New information on the next set Khans of Tarkir for Magic: The Gathering. Fresh news and Khans of Tarkir spoilers from San Diego!
I ran across the Kickstarter for Alchemy! while poking around facebook. If you enjoy our Munchkin, D&D and Magic: The Gathering coverage then Alchemy! may be a game you want to check out. Take the jump for a gameplay video as well as Kickstarter info.
The Major Druidic Orders have existed since time immemorial and may, in fact, be the oldest mortal organizations. The differences between the orders are philosophical, rather than, say, geographical or cultural and inter-order arguments can become quite heated. That said, all members of the orders recognize that their goal is the same, to protect spirits and non-spirits from each other. What follows is a quick overview of each organization; Their philosophies, practices and spirit associations, as well as the opinions of their detractors.
Howling Mine (and other similar cards) have been a part of Magic: The Gathering since the game’s inception. Drawing more cards is great, but the catch is that the card doesn’t just help you, it helps your opponent as well. Luckily Born of the Gods brings us a new creature that has the potential to make Howling Mine an all-upside card. Check it out:
Today we continue our exploration of the Central Continent with Diamond Throne, its royal houses and people.
Confession time: I think Theros block is super cool, but I feel the majority of its coolness comes from its flavor implementation, rather than from its mechanics. Still, it does have a mechanic called MONSTROSITY so it would be criminal not to build a deck around it.
Theros is in full swing, but a lot of the fun of Magic: The Gathering, is mixing cards from different sets. This deck takes a card from Theros, a card from Gatecrash and a card from Avacyn Restored and combines them for some truly explosive wins. Here’s the deck:
Welcome to a special Series in which I discuss the house rules I have in place for Critical Hit, today we’re diving right into the most complicated one, stealth. I’ll warn you now, there’s some serious rules crunch ahead.
Welcome to a special series in which I discuss the house rules I use for Critical Hit. Today we’ll cover one of the simplest, yet most controversial rule I’ve implemented. It deals with blasts and bursts.
There are few things everyone can agree on. Welsh corgis are cute, black licorice tastes weird (even if you like it), and the Ninja Turtles are awesome. Leonardo, Donatello, Michaelangelo and Raphael have been kicking robot, ninja, mutant and alien butt for the better part of three decades. This, however, puts a lot of pressure on a Ninja Turtles video game. Especially considering that the TMNT franchise has spawned a dozen games, many of which are very highly regarded. Does Teenage Mutant Ninja Turtles: Out of the Shadows for Xbox Live Arcade stand its ground? Or does it fail to
Greetings Critical Hit fans! Today we continue our exploration of the Seven Clans Total Control Area by looking at the new clans. We will also spend some time discussing the major cities of The Great and Mighty Tribe as well as current events.
Today we continue our exploration of the Central Continent in Critical Hit by examining the Seven Clans Total Control Area. Its territories are flanked by Diamond Throne and The Sage Coast and its southern edge borders the Freelands.