Aether Revolt Pre-Release Saturday Jan 14th 4pm

Don’t forget, the Aether Revolt Pre-release is this Saturday at 4pm at Multiverse Comics & Games.
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You can stop into the store at anytime between and Saturday to register.

Magic Banned and Restricted Update

Wizards announced additions to the banned and restricted lists today for both Standard and Modern formats.

Effective Date: January 20, 2017
Magic Online Effective Date: January 11, 2017

On the chopping block for Standard is…

Emrakul, the Promised End – Banned.
Smuggler’s Copter – Banned.
Reflector Mage – Banned.

The full list of cards banned in Standard is here.

Modern looses the following…

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Golgari Grave-Troll – Banned.

The full list of cards banned in Modern is here.

…we banned three cards in Standard—Smuggler’s Copter; Emrakul, the Promised End; and Reflector Mage—to improve and diversify the Standard environment. These changes were driven by play data that demonstrated an imbalance in Standard as well as anecdotal evidence that players found these specific cards to limit their ability to stay competitive with creative, fun, diverse decks. Let’s look at these card by card.

Emrakul, the Promised End—Created to be scarily powerful, Emrakul, the Promised End delivered on that promise too well. Emrakul faced too little resistance and ended games too easily. She was the world-ending, all-powerful monster she was in the story, which was too much for Standard.

Smuggler’s Copter—Simply put, Smuggler’s Copter is too efficient and shows up in too many decks, diminishing the format’s diversity. We want Planeswalkers, sorcery-speed removal, and a variety of vehicles to be viable options, and believe removing Smuggler’s Copter will allow them to flourish again. Of the top archetypes in Standard, very few didn’t play four copies of Smuggler’s Copter, stifling many creative, fun options. Smuggler’s Copter was the result of a new card type pushed too far, and, as such, is now banned.

Reflector Mage—Our data showed the White-Blue Flash deck was too powerful against the field, and Reflector Mage has been on players’ lists of most-disliked cards since the days of Collected Company. Other cards were discussed to check White-Blue Flash, but Reflector Mage came up time and time again as both frustrating and a targeted way to diminish the White-Blue Flash deck.

Gitaxian ProbeGitaxian Probe increased the number of third-turn kills in a few ways, but particularly by giving perfect information (and a card) to decks that often have to make strategic decisions about going “all-in.” This hurt the ability of reactive decks to effectively bluff or for the aggressive deck to miss-sequence their turn. Ultimately, the card did too much for too little cost.

Golgari Grave-Troll—Dredge, the mechanic and the deck, has a negative impact on Modern by pushing the format too far toward a battle of sideboards. With the printing of Cathartic Reunion and Prized Amalgam, the deck once again became unhealthy for the format. While those cards were discussed, the real offender always has been the dredge mechanic itself.

Flatline

FLATLINE is a co-operative dice game set in the FUSE universe. Players must roll their dice and work to combine them with other players in order to properly treat arriving patients. Every round, players are racing against a one-minute timer, and must deal with the needs of each wounded crew members, as well as other emergencies within the ER. Time is running out!

The flames are subsiding, the smoke is clearing, but your work is just beginning. You and your crew survived FUSE, but there is significant damage to your ship, there are injuries among your crew members, and the life support systems are failing. As the ship’s Medics, you must work together to treat the injured crew, while dealing with other emergencies that are being brought in at an unrelenting pace. You must work together, against the clock and against all odds, to treat all your patients before time runs out!

Order your from Multiverse Comics and Games by Feb 14th. Arrives in March 2017

Price $50.00

1-5 players
Ages 13+
45 minute play time

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1 Center Board Piece
1 Life Support Dial
1 plastic connector
40 Medic Dice (8 in each of the 5 player colors)
2 Emergency Dice
20 large Patient Cards
29 Emergency Cards (18 standard Emergency Cards and 11 Stat Cards)
4 Double-sided Power Meter tiles
20 Cleared Tiles
10 Power Cubes
4 Lock-down tiles
1 Player Aid
1 Rulebook

Honshu

Honshu is a map-building card game set in feudal Japan. Players are lords and ladies of noble houses seeking new lands and opportunities for fame and fortune.

One game of Honshu lasts twelve rounds, and each round is divided into two phases. First, map cards are played in a trick, and the player who played the highest valued card gets to pick first from those cards played. Then the players use the map cards picked to expand their personal maps. Each player must expand their personal maps to maximize their scoring possibilities. Manipulating your position in the player order is crucial for mastering Honshu.
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Stop into Multiverse by Jan 31st to order yours. Arrives in Feb 2017.

Price $25.00

Legacy Tribal Wars

On Friday, Jan 13th we will be hosting a Legacy Tribal Wars Tournament. Entry fee will be $3.00.

Below are the deck construction rules from MTGO Academy

Tribal Wars Deck Construction

Tribal Wars is a casual Magic Online format that emphasizes creature combat: one-third of every deck must be of a single creature type.

Constructed decks must contain a minimum of sixty cards. All cards named Plains, Island, Swamp, Mountain, and Forest are basic. Sideboards are not permitted.

Classic Tribal Wars was renamed Legacy Tribal Wars, which will allow all cards in Legacy, except for those cards on the banned list. Standard Tribal Wars was also created and follows the same ruleset, except the legal cardpool includes only what is legal in Standard.

Currently, no cards are banned in Standard Tribal Wars.

The following cards are banned in Legacy Tribal Wars games:

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