Showing posts with label Outlaws of Thunder Junction. Show all posts
Showing posts with label Outlaws of Thunder Junction. Show all posts

Friday, 26 April 2024

Outlaws of Thunder Junction League

To celebrate the release of Outlaws of Thunder Junction, we will once again run weekly League events. This is a format that our community at KD Games has been doing after the release of a new set for a while and is a really fun and challenging format that is great for new and experienced players alike.

When joining the League, each player purchases 3 Outlaws of Thunder Junction Play Boosters and will get a box to keep their league cards in (from Lost Caverns of Ixalan). We will also give you some stickers that you can decorate your box with.

Using their sealed pool of 3 Play Boosters, players build a 30-card deck. Players will then battle each other in a best of three games. playing as many opponents as they can each week. 

Each week, players can purchase additional Play booster to add to their deck. After three losses, players can also purchase another one.

The League kicks off on April 27th at 2pm, the week after the release of Outlaws of Thunder Junction

Prize packs will be awarded at the end of the league to winning players.

Friday, 19 April 2024

MTG Launch Weekend - Draft

This weekend is the release weekend for the new MTG set Outlaws of Thunder Junction.

We will be running a special draft event on Saturday evening at 6pm.


The entry cost will be £15. Players will get 3 play boosters which they will draft with the other players to eventually build a 40 card deck that they will then play in 3 rounds.

At the end of the event everyone will receive the following...


  • A promo copy of Diablic Tutor
  • A promo copy of Transmutation Font
  • A promo copy of Oltec MAtterweaver
  • A Outlaws of Thunder Junction Prize Pack
  • and not to forget some ... stickers!
The winner will receive an additional Foil Prize Pack and an MTG Lapel Pin.



Arena rewards for May


Calling all Draft-loving players. Why? Because this May, they're in for a treat: for playing in Booster Draft events at KD Games throughout the month, players can earn up to three rewards on Magic: The Gathering Arena!

This promotional period will give you plenty of opportunity to visit our store and dive into Outlaws of Thunder Junction, exploring Magic's first frontier fantasy set and finding your fortune.

All you need to do is sign up for our events using your Wizards Account that is connected to Magic: The Gathering Arena. Then, you'll be set to earn the following rewards:
  • For playing at one Draft event: one High Noon card style
  • For playing at two Draft events: Goblin card sleeves
  • For playing at three Draft events: one Draft token

Tuesday, 16 April 2024

MTG Thunder Junction

For those of you that are heading down to Standard Showdown this week and are wondering if you can play with your new cards?

Well the answer is ... yes!

Here is the official announcement from 2022...

"Starting with Phyrexia: All Will Be One, we're shifting our philosophy on format legality a bit—beginning February 3, when you have cards, you can play them!

Tabletop tournament legality has long been determined by the global release date. However, there has often been a tension between players receiving cards during Prerelease events and not being able to play them in sanctioned events until a week later. Additionally, digital play has not made any distinction between when cards are available and when they're tournament legal for some time.

So, we're going to make things simple: once you have your cards, you can play them!

Officially, this means that tabletop tournament legality is tied to Prerelease"

Friday, 12 April 2024

Outlaws of Thunder Junction Booster Box

In Outlaws of Thunder Junction, you will join Oko's crew of deadly desperados as they plot a heist in the frontier world of Thunder Junction. They'll face harsh deserts, hostile critters, and even rival outlaws - but with grit and gumption, they'll ride off into the sunset.



Play Boosters are the ideal booster for the play environment - especially Limited format events. Plus, they're a thrilling pack-opening experience, providing you with the opportunity to snag multiple Rare cards or even a possible Booster Fun treatment. A full display of Play Boosters supports a Draft event with extra left over to maximize the fun.

Contents:
36 Outlaws of Thunder Junction Play Boosters; each booster contains:
  • 14 Magic: The Gathering cards
  • 1-5 cards of rarity Rare or higher
  • 3-6 Uncommon cards
  • 5-8 Common cards
  • 1 Land card (Traditional Foil Land replaces a Land in 20% of boosters)
  • 1 card of any rarity is Traditional Foil; Foil Borderless Mythic Planeswalker in <1% of boosters; List card included in 20% of Play Boosters
When you buy a full box from KD Games you will also get a special buy-a-box promo card.



Thursday, 11 April 2024

What is a Prerelease?


WHAT IS PRERELEASE?

Your very first chance to play with the cards from a brand-new set.
A week before the set is released, you can head to your favorite local WPN member game store to crack open some packs, build a deck, and try out all the exciting new cards and mechanics in a friendly, informal tournament.


WHAT YOU'LL GET

Prerelease events are your first chance to play with a set, and Prerelease packs get you in on the game! Find themed inserts, one random spindown counter, boosters, and any promo cards included in these packs.


Outlaws of Thunder Junction - New Mechanics

This weekend is prerelease weekend, the first chance for players to get their hands on the new MTG set 'Outlaws of Thuder Junction'. So with this in mind I thought it was time to look at the new mechanics...

OUTLAWS

Success on this plane, and on other planes I suppose, often boils down to the company you keep. Several cards in the set refer to outlaws.


An outlaw, used as a noun, is any permanent with one or more of these creature types: Assassin, Mercenary, Pirate, Rogue, and Warlock. You'll often see abilities such as the one Rakish Crew has that refer to "an outlaw you control." This phrase refers only to permanents on the battlefield, not spells or cards anywhere else. Outlaws are almost always creatures, but a kindred permanent (a little-seen card type previously known as tribal) with one or more of the right creature types can also be an outlaw. Go figure.

Outlaw can also be used as an adjective to describe something else, such as a spell or a card in a zone other than the battlefield. For example, an ability may trigger whenever you cast an outlaw spell or return an outlaw creature card from your graveyard to the battlefield.

COMMITTING A CRIME

Success on this plane, and on other planes I suppose, often boils down to how far you're willing to go to get what you want. The new rules term committing a crime covers a range of common actions you'll probably be happy to take during your games. Several cards in the set will even reward you for doing so.


You commit a crime as you cast a spell, activate an ability, or put a triggered ability on the stack that targets one or more of the following:
  • An opponent
  • A spell or ability an opponent controls
  • A permanent an opponent controls
  • A card in an opponent's graveyard
If a spell or ability doesn't target anything on that list, it's not a crime, even if it targets something like an opponent's card in exile or has a sinister-sounding name that would be a felony in many jurisdictions.

Once you cast the spell, activate the ability, or put the triggered ability on the stack, the crime has been committed. It doesn't matter what happens to the spell or ability (or any of its targets) after that point.

SPREE

Success on this plane, and on other planes I suppose, often boils down to not settling when you can have it all. Spree is a new keyword found on several modal cards in this set.


Each mode includes an additional cost that must be paid to cast the spell. You must choose one or more modes as you cast a spell with spree, but no single mode can be chosen more than once. If you cast a spell with spree without paying its mana cost, you must still choose one or more modes and pay those additional costs. The mana cost is covered though, so at least you enjoy a nice discount.

Spree cards have a modified frame that includes a plus sign by the mana cost—this is just a reminder and has no actual rules meaning. Remember that no matter which modes you choose and which additional costs you pay, the mana value of a spell with spree is based only on its mana cost. For example, Final Showdown's mana value is always 1, even if you chose all three modes.

MOUNTS AND SADDLE

Success on this plane, and on other planes I suppose, often boils down to not standing still for too long. Find yourself a trusty Mount and saddle up. Thunder Junction, let's ride!


Mount is a new creature type. It doesn't have any specific rules associated with it; it's just where you're most likely to find the new ability saddle. There's no real connection between Mounts and saddle other than a flavorful one. If a Mount becomes some other creature type, it will still have saddle, and non-Mounts can gain saddle if effects allow them to do so.

Saddle is an activated ability that you activate as a sorcery—meaning during your main phase while the stack is empty—by tapping any number of untapped creatures you control other than the Mount with saddle with total power N or more, where N is the number included in the saddle keyword.

As the saddle ability resolves, the Mount becomes saddled until end of turn. This doesn't inherently mean anything, but another ability on the card will somehow refer to the Mount being saddled. Many Mounts have simple triggered abilities like the one Trained Arynx has—these trigger whenever the Mount attacks while saddled. But some Mounts give you a little more bang for your bucking bronco. Our old friend The Gitrog doesn't treat its riders too kindly, but you'll be in prime position to benefit.

PLOT

Success on this plane, and on other planes I suppose, often boils down to planning. Plot is a new keyword that allows you to pay a cost up front and exile a card from your hand. The card then becomes plotted. On a future turn, you may cast a plotted card from exile without paying its mana cost. Both the special action to plot the card from your hand and casting a plotted card from exile are done as a sorcery—again, meaning during your main phase while the stack is empty.


Plot is a fantastic way to set up future turns, knowing that your spell is available for no further mana investment. To take full advantage of Plan the Heist, you'd prefer to have an empty hand as it resolves. Or maybe you're still searching for a second source of blue mana. No matter your reasons, plotting the card sets you up for a potent turn in the future.

Some plot cards offer cheaper plot costs, letting you save on mana if you're willing to wait for a future turn to finally cast the spell. Some are creatures with triggered abilities that you may want to time more strategically. What's more, the plot keyword isn't the only way to have cards become plotted. 

The same timing rules apply to any card that becomes plotted, no matter how that happens. It can't be cast on the same turn it became plotted. When you finally do cast the spell, you do so as a sorcery.

BOUNTIES (COMMANDER MINIGAME)

Success on this plane, and on other planes I suppose, often boils down to keeping your eyes on the prize. Bounty cards are a special addition to Commander decks that present players with some interesting characters to try and apprehend.

If your game includes bounties, all players use a shared bounty deck, which consists of at least 6 of the 12 total bounty cards. The bounty deck uses no more than one of any particular bounty card. After all, once they're caught, no sense in putting out another bounty on them, right? That's just throwing away good loot.

Bounties begin on the starting player's third turn. Gives the fugitives a sporting chance, you know? Each bounty card describes the condition under which a player may capture them and claim their reward. Only the player whose turn it is can claim a reward, and only one reward may be claimed per turn.

There are four different reward levels for bounties, and each bounty uses the same reward chart. If you claim a reward on the turn that bounty was first offered, you create a Treasure token—the level 1 reward. If a bounty goes unclaimed at the end of the turn, the reward level increases until the maximum reward is offered at level 4, two Treasure tokens and a card.

Once you claim a reward, set that bounty card aside. You can place it next to you for bragging rights. As the next turn begins, you'll reveal who's next to be on the run. If the bounty deck is depleted, there's been a jailbreak! Shuffle all the bounty cards back together to reform the bounty deck. You'll have to get to work catching everyone again. At least there's more Treasure and maybe some cards in it for you.