Tomorrow is Gambit Sunday. This is the delayed December event whcich would have been on Christmas Day. It is the first event of 2017 and we are kicking off with a really busy agenda. Here is a list of some of the great activity that has been planned already...
Blood Bowl - this will be available all day for people to refresh themselves on the rules and get the 2017 season underway!
Bolt Action - a tester day for the new 2nd edition rules.
MTG End of Year Tournament - this is an invitational event for all the MTG players that have score enough points in 2016 to battle it out in 6 six rounds (including draft, standard and modern) to see who will be crowned the 2016 grand champion.
Cardfight Vanguard - this is also an invitation event, this time for Cardfight Vanguard. This will be held in the evening and will be played over a number of rounds to find the 2016 champion.
Pokemon League Challenge - starting at 11am the league challenge will be a regular event this year. It is a standard event and will be played over a number of rounds depending on the attendance. This event is open to anyone that has a deck and wants to play.
Dice Masters Spiderman/Deadpool Draft - this is open to anyone that want to give it a go. It is a rainbow draft, which means that players will make their teams from boosters opened on the day. It is a great way to get the most from you booster purcahses as well as a really fun format.
Star Wars X-Wing - There is a casual large scale game planned for anyone that wants to join in. Simply bring your ships and join in.
Netrunner - We are using up and old store tournament kit to run what will hopefully be the first of many Netrunner events this year. This is open to anyone that has decks and wants to join in,
There will of course be many other board games, top top and card games being played and there is always someone available to have a game with.
Hopefully see you tomorrow for a great day of gaming and good luck to everyone playing in one of our tournament.
I will be there with a selection of stock from the shop. Remember if there is anything you want me to bring along please let me know today.
Gary of Team Gambit and KD GAMES.
Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts
7 Jan 2017
16 Dec 2014
The End of Year Magic Tournament 2014
Since January we have had a total of 90 players attend one of our events which include prereleases, launch parties, game days, Luke's drafts, leagues, junior competitions and of course KD Magic Nights (Friday Night Magic)! There have been over 70 different events of various formats and types!
Firstly last years champion will get a chance to come back and defend his title,so Sam Chapman is the first on the list! Simon Wright and David Sanders are the next as they won in 2012 and 2011!
Our winner from our very first gaming convention is next, so Michael Pike makes 4!
The grand tournament is invite only and anyone that has won an individual pre-release during the year will automatically get an invite, so this adds in the following players:
Nathan Minter, Olly James and Nick Lewis!
Also included will be the player who has scored the highest average in all the events they have played in this year (they must have played in at least 5 events) which is Michael Pike with an impressive 8,73! As he is already on the list we moved down the highest average scores to the next player not already invited which will be Finley Williams at 8.64!
Finally we then add in the top 12 ranked players not including those already selected to take the total to 18 players which are:
Elliott Miles, Aaron Burns Lee, Ivan Miles, Bell Benstead, Nick Murphy Cunningham, Alex Tynemouth, Marc Le Cras, Darren Phipps Walker, Paul De Vall, Luke Vincent, Craig Harbour and Steve Baluci!
All players will receive an invite in the next day or so via facebook and I would ask that you please reply as soon as possible as if you can not attend then I can invite the next players on the list!
The Grand Tournament will be held on Sunday 28th December (as part of our last Gambit Sunday) starting at 10am and finishing at 6pm.
The event will consist of a draft lasting 3 rounds, followed by a break for lunch and then 2 rounds of STANDARD and 1 or MODERN. Please you will be required to use a different deck for each round of STANDARD (which must have a minimum of 20 cards different from the other deck)
Good luck to everyone that has qualified and I hope that you can make it to fight for the right of being the 2014 Gambit Grand Master!
Gary of Team Gambit
22 Oct 2014
How to Draft MTG
Recently we have had a lot of players that are new to DRAFTING Magic the Gathering. So I thought I would have a look at the method know as BREAD
B – Bombs!
Bombs are super-powerful cards that are hard to deal with. Usually, if you play a bomb, unless your opponent answers it quickly, you will win the game.
If you are unsure of what a bomb is when evaluating a pack, ask yourself these questions:
Is this card a big creature that is difficult to remove and hard to block? Any big creature with abilities that can swing the game in your favor is a bomb.
Does this card have some sort of mass effect that provides card advantage? Does it kill creatures, make your opponent discard cards, or make your opponent lose a huge chunk of life?
Does this card provide a huge, game-breaking effect? Planeswalkers, mass removal,
Bomb cards should be picked immediately if you see them—they are the most efficient ways to win games!
Bombs are super-powerful cards that are hard to deal with. Usually, if you play a bomb, unless your opponent answers it quickly, you will win the game.
If you are unsure of what a bomb is when evaluating a pack, ask yourself these questions:
Does this card have some sort of mass effect that provides card advantage? Does it kill creatures, make your opponent discard cards, or make your opponent lose a huge chunk of life?
Does this card provide a huge, game-breaking effect? Planeswalkers, mass removal,
Bomb cards should be picked immediately if you see them—they are the most efficient ways to win games!
R – Removal!
The next cards you want to be looking for are cards that remove creatures or other problem cards. This can include burn, destroy effects, or creature enchantments. Removal is very important in Draft decks, and usually, the more removal you have, the better your deck will perform.
Not all removal is permanent removal. Some spells, such as bounce effects, only remove the creature for a short period of time. Although not permanent, that turn in which the creature is in your opponent’s hand will allow you to put significant pressure on him. Your opponent then has to spend all of his mana to recast that creature.
Some removal doesn’t actually kill a creature directly, but it does so in combat. These cards are commonly referred to as combat tricks.
Finally, some removal doesn’t look like removal at all—it’s just a creature with flash. Flash creatures are also considered combat tricks.
E – Evasion!
The next cards you want to draft are creatures with evasion—creatures that are hard to block. Usually in Limited games, players have a lot of random ground guys in play, and no player can attack beneficially. The game will then go to time and end up in a draw. This is where you need creatures with evasion. Anything with flying, fear, or that are unblockable are considered creatures with evasion.
The next cards you want to be looking for are cards that remove creatures or other problem cards. This can include burn, destroy effects, or creature enchantments. Removal is very important in Draft decks, and usually, the more removal you have, the better your deck will perform.
Not all removal is permanent removal. Some spells, such as bounce effects, only remove the creature for a short period of time. Although not permanent, that turn in which the creature is in your opponent’s hand will allow you to put significant pressure on him. Your opponent then has to spend all of his mana to recast that creature.
Some removal doesn’t actually kill a creature directly, but it does so in combat. These cards are commonly referred to as combat tricks.
Finally, some removal doesn’t look like removal at all—it’s just a creature with flash. Flash creatures are also considered combat tricks.
E – Evasion!
The next cards you want to draft are creatures with evasion—creatures that are hard to block. Usually in Limited games, players have a lot of random ground guys in play, and no player can attack beneficially. The game will then go to time and end up in a draw. This is where you need creatures with evasion. Anything with flying, fear, or that are unblockable are considered creatures with evasion.
A – Aggro!
Next step in drafting your deck is picking up creatures that round out the deck and fill up your mana curve. You want to be able to cast a creature every turn if possible. Therefore, it’s important to have guys that have different mana costs. A good rule of thumb is to have between thirteen and seventeen creatures in your Draft deck. Take a look at this deck that I recently drafted:
Next step in drafting your deck is picking up creatures that round out the deck and fill up your mana curve. You want to be able to cast a creature every turn if possible. Therefore, it’s important to have guys that have different mana costs. A good rule of thumb is to have between thirteen and seventeen creatures in your Draft deck. Take a look at this deck that I recently drafted:
D – Duds!
The last types of cards you will be drafting are the bad ones. These are the cards that you will be picking up toward the end of the pack and usually don‘t want in your deck.
These last five or so picks in each pack are the picks where you should keep your sideboard in mind. Yes, you do have a sideboard in Draft. Any card you don’t end up playing becomes your sideboard, and you can sideboard any number of cards in between games. It doesn’t even have to be a one-for-one swap.
The situational cards that aren’t good enough for your main deck but can be great in certain matchups are the types of cards you should by picking up for your sideboard.
Thanks for reading and I hope it is useful, Gary of Team Gambit
The last types of cards you will be drafting are the bad ones. These are the cards that you will be picking up toward the end of the pack and usually don‘t want in your deck.
These last five or so picks in each pack are the picks where you should keep your sideboard in mind. Yes, you do have a sideboard in Draft. Any card you don’t end up playing becomes your sideboard, and you can sideboard any number of cards in between games. It doesn’t even have to be a one-for-one swap.
The situational cards that aren’t good enough for your main deck but can be great in certain matchups are the types of cards you should by picking up for your sideboard.
Thanks for reading and I hope it is useful, Gary of Team Gambit
27 Feb 2014
Gambit Sunday
This weekend its Gambit Sunday and as normal there is a fair bit planned!
Firstly a bit of good news for our younger members, as of this weekend the entrance fee for all players under the age of 16 will be only £2 for the day! This means that for just £2 the younger members can enjoy up to 7 hours of gaming! (10am until 5pm) We will be planning some events later in the year which will be just for the younger members so watch this space!
Bolt Action is still pretty much the game of choice and I know that many players are hoping to get in a few games, and hopefully there will be some news of a tournament which we are planning for May!
With 2000 AD celebrating its 37th birthday this week, why not have a go at the Judge Dredd Miniatures Game and join in our mini campaign! We aim to start fairly early in the day and players will arrange games that they will play as time allows and since each game is pretty short it should fit nicely around the other games that people want to play during the day! The rules are really easy to pick up and all you need is a few figures!
At some point in the day we hope to have a go at a 'fun tournament' for Stak Bots and there will be more details on this on the KD Games Blog later this week!
There will hopefully be a bit of play in general this weekend of the Lords of War card game, but in the evening after the MTG event has finished we will be looking for just 4 players to have a go at a small knock out event! As some people may be aware I have joined the Black Box Team to have a look at the tournament systems for the game so it will be nice to see how it changes things compared to the normal points based system! I am also hoping to have a discussion with players about a possible 'draft' event! If your interested in Lords of War at all then please ask and I will let you know what is planned for the coming weeks!
There will be of course the usual multitude of games available throughout the day, so what ever you play you bound to get a chance to play! Hopefully some of the guys from Brighton Heroclix will be joining us later in the day, and if you have not played before its really worth a look!
Food will be available throughout the day ...
Firstly a bit of good news for our younger members, as of this weekend the entrance fee for all players under the age of 16 will be only £2 for the day! This means that for just £2 the younger members can enjoy up to 7 hours of gaming! (10am until 5pm) We will be planning some events later in the year which will be just for the younger members so watch this space!
Bolt Action is still pretty much the game of choice and I know that many players are hoping to get in a few games, and hopefully there will be some news of a tournament which we are planning for May!
From 1pm there will be a MTG win an Event Deck games day tournament. For more details on this please have a look at the KD Games Blog. This event will cost an additional £3 on top of your entrance fee of £4.
There will also be the chance for players to take on the horde of minotaurs in the 'Battle the Horde' deck, so bring along your deck and see how you do! The horde deck will be on sale from next weekend at KD Games and you can preorder a copy for £10 this weekend. The deck will be available for players to have a go at beating it all day!
At some point in the day we hope to have a go at a 'fun tournament' for Stak Bots and there will be more details on this on the KD Games Blog later this week!
There will hopefully be a bit of play in general this weekend of the Lords of War card game, but in the evening after the MTG event has finished we will be looking for just 4 players to have a go at a small knock out event! As some people may be aware I have joined the Black Box Team to have a look at the tournament systems for the game so it will be nice to see how it changes things compared to the normal points based system! I am also hoping to have a discussion with players about a possible 'draft' event! If your interested in Lords of War at all then please ask and I will let you know what is planned for the coming weeks!
There will be of course the usual multitude of games available throughout the day, so what ever you play you bound to get a chance to play! Hopefully some of the guys from Brighton Heroclix will be joining us later in the day, and if you have not played before its really worth a look!
Food will be available throughout the day ...
Lastly, but by no means least we will have some information about our plans for GamCon which we hope will be of interest to you all! Its a really big project for us and we hope that you will be excited by the prospect! The event will be the biggest thing we have ever attempted and as such will need several volunteers to help as deliver a truly rememberable event! Please have a look at what we are thinking of doing and if you think you can help put your name down on the list!
If anyone wants to arrange to play anything this Sunday, then our facebook group is the best place to let people now!
Hope you can join us for a great day of gaming!!!!
Gary of Team Gambit
31 Jan 2014
Born of the Gods - New Mechanics
The plane of Theros has been thrown into chaos by the ascension to godhood of the satyr Planeswalker Xenagos. Gods and mortals are pitted against each other, and terrifying monsters stalk the land. Will you stand with the heroes, or draw inspiration from the gods?
Inspired
Creatures with inspired abilities represent the divine inspiration that comes from the world of dreams.
A creature's inspired ability triggers every time the creature becomes untapped. That's normally at the start of your turn, but an inspired ability triggers no matter how or when the creature untaps. The simplest way to get these creatures tapped is to attack with them, but this set also contains many cards that let you tap your creatures in other ways.
If multiple inspired abilities you control go on the stack at the same time, you get to decide in what order to put them on the stack. (The last one you add to the stack will resolve first, as usual.) Inspired abilities that trigger during the untap step are all put onto the stack as the upkeep step begins, at the same time as "at the beginning of your upkeep" triggers. You put your inspired triggers and upkeep triggers on the stack all at once, in any order you wish.
Tribute
A creature with a tribute ability offers your opponent a grim choice: either it becomes even larger, or it does something nasty to your opponent when it enters the battlefield. These effects include destroying permanents, dealing damage to your opponent, and fighting opposing creatures.
As Pharagax Giant enters the battlefield, you choose an opponent. That opponent then decides whether to "pay tribute" by having Pharagax Giant enter the battlefield with two +1/+1 counters on it. If he or she does, then that's it—you've got a bigger Giant. If he or she decides not to pay tribute, then Pharagax Giant's enters-the-battlefield ability will trigger instead. Either way, it's good for you—and in the meantime, you get to watch your opponent sweat.
Nyx and Bestow
The gods of Theros dwell in Nyx, a starry realm visible as the night sky of Theros. The gods and their servants are infused with the power and majesty of Nyx. Enchantment creatures in theTheros block all have a unique card frame that shows the starfield of Nyx.
The Nyx frame doesn't have any rules associated with it. It's just a reminder that these creatures are also enchantments. Other enchantments in Born of the Gods use the regular card frame.
Many enchantment creatures in Born of the Gods have the bestow keyword.
A creature with bestow gives you the option to cast it as an Aura that enchants a creature, granting that creature its power, toughness, and abilities.
When a card with bestow is in your hand, you have two options: cast it normally for its mana cost, or cast it for its bestow cost. If you cast a bestow card normally, it's an enchantment creature spell that resolves and becomes an enchantment creature on the battlefield. Its bestow ability and its "Enchanted creature gets..." text are ignored.
The scry mechanic lets you manipulate your destiny.
Scry is a keyword action that always has a number associated with it. To scry, look at that many cards from the top of your library, put as many of them as you want on the bottom of your library, and leave the rest on top in any order you choose. When you scry 1, that translates to looking at the top card of your library and deciding whether you want it on the top of your library or the bottom. When you scry 2 or more, you have more options.
"Archetypes"
Born of the Gods contains a cycle of five enchantment creatures, one of each color, called Archetypes.
Each Archetype has two abilities: one that grants a keyword ability to all of your creatures, including itself, and one that makes your opponents' creatures lose that same keyword.
That first ability is straightforward—all your creatures have flying. The second ability is worded so that it doesn't matter how or when your opponent's creatures would have or gain flying. Whether they have flying printed on them, gained flying before your Archetype of Imagination entered the battlefield, try to gain it after your Archetype of Imagination entered the battlefield, or are being granted flying continuously (say, by another Archetype of Imagination), they can't have flying for any reason while you control Archetype of Imagination.
This means that if two players each control Archetype of Imagination, none of their creatures have flying.
Inspired
Creatures with inspired abilities represent the divine inspiration that comes from the world of dreams.
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A creature's inspired ability triggers every time the creature becomes untapped. That's normally at the start of your turn, but an inspired ability triggers no matter how or when the creature untaps. The simplest way to get these creatures tapped is to attack with them, but this set also contains many cards that let you tap your creatures in other ways.
If multiple inspired abilities you control go on the stack at the same time, you get to decide in what order to put them on the stack. (The last one you add to the stack will resolve first, as usual.) Inspired abilities that trigger during the untap step are all put onto the stack as the upkeep step begins, at the same time as "at the beginning of your upkeep" triggers. You put your inspired triggers and upkeep triggers on the stack all at once, in any order you wish.
Tribute
A creature with a tribute ability offers your opponent a grim choice: either it becomes even larger, or it does something nasty to your opponent when it enters the battlefield. These effects include destroying permanents, dealing damage to your opponent, and fighting opposing creatures.
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As Pharagax Giant enters the battlefield, you choose an opponent. That opponent then decides whether to "pay tribute" by having Pharagax Giant enter the battlefield with two +1/+1 counters on it. If he or she does, then that's it—you've got a bigger Giant. If he or she decides not to pay tribute, then Pharagax Giant's enters-the-battlefield ability will trigger instead. Either way, it's good for you—and in the meantime, you get to watch your opponent sweat.
Nyx and Bestow
The gods of Theros dwell in Nyx, a starry realm visible as the night sky of Theros. The gods and their servants are infused with the power and majesty of Nyx. Enchantment creatures in theTheros block all have a unique card frame that shows the starfield of Nyx.
The Nyx frame doesn't have any rules associated with it. It's just a reminder that these creatures are also enchantments. Other enchantments in Born of the Gods use the regular card frame.
Many enchantment creatures in Born of the Gods have the bestow keyword.
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A creature with bestow gives you the option to cast it as an Aura that enchants a creature, granting that creature its power, toughness, and abilities.
When a card with bestow is in your hand, you have two options: cast it normally for its mana cost, or cast it for its bestow cost. If you cast a bestow card normally, it's an enchantment creature spell that resolves and becomes an enchantment creature on the battlefield. Its bestow ability and its "Enchanted creature gets..." text are ignored.
If you cast a card for its bestow cost, it's not a creature spell. Spells like Essence Scatter that can target only a creature spell can't target it. Instead, it's an Aura spell with enchant creature, so you have to target a creature to cast it. It can be countered by spells like Negate that target only noncreature spells. If the target creature has a heroic ability, the Aura spell with bestow will trigger it, just as any other Aura spell would. Cards with bestow are always enchantments, whether they're Auras or creatures.
If the target creature leaves the battlefield after you cast a card with bestow as an Aura but before the spell resolves, the Aura spell will resolve as an enchantment creature rather than being countered like a normal Aura spell. If the target creature is still on the battlefield when the Aura spell resolves, it resolves as an Aura enchanting that creature.
While it's enchanting a creature, an Aura with bestow grants the creature the bonuses listed in its text box. If the creature it's enchanting leaves the battlefield for any reason, the Aura immediately becomes an enchantment creature again rather than being put in the graveyard like other Auras.
Some bestow cards have abilities that do different things depending on whether the permanent with bestow is currently an Aura.
Everflame Eidolon's ability checks when it resolves to see what should get +1/+0—either Everflame Eidolon or the creature it's enchanting, whichever one is a creature at the time. This means that if you activate the ability while Everflame Eidolon is an Aura, but Everflame Eidolon is a creature by the time the ability resolves (say, because the enchanted creature has left the battlefield), Everflame Eidolon will get the bonus.
Devotion
The gods of Theros grant their favors to those whose devotion is great enough.
Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control. There are cards that count devotion to each of the five colors, and they have many different effects based on that devotion. Some examples:
A permanent that costs
adds one to your devotion to black.
A permanent that costs

adds three to your devotion to red.
A permanent that costs

adds one to your devotion to green and one to your devotion to white.
Devotion counts only mana symbols in your permanents' mana costs—the cost in the upper right corner of the card. Mana symbols in text boxes, such as activation costs or the big mana symbols on basic lands, do not count toward your devotion. Only colored mana symbols count; it doesn't matter how much a permanent costs to cast, just how much colored mana. A permanent that looks at your devotion to a color counts the mana symbols in its own cost.
Because Skyreaping isn't a permanent, its own mana cost doesn't count toward your devotion. If you don't control any permanents with green mana symbols in their mana costs as Skyreaping resolves, it won't deal any damage.
If the target creature leaves the battlefield after you cast a card with bestow as an Aura but before the spell resolves, the Aura spell will resolve as an enchantment creature rather than being countered like a normal Aura spell. If the target creature is still on the battlefield when the Aura spell resolves, it resolves as an Aura enchanting that creature.
While it's enchanting a creature, an Aura with bestow grants the creature the bonuses listed in its text box. If the creature it's enchanting leaves the battlefield for any reason, the Aura immediately becomes an enchantment creature again rather than being put in the graveyard like other Auras.
Some bestow cards have abilities that do different things depending on whether the permanent with bestow is currently an Aura.
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Everflame Eidolon's ability checks when it resolves to see what should get +1/+0—either Everflame Eidolon or the creature it's enchanting, whichever one is a creature at the time. This means that if you activate the ability while Everflame Eidolon is an Aura, but Everflame Eidolon is a creature by the time the ability resolves (say, because the enchanted creature has left the battlefield), Everflame Eidolon will get the bonus.
Devotion
The gods of Theros grant their favors to those whose devotion is great enough.
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Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control. There are cards that count devotion to each of the five colors, and they have many different effects based on that devotion. Some examples:
A permanent that costs
A permanent that costs
A permanent that costs
Devotion counts only mana symbols in your permanents' mana costs—the cost in the upper right corner of the card. Mana symbols in text boxes, such as activation costs or the big mana symbols on basic lands, do not count toward your devotion. Only colored mana symbols count; it doesn't matter how much a permanent costs to cast, just how much colored mana. A permanent that looks at your devotion to a color counts the mana symbols in its own cost.
Because Skyreaping isn't a permanent, its own mana cost doesn't count toward your devotion. If you don't control any permanents with green mana symbols in their mana costs as Skyreaping resolves, it won't deal any damage.
Gods
Five gods appear on cards in Born of the Gods as legendary enchantment creatures with the creature type God. Where the Theros Gods were monocolored, each God in Born of the Gods is two colors. A two-color God manifests as a creature on the battlefield once your devotion to its colors is high enough.
Your devotion to white and blue is the total number of mana symbols that are white or blue among the mana costs of permanents you control. So, if you control permanents with mana costs of
, 
, and 

, your devotion to white and blue is five.
Hybrid mana symbols such as
count toward both their colors but aren't counted twice.
Like the Theros Gods, each of the Born of the Gods Gods has indestructible, and each one is a creature only if you have enough devotion to its colors. If a God enters the battlefield while your devotion to its colors is less than the required number (counting its own mana symbols, as usual), abilities that trigger when a creature enters the battlefield won't trigger. If a God on the battlefield is a creature and your devotion to its colors drops below the required number, it immediately stops being a creature. A God can't attack the turn it enters the battlefield unless it has haste, even if it wasn't a creature as it entered the battlefield.
Gods are always legendary enchantments, and their abilities work whether they're creatures or not. Ephara triggers at the beginning of each upkeep, regardless of your current devotion to white and blue.
Heroic
A creature with a heroic ability gives you powerful benefits every time you cast a spell that targets it.
A heroic ability triggers whenever you cast any spell that targets the heroic creature, including a spell that also targets another creature. If a spell targets multiple creatures with heroic abilities, all of them trigger. Activated abilities, such as equip, do not cause heroic abilities to trigger, nor do triggered abilities such as the enters-the-battlefield ability of Breaching Hippocamp.
An instant or sorcery spell has a target if it includes the word "target" in its rules text. Each Aura spell also has a target, indicated by its enchant ability. Creature spells and other permanent spells (except for Auras) never have targets.
A heroic ability triggers only when the creature's controller casts a spell that targets it, not when any other player does.
Five gods appear on cards in Born of the Gods as legendary enchantment creatures with the creature type God. Where the Theros Gods were monocolored, each God in Born of the Gods is two colors. A two-color God manifests as a creature on the battlefield once your devotion to its colors is high enough.
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Your devotion to white and blue is the total number of mana symbols that are white or blue among the mana costs of permanents you control. So, if you control permanents with mana costs of
Hybrid mana symbols such as
Like the Theros Gods, each of the Born of the Gods Gods has indestructible, and each one is a creature only if you have enough devotion to its colors. If a God enters the battlefield while your devotion to its colors is less than the required number (counting its own mana symbols, as usual), abilities that trigger when a creature enters the battlefield won't trigger. If a God on the battlefield is a creature and your devotion to its colors drops below the required number, it immediately stops being a creature. A God can't attack the turn it enters the battlefield unless it has haste, even if it wasn't a creature as it entered the battlefield.
Gods are always legendary enchantments, and their abilities work whether they're creatures or not. Ephara triggers at the beginning of each upkeep, regardless of your current devotion to white and blue.
Heroic
A creature with a heroic ability gives you powerful benefits every time you cast a spell that targets it.
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A heroic ability triggers whenever you cast any spell that targets the heroic creature, including a spell that also targets another creature. If a spell targets multiple creatures with heroic abilities, all of them trigger. Activated abilities, such as equip, do not cause heroic abilities to trigger, nor do triggered abilities such as the enters-the-battlefield ability of Breaching Hippocamp.
An instant or sorcery spell has a target if it includes the word "target" in its rules text. Each Aura spell also has a target, indicated by its enchant ability. Creature spells and other permanent spells (except for Auras) never have targets.
A heroic ability triggers only when the creature's controller casts a spell that targets it, not when any other player does.
The scry mechanic lets you manipulate your destiny.
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Scry is a keyword action that always has a number associated with it. To scry, look at that many cards from the top of your library, put as many of them as you want on the bottom of your library, and leave the rest on top in any order you choose. When you scry 1, that translates to looking at the top card of your library and deciding whether you want it on the top of your library or the bottom. When you scry 2 or more, you have more options.
"Archetypes"
Born of the Gods contains a cycle of five enchantment creatures, one of each color, called Archetypes.
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Each Archetype has two abilities: one that grants a keyword ability to all of your creatures, including itself, and one that makes your opponents' creatures lose that same keyword.
That first ability is straightforward—all your creatures have flying. The second ability is worded so that it doesn't matter how or when your opponent's creatures would have or gain flying. Whether they have flying printed on them, gained flying before your Archetype of Imagination entered the battlefield, try to gain it after your Archetype of Imagination entered the battlefield, or are being granted flying continuously (say, by another Archetype of Imagination), they can't have flying for any reason while you control Archetype of Imagination.
This means that if two players each control Archetype of Imagination, none of their creatures have flying.
25 Jan 2014
This month's Gambit Sunday!!!
Evening everyone, just a quick reminder that tomorrow is the first Gambit Games event of 2014!
There are a few bits planned which include ...
Tickets for next weekends MTG prerelease will also be on sale at £23 - for more details see the KD Games Blog!
Food will be on sale as normal, but with such a big attendance expected for the prerelease then it would be a good idea to book your food when you get there, here is the menu in case you don't know what we offer...
There are a few bits planned which include ...
The event itself will not start until 11am, but players are welcome to start registering from 10am. The cost of this will be £20 for which, all players will receive six booster packs in which they'll then create a forty card deck to compete with against other players (number of rounds will be decided on the day). Post the event, all entries will also receive an additional two booster packs and an exclusive Promo card. There is currently space on this event so if you want to come along let us know.
There are only a very limited number of promo cards for this event and these will be issued to players in the order that they registered (so it may pay to be early!)
There will also be a chance to play the new ...
There are a limited amount of promo cards and demo kits available for us give out to players that want to try it out! If you want to know more about this game then see the KD Games post which includes a how to play video and the first episode of the animation series!
Later in the day we will be hosting the first of this years Lords of War tournaments ...
This will start at about 4pm, but I would be grateful if players could regisiter for it as soon as they arrive as it is a very busy schedule and I would like to get the event details sorted in advance! More information can again be found on the KD Games blog.
On the MTG front there will of course be the usual casual and multi player formats but in addition Simon is planning a M14 'novice' draft! He is hoping to not only give people the chance to join in this grate format but hopefully share some tips and pointers on what to look out for!
The guys from Brighton Heroclix will be in as normal and happy to teach players this popular game.
Andy is hoping to get some demo games of ...
contact him via facebook if you are interested.
There will of course be the usual favourites such as War Machine, Bolt Action, X-Wing, 40K and many many different board games and card games throughout the day as well as a chance to have a go at Judge Dredd ready for the coming campaign!
Tickets for next weekends MTG prerelease will also be on sale at £23 - for more details see the KD Games Blog!
Food will be on sale as normal, but with such a big attendance expected for the prerelease then it would be a good idea to book your food when you get there, here is the menu in case you don't know what we offer...
I think that about covers it, and with such a lot on offer this weekend if I was you I would get there early and make the most of your £4!
Whilst on the subject of fees, please remember that the annual membership of £40 (for those that wish to pay in advance that is!) offers a saving of £8 for the year is due at this event!
23 Dec 2013
End of Year MTG Tournament
The End of Year Grand Tournament is invite only and if for the top scoring players of 2013!
This year the event will be held on Sunday 29th December at Gambit's Gaming Sunday!
The venue will the the Scout Hut in Vale Park and we will try to get started at 10am as there is a lot to get in!
The entry fee for this event will be £13 - which will cover £4 for entry fee and £9 for boosters!
The time table for the day will be ....
10:00am Registration
10:15am Drafting (Theros) and Deck Construction
11:00am Round One - Draft
12:00pm Round Two - Draft
01:00pm Roiund Three - Draft
02:00pm Lunch
03:00pm Round Four - Modern
04:00pm Round Five - Standard
05:00pm Round Six - Standard
06:00pm We will have our 2013 Champion!
All player must bring a Modern and Standard Deck - Please note that you do not have to use the same deck in the two Standard rounds!
All players will receive a facebook invite by the 21st December - could you please reply to confirm your attendance - if you can not make it we need to know also so that other players further down the rankings can have a chance to play!
Good Luck to All Players!!!!
Gary of Team Gambit
This year the event will be held on Sunday 29th December at Gambit's Gaming Sunday!
The venue will the the Scout Hut in Vale Park and we will try to get started at 10am as there is a lot to get in!
The entry fee for this event will be £13 - which will cover £4 for entry fee and £9 for boosters!
The time table for the day will be ....
10:00am Registration
10:15am Drafting (Theros) and Deck Construction
11:00am Round One - Draft
12:00pm Round Two - Draft
01:00pm Roiund Three - Draft
02:00pm Lunch
03:00pm Round Four - Modern
04:00pm Round Five - Standard
05:00pm Round Six - Standard
06:00pm We will have our 2013 Champion!
All player must bring a Modern and Standard Deck - Please note that you do not have to use the same deck in the two Standard rounds!
All players will receive a facebook invite by the 21st December - could you please reply to confirm your attendance - if you can not make it we need to know also so that other players further down the rankings can have a chance to play!
Good Luck to All Players!!!!
Gary of Team Gambit
19 Dec 2013
The 2014 End of Year MTG Tournament!
Since January we have had a total of 149 players attend one of our events which include prereleases, launch parties, game days, Martins's drafts, Caspar Cube, leagues, junior competitions and of course Friday Night Magic! There have been over 100 different events of various formats and types!
Firstly last years champion will get a chance to come back and defend his title,so Simon Wright is the first on the list! David Sanders is the next as he won in 2011!
The grand tournament is invite only and anyone that has won an individual pre-release during the year will automatically get an invite, so this adds in the following players:
Nathan Minter, Michael Pike, Finley Williams, Harvey Helmner, Dan Wyatt, Alex Tynemouth and Adam Tobin!
Also included will be the player who has scored the highest average in all the events they have played in this year (they must have played in at least 5 events) which is Michael Pike with an impressive 10.44! As he is already on the list we moved down the highest average scores to the next player not already invited which will be Sam Chapman at 8.55!
Finally we then add in the top 8 ranked players not including those already selected to take the total to 18 players which are:
Robert Hills, George Harland, Darren Phipps-Walker, Alan Wordsworth Yates, Callum Davidson, Will Bowing, Roy Gawn and Michael Moore!
All players will receive an invite in the next day or so via facebook and I would ask that you please reply as soon as possible as if you can not attend then I can invite the next players on the list!
The Grand Tournament will be held on Sunday 29th December starting at 10am and finishing at 6pm. Details of the format will be included on the event page!
Good luck to everyone that has qualified and I hope that you can make it to fight for the right of being the 2013 Gambit Grand Master!
Gary of Team Gambit
20 Sept 2013
Tonight's FNM
Tonight is the last FNM before the rotation and of course the lead up event to the midnight prerelease!
For tonight's event we will be running two formats, firstly a Ravnica and Gatecrash draft (2 RTR and 1 GC). For this event we can have a maximum of 16 players and it will cost £12 as normal!
In addition we will be running a standard event which is your last chance to use cards from the Innistrad block and M13. This will be £2.
Our singles (commons and uncommons) for the sets that are rotating out have been reduce to just 5p
Both events will start at about 6:15pm and we will of course need a minimum of 8 players for each.
For tonight's event we will be running two formats, firstly a Ravnica and Gatecrash draft (2 RTR and 1 GC). For this event we can have a maximum of 16 players and it will cost £12 as normal!
In addition we will be running a standard event which is your last chance to use cards from the Innistrad block and M13. This will be £2.
Our singles (commons and uncommons) for the sets that are rotating out have been reduce to just 5p
Both events will start at about 6:15pm and we will of course need a minimum of 8 players for each.
There is still space at the Theros prerelease events although the Saturday 10am is nearly full! Have a look at ... http://kidsdreamstoys.blogspot.co.uk/2013/09/prerelease-confirmed-spaces.html for space information!
16 Sept 2013
Theros
Theros Mechanics
This weekend its the new Theros Prerelease, so just incase you have missed them or are a little bit unsure here are the new mechanics ...
Bestow
A creature with bestow kinda works like an Equipment, in that if you cast one as an Aura it sticks around on the battlefield even if the creature it was attached to goes away. You can also just cast it as a creature and skip the whole piggybacking as an Aura thing. So! You cast an enchantment creature with bestow as an Aura and attach it to another creature you control, which gets some spiffy bennie from that. But then oh waily waily your attached-to creature dies and... well, then your bestowed enchantment creature stops being an Aura and becomes its own person. Or Crab. Or whatever. (And visual protip: enchantment creatures in Theros have a sparkly starfield border most prominent above their type lines—and some of these have bestow!)
Heroic
Whenever you cast a (presumably beneficial but not always!) spell that targets your heroic creature, your heroic creature gets better in some way. "Heroic" itself is an ability word (and as the FAQ points out, "an ability word has no meaning") so think of it there as a heads-up: "Oh hai, this duder gets buff if I target it with a spell."
Monstrosity
Sometimes, you have enough mana to cast a cool creature and you're content with that. But forget just being content—hunger for more! Well, if your cool creature has the keyword action, "monstrosity," you can pump some mana into it and get more! Monstrosity puts one or more +1/+1 counters on the creature and possibly has some other neat effect as well. You can only activate monstrosity once, but believe you me: once will almost certainly be enough.
Devotion
Okay, you know how you have some permanents (artifacts, creatures, enchantments, lands, and Planeswalkers) on the battlefield? And some of those have colored mana symbols? Well, devotion cares about those mana symbols. Your devotion to a color is the number of mana symbols of that color that appears among all your permanents. So lands don't help and colorless artifacts don't help, but colored artifacts, creatures, enchantments, and Planeswalkers all do!
Scry
Scry returns! When you scry 1, you look at the top card of your library and you have the option then of putting it on the bottom of your library as well. Scry, by itself, doesn't let you draw that card... just to look at it and decide whether or not to put it on the bottom. And some cards even let you scry for more than one! (In which case you put any number of them on the bottom of your library and arrange the rest on top of your library. But you still don't draw a card.)
Legendary and Planeswalkers Rules
Just a reminder (or maybe first-time information if you didn't know), there are new rules for legendary creatures and Planeswalkers now in effect. To wit: If you control two or more Planeswalkers with the same type (let's pick "Elspeth" as our example!) or two or more legendary permanents with the same name (like, say, Tymaret, the Murder King), you choose one and put the rest in their owners' graveyards. The new rules don't care anymore about what your opponents have on the battlefield, only you. What this means is that if I have an Elspeth, Sun's Champion I am quite happy—no wait, where was I? Oh right, if I have an Elspeth, Sun's Champion and you cast one of your own (fist bump!), they both stay on the battlefield! But if I then cast an Elspeth, Knight-Errant (what is this, Commander?), one goes to my graveyard and the other sticks around.
This weekend its the new Theros Prerelease, so just incase you have missed them or are a little bit unsure here are the new mechanics ...
Bestow
A creature with bestow kinda works like an Equipment, in that if you cast one as an Aura it sticks around on the battlefield even if the creature it was attached to goes away. You can also just cast it as a creature and skip the whole piggybacking as an Aura thing. So! You cast an enchantment creature with bestow as an Aura and attach it to another creature you control, which gets some spiffy bennie from that. But then oh waily waily your attached-to creature dies and... well, then your bestowed enchantment creature stops being an Aura and becomes its own person. Or Crab. Or whatever. (And visual protip: enchantment creatures in Theros have a sparkly starfield border most prominent above their type lines—and some of these have bestow!)
Heroic
Whenever you cast a (presumably beneficial but not always!) spell that targets your heroic creature, your heroic creature gets better in some way. "Heroic" itself is an ability word (and as the FAQ points out, "an ability word has no meaning") so think of it there as a heads-up: "Oh hai, this duder gets buff if I target it with a spell."
Monstrosity
Sometimes, you have enough mana to cast a cool creature and you're content with that. But forget just being content—hunger for more! Well, if your cool creature has the keyword action, "monstrosity," you can pump some mana into it and get more! Monstrosity puts one or more +1/+1 counters on the creature and possibly has some other neat effect as well. You can only activate monstrosity once, but believe you me: once will almost certainly be enough.
Devotion
Okay, you know how you have some permanents (artifacts, creatures, enchantments, lands, and Planeswalkers) on the battlefield? And some of those have colored mana symbols? Well, devotion cares about those mana symbols. Your devotion to a color is the number of mana symbols of that color that appears among all your permanents. So lands don't help and colorless artifacts don't help, but colored artifacts, creatures, enchantments, and Planeswalkers all do!
Scry
Scry returns! When you scry 1, you look at the top card of your library and you have the option then of putting it on the bottom of your library as well. Scry, by itself, doesn't let you draw that card... just to look at it and decide whether or not to put it on the bottom. And some cards even let you scry for more than one! (In which case you put any number of them on the bottom of your library and arrange the rest on top of your library. But you still don't draw a card.)
Legendary and Planeswalkers Rules
Just a reminder (or maybe first-time information if you didn't know), there are new rules for legendary creatures and Planeswalkers now in effect. To wit: If you control two or more Planeswalkers with the same type (let's pick "Elspeth" as our example!) or two or more legendary permanents with the same name (like, say, Tymaret, the Murder King), you choose one and put the rest in their owners' graveyards. The new rules don't care anymore about what your opponents have on the battlefield, only you. What this means is that if I have an Elspeth, Sun's Champion I am quite happy—no wait, where was I? Oh right, if I have an Elspeth, Sun's Champion and you cast one of your own (fist bump!), they both stay on the battlefield! But if I then cast an Elspeth, Knight-Errant (what is this, Commander?), one goes to my graveyard and the other sticks around.
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