The Satanic Panic: The Ritual is an Old School Magic special event themed around the Satanic Panic of the 80's and 90's. In The Satanic Panic: The Ritual, parents' worst dreams come true as Magic players use their cards to conduct evil rituals. Players adopt one or more of the Seven Deadly Sins to acquire more power in pursuit of completing an evil ritual.
The Satanic Panic: The Ritual will take place at Kell's Irish Pub near Pike Place Market, from 4-10PM (or later). We have the private bar on the second floor reserved. Admission to The Satanic Panic: The Ritual is included with your registration, but food & drink is on you. Kell's has fantastic food and drink for sale.
All proceeds from The Satanic Panic go to ChildHaven, a nonprofit whose mission is to help children who are the victims of trauma or abuse. They fucking rule.
Trailer hyyyype: The Satanic Panic.
These rules are now finalized. We are actively trying to avoid rule changes and errata a this point, but we still welcome your feedback. In particular, we are accepting feedback about anything you think will make the event not fun. If you merely think you've broken the format, that's fine. Multiple people have already said they broke the format with totally different ideas. Think you broke it? Prove it by winning the event. Send any feedback to emeraldcitytrolls@gmail.com.
The Satanic Panic: The Ritual follows normal Swiss pairing rules, using only a player's Win-Loss records for pairings. Rounds are 50 minutes, containing a single match won by best two-of-three games. Draws are not allowed and resolved by Orb flips. Players may sideboard normally between games in a match.
The Satanic Panic: The Ritual uses PAC deck construction rules, with the addition that Karma and Time Vault are banned. Note that you must choose at least one of the The Seven Deadly Sins to play with, which will affect your deckbuilding choices.
Players who win matches acquire the components of a sinister magical ritual aimed at summoning a demon: Abaddon, The Lord of the Pit. The first player to acquire all seven of the Ritual Components, and have at least 4 match wins, completes The Ritual and wins the tournament. All other players are ranked according to standard points for win/loss record (including normal tiebreakers).
There are seven Ritual Components needed to complete The Ritual.
Pentagram Necklace
Corrupted Altar
Human Heart
Man-Tallow Candle
Necronomicon Ex-Mortis
Infernal Knife
Cabal Robes
When a player wins a match, they receive a random Ritual Component. After looking at the random Component, that player may opt to return any Component they possess to draw a random Component.
A player who wins a match may also steal a Ritual Component they do not already possess from their opponent.
Players may NOT trade Ritual Components. This is a change from the original rules aimed at making the playing field more level.
The player who wins the tournament is the first player who alerts the TO that they have a complete set of all 7 Ritual Components, provided they then show the TO all 7 Components. If a player says they have all 7 Components but then turns out not to, they burn in Hellfire forever and are eliminated from the tournament.
This win condition does mean there is a race element to the tournament. And because Components are drawn at random, there is a luck component as well. That is intended. Sinning doesn't always pay.
After the tournament, all players will be able to complete their set of Ritual Component cards to take home as swag.
Each player must choose to play with at least one of the Seven Deadly Sins throughout the event (i.e., you may not choose different Deadly Sins from game to game). Each of the Seven Deadly Sins beyond the first reduces a player's starting life total by 2. A player with 2 Deadly Sins starts with 18 life, with 3 starts at 16, with 4 starts at 14, with 5 starts at 12, with 6 starts at 10, and with all 7 starts at 8 life.
Note that the effects of the Seven Deadly Sins alter the game rules. Their effects are not due to permanents on the battlefield. For example, casting Concordant Crossroads does not override the "all creatures lose haste" effect of Sloth due to timestamps (or for any other reason). If either player has Sloth, creatures can never have haste in a game.
The Seven Deadly Sins are
If a player chooses to play with all Seven Deadly Sins, they gain the following additional ability:
Players will receive a complete set of cards representing the Seven Deadly Sins and
the Evil ability, including rule text on each, to help keep track of these abilities.
A player's choice of Deadly Sins is public information at all times, and players
are expected to display the cards for their Deadly Sins in a clear manner.
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