Magic Presents: It’s Turtle Time! at Gnome Games Green Bay East – $35

Cowabunga, dudes! It’s Turtle Time!

Join us at Gnome Games Green Bay East for a special Pick-Two Draft event featuring Magic: The Gathering | Teenage Mutant Ninja Turtles!

 

April 11th at 1:00pm
$35.00 Entry

This unique Pick-Two draft features a TMNT-flavored twist to add some variety to Draft!

All players will be seated into a pod of four, and each player will receive three Play Booster packs of Teenage Mutant Ninja Turtles. Once cards are drafted and decks are built, players will play in two rounds to see who can go undefeated and win an exclusive promo card!

What is Pick-Two Draft?

The best way for four players to draft! Like a traditional booster draft, each player will start with three booster packs. In Pick-Two Draft, players always select two cards from each booster pack and then pass that booster pack to the next player. For the first booster pack, players pass the cards to their left. Once all players have selected all the cards from the first pack, they’ll open a second pack, continue selecting two cards at a time, and pass the pack to their right. After all those cards are drafted, players do the same with the third pack, passing to the left again. At the end, each player will have about 42 cards, which they can use to build a 40-card deck, adding in any basic lands they need.

Eager to know more? You can read all about Pick-Two Draft here!

Friday Night Magic It’s Turtle Time! Draft at Gnome Games Green Bay West

Cowabunga!! Draft with the Gnomes with the newest set of Magic the Gathering: Teenage Mutant Ninja Turtles!

Friday nights at 6pm, $35.00 entry for this special Pick 2 Draft event named, “It’s Turtle Time!”

~ Join our event on the MTG Companion App with this code : 2P847MR

It’s Turtle Time presents a unique set of rules and a special way of drafting!

All players begin each game with an emblem with the following rules text:

  • Mutant creatures you control have “Whenever this creature attacks, you gain 1 life.”
  • Ninja spells and spells with sneak you cast cost  less to cast.
  • Turtle creatures you control enter with an additional +1/+1 counter on them.

Note that player pods may opt out of the special rules if all players in the group agree.

  1. Pods and Boosters
    • Run the draft in pods of four players.
    • Each player receives three Play Booster packs.
    • Distribute available emblem cards for easy reference.
  2. Drafting Procedure
    • Players select two cards from each booster before passing the rest.
    • Pack-1: pass left; Pack-2: pass right; Pack-3: pass left.
  3. Deck Construction
    • After drafting, players build a 40-card deck using their drafted cards plus basic lands.
  4. Match Structure
    • Play two rounds: first round with initial pairings, then winners pair off and others play each other.
    • Players who go 2-0 receive the promo card.

For more info on TMNT, click here!  On Drafting, click here!

For our other Magic events, keep an eye on our calendar!

*pricing is subject to change up to 72 hours before the event

 

Friday Night Magic It’s Turtle Time! Draft at Gnome Games Green Bay West

Cowabunga!! Draft with the Gnomes with the newest set of Magic the Gathering: Teenage Mutant Ninja Turtles!

Friday nights at 6pm, $35.00 entry for this special Pick 2 Draft event named, “It’s Turtle Time!”

~ Join our event on the MTG Companion App with this code : RZ63PN3

It’s Turtle Time presents a unique set of rules and a special way of drafting!

All players begin each game with an emblem with the following rules text:

  • Mutant creatures you control have “Whenever this creature attacks, you gain 1 life.”
  • Ninja spells and spells with sneak you cast cost  less to cast.
  • Turtle creatures you control enter with an additional +1/+1 counter on them.

Note that player pods may opt out of the special rules if all players in the group agree.

  1. Pods and Boosters
    • Run the draft in pods of four players.
    • Each player receives three Play Booster packs.
    • Distribute available emblem cards for easy reference.
  2. Drafting Procedure
    • Players select two cards from each booster before passing the rest.
    • Pack-1: pass left; Pack-2: pass right; Pack-3: pass left.
  3. Deck Construction
    • After drafting, players build a 40-card deck using their drafted cards plus basic lands.
  4. Match Structure
    • Play two rounds: first round with initial pairings, then winners pair off and others play each other.
    • Players who go 2-0 receive the promo card.

For more info on TMNT, click here!  On Drafting, click here!

For our other Magic events, keep an eye on our calendar!

*pricing is subject to change up to 72 hours before the event

 

Magic the Gathering: Teenage Mutant Ninja Turtles Commander Party – Green Bay West

Green bay west courierMystery Pizza you say? What could possibly go wrong? The Commander Party for Teenage Mutant Ninja Turtles gives you a chance to find out!

Monday, April 6th at 6pm we invite players to play together with the Teenage Mutant Ninja Turtles Commander Party set of rules!

Eventcode: GXMRMY7

Each player who joins in will get a promo Courier of Comestibles! (While supplies last.)

SETUP: Before the game begins, shuffle the Pizza cards together, Mystery Pizza side face up, to create a Mystery Pizza deck.

GAMEPLAY: If a Mystery Pizza card would be put anywhere other than the battlefield, put it on the bottom of the Mystery Pizza deck. At the beginning of your end step, if you don’t control a Mystery Pizza, put the top card of the Mystery Pizza deck onto the battlefield under your control. It’s a Food Equipment artifact with these abilities: Whenever equipped creature deals combat damage to a player, you may flip this card. If you do, resolve its effects, then put it on the bottom of the Mystery Pizza deck.

For more information on the Commander Format visit https://magic.wizards.com/en/formats/commander 

Commander Rules

Play Rules/Modifiers

This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature or artifact to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic‘s history.

Color Identity

A card’s color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.

Command Zone

This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.

Commander Damage

A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player’s commander, any damage that commander already dealt is still counted).

Current Commander Banned list.

Join our other events by checking out our calendar!

Magic the Gathering: Teenage Mutant Ninja Turtles Commander Party – Green Bay West

Mystery Pizza you say? What could possibly go wrong? The Commander Party for Teenage Mutant Ninja Turtles gives you a chance to find out!

Monday, March 16th at 6pm we invite players to play together with the Teenage Mutant Ninja Turtles Commander Party set of rules!

Eventcode: ZQEGEGE

Each player who joins in will get a promo Courier of Comestibles! (While supplies last.)Green bay west courier

SETUP: Before the game begins, shuffle the Pizza cards together, Mystery Pizza side face up, to create a Mystery Pizza deck.

GAMEPLAY: If a Mystery Pizza card would be put anywhere other than the battlefield, put it on the bottom of the Mystery Pizza deck. At the beginning of your end step, if you don’t control a Mystery Pizza, put the top card of the Mystery Pizza deck onto the battlefield under your control. It’s a Food Equipment artifact with these abilities: Whenever equipped creature deals combat damage to a player, you may flip this card. If you do, resolve its effects, then put it on the bottom of the Mystery Pizza deck.

For more information on the Commander Format visit https://magic.wizards.com/en/formats/commander 

Commander Rules

Play Rules/Modifiers

This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature or artifact to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic‘s history.

Color Identity

A card’s color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.

Command Zone

This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.

Commander Damage

A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player’s commander, any damage that commander already dealt is still counted).

Current Commander Banned list.

Join our other events by checking out our calendar!

Magic the Gathering: Teenage Mutant Ninja Turtles Two-Headed Commander Party

Green bay west courierJoin the Gnomes at Gnome Games Green Bay West for some Teenage Mutant Ninja Turtles fun with a Two-Headed Giant Commander Event celebrating this totally Turtle Power filled set on Monday, March 30th!

Two-Headed Giant Commander Night is a new Commander event in which players can earn promo cards by pairing up to battle other two-player teams. If you’re new to Commander, or want to come out with your friends and play with the new set, this is the perfect opportunity to do so!

Play follows the normal Two-Headed Giant rules, with a few added exceptions:

  • Each team starts with 60 life.
  • A team loses when they take 21 or more damage from a single commander OR have 15 or more poison counters.

More info on Two-Headed Giant Rules can be found here: https://magic.wizards.com/en/formats/two-headed-giant

Companion App Code: J28G86M

Commander Rules

Play Rules/Modifiers

This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player. The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature or artifact to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic‘s history.

Color Identity

A card’s color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.

Command Zone

This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.

Commander Damage

A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player’s commander, any damage that commander already dealt is still counted).

~Entry: 5$

Check out our event calendar for more opportunities to play!

Friday Night Magic It’s Turtle Time! Draft at Gnome Games Green Bay West

Cowabunga!! Draft with the Gnomes with the newest set of Magic the Gathering: Teenage Mutant Ninja Turtles!

Friday nights at 6pm, $35.00 entry for this special Pick 2 Draft event named, “It’s Turtle Time!”

~ Join our event on the MTG Companion App with this code : 862QDDG

It’s Turtle Time presents a unique set of rules and a special way of drafting!

All players begin each game with an emblem with the following rules text:

  • Mutant creatures you control have “Whenever this creature attacks, you gain 1 life.”
  • Ninja spells and spells with sneak you cast cost  less to cast.
  • Turtle creatures you control enter with an additional +1/+1 counter on them.

Note that player pods may opt out of the special rules if all players in the group agree.

  1. Pods and Boosters
    • Run the draft in pods of four players.
    • Each player receives three Play Booster packs.
    • Distribute available emblem cards for easy reference.
  2. Drafting Procedure
    • Players select two cards from each booster before passing the rest.
    • Pack-1: pass left; Pack-2: pass right; Pack-3: pass left.
  3. Deck Construction
    • After drafting, players build a 40-card deck using their drafted cards plus basic lands.
  4. Match Structure
    • Play two rounds: first round with initial pairings, then winners pair off and others play each other.
    • Players who go 2-0 receive the promo card.

For more info on TMNT, click here!  On Drafting, click here!

For our other Magic events, keep an eye on our calendar!

*pricing is subject to change up to 72 hours before the event