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Liq's Guide to Pre-Releases

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Liquidor

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PostPosted: Fri Jan 12, 2007 12:59 pm


Quote:
Welcome to Liq's Guide to Magic Pre-Releases.


A Pre-Release is held 2 weeks prior to the actual street release a set. It is a chance for players to acquire new cards before they are sold in stores. Plus it is a good place to meet players from your region and other regions who are visiting.

Quote:
Basic Information

  • Location
    Knowning where it's held will make sure you actually show up. I know a few people who planned on attending but failed since they went to the wrong place. The best place to find out where your local pre-release is being held is the Official MtG Website. They'll show you your local Tournament Organizer's {TO} website and plan of action.
  • Transportation
    Getting there and back is another thing you should know. I highly suggest carpooling with friends since this will reduce the amount you spend and be an enjoyable ride. It is best to work out your transportation arrangements at least a week in advance.
  • Events
    Sealed Tournament {Flight} will run you about $30 (determined by your TO). Depending on your TO, you could be in a single big tournament or one of multiple small 32-64 player tournaments. A big tournament will most likely take up most of the day while a small tournament will take up about 1/3 of your day. This will be the first event that starts the day.
    Draft Tournament will run you about $15 (determined by your TO). This is an 8 man single elimination event. This are usually over within an hour. This is likely to be held at the end of the day or on day two.
    Team Tournaments {2 Headed Giant : 3 Man Team} usually run each member $20 apiece but are rather fun to do. These events are usually as big as the Sealed Tournament and take just as long. This is likely to begin mid-afternoon after the first few flights have ended.
  • People
    You're likely to see a wide variety of players at a pre-release since it's a casual competitive tournament. What I mean by that is that why they are there to win packs of the new set, most are there to enjoy themselves and mingle with others. You are also likely to see a dealer or two. They're purpose is to provide you with cards you may not be able to trade for {for a price} and other products in order for you to play at your best.

Quote:
Basic Equipment

  • Money
    You can't play without this. I find that $50 - $100 is enough for a single day.
  • DCI Card
    No MtG Player should be without one. However if you don't have one yet or can't find/remember your card, the judges will be available with new DCI Cards. I highly suggest that once you get one to sign up for Player Rewards. That way your tournament playing (even if you lose) doesn't go to waste and you get free cards that are highly sought for your trade binder.
  • Carrying Case
    This could be as simple as a backpack or as fancy as a briefcase. However you choose to carry cards, you should have a place to store the new ones so don't go filling up your storage unit. Try to bring as little as possible so just in case you do lose stuff, you don't end up quiting Magic.
  • Binder
    If you plan on trading at the Pre-Release, then you should have a binder in your Carrying Case. It makes it far easier to trade and keep track of your cards. Remember there are a lot of people at these events that you don't know and some of them are not to be trusted.
  • Pen & Paper
    You're going to need a pen if you plan on playing in the tournaments. You'll be required to fill out information in order to sign up, register your deck and report your round results. Also Pen & Paper is the best way to keep track of life. Dice roll far too often and your opponent isn't there to help you. Some dealers provide a score pad in order for you to keep track.
  • Dice
    You should have a random 20-sided Die to determine who goes first (either by high or low roll). Spin Down D20's should be determined by odd or even. Dice should also be included since you're likely to be marking the cards with them for counters and the like.
  • Sleeves
    Protect your cards. It makes it easier to trade them later.
  • Deck Boxes
    I find it best to have a spare deck box or two depending on what I plan to do that day so I can carry all the cards I use in a specific tournament and not lose track of them.
  • Spare Box
    I find it best to have a spare box to store both your winnings and your deck after you're done playing with them.
  • Other Items
    It is best to leave home anything that you don't need for this tournament. Cell Phones are one of the few items that you should carry just in case your friends need to find you. If you lose something at a Pre-Release, you are unlikely to find it again.

Quote:
General Tournament Information

  1. Basics
    • Seat
      Know where you're sitting in a tournament. There will be a specific place or two where the judges will post this information. Just look for where people crowd at the beginning of a round. This will enable you to finish your round sooner and allow the tournament to progress smoothly.
    • Equipment
      This is the basic stuff you'll need to participate in the tournament.
      • Pen // Paper
      • Sleeves
      • Dice

  2. Product
    The judges will provide you with your product. Anything you are given by them is yours. For Sealed, they will be giving you 2 Booster Packs (3 if an Expansion Set) and a Tournament Pack (3 Booster Packs if a Tournament Pack doesn't exist in the Base Set). 5 Booster Packs and a Tournament Pack is given out to 2 Head Giant. 6 Booster Packs and 2 Tournament packs are given out to 3 Man Team. 3 Booster Packs will be given for Draft. You're also provided with a Pre-Release card {While Supplies Last} though this may be given out at a later time. Drafts may not be provided a Pre-Release Card.
  3. Tournament
    1. Seat
      It is important to know where you sit. Knowing this will allow the tournament to move forward. Also if you're there but you're opponent isn't, contact a judge after the round starts.
    2. Opponent
      Once you're facing an opponent on the other side, you can begin playing after the judge announces the round has begun. Remember your opponent is not there to help you. If you have a question about a card, ask a judge. That's why they are there. It is best to greet your opponent nicely and wish them luck after your match is over.
    3. Match
      This is where you're skill as a player comes into light. I can't help you here much since this is your fight. Remember unless you are in the game or a judge, you can't comment about what is taking place in a sanctioned game. Pay attention to what's on the field and how your opponent reacts to the cards you play and the cards he/she draws.
    4. Reporting
      Once you're finished with a round, the winner should make sure that the round is reported. If it is lost, the winner will lose the match as well. Hindering the reporting of a round is not allowed.
    5. Prizes
      Pay attention to how you're doing in the tournament. If you drop to a place where you can't win anything, then it is best to drop. This can be done with either the reporting slip or by going to the reporting section where a judge or two is located. Random Prizes can be awarded so be sure to know how your TO handles such things.

Quote:
Sealed Tournament

  • Initial Response
    Once you get your product and are told to open it, you should immediately seperate the cards into colors. This will make it easier to identify the colors you'll be playing and record the decklist. The judges may decide to swap the decks after you register the deck. If they do, organize the cards alphabetically.
  • Deck Building Tips
    • Basics
      • Stick to 40 Cards (minimum deck size for Limited) - The higher you go the more likely you are to not get what you want.
      • 17-18 Land is the average. You can go a card lower for every 2 pieces of Mana Fixing you get.
      • The rest of your deck should be mostly creatures as the Combat Zone will be red for most of the game.
      • Every Non-Creature Spell you include should do something that enables you to win.

    • Card Choices
      • Identify Bombs
        Game Turners should always be considered when you decide the colors to play. The only time you don't play a bomb is when your deck can't support the color.
      • Select Removal
        Mass Removal is a bomb. Select Removal will determine how well their creatures do against yours. Remember these decks primarily win through combat damage. Black/Red are kings of removal. Blue Removal is in the form of bounce which allows for a single turn of action. Green removal is in the form of Combat Tricks such as Pump Spells like Giant Growth. White removal is primarily in the form of enchantments like pacifism. Artifact/Enchantment removal should also be considered (1 or 2 is usually good)
      • Use Evasion
        Flying, Shadow, etc. Basically ways your creatures hit your opponent without having your opponent's creatures in the way.
      • Discover Syngery
        Syngery is the working together of 2 or more cards. This is commonly confused with Combo in which 3 or more cards are assembled in order to win the game. Remember Combo wins and Syngery works. Slivers are a good example of syngery cards since 2 different ones aid each other.
      • Consider Mana Fixing
        You are most likely going to end up with 2 colors due to the card pool. Mana fixing comes in the forms of dual colored land, artifacts, and land search. If you're low on Mana Fixing, try to remain with 2 colors. Don't go crazy with Mana Fixing as it does not help you win the game.
      • Add Filler
        Anything else can be considered filler as it fills out your deck. Filler should be main color and non-harmful to you.

    • Mana Curve
      A mana curve is determined by lining up your card choices by their Converted Mana Cost (CMC) ie number of colored symbols + colorless symbol. This means a Naturalize (1G) will be in the same line as a Disenchant (1W). You should see a curve (most cards - high point) at the midpoint of your deck not at the end point of either side. Doing this will allow you to make sure you're deck isn't too slow or too fragile. Your deck should have something to do every turn but don't fret if you don't fill out all the slots. Your deck should be filled with 2 Casting Cost (cc) to 5 CC Spells. A few high CC spells can be played if your deck can support it.
    • End Step
      By this point you should have a rough idea of what colors you're playing and have the base of your deck already designed. If you have too many cards (over 40), decide what works and what doesn't. Now is also the time to consider splashing a color. If your deck can suppport multiple colors due to its Mana Fixing, then add a couple cards that aren't in your main colors. Don't add cards with more than 1 Different Mana Symbol. Example : Blue/Red deck splashing Disenchant (1W) is acceptable but not Paladin en-Vec.(1WW). You should include 1 to 2 basic land to support the splash if you do add one in. Finally any card you do not use is considered your sideboard. I find it best to include some land for each of the colors you didn't play and some land for the colors you splash into this sideboard just in case I want to which out a useless color in Game Two of a round or I need more land than I thought I did.

  • Tournament
    Follow the steps above for this part. Have fun and enjoy yourself. Remember until the tournament is over you can't trade the cards from your deck or your sideboard

Quote:
Draft

  • Drafting is opening 1 Booster pack and taking 1 Card from it and passing it to the person on your left. Take the pack you are passed and choosing 1 Card it and passing it. Rinse and repeat until all cards from the pack are choosen. Then the 2nd Pack is opened and you pass to the right. 3rd Pack is passed to the left.
  • Drafting is far more skill based than Sealed due to the fact that you choose your cards instead of being handed them.
  • Choosing cards should be based on how well they work with other cards in your deck. The tips on how to make a Sealed deck should apply to how you choose your cards. A bomb should be taken no matter what is in the pack.
  • Try to stick to 1 to 2 colors so that you don't end up too spread out.
  • A crap card is a crap card, no matter if it does fit into your color scheme.
  • Also while it's frowned upon, Rare Drafting (taking the rares no matter what they are) is perfectly acceptable.
  • Also be on the lookout for cards you don't want to see played against you and if you can't stand playing against it, pick it (Hate Draft).
  • Remember you can only look at these cards between packs.
  • Follow the advice on the Tournament Section for playing and Sealed Section for building the deck. Have fun playing the game you love.

Quote:
Team Events

  • 2 Headed Giant
    • 2 Headed Giant (2HG) is a multiplayer game in which 2 players vs 2 other players in a single game of Magic.
    • The product your given is split between the you and your partner. Deciding who gets what is up to the two of you. You should have some plan in determining how to split the cards afterwards.
    • Follow the tips on Sealed Deckbuilding to build a decent deck. However remember this game will take longer so you can up your mana curve in comparison to a normal Sealed deck. Include every bomb you get into one of the two decks.
    • The game starts out with each team at 40 life and the team takes a single simultaneous turn.
    • There is a Primary Head for all decisions. He/She sits on the right.
    • Creatures attack the team not a single player. However you can divide the damage between the players once a creature damages the team.
    • What effects one person can effect the team. If it says your creatures, then it means your creatures only, it does not include your partner's creatures as well. If your partner loses the game, you lose the game.
    • Make sure you know where your partner is at all times. Your Team can't play if both players aren't present.
    • Follow the tips on Tournament Play and have fun.

  • 3 Man Team
    • 3 Man Team (also simply refered to as Team) is 3 seperate games of Magic that are added together. Best 2 out of 3. Example : You lose but your other teammates win, your team wins the round even though you lost.
    • The product given to your team is to be divided amongst yourselves. Having a plan on how to divide the cards after the tournament is a good idea.
    • Follow the tips on Sealed Deckbuilding to build your deck.
    • Follow the tips on Tournament Play.
    • Have fun.
PostPosted: Fri Jan 12, 2007 7:18 pm


looks good, maybe this could serve as an general guide, and the discussion could be on the current or most rescent prerelease?

for example, what we feel the best deck types to use will be.

Lady Visara


Rave Matthias

PostPosted: Sat Jan 13, 2007 1:03 pm


This is good information, I find it to be extremely helpful. I haven't attended a prerelease yet, I had to work for timespiral and green dragon (the usual tourny spot) isn't holding one for this one. I can't really afford it anyways with classes starting. I will attended a prerelease eventually though. stressed
PostPosted: Sat Jan 13, 2007 9:28 pm


The info's alright, but I just call up some friends for help if I need any.

LegendaryPyro


wombat45678

PostPosted: Wed Jan 24, 2007 1:51 pm


This is an awesome guide! Super Sweet! Im bringing it with me to the next prerelease i go to. One thing to keep in mind is to watch your stuff. At UMD there were like 50 police reports filed covering everything from stolen cards to stolen laptops! Please watch your stuff people!!!
PostPosted: Wed Jan 24, 2007 8:48 pm


An excellent guide. It'll come in handy when I get up the nerve (and cash) to attend a pre-release. whee

Mylian

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Liquidor

Original Player

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PostPosted: Wed Apr 16, 2008 10:08 am


Just thought I'd necro this thread up since I assume other people will be attending the Shadowmoor Pre-Release.
PostPosted: Wed Apr 16, 2008 8:32 pm


nice guide


I was thinking of posting a few of my links to guides i have written for MTGFanatic but you pretty much summed up all the goods for Pre Release in here


Once i get more time i will link or Copy+Paste the stuff for PTQ's and GP's when we get closer to them


OVer all i give it a 4.5 of 5

Strangla


Lady Visara

PostPosted: Wed Apr 16, 2008 8:34 pm


I will be and this was agian useful to read through. especially since my attendence to orwyn block was limited to 2HG and this time, my and whomever I bring will be the sealed flights, possibly more than one. depending on the money I get, and what money tome brings.
PostPosted: Fri Apr 18, 2008 10:24 am


Strangla
nice guide


I was thinking of posting a few of my links to guides i have written for MTGFanatic but you pretty much summed up all the goods for Pre Release in here


Once i get more time i will link or Copy+Paste the stuff for PTQ's and GP's when we get closer to them


OVer all i give it a 4.5 of 5

What do you think is missing out of this // what do you think could improve it?

Liquidor

Original Player

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Reav-r
Crew

PostPosted: Fri Apr 18, 2008 10:29 am


This thread is now teh stickied. W00T.
PostPosted: Sun Apr 20, 2008 3:49 am


My friend and I are going the Michigan prerelease at Pandemonium, playing THG. I'll be in the Halo 3 shirt with the Halo 3 bag

liz_bliz_inc


Killersaredead

PostPosted: Sat May 10, 2008 6:56 pm


yeah i like pre releases
they're very fun and it helps you get a feel of the upcoming set and how they corrispond with ur deck and deck ideas
very good investment
PostPosted: Tue Jun 17, 2008 12:50 am


Liquidor
Strangla
nice guide


I was thinking of posting a few of my links to guides i have written for MTGFanatic but you pretty much summed up all the goods for Pre Release in here


Once i get more time i will link or Copy+Paste the stuff for PTQ's and GP's when we get closer to them


OVer all i give it a 4.5 of 5

What do you think is missing out of this // what do you think could improve it?


I thought that the guide itself was pretty good: however, "synergy" was misspelt. I know it's a pretty minor correction, but well done- I'm sure this guide will be really useful to new players.

EDIT:Oh, and also:

You recommend using 17-18 lands in your deck, but if you scaled this to a 60 card deck, then you're running 25.5-27 lands (which i don't think anyone ever would). 17-18 seems to be conventional wisdom (or at least, the ferret thinks so on mtg.com), but i would usually run 16, going to 17 if i think my curve requires it.

alpha impervius


Jusy

PostPosted: Thu Jul 10, 2008 3:26 pm


This is an awesome thread! biggrin
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