Okay , here it is folks! This Thursday, August 19th we will be having our Summer MS Magic Player Rewards Multiplayer Event.
Here is how it will work. It will be an M11 Sealed event. The event will cost $18 for due paying members and $24 for non due paying members. I will be there as close to 5:00 pm as possible. Registration will begin as soon as we get setup. As soon as you register you will be given your product and you may begin deck construction. The event will begin at exactly 6:15 pm. The main event will include every registered player! We will use the official MtG Multiplayer rules in conjunction with the Grand Melee Multiplayer variant. I highly recommend you read them at
www.wizards.com/magic/TCG/Resources.aspx?x=magic/rules under the comprehensive rules.
Here are the highlights:800.4a. When a player leaves the game, all objects (see rule 109) owned by that player leave the game, all spells and abilities controlled by that player on the stack cease to exist, and any change-of-control effects which give that player control of any objects end. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time he or she left, priority passes to the next player in turn order who’s still in the game.
800.5. In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of seven cards rather than six cards. Subsequent hands decrease by one card as normal.
800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of his or her first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.7.
801.2. A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.
801.2c The particular players within each player’s range of influence are determined as each turn begins.
801.3. Creatures can attack only opponents within their controller’s range of influence or planeswalkers controlled by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.
801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.
807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.
807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.
807.2a Each player has a range of influence of 1 (see rule 801).
807.2b The attack left option is used (see rule 803).
807.4a There is one turn marker for each full four players in the game.
807.4b The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.
807.4c After a player ends his or her turn, that player passes the turn marker to the player on his or her left. If a player with a turn marker leaves the game during his or her turn, the player to his or her left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before his or her turn begins, the player to his or her left takes the turn marker immediately.
807.4d A player who receives a turn marker can’t begin his or her turn if any player in the three seats to his or her left has a turn marker. If this is the case, that player waits until the player four seats to his or her left takes the other turn marker.
807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.
That's the best I can condense the important rules for everyone.****** Now for the fun stuff. ******
As players are eliminated from the main event, they will move to a Planechase event. When 1/3 (rounding up) of the main event players have moved to the Planechase event, that game can commence.
The Planechase game will use the the Grand Melee variant as long as there is 8 or more players in it. If there are less, it will use the Free for All variant with Range of Influence of 1 and Attack Right options. It will also use the Eternities Map Variant found here
www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/feature/100. Once all mulligans have been determined, this game will be considered to have begun.
After the Planchase Event has begun, players eliminated from it or from the Main Event will move to 1 of 2 Archenemy Events. The player may choose which one to participate in. Whenever a player chooses one of these events they also decide if they will be the Archenemy or not depending upon whether 1 of those seats are not filled. Once one of the Archenemy events has 4 particpants, it may commence, and no other participants may join.
In the spirit of this Summer of Multiplayer we will be splitting the Booster Box (and then some) in the following manner:
The winner of the Main Event will receive 18 Booster Packs.
The winner of the Planechase Event will receive 9 Booster Packs.
If an Archenemey wins, he will receive 6 Booster Packs and 1 free pack-in on an event of their choosing for the month of September.
If the Heroes win, they will each receive 3 Booster Packs and the praise of their homeland.
****** Here is the Next big twist!!!! ******
Each player must build 3 decks and they can not reuse cards between decks. You must have your first deck built by the time the Main Event begins but you may build your other decks in between tables. You can not build it while you are playing in an event however, to eliminate the chance of cards getting confused with your deck. In addition to the cards in your sealed pool of 6 Booster Packs, each player will also be allowed to have the following 42 cards:
CommonWhite
2 Squadron Hawk
Blinding Mage
Solemn Offering
Blue
2 Jace’s Erasure
Negate
Foresee
Black
2 Child of Night
Gravedigger
Blood Tithe
Red
2 Manic Vandal
Volcanic Strength
Chandra’s Outrage
Green
2 Sylvan Ranger
Garruk’s Companion
Giant Spider
Land
4 Terramorphic Expanse
UncommonWhite
Ajani’s Pridemate
War Priest of Thule
Condemn
Blue
Wall of Frost
Jace’s Ingenuity
Call to Mind
Black
Rise from the Grave
Reassembling Skeleton
Lilana’s Caress
Red
Ember Hauler
Pyroclasm
Chandra’s Spitfire
Green
Acidic Slime
Duskdale Wurm
Garruk’s Packleader
Artifact
Gargoyle Sentinel
Juggernaut
Elixir of Immortality
I will do my best to have these on hand to borrow, but if you can bring them yourselves, it will be GREATLY appreciated.***** Remember, the most important rule for this event is - HAVE FUN! The prizes really are quite secondary at this event. I may even give away some bonus prizes?! ******