Magic the Gathering: Lorwyn Eclipsed Commander Party – Green Bay West

Who will you be on Lorwyn or Shadowmoor? The Commander Party for Lorwyn Eclipsed gives you a chance to find out!

Monday, February 2nd at 6pm we invite players to play together with the Lorwyn Eclipsed Commander Party set of rules!

Eventcode: M7GJGXN

Each player who joins in will get a promo Farhaven Elf! (While supplies last.)

SETUP: Place the rules sheet in the center of the play area. Use the Lorwyn side of the Lorwyn-Shadowmoor indicator card to cover the Shadowmoor roll table. Each player draws and mulligans their opening hand as normal, then does so again, setting aside the second “hand” of cards on the corner of this rules sheet nearest them. Grab a six-sided die.

GAMEPLAY: Players start the game on Lorwyn. After the first player’s third turn begins, the following rules apply. At the beginning of combat on your turn, roll a six-sided die and get the bonus listed below for the plane you are currently on.

For more information on the Commander Format visit https://magic.wizards.com/en/formats/commander 

Commander Rules

Play Rules/Modifiers

This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature or artifact to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic‘s history.

Color Identity

A card’s color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.

Command Zone

This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.

Commander Damage

A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player’s commander, any damage that commander already dealt is still counted).

Current Commander Banned list.

Join our other events by checking out our calendar!

Gundam TCG Steel Requiem [GD-03] Release Event at Green Bay West – $30

Join us at Gnome Games Green Bay West for our Gundam TCG Steel Requiem [GD-03] Release Event!

Join us Sunday, February 1st
Starting at 1:00pm
Entry is $30

Crack open four packs to craft your own 30 card deck in a sealed event, then battle it out in 3 rounds of a Swiss style tournament! Every match you win, you win a pack! Participants will get two special promotional cards!

In Booster-only Sealed, the following construction rules apply:

  • Open 4 booster packs. (48+4 cards)
  • Deck must be exactly 30 cards.
  • No color restrictions when building the deck.
  • You can include any number of cards with the same card number.

What do I need to bring?

Just yourself and a great attitude! If you don’t know how to play, you may want to check out the play guide for tips and instructions for playing the Gundam TCG!

What is the Gundam TCG?

Experience the Gundam Series, beloved world-wide, as a trading card game! The “GUNDAM CARD GAME” expresses the world of the “Gundam” series through Unit, Pilot, Command, and Base cards. Check out the Gundam TCG website for Tutorials, News, and more!

Featured Series from this set: Mobile Suit Gundam: Iron-Blooded Orphans Urdr-Hunt and Mobile Suit Gundam 0080: War in the Pocket!

Steel Requiem GD-03 Rarity
139+20 Card Types

  • x50 Common
  • x36 Uncommon
  • x34 Rare
  • x12 Legend Rare
  • x7 Special
  • x10 Token
  • x10 Resource

Additional Tournament Rules

During certain events (official tournament final rounds and tournament battles), if a game fails to end within the established time limit, players may be granted additional turns depending on whether the current turn belongs to Player One or Player Two, as shown below.
・If time runs out during Player One’s turn
Add three turns after the current turn
・If time runs out during Player Two’s turn
Add two turns after the current turn
If the game fails to end during the additional turns listed above, the steps below should be followed to determine an outcome.
1. The player with the most cards in their shield area (combined total of Base and Shields) is the winner. (If cards are equal, go to step 2.)
2. The player with the most cards remaining in their deck is the winner. (If decks are equal, go to step 3.)
3. Both players lose

Looking for more Gundam TCG at Gnome Games? Check out our calendar!

Gundam Card Game ST07 and ST08 Release Event at Green Bay West – $40

Gundam Event

Join us at Gnome Games Green Bay West for our Gundam Card Game Starter Deck ST07 and ST08 Release Event!

On Sunday, January 18th at 1pm we’re hosting another Starter Deck release event for the Gundam Card Game! Get an exclusive chance to test out Starter Decks Celestial Drive [ST07] and Flash of Radiance [ST08]. Each participant gets a set of ST07-002 Gundam Exia & ST07-009 Setsuna F. Seiei and a set of ST08-002 Ξ Gundam & ST08-010 Hathaway Noa. The winner gets an additional set of each! The tournament is 3 Rounds of Swiss where each match won awards players with a pack! Rounds are 30 minutes best of 1.

Players must enter ahead of time on Bandai TCG+. Entry is updated to $40. Thank you for your continued support!

What is the Gundam Card Game?

Experience the Gundam Series, beloved world-wide, as a trading card game! The battlefield is waiting for you! Build your own unique deck and aim for victory! The “Gundam Card Game” expresses the world of the “Gundam” series through Unit, Pilot, Command, and Base cards. Attractive illustrations, new fierce battles. Collect cards and dive into the world of “Gundam”. Welcome to the battlefield that covers space and Earth!

You can build a deck from four types of cards. The vast combinations of Units and Pilots allows for a variety of strategies and tactics. Freely use a wide variety of tactics in battle to obtain victory! For a guided tutorial on how to play, check out their How to Play website!

For news, information and more from the Gundam Card Game, take a look at their website!

Our Gnome Games calendar offers more Gundam Card Game events!

 

​*Event pricing is subject to adjustment due to unforeseen increases in supplier and operating costs, including changes to tariffs and duties.

Riftbound Nexus Nights – Fridays at Green Bay West

Join the Gnomes each Friday at 6:30pm for Riftbound’s Nexus Nights!

We’re inviting players out to play Riftbound in a variety of formats with a simple cost of purchasing a pack of Riftbound! Promos will go out based on attendance.

There are a multitude of formats available to play: 1 v 1, 2 v 2, or 3-4 player free for all! You’ll want to stay up to date with the most current errata or rules changes, some of which is available here: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/riftbound-origins-card-errata/ 

If you’re looking for help building decks you might like information from the designers: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/deckbuilding-primer/

The domains are:

  • Fury (Red) –
    • Fury is about aggression, passion, and the thrill of conquering.
    • Fury decks often use damage-based removal, Accelerate (and other ways to enter ready), and rewards for conquering to achieve victory.
    • Generally, Fury cards have a harder time drawing lots of cards or killing units directly, especially units that stay out of combat in their base.
    • Examples of Fury from popular fiction are Conan the Barbarian, Blade, and Anakin Skywalker.
  • Calm (Green)
    • Calm is about balance, meditation, and the peace of holding.
    • Calm decks often use defensive tricks, moving enemies, and negating interaction (like counterspells and stuns) to defend their holds and achieve victory.
    • Generally, Calm cards have a harder time being very aggressive or interacting without using their units.
    • Examples of Calm from popular fiction are Gandalf, Baloo, and Obi Wan Kenobi.
  • Mind (Blue)
    • Mind is about innovation, outsmarting opponents, and the benefits of intelligence and curiosity.
    • Mind decks often use long-term planning, shrinking tricks, card draw, hidden and gear synergy to gain an advantage and achieve victory.
    • Generally, Mind cards have a harder time with moving units or having efficient units.
    • Examples of Mind from popular fiction are Sherlock Holmes, Curious George, and Yoda.
  • Body (Orange)
    • Body is about physical superiority, agility, and connection to the wilds.
    • Body decks often ramp their resources, play efficient and high impact units, and dominate combats to achieve victory.
    • Generally, Body cards have a harder time with finding efficient card draw or noncombat spells.
    • Examples of Body from popular fiction are The Terminator, Juggernaut, and Chewbacca.
  • Chaos (Purple) –
    • Chaos is about unpredictability, rebellion, and trickiness.
    • Chaos decks often manipulate position and the trash, use hidden tricks, and filter toward the right cards to achieve victory.
    • Generally, Chaos cards have a harder time permanently eliminating a threat or giving permanent advantages to its units.
    • Examples of Chaos from popular fiction are V (for Vendetta), Spiderman, and Han Solo.
  • Order (Yellow) –
    • Order is about unity, community, and sacrifice for the greater good.
    • Order decks often generate many small units, gain effects on unit death, and kill units directly to achieve victory.
    • Generally, Order cards have a harder time dealing with smaller units and moving units.
    • Examples of Order from popular fiction are Superman, Cobra Commander, and Leia Organa.

One way to start building a deck is to start with a domain you think fits your playstyle (or just style, generally) and search for cool cards you might want to fit into a deck.

Look for this and other events at our website: gnomegames.com/events/month!

Riftbound Nexus Nights – Fridays at Green Bay West

Join the Gnomes each Friday at 6:30pm for Riftbound’s Nexus Nights!

We’re inviting players out to play Riftbound in a variety of formats with a simple cost of purchasing a pack of Riftbound! Promos will go out based on attendance.

There are a multitude of formats available to play: 1 v 1, 2 v 2, or 3-4 player free for all! You’ll want to stay up to date with the most current errata or rules changes, some of which is available here: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/riftbound-origins-card-errata/ 

If you’re looking for help building decks you might like information from the designers: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/deckbuilding-primer/

The domains are:

  • Fury (Red) –
    • Fury is about aggression, passion, and the thrill of conquering.
    • Fury decks often use damage-based removal, Accelerate (and other ways to enter ready), and rewards for conquering to achieve victory.
    • Generally, Fury cards have a harder time drawing lots of cards or killing units directly, especially units that stay out of combat in their base.
    • Examples of Fury from popular fiction are Conan the Barbarian, Blade, and Anakin Skywalker.
  • Calm (Green)
    • Calm is about balance, meditation, and the peace of holding.
    • Calm decks often use defensive tricks, moving enemies, and negating interaction (like counterspells and stuns) to defend their holds and achieve victory.
    • Generally, Calm cards have a harder time being very aggressive or interacting without using their units.
    • Examples of Calm from popular fiction are Gandalf, Baloo, and Obi Wan Kenobi.
  • Mind (Blue)
    • Mind is about innovation, outsmarting opponents, and the benefits of intelligence and curiosity.
    • Mind decks often use long-term planning, shrinking tricks, card draw, hidden and gear synergy to gain an advantage and achieve victory.
    • Generally, Mind cards have a harder time with moving units or having efficient units.
    • Examples of Mind from popular fiction are Sherlock Holmes, Curious George, and Yoda.
  • Body (Orange)
    • Body is about physical superiority, agility, and connection to the wilds.
    • Body decks often ramp their resources, play efficient and high impact units, and dominate combats to achieve victory.
    • Generally, Body cards have a harder time with finding efficient card draw or noncombat spells.
    • Examples of Body from popular fiction are The Terminator, Juggernaut, and Chewbacca.
  • Chaos (Purple) –
    • Chaos is about unpredictability, rebellion, and trickiness.
    • Chaos decks often manipulate position and the trash, use hidden tricks, and filter toward the right cards to achieve victory.
    • Generally, Chaos cards have a harder time permanently eliminating a threat or giving permanent advantages to its units.
    • Examples of Chaos from popular fiction are V (for Vendetta), Spiderman, and Han Solo.
  • Order (Yellow) –
    • Order is about unity, community, and sacrifice for the greater good.
    • Order decks often generate many small units, gain effects on unit death, and kill units directly to achieve victory.
    • Generally, Order cards have a harder time dealing with smaller units and moving units.
    • Examples of Order from popular fiction are Superman, Cobra Commander, and Leia Organa.

One way to start building a deck is to start with a domain you think fits your playstyle (or just style, generally) and search for cool cards you might want to fit into a deck.

Look for this and other events at our website: gnomegames.com/events/month!

Riftbound Nexus Nights – Saturday Tournament at Green Bay West

Saturday Nexus Night

Join the Gnomes on Saturdays at 12:30pm for a Riftbound Nexus Tournament!
3 rounds of play, with Win-A-Match, Win-A-Pack prizing!

Each match will be best 2 of 3, 50 minute round.

This is a casual Local Constructed tournament with Swiss rounds!

Nexus Night promo packs will be awarded based on availability!

Here are some pertinent tournament rules to follow!

You may have a sideboard, following official rules:

  • In constructed format’s, a player’s sideboard must be exactly 0 or 8 cards.
  • 403.3. A sideboard can consist only of valid Main Deck cards.
  • 403.4. Limits on copies of named cards apply to the combination of Main Deck and sideboard.
  • 403.5. Players may use those cards to modify their deck after the first game of a match.
    • 403.5.a. During that time, a player may change their Chosen Champion to one from their sideboard or main deck that matches their Legend.
    • 403.5.b. A player may not change their Legend or Battlefields at any point after deck registration.
    • 403.5.c. A player’s Main Deck must be exactly 40 cards after this process.
  • 403.6. Players may not use sideboard cards in the first game of a match.

Match

  • 404.1. A match of Riftbound consists of a series of games that are played until one side has won a predetermined number of games.
  • 404.2. Most matches of Riftbound are “best of 3,” meaning the predetermined number of games to win is 2.
  • 404.3. Games that end in a draw do not count toward this goal.
  • 404.4. If the competition round ends (due to time limits) prior to any side achieving the goal, the winner of the match is the one who has won the most games.
  • 404.5. If all sides have equal game wins, the match is a draw.

408. End of Match Procedure

  • 408.1. A match is complete once a match result is recorded by players or a tournament official.
  • 408.2. If the time limit for a competition round is reached before a winner is determined, the player whose turn it is finishes their turn.
    • 408.2.a. After that player’s turn is complete, five additional turns are played, and then the match ends.
    • 408.2.b. If the game is incomplete at the end of the additional turns, the winner of the game is the one with the highest score. If scores are tied, the game is a draw.
    • 408.2.c. Additional turns are untimed, but at high OPL a judge must be present to ensure a reasonable pace of play.
    • 408.2.d. If the players are between games when the round time ends, no new game is started.
Links

Fridays you may want to come in and playtest, and Saturdays are for tournaments! Watch for both on our calendar: www.gnomegames.com/events/month

You’ll want to stay up to date with the most current errata or rules changes, some of which is available here: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/riftbound-origins-card-errata/ 

If you’re looking for help building decks you might like information from the designers: https://riftbound.leagueoflegends.com/en-us/news/rules-and-releases/deckbuilding-primer/