Monthly Archives: July 2015

New and Back in Stock July 30/15

by January 15, 2016



New In stock:
Force And Destiny Core Rulebook
Force and Destiny Game Master’s Kit
Flick’Em Up
Beasty Bar
Eldritch Horror Strange Remnants
Carcassonne Count, King & Robber
Carcassonne Bridges, Castles & Bazaars
not pictured: RISK the Game of Thrones

Back in Stock:
Bad Bunnies
Tokaido Crossroads
Forbidden Desert
Ultra Pro Deckboxes assorted Colors $2

Strictly Casual – It’s all fun and games… By William D. O’Dell

by January 15, 2016


I don’t exactly remember when I started playing Magic. It was around the time of Fallen Empires and Ice Age with a smattering of Chronicles and Alliances thrown in for fun. I’ve either past 20 years playing or am about to.

Which means that I’ve played a few games and not all of them have been duels. Frankly, I would say the majority of them have not been duels, which probably explains why I make much better MP decks. Continue reading

Maybe Drink Some Water, Okay? – The Mana Dork by Jesse Mackenzie

by January 15, 2016

The Mana Dork

At precisely 12:13 AM on Saturday, July 11th, in the Year of Our Lord Richard Garfield 2015, a tiny voice in my head began to speak.

Maybe drink some water, okay?” it said, while I was frantically building a really bad deck for the Magic Origins pre-release. “You’ve got about three million grams of caffeine in your system. You’re gonna crash hard. Drink water. Get some air, maybe.”

I didn’t listen.

I thought I was fine. I was confident. I was so ready, because I had about three million grams of caffeine in my system. I’d just downed an energy drink and one of those protein/energy bar things. I had chosen the black Liliana Vess pre-release pack because I always enjoy playing suicide black, and my foil promo was Dark Petition—the frickin’ Demonic Tutor reprint! I was made for this moment. Continue reading

August List of Events

by January 15, 2016

List of Events for August
Wednesday 12-3pm Midday Magic
Wednesday 6pm – D&D Encounters
Thursday 12-3pm – Midday Magic
Thursday 6:00pm – Pathfinder Society
Thursday 6:30pm – Standard $6 entry Fee
Thursday 7pm – Lady Planeswalker Society
Thursday 7pm – Draft $16.50 Entry Fee Continue reading

Strictly Casual – American Origins By William D. O’Dell

by January 15, 2016



About two weeks ago, both Canada and the neighbour directly south celebrated Independence from England. At that time, I wrote the first of two articles about Origins, which centered around White and Red planeswalkers. It was a little aggro and decidedly unapologetic – not very Canadian even if it was the right colours.

This time we will look at an American counterpart based on the Red, White & Blue planeswalkers. While this deck runs with many similar themes especially considering the same flipping principals apply for two out of three planeswalkers, it has more of a combo feel. With three colours, the deck has to shift from more of an aggressive format to something much more combo-riffic.

American Control

2 Jace, Vryn’s Prodigy / Jace, Telepath Unbound
2 Chandra, Fire of Kaladesh / Chandra, Roaring Flame
2 Kytheon, Hero of Akros / Gideon, Battle-Forged

2 Willbreaker
2 Tower Geist
2 Avaricious Dragon
2 Embermaw Hellion
2 Archangel of Tithes
3 Dreamscape Artist
2 Jace’s Archivist
3 Lore Broker
2 Nivix Guildmage
2 Sunhome Guildmage
3 Confessor
2 Wandering Champion

3 Turn to Frog
2 Talent of the Telepath
2 Jace’s Sanctum
3 Act of Treason
2 Chandra’s Ignition
3 Celestial Flare
2 Swift Reckoning
3 Fiery Temper
3 Frantic Purification
3 Dragon Fodder
3 Lightning Helix

4 Evolving Wilds
4 Terramorphic Expanse
3 Boros Guildgate
3 Izzet Guildgate
3 Azorius Guildgate
7 Plains
9 Islands
7 Mountains

To say that there is a control theme would be an understatement. Most of the instants and sorceries are designed to control your opponent’s critters by eliminating those threats or making them your own.

Part of what makes this a combo deck is the interaction that the blue has with the original red and white spells from the Canadian Origins deck. Jace’s abilities make you discard to draw cards to get five cards into your graveyard. This deck has many ways – both spells and critter abilities – to drop those five cards into the graveyard.

Take for instance, the lands that sac for specific basic lands. Add in the critters that make you discard and then draw – in conjunction with a few madness spells. There are also critters that let you discarding to search for other cards or make everyone discard. That plays in with Jace’s ultimate.

Fortunately, there are many win conditions beyond any one of the planeswalker’s ultimates. Pave the way over the critters with spells, steal those critters or just attack with your own big baddies. This deck will have your playing control with all the strings.

This deck will likely be better against another single player big deck. However, with a few slight alterations such as mass critter control, it might work better for multiplayer. Fortunately, both Jace and Chandra are better for MP – so if you can take advantage of them, that’s even better.

Until next time, may your decks win and your planeswalker continue to be the ultimate force on the field!

Give Me Your Narsets, Your Zurs, Your Hermit Druids -by Jesse Mackenzie

by January 15, 2016

The Mana Dork

So there I am, my Sliver Overlord has just hit the table, and I’m staring down a Narset-Oops-All-Turns deck, an Azami control build, and a Nahiri voltron. I’ve got about half an infinite combo in my hand, but no way to protect it, and I’m wondering how I’m going to myself out of this one, when all of a sudden I drew into…

Continue reading

Magic Origins Pre-Release FAQ

by January 15, 2016

Here are the answers so some of the frequently asked question about our pre release:

Q: “I want to come for the midnight pre-release, but I don’t get off work until xx:xx, is it okay if I arrive late?”
A: Yes. However you will get to choose from what ever pre-release pack colours are available when yo
u arrive. You will also either have your deck building time reduced, or worst case scenario you will receive a first round loss.
(Deck building starts at 12:01 am, with the first round posted at 12:31)
This also applies to the Noon and 5pm prereleases.

Q: I want to come to the midnight pre-release, but how long will it last. What about Noon & 5pm?
A: No matter how many players, we are only doing 4 swiss rounds, 45 minutes each. Our goal is to wrap up by 4am.
Our Noon prerelease we are aiming to wrap that up between 4pm-4:30pm
Our 5pm prerelease we are aiming to wrap that up by 10pm. 

Q: What is the prizing?
A: There are 2 packs of Origins put into the prize pool for each player.
Any player staying until the end round 4 receives a booster, no matter what their record is. The remaining packs will be distributed among the top players.

Q: Do you still have space available?
A: Short Answer – Yes, plenty. If things are getting close to full, we will broadcast that through Twitter and Facebook.

Longer Answer – With our newly renovated lower level event area, we have an additional 32 on top of our previous 25 seats on the main level. 

Star Wars LCG Summer League 2015

by January 15, 2016

SWLCG, Star Wars,


“This station is now the ultimate power in the universe.”    
–Admiral Motti, Star Wars: A New Hope

The Summer League will consist of 4 dates, once each month wrapping up in October.

The dates for the summer league are:

Sunday July 12, 2pm
Sunday August 23, 2pm
Sunday September 20, 2pm
Sunday October 18, 2pm

The league will work as follows:
Each date will be a separate tournament using standard Star Wars LCG Tournament Rules.

Players will play 3 matches each session, with the following scoring :
Attend a league session: 1 Point
Win a Match: 2 Points
Lose a Match: 1 Point
Win a session: 2 Points

Entry for each session is $5. A Summer tournament kit will be used as prize support for the league.

New Players!
Are you interested in learning how to play Star Wars LCG? At each session, a demo table will be available, and someone will be available to teach new players how to play.

If you own Star Wars cards, but would like assistance in deck building, or would like to gain confidence playing, these league sessions are a perfect learning grounds.


Preliminary Pro Tour Qualifier – July 19

by January 15, 2016

Magic the Gathering Preliminary Pro Tour Qualifier July 19 A Muse N Games

Warhammer 40k Conquest Summer League

by January 15, 2016

Warhammer 40k Conquest
The battle for the Traxis sector continues this June and July at A Muse N Games!

The Summer League will consist of 3 dates, bridging the gap between the regional championship and the Summer Tournament Series.

Continue reading