Lisa is going to host it at her house, so the address will be given out - to those who RSVP 'YES' - the Friday before the event. Food, grub, drinks, etc. are welcome. Alcohol is generally discouraged and is at the discretion of the host (Lisa).
In event that Lisa is unable to host on the given day, the game will be hosted at either Monster Den or Dreamers, depending on their availability. If the game is hosted at either shop, food and drinks will have to be purchased at the shop, not brought in. I will keep you guys posted on the location.
We welcome beginners (even if this is your first match). There are a number of veterans here including Mike, Elyssa, Jeremiah, Gypsy, etc... So feel free to ask any one of us for help if you get stuck.
I am going to set the RSVP deadline to 12 am on the Friday before the event, that way I can ensure the participants get the address and nobody else jumps in without the information. After the deadline, I will mass-email the location details to the participants (not to those on the wait list). If you have any questions or want to join after the RSVP deadline, let me know and I'll fill you in on the details.
While Lisa is able to host it, there's a cap of 8 participants, but the wait list is open. If anyone cannot attend, please LET ME KNOW so I can make sure the next person on the wait list knows about it and take their spot. And also to be sure they know the location details.
If Lisa is unable to host the event, the event will be relocated to Monster Den, and then there will be no limit to the number of participants. All participants and those on the wait list will be notified of the event details. I will mass e-mail to both lists prior to if Lisa is unable to host it.
Ok... Here goes for the house rules. I'm going to use the same one Gypsy uses so it's fair and evens out the playing field.
PLEASE READ THIS WHOLE DESCRIPTION VERY CAREFULLY!!!
We play in a large group (not 1 on 1) where we sit in a large circle playing with ranges.
Here are our House Rules:
1) Be a good sport, this includes not trying to play through loop holes or depending on people not knowing what you are doing or what is in play. It also means that we aren't going to be super touchy about little nuances most of the time and we don't expect you to be... things like if you should of realized my creature had protection from red and you try to lighting bolt it I'll let you take back the lighting bolt.
a) When Attacking with creatures you can attack on either side of you, but your attacks must all be declared at once
b) Spells, Enchantments, and Artifacts which effect others can only reach people who are two away from you.
c) Cards that say something about "opponent" targets a player of your choice on either side of you, but cards that say "opponents" target all players in range of you.
3) No Poison: Poison is like playing a whole other game, it's like the rest of us are playing magic and you are playing the poison counter game. We treat poison like wither (instead of players getting poison counters for damaging players, when a creature with poison does damage to another creature that damage is distributed in the form of -1/-1 tokens instead of combat damage)
4) Instant Win cards may not cause you to win on they turn they were brought into play AND make you targetable out of Range: Any card that says "When blah happens you win" removes the protection from the rest of the table that you enjoy meaning that all other players may target you or your creature with direct spells. It does not give you the special abilities, it just gives the players out of range the chance to defend themselves from instant loss. If you had the "win conditions" when that card came into play it does not take affect until the upkeep of your NEXT turn in order to give the other players at least one round to stop an instant win.
5) Shadow and Horsemanship are treated as flying: Again, this is one of those mechanics that really puts you in a different game than the rest of us. Any time you read shadow on a card you are playing feel free to read it as flying in our group.
6) Trample: Trample was changed around 6th edition to be weird, we play by the original Trample rules.
7) No Cracked or Unglued cards (even Wizards knows this is another game, it was meant to be) all other sets are fair game, just keep it down to 4 of any one card.
---------------End House Rules----------------------
You should understand that the dynamics of group game are very different than that of a one on one game. In a one on one game you are both straight out aggressors, there is no chance for alliances. In a group game people help each other out (usually for selfish reasons)... consider it a very interesting dynamic in the prisoner's dilemma.
Behaviors you will note in a group are that spells and effects that affect the group positively gain you favor among the masses, while negative effects do the opposite. It is not uncommon for someone to heal you to keep your Howling Mine in play, or to have all 4 people within your range attacking you at once for playing an area effect that hurts everyone.
This means that among other cards Howling Mines tend to be fairly common (so don't come with a 60 card deck because it's a shame to lose because there were 4 Howling mines in range of you and you ran out of cards).
Also, there is an interesting dynamic where all the sheep will turn on a wolf when the wolf rears its head. This means that if one player starts doing things that makes them look like they are significantly stronger than the rest of the players too quick in the game the others around them tend to team up to reduce the risk for the good of all. While in one on one games you can hit quick and strong, doing so in this environment can be deadly.
Lastly, because you are playing against a variety of decks all at the same time it is better in general to build a balanced deck to deal with many situations than it is to build a one trick pony that leans up against a single combo. Keep in mind that your opponents are four times more likely to have the card(s) that will counter it.
-----------------End Politics and Dynamics----------------
Unlike in one on one games you want to build well balanced decks that are built for a marathon not a sprint. It's a long strategic and thought out game, which means some of your bigger spells can go in but also that you need more cards to support the long game.
It is a good idea to build a multi-color deck to plug the holes in any one color. This goes back to building a balanced deck. Again, keep in mind that you have four very different opponents at any given time playing very different decks and you need to be ready to deal with everything all at once. Build accordingly.
We find these Ratios of cards tend to work best (Guide Lines Only):
20% Spells/Enchantments/Non-Creature Artifacts
(when figuring out lands you may reduce the number of lands by 1 for ever 2 other mana generating cards you have)
Portions of those land cards should either match the ratio of the color pips, or the ratio of color cards which ever is closer to even.
---------------------End Deck Building--------------------
Beginners are more than welcome at the large games, there is LOTS of time to figure out what is going on between turns.
So, Please come, plan to relax, plan to not care who wins, plan to enjoy the craftsmanship in other people's decks and play, and plan to have fun.