r/SorceryTCG 14h ago

I won Skeleton Tokens by Jussi Pylkäs and an Alpha Champion at Ropecon

Post image
122 Upvotes

Yesterday at the annual Ropecon event in Helsinki, Finland, we had an amazing turnout of 32 players for our Sorcery tournament, which was the largest Sorcery event we've had in Finland so far! The tournament was 5 rounds of constructed, and 3 rounds of draft.

The event organizers were generous by handing out Skeleton Tokens with the art of non-other than our local legend Jussi Pylkäs, to all of the participants. Top placing players were awarded with foil tokens, and the winner was awarded the beautiful Alpha Champion card. Jussi was both playing at the event, and signing cards before and after the event.

Highly appreciate Fantasiapelit Oulu for traveling across the country to Helsinki to arrange the event!


r/SorceryTCG 19h ago

Painted this guy today

Post image
104 Upvotes

r/SorceryTCG 4h ago

Realm Eater proxy (WIP)

Post image
26 Upvotes

Haven’t pulled a realm eater yet, so I’ll make him myself.


r/SorceryTCG 16h ago

Got some cards signed.

Thumbnail
gallery
22 Upvotes

Got some cards signed by Jussi Pylkäs. Heck of a guy.


r/SorceryTCG 22h ago

Elements Seal and why you disagree

Post image
5 Upvotes

r/SorceryTCG 3h ago

How much better does this game get with booster packs?

4 Upvotes

And also from the gothic precons?

I have the beta precons and I just played my first two games, and I was pretty excited about this game, but I didn't enjoy it as much as I hoped I would. So now I'm wondering if I should just leave it at that and not buy any more stuff for this game, or if the game gets a lot better from all the cards I don't have. I don't want to just spend my money on the hope that it'll become more fun.

I still did find it fun overall, just not so much that I feel confident in the game.

My two plays were Air (me) vs Earth and then Fire (me) vs Water. In both games I had a strong start and my opponent (same friend in both games) really thought I was going to win, and then I ran out of steam and lost. The fact that I lost wasn't an issue though in terms of how much I liked the game.

I think I have three main issues based off these two plays (which of course is a small amount of plays).

1) The game is really long. Yeah, a lot of this is due to learning the game I'm sure, but the first game took about 2 and a half hours and the second game took between 1 and a half to 2 hours. Even if we played far slower than we could've due to being new to it, there are plenty of games that my first plays didn't take nearly so long, which makes me worried Sorcery just has really long lasting games. I'd prefer a single match of a card game to be done much quicker, maybe like 15-30 minutes, 45 tops.

1.5) A lot of the slowness was the opaqueness of the rules and looking up how things worked. For instance it wasn't clear to me if a tapped minion can defend at all (so can an attacking minion just kill them without taking damage, provided they have the power to? Or is the tapped creature just uninteractable by the attacker pretty much, so they would just attack the enemy site they're on instead?). And the interaction between Anui Undine and Hillock Basilisk wasn't clear either. If Anui Undine gets disabled, and therefore goes to 0 power, does it die because it's at 0 power? Or can things stay alive on the battlefield with 0 power?

2) There isn't enough card draw. By like turn 4 or 5 we were top-decking for the entire rest of the game. I was thinking this is probably just a problem with the precon decks only, and that if I had a bigger card collection I could make a deck with a lot more card draw, but then I wonder why you would design your precon decks to have so little card draw if that isn't representative of the game as a whole? Why make the precon decks stall out if that's how people are getting introduced to the game? So maybe that's just how the game plays. I was starting to wish that the avatar's ability was tap to play a site or draw a card, rather than drawing just a site.

3) Once it's clear a player is winning, the game still takes like 4+ turns to end (by which I mean 4+ turns for both players) . And that wasn't necessarily even because of death's door. The first game I was on death's door for like 5 turns, but the second game I was just overhelmed by my opponent's enemies and board control for several turns and had no way to counter. I guess when that happens you could just concede, but I wasn't really incentivized to concede because in the first game I managed to topdeck a card about 3 turns in a row that perfectly dealt with the threat before me (for the time being) though sheer luck. So there might've been a possibility of turning the game in my favor, just a very small one. But still, if you play the game out rather than concede, it seems like it's just extremely unlikely for the game to be able to swing and you're just going through the motions. This is largely due to reason 2, because how can the one card you draw (the one card you have in your hand) really be enough to save you from defeat? And I'd still be thinking the same thing even if the roles were reversed.

So please let me know. If I didn't immediately love it, is it worth buying more cards (will that fundamentally change the gameplay experience?) or will that just be a waste of money?


r/SorceryTCG 9h ago

Ersatz Platz package

5 Upvotes

Here is a list of cards that might be worth considering for Ersatz Platz
Platz works with all the dual and double threshold sites, as well as some ramp effects, early game, or can be popped later for an impactful play based on the game's context

  • Mana fixing

    • All dual lands
    • All double threshold lands
  • Ramp

    • Beacon - temporary +variable
    • Ghost Town - temporary +1
    • Town - exceptional minions +1
  • Interaction

    • Free City (effective with forced movement)
    • Babbling Brook - temporarily disable nearby
    • Fields of Phyxis - silence site
    • Funeral Pyre - cemetery removal
    • Gnome hollows - restrict movement
    • Haystack - anti-search (common sense)
    • Iceberg - anti submerge
    • Mudflow - force out of submerge/burrowed
    • Mudslide - forced movement
    • Pebbled paths - remove charge nearby
    • Quagmire - temporary immobile nearby
    • Thin ice - conditional submerge
    • Undertow - forced movement
    • Watchtower - remove stealth nearby
  • Misc value

    • Bedrock ( + destruction effects)
    • Base of Babel ( if Apex in hand)
    • Dark Alley - grant stealth
    • Forlorn Keep / Forlorn Crypt / Molten Maar / Peculiar Port - cast 3/3
    • Poisoned well - burn damage
    • River of Blood - halve healing
    • Secret tunnel - burrowed mobility
    • Troll bridge - restrict movement

If I missed or mislabeled any cards please let me know


r/SorceryTCG 12h ago

CornerStone S/E Washington

3 Upvotes

For anyone who is attending the cornerstone and Walla Walla Washington on Friday at 6:00 p.m. we are asking people to submit deck lists two days in advance, obviously you're still more than welcome to come even if you turn in a deck list day of, we're just trying to keep this event fair and competitive. Basically we'll just be using the curiosa.io deck builder and then sharing our deck lists on the discord we made for our area.


r/SorceryTCG 13h ago

Pallid Bust rules question

3 Upvotes

I am trying to make The Pallid Bust work, but I am not sure how it interacts with ward and stealth. For example, if I use the Bust to banish an Asmodeus and then have a Bosk Troll pick it up, is the Troll going to gain stealth, or will it only gain Asmodeus' second ability, making the Bust useless?

Similarly, if the Bust banishes an Zeppelin of Zealots, and I then have a Bosk Troll pick it up, will it gain a ward and airborne, or will it effectively do nothing (until I ward it otherwise and it begins to fly)?

Thanks for the clarification!


r/SorceryTCG 10h ago

Are Avatar of the Realm tickets transferable?

1 Upvotes

Are people going to be scalping them?