Snow Day

posted on 02/02/15

Sorry for the inconvenience, but we will also not be opening today. We will be open tomorrow (Tuesday) for normal hours of 2pm - 10pm.

Closed Sunday 2/1

posted on 02/01/15



Due to the weather, we will be closed today.

For our Pokemon players:
We will reschedule the League Challenge for later in February. This Saturday we'll be at NewBo Con (in Cedar Rapids) for a Pokemon learn to play event at 10am and a tournament (all cards legal, newer cards encouraged) at 2pm.
We will have a sealed Primal Forces event at the store on Sunday.

Release Weekend - Fate Reforged

posted on 01/23/15

Fate Reforged drafts starting at noon on Saturday. Estimated start times for drafts: Noon • 3pm • 5pm • 7pm
Packs will be Fate, Khans, Khans.

FNM Championship Draft Sunday Jan 25th 1:00 pm. $9.00 Fate Reforged Draft winner gets a special playmat.

Come, have fun with Magic.

Fate Reforged PreRelease and Launch

posted on 01/05/15


Travel back in time to a war-torn Tarkir where five clans clash with the mighty dragons of the past. The choices made now will decide the fate of Tarkir.

Preregister online!!!

PreRelease Events

1/17 - Midnight • $25 Sealed • Payout by record (3 rounds)

1/17 - 11am • $25 Sealed • skins: 1 pack per round win (4 rounds)

1/17 - 4pm • $25 Sealed • Payout to Top 8 - Draft

1/17 - 11pm • $25 Sealed • skins: 1 pack per round win (4 rounds)

1/18 - 11am • $20 Sealed • everyone gets 1 pack + undefeated gets 1 additional pack (2 rounds)

1/18 - 2pm • $16 Two-Headed Giant Sealed • Payout by record

Release Events

1/24 - ALL DAY • Drafting • $15 (7-4-3-3-1-1-1-0)

January 2015

posted on 12/27/14

New Year's Day

Dragon's Maze Sealed • $10.00 • preRelease Style • 5:00pm • Prizes= cookies!

Friday Night Magic • January starts the New Friday Night Magic (FNM) format schedule. If there is a format that you want to play for FNM proms let us know. We might change to French rule 1v1 EDH next month for a week or two. There has been talk about a cube draft and Modern. We may have a slot that we just have wildcard events that you come prepared for any format... the options are endless, but this is what we have for January:

6pm - Standard $5.00 - skins: 1 pack per round win (4 rounds)

7pm - E.D.H. Commander - Free - MultiPlayer

8pm - Legacy (15 proxied cards allowed) - Free

10pm - Draft $15 (7-4-3-3-1-1-1-0)

Fate Reforged PreRelease and Launch • Travel back in time to a war-torn Tarkir where five clans clash with the mighty dragons of the past. The choices made now will decide the fate of Tarkir.

1/17 - Midnight • $25 Sealed • Payout by record (3 rounds)

1/17 - 11am • $25 Sealed • skins: 1 pack per round win (4 rounds)

1/17 - 4pm • $25 Sealed • Payout to Top 8 - Draft

1/17 - 11pm • $25 Sealed • skins: 1 pack per round win (4 rounds)

1/18 - 11am • $20 Sealed • everyone gets 1 pack + undefeated gets 1 additional pack (2 rounds)

1/18 - 2pm • $16 Two-Headed Giant Sealed • Payout by record

1/24 - ALL DAY • Drafting • $15 (7-4-3-3-1-1-1-0)



Khans of Tarkir • Sealed Format Primer

posted on 12/10/14

Timothy Gruneich

Khans of Tarkir Sealed is a deep and interesting format, and one of the best sealed formats we’ve had in years.  If you’re reading this in preparation of Critical Hit Games’ upcoming local Pre-PTQ then you’re in the right place!  My goal here is to provide a brief but solid breakdown of the key concepts of the format, and hopefully provide strategic advice to both novices to the format and experts alike.

For the sake of brevity, I’m going to assume a basic understanding of the general strategic concepts of sealed deck.  Things like Bombs, Evasion, Removal, and Card Advantage are at this point common knowledge.  If you’re unfamiliar with any of these, then this article is a level beyond what you need.   For players in that category, it would be best to spend some time learning about the basic concepts of limited play before moving on to Khans specific concepts.

Two broad concepts set Khans of Tarkir apart from other sealed deck formats: Morphs and Mana.  To be sure, there are other mechanics, such as Delve and Prowess.  But these tend to create incidental interactions or alter the relative value of other cards, in context, rather than affect deck construction and game-play at-large.  Instead, understanding the format really branches out from the Morph mechanic and the pressures put upon deck building by powerful gold cards and mana fixing.

Morph is a magnificent mechanic, both from a design perspective and from a play perspective.  For a player playing in a sealed deck, it means that you’re going to be able to both have early game drops in the face-down mode of your morphs while still being able to play a larger number of cards with high mana costs.  Contrasted with other limited formats, early game creatures are at less of a premium than normal.  This isn’t to say they are bad, but rather that you shouldn’t be afraid to have a deck with five or more creature with mana costs of six and above, provided most of those are morphs (or have delve).

Understanding Morph in Khans requires, bluntly speaking, knowing the cards.  Knowing what each creature with morph costs to unmoprh and its combat stats and abilities is a crucial skill for the format.  There are some broad-stroke trends among the morphs, which we’ll go over in a bit.  But I cannot stress enough that memorizing each and every morph is critical to being able to make decisions.  In fact, it is important enough that even if you are a player who does not take notes I would still recommend writing down each morph your opponent reveals.

On the topic of revealing, you must reveal every morph card at the conclusion of each game and whenever a face-down creature would change to a different zone than the battlefield.  Failing to do so was, at one point, a game loss.  My understanding is that the penalty has recently been reduced, but it is still an easy and foolish way to get warnings.  Warnings which, in turn, can escalate to further penalties for repeat offenses.  If you’re a player who forgets things easily, I’d recommend unsleeving the morph as you play it, instead of just playing the card face down or using the morph cover cards.  By doing that, you’ll naturally notice you have to do extra work when you pick it up—which ought to remind you to reveal it.

As far as trends among the morphs, here are a few of the major rules-of-thumb to note:

1) Until your opponent has at least five mana, there is no morph in the format that can face a 2/2 in combat and both kill the opposing creature and live. That’s important knowledge because unless your opponent has five untapped mana you can block any morph with your morphs and know that the worst you’ll do is trade (assuming there are no other combat tricks, such as Dragon Scale Boon).

2) Five or more untapped mana means that their face-down creature can morph into something very likely to beat a 2/2 in combat.  Obviously, there are a few morphs that break that rule, such as Temur Charger and that cycle of creatures.  But in general, you should assume that your opponent has something like a Glacial Stalker or a Walker of The Ages if they attack into your 2/2.

3) Most morphs require five or more mana or one or less mana to flip.  The few exceptions in the format are the creatures to look out for. It is difficult but important to try to play around these morph exceptions when your opponent leaves up an amount of mana in between those values.   Some of the key cards in that category are: Icefeather Aven, Canyon Lurkers, and Mistfire Weaver.  If they’ve left up the appropriate mana for one of these creatures then there is a good chance their morph could be one of them.

4)  Wooly Loxodon is the big man in the format but the majority of morphs top out around 5/5.  Other than wooly, and the rare Sagu Mauler, nothing else has a six power.  The trigger on Efreet Weapon Master can sometimes get up there and Ruthless Ripper has death touch but beyond these four creatures six toughness means you’re safe to block a morph.  Conversely, five power means you’re likely to take out the morph.  Wooly and Mauler live, but beyond these only Dragon’s Eye Savants, Thousand Winds (another rare), and War Behemoth survive a fight with something at five power.

5) Very few morph creatures have special triggers that effect gameplay in radical ways and it is good to know which ones they are and what they do.  Most are rare so they don’t come up all that often.  However, if you are in a position where you could lose if your opponent has exactly that morph, consider if there is another play you can make.  I generally don’t try to play around a rare morph unless I’ve already seen it in my opponent’s deck or I’ve got a good reason to suspect it.  The morphs with the nastiest flip triggers can radically alter a game so if the situation comes up beware the following:  Thousand Winds, Kheru Spellsnatcher, Master of Pearls, and Jeering Instigator.  At lower rarities, it’s good to keep in mind the triggers on Ice Feather Aven, Horde Ambusher, Pine Walker, Efreet Weapon Master, Mistfire Weaver, and Ponyback Brigade.

6) The last topic I want to cover regarding morphs are the three morph-tribal support cards: Ghostfire Blade, Trail of Mystery, and Secret Plans.  In sealed, unless my deck has three or fewer morphs, I want to almost always play the Blade.  Often, jamming Ghostfire Blade will earn you some free wins.  Trail of Mystery is almost as good and basically pays for itself as soon as you search for a single land.  The other triggers, especially the +2/+2 triggers, move the card into amazing territory.  As a result, I’ll play Trail with five or more morphs.  Secret Plans is the weakest of the Morph support cards, but can still be very good.  This one in particular needs a lot of morphs to get enough value to be worth having, especially if you draw it after your second turn.  Generally, I’ll add it to any deck that already has seven or more morphs.

7.) Moving onto mana, Khans is very much a gold set.  It is, in fact, a 3 color set with opposing “wedges” being featured as opposed to the “shards” of Alara block.  Many of the best cards in the format require three colors of mana, including a cycle of premium common morph creatures.  Getting your mana right when building your sealed deck is often the deciding factor in how your tournament plays out. 

In normal sealed formats you would build your mana based upon the spells you’d like to play.  In Khans of Tarkir that situation is almost reversed, in that you need to see what the fixing you’ve opened will allow.  The amount and kind of fixing available to your specific pool will determine how far down the rabbit hole of splashing you can go.  To be clear, there absolutely are pools where it is correct to pile up all your best cards and then figure out the mana for your 5 color monstrosity.

The “trilands” are the best fixing in the format, and you should basically always play every triland you’ve opened.  Frontier Bivouac may be unpronounceable, but it is not something that should be in your sideboard.  Even if you’re only going to be playing 2 of a given triland’s 3 colors, the extra color still makes your opponent consider a wider array of morphs and splash cards.  Thus, you’re still getting value from the 3rd color even if you’ll never use it.  If you’re using all 3 colors then these become the best cards you can see in your opening hand most games.  Play them all.

The common dual-lands which feature a point of life-gain are also quite excellent.  You’ll want to play all of these for which you’re using both colors of mana.  This is true even if the additional color is something as small as the activations on Archer’s Parapet or Bloodfire Mentor.  If it is for a proper splash card then there is no doubt you play them.  The life gained from these lands can even prove particularly valuable to slower decks, so on occasion you may play one over a basic land just for the life.

That said, it is possible to play too many lands that enter the battlefield tapped.  Generally the high-end on that is about 8.  Most decks will want 18 lands in this format, so 8 enters-tapped lands and 10 basics should give you a fairly good chance at both a smooth curve and seeing all your colors.  Beyond 8 tapped lands you really need a good reason to be playing such demanding mana.  If the answer is a base RUG deck that has lots of high-power cards and you’re trying to play an Abzhan Guide, then it might be best to leave the life-linker on the bench.  If the answer is that you’ve got a mediocre deck that needs both its Dune Blast and its Flying Crane Technique to be able to actually win games, then maybe you have to take the chances.

The other main source of mana fixing, the Banners, are much weaker than the lands.  Banners fight with morphs for your turn 3 mana, and you don’t get the option to play 1 of each until you’ve got 5 lands to tap.  As a result, the Banners tend to be very awkward in your mana curve and create clunky hands.  That isn’t as bad in Khans as it would be in other formats, since the format overall is a bit slower than average.  But it definitely still costs games and matches.  I generally try not to play any banners in my sealed decks.   But I will sometimes accept the first banner to enable otherwise poor decks to splash the power cards needed to be competitive with the format.  However, before I will play a banner in a 4 or 5 color deck I will try to make the most aggressive 3 color deck my pool can support.  Ideally, such decks end up based in 2 colors and splashing a few powerful cards in the appropriate wedge, such as a B/W/r deck which needs the Red just for a few great splash cards.

Speaking of splashing, how you get the colors for your splashes, and what cards you decide to splash, will often be crucial to your success in the format.  As far as to what cards to splash, I would refer to the list of key sealed concepts I mentioned earlier: Bombs, Evasion, Removal, and Card Advantage.  If your deck is especially lacking in any of these areas and you can get that effect through a splash, then you should at least consider it.  If you can get said effect off of a morph creature, that’s even better, because morphs are only ever truly dead cards if you never get a 3rd mana.  The only Morph I personally consider a Bomb that doesn’t require double mana of a single color is Sagu Mauler.

Getting your splash colors is just as important as deciding what to splash, and the two decisions typically need to be made simultaneously.  In general, the optimal way to get a splash would be off of a dual land rather than a basic.  The reason for this is fairly simple: dual lands still support your main colors.  For example, drawing 2 mountains and a swamp in our hypothetical B/W/r deck could easily produce a hand that is a mulligan.  The same hand, but with a Wind-Scarred Crag over the 2nd Mountain is likely a keep.  In general, the fewer basics you have to play in your non-main colors the better your consistency will get.

Fixing that offers a 3rd color becomes more important as your splashes get more numerous.  This is where Trilands get a large portion of their value.  A triland, a life gain dual, and a basic make enough to play a couple of splash cards without committing too many basics to the goal.  Banners, when they are good, often are because they are enabling very powerful effects from decks that would otherwise have a lack of power.  For example, a Sultai Banner helping to enable a Villainous Wealth from a Temur deck will often be worth playing, but an Abzhan Banner that lets your Mardu Deck play Become Immense is probably not worth the effort.

There are two broad archetypes in Khans as far as mana is concerned.  There are the decks that hew as closely as possible to two colors and very lightly splash one or two colors.  Then there are those decks that play a wide diversity of colors, often biasing towards a single wedge, and splashing out to 4 or even 5 colors.  Most pools will tend towards one of these two

The first category of decks will typically want to play out as aggressively as possible, and should keep that goal in mind.  This is where you want your aggressive cheap creatures and your tricks as much as you can get.  Creatures that lose value especially quickly, such as Valley Dasher, should still generally be avoided.  But things that let you push through damage should be valued more highly here, such as Barrage of Boulders.  Evasion is basically always good, but questionable evasion creatures, like Scald Kin get better here.  Card advantage, like Evasion, is basically always good.  But it is less ideal here, as you’re trying to end the games faster.  So, borderline card advantage tools, such as Weave Fate, get worse.

The second category of decks will want to play out longer games, and tend towards more mid-range or controlling strategies.  These are the decks that like creatures that do little other than block, such as Monastery Flock and Bloodfire Mentor.  You also want all the card advantage and removal you can get, so this is where those Weave Fates get to shine.  Evasion is still good, but this is where you are likely leaving stuff like Gurmag Switfwing in the board.  One thing to be aware of when you choose this kind of deck is that you’ve got absolutely no control over what cards you or your opponents have opened.  You choose what you play, of course, but not what they play.  As a result, it is possible to run into an even slower and more powerful sealed deck, almost regardless of what you’ve opened.  That doesn’t mean you can’t beat such opponents, but awareness of what tools your opponent has gets even more important.  Consider boarding or even playing main deck things like Cancel and Despise, so that you can answer your opponents’ most powerful cards.

Khans really is a fantastic sealed format.  I hope this article helps you in your next event.  Good Luck and Have Fun!


Pre Pro-Tour Qualifier

posted on 11/29/14

Pre Register for our 1st Pre Pro-Tour Qualifier. Attendance is capped at 60 people and pre-registration will close at 10pm on Friday, December 12th. Make sure you register early to be assure yourself a seat at the table.

      December 13th @ 2:00pm

      • $35.00 per person

      • Sealed Khans of Tarkir

      • Payout to top 8 ( Top 8 Draft ) – if over 50 players, payout is to top 16.

      • The winner of a Preliminary Pro Tour Qualifier during this season qualifies to play in one of the Regional Pro Tour Qualifiers tied to Pro Tour Vancouver 2015, which take place worldwide on April 25-26, 2015

CHG Miniatures Painting Contest

posted on 11/15/14



The theme of this contest will be “Gender and Sexuality”

This can be anything that you feel comments on the role of women, men and/or how their relationships are represented. This can be done by mod, paint scheme, anything that you feel says something about gender or sexuality.


Models are due January 10th. • They will stay on display until January 17th • and must be picked up by January 24th.


$10 per entry, $8 if you purchase the model from the store.


  1. Regular Single Figure = base size up to 50mm

  2. Large Single Figure = base size larger than 50mm (colossal, gargantuan, walker etc.)

  3. Vehicle or Mount = larger than 50mm

  4. Unit or Troop = 3-10 models on separate bases but of the same grouping

  5. Mod or Creative Base = single figure modified from the original sculpt and/or based / mounted in a creative and interesting way

  6. Diorama = 3 or more figures on a single base, based / mounted in a creative and interesting way


* Exact $ amount will be determined by participation.

  • Trophys and Gift Certificates* to the winners of each category.

  • Cash prize* and trophy to the over-all winner + special recognition in the store and on all appropriate internet portals associated with the store.


The store is not responsible for loss or damage done to the figure while in our keep. Models will be displayed in the glass display case next to the paint rack. Models will be on display for 1 full week and judged during that time. Judging will be done by myself as well as by popular vote.


This contest will lead up to our 4th annual Breast Cancer Brawl and fund raiser. This year's proceeds will be divided between the Cancer Treatment Centers of America and a local domestic violence center or women and childrens' shelter. (specifics are yet to be determined).

Foodmachine 2014

posted on 11/07/14

Daniel White

Playing games all day is a great way to spend a Saturday but this past Saturday it was also a great way to feed the hungry. Critical Hit Games hosted its third annual Foodmachine tournament where players of Warmachine and Hordes donated canned goods and money to the Johnson County Food bank. This year $448 was donated which will purchase roughly 1600lbs of food for struggling families.

The great thing about Foodmachine is that the more someone donated the more cheats were available to be purchased. Some of the cheats included personal re-rolls—which come in handy when dice fail, opponent re-roll—which are hilarious, boosted attributes on models and someone could even play with models in one’s army that normally are not permitted. The last cheat essentially allowed complete freedom in creating armies which is an extremely fun thought-exercise. Last year Ruxton Smith surprised everyone by bringing the dragon colossal from Legion of Everblight with his bazooka yielding troll, Gunnbjorn.  Trying to follow Ruxton’s crazy example I brought the fearsome Gatormen Posse with Skorne taskmasters and led this hodgepodge with my opera singing pig, Helga the Conqueror.  I had a blast. The winner of Critical Hit Game’s 2014 Foodmachine was Mike White from Cedar Rapids and he also donated in order to play an out of faction model.

Mike played trolls which are a very sturdy faction whose signature support models are the Krielstone Bearer and stone scribes. The Krielstone Bearer is a hulking troll who hauls around a massive monument that radiates a protective aura to nearby models granting them armor bonuses. It’s an amazing addition to any troll army and for game-balance reasons is also why there are zero troll warlocks who have access to armor spells. The Krielstone makes trolls really hard to kill so an additional armor spell would be broken. Mike broke the game and brought an out of faction warlock, Lord Carver, Bringer of Most Massive Destruction, Esquire III. Lord Carver BMMD Esq. III has the best armor buff in the game, batten down the hatches. Batten down the hatches gives his trolls +3 armor and immunity to knockdown effect.  This spell stacked with the krielstone’s already impressive +2 armor aura and brought Mike’s warbeasts from hard to kill to impossible to kill.

With Thanksgiving around the corner I was really happy to be able to help out and Foodmachine made it fun.


Critter's Crit List: Board Game Reviews by Local Gamers

posted on 10/30/14

Title: Small World   •   US Publisher: Days of Wonder   •   Mechanics: Area Controle/Influence   •   Age: 8+   •   TIme : 90 min

Daniel White

Recently, my wife and I attended a game night with another couple and I brought Small World. Small world is a civilization game and much like the title suggests, the board is simply too small for everyone to coexist. Players are constantly butting heads to conquer the most territory, think Risk but with a lot less monotonous dice-rolling and way more flavor.  None of us had ever played Small World before but it was an instant hit. My wife and I had so much fun that we were actually discussing strategies for the rest of the week. This is a review of Small World where I rate the game with standard school grades (A+ being the best and F being the worst) in two categories ease of play and replayability.

Ease of play

One of my pet peeves with boardgames is trying to decode an overcomplicated rulebook. I can think of better things to do with my free time than feel stupid. None of us had ever played Small World before so our game night was a good test of its accessibility. Thankfully, the rulebook is only twelve pages long and we were able to play in minutes by simply designating someone to read aloud. The only time we even needed to refer back to the rulebook was to look at the different abilities of races and cards. 

Grade: A


I know replayability isn’t a word but it is how I describe the anticipation/addictive quality of a game. To me, a game that has strong replayability is one I can play with my friends every month and still find new strategies. Small World achieves strong replayability by having a ton of variety. In the game there are fourteen different races each with a unique ability. For example, dwarves gain additional gold by controlling territories that contain mines. In addition to races there are twenty special power badges that also have unique abilities. An example of a power badge is “flying” which allows you to place your units on any square. That means this game has 280 different combinations!

Grade: A

If you are looking for a boardgame to introduce to your friends for game night I strongly recommend Small World. It is simple enough for even the most inexperienced gamer to comprehend and has enough depth to it that the serious gamer will enjoy.