Thursday, 15 January 2015

Fate Reforged Keywords

With the prerelease for Fate Reforged happening this weekend, I thought I would have a look at the information Wizards have released on the new keywords for the set. Anyone who has any questions please feel free to add them into the comments and I will try to get them answered ready for the weekend.

If you have not already got you tickets then please do so soon as there is only limited space ...



Eventbrite - Fate Reforged Prerelease Eventbrite - Fate Reforged Prerelease

Abzan Keyword Action: Bolster

Abzan is the white-black-green clan. Its clan icon is a crossed pair of dragon scales. Dromoka is the dragon who embodies the Abzan ideal of endurance.

Bolster is a new keyword action that puts +1/+1 counters on your smallest creature, ensuring there are no weak links in your army.


The official rules for bolster are as follows:

701.30. Bolster

701.30a "Bolster N" means "Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature."

Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.

Jeskai Keyword: Prowess

Jeskai is the blue-red-white clan. Its clan icon is a dragon eye. Ojutai is the dragon who embodies the Jeskai ideal of cunning.

Prowess is a returning keyword that gives a creature a size bonus whenever you cast a noncreature spell. It hasn't changed since its appearance in the Khans of Tarkir set.


The official rules for prowess are as follows:

702.107. Prowess

702.107a Prowess is a triggered ability. "Prowess" means "Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn."

702.107b If a creature has multiple instances of prowess, each triggers separately.

Any spell you cast that doesn't have the type creature will cause prowess to trigger. If a spell has multiple types, and one of those types is creature (such as an artifact creature), casting it won't cause prowess to trigger. Playing a land also won't cause prowess to trigger.
Prowess triggers only once for any spell, even if that spell has multiple types.
Prowess goes on the stack on top of the spell that caused it to trigger. It will resolve before that spell.
Once it triggers, prowess isn't connected to the spell that caused it to trigger. If that spell is countered, prowess will still resolve.

Sultai Keyword: Delve

Sultai is the black-green-blue clan. Its clan icon is a single dragon fang. Silumgar is the dragon who embodies the Sultai ideal of ruthlessness.

Delve is a returning keyword that lets you exile cards from your graveyard to help pay for spells. It hasn't changed since its appearance in the Khans of Tarkir set.


The official rules for delve are as follows:

702.65. Delve

702.65a Delve is a static ability that functions while the spell with delve is on the stack. "Delve" means "For each generic mana in this spell's total cost, you may exile a card from your graveyard rather than pay that mana." The delve ability isn't an additional or alternative cost and applies only after the total cost of the spell with delve is determined.

702.65b Multiple instances of delve on the same spell are redundant.

You exile cards from your graveyard at the same time you pay the spell's cost. Exiling a card this way is simply another way to pay that cost.
Delve doesn't change a spell's mana cost or converted mana cost. For example, the converted mana cost of Tasigur's Cruelty is 6 even if you exiled three cards to cast it.
You can't exile cards to pay for the colored mana requirements of a spell with delve.
You can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than five cards from your graveyard to cast Tasigur's Cruelty.
Because delve isn't an alternative cost, it can be used in conjunction with alternative costs.

Mardu Keyword: Dash

Mardu is the red-white-black clan. Its clan icon is a pair of dragon wings. Kolaghan is the dragon who embodies the Mardu ideal of speed.

Dash is a keyword that lets you cast creature spells for an alternative cost, giving the creature haste and returning it to its owner's hand at the end of the turn.


The official rules for dash are as follows:

702.108. Dash

702.108a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. "Dash [cost]" means "You may cast this card by paying [cost] rather than its mana cost," "If you chose to pay this spell's dash cost, return the permanent this spell becomes to its owner's hand at the beginning of the next end step," and "As long as this permanent's dash cost was paid, it has haste." Paying a card's dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.

If you choose to pay the dash cost rather than the mana cost, you're still casting the spell. It goes on the stack and can be responded to and countered. You can cast a creature spell for its dash cost only when you otherwise could cast that creature spell. Most of the time, this means during your main phase when the stack is empty.
If you pay the dash cost to cast a creature spell, that card will be returned to its owner's hand only if it's still on the battlefield when its triggered ability resolves. If it dies or goes to another zone before then, it will stay where it is.
You don't have to attack with the creature with dash unless another ability says you do.
If a creature enters the battlefield as a copy of or becomes a copy of a creature whose dash cost was paid, the copy won't have haste and won't be returned to its owner's hand.

Temur Ability Word: Ferocious

Temur is the green-blue-red clan. Its clan icon is a dragon's claws. Atarka is the dragon who embodies the Temur ideal of savagery.

Ferocious is a returning ability word that appears in italics at the beginning of abilities that improve if you control a creature with power 4 or greater. (An ability word has no rules meaning.) It hasn't changed since its appearance in the Khans of Tarkir set.


Some ferocious abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
Ferocious abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control a creature with power 4 or greater as they resolve.
See the "Card-Specific Notes" section for cards with static or triggered ferocious abilities and more information about how they work.

New Keyword Action: Manifest

The Spirit Dragon Ugin and his magic are very much alive in Tarkir's past. Manifest is a new keyword action that puts cards onto the battlefield face down as 2/2 creatures, hiding their true identities. If a creature card is put onto the battlefield this way, you can turn it face up at any time by paying its mana cost.


The official rules for manifest are as follows:

701.31. Manifest

701.31a "Manifest [a card]" means "Put [that card] onto the battlefield face down." That permanent is a 2/2 creature with no text, no name, no subtypes, and no mana cost. That permanent is a manifested permanent as long as it's face down. The effect defining its characteristics works any time the card is face down and ends when it's turned face up.

701.31b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn't use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what its mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. If the card representing that permanent isn't a creature card or doesn't have a mana cost, it can't be turned face up this way.

701.31c If a card with morph is manifested, its controller may use the procedure described in rule 702.36d to turn a face-down permanent with morph face up rather than the procedure described above to turn a manifested permanent face up.

701.31d If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time.

701.31e A face-down permanent represented by an instant or sorcery card can't be turned face up. If an effect instructs a player to turn one face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won't trigger.

701.31f See rule 707, "Face-Down Spells and Permanents," for more information.

The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect instructs you to do so.
If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
Some older Magic sets feature double-faced cards, which have a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. The rules for double-faced cards are changing slightly to account for the possibility that they are manifested. If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up. A double-faced card on the battlefield still can't be turned face down.

The Three "Forms"

Three enchantment cards in the Fate Reforged set have enters-the-battlefield abilities that turn them into Auras, manifest a creature, and attach them to the manifested creature.


You'll still manifest the top card of your library even if the "Form" isn't on the battlefield as its enters-the-battlefield ability resolves.
If you have no cards in your library as the ability resolves, the "Form" will be put into its owner's graveyard as a state-based action.
If the enchanted creature is turned face up, the "Form" will continue to enchant it.

Cycle: Sieges

The Sieges are a cycle of enchantments that ask you to declare your allegiance as they enter the battlefield.



Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.

The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.

Cycle: Creatures with Modal Enters-the-Battlefield Abilities

This set includes a cycle of creatures with modal enters-the-battlefield abilities. For each, you may choose either to put a +1/+1 counter on the creature or for another effect to happen.


You choose which mode you're using as you put the ability on the stack, after the creature has entered the battlefield. Once you've chosen a mode, you can't change that mode even if the creature leaves the battlefield in response to that ability.
If a mode requires a target and there are no legal targets available, you must choose the mode that adds a +1/+1 counter.

Tuesday, 13 January 2015

Coming this February

Star Wars : Armada


Rebel and Imperial fleets fight for the fate of the galaxy in Star Wars™: Armada, the two-player miniatures game of epic Star Wars space battles! Massive Star Destroyers fly to battle against Rebel corvettes and frigates. Banks of turbolasers unleash torrential volleys of fire against squadrons of X-wings and TIEs. Engineering teams race to route additional power to failing shields. Laser blasts and explosions flare across the battlefield. Even a single ship can change the tide of battle.

In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. It’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.

However, battles between capital ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to implement their strategies well in advance of the initial engagement.

Vanguard Sneak Peak

This Friday at the Royal British  in Shoreham we will be holding ...


A facebook event has been created and you can pay for you ticket online if you wish, so please confirm you attendance! If you are not on the list and want to be then simply comment on this post and I will get you invited!

The registration for the event will open at 6:30pm and I hope to get things started by 7:00pm at the latest!

The cost will be £17 as normal and for those who have not been before the format will be as follows....

Players will use he six boosters to 'draft' a deck to play in three rounds of a 'swiss' tournament o find the sneak peak champion!

There is an important change for drafts in regards to Legion Cards which is ...

"If a fighter opens a Legion Rare, that fighter may ask for a judge to verify it. If it is verified, each player chooses the trigger unit, as well as two other cards, and places them face down."

Other rules remain the same, if you are new to the process here is how it works...

What is Booster Draft Booster Draft?

Booster Draft is a method of play which involves purchasing, opening and building a deck straight away for a game!

Fighters open the packs and choose a card he or she would like to use in a predetermined order (this is known as a “draft”), and decks are built right there and then!

With this unique style, fighters get to experience the thrill of selecting cards, and the joy of playing with a different deck every time!

How to do a Draft?

1. Decide on the seating arrangement around the table with a random method.

2. Each person will open one pack, and check the cards inside that pack.

3. Choose a card and place it face down in front of you. (On you first pick for a pack you will take a trigger unit and one other card) Fighters may not peek at the face down cards.

4. Once everyone has chosen their cards, all fighters will pass the rest of the cards in hand to the person on the left, in a clockwise direction.

5. With the cards received from the fighter on the right, choose a card and place it face down. Once everyone is done, pass the rest of the cards in hand to the left again. Repeat until all the cards have been taken.

6. Between the third and fourth pack, you may check your own face down cards.

Starting from the fourth pack, pass the cards in hand to the person on your
right(anti-clockwise).

7. Once all 6 packs have been opened and passed around, the draft ends. The fight will now begin with the 30 cards chosen and formed as a deck!

Deck building
1. The 30 chosen cards becomes your deck.

2. The rules which restrict only 4 of the same card, as well as only 4 heal triggers in a deck do not apply here.

Game conditions


The basic rules of Cardfight!! Vanguard can be found here:


The rules of a normal cardfight apply, but with the addition of a special rule:

“During a trigger check, if a vanguard or rear-guard of the same clan as the trigger unit is not present on the field, the trigger effects will still activate.”

Therefore, please ignore the clans of the trigger units when choosing cards to build your deck

Monday, 12 January 2015

Dice Masters

This week I have signed up for the Dice Masters Organised Play Program. This will mean that we will be soon running some events with some special edition cards available such as new action cards ...

and some great characters ...


I will post some more details once I know which cards we will be getting and what the events will be, so if you play Dice Masters watch this space.

Clash Packs

Clash Packs, if you recall, come with two ready-to-play decks built to battle one another or to be combined into one super-awesome deck, each of the two decks also comes with three alternative-art promos that, as you'll see, are gorgeous.

The two decks in the coming release are ...

POWER
  

Creature (18)
1 Sultai Skullkeeper
1 Merciless Executioner
1 Gurmag Angler

Sorcery (6)
1 Dead Drop

Instant (8)
1 Hero's Downfall
1 Neutralizing Blast

Artifact (1)

Enchantment (2)
1 Sultai Ascendancy
1 Monastery Siege
Land (25)
5 Forest

60 Cards
PROFIT

  

Creature (21)
2 Nemesis of Mortals

Sorcery (4)
1 Reviving Melody

Instant (4)
1 Defend the Hearth

Artifact (1)
1 Whip of Erebos

Enchantment (5)
1 Nyx Infusion

Land (25)
12 Forest
11 Swamp
60 Cards

Our new play space!

Although the shop in Shoreham is very small, it is well lit and warm even in the winter, so I have added a small play area.


We can now cater for slightly more than shown in the picture. The table is now set up for 6 players and can be extended to allow 8 player. I will be using this for Pokemon on the weekends and I am looking to start some drafts in the coming weeks.

Saturday, 10 January 2015

Rainbow Draft

In the comming weeks we will be running our very first Dice Masters event and it is very likely to be a Rainbow Draft. To allow players time to get used to the format here is how it works ...


Dice Masters Rainbow Draft Format:

12 Pack Draft (per player) – 6 Player Pods recommended

How it works:

Each player should come to the event with 8 Sidekick Dice, 12 Basic Action Dice, 4 Indicator
Cards, and 2 Basic Action Cards (players may choose which Basic Action Cards they’d like to use after
completing the draft, but must use the same 2 throughout the event).

Each player in the draft sits down with 12 packs of Dice Masters to draft with. A set of 6 packs is
opened. As each player opens their packs they should verify that the cards and dice match. Keeping
their cards secret, players should set them aside into a pile of 12 cards. The next 6 packs are opened and
when complete are placed into a separate pile of 12 cards in front of the player (the piles are not to be
mixed). All dice are placed into the center, and arranged as below so players can see exactly which dice
and how many of each will be available during the draft. We call it Rainbow Draft as players may elect
to sort them by color to allow for easier visual spotting of which cards correspond to which dice during
the draft.

Each player then takes the deck they most recently prepared and after a short amount of time
to review the cards, they select one, setting it face down in front of them, and passing the remaining
cards to the player to their right. This card begins a pile of cards that players will be able to use in their
team. After all players have selected a card, they take the pile from their left to select their next card
and repeat the process until they are passed a single card to be placed into their pile.
After the first stack of 12 cards have been depleted, players should take a moment to review the
cards they drafted (each player should have 12 cards at this point). After reviewing their cards, players
will return them to a face-down pile in front of them and draft the second pack the same way as they
did the first, this time passing in the opposite direction (left).
After drafting all packs, players should take dice from those that were set aside to match each of
their cards. They will then construct a tournament team based on the Basic Action Cards they own and
the cards they drafted. This tournament team can have up to 8 cards and up to 20 dice across those
cards (many teams will have less than this). The basic action dice and cards and sidekick dice do not
count against this limit of 8 cards and 20 dice.

Guidance:

  • If for some reason a card and die within a draft pack do not match, the card isconsidered to be correct. If a suitable die is available to swap in, that may be done up tothe tournament organizer’s discretion. Alternatively, a pack containing an error may bereplaced by a new unopened pack if it’s identified before the draft begins.
  • In the event that the draft has occurred and a player has a card that they drafted that does not have a matching die, the store should allow a die to be added to the player’sdice after verifying it has not made its way into another player’s pile.
  • Ideal draft pods include 6 players, but may have less or more. Pods should be as similar in size as possible with randomized seating. The total ratio of packs (12 per player) should be maintained per player regardless of pod size.
  • Once the first deck of cards has been placed face down and boosters are opened to construct the second deck, players may not look at the first deck.
  • Once the draft has begun players cannot look at the prior cards they have drafted except in-between the rounds as described above.