Magic the Gathering: Modern Horizons III - Enchantress Prerelease

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enchantress.png

Magic the Gathering: Modern Horizons III - Enchantress Prerelease

$65.00

Tuesday, 6/11/2024 - 7 PM Enchantress - at It’s Your Move

What is Enchantress?

This is a group of female and non-Binary folks getting together to play Magic

NOTE:

This prerelease event is held at the store located at 4920 Telegraph ave suite B Oakland, CA 94609 Location.

Get tickets to the regular in-store prerelease here or the Oakland United Beerworks event here.

WHAT IS PRERELEASE?

Your very first chance to play with the cards from a brand-new set.

A week before the set is released, you can head to your favorite local WPN member game store to crack open some packs, build a deck, and try out all the exciting new cards and mechanics in a friendly, informal tournament. see details HERE

New Play Boosters Pack

The Set Booster and Draft Booster are being combined into a new type of booster we're calling the Play Booster. In this article, I will explain why this is happening, walk through what the new Play Boosters will include, and share the details of their introduction into Magic. For More Details go HERE

What You'll Get

Prerelease events are your first chance to play with a set, and Prerelease packs get you in on the game! Find themed inserts, one random spindown counter, boosters, and any promo cards included in these packs.

NEW Mechanics

OUTLAWS

An outlaw, used as a noun, is any permanent with one or more of these creature types: Assassin, Mercenary, Pirate, Rogue, and Warlock. You'll often see abilities such as the one Rakish Crew has that refer to "an outlaw you control." This phrase refers only to permanents on the battlefield, not spells or cards anywhere else. Outlaws are almost always creatures, but a kindred permanent (a little-seen card type previously known as tribal) with one or more of the right creature types can also be an outlaw. Go figure.

Outlaw can also be used as an adjective to describe something else, such as a spell or a card in a zone other than the battlefield. For example, an ability may trigger whenever you cast an outlaw spell or return an outlaw creature card from your graveyard to the battlefield.

COMMITTING A CRIME

You commit a crime as you cast a spell, activate an ability, or put a triggered ability on the stack that targets one or more of the following:

  • An opponent

  • A spell or ability an opponent controls

  • A permanent an opponent controls

  • A card in an opponent's graveyard

If a spell or ability doesn't target anything on that list, it's not a crime, even if it targets something like an opponent's card in exile or has a sinister-sounding name that would be a felony in many jurisdictions.

Once you cast the spell, activate the ability, or put the triggered ability on the stack, the crime has been committed. It doesn't matter what happens to the spell or ability (or any of its targets) after that point.

SPREE

Each mode includes an additional cost that must be paid to cast the spell. You must choose one or more modes as you cast a spell with spree, but no single mode can be chosen more than once. If you cast a spell with spree without paying its mana cost, you must still choose one or more modes and pay those additional costs. The mana cost is covered though, so at least you enjoy a nice discount.

Spree cards have a modified frame that includes a plus sign by the mana cost—this is just a reminder and has no actual rules meaning. Remember that no matter which modes you choose and which additional costs you pay, the mana value of a spell with spree is based only on its mana cost. For example, Final Showdown's mana value is always 1, even if you chose all three modes.

MOUNTS AND SADDLE

Mount is a new creature type. It doesn't have any specific rules associated with it; it's just where you're most likely to find the new ability saddle. There's no real connection between Mounts and saddle other than a flavorful one. If a Mount becomes some other creature type, it will still have saddle, and non-Mounts can gain saddle if effects allow them to do so.

Saddle is an activated ability that you activate as a sorcery—meaning during your main phase while the stack is empty—by tapping any number of untapped creatures you control other than the Mount with saddle with total power N or more, where N is the number included in the saddle keyword.

As the saddle ability resolves, the Mount becomes saddled until end of turn. This doesn't inherently mean anything, but another ability on the card will somehow refer to the Mount being saddled. Many Mounts have simple triggered abilities like the one Trained Arynx has—these trigger whenever the Mount attacks while saddled. But some Mounts give you a little more bang for your bucking bronco. Our old friend The Gitrog doesn't treat its riders too kindly, but you'll be in prime position to benefit.

PLOT

Plot is a fantastic way to set up future turns, knowing that your spell is available for no further mana investment. To take full advantage of Plan the Heist, you'd prefer to have an empty hand as it resolves. Or maybe you're still searching for a second source of blue mana. No matter your reasons, plotting the card sets you up for a potent turn in the future.

Some plot cards offer cheaper plot costs, letting you save on mana if you're willing to wait for a future turn to finally cast the spell. Some are creatures with triggered abilities that you may want to time more strategically. What's more, the plot keyword isn't the only way to have cards become plotted. Sometimes, you need to … well, this:

The same timing rules apply to any card that becomes plotted, no matter how that happens. It can't be cast on the same turn it became plotted. When you finally do cast the spell, you do so as a sorcery.

For a complete break go HERE

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