Monday, December 31, 2012

WPN events Jan, Feb

Magic: The Gathering
Events

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:  8,15,22,29; 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: 4,11; 5:30pm - 9:00pm

    Friday Night Magic-Draft: Here, you rule. Join us for our monthly draft. Drafting Return to Ravnica $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 18; 5:30-9:00pm

    Friday Night Magic - Modern: Starting in January, it is possible for stores everywhere to hold Modern Friday Night Magics. 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: 25; 5:30-9:00pm.

    Gatecrash Pre-release!: Once again NDC is proud to host an officially sanctioned pre-release event. A Gatecrash sealed deck event. $30.00 regular sealed deck 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 26; 11:30 registration; Play 1:00-6:00pm
    Saturday 26; If time allows $30 2HG sealed deck. 5:00-9:00pm
    Sunday, 27th; $30 regular sealed deck; 12:30-5:00pm.

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.

Monday, December 10, 2012

WPN Events Dec, Jan

Magic: The Gathering
Events

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: 4,11,18. 6:00pm.

    Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Fridays: 7,14. 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: 21th. 5:30pm.

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:  8,15,22,29; 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: 4,11; 5:30pm - 9:00pm

    Friday Night Magic-Draft: Here, you rule. Join us for our monthly draft. Drafting Return to Ravnica $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
    Friday: 18; 5:30-9:00pm

    Friday Night Magic - Modern: Starting in January, it is possible for stores everywhere to hold Modern Friday Night Magics. 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: 25; 5:30-9:00pm.

    Gatecrash Pre-release!: Once again NDC is proud to host an officially sanctioned pre-release event. A Gatecrash sealed deck event. $30.00 regular sealed deck 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 26; 11:30 registration; Play 1:00-6:00pm
    Saturday 26; If time allows $30 2HG sealed deck. 5:00-9:00pm
    Sunday, 27th; $30 regular sealed deck; 12:30-5:00pm.

    Future Events
2013-02-01 -13-02-3783760 -Gatecrash League Play launch
2013-02-23 -13-02-3783751 -Gatecrash Game Day

Monday, October 29, 2012

Shuffling at Regular Level


Introduction: So a local TO posed several detailed questions by e-mail concerning shuffling. I found myself responding with several paragraphs of text, so I thought I'd take those e-mails and build a judge article. This is the result.

So Shuffling. The bulk of the relevant information is in the MTG  tournament rules, section 3.9. The point of shuffling is to bring the deck to a state where no player knows the position of any card(s). Each player is responsible for doing this for their own deck. By presenting the deck to their opponent they are making an implicit statement that their deck is legal and sufficiently randomized.

Exactly how a player reaches this state is up to them. It could be 7 riffle shuffles, but it could also just as easily be a pile shuffle followed by 4-6 mash shuffles. Or just mash shuffles, or mash shuffles with over/under shuffles, or really any combination. As long as the deck is sufficiently randomized.

When your opponent presents their deck to you, you are always allowed to cut or shuffle it further. At competitive levels and higher you actually *have* to shuffle your opponents deck.

Any FNM, Game Day, or other regular level events "Insufficient shuffling" - even after a search is something that we can point out to players, educate them to improve upon. IE: warnings. I'm pulling this from the Judging at Regular document under the heading 'General unwanted behavior'.

Let me just be clear, just about any kind of shuffle is OK, so long as the end result is that the deck is sufficiently random. As a Judge, I'm concerned more with the end result than the process (unless of course that process leads me to believe that the deck is not sufficiently random, or worse - someone is attempting to cheat).

If a player is uncomfortable with how their opponent is shuffling their cards, it is permissible to get a judge involved. Remember that even at regular levels there is a judge present. This is either the TO or someone they appointed, and at regular level does not have to be someone who has any kind of certification. As a judge if faced with this situation I would either shuffle it myself, or politely ask the player to simply treat the cards /better/ than their own; or instruct them to do something different.

Instead of describing all the shuffles that are OK, let me instead list 3 things that would raise my personal yellow flag. If I see any of these things, I'm going to intervene.

(1) Any number of pile shuffles, excluding anything else. A single pile shuffle can be used to set the deck. Something called the "double nickel" which involves making five piles, twice - can also be used to stack the deck. Also at higher levels *only* pile shuffling is never considered sufficiently random. So while players *can* pile shuffle, it should be mixed with some other technique.

(2) 1 -2 shuffles of any kind, then done. Obviously not sufficiently random, but doesn't stink like rotten fish.

(3) Shuffling 'face up'; No Seriously I saw this at a PTQ once. Obviously if the faces of the cards are 'up' the position of various cards is probably known to both players.

====

If you or any of your players are focusing on this issue a bit too much:
Remember that Regular events like FNM and game days are supposed to focus on education and fun. Any player(s) that are /that/ picky with shuffling (among other things) may be outgrowing that kind of event, and are probably going to get more out of larger competitive events (GPT, PTQ, Grand Prix, etc) - where more technically correct play is expected and enforced with a system of penalties.

===Judge Resources:
Comprehensive Rules (103)
Judging at Regular (general unwanted behaviors)
Magic Tournament Rules (2.3; 9.4; 2.9)
Infraction Procedure Guide (3.4; 5.4)

Monday, October 22, 2012

WPN Events Nov, Dec

 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: 6,13,20,27. 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: 2,9,30. 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: 16th. 5:30pm.

Fiday Night Magic - 2HG Sealed Deck: Always up for doing something a bit unusual. We are pleased to offer 2HG sealed deck on black friday. Don't let the shopping blues get you down. $20 per player. DCI sanctioned. Hosted by Dan Regewitz.
Friday: 23rd. 5:30pm

Commander Event: Multiplayer madness with our Commander (AKA: elder dragon highlander) event. $10 entry. Victory point format. Prizes are to be amounts of store credit.
Tuesday: 27th. 5:30pm

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: 4,11,18. 6:00pm.

Friday Night Magic: Here, you rule. Standard type 2 constructed event. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Fridays: 7,14. 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: 21th. 5:30pm.

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.

Wednesday, July 25, 2012

WPN Events August, September

 Magic: The Gathering
Events
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: 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: 3,10,24,31. 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: 17th 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. 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: 4th 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, 21st: 5:00-9:00pm.

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.

SibCon - Magic Events: Here, you rule. Magic the Gathering returns to SibCon with a massive standard constructed tournament. To occur at Butler Days Inn at 139 Pittsburgh Road. DCI sanctioned. $15.00 entry fee. Massive 5 packs of prize to be distributed per entry makes this a high-prize event. Also sanctioned 8-man drafts to occur alongside this main event. Highlander/Commander side event $5.00. Sponsored by New Dimension Comics of Butler. Hosted by Dan Regewitz. 11:00am registration begins.
Sunday 16th: 11:00am -5:00pm

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.

Monday, May 28, 2012

WPN Events June, July

 Magic: The Gathering
Events
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: 5,12,19,26; 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: 1,8,22,29; 5:30pm - 9:00pm

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

Planechase 2012 Release Event: There will be 4 interesting new decks for multiplayer madness. These decks include totally new cards, and more importantly completely new planes! Come prepared for commander, mulit-player and (of course) Planechase as we explore these decks with our usual multi-player craziness.
Product releases: Friday 1st
Play event: Tues, 5th 5:30-9:00

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, 19th 5:30-9:00pm

WPN July Events

Friday Night Magic - Extended! At this point it is our proud tradition to offer an FNM in the extended format the night prior to a pre-release. So bring your older cards (shards block and up), and have some fun. Here you rule. $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday, 6; 5:30-9:00pm.

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: 3,10,17,24,31; 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: 20,27; 5:30-9:00pm.

Magic 2013 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. $30.00 entry fee w/ prize support! Decks available for open gaming ($13.00) Two-headed giant sealed ($18) and Highlander/Commander ($5.00) if time allows. Hosted by Dan Regewitz.
Saturday: 7th; 11:30 registration; Play 12:30-5:30; 2-HG 6:00-9:00

Magic 2013 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, 13: 5:30-9:00.

Wednesday, April 4, 2012

WPN events April, May

Magic: The Gathering
Events

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: 3,10,17,24; 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: 6,13; 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, 20th; 5:30-9:00pm

FNM; Two-Headed Giant: Totally not a joke. In the tradition of running something wonky right before the pre-release, I present - Two-headed Giant Standard Constructed. $7.00 entry fee. DCI sanctioned w/ prize support! FNM and other promos offered as random door prizes. Hosted by Dan Regewitz.
Friday, 27th, 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 10th 5:00pm-9:00pm

Avacyn Restored Pre-release: Once again NDC is proud to host an officially sanctioned pre-release event. A Avacyn Restored sealed deck event. $30.00 entry fee w/ prize support! Days events to include open gaming ($13.00) Two-headed giant sealed ($17) and Highlander/Commander ($5.00) if time allows. Hosted by Dan Regewitz.
Saturday: 28; 11:30 registration; Play 12:30-5:30; Draft 6:00-9:00

WPN May 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: 1,8,15,22,29th; 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: 11,25,; 5:30pm - 9:00pm

Friday Night Magic: Here, you rule. New Phyrexia Draft event. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Fridays: 18; 5:30pm - 9:00pm

Avacyn Restored Launch!: Celebrate the official launch of the Magic set Avacyn Restored in this Draft event. $16.00 entry. DCI sanctioned w/ prize support! Everyone who enters to receive a promotional foil. Hosted by Dan Regewitz.
Friday: 4th; 5:30-9:00pm.

Avacyn Restored 2HG draft!: Yes, we are crazy enough to do that! Bring a friend and draft Avacyn Restored. Entry $20 per person. DCI sanctioned w/ prize support! Everyone who enters to receive a promotional foil. Hosted by Dan Regewitz.
Saturday 5th; 3:00-7:00pm.

Avacyn Restored 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! $10.00 entry. Prizes based on attendance. Hosted by Dan Regewitz.
Saturday 26th; 11:30 registration; 12:30-6:00pm

Thursday, February 16, 2012

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 5,13,20,27th. 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 2,9,23,30th 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 Innistrad Block.
Friday, March 16th. 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 can be distributed as store credit.
Tues, March 5th 4:00pm-9:00pm

Modern Tournament: Modern is very 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. $10 entry. Prizes can be distrubuted as store credit.
Tues, March 20th 5:30-9:00pm

COSCON; Magic Super Standard: Here, you rule. Magic the Gathering returns to COSCON with a massive standard constructed tournament. To occur at Butler Days Inn at 139 Pittsburgh Road. DCI sanctioned. $15.00 entry fee. Massive 5 packs of prize to be distributed per entry makes this a high-prize event. Also sanctioned 8-man drafts to occur alongside this main event. Highlander/Commander side event $5.00. Sponsored by New Dimension Comics of Butler. Hosted by Dan Regewitz. 11:00am registration begins.
Sunday 25th: 11:00am -5:00pm

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: 3,10,17,24; 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: 6,13; 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, 20th; 5:30-9:00pm

FNM; Two-Headed Giant: Totally not a joke. In the tradition of running something wonky right before the pre-release, I present - Two-headed Giant Standard Constructed. $7.00 entry fee. DCI sanctioned w/ prize support! FNM and other promos offered as random door prizes. Hosted by Dan Regewitz.
Friday, 27th, 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 10th 5:00pm-9:00pm

Avacyn Restored Pre-release: Once again NDC is proud to host an officially sanctioned pre-release event. A Avacyn Restored sealed deck event. $30.00 entry fee w/ prize support! Days events to include open gaming ($13.00) Two-headed giant sealed ($17) and Highlander/Commander ($5.00) if time allows. Hosted by Dan Regewitz.
Saturday: 28; 11:30 registration; Play 12:30-5:30; Draft 6:00-9:00

Friday, January 27, 2012

WPN Events; Feb, March

Magic: The Gathering
Events

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: 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; 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: 17; 5:30-9:00pm

Dark Ascension Launch!: Celebrate the official launch of the Magic set Dark Ascension in this Draft event. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday: 3rd; 5:30-9:00pm.

High Prize Event: As part of the festivities of our amazing comic and gaming convention, Butler-Con, NDC Butler will be hosting a High Prize Event. Standard Constructed. $15 entry. 5 packs of distributed prize per entry! Also we'll be giving away a 4-day pass to GENCON 2012! DCI sanctioned, Hosted by Dan Regewitz.
Sat: 11th 12:00noon-5:00pm.

Highlander-Commander: Awesome commander tastiness for all to enjoy! Multiplayer format with victory point options. $10 entry. Prizes to include store credit. Hosted by Dan Regewitz.
Tues: 21st. 5:30-9:00pm.

Game Day: Dark Ascension: 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.

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 5,13,20,27th. 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 2,9,23,30th 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 Innistrad Block.
Friday, March 16th. 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 can be distributed as store credit.
Tues, March 5th 4:00pm-9:00pm

Modern Tournament: Modern is very 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. $10 entry. Prizes can be distrubuted as store credit.
Tues, March 20th 5:30-9:00pm

COSCON; Magic Super Standard: Here, you rule. Magic the Gathering returns to COSCON with a massive standard constructed tournament. To occur at Butler Days Inn at 139 Pittsburgh Road. DCI sanctioned. $15.00 entry fee. Massive 5 packs of prize to be distributed per entry makes this a high-prize event. Also sanctioned 8-man drafts to occur alongside this main event. Sponsored by New Dimension Comics of Butler. Hosted by Dan Regewitz. 11:00am registration begins.
Sunday 25th: 11:00am -5:00pm

Saturday, January 21, 2012

WPN events Jan, Feb

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, EDH, emperor, multiplayer, etc.
Tuesdays: 3,10,17,24,31; 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: 6,13; 5:30pm - 9:00pm

Friday Night Magic-Draft: Here, you rule. Join us for our monthly Draft. $16.00 entry. Drafting Innistrad Block. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday: 20; 5:30-9:00pm

Friday Night Magic - Extended: Got the standard blues? Want to try something different right before the next set changes the face of magic? Try Extended! $7.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz. Prizes can be awarded as store credit.
Friday: 27; 5:30-9:00pm.

Dark Ascension Pre-release!: Once again NDC is proud to host an officially sanctioned pre-release event. A Dark Ascension sealed deck event. $30.00 entry fee w/ prize support! Days events to include open gaming ($13.00) Two-headed giant sealed ($17) and Highlander/Commander ($5.00) if time allows. Hosted by Dan Regewitz.
Saturday: 29; 12:00 registration; Play 1:00-5:30; Draft 6:00-9:00

Dark Ascension Launch!: Celebrate the official launch of the Magic set Dark Ascension in this Draft event. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday, Feb 2nd; 5:30-9:00pm.


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: 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; 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: 17; 5:30-9:00pm

Dark Ascension Launch!: Celebrate the official launch of the Magic set Dark Ascension in this Draft event. $16.00 entry. DCI sanctioned w/ prize support! Hosted by Dan Regewitz.
Friday: 3rd; 5:30-9:00pm.

High Prize Event: As part of the festivities of our amazing comic and gaming convention, Butler-Con, NDC Butler will be hosting a High Prize Event. Standard Constructed. $15 entry. 5 packs of distributed prize per entry! DCI sanctioned, Hosted by Dan Regewitz.
Sat: 11th 12:00noon-5:00pm.

Game Day: Dark Ascension: 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.

Thursday, January 19, 2012

Event Added for Feburary

= Event Added for February
= Thurs, Jan 19th, 2012

The following event has been added to our schedule for February.

Highlander-Commander: Awesome commander tastiness for all to enjoy! Multiplayer format with victory point options. $10 entry. Prizes to include store credit. Hosted by Dan Regewitz.
Tues: 21st. 5:30-9:00pm.