a sorcery.

= Land

    The hydra Challenge Deck does not include any land. Because the challenge deck casts it's spells for free, the addition of any land to the deck only serves if the deck can spend that mana (say on activated or triggered abilities), or the land provides some utility function beyond simply tapping for mana.

    There is another issue I would like to address here however, and that is abilities that "reveal cards from the top of their library until they reveal a land card" that appears on Mind Funeral, Undercity Informer, and Consuming Aberration. These abilities create awkward moments when they are played against the default challenge deck.

    Because no lands are in the deck, the entire library is revealed, and put into the graveyard. This does not win the game on the spot (The heroes only win if the challenge deck has no heads at the end of any turn) - but it does make the game a lot shorter.

    So, no. You are not allowed to put land into any challenge deck. To put it another way, Land are illegal cards for challenge decks.

    Although the rules implications of this are far from clear, it is my personal opinion that if lands are illegal, the action of "revealing a land" from the library becomes an impossible action. If you recall, the challenge deck simply ignores illegal or impossible actions or effects.

= Mana

    If we prohibit land from being in the Challenge deck, we still have to answer a question about mana. Players new to the game often mistake land for mana. These two are actually different things. Land are the physical cards (plains, island, swamp, etc). Mana is the mystical magical energy that players use to cast spells and pay for costs. Land usually makes mana, but there are lands that do not generate mana, and non-lands (such as llanowar elf) that can generate mana.

    * The challenge deck never pays 'X' costs in any spell or ability. X is always 0.
    * The challenge deck automatically pays any imposed costs. Examples: Rystic Study, Mana Leak, Propaganda, Leonin Arbiter.
    * If a card has an additional finite cost- the challenge deck pays that cost. Examples: Kicker
    * If a triggered ability asks for a mana payment, the challenge deck may pay that cost. Examples: Echo
    * The challenge deck can pay for any activated ability that requires mana that also uses the tap or untap symbol. 

    The following rule is entirely optional, but allows the challenge deck to pay for 'X' costs, or activate abilities that don't have the tap/untap symbol.

    Option * Setup - put a die (such as roll-down d20) on '1' next to the challenge deck.
    * At the beginning of each challenge deck turn, increment this die by 1, and the challenge deck has that much mana to spend. This mana does not drain out of the mana pool as phases or steps end. It does go away when the Challenge deck untaps the following turn. This mana is any color, and can only be spent on the following items:
    - Pay 'X' costs.
    - Activate abilities
    - Pay additional costs on spells it casts.
    - Pay for any triggered abilities.
    - Pay for any schemes, planes, or hero cards that the challenge deck may have access to.

= Life Gain

    By default the Challenge deck does not have a life total, and therefore cannot gain life, lose life, or pay life for various costs. Personally I feel as if attempting to give the challenge deck a life total causes the entire experience to loose focus. The challenge deck is a unique scenario that is quite a bit different than normal magic. Attempting to give the challenge deck a life total for any reason makes the experience a bit too much like regular magic - which isn't the direction we should move in.

    For those fellow customizers who want to play in this realm, I think the following rule is necessary:

    * A challenge deck never gains any benefit from any 'heroes reward' ability.

    I want to note something that my playgroup tried - and it didn't work. I toyed with the idea of turning any lifegain the challenge deck would receive into activations of Reito Lantern or Soldevi Digger. Both of these artifacts basically take cards in the graveyard, and put them onto the bottom of the deck.

    So as I mentioned, It didn't work. After we changed the deck to be 35% heads, the challenge deck does a good job of maintaining pressure throughout it's whole library. If the deck can also reliably send cards from its graveyard back to the deck, then players may get a sense in the middle to late game that the scenario can actually last indefinitely. While I never tested it, I'm pretty sure that with enough constant life-gain or reshuffle effects, It may be possible to create a scenario that is in fact unbeatable.

    This is obviously not the end goal, and is not a lot of fun. So I give this word for the wise for others who want to experiment with their own challenge decks.

=== More Challenge decks to come.

    Hopefully I've provided enough tools and options for people to continue to have fun with their challenge decks for quite some time. I'm quite a fan of this alternative way to play the game. I also would like to encourage others out there to share their own experiences with the challenge deck (modified or not). Playtesting custom builds can only improve the knowledge base.

    I also fully expect that as future challenge decks come out (we're expecting the next one in February) we may gain more tools to customize our individual challenge deck experiences. Until then, make sure you are having fun!

Monday, December 2, 2013

Magic: The Gathering - The Hydra (pt1)

Magic: The Gathering - The Hydra (pt1)

In the following paragraphs I hope to (1) Introduce the Hydra to people who perhaps know something about Magic, but not about this particular product. (2) Identify the various dials and variables in this particular game mode. (3) Give readers a toolbox of options for modifying their own challenge deck experience.

About the Author: Dan Regewitz is a certified level 1 magic judge, and tournament organizer. For 5 years he has been keeping things fair and fun in his local community. He is a firm supporter of casual play, commander, and variants.

=== What is the Hydra?

    The Hydra is the first challenge deck issued by Wizards of the Coast. By far the most interesting part of this product is that it supports solo or cooperative play for 1-4 players. The hydra deck not only uses a specialized deck of 60 cards (MSRP 11.99), but also a set of scenario-based rules that only apply when playing against it.

    Hero cards are special promotional cards, released earlier this year, specifically designed to be used against the Hydra. They are totally optional, but if you use them, you may bring up to two into a game with you. The effects of these cards vary, but they essentially sit in the command zone and give you the option for some small advantage each turn.

    Currently, there are 7 of these promos. 5 different ones attached to the five different colors for the Theros prerelease. One promo for solving a visual puzzle on launch weekend, and a second for defeating the hydra on Game Day. According to our best information, an equal number in a similar distribution will be available through Born of the Gods events early 2014.

== The Hydra Rules

The hydra uses special scenario rules that changes setup and play. These rules only apply when facing the hydra.

Setup
    * You may start with up to two hero cards on the battlefield.
    * Choose a starting number of heads, take that many cards named "Hydra Head" From the challenge deck and put them on the battlefield. Shuffle the remaining cards to form the Hydra's library.

Gameplay (players)
    * You go first.
    * You follow all regular Magic rules with the following exceptions:
    * You can attack heads directly with your creatures. Any number of creatures can attack a single head.

Gameplay (hydra)
    * Whenever a head leaves the battlefield, reveal the top two cards of the Hydra's Library. Put any heads onto the battlefield, and any sorcery cards into the Hydra's graveyard.
    * At the start of the Hydra's turn, untap any tapped heads.
    * Reveal the top card of the Hydra's library. The Hydra casts that card. When that spell resolves, if a head - put it onto the battlefield. If a sorcery, follow its instructions and then put it into the Hydra's graveyard.
    * At the end of the turn, the Hydra deals 1 damage to you for each untapped card named hydra head it controls, and 2 damage to you for each untapped elite head it controls.
    * If the Hyrdra would be dealt damage or lose life, instead deal that much damage to a head of your choice.
    * Ignore effects that would cause the hydra to draw or discard cards, or any impossible actions.
    * If a head would move to exile, instead put it into the Hydra's graveyard.
    * You make any choices for the Hydra.

Winning 
    * At the end of any turn, if there are no heads on the battlefield, you win!

I will also take a moment to point out the Official Hero's Path FAQ by Dave Guskin.
http://www.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/feature/HerosPathFAQ#challenge

== The Hydra Deck

As previously mentioned, the Hydra is a specialized Challenge deck filled with 60 cards that are unique to it alone. I have compiled a deck list, complete with notes on card text for future reference and consideration.

= 18 Heads
11 Hydra Head - 0/3 when this leaves the battlefield, each player gains 2 life.
4 Ravenous Brute Head - 0/6 when this leaves the battlefield, each player gains 2 life, and draws a card.
1 Savage Vigor Head 0/8 At the beginning of the Hydra's End step, reveal the top card of the Hydra's library and the Hydra casts that card. When this leaves the battlefield, each player gains 4 life and draws a card.
1 Shrieking Titan Head 0/8 At the beginning of the Hydra's End step, each player discards a card. When this leaves the battlefield, each player gains 4 life and draws a card.
1 Snapping Fang Head 0/8 At the beginning of the Hydra's end step, this deals 1 damage to each player. When this leaves the battlefield, each player gains 4 life and draws a card.

= 42 Sorcery
6 Unified Lunge - This deals X damage to each player, where X is the number of heads on the battlefield.
5 Distract the Hydra - Each player may sacrifice a creature. Each player who sacrifices a creature this way chooses a head and taps it. Each player who didn't sacrifice a creature loses 3 life.
5 Disorienting Glower - Players can't cast spells until the Hydra's next turn.
5 Swallow the Hero whole - Each player exiles a creature they control. Until the Hydra's next turn, when a head leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
4 Hydra's Impenetrable Hide - Each head gains indestructible until the end of the Hydra's next turn.
4 Noxious Hydra Breath - Choose one - This deals 5 damage to each player, or destroy each tapped non-head creature.
4 Torn Between Heads - Tap up to two heads. They don't untap during the Hydra's next untap step. This deals 5 damage to each player.
4 Grown from the Stump - Put exactly two cards named hydra head from the graveyard onto the battlefield. If you can't, reveal cards from the top of the Hydra's library until you reveal a head card. Put that card onto the battlefield and the rest into the Hydra's graveyard.
3 Neck Tangle - if there are 5 or more heads on the battlefield, tap 2 of them - they don't untap during the hydra's next untap step. Otherwise, reveal the top card of the Hydra's library, and cast that card.
2 Strike Weak Spot - destroy target head, if that head was elite, the hydra takes an extra turn.

=== Digging deeper

    The pre-constructed experience of the Hydra challenge deck is a unique one, and I feel the base experience actually does a decent job of accomplishing what it set out to do - namely make a solo (or cooperative) magic experience that provides some game tension, back and forth play, yet remains simple enough to run itself.

    However in my play tests with and against the Hydra this gameplay experience starts to break down when you push it's limits. With 1-3 players, I think the base deck delivers what it promises. However starting at 4+ players, the Hydra as a much lower chance to reveal (and cast) heads, or regrow lost heads, resulting in it not applying enough pressure in the mid to late game.

    The other arena where it breaks down is adjusting to opposition of the decks brought to bear against it. Anyone who is familiar with competitive magic knows that there is a world of difference between something you might pull out for casual play, and a deck you would play in a tournament.
There can be just as big a difference between that deck you bring to your weekly Friday Night Magic, and that deck you bring to a Grand Prix (large events with thousands of players and cash prizes).

    So if you intend to use the Hydra for 1-3 players against decks that are roughly as strong as an "Event Deck" product - congratulations because I feel like that is the exact sweet spot for creating really good interesting games with the Hydra. If not, we are about to dive into the rabbit hole together and see where it leads.

    Before we go tearing apart the base hydra deck, I feel it is important to know what we can about how it was built and published. Fortunately, there is an article about just that "Building a Hydra" by Sam Stoddard. I encourage anyone who wants to modify their hydra experience to review this.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ld/270

    Fundamentally, we can tweak our challenge deck by doing one of two things to it.
(1) Build our own Hydra Deck.
(2) Change or introduce rules that create a different 'scenario' for facing the hydra.

    Our goals in this article are thus two-fold
(1) Suggest modifications that will allow the challenge deck to support higher player counts. The challenge deck should provide a functional experience for 1-6 players.
(2) Suggest modifications that will allow the challenge deck to support stronger or more competitive decks, or decks from alternate formats (such as commander).

    Consider anything I may present to you my humble suggestions. Try it out for yourself, and if it makes your challenge deck experience more fun - great. If it does not - don't use it! Also, if you do choose to use any of the tools and options I present in this article for your challenge deck, make sure that any players playing against it are aware of the variations from normal magic.

=== Building a Challenge Deck

    As I mentioned previously, one of the issues the Hydra deck has is that it does not provide sufficient challenge when pitted against decks that are significantly stronger than an event deck. This is largely a design decision to make the Hydra difficult, but not impossible to beat in casual play. That's a great choice by the way, as the Hydra is targeted to that audience.

    This doesn't help us if we want to fight the hydra with our modern, legacy, limited (draft or sealed deck) or commander decks. I think the best way we can create a fun experience in these situations is to build our own challenge deck.

= Card Pool

    The first question we've got to ask ourselves is what cards can the challenge deck include. The most basic answer is that when we build a challenge deck, it can include any cards that the decks it might face could include. Thus, if we construct a challenge deck for the modern format, the Hydra deck must run modern legal cards (8th edition or Mirrodin or more current, excluding any currently banned cards). This limitation can be based on any current format sanctioned or casual.

Wizards resources on formats.
http://www.wizards.com/Magic/tcg/resources.aspx?x=mtg/tcg/resources/formats

    However, the cards from the actual hydra deck are not part of any format. With their non-standard backs, they are not - strictly speaking- legal cards. The intent of the challenge deck is that these cards can and indeed must (in the case of heads) be included.

    * A custom challenge deck may always include cards that were printed in an official Wizards challenge deck, such as the Hydra.

The other thing that is strange about making your own Hydra deck is that the default deck includes more than 4 copies of certain cards, thus breaking a rule that has been around since the early days of tournament magic. For "Hydra heads" I believe this is necessary, less so for other cards.

    * A custom challenge deck may include any number of cards of the same name that were printed in an official Wizards challenge deck, such as the Hydra. [A custom challenge deck may include up to 4 of any other card.]

Because our custom Hydra deck will potentially include standard magic cards, we need the following rules:

    * A custom challenge deck must be prepared in opaque sleeves with identical card-backs.
    * Draw Step: Reveal the top card of the Hydra's library. The Hydra casts that card without paying its mana cost.

    Any other considerations for deck building that I have not mentioned are normal.

= Card choices.

    It should go without saying, but the rules I've outlined for building your own challenge deck certainly allow you to consider more cards, but some (cards with X in the cost, cards with activated abilities requiring mana) are virtually useless for the Hydra.   

    The best cards for the Hydra are ones that effect each opponent, all players (the Hydra is one player facing 1-6 players so most of these are good), all creatures / enchantments / lands / artifacts.

    Also the addition of non-head creatures is somewhat dubious as there is nothing in the base rules that allows those creatures to attack. However, since the player's turn is 'normal' you could interpret that the Hydra can declare blockers. This is a stretch however, and opens up additional complications as what the Hydra blocks (and with what).

    To make use of a large swath of magic cards, you will have to create rules that will allow them to work.

= Add Heads!

    If there is one recommendation I will make to others attempting to make their own Challenge deck, it is to include more heads (cutting spells in the process).

    At 18 Heads in a 60 card card deck, the Hydra is exactly 30% heads, 70% spells. The more heads in the deck the larger the threat from the Hydra becomes, as it can regrow heads easier, cast more heads during the game, and apply pressure to the heroes who face it for longer stretches.

    You can start with 2-4 heads on the field. The thing about this is that the more heads start on the field the chances of getting a head as the top card actually reduces. Starting at 2 heads, heads now make up 27% of the 58 remaining cards. Starting at 4 heads? We're down to 25%. While this does make the Hydra a LOT more dangerous in the early game, it makes it easier in the mid-to-long game, and makes for a weaker challenge (assuming you survive).

    So how many heads do you want in a challenge deck? The answer is likely to vary based on exactly what environment you plan on playing your challenge deck in. However heads are pretty important for the challenge deck as they represent both the victory condition of the scenario and the primary way the challenge deck can actually win. My testing indicates that the challenge deck should be somewhere around 35% heads - or 22 cards in a 60 card deck.

    Playtest note: My playgroup did try a higher 'saturation' of heads. At 40% heads the challenge deck was still beatable, but the scenario was less forgiving and higher pressure. At 45% heads the challenge deck beat us soundly to the point where it seemed unlikely we could ever muster enough board presence to stabilize - let alone win.

    Another relevant question is how many heads you want to start with. The default setup of between 2 and 4 actually has worked in most of my games. However I would recommend adding an extra head at higher player counts. Thus for 4 or more players play with 3-5 starting heads.

Monday, November 25, 2013

WPN events Dec-Jan

WPN December 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: 3,10,17. 5:30pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 6,13,27. 5:30pm.

    Friday Night Magic - Draft: Join us for our monthly draft. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 20th. 5:30pm.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 7,14,21,28; 5-9pm.

WPN January Events

    Magic: The Gathering: Casual Play: Here, you rule. Come to play, trade, or build decks for Magic: the Gathering. Decks available for use. New Players Welcome. Also frequently run odd formats such as planechase, archenemy, commander, emperor, multiplayer, etc.
    Tuesdays:  7,14,21,28; 5:00-9:00pm

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 3,10,24; 5:30pm - 9:00pm

    Friday Night Magic-Draft: Here, you rule. Join us for our monthly draft. Drafting Theros. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 17; 5:30-9:00pm

    Friday Night Magic - Modern: Modern is a non-rotating format containing all cards from the 8th edition core set to current sets. It is quite diverse and interesting. $10.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz. Prizes can be awarded as store credit.
    Friday: 31; 5:30-9:00pm.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 4,11,18,25; 5-9pm.

    Future Events
02/07/14 -Born of the Gods Launch
03/01/14 -14-03-4755803 -Game Day Born of the Gods

    Born of the Gods Pre-release!: Once again NDC is proud to host an officially sanctioned pre-release event. A Born of the Gods sealed deck event. $30.00 per player, each player recieves a 'faction pack' of 6 boosters. Intro packs will also be available for open gaming ($15.00). Hosted by Dan Regewitz.
    Saturday 02/01; 11:30am registration; Play 12:30-6:00pm
    Saturday 02/01; If time allows $30 Two-Headed Giant; Registration 4pm; 5:30-9:00pm
    Sunday, 02/02; $30 regular sealed deck; 12:30-5:00pm.

Monday, October 21, 2013

WPN events, November - December

WPN November 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: 5,12,19,26. 5:30pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 1,8,22,29. 5:30pm.

    Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft Theros. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 15th. 5:30pm.

    Friday Night Magic - Modern: Here, you rule. Modern constructed event. This format includes cards from 8th edition and Mirrodin block forward. $10.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 27th. 5:30-9:00pm

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 2,16,23,30; 5-9pm.

    Kaijudo Set Primere: Invasion Earth: Saturday 11/9/13 5-9pm.

WPN December 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: 5,12,19. 5:30pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 1,8,22. 5:30pm.

    Friday Night Magic - Draft: Join us for our monthly draft. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 15th. 5:30pm.

    Friday Night Magic - Modern: Here, you rule. Modern constructed event. This format includes cards from 8th edition and Mirrodin block forward. $10.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 29th. 5:30pm.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 7,14,21,28; 5-9pm.

Thursday, September 26, 2013

WPN events Oct, Nov

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; 1,8,15,29; 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: 11,25; :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: 04,18. 5:30-9:00pm. Note that Return to Ravnica Launches on 10/5 - which means promos for all participants!

    Theros 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: 19th 11:30am registration opens. 12:30pm start time.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 5,12,26; 5-9pm.

WPN November 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: 5,12,19,26. 5:30pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 1,8,22,29. 5:30pm.

    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: 15th. 5:30pm.

    Friday Night Magic - Modern: Here, you rule. Modern constructed event. This format includes cards from 8th edition and Mirrodin block forward. $10.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 27th. 5:30-9:00pm

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 2,16,23,30; 5-9pm.

    Kaijudo Set Primere: Invasion Earth: Saturday 11/9/13 5-9pm.

Thursday, August 22, 2013

WPN Events - Sept, Oct

WPN Events September

    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: 3,10,17,24th; 5:00-9:00pm

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 6,13th. 5:30-9:00pm

    Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft M14 core set. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 20th, 5:30-9:00pm

    Fiday Night Magic - Modern: Here, you rule. Modern constructed event. This format includes cards from 8th edition and Mirrodin block forward. $7.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 27th. 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, 7th. 11:30-6:00.

    Theros Prerelease: Come experience the newest set of Magic with this sanctioned sealed deck pre-release. Our first exposure to Theros and its gods and monsters. Once again NDC is proud to host an officially sanctioned pre-release event. Please note the times and prices below.
    Saturday, 21, 11:30 registration; 12:30 play begins. $30 sealed deck.
    Saturday, 21, 4:15 registration; 5:15 play begins. $30 2-headed giant sealed deck.
    Sunday, 22, 11:30 registraiton; 12:15 play begins. $30 sealed deck.

    Theros Draft: Did you miss your Theros draft? We are holding a special draft Sat 28th. $16 entry. Of course we are drafting Theros.
    Saturday, 28th. 11:30 registration; 12:15 draft begins.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 7,14,21,28; 5-9pm.

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; 1,8,15,29; 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: 11,25; :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: 04,18. 5:30-9:00pm. Note that Return to Ravnica Launches on 10/5 - which means promos for all participants!

    Theros 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: 19th 10:00am registration opens. 1:00pm start time.

    Kaijudo

    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 5,12,26; 5-9pm.

Monday, July 22, 2013

WPN events, August, September

WPN August 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:  6,13,20,27; 5:00-9:00pm

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

    Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft M13 core set. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 16th 5:30-9:00pm

    Friday Night Magic - for the Vault. Standard Constructed. $15 entry. 1st place gets a sealed from the Vault 20. Additional prizes based on attendance. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 23rd 5:30-9:00pm

    Friday Night Magic (modern): With the release of Modern Masters, I expect a number of people may be willing to try their hand at this exciting non-rotating format that allows any card printed after 8th edition or Mirrodin block for use, excluding cards on the Modern banned list. Come enjoy this wonderfully diverse format. $7 entry. Prizes can be distrubuted as store credit.
    Friday: 30th 5:30-9:00pm

    Magic 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. First place gets a championship mat. 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: 10th 11:30am registration opens. 12:30pm start time.

    Commander Event: Participate in the most awesome format ever. Elder Dragon Highlander AKA Commander. 100card singleton commander format. Multi-player with victory points. $7.00 entry. Special pick-your-own prize.
    Tuesday, 27th: 5:00-9:00pm.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Tuesdays 6,13,20,27; 5-9pm.

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: 3,10,17,24th; 5:00-9:00pm

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 6,13th. 5:30-9:00pm

    Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft M14 core set. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 14th, 5:30-9:00pm

    Fiday Night Magic - Modern: Here, you rule. Modern constructed event. This format includes cards from 8th edition and Mirrodin block forward. $7.00 Entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 27th. 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, 7th. 11:30-6:00.

    Theros Prerelease: Come experience the newest set of Magic with this sanctioned sealed deck pre-release. Our first exposure to Theros and its gods and monsters. Once again NDC is proud to host an officially sanctioned pre-release event. Please note the times and prices below.
    Saturday, 13, 11:30 registration; 12:30 play begins. $30 sealed deck.
    Saturday, 13, 4:15 registration; 5:15 play begins. $30 2-headed giant sealed deck.
    Sunday, 13, 11:30 registraiton; 12:15 play begins. $30 sealed deck.

    Theros Draft: Did you miss your Theros draft? We are holding a special draft Sat 28th. $16 entry. Of course we are drafting Theros.
    Saturday, 28th. 11:30 registration; 12:15 draft begins.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays 7,14,21,28; 5-9pm.

Sunday, June 16, 2013

A Tale of Two Decks


A Tale of Two Decks

In this series of articles I discuss two Commander decks I built, and some of the decisions that I made while building them. If you are unfamiliar with commander, I wrote an series of articles introducing the format [here] {http://butlerwpn.blogspot.com/2011/03/commander-introduction.html}. If you are interested in some of my typical deck building process for commander I wrote about that [here] {http://butlerwpn.blogspot.com/2011/03/its-all-in-cards.html}.

Part of what I enjoy about Commander is the amazing possibilities that can brought to bear. In many ways the restrictions on deck-building on the format are not-restrictive enough when building a creative deck. So I obviously create more restrictions for myself.

Niv-Mizzet the Firemind - All commons and Uncommons (the only rare is the commander).
Scion of the Ur Dragon - The entire creature base is multicolored legends.
Zedruu the Greathearted - Group-hug, functions off a lot of every player draw and damage.

But all of my commander decks followed the same self-imposed rule: Don't be a greedy bastard. Now this rule translated into me avoiding various 'infinite' combos in my deck, as well as avoiding mass land destruction, extra-turns, tons of counter-magic, and tucking generals - because let's face it none of these things I find fun when I'm faced with another deck that does them to me.

So I thought to myself, what if I take this rule away. What if, I built a deck where the sole purpose is to be that greedy bastard.

Disclaimer: I do not support or condone this style of deck or deck-building. I firmly believe that commander is first and foremost about fun. By stepping outside of my usual bounds, I have created not one, but two decks that actively take fun away from my opponents. I strongly encourage other players to avoid this whenever possible.

I have several commander decks now, and they slowly rotate into the box that I take with me to Tuesday casual play (when we do commander). As they rotate into and out of that box, I tend to revise the decks. Sometimes it's a simple tweak, sometimes it's something more major. Most of my decks are rather stable and resistant to change because they are designed to do something, attempt to do it well, and only when a card is good (or too good) for that particular strategy can it push out something already on the list.

I've had mixed feelings/results with my Grixis deck, led by Thraximundar, for some time now. Every time I revise that deck I have to cut or put aside a large chunk of cards that are really quite good or fun. So I decided that I would take apart the entire deck, and rebuild from the ground up.

I had to come up with how the new deck would come together though. I thought of a few possibilities, but I eventually settled on a strategy that wins by casting (sometimes repeatedly) very high cost, very broken spells (usually sorceries). But I had a few questions that needed answering

(1) How to make infinite mana.

There are actually so many ways to make an arbitrarily large amount of mana in magic, that the question was not if I was going to do it, but how. I settled to put two different ways into the deck, and got a third as a bonus.

Palinchron + Mana Flare; Generate 14 mana (with 7 lands), play and bounce Palinchron for 11, untap all 7 lands and you net 3 mana with each iteration.

Deadeye Navigator + Zealous Conscripts + Gilded Lotus; Pair the Navigator with the Conscripts, generate 3 mana with the lotus, then use 2 of that mana to blink the conscripts, which untaps the lotus. Generate lots of blue, then do it more to generate whatever other colors you need.

Gravy? Deadeye Navigator can be paired with Palinchron to net 5 mana every time you blink the illusion.

(2) Powerful spells.

I imagined myself winning by repeatedly casting Cruel Ultimatum. Cruel Ultimatum, at 7 mana and a sorcery, would often decide a game if resolved during it's life in standard. However, this being a singleton format, I needed to find other cards on that level (that could turn the game on resolution).

I found quite a few, actually:

Time Warp - Because taking additional turns is the most broken thing you can do in commander.
Bribery - My personal favorite, what is yours becomes mine and all that.
Insurrection - I've seen this card suddenly end games more than any other.
Banefire - Because when you are packing endless mana, endless damage is a good thing to spend it on.
Exsanguinate - Is simply too good in multiplayer to pass up.
Diabolic Revelation - To find goodies, that can end the game.

(3) The Second Tier

At this point I knew I was running a suite (ended up being 12) of suitably broken instants or sorceries. and Infinite mana, and the presence of Deadeye navigator means that I could take advantage of enters-the battlefield abilities.

What I was looking for now was cards that supported that strategy and/or had synergy with the cards I already picked out.

I needed to bring back instants and sorceries, so I could cast them over and over. So I grabbed support cards like Izzet Chronarch and Mnemonic Wall, as well as Charmbreaker Devils (a personal favorite). I wanted to get extra value when I did cast those spells, so I included cards that can copy spells like Echo Mage, Malek, Izzet Paragon, and Nivix Guildmage (who by the way gives me any number of copies of a given spell with unlimited mana).

I also was looking for ways to spend unlimited mana. In addition to potentially blinking EtB creatures like Solemn Simulacrum, Rune-Scared Demon, or Chancellor of the Spires, I also included Azure Mage to help me draw cards, and Havengul Lich to grab creatures out of graveyards.

(4) The Third Tier

With the core functionality of the deck down, I had a limited number of slots remaining to add utility cards. Utility cards are simply cards that don't necessarily fit your strategy or theme, but remain useful.

Propaganda to discourage attacks
No less than 4 'board wipes' (Damnation, Evacuation, etc).
A few cards to destroy troublesome artifacts and/or enchantments (Shattering Pulse, Steel Hellkite).
At least one way to deal with a difficult general (Chaos Warp).
Boseiju, Who Shelters All - to make my broken spells uncounterable.
Tectonic Edge - to deal with any troublesome lands.

(5) The Commander

Sometime around the half-way point of actually building this deck, I realized I did not want Thraximundar to be at the helm anymore. Absolutely none of the new deck asked anyone (myself included) to sacrifice anything. At that point, Thrax would simply sit on the sidelines and provide me access to my selection of colors - only rarely acting as a 7+ mana removal spell.

Unfortunately, there aren't too many choices for Grixis commanders (10 to be exact), and almost none of them line up with my theme. Only Sol'Kanar the Swamp King even remotely cares about the casting of spells (and even then only black). He would have been my first choice, but I didn't have a free copy, so Crosis, the Purger became the Commander.

I see either of these two as an advantage. If I saw an unknown player reveal a Thraximundar commander, I would expect an oppressive sacrifice-based deck, and play accordingly. There's no real stigma or tell about either Crosis or Sol'Kanar. Unless you've seen my deck in action, you don't really know what your in for until I'm resolving Blatant Thievery.

=== The Other deck


After my deck had been sleeved and eliminated it's first table of players (Exsanguinate, never got infinite mana) I returned to all the cards that did not make it into the deck. I was honestly disappointed, there were a lot of awesome cool cards in there that I now would not be playing with. Particularly, Thraximundar looked at me with puppy-dog eyes (Which is something that is quite disturbing coming from a Zombie Assassin).

Of course, I would make another deck, and it would be Blue-Black-Red, and this time Thraximundar would be large and in charge.

(1) The General

At this point I already knew who was going to represent the deck, Thraximundar. So really the only question is what themes or effects do I play with Thrax?

Well, obviously Thrax likes it when creatures are sacrificed, and he doesn't care who does it. So that means I need creatures to sacrifice, ways to sacrifice them, and ways to make my opponents sacrifice creatures.

If creatures are getting sacrificed, Thraximundar can get fairly large. I will probably want ways to protect him. Also I should consider the possibility that at 6/6 minimum, I can probably take out a player with commander damage with some effort.

That sounds like a main focus, and a potential subtheme- so it's time to start picking cards.

(1) Making Creatures

The first thing I needed was creatures to sacrifice. Now, keep in mind that I am attempting to do this is Blue-Black-Red. That is to say, not white or green, which are the principle colors for making tokens. Yet despite this limitation I found many cards that could give me creatures to work with.

These types of Cards came in three flavors. The first flavor were cards that actually just made token creatures; see Rakka Mar, Bloodline Keeper, Grave Titan. The second flavor were cards that grabbed creatures from my opponents such as Roil Elemental and Insurrection. Lastly were creatures that I could get more than one use out of because they rarely stay in the graveyard such as Mortus Strider and Reassembling Skeleton.

(2) Sacrifice Outlets

Once I had a handful of creatures to potentially sacrifice, I went looking for ways to get rid of them.

A constant go-to for this role is Claws of Gix, which has the advantage of being a sac outlet for any kind of permanent. Viscera seer tosses creatures looking for whatever I need. Finally, spawning pit serves double duty. It both functions as a sacrifice-outlet, and a maker of new tokens.

(3) Grave Pact

Once I had some cards that made creatures, and some cards that got rid of them, I went looking for cards that care about creatures dying. Thraximundar himself fits into this niche - except that he specifically cares about when a creature is sacrificed.

Some examples of cards that care about creatures dieing or being sacrificed include: Black Market, Prince of Thralls, and Skirsdag High Priest.

Thus far it seemed like creatures were going to die - a lot. So I also started looking for cards that could somehow take advantage of stocked graveyards. Nezumi Graverobber (flipped), Sheoldred, and Oversold Cemetery all fit this bill.

(4) What about the general?

Earlier, I mentioned that protecting my general and attempting a general-damage win could be in the cards. Well, it kinda is - but not by much. I decided upon a 3-card equipment suite to make this possible, but at only 3 cards it's unlikely to be very consistent.

Darksteel Plate - To make troublesome creatures like Thrax and Sheoldred more troublesome.
Nim Deathmantle - To get reuse out of any of my creatures.
Loxodon Warhammer - Extra life gain and also pushes damage through with trample.


=== Mirror Mirror

So two decks, same colors, but designed in two entirely different ways. One mostly commander centric (what can I do to abuse Thraximundar?) the other designed around individual spells, and how to abuse them. It may come as some surprise that these two decks have a few similarities besides simply the land. That is what I want to go back and look at. What cards did I deem so useful that I put them in both decks?

Land: Aside from the obvious swamp, island, and mountain cards - both decks feature a suite of color-fixing lands in the form of the ravnica bounce-double lands, rupture spire, crumbing Necropolis, Crosis's catacombs. Also both decks contain non-basic utility lands such as tectonic edge and Reliquary tower.

Board wipes: Both decks ended up running 4-5 board wipes. What's interesting is that they both share 3: Disaster Radius, Plague Wind, and Nevinyrral's Disk. The first two, while expensive, provide a wrath-like effect that does not affect one's own board position. The disk is in both decks because although it clearly transmits your intention to wipe the board, and gives your opponents a turn before you can pull it off - it is one of the few ways this color arc can deal with enchantments.

Card advantage/ramp: While both decks have different ways to draw cards and put more lands onto the table. Three cards fill this role that they share: Solemn Simulacrum, Rune-Scarred Demon, and Azure Mage.

Here are some other cards that both decks share, and their intended purpose

Venser's Journal - incremental life gain. It's very quiet also, typically the rest of the table doesn't even notice your at 60+ until someone lands a suitable attacker.
Phyrexian Metamorph - Get their best creature. Or artifact.
Steel Hellkite - It's very conditional, but Steel Hellkite can sweep tokens or get rid of pesky artifacts or enchantments in a pinch.
Exsanguinate - Simply because it can turn a game on it's head, or end it out of nowhere.
Insurrection - See Exsanguinate
Shattering Pulse - Reusable removal (even or especially for artifacts) - their should always be room for that.
Propaganda - I think I've lost count to how many times this card has saved me from a big attack because the opponent played one too many spells in their first main.

WPN Events July, August

Magic: The Gathering
July 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: 5,26; 5:30-9:00pm.

    Friday Night Magic - 2HG: We always do something a bit off for our nights before the pre-release. This time around it is Two-headed giant standard constructed. $7.00 per player. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday, 12; 5:30-9:00pm.

    Magic 2014 Core Set Prerelease!: Come experience the newest core set of Magic with this sanctioned sealed deck pre-release. Once again NDC is proud to host an officially sanctioned pre-release event. Please note the times and prices below. Hosted by Dan Regewitz.
    Saturday, 13, 11:30 registration; 12:30 play begins. $30 sealed deck.
    Saturday, 13, 4:30 registration; 5:15 play begins. $25 2HG sealed deck.
    Sunday, 13, 11:30 registraiton; 12:15 play begins. $30 sealed deck.

    Magic 2014 Launch Draft!: Come celebrate the official release of the Magic 2011 core set with a DCI sanctioned Draft. Swiss rounds. $16.00 entry. Prizes based on attendance. Hosted by Dan Regewitz.
    Friday, 19: 5:30-9:00.

    Highlander / Commander: Participate in the most awesome format ever. Elder Dragon Highlander AKA Commander. 100card singleton commander format. Multi-player with victory points. $7.00 entry. Prizes to be distributed as store credit.
    Tuesday: 30th 5:00-9:00pm

    Modern Masters (draft): Modern masters is a special reprint set containing a wide variety of cards dating from 8th edition through Lorwyn block. The packs automatically include one foil, and are designed with limited play in mind. Thus, we have set aside the Tuesday after release to be a night to draft with this unique set. 
    Tues, 2nd 5:30-9:00pm

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Tuesdays 2,9,16,23,30; 4-9pm.

August 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:  6,13,20,27; 5:00-9:00pm

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 2,9,23. 5:30-9:00pm

    Friday Night Magic - Draft: Join us for our monthly draft. We expect to draft M13 core set. $16.00 entry. DCI sanctioned. Hosted by Dan Regewitz.
    Friday: 16th 5:30-9:00pm

    Friday Night Magic (modern): With the release of Modern Masters, I expect a number of people may be willing to try their hand at this exciting non-rotating format that allows any card printed after 8th edition or Mirrodin block for use, excluding cards on the Modern banned list. Come enjoy this wonderfully diverse format. $7 entry. Prizes can be distrubuted as store credit.
    Friday: 30th 5:30-9:00pm

    Magic 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. First place gets a championship mat. 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: 10th 11:30am registration opens. 12:30pm start time.

    Commander Event: Participate in the most awesome format ever. Elder Dragon Highlander AKA Commander. 100card singleton commander format. Multi-player with victory points. $10.00 entry. Prizes to be distributed as store credit.
    Tuesday, 27th: 5:30-9:00pm.

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Tuesdays 6,13,20,27; 5-9pm.

Tuesday, May 21, 2013

WPN events June, July

WPN June 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: 4,11,18,25

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 7,14; 5:30pm - 9:00pm

    Friday Night Magic: Here, you rule. Join us for our monthly draft event. We should be drafting Return to Ravnica Block.$16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday 21; 5:30pm - 9:00pm

    Friday Night Magic (modern): With the release of Modern Masters, I expect a number of people may be willing to try their hand at this exciting non-rotating format that allows any card printed after 8th edition or Mirrodin block for use, excluding cards on the Modern banned list. Come enjoy this wonderfully diverse format. $7 entry. Prizes can be distrubuted as store credit.
    Friday 28th; 5:30 -9:00pm

    Modern Masters (draft): Modern masters is a special reprint set containing a wide variety of cards dating from 8th edition through Zendikar block. The packs automatically include one foil, and are designed with limited play in mind. Thus, we have set aside the Tuesday after release to be a night to draft with this unique set. 
    Tues, 11th 5:30-9:00pm

Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturday 1,15,22,29; 5-9pm.

WPN July 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: 5,26; 5:30-9:00pm.

    Friday Night Magic - 2HG: We always do something a bit off for our nights before the pre-release. This time around it is Two-headed giant standard constructed. $7.00 per player. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.    Friday, 12; 5:30-9:00pm.

    Magic 2014 Core Set Prerelease!: Come experience the newest core set of Magic with this sanctioned sealed deck pre-release. Once again NDC is proud to host an officially sanctioned pre-release event. Please note the times and prices below. Hosted by Dan Regewitz.
    Saturday, 13, 11:30 registration; 12:30 play begins. $30 sealed deck.
    Saturday, 13, 4:30 registration; 5:15 play begins. $25 sealed deck.
    Sunday, 13, 11:30 registraiton; 12:15 play begins. $30 sealed deck.

    Magic 2014 Launch Draft!: Come celebrate the official release of the Magic 2011 core set with a DCI sanctioned Draft. Swiss rounds. $16.00 entry. Prizes based on attendance. Hosted by Dan Regewitz.
    Friday, 19: 5:30-9:00.

    Highlander / Commander: Participate in the most awesome format ever. Elder Dragon Highlander AKA Commander. 100card singleton commander format. Multi-player with victory points. $7.00 entry. Prizes to be distributed as store credit.    Tuesday: 30th 5:00-9:00pm

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturday 6,13,20,27; 4-9pm.

Monday, April 29, 2013

WPN Events May, June

May Events
Magic: The Gathering
    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: 7,14,21,28th; 5:00-9:00pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 10,24,31st,; 5:30pm - 9:00pm

    Friday Night Magic: Here, you rule. Draft Event. Drafting Return to Ravnica Block. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 17; 5:30pm - 9:00pm

    Dragon's Maze Launch!: Celebrate the official launch of the Magic set Dragon's Maze in this Draft event. $20.00 entry. Special 4 pack draft format! DCI sanctioned w/ prize support! Everyone who enters to receive a promotional foil. Hosted by Dan Regewitz.
    Friday: 3rd; 5:30-9:00pm.

    Modern Tournament: Modern is new non-cycling format that allows any card printed after 8th edition or Mirrodin block for use, excluding cards on the Modern banned list. Come enjoy this wonderfully diverse format. $7 entry. Prizes can be distrubuted as store credit.
    Tues, May 28th 5:30-9:00pm

    Dragon's Maze Game Day: Experience the power of play. Standard constructed. Exclusive promos to be handed out to all participants and additional promos to be handed out to the top 8 finishers. Here you Rule! $14.00 entry. Double our usual FNM prize. Hosted by Dan Regewitz.
    Saturday 25th; 11:30 registration; 12:30-6:00pm

    Kaijudo, Rise of the Duel Masters
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturdays: 4,11,18; 4-7pm

    Kaijudo Set Premiere "Clash of the Duel Masters"; If you enjoy Duel Masters at all you need to come this event that allows you to build decks with some of the new cards from the Clash of the Duel Masters set. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturday: 25th; 5-8pm

WPN Events June
    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: 4,11,18,25

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 7,14; 5:30pm - 9:00pm

    Friday Night Magic: Here, you rule. Join us for our monthly draft event. We should be drafting Return to Ravnica Block.$16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday 21; 5:30pm - 9:00pm

    Friday Night Magic (modern): With the release of Modern Masters, I expect a number of people may be willing to try their hand at this exciting non-rotating format that allows any card printed after 8th edition or Mirrodin block for use, excluding cards on the Modern banned list. Come enjoy this wonderfully diverse format. $7 entry. Prizes can be distrubuted as store credit.
    Friday 28th; 5:30 -9:00pm

    Modern Masters (draft): Modern masters is a special reprint set containing a wide variety of cards dating from 8th edition through Zendikar block. The packs automatically include one foil, and are designed with limited play in mind. Thus, we have set aside the Tuesday after release to be a night to draft with this unique set. 
    Tues, 11th 5:30-9:00pm

    Kaijudo
    Kaijudo Duel Days: We are proud to offer more fun, and challenging events with Kaijudo, rise of the Duel Masters. Casual League runs concurrently to this slightly more organized tournament event. $5.00 entry w/ prize support. Hosted by Russel Young and Dan Regewitz.
    Saturday 1,15,22,29; 5-9pm.

Monday, March 25, 2013

Grand Prix Pittsburgh Report

Grand Prix Pittsburgh Report
3/25/13

What is the Grand Prix? Imagine if you will an event, open to the public, offering play mats and exclusive promos to the first to register. A gathering of people from all walks of life and experience levels for one purpose. To play Magic: the Gathering.

Most come with friends to participate in something larger than themselves. Some come to experience the size and scope of the event, which is the largest public event held for Magic. Some come to grind out planeswalker points in the main or side events to acquire better standing or possibly round-byes at future events. Some come to compete at the chance for cash prizes. For these reasons and more, approximately 1600 players registered for the main event.

This past weekend I played two parts in this grand play. On Saturday I stood in black, launching side events for Professional Event Services as a judge. On Sunday, I returned in plain-clothes to take care of judge program related concerns and to get in a few drafts while I was at it.

Truly to appreciate the atmosphere of a Grand Prix, you absolutely must go to one. Any report of events that I supply pales in comparison to the actual experience of being there. The sound of 1600+ people tearing into booster packs is awe-inspiring, yet at the same time comfortably familiar.

My personal experiences are, unfortunately not particularly enlightening. Does it really matter how many win-a-boxes I launched? [6-8, I think]; Or how many booster drafts I seated? [Probably twice that many]. Did I have any interesting rules questions? - Just these 2.

Another judge steps over and asks if I am familiar with EDH/Commander, to which I reply that I am, he takes me back to a table where a player has just been eliminated. However, he owns a Rakdos, Lord of Riots currently controlled by another player thanks to Treachery. The players just wanted to confirm that Rakdos leaves the game when it's owner is eliminated which is exactly how it should work. [CR800.4a]

Another judge steps over to me and asks about Sigil of the Clans. From reading the card, it would appear that the three revealed cards remain revealed as the player selects one of them at random. This is technically correct, but in practice players will often turn the cards to shuffle them face down to select one at random. This practice is fine, as long as the opponent knows which card is (randomly) being added to hand since that piece of information should be known.

Thursday, February 21, 2013

WPN Events March, April

Magic: The Gathering
Events
WPN March 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, March 5,1219,26th. 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, March 1,8,22,29th 5:30-9:00pm

    Friday Night Magic-Draft: Here, you rule. Join us for our monthly Draft. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz. We will be drafting Gatecrash.
    Friday, March 15th. 5:30-9:00pm

    Grand Prix Trial: Competitive Level event feeding GP Pittsburgh. The winner of this event to receive 3 round-byes to GP Pittsburgh. Format Gatecrash Sealed Deck. $30.00 entry fee. This event brought to you by and taking place at NDC - Century 3. Head Judge - Dan Regewitz.
    Saturday, March 2nd. 10am registration. Noon - build begins.

WPN April 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: 5,12; 5:30pm - 9:00pm

    Friday Night Magic - Draft: Here, you rule. Join us for our monthly Draft. We will be drafting Innistrad block. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday, 19th; 5:30-9:00pm

    Friday Night Magic - Modern: Modern is a non-rotating format containing all cards from the 8th edition core set to current sets. It is quite diverse and interesting. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz. Prizes can be awarded as store credit.
    Friday: 26; 5:30-9:00pm

    Commander Event: Participate in the most awesome format ever. Elder Dragon Highlander AKA Commander. 100card singleton commander format. Multi-player with victory points. $10.00 entry. Prizes to be distributed as store credit.
    Tues, April 9th 5:00pm-9:00pm

    Prerelease - Dragon's Maze: Once again NDC is proud to host an officially sanctioned pre-release event. A Dragon's Maze $30 sealed deck event. Each player to receive a 'faction pack' of a guild of their choice. Each faction pack includes a guild pack of Return to Ravnica cards, a guild pack of Gatecrash cards, and 4 Dragon Maze Boosters. Intro packs will also be available for open gaming ($15.00). Hosted by Dan Regewitz.
    Saturday 27; 11:15am registration; Play 1:00-6:00pm
    Saturday 27; Two Headed Giant Sealed Deck; $30;  5:00-9:00pm
    Sunday, 28th; $30 regular sealed deck; 12:00-5:00pm.

Wednesday, January 30, 2013

WPN Events Feb, March

WPN February 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: 5,12,19,26th; 5:00-9:00pm

Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Fridays: 8,22; 5:30pm - 9:00pm

Friday Night Magic-Draft: Here, you rule. Join us for our monthly Draft. We will be drafting Gratecrash. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday: 15th; 5:30-9:00pm

Gatecrash Launch!: Celebrate the official launch of the Magic set Gatecrash in this FNM Draft event. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday: 1st; 5:30-9:00pm.

Game Day: Gatecrash: Experience the power of play. Standard constructed. Exclusive promos to be handed out to all participants and additional promos to be handed out to the top 8 finishers. Here you Rule! $10.00 entry. Prizes based on attendance. Hosted by Dan Regewitz.
Sat: 25th 12:00noon-6:00pm.

Grand Prix Trial: Competitive Level event feeding GP Pittsburgh. The winner of this event to receive 3 round-byes to GP Pittsburgh. Format Gatecrash Sealed Deck. $30.00 entry fee. This event brought to you by and taking place at NDC - Pittsburgh Mills. Head Judge - Dan Regewitz.
Saturday, Feb 16th. 10am registration. Noon - build begins.

Grand Prix Trial: Competitive Level event feeding GP Pittsburgh. The winner of this event to receive 3 round-byes to GP Pittsburgh. Format Standard. $10.00 entry fee. This event brought to you by and taking place at NDC - Butler. Head Judge - Dan Regewitz.
Sunday, Feb 17th.11:30am registration; 12:15 - rounds start.

WPN March 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, March 5,1219,26th. 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, March 1,8,22,29th 5:30-9:00pm

Friday Night Magic-Draft: Here, you rule. Join us for our monthly Draft. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz. We will be drafting Gatecrash.
Friday, March 15th. 5:30-9:00pm

Grand Prix Trial: Competitive Level event feeding GP Pittsburgh. The winner of this event to receive 3 round-byes to GP Pittsburgh. Format Gatecrash Sealed Deck. $30.00 entry fee. This event brought to you by and taking place at NDC - Century 3. Head Judge - Dan Regewitz.
Saturday, March 2nd. 10am registration. Noon - build begins.