Showing posts with label Mtg 101. Show all posts
Showing posts with label Mtg 101. Show all posts

Monday, March 17, 2014

How to Wash your MtG Playmat


*Reposted from my Deathmarked main blog.

Here is a short guide on how to clean wash your Magic: the Gathering playmats. Notice that constant use of the mat to protect your cards while playing in tournaments results in a lot of dust and stains. We even use them in our playtesting sessions in places wherein that mats get the most dirt.

Here's what you will need:
- Sponge with brush pad on one side
- Powdered laundry soap
- Water

The steps:
1. Fill a bucket with water and slightly soak the playmat.
2. Place the powdered soap on the water dipped sponge and then lightly scrub on the designed side of the mat.
3. Dip the playmat on water again and then repeat the brushing, this time with the sponge with no soap.
4. Final rinse on water and then air dry.

Monday, January 6, 2014

MtG Iloilo Tournament Results January 3-4,2014

Friday Night Magic (January 3, 2014)
Top 4:
1. Carlo (RG Monsters)
2. Mark Ian (Naya Hexproof)
3. Raoul (Devotion to Blue)
4. Oliver (Devotion to Black)

12 players, 4 Rounds of Gameplay

Saturday Standard Tournament (January 4, 2014)
Top 4:
1. Oliver (Esper Midrange)
2. Speedy (UW Control)
3. Rei (UW Control)
4. Jason (RW Devotion)

16 players, 4 Rounds of Gameplay

Friday, January 9, 2009

Magic: the Gathering Tutorial Videos

For those who want to learn how to play or at least get familiar with Magic: The Gathering TCG in case you'll see people playing it, here's some step by step videos made by Wizards to help explain the game. I'm posting this because I know not all of my visitors are familiar with the game and I think these could help you clarify and answer those questions that keep on buzzing off your mind. Check out Part One of "Learn to Play Magic: The Gathering" below:


More tutorial vids after the cut...

Part Two


Part Three


Part Four


Part Five


Part Six

Friday, August 22, 2008

Reveillark combo with Kitchen Finks

Infinite life Reveillark combo with Kitchen Finks. Wondering how to do it? Here's some detailed explanation.


The components:
Reveillark, Kitchen Finks, Body Double and a sacrifice outlet like Mirror Entity of Greater Gargadon.

The process:
1. With the sac outlet in play and the Reveillark and Kitchen Finks in yard, play Body Double copying finks.
2. Sacrifice double and it comes back due to Persist.
3. Copy lark this time.
4.
Sacrifice again. You lose your -1/-1 counter and return yourself via Reveillark ability, this time copy Finks.
5.
Wash rinse repeat.

Enjoy. =)

Thursday, August 7, 2008

MTG 101: Magic: the Gathering Card Types

Hey peeps! It's been a while since I've posted for Mtg 101 because of my "hectic" sked. Hehehe... Anyways, here's part two of my "tutorial" on playing Magic: The Gathering trading card game. This is an explanation about the card types of Magic cards, as based on the official Magic: The Gathering Basic Rulebook.

Every Magic card has one or more types. A card’s type tells you when you can play the card and what happens to the card after you do.

Sorcery
A sorcery represents a magical incantation. You can play a sorcery only during a main phase of one of your own turns. You can’t play it when another spell is on the stack. (You’ll learn about phases and the stack in a bit.) A sorcery has its effect—in other words, you follow the instructions on the card—then you put it into your graveyard, which is the game term for your discard pile.

Instant
An instant is just like a sorcery, except you can play it just about any time you want, even during your opponent’s turn or in response to another spell. Like a sorcery, an instant has its effect, then you put it into your graveyard.

Enchantment
An enchantment represents a stable magical manifestation. An enchantment is a permanent. This means two things: You can play one only at the time you could play a sorcery, and after you play one, you’ll put it on the table in front of you, near your lands. (Most players keep their lands closer to them, then put their other cards closer to the middle of the table.) The card is now in play. Any of your cards in play is called a permanent because it sticks around permanently (well, unless something destroys it).

Some enchantments are Auras. An Aura comes into play attached to a permanent and affects that permanent while it’s in play. If the permanent leaves play, the Aura is put into its owner’s graveyard.

Artifact
An artifact represents a magical relic. Like an enchantment, an artifact is a permanent, so it’ll stay in play affecting the game. Artifacts are colorless, so you can play one no matter what kinds of lands you have. Some artifacts are Equipment. You can pay to attach an Equipment to a creature you control to make that creature more powerful. If the creature leaves play, the Equipment stays in play.

Creature
Creatures fight for you. They’re permanents, but unlike any other kind of permanent, creatures can attack and block. Each creature has power and toughness. Its power (the first number) is how much damage it deals in combat. Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it. Creatures attack and block during the combat phase.

Unlike other types of permanents, creatures come into play with “summoning sickness”: a creature can’t attack, or use an ability that has the tap symbol in its cost, until it has started your turn in play under your control. You can block with a creature or play its other abilities no matter how long it’s been in play.

Artifact creatures are both artifacts and creatures. They’re colorless like other artifacts, and they can attack and block like other creatures. An artifact creature can be affected by anything that affects artifacts, as well as anything that affects creatures.

Land
Although lands are permanents, they aren’t played as spells. To play a land, just put it into play. This happens immediately, so no player can play anything else in response. You can play a land only during one of your main phases while the stack is empty. You can’t play more than one land a turn.

Most lands have abilities that make mana. You’ll use lands to make the mana you need to pay for spells and abilities.

Each basic land has a mana ability that makes one mana of a particular color. Plains make white mana, Islands make blue mana, Swamps make black mana, Mountains make red mana, and Forests make green mana. Any land other than these five is a nonbasic land.

There ya go peeps, an explanation on the Magic: The Gathering card types. For the next tutorial, I'll show to you the zones or areas when you play the Magic game. Till next time peeps and thanks for reading... =)

Tuesday, July 15, 2008

MTG 101: Parts of a Magic Card

I know a lot of people are still not familiar or doesn't know how to play Magic: The Gathering trading card game so I've decided to show to you step by step or rather post by post on how to play Magic: The Gathering. My first post for this segment would be a discussion on the parts of a Magic card. Just like any other card game, you might be wondering what are those symbols, images and text are for. Here are the explanation, as based on the official Magic: The Gathering Basic Rulebook:


Card Name - as the name implies, it shows the name of the card. In our example above, the card's name is Sengir Vampire.

Mana Cost - Mana is the main resource of Magic and it is produced by lands. You tap your lands to produce Mana and spend it to play spells. The symbols in the upper-right corner of the card tell you the cost to play that spell. For our card Sengir Vampire to be played, the mana cost is read as 3BB (B means black mana and is symbolized by the black skull) which means you pay 3 mana of any kind or what we call as generic plus 2 black mana (from a Swamp) to play it.

Type Line - This tells you the card’s card type: artifact, creature, enchantment,instant, land, or sorcery. If the card has a subtype or supertype, that’s also listed here. For our card example, Sengir Vampire is a creature and its subtype is the creature type Vampire.

Expansion Symbol - This symbol tells you which Magic set the card is from. For example, the Tenth Edition expansion symbol as you see in the card is the big letter X. The color of the symbol tells you the card’s rarity: black for common cards, silver for uncommons, and gold for rares.

Text Box - This is where a card’s abilities appear. You may also find flavor text printed in italics (like this) that tells you something about the Magic world. Flavor text has no effect on game play. Some abilities have italic reminder text, like the text after the word "Flying" on the above card, to help explain what they do.

Power and Toughness - As you can see on the lower right of the card, each creature card has a special box with its power and toughness. A creature’s power (the first number) is how much damage it deals in combat. Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it. In our example card, the Sengir Vampire's power is 4 and its tougness is also 4.

Collector Number - The collector number makes it easier for you to organize your cards. For the example, “176/383” means that the card is the 176th of 383 cards in the Tenth Edition set. You can also see beside that number is the name of the artist of the card.

So there you have it. I hope that helps clearing your mind of the questions on the parts of a Magic card. As for our next lesson err topic on Mtg 101, I'll discuss to you the Magic: The Gathering card types so stay tuned and don't forget those assignments. (I feel like a professor. Lol...) Till next time peeps.