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Strixhaven Class List!

List of all the events Gnome Games will be hosting!

Our stores have planned a vast list of classes you can sign up for this year at Strixhaven! We are looking forward to what classes you choose to sign up for this year. Classes will be listed below.

Check our calendar to find classes near you!

Strixhaven Casual Prerelease 101

Welcome, students! This introductory course is the perfect way to explore the magical curriculum of the Strixhaven set. Whether you’re a first-year player or a returning scholar, this class is designed to provide a fun, low-pressure environment to learn and experience a Prerelease event.

Class begins with a lesson in deckbuilding, where students will construct their decks using materials from their chosen college. From there, you’ll participate in three “group projects” (rounds), each consisting of a best-of-three match against fellow students.

This course emphasizes learning, exploration, and enjoying the newest set at your own pace—no prior experience required.

Enroll today and begin your studies at Strixhaven!

Here is additional info Students can use to prep for the class: Prerelease Info

Strixhaven Prerelease 201

Welcome back, students! In this intermediate-level course, you’ll put your knowledge to the test and represent your college with pride. Building on the fundamentals introduced in 101, this class leans into a more competitive environment while still keeping the experience fun and engaging.

Class begins with deckbuilding, where you’ll craft your strategy using your college’s materials. From there, students will be paired into groups to compete in three structured rounds of play. Each round is a best-of-three match, challenging you to adapt, strategize, and outplay your opponents.

This is the standard Prerelease experience—perfect for students ready to sharpen their skills, embrace a little rivalry, and prove their mastery of Strixhaven’s curriculum.

Prepare your spells, trust your studies, and may your college come out on top! Click here for a sneak peak at some class materials you may receive!

Strixhaven Main Event Prerelease 301

Welcome, students, to Strixhaven’s premier class! This limited-enrollment honors class is the ultimate way to experience everything the set has to offer. Designed for all skill levels, this is a celebration of the game, the community, and the magic of Strixhaven.

Begin your evening with deckbuilding as you dive deep into your college’s materials, then compete in three rounds of play, each consisting of best-of-three matches. Whether you’re here to test your skills or simply enjoy the experience, this event is all about bringing players together.

Students in attendance will also enjoy special Strixhaven-themed snacks and have the opportunity to collect unique memorabilia to commemorate the occasion.

Spots are limited, so be sure to enroll early—this is one class you won’t want to miss! Click here to find a 301 class near you!

Strixhaven Two-Headed Giant Prerelease 401

Collaboration is key in this advanced-level course! In this Partner Project, students will team up in pairs to take on other duos in a cooperative, strategy-focused experience.

Each team will receive two Prerelease kits to build from, combining their knowledge and resources to create powerful decks. This event consists of three rounds of play, with each round being a best-of-one match—so every decision counts.

For each round your team wins, both partners will earn a booster pack prize.

This course is perfect for players of all experience levels. We highly encourage upperclassmen to partner with newer students to help guide them through the experience—but all team combinations are welcome.

More info on what a Two-Headed Giant is here!

Magic the Gathering: Teenage Mutant Ninja Turtles Two-Headed Commander Party

Green bay west courierJoin the Gnomes at Gnome Games Green Bay West for some Teenage Mutant Ninja Turtles fun with a Two-Headed Giant Commander Event celebrating this totally Turtle Power filled set on Monday, March 30th!

Two-Headed Giant Commander Night is a new Commander event in which players can earn promo cards by pairing up to battle other two-player teams. If you’re new to Commander, or want to come out with your friends and play with the new set, this is the perfect opportunity to do so!

Play follows the normal Two-Headed Giant rules, with a few added exceptions:

  • Each team starts with 60 life.
  • A team loses when they take 21 or more damage from a single commander OR have 15 or more poison counters.

More info on Two-Headed Giant Rules can be found here: https://magic.wizards.com/en/formats/two-headed-giant

Companion App Code: J28G86M

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).

~Entry: 5$

Check out our event calendar for more opportunities to play!

Magic the Gathering: Lorwyn Eclipsed Two-Headed Commander Party

Gnome West

Join the Gnomes at Gnome Games Green Bay West for some Lorwyn Eclipsed fun with a Two-Headed Giant Commander Event celebrating the return to Lorwyn on Monday, February 23rd!

Two-Headed Giant Commander Night is a new Commander event in which players can earn promo cards by pairing up to battle other two-player teams. If you’re new to Commander, or want to come out with your friends and play with the new set, this is the perfect opportunity to do so!

Play follows the normal Two-Headed Giant rules, with a few added exceptions:

  • Each team starts with 60 life.
  • A team loses when they take 21 or more damage from a single commander OR have 15 or more poison counters.

More info on Two-Headed Giant Rules can be found here: https://magic.wizards.com/en/formats/two-headed-giant

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).

~Entry: 5$

Check out our event calendar for more opportunities to play!

Magic the Gathering: Lorwyn Eclipsed Two-Headed Commander Party

Join the Gnomes at Gnome Games Green Bay West for some Lorwyn Eclipsed fun with a Two-Headed Giant Commander Event celebrating the return to Lorwyn on Monday, February 9th!

Two-Headed Giant Commander Night is a new Commander event in which players can earn promo cards by pairing up to battle other two-player teams. If you’re new to Commander, or want to come out with your friends and play with the new set, this is the perfect opportunity to do so!

Play follows the normal Two-Headed Giant rules, with a few added exceptions:

  • Each team starts with 60 life.
  • A team loses when they take 21 or more damage from a single commander OR have 15 or more poison counters.

More info on Two-Headed Giant Rules can be found here: https://magic.wizards.com/en/formats/two-headed-giant

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).

~Entry: 5$

Check out our event calendar for more opportunities to play!