I am convinced that WotC/Hasbro are completely delusional at this point if they think they can sell a half-assed board game at $65 just because it has a cool saproling token and a lightning helix. Bet you the tile pieces are crap too(like the warped cards).
Hasbro marketing research is... So many colorful and delightful words when it comes to the magic secondary market.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
This is pretty fun, much more than Planechase and Archenemy ever were for my playgroup. The game pieces and the box itself are pretty thick and sturdy, the box has a very well designed insert to keep everything in place and there's no warping out-of-the-pack with these cards.
The decklists themselves are a bit wonky, Dinosaurs lost first four times in a row, Vampires and Merfolk were always 1-2 with Merfolk winning 3/4 games.
The effects of the game pieces don't require or benefit these decks in particular so you can easily play with your Commander decks. Just have in mind there's a bunch of treasure token making and piracy effects so decks that refuse to interact with opponents will suffer.
This is pretty fun, much more than Planechase and Archenemy ever were for my playgroup. The game pieces and the box itself are pretty thick and sturdy, the box has a very well designed insert to keep everything in place and there's no warping out-of-the-pack with these cards.
The decklists themselves are a bit wonky, Dinosaurs lost first four times in a row, Vampires and Merfolk were always 1-2 with Merfolk winning 3/4 games.
The effects of the game pieces don't require or benefit these decks in particular so you can easily play with your Commander decks. Just have in mind there's a bunch of treasure token making and piracy effects so decks that refuse to interact with opponents will suffer.
This is pretty fun, much more than Planechase and Archenemy ever were for my playgroup. The game pieces and the box itself are pretty thick and sturdy, the box has a very well designed insert to keep everything in place and there's no warping out-of-the-pack with these cards.
The decklists themselves are a bit wonky, Dinosaurs lost first four times in a row, Vampires and Merfolk were always 1-2 with Merfolk winning 3/4 games.
The effects of the game pieces don't require or benefit these decks in particular so you can easily play with your Commander decks. Just have in mind there's a bunch of treasure token making and piracy effects so decks that refuse to interact with opponents will suffer.
You have the game? Are you a store owner?
Our LGS opened one for their board game rental service.
Although fun and cool for a select few to play the game before release, its stuff like this that drives me nuts. I ordered and paid for the thing, it is sitting in holding just waiting to be shipped on Wizards "permission". Oh well.
Also it would have been nice to have been released yesterday so I could have taken it to our family Thanksgiving and played it there. Hasbro should have known this.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Imagine I'm a game journalist, it's not like I'm any less qualified than 90% of youtube. I mean, I speak english and can count up to four at the least.
Being able to test the game at the store sold me a product I had only meager interest in and I'm really looking forward to play it with my family on the weekend. Maybe WotC should actually promote this kind of thing at LGS instead of being so draconic and unsupportive with the people who promote their game the most.
Maybe WotC should actually promote this kind of thing at LGS instead of being so draconic and unsupportive with the people who promote their game the most.
Yep, it would be nice if you ordered with your DCI number that they would ship you your product a week ahead of schedule. Take care of your die-hard core a week early then on release day at the box stores to the masses later. Just a thought.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
This is pretty fun, much more than Planechase and Archenemy ever were for my playgroup. The game pieces and the box itself are pretty thick and sturdy, the box has a very well designed insert to keep everything in place and there's no warping out-of-the-pack with these cards.
The decklists themselves are a bit wonky, Dinosaurs lost first four times in a row, Vampires and Merfolk were always 1-2 with Merfolk winning 3/4 games.
The effects of the game pieces don't require or benefit these decks in particular so you can easily play with your Commander decks. Just have in mind there's a bunch of treasure token making and piracy effects so decks that refuse to interact with opponents will suffer.
So do you think the game is fun, but you advise to play it with different decks? I was undecided if keeping the original decks or brew 4 ixalan-only themed decks for the game, what do you advise?
I'll mostly be playing this with Commander decks but I am brewing Ixalan block decks to keep on the box. The decks are Necropolis Regent vs Mass Mutiny vs Aether Gale vs Disaster Radius, whomever plays their trump card with a minimal board advantage wins and neither Pirates no Dinosaurs ever seem to have a board advantage.
Actually, I've been thinking about just going with the Commander Anthology + Explorers combo and use the precon commander decks for the game. The other fun decks I've found have come out of 3rd party places like Card Kingdom, who keeps getting unintentional plugs from me whenever I have to mention battle decks and people don't know what they are.
Honestly, those decks are financially worthless, but they are the closest I've ever gotten to the classic portal 2 deck experience.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Actually, I've been thinking about just going with the Commander Anthology + Explorers combo and use the precon commander decks for the game. The other fun decks I've found have come out of 3rd party places like Card Kingdom, who keeps getting unintentional plugs from me whenever I have to mention battle decks and people don't know what they are.
Honestly, those decks are financially worthless, but they are the closest I've ever gotten to the classic portal 2 deck experience.
I'd support this if Kaalia's deck wasn't way underpowered compared to Meren.
Actually, I've been thinking about just going with the Commander Anthology + Explorers combo and use the precon commander decks for the game. The other fun decks I've found have come out of 3rd party places like Card Kingdom, who keeps getting unintentional plugs from me whenever I have to mention battle decks and people don't know what they are.
Honestly, those decks are financially worthless, but they are the closest I've ever gotten to the classic portal 2 deck experience.
I'd support this if Kaalia's deck wasn't way underpowered compared to Meren.
Oh yeah, that's the one I bought separately from the box set back when anthologies came out. It's a real fixer-upper, unfortunately. On the other hand, it came with a Foil Kaalia.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Actually, I've been thinking about just going with the Commander Anthology + Explorers combo and use the precon commander decks for the game. The other fun decks I've found have come out of 3rd party places like Card Kingdom, who keeps getting unintentional plugs from me whenever I have to mention battle decks and people don't know what they are.
Honestly, those decks are financially worthless, but they are the closest I've ever gotten to the classic portal 2 deck experience.
I'd support this if Kaalia's deck wasn't way underpowered compared to Meren.
Oh yeah, that's the one I bought separately from the box set back when anthologies came out. It's a real fixer-upper, unfortunately. On the other hand, it came with a Foil Kaalia.
Yeah the first Commander decks had some really great commanders, but the decks are way weaker than future generations. And it really doesn't help that Meren and Freyalise were both the strongest deck of their gen. Hell Meren is probably one of the top 3 strongest Commander precons altogether.
Sorry to double post but 10/10 confirmed, I love this system. It's just the right oil to lubricate the grind of multiplayer without making anyone get blown up at random and pissing people off. Way better than Planechase.
2x Valuable Recon: Create a Treasure Token. Look at any face-down tile.
2x Broadside Assault: Deal 2 Damage to Each Opponent.
2x From the Mists: Put a permanent card with converted mana cost 3 or less from your hand onto the battlefield.
Natural Defenses: You create two Saproling tokens and an opponent of your choices creates one Saproling token.
Rejuvenating Waters: You gain 4 life and an opponent of your choice gains 2 life.
Too Much to Carry: You create two Treasure tokens and an opponent of your choice creates one Treasure token.
Jungle's Bounty: Create a Saproling token. Gain 2 life.
Quests:
2x Plunder the Plunderers: The next time combat damage is dealt to you, create two Treasure tokens.
2x Study the Nine Rivers: The next time you would draw a card, instead look at the top four cards of your library, then put one into your hand and the rest on the bottom of your library.
2x Sails Unfurled: The next creature that enters the battlefield under your control enters with an additional +1/+1 counter on it, and it gains haste until end of turn.
3x Cannons to Starboard: The next time you deal combat damage to the player on your right, draw a card.
3x Cannons to Port: The next time you deal combat damage to the player on your left, draw a card.
Dusk's Embrace: The next time a creature you control dies, draw a card.
Sites:
Walls of Adanto: Creatures can't attack you. An opponent may pay 1 to ignore this effect until end of turn.
High and Dry, Pirates' Market: At the beginning of your end step, you may discard a card. If you do, draw a card.
There are 18 3-Cost tiles.
Events:
Wavering Allegiances: Exchange control of two target creatures.
Trespass at Spitfire Bastion: Deal 3 damage to target creature or player.
Savage Stirring: Keep until your next turn. At the beginning of combat on each player's turn, that player may choose a creature. Until end of turn, that creature gets +3/+3, gains trample, and can't attack you.
Turn Tail: Return up to two target creatures controlled by different players to their owners' hands.
Placate the Raptors: Each opponent sacrifices a creature.
Unwitting Accomplice: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Deadly Challenge: Choose two target creatures controlled by different players. Those creatures fight each other.
Throw Overboard: Destroy target creature you don't control.
Secure the High Ground: Keep until your next turn. Creatures can't attack you.
Scrolls of Azcanta: Each player draws two cards, then each of your opponents discards two cards.
Quests:
Blade and Claw: The next time you attack with exactly two creatures, untap them and they each get +2/+2 until end of turn.
Jade Reflection: When you cast your next instant or sorcery spell, copy that spell, and you may choose new targets for the copy.
Prove Worthy: The next time you deal combat damage to an opponent with the most life, create a dinosaur token.
Can't Take It With You: The next time an opponent leaves the game, draw two cards and create four treasure tokens.
Blessing of the Shapers: Your next creature enters the battlefield with three additional +1/+1 counters on it.
Sites:
Deeproot Tree: At the beginning of your end step, put a +1/+1 counter on target creature you control.
Gold-Laden Shipwreck: At the beginning of your end step, create a Treasure token.
Shrine to Ixalli: At the beginning of your end step, create a Saproling token.
There are 7 6-Cost Tiles:
Events:
The Blood Fast Ends: For each opponent, destroy up to one target permanent that player controls.
Weather the Storm: Each player discards their hand. Each opponent draws four cards. You draw seven cards and untap all lands you control.
Ceratops Stampede: Keep until your next turn. Whenever a creature attacks a player other than you, that creature gains double strike until end of turn.
Rise From the Depths: Put the top six cards of your library into your graveyard, then search your graveyard for a number of creature cards whose total power is 6 or less and put them onto the battlefield.
Might of the Sun Empire: Create a Dinosaur token, then put two +1/+1 counters on each creature you control.
Melee at the Gates: Keep until your next turn. Creatures your opponent control attack each turn if able. They can’t attack you.
Quests: No quests.
Sites:
Orazca, the Golden City: When you reveal this tile or take it from another player, draw two cards. At the beginning of your upkeep, draw two cards and deal 3 damage to each opponent.
The tokens, by the by, are all double sided. There are 20 of them, with Treasure on the backs of all of them. There are 10 Saproling, 8 Dinosaur, and 2 Vampire.
How does the mechanic work? How often you can explore? Once a turn?
I assume that event works only once, when a player reveals it. Revealed event cannot happen again, right?
How is it with quest? Do you have to keep the explorer token there until it is fulfilled? Resp, do you abandon the quest when you leave the tile? Can anyone pick up an abandoned revealed quest? Or do you actually TAKE the tile and leave a hole there?
Sites: Orazca clearly says "when you reveal this tile or take it from another player". So do you take the tiles from the map to you? How can one take a tile from another player?
And the most important question: WHY THE HECK HAVE NOT WIZARDS POSTED THE RULES ONLINE???
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100% Vorthos Spike and Storyline Expert
Former Fact Prospector of the Greek Alliance.
Let this great clan rest in peace (2001-2011)
2x Valuable Recon: Create a Treasure Token. Look at any face-down tile.
2x Broadside Assault: Deal 2 Damage to Each Opponent.
2x From the Mists: Put a permanent card with converted mana cost 3 or less from your hand onto the battlefield.
Natural Defenses: You create two Saproling tokens and an opponent of your choices creates one Saproling token.
Rejuvenating Waters: You gain 4 life and an opponent of your choice gains 2 life.
Too Much to Carry: You create two Treasure tokens and an opponent of your choice creates one Treasure token.
Jungle's Bounty: Create a Saproling token. Gain 2 life.
Quests:
2x Plunder the Plunderers: The next time combat damage is dealt to you, create two Treasure tokens.
2x Study the Nine Rivers: The next time you would draw a card, instead look at the top four cards of your library, then put one into your hand and the rest on the bottom of your library.
2x Sails Unfurled: The next creature that enters the battlefield under your control enters with an additional +1/+1 counter on it, and it gains haste until end of turn.
3x Cannons to Starboard: The next time you deal combat damage to the player on your right, draw a card.
3x Cannons to Port: The next time you deal combat damage to the player on your left, draw a card.
Dusk's Embrace: The next time a creature you control dies, draw a card.
Sites:
Walls of Adanto: Creatures can't attack you. An opponent may pay 1 to ignore this effect until end of turn.
High and Dry, Pirates' Market: At the beginning of your end step, you may discard a card. If you do, draw a card.
There are 18 3-Cost tiles.
Events:
Wavering Allegiances: Exchange control of two target creatures.
Trespass at Spitfire Bastion: Deal 3 damage to target creature or player.
Savage Stirring: Keep until your next turn. At the beginning of combat on each player's turn, that player may choose a creature. Until end of turn, that creature gets +3/+3, gains trample, and can't attack you.
Turn Tail: Return up to two target creatures controlled by different players to their owners' hands.
Placate the Raptors: Each opponent sacrifices a creature.
Unwitting Accomplice: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Deadly Challenge: Choose two target creatures controlled by different players. Those creatures fight each other.
Throw Overboard: Destroy target creature you don't control.
Secure the High Ground: Keep until your next turn. Creatures can't attack you.
Scrolls of Azcanta: Each player draws two cards, then each of your opponents discards two cards.
Quests:
Blade and Claw: The next time you attack with exactly two creatures, untap them and they each get +2/+2 until end of turn.
Jade Reflection: When you cast your next instant or sorcery spell, copy that spell, and you may choose new targets for the copy.
Prove Worthy: The next time you deal combat damage to an opponent with the most life, create a dinosaur token.
Can't Take It With You: The next time an opponent leaves the game, draw two cards and create four treasure tokens.
Blessing of the Shapers: Your next creature enters the battlefield with three additional +1/+1 counters on it.
Sites:
Deeproot Tree: At the beginning of your end step, put a +1/+1 counter on target creature you control.
Gold-Laden Shipwreck: At the beginning of your end step, create a Treasure token.
Shrine to Ixalli: At the beginning of your end step, create a Saproling token.
There are 7 6-Cost Tiles:
Events:
The Blood Fast Ends: For each opponent, destroy up to one target permanent that player controls.
Weather the Storm: Each player discards their hand. Each opponent draws four cards. You draw seven cards and untap all lands you control.
Ceratops Stampede: Keep until your next turn. Whenever a creature attacks a player other than you, that creature gains double strike until end of turn.
Rise From the Depths: Put the top six cards of your library into your graveyard, then search your graveyard for a number of creature cards whose total power is 6 or less and put them onto the battlefield.
Might of the Sun Empire: Create a Dinosaur token, then put two +1/+1 counters on each creature you control.
Melee at the Gates: Keep until your next turn. Creatures your opponent control attack each turn if able. They can’t attack you.
Quests: No quests.
Sites:
Orazca, the Golden City: When you reveal this tile or take it from another player, draw two cards. At the beginning of your upkeep, draw two cards and deal 3 damage to each opponent.
The tokens, by the by, are all double sided. There are 20 of them, with Treasure on the backs of all of them. There are 10 Saproling, 8 Dinosaur, and 2 Vampire.
Thanks for the tile list!
Do you have the rules, as well? I want to buy it but no LGS in Puerto Rico have it. I want to at least test it out on Cockatrice so I'm going to make a .xml file with the tiles. It would be great to know how they function. It'd be even better to get scans somewhere, but I haven't found any online yet...
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Ah, sorry for not thinking of putting up the rules.
It's standard multiplayer Magic, with some bonus rules, honestly. Everyone starts at 20 life, if you've got more than 2 people, player one gets to draw on the first turn, etc. etc. You can win the game without flipping over a single tile, if you really want. They're a neat twist, but the victory condition is still "Your opponent(s) is(are) at 0 Life."
You build the map with one Orazca, and three other shuffled 6-cost tiles in the center, surrounded by 10 3-cost tiles, and 16 1-cost tiles.
It's basically this picture, but a complete circle.
Once per turn, at sorcery speed, you can pay the cost on a tile to "discover" it, and flip it over to resolve its effects. There's not actually a definitive position on the board for each person. 1-Cost tiles can be discovered by anyone at any time. 3-Cost tiles can only be discovered when no 1-Cost tiles are touching them. 6-Cost tiles can only be discovered when no 3-cost tiles are touching them. But whenever your discovery would make a 3- or 6-Cost tile available, you can put your scout marker on that 3- or 6-cost tile, and claim it for yourself. Until your next turn, no one else can claim that tile. You don't have to take it either, but no one else gets a shot before you do.
Events fire immediately. They cannot be countered, but their effects can be responded to with instants or abilities. Once they are finished, they are removed from play.
Quests remain with the player until the criteria is met, and then the ability resolves, again, only able to be responded to by instants or abilities. Once they are finished, they are also removed from play.
Sites sit in front of the player and resolve whenever the ability says it can. They can also be "Conquered" from other players. If one or more creatures deals direct combat damage to a player with a site, the controller of those creatures can take up to one site from that player. Only one site can be conquered per combat. If a player loses the game outside of combat damage, the sites they control are removed from the game.
I tried it at my LGS, very fun with both 60 cards and 100, though some tile effects are stronger in 60-cards game than 100.
The game box itself can hold four EDH deck, should people want to use it as carriage. Even the deck containers included in the box can hold 100 non-sleeved cards, WotC definitely had EDH in mind.
Ah, sorry for not thinking of putting up the rules.
It's standard multiplayer Magic, with some bonus rules, honestly. Everyone starts at 20 life, if you've got more than 2 people, player one gets to draw on the first turn, etc. etc. You can win the game without flipping over a single tile, if you really want. They're a neat twist, but the victory condition is still "Your opponent(s) is(are) at 0 Life."
You build the map with one Orazca, and three other shuffled 6-cost tiles in the center, surrounded by 10 3-cost tiles, and 16 1-cost tiles.
It's basically this picture, but a complete circle.
Once per turn, at sorcery speed, you can pay the cost on a tile to "discover" it, and flip it over to resolve its effects. There's not actually a definitive position on the board for each person. 1-Cost tiles can be discovered by anyone at any time. 3-Cost tiles can only be discovered when no 1-Cost tiles are touching them. 6-Cost tiles can only be discovered when no 3-cost tiles are touching them. But whenever your discovery would make a 3- or 6-Cost tile available, you can put your scout marker on that 3- or 6-cost tile, and claim it for yourself. Until your next turn, no one else can claim that tile. You don't have to take it either, but no one else gets a shot before you do.
Events fire immediately. They cannot be countered, but their effects can be responded to with instants or abilities. Once they are finished, they are removed from play.
Quests remain with the player until the criteria is met, and then the ability resolves, again, only able to be responded to by instants or abilities. Once they are finished, they are also removed from play.
Sites sit in front of the player and resolve whenever the ability says it can. They can also be "Conquered" from other players. If one or more creatures deals direct combat damage to a player with a site, the controller of those creatures can take up to one site from that player. Only one site can be conquered per combat. If a player loses the game outside of combat damage, the sites they control are removed from the game.
Awesome, thanks!
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100% Vorthos Spike and Storyline Expert
Former Fact Prospector of the Greek Alliance.
Let this great clan rest in peace (2001-2011)
Well mine was delivered yesterday. Problem is it was missing a one of the piece sheets.
Yep no cutouts for the 6 tiles and some of the 3 tiles and the explorer punch outs. Oh and it had 2 rules sheets packed in it as well. I guess Hasbro isn't paying the Chinese sweat-shop child workers enough to eat and stay cognizant as they pack these. I will be contacting customer service, we will see what falls out. And yes it appeared to be factory sealed in a heavy-ish shrink wrap upon delivery so I don't think its been tampered with.
Crappy QC if you ask me. But not surprising with what has been going on with Hasbro/Wizards lately. At least all the cards were there.
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Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I am convinced that WotC/Hasbro are completely delusional at this point if they think they can sell a half-assed board game at $65 just because it has a cool saproling token and a lightning helix. Bet you the tile pieces are crap too(like the warped cards).
Not all Magic products are meant for all Magic players. I think this game isn't meant for the Magic market as much as it is for the Board Games market. Most board games are priced $50, upwards if nice components are included. I don't know about the quality of the map hexes here, but valuewise they aren't zero. With discount Explorers is priced about right with the value of the included cards on top of the map components.
Hasbro marketing research is... So many colorful and delightful words when it comes to the magic secondary market.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
The decklists themselves are a bit wonky, Dinosaurs lost first four times in a row, Vampires and Merfolk were always 1-2 with Merfolk winning 3/4 games.
The effects of the game pieces don't require or benefit these decks in particular so you can easily play with your Commander decks. Just have in mind there's a bunch of treasure token making and piracy effects so decks that refuse to interact with opponents will suffer.
You have the game? Are you a store owner?
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Also it would have been nice to have been released yesterday so I could have taken it to our family Thanksgiving and played it there. Hasbro should have known this.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Being able to test the game at the store sold me a product I had only meager interest in and I'm really looking forward to play it with my family on the weekend. Maybe WotC should actually promote this kind of thing at LGS instead of being so draconic and unsupportive with the people who promote their game the most.
Yep, it would be nice if you ordered with your DCI number that they would ship you your product a week ahead of schedule. Take care of your die-hard core a week early then on release day at the box stores to the masses later. Just a thought.
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
Honestly, those decks are financially worthless, but they are the closest I've ever gotten to the classic portal 2 deck experience.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Oh yeah, that's the one I bought separately from the box set back when anthologies came out. It's a real fixer-upper, unfortunately. On the other hand, it came with a Foil Kaalia.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Let this great clan rest in peace (2001-2011)
Events:
There are 18 3-Cost tiles.
Events:
There are 7 6-Cost Tiles:
Events:
Quests: No quests.
Sites:
The tokens, by the by, are all double sided. There are 20 of them, with Treasure on the backs of all of them. There are 10 Saproling, 8 Dinosaur, and 2 Vampire.
How does the mechanic work? How often you can explore? Once a turn?
I assume that event works only once, when a player reveals it. Revealed event cannot happen again, right?
How is it with quest? Do you have to keep the explorer token there until it is fulfilled? Resp, do you abandon the quest when you leave the tile? Can anyone pick up an abandoned revealed quest? Or do you actually TAKE the tile and leave a hole there?
Sites: Orazca clearly says "when you reveal this tile or take it from another player". So do you take the tiles from the map to you? How can one take a tile from another player?
And the most important question: WHY THE HECK HAVE NOT WIZARDS POSTED THE RULES ONLINE???
Let this great clan rest in peace (2001-2011)
Thanks for the tile list!
Do you have the rules, as well? I want to buy it but no LGS in Puerto Rico have it. I want to at least test it out on Cockatrice so I'm going to make a .xml file with the tiles. It would be great to know how they function. It'd be even better to get scans somewhere, but I haven't found any online yet...
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It's standard multiplayer Magic, with some bonus rules, honestly. Everyone starts at 20 life, if you've got more than 2 people, player one gets to draw on the first turn, etc. etc. You can win the game without flipping over a single tile, if you really want. They're a neat twist, but the victory condition is still "Your opponent(s) is(are) at 0 Life."
You build the map with one Orazca, and three other shuffled 6-cost tiles in the center, surrounded by 10 3-cost tiles, and 16 1-cost tiles.
It's basically this picture, but a complete circle.
Once per turn, at sorcery speed, you can pay the cost on a tile to "discover" it, and flip it over to resolve its effects. There's not actually a definitive position on the board for each person. 1-Cost tiles can be discovered by anyone at any time. 3-Cost tiles can only be discovered when no 1-Cost tiles are touching them. 6-Cost tiles can only be discovered when no 3-cost tiles are touching them. But whenever your discovery would make a 3- or 6-Cost tile available, you can put your scout marker on that 3- or 6-cost tile, and claim it for yourself. Until your next turn, no one else can claim that tile. You don't have to take it either, but no one else gets a shot before you do.
Events fire immediately. They cannot be countered, but their effects can be responded to with instants or abilities. Once they are finished, they are removed from play.
Quests remain with the player until the criteria is met, and then the ability resolves, again, only able to be responded to by instants or abilities. Once they are finished, they are also removed from play.
Sites sit in front of the player and resolve whenever the ability says it can. They can also be "Conquered" from other players. If one or more creatures deals direct combat damage to a player with a site, the controller of those creatures can take up to one site from that player. Only one site can be conquered per combat. If a player loses the game outside of combat damage, the sites they control are removed from the game.
The game box itself can hold four EDH deck, should people want to use it as carriage. Even the deck containers included in the box can hold 100 non-sleeved cards, WotC definitely had EDH in mind.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Anyway, ThyLordQ posted a great summary.
Awesome, thanks!
Let this great clan rest in peace (2001-2011)
Yep no cutouts for the 6 tiles and some of the 3 tiles and the explorer punch outs. Oh and it had 2 rules sheets packed in it as well. I guess Hasbro isn't paying the Chinese sweat-shop child workers enough to eat and stay cognizant as they pack these. I will be contacting customer service, we will see what falls out. And yes it appeared to be factory sealed in a heavy-ish shrink wrap upon delivery so I don't think its been tampered with.
Crappy QC if you ask me. But not surprising with what has been going on with Hasbro/Wizards lately. At least all the cards were there.
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Not all Magic products are meant for all Magic players. I think this game isn't meant for the Magic market as much as it is for the Board Games market. Most board games are priced $50, upwards if nice components are included. I don't know about the quality of the map hexes here, but valuewise they aren't zero. With discount Explorers is priced about right with the value of the included cards on top of the map components.
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