Dragon OPS (Open Play System): Epic Card Game (Rules will be taught)
The Wandering Dragon's Dragon OPS: Epic Card Game program is a new take on Organized Play! This eight week league allows players to just come out, play a great game... and receive exclusive, rare Promo Items!
You don't have to win. Just have fun!
Entry Fee: $6.00 each week
Each week: Each player will receive one Exclusive, Necromancer Promo Card!
Each player that plays in four out of the eight weeks of the League will receive one Exclusive, New Dawn Promo Card!
Each player that plays in at least five out of the eight weeks of the League will receive their choice of one Raging T-Rex Deck Box!
Each player that plays in at least six out of the eight weeks of the League will receive their choice of one Sea Hydra Playmat!
The only way to get these Rare Exclusives is to play in the Events and seating is limited, so RSVP now!
Epic Card Game
Epic is a fast paced card game of fantasy combat designed by Hall of Fame Magic players Rob Dougherty and Darwin Kastle. It packs all the amazing game play and beautiful art of a trading card game in one little box at an unbelievably low price.
Epic is a card game designed to start quickly but also to reward deep, strategic plays. In Epic, you take on the role of an elder god, in conflict with other elder gods. The cards in your deck are your champions, who fight for you, and events, which represent your will imposed on the mortal realm. In Epic, the turn sequence is easy but there are many options to choose from. You begin the game with a hand of five cards – each card costs either one gold or is free. You get one gold each turn — you don’t need to draw special resource cards or energy cards just to play with your other cards. Instead of figuring out which cards you might be allowed to play, you choose which card you want to play.
Epic is non-collectable, so every box contains the same 120 unique event and champion cards, with 8 double-sided cards to represent temporary "token" champions. One box supports preconstructed, sealed and draft formats for 2-4 players, two boxes up to 8 players, and three if you want to create a full constructed deck or a "cube" environment for drafting.
The four colors of Epic cards each represent a different alignment. Yellow is good, red is evil, blue is sage and green is wild. Each alignment has its own strengths and weaknesses.
Like in Star Realms, you can play cards of any and all colors in your deck. If you can match colors, your cards will frequently get more powerful.
The righteous, the honorable, protectors, healers, angels, saints, brave knights and benevolent kings. These are the forces of good.
Your good cards will raise large armies of humans, protect your champions and increase your health. You will banish enemy champions to the bottom of your opponent’s deck and launch devastating airborne assaults lead by glorious angels.
The cruel, the murderous, vampires, assassins, demons, devils and zombies. These nightmares taken form are champions of evil.
With evil cards, you’ll master death, killing champions in droves then bringing the dead back to serve a new master. Your vampires will shrug off mortal wounds and feed upon the forces of your enemies. Hordes of zombies and powerful demons will be yours to command, if you are willing to pay the price to summon them.
The wise, the clever, the logical, tricksters, scholars, illusionists, engineers, alchemists and wizards. For the sage, knowledge is power. Reason and logic will illuminate the path to victory.
Through sage cards you will master time, returning enemy champions to your opponent’s hand. You will construct mighty engines of war and call upon powerful magic to transform or blast your enemies. You will mislead enemy armies, leaving your opponents defenseless and assuring your victory.
Savage beasts, burning fire, terrible storms, instinct, aggression and rage. The wild don’t have an agenda. They aren’t good or evil, they’re hungry… and your opponent looks like food.
Playing wild gives you giant monsters that can smash and stomp though your opponent’s defenses. You’ll hurl fire and lightning at your foes. Great storms, volcanoes and earthquakes will smash all that stand in your way.