jueves, 29 de julio de 2010
SNEAK PEEK DUELIST REVOLUTION
PRELANZAMIENTO DE LA NUEVA SERIE DE YU GI OH DUELIST REVOLUTION.
FECHA: DOMINGO 8 DE AGOSTO
LUGAR: PLAZA DE LA TECNOLOGIA LOCAL 173 (LITTLE CROW)
HORA: 12:00 MEDIO DIA
COSTO: $ 300 PESOS.
PREMIOS: SE RIFARAN PLAY MATS SEGUN PARTICIPANTES.
RECIBIRAS 5 SOBRES DE DUELIST REVOLUTION Y UNA CARTA PROMO.
EL FORMATO ES OPEN DUEL.
INSCRIBETE YA....
LOS ESPERAMOS....
GO WELL,GO PRO.
TORNEO DEL MIERCOLES 28 DE JULIO
LOS GANADORES DE EL TORNEO TIPO 2 DE CADA MIERCOLES
ESPERAMOS Y PARTICIPEN EN ESTE TORNEO PARA QUE GANEN SUS PROMO.
GO WELL, GO PRO.
ESPERAMOS Y PARTICIPEN EN ESTE TORNEO PARA QUE GANEN SUS PROMO.
GO WELL, GO PRO.
sábado, 24 de julio de 2010
FNM PARA EL 30 DE JULIO
LOS GANADORES DE EL VIERNES DE MAGIC POR LA NOCHE
EL FORMATO PARA LA ULTIMA SEMANA DE JULIO SERA EL DRAFT, Y CON ESTO SE CIERRA EL CICLO DE ANATHEMANCER COMNO PROMO.
GO WELL, GO PRO
EL FORMATO PARA LA ULTIMA SEMANA DE JULIO SERA EL DRAFT, Y CON ESTO SE CIERRA EL CICLO DE ANATHEMANCER COMNO PROMO.
GO WELL, GO PRO
jueves, 22 de julio de 2010
TORNEO DE LOS MIERCOLES
ESTOS SON LOS GANADORES DEL TORNEO DEL MIERCOLES 20 DE JULIO
1ro. EL COYITO
2do. EL RUSO
GRACIAS POR ASISTIR Y LOS ESPERAMOS EN LOS DEMAS EVENTOS QUE TENEMOS.
GO WELL, GO PRO.
1ro. EL COYITO
2do. EL RUSO
GRACIAS POR ASISTIR Y LOS ESPERAMOS EN LOS DEMAS EVENTOS QUE TENEMOS.
GO WELL, GO PRO.
lunes, 19 de julio de 2010
LAUNCH PARTY M 11
AQUI ESTAN LOS GANADORES DE EL LAUCH PARTY DE M 11
1 MARCO RIVERA (MEX)
2 JOEL OLIVERA (AGS)
3 ARTURO VIRAMONTES
4 JAVIER HERNANDEZ
GRACIAS POR PARTICIPAR EN ESTE EVENTO Y LOS ESPERAMOS EN LOS PROXIMOS TORNEOS QUE TENEMOS PARA USTEDES...
GO WELL, GO PRO.
1 MARCO RIVERA (MEX)
2 JOEL OLIVERA (AGS)
3 ARTURO VIRAMONTES
4 JAVIER HERNANDEZ
GRACIAS POR PARTICIPAR EN ESTE EVENTO Y LOS ESPERAMOS EN LOS PROXIMOS TORNEOS QUE TENEMOS PARA USTEDES...
GO WELL, GO PRO.
LIGA SABATINA DE MAGIC M 1O Y M 11
DARA COMIENZO ESTE SABADO 24 DE JULIO LA LIGA DE MAGIC, AHORA REFERENTE A LAS SERIES BASE M 10 Y M 11.
LOS DECKS SOLO PRODRAN INCLUIR CARTAS DE ESTAS DOS SERIES BASE, SE PODRAN JUGAR LAS CARTAS DE SU SERIE ORIGINAL SI FUERON REEDITADAS EN CUALQUIERA DE LAS DOS SERIES BASES.
AHORA ESTAS SON LAS FECHAS:
SAB 24 JUL SEALED 3 SOBRES ( DE M 10 O M 11)
SAB 31 JUL DECK CONSTRUIDO DE LAS DOS SERIES BASE ( M 10 Y M 11)
SAB 07 AGO INTRO CHET YA SEA DE M 11 O DEL QUE TENGAMOS .
SAB 14 AGO DECK CONSTRUIDO DE M 10 Y M 11.
LAS CARTAS PROMOS SON SORPESA PARA ESTA LIGA ASI QUE VENGAN, PARTICIPEN Y GANEN SUS PROMOS..

ASI QUE LOS ESPERAMOS EN ESTA LIGA ,QUE ES PARA FOMERTAR LA AMISTAD Y EL JUEGO CASUAL; ESPEREN LAS SORPRESAS EXTRAÑAS QUE LES DEPARA ESTA LIGA..
GO WELL. GO P`RO.
LOS DECKS SOLO PRODRAN INCLUIR CARTAS DE ESTAS DOS SERIES BASE, SE PODRAN JUGAR LAS CARTAS DE SU SERIE ORIGINAL SI FUERON REEDITADAS EN CUALQUIERA DE LAS DOS SERIES BASES.
AHORA ESTAS SON LAS FECHAS:
SAB 24 JUL SEALED 3 SOBRES ( DE M 10 O M 11)
SAB 31 JUL DECK CONSTRUIDO DE LAS DOS SERIES BASE ( M 10 Y M 11)
SAB 07 AGO INTRO CHET YA SEA DE M 11 O DEL QUE TENGAMOS .
SAB 14 AGO DECK CONSTRUIDO DE M 10 Y M 11.
LAS CARTAS PROMOS SON SORPESA PARA ESTA LIGA ASI QUE VENGAN, PARTICIPEN Y GANEN SUS PROMOS..

ASI QUE LOS ESPERAMOS EN ESTA LIGA ,QUE ES PARA FOMERTAR LA AMISTAD Y EL JUEGO CASUAL; ESPEREN LAS SORPRESAS EXTRAÑAS QUE LES DEPARA ESTA LIGA..
GO WELL. GO P`RO.
sábado, 17 de julio de 2010
FNM PARA EL 23 JULIO
LOS GANADORES DEL FNM DEL 16 D EJULIO
PARA EL SIGUIENTE VIERNES DE MAGIC POR LA NOCHE EL FORMATO INVITADO ES BLOQUE ; CON LA MODALIDAD CONSTRUIDO DE ZENDIKAR (BLOQUE ZENDIKAR)...
ASI QUE LOS ESPERAMOS EN ESTE TORNEO, LA PROMO SIGUE SIENDO ANATHEMANCER FOIL..
GO WELL, GO PRO.
PARA EL SIGUIENTE VIERNES DE MAGIC POR LA NOCHE EL FORMATO INVITADO ES BLOQUE ; CON LA MODALIDAD CONSTRUIDO DE ZENDIKAR (BLOQUE ZENDIKAR)...
ASI QUE LOS ESPERAMOS EN ESTE TORNEO, LA PROMO SIGUE SIENDO ANATHEMANCER FOIL..
GO WELL, GO PRO.
jueves, 15 de julio de 2010
FAT PACK M 11
EL PAQUETE GORDO DE M 11 YA ESTA AQUI.
CUESTA $ 500 PESOS ( A LA VENTA EL VIERNES 16 DE JULIO)
EXISTENCIA LIMITADA, ASI QEU VEN POR EL TUYO..
BOOSTER PACK M11 $ 50 PESOS
INTRO PACK M 11 $ 160 PESOS..
CUESTA $ 500 PESOS ( A LA VENTA EL VIERNES 16 DE JULIO)
EXISTENCIA LIMITADA, ASI QEU VEN POR EL TUYO..
BOOSTER PACK M11 $ 50 PESOS
INTRO PACK M 11 $ 160 PESOS..
LAUNCH PARTY DE M 11
FECHA: DOMINGO 18 DE JULIO
HORA: 12:00 MEDIO DIA
LUGAR: THE CROW SHOP (Galeana Norte # 230 Int. 2 Zona Centro)
COSTO: $
LA PROMO ES ANCIENT HELLKITE DIBUJO ALTERNO
LOS ESPERAMOS..
GO WELL, GO PRO.
HORA: 12:00 MEDIO DIA
LUGAR: THE CROW SHOP (Galeana Norte # 230 Int. 2 Zona Centro)
COSTO: $
LA PROMO ES ANCIENT HELLKITE DIBUJO ALTERNO
LOS ESPERAMOS..
GO WELL, GO PRO.
miércoles, 14 de julio de 2010
SECOND HAND NEWS..
Hi everyone! Sorry I'm a bit late with this update, but sometimes real life intrudes on you and there's nothing you can do about it. See, a couple of months ago, I was working on a plan. Heck, that's just me being modest again. I was working on a masterpiece of transcendant supervillainy. Without getting bogged down in the details, it involved an underwater drill into the earth's crust, some comically malfunctioning robots, crazy contraptions with ludicrous names, the most inept henchmen you've ever seen in your life, more crude oil than you can imagine, and the threat of widespread ecological catastrophe ... unless the leaders of the free world paid my exorbitant ransom, of course. Because no one's evil and/or stupid enough to actually go through with a plan like that. It just doesn't make sense. But then not only did BP beat me to the punch, they did it for free! At least ask for a ransom, idiots. Nice supervillainy.
So, of course, I quickly switched gears and decided to write, direct, animate, and voice a completely original, highly imaginative 3D cartoon movie about a lovable supervillain who adopts three little girls. Trust me, it's genius. I've been devoting so many hours to it, though, that until I finished it yesterday, I hadn't had time to update Oracle, revise the Comp Rules, go out to the movies, read Entertainment Weekly, watch any TV advertising, or become aware of any tie-in marketing campaigns. In the past 24 hours, I was able to catch up on the first two of those things, but not the other four. I have some meetings with distributors tomorrow, and I'm pretty sure at least one of us is going to be very surprised! Wish me luck!
But before I take Hollywood by storm, let's update some Magic!
M10 saw a functional change to deathtouch as well, but parts of the new rule weren't very intuitive, so we revisited it and altered it again. Deathtouch has two parts to it:
1) One part works while you're assigning combat damage. This is part got the bigger change, though the change isn't relevant in very many scenarios. Deathtouch now works differently if an attacking creature has both deathtouch and trample (note: no such creature has ever been printed, though you can certainly construct one using Auras, Equipment, or other effects), or if a creature with deathtouch blocks or is blocked by multiple creatures.
If a creature with deathtouch blocks or becomes blocked, you announce a damage assignment order like normal. Then, as you assign the damage from the creature with deathtouch, you must adhere to that order—but any amount of damage from the creature with deathtouch is considered lethal damage for damage-assignment purposes. So, for example, say a 3/3 creature with deathtouch is blocked by a 2/2, a 4/4, a 7/7, and a 9/9. You could announce the damage assignment order as the 9/9, then the 7/7, then the 4/4, then the 2/2. Then you could assign 1 damage to the 9/9 and—since that's considered lethal—move on to assign 1 damage to the 7/7, and—since that's considered lethal too—assign 1 damage to the 4/4. (You can't hit the 2/2 in this scenario.)
Similarly, say you control a 4/4 creature has deathtouch and trample. You attack your opponent and your creature is blocked by a 3/3. If your creature had just deathtouch, you'd have to assign all its damage to the blocking creature. If your creature had just trample, you'd have to assign 3 damage to the blocking creature and could assign only 1 to the defending player. But since it has both deathtouch and trample, you could assign 1 damage to the blocking creature and—since that's considered lethal—assign the remaining 3 damage to the defending player.
2) The other part of deathtouch is what actually kills things. This is largely unchanged, though there is a slight adjustment that was made too late to get into the M11 FAQ. See, "lethal damage" doesn't actually kill anything. That's just a cute terminology shorthand. No, the rules kill things. There's a state-based action (a rule that's checked at every opportunity) that says that if a creature has toughness greater than 0, and it's been dealt damage by a source with deathtouch since the last time state-based actions were checked, it's destroyed.
Note that this part works on any damage from anything with deathtouch, not just on combat damage from a creature with deathtouch. The source with deathtouch doesn't even have to be on the battlefield!
There are wonky behind-the-scenes reasons why damage from a source with deathtouch can't just be lethal damage. I get that question a lot. The short answer is that lethal damage doesn't work like that. (OK, that's the short and unhelpful answer.) There actually is no rule that says "a creature that's been dealt lethal damage is destroyed." Because then you'd have to ask when, exactly, it was dealt lethal damage. Maybe it wasn't dealt that damage all at once. To get really tricky, imagine a 3/3 creature that's been dealt 2 damage ... and later in the turn, it gets -1/-1. Now it's a 2/2 creature with 2 damage marked on it, so it's destroyed—but it was never dealt lethal damage! So we have a more complex rule, and I'm totally fine with that. The important thing is that the end result is what you expect it to be.
The late change to this rule is that it now works only on creatures with toughness greater than 0. If a creature is dealt damage by a source with deathtouch, and that creature winds up with 0 or less toughness (perhaps because the source with deathtouch also has wither), the 0-toughness rule will put it directly into the graveyard. It's best to avoid the overlap between the deathtouch rule (which allows regeneration) and the 0-toughness rule (which doesn't), especially with things like Debt of Loyalty floating around.
If you're wondering what an emblem is, you are correct: Until now, there's no such thing as emblems. Furthermore, there are no cards that create emblems ... or at least, there won't be any such cards until the Oracle update goes live this Friday. At that point, there will be one—and only one—card that can create an emblem: Elspeth, Knight-Errant.
The next Duel Decks product we're releasing is a knock-down drag-out between Elspeth and Tezzeret, so this gave us the opportunity to reexamine Elspeth's "ultimate" ability. In its first printing, it said "[-8]: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible." This affects any artifacts, creatures, enchantments, and lands you happen to control at any point for the rest of the game, and only while you control them. If you play a land later, it's indestructible. If your opponent gains control of one of your creatures, it stops being indestructible.
This is, as we are all well aware, awesome. But it's also very limited. This ability works the way it does because the buff it's granting happens to be indestructibility, and indestructibility is weird. It isn't an ability that's granted to those permanents. It's not a keyword. It doesn't change anything's characteristics. It's just a true thing that affects the game rules. (I believe this would be a little easier to understand if it said "artifacts, creatures, enchantments, and lands you control can't be destroyed," because then it doesn't look like a keyword, but the word "indestructible" is too cool not to use.)
Anyway, Elspeth works fine. But what if we wanted to do the same kind of ability that granted flying? Or +2/+2? Or shroud? These are things that affect the characteristics of permanents, so they'd affect only what you controlled at the time the ability resolved. Permanents that came in later would be unaffected. Permanents that were affected that your opponents gained control of would retain the bonus. It'd work very differently even though it was worded just like Elspeth. Huh.
What Elspeth really wants to do is create a pseudo-enchantment with a static ability that works for the rest of the game. So ... an immutable enchantment. One that can't be destroyed, or stolen. Something like a Vanguard card that you get in the middle of the game rather than at the beginning. An object with an effect that hovers over the rest of the game. We can do this. We can invent emblems.
New Elspeth, Knight-Errant wording
[+1]: Put a 1/1 white Soldier creature token onto the battlefield.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[-8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control are indestructible."
An emblem is a new kind of object, different from a card or a token. It's basically a marker with an ability on it. In fact, the ability is the only characteristic it has. Emblems have no color, name, card type, or anything else—just that ability. They live in the command zone, which is the same place that Archenemy schemes, Planechase planes, Vanguard cards, and EDH generals hang out. They're not permanents, and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.
This change is being implemented now because this is the last Comprehensive Rules update before Elspeth vs. Tezzeret comes out. It doesn't really functionally change Elspeth at all, so she might as well start doing her new thing right away. Does this mean there will be more emblem-creating planeswalkers in the future? Wait and see ....
The Oracle updates go live on Friday, July 16. The new Comprehensive Rulebook will be up shortly after that. Note that changes to the Comprehensive Rules may wind up a bit different than what's posted here because the document needs to be run through Editing and a review process before it's finalized.
So, of course, I quickly switched gears and decided to write, direct, animate, and voice a completely original, highly imaginative 3D cartoon movie about a lovable supervillain who adopts three little girls. Trust me, it's genius. I've been devoting so many hours to it, though, that until I finished it yesterday, I hadn't had time to update Oracle, revise the Comp Rules, go out to the movies, read Entertainment Weekly, watch any TV advertising, or become aware of any tie-in marketing campaigns. In the past 24 hours, I was able to catch up on the first two of those things, but not the other four. I have some meetings with distributors tomorrow, and I'm pretty sure at least one of us is going to be very surprised! Wish me luck!
But before I take Hollywood by storm, let's update some Magic!
So Touchy
The main Magic 2011 rules change was ... a minor tweak to deathtouch? That's it? No sweeping terminology changes that required giving errata to a thousand cards? Well, it'll have to do.M10 saw a functional change to deathtouch as well, but parts of the new rule weren't very intuitive, so we revisited it and altered it again. Deathtouch has two parts to it:
1) One part works while you're assigning combat damage. This is part got the bigger change, though the change isn't relevant in very many scenarios. Deathtouch now works differently if an attacking creature has both deathtouch and trample (note: no such creature has ever been printed, though you can certainly construct one using Auras, Equipment, or other effects), or if a creature with deathtouch blocks or is blocked by multiple creatures.
If a creature with deathtouch blocks or becomes blocked, you announce a damage assignment order like normal. Then, as you assign the damage from the creature with deathtouch, you must adhere to that order—but any amount of damage from the creature with deathtouch is considered lethal damage for damage-assignment purposes. So, for example, say a 3/3 creature with deathtouch is blocked by a 2/2, a 4/4, a 7/7, and a 9/9. You could announce the damage assignment order as the 9/9, then the 7/7, then the 4/4, then the 2/2. Then you could assign 1 damage to the 9/9 and—since that's considered lethal—move on to assign 1 damage to the 7/7, and—since that's considered lethal too—assign 1 damage to the 4/4. (You can't hit the 2/2 in this scenario.)
Similarly, say you control a 4/4 creature has deathtouch and trample. You attack your opponent and your creature is blocked by a 3/3. If your creature had just deathtouch, you'd have to assign all its damage to the blocking creature. If your creature had just trample, you'd have to assign 3 damage to the blocking creature and could assign only 1 to the defending player. But since it has both deathtouch and trample, you could assign 1 damage to the blocking creature and—since that's considered lethal—assign the remaining 3 damage to the defending player.
2) The other part of deathtouch is what actually kills things. This is largely unchanged, though there is a slight adjustment that was made too late to get into the M11 FAQ. See, "lethal damage" doesn't actually kill anything. That's just a cute terminology shorthand. No, the rules kill things. There's a state-based action (a rule that's checked at every opportunity) that says that if a creature has toughness greater than 0, and it's been dealt damage by a source with deathtouch since the last time state-based actions were checked, it's destroyed.
Note that this part works on any damage from anything with deathtouch, not just on combat damage from a creature with deathtouch. The source with deathtouch doesn't even have to be on the battlefield!
There are wonky behind-the-scenes reasons why damage from a source with deathtouch can't just be lethal damage. I get that question a lot. The short answer is that lethal damage doesn't work like that. (OK, that's the short and unhelpful answer.) There actually is no rule that says "a creature that's been dealt lethal damage is destroyed." Because then you'd have to ask when, exactly, it was dealt lethal damage. Maybe it wasn't dealt that damage all at once. To get really tricky, imagine a 3/3 creature that's been dealt 2 damage ... and later in the turn, it gets -1/-1. Now it's a 2/2 creature with 2 damage marked on it, so it's destroyed—but it was never dealt lethal damage! So we have a more complex rule, and I'm totally fine with that. The important thing is that the end result is what you expect it to be.
The late change to this rule is that it now works only on creatures with toughness greater than 0. If a creature is dealt damage by a source with deathtouch, and that creature winds up with 0 or less toughness (perhaps because the source with deathtouch also has wither), the 0-toughness rule will put it directly into the graveyard. It's best to avoid the overlap between the deathtouch rule (which allows regeneration) and the 0-toughness rule (which doesn't), especially with things like Debt of Loyalty floating around.
Emblematic for the People
The other major rules change being enacted here involves emblems.If you're wondering what an emblem is, you are correct: Until now, there's no such thing as emblems. Furthermore, there are no cards that create emblems ... or at least, there won't be any such cards until the Oracle update goes live this Friday. At that point, there will be one—and only one—card that can create an emblem: Elspeth, Knight-Errant.
The next Duel Decks product we're releasing is a knock-down drag-out between Elspeth and Tezzeret, so this gave us the opportunity to reexamine Elspeth's "ultimate" ability. In its first printing, it said "[-8]: For the rest of the game, artifacts, creatures, enchantments, and lands you control are indestructible." This affects any artifacts, creatures, enchantments, and lands you happen to control at any point for the rest of the game, and only while you control them. If you play a land later, it's indestructible. If your opponent gains control of one of your creatures, it stops being indestructible.
This is, as we are all well aware, awesome. But it's also very limited. This ability works the way it does because the buff it's granting happens to be indestructibility, and indestructibility is weird. It isn't an ability that's granted to those permanents. It's not a keyword. It doesn't change anything's characteristics. It's just a true thing that affects the game rules. (I believe this would be a little easier to understand if it said "artifacts, creatures, enchantments, and lands you control can't be destroyed," because then it doesn't look like a keyword, but the word "indestructible" is too cool not to use.)
Anyway, Elspeth works fine. But what if we wanted to do the same kind of ability that granted flying? Or +2/+2? Or shroud? These are things that affect the characteristics of permanents, so they'd affect only what you controlled at the time the ability resolved. Permanents that came in later would be unaffected. Permanents that were affected that your opponents gained control of would retain the bonus. It'd work very differently even though it was worded just like Elspeth. Huh.
What Elspeth really wants to do is create a pseudo-enchantment with a static ability that works for the rest of the game. So ... an immutable enchantment. One that can't be destroyed, or stolen. Something like a Vanguard card that you get in the middle of the game rather than at the beginning. An object with an effect that hovers over the rest of the game. We can do this. We can invent emblems.
New Elspeth, Knight-Errant wording
[+1]: Put a 1/1 white Soldier creature token onto the battlefield.
[+1]: Target creature gets +3/+3 and gains flying until end of turn.
[-8]: You get an emblem with "Artifacts, creatures, enchantments, and lands you control are indestructible."
An emblem is a new kind of object, different from a card or a token. It's basically a marker with an ability on it. In fact, the ability is the only characteristic it has. Emblems have no color, name, card type, or anything else—just that ability. They live in the command zone, which is the same place that Archenemy schemes, Planechase planes, Vanguard cards, and EDH generals hang out. They're not permanents, and absolutely nothing can touch them or get rid of them, simply because no cards say that they can.
This change is being implemented now because this is the last Comprehensive Rules update before Elspeth vs. Tezzeret comes out. It doesn't really functionally change Elspeth at all, so she might as well start doing her new thing right away. Does this mean there will be more emblem-creating planeswalkers in the future? Wait and see ....
Developing News
You may have thought emblems were odd, but I've saved the most unexpected news for last. This is the end of the Rules Managerial road for me, at least for a while. We're doing some internal juggling in R&D, and I'm about to begin a six-month stint as a developer. (Don't worry, that still means I get to thwart Mark Rosewater.) Oddly, my official job title is Developer, and has been for years, but I never actually get to do any development in the traditional sense. Well, until now. The inestimable Matt Tabak will be taking over for me as Rules Manager. I'm a bit concerned that he's not evil enough, but I've got just the Evilomatron (patent pending) for that ....The Oracle updates go live on Friday, July 16. The new Comprehensive Rulebook will be up shortly after that. Note that changes to the Comprehensive Rules may wind up a bit different than what's posted here because the document needs to be run through Editing and a review process before it's finalized.
¡¡¡ASI QUEDA EL TIPO 2 DESPUES DE CORTE!!!!!!.
The following card sets are permitted in Standard tournaments:
RECUERDEN QUE EL FNM DE ESTE VIERNES YA INCLUYE M 11 ..
- Shards of Alara (until October 1, 2010)
- Conflux (until October 1, 2010)
- Alara Reborn (until October 1, 2010)
- Magic 2010 (until October 1, 2010)
- Zendikar
- Worldwake
- Rise of the Eldrazi
- Magic 2011 (effective July 16, 2010)
- Scars of Mirrodin (effective October 1, 2010)
RECUERDEN QUE EL FNM DE ESTE VIERNES YA INCLUYE M 11 ..
lunes, 12 de julio de 2010
EXITOSO PRELANZAMIENTO DE CORE SET MAGIC 2011
CON 27 JUGADORES TODOS ELLOS EN THE CROW SHOP, SE REALIZO ESTE TORNEO DE PRESENTACION DE LA NUEVA SERIE DE MAGIC,CORE SET M11.
A LO LARGO DE CINCO RONDAS LOS JUGADORES TRATARON DE CONSEGUIR EL TAN ESPERADO PREMIO QUE ESTE EVENTO TRAE PARA ELLOS; CON NUEVOS JUGADORES Y OTROS MAS QUE REGRESARON AL AL SENDA DEL MAGIC SE DIERON HASTA CON LAS TIERRS..
DEPUES DE LAS PRIMERAS 4 RONDAS SE DEFINIO A LOS JUGADORES EN LA MESA 1, QUEDANDO EL I DUNNO Y EL FUERTECITO (OTRA VEZ) DISPUTANDOSE EL PREMIO DE ESTE TORNEO..
ARTURO ( EL JUERTECITO ) VIRAMONTES VS ENRIQUE (EL DUNNO) ROMO
QUE DE ESTE DIFICIL Y ESPERADO JUEGO, SALIO VICTORIOSO EL I DUNNO SUPERANDO AL FUERTECITO CON UN 2-1 ..
LOS JUGADORES CON SUS PREMIOS....
EL TOP 4: EL I DUNNO, JAVIER, EL TORITO Y EL TATACHO...
EL TOCAYO SE LLEVO EL TAPETE QUE SE RIFO EN EL EVENTO..
GRACIAS A LOS JUGADORES POR SU ASISTENCIA A ESTE EVENTO Y ESPERAMOS VERLOS EL SIGUIENTE FIN DE SEMANA EN EL LAUCH PARTY DE M11..
GO WELL,GO PRO.
A LO LARGO DE CINCO RONDAS LOS JUGADORES TRATARON DE CONSEGUIR EL TAN ESPERADO PREMIO QUE ESTE EVENTO TRAE PARA ELLOS; CON NUEVOS JUGADORES Y OTROS MAS QUE REGRESARON AL AL SENDA DEL MAGIC SE DIERON HASTA CON LAS TIERRS..
DEPUES DE LAS PRIMERAS 4 RONDAS SE DEFINIO A LOS JUGADORES EN LA MESA 1, QUEDANDO EL I DUNNO Y EL FUERTECITO (OTRA VEZ) DISPUTANDOSE EL PREMIO DE ESTE TORNEO..
ARTURO ( EL JUERTECITO ) VIRAMONTES VS ENRIQUE (EL DUNNO) ROMO
QUE DE ESTE DIFICIL Y ESPERADO JUEGO, SALIO VICTORIOSO EL I DUNNO SUPERANDO AL FUERTECITO CON UN 2-1 ..
LOS JUGADORES CON SUS PREMIOS....
EL TOP 4: EL I DUNNO, JAVIER, EL TORITO Y EL TATACHO...
EL TOCAYO SE LLEVO EL TAPETE QUE SE RIFO EN EL EVENTO..
GRACIAS A LOS JUGADORES POR SU ASISTENCIA A ESTE EVENTO Y ESPERAMOS VERLOS EL SIGUIENTE FIN DE SEMANA EN EL LAUCH PARTY DE M11..
GO WELL,GO PRO.
FNM PARA EL 16 DE JULIO
LOS GANADORES DEL FNM DEL 9 DE JULIO
Y PARA EL VIERNES DE MAGIC POR LA NOCHE DEL 16 DE JULIO EL TIPO 2 SIGUE COMO PRINCIPAL INVITADO AL EVENTO.
ASI QUE LOS ESPERAMOS CON SU DECK DE ESTE FORMATO YA CON M 11 PARA DISPUTARSE EL ANATHEMANCER FOIL..
GO WELL, GO PRO.
Y PARA EL VIERNES DE MAGIC POR LA NOCHE DEL 16 DE JULIO EL TIPO 2 SIGUE COMO PRINCIPAL INVITADO AL EVENTO.
ASI QUE LOS ESPERAMOS CON SU DECK DE ESTE FORMATO YA CON M 11 PARA DISPUTARSE EL ANATHEMANCER FOIL..
GO WELL, GO PRO.
TORNEO DEL SABADO 10 DE JULIO
LOS GANADORES DEL TORNEO TIPO 1
LOS GANADORES DEL TORNEO TIPO 2
UN SALUDO AL BUEN RUSO (BRAULIO) ....
GO WELL,GO PRO.
LOS GANADORES DEL TORNEO TIPO 2
UN SALUDO AL BUEN RUSO (BRAULIO) ....
GO WELL,GO PRO.
jueves, 8 de julio de 2010
TORNEO DE EL MIERCOLES
ESTOS SON LOS GANADORES DE EL TORNEO DE LOS MIERCOLES , LAS PROMOS QUE SE ENTREGARON KOR FIREWALKER Y EL VAMPIRO GULL DRAZZ ASSASSIN.
LOS ESPERAMOS EL PROXIMO MIERCOLES PARA COMPETIR POR MAS PROMOS..
ASISTAN AL PRELANZAMIENTO DE M11, LA NUEVA SERIE DE MAGIC ; ESTE DOMINGO A LAS 4 DE LA TARDE EN THE CROW SHOP...
GO WELL, GO PRO.
LOS ESPERAMOS EL PROXIMO MIERCOLES PARA COMPETIR POR MAS PROMOS..
ASISTAN AL PRELANZAMIENTO DE M11, LA NUEVA SERIE DE MAGIC ; ESTE DOMINGO A LAS 4 DE LA TARDE EN THE CROW SHOP...
GO WELL, GO PRO.
lunes, 5 de julio de 2010
TORNEOS SABATINOS
COMO YA SABEN CADA SABADO SE CORREN TORNEOS DE TIPO 1 Y STANDAR, A LAS 4 Y 6 DE LA TARDE RESPECTIVAMENTE.
PRIMERO Y SEGUNDO LUGAR DEL TORNEO TIPO 1
GANADORES DEL TORNEO TIPO 2 PRIMERO Y SEGUNDO LUGAR..
ASI QUE YA SABEN, CADA SABADO HAY TORNEOS CON FORMATOS COMPETITIVOS Y CON JUGADORES DE GRAN NIVEL..
LOS ESPERAMOS EL SABADO EN LOS TORNEOS Y EL DOMINGO EN EL PRELANZAMIENTO DE M11..
GO WELL, GO PRO.
PRIMERO Y SEGUNDO LUGAR DEL TORNEO TIPO 1
GANADORES DEL TORNEO TIPO 2 PRIMERO Y SEGUNDO LUGAR..
ASI QUE YA SABEN, CADA SABADO HAY TORNEOS CON FORMATOS COMPETITIVOS Y CON JUGADORES DE GRAN NIVEL..
LOS ESPERAMOS EL SABADO EN LOS TORNEOS Y EL DOMINGO EN EL PRELANZAMIENTO DE M11..
GO WELL, GO PRO.
FIN DE LA LIGA DE RISE
AQUI ALGUNOS DE LOS JUGADORES DE LA LIGA DE RISE OF ELDRAZI, YA CON SUS PROMOS.
LOS ESPERAMOS PARA LA SIGUINETE LIGA QUE SERA DE CORE SET M11.
GRACIAS POR ASISTIR ......
GO WELL, GO PRO.
LOS ESPERAMOS PARA LA SIGUINETE LIGA QUE SERA DE CORE SET M11.
GRACIAS POR ASISTIR ......
GO WELL, GO PRO.
sábado, 3 de julio de 2010
FNM PARA EL 9 DE JULIO
STANDAR ES EL FORMATO A JUGAR EN EL VIERNES DE MAGIC POR LA NOCHE, PREPARANDOSE PARA EL ROTE DEL BLOQUE DE ALARA Y LA LLEGADA DE M11 Y SCARS OF MIRRODIN..
LOS ESPERAMOS EN PUNTO DE LAS 6 DE LA TARDE
AQUI LOS GANADORES DEL FNM DEL 2 DE JULIO.
RECUERDEN QUE LA PROMO ES ANATHEMANCER
GO WELL, GO PRO.
LOS ESPERAMOS EN PUNTO DE LAS 6 DE LA TARDE
AQUI LOS GANADORES DEL FNM DEL 2 DE JULIO.
RECUERDEN QUE LA PROMO ES ANATHEMANCER
GO WELL, GO PRO.
viernes, 2 de julio de 2010
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