Made this for myself before my own prerelease. Take it if it helps. Prints as one sheet, black ink only — no color cartridge required.

Biaka Plays · Field Guide

The Hobbit Prerelease
start to sleeves

Prerelease Aug 7–13, 2026 · set releases Aug 14 · Sealed, 40 cards

Where this came from

I didn't work any of this out myself. Two people did the real work and I took notes — then checked everything against the official guide before it went on the page. Go give them the view.

Tolarian Community College

The Professor · @TolarianCommunityCollege

“Complete Guide To The Hobbit Prerelease!” — every mechanic explanation on this page is his, including the bit most people miss: an enduring story sticks around even after the permanent dies.

youtube.com/watch?v=KDNr-raXpVg

Joel are Magic

Joel · @joelaremagic

“The COMPLETE Hobbit Prerelease Guide” — the sorting method, the threat test, the removal and creature counts, and the archetype difficulty ranking are all his calls.

youtube.com/watch?v=-jAEevRL-8g

Wizards of the Coast

Official prerelease guide

Dates, kit contents, the five archetypes and the 23 + 17 curve targets come straight from the official guide — that's where the numbers on this page were verified.

magic.wizards.com/en/news/feature/the-hobbit-prerelease-guide

Your first night

What's in the kit

  • 6 Play Boosters of The Hobbit
  • 1 traditional foil promo — it counts as part of your pool, so play it if it's good
  • A deck box and a spindown life die
  • Typical price at the counter: $40–50

How the night runs

  • Sealed: build a 40-card deck from what you open
  • Basic lands are free at the land station — take extras
  • Usually 3 rounds, best-of-three, swiss pairings
  • Prerelease week Aug 7–13; the set releases Aug 14

Table manners

  • Cast your cards facing your opponent so they can read them
  • Takebacks are normal in the early rounds
  • “What does that card do?” is the most-said sentence of the night
  • If a card confuses everybody — that's what a judge is for

Sort before you read

  • Open all six packs first. Don't read cards yet
  • Sort by color and rarity at once: commons top, uncommons middle, rares/mythics bottom
  • See destroy, deals damage or -X/-X? Bump it up a row
  • Stack duplicates — two copies of a good common is a gift

Six mechanics, plain English

RecruitNEW

Draw a card, then discard a card. If the discarded card wasn't a land, make a 1/1 white Human Soldier. It's connive that goes wide — and nothing stops you from pitching a land when the card in hand is better than a token.

StoriedNEW

While a storied permanent is out, if you ever control 3+ artifacts, Sagas or legendary permanents, you get an enduring story for the rest of the game. It sticks even if the permanent dies. Every storied card is legendary, so it counts itself.

AmassRETURNING

Make one 0/0 Army token and put that many +1/+1 counters on it. Already have an Army? Just add the counters. In The Hobbit every Army is a Goblin Army — so goblin payoffs matter.

FerociousRETURNING

Checks whether you control a creature with power 4 or greater. In this set it triggers at the beginning of combat or on attack, so it wants you swinging, not sitting.

LandfallRETURNING

Triggers when a land enters under your control — any land, not just your land drop. Effects that fetch a land out of your library trigger it too.

AdventureRETURNING

Cast the spell half, the permanent goes to exile, cast it later. A natural 2-for-1. Curve rule: slot it at the half you'll cast first, usually the cheaper side. You can also just cast the creature from hand.

Hone countersNEW

A new counter that goes on equipment: each one gives the equipped creature +1/+0, permanently. Only two cards in the set have it and both are rares.

The Five Armies, ranked easiest first

#1GBWolvesFEROCIOUS

Cast something big, then attack. Ordinary bears with no abilities — and in this deck, no abilities is the ability. The cleanest aggro in the set. Watch your curve: don't stack so many four-power beaters that you can't act on turns 2 and 3.

#2WUHumansRECRUIT

Draw, discard, make a soldier, repeat. Go wide and proactively tap out on your own turn. It's mostly a better connive, and the payoffs that pump the whole team are what turn a pile of 1/1s into a clock.

#3RWDwarvesSTORIED

Legendary dwarves, equipment and Sagas all feed the same counter. It turns on almost by accident — just count your artifacts and legends as you build. Play equipment for the storied count, not for the equipment's sake.

#4BRGoblinsAMASS

Amass reads confusing and plays easy: one Army token you grow all game. Either build it huge and keep swinging, or feed cheap bodies to sacrifice outlets for value.

#5GUElvesLANDFALL

Draw lands, play extra lands, get paid for it — and ramp into bigger spells than everyone else. Most decisions per turn at the table. Powerful, but you're signing up for the thinking. It's also the easiest base to splash a third color.

Each pair has a hybrid common, a hybrid uncommon and a gold uncommon — and the common dual land names the creature type. The other five color pairs have almost no support: don't force them. Difficulty order is Joel are Magic's call.

The sealed formula: 23 + 17

23
Spells
17
Lands
13–15
Creatures
4–5
Removal

The curve, roughly

Whoever spends the most mana across a game usually wins. Twos and threes let you spend every turn.

1 CMC1–2
2 CMC7–8
3 CMC5–6
4 CMC3–4
5 CMC2–3
6+ CMC0–1

Then pick your colors

  • The threat test: how would you feel if that card got played against you? “Really scared” means build toward it
  • Uncommons give the strongest signal about what your pool supports
  • Adventures sit on the curve at the half you'll cast first — usually the cheaper side
  • Cutting to 23? Cut the sorcery, not the creature. Removal keeps you alive; creatures win