Two Card Blind (2CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules of Magic.
1.2. Players' decks contain exactly two cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. Each player owns an infinite supply of Basic Lands of each type outside the game. These may be played as if they were in his or her hand.
1.4b. You may play only one land from your hand in addition to only one land from outside the game during your turn; however, continuous effects may increase these numbers (if a card states that you may play an additional land this turn, you may play one from your hand, one from outside the game and one from either your hand or outside the game).
1.4b'. Playing lands from your hand will make you a better person. Officially.
1.5. A random effect produces the result that least benefits the owner of the source of the effect.
1.6. Each player plays two games (one match) against each other player.
1.6a. Each player is the starting player once per match.
1.6b. If no player can win, the game is a draw.
1.6c. Games are played with perfect information.
1.6d. Games are played optimally; players attempt to win, draw, or extend the game – in that order.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator.
2.1a. A player may submit multiple decks, but only the most recent deck is counted.
2.1b. An illegal deck is not counted. The removal of an illegal deck does not affect deck distribution (see Rule 2.4).
2.1b'. If an illegal deck is submitted, the deck may be editted at the moderator's discretion (i.e.: If a deck is submitted with a banned card, but can still be considered a legal deck--such as being able to win against a goldfish deck--without that card, the deck may still be included, but without the offending card).
2.1c. The moderator determines the result of each match. Players may challenge results, but not after the results of the first round belonging to a new month have been posted (see Rule 2.5a).
2.1d. A player may name his or her deck. If a player does not, the moderator may name it.
2.2. Decks are subject to some restrictions.
2.2a. A player may not submit a deck that can – against any deck – force any card in an opponent's hand to change zones before an opponent's second turn.
2.2b. A player may not submit a deck that can't win both games of a match against at least one deck satisfying 2.2a and 2.2c.
2.2c. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.2d. A deck may include any number of any card that will become legal in Vintage upon release of a set that has been revealed fully and officially since the start of the round.
2.3. Points determine tournament standings.
2.3a. Players are ranked – first to last – in order of decreasing number of points.
2.3b. For each match, a player earns 3 points per game win and 1 point per drawn game. However, a player earns only 2 points for a split match (one win, one loss).
2.3c. A table of match results is posted each round. Its rows represent players and its columns represent opponents. Match results reflect the combined result of both games played in a match; 6 is a match win, 2 a drawn or split game, and 1 or 4 a draw/loss or draw/win respectively. A player's points are listed at the end of his or her row.
2.5. The player with the most PotM points over the course of a month is the Player of the Month.
2.5a. A month includes all rounds for which decks are due during that month.
2.5b. Each round, each player receives PotM points equal to their average match result for that round, rounded down to 1 decimal place. For example, a player scoring 6-6-6-6-X-0-0-0 in a round with 8 decks receives 3.4 points (24/7).
2.5c. Each week, .5 PotM points will be given to the deck deemed most creative and original.
2.5d. Each week, after the grid is posted, the first player to able to post a deck that can successfully go 6-0 over every deck in the grid will also receive .5 PotM points.
Past Blinds
October (Batman) 2011- ???
10/9/11 (Two-Face Week)- Feyd_Ruin
Decks: 1 Heart of Draco- Captain Teeg's Revenge Leyline of Punishment / Gaddock Teeg
There were very few answers to creatures, and those all got hit by Gaddock. The bear raced most decks, but lost to decks with blockers or fast clocks.
2 Draco9- *A+ Leyline of Sanctity / Helix Pinnacle
Having no way to intereact with your opponent and a slow clock was a gambit, and it didn't pay off this time.
3 Error1- *No Rack Plz Leyline of Sanctity / Helix Pinnacle
Unfortunately, there was a Rack deck. More unfortunately, most decks could kill you faster than 15 turns.
4 Benbuzz790- Elder Dragon Ascent Leyline of Sanctity / Nicol Bolas, Planeswalker
This deck was cool, and it's nice to see that card in a good deck ever. There were a few fast or disruptive decks that stopped you though.
5 Feyd_Ruin- The Church of Ruin Leyline of Sanctity / Orzhova, Church of Deals
Erm…what I said about the Pinnacle decks…but it loses to a card you yourself included, and anything that can kill in 20 turns. You did beat all the Red Sun's Zenith-esque deck though.
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith Elixir of Immortality / Devil's Play
This deck would have been better if it had RSZ instead of Devil's play. I'm not sure why you picked that one when you have a way to recur the card, making Flashback prettymuch useless. Also…Leyline of Sanctity makes winning noticeable more difficult for you.
7 Thundersnow- Blue Mages are Pests! Counterspell / Swamp Mosquito
Nice job, I've always loved Swamp Mosquito. Sadly, your original deck would have tied for 1st. (+4 vs Ben, -4 vs Me, -6 vs DD, -4 vs Person FYI). Still a good finish though, which I think puts you in the lead because of last week's creative build.
8 Catmurderer- War Priest of Doom Varchild's War-Riders / Suture Priest
Gotta love a deck that wins by giving your opponent stuff and isn't Trix. While you lost to anything that could disrupt either side of your combo, enjoy your creativity bonus.
9 DragonDart- "Hence that general is skillful in attack whose opponent does not know what to defend"- Sun Tzu Leyline of Punishment / Student of Warfare
Congratulations on winning on your first try! (unless this is someone's alt account, if so let me know) Go breaking the rules and go generic aggro!
10 TANE- Sweet Nectar of Life, bro. Oracle of Nectars / Test of Endurance
The life gain helped you win some races, but needing 2 cards to win hurt a bit. Overall a solid deck.
11 Personman- Shh! I'm trying to find a way to win... Vexing Shusher / Karn Liberated
Good deck, though it makes me sad that you can't win using your own cards. Shusher came up twice: Once because it's a bear, once because of a counterspell.
12 WhamWhamme- *Rack and...Rack? The Rack / The Rack
Good finish, and you had the fastest deck. The fact that Rack doesn't target was important. This deck is seeing a bit more play than I would like though, considering how 1 dimensional it is…
13 VikingMetal4L- VM4L's deck of one more Leyline before we wrap things up. Leyline of Sanctity / Nicol Bolas, Planeswalker
It was interesting that this deck of all things would see double play. Good choice though.
Next week is Mr. Freeze Week.
This week should be pretty cool, so here are this week's rules:
A) Whenever a Permanent becomes tapped, that permanent does not untap during its controller's next Untap Step.
B) All Players have Shroud (And Hexproof. Just in case).
C) The Rack is Banned.
Decks due Friday 10/21 at 11PM Pacific Time.
Batman Week Notes:
Next week I will be announcing the rules for both Joker Week and Batman Week (so they will have to compete together a bit). Joker Week will be due the following Friday (10/29), whereas Batman Week will be due the Sunday after that (11/6), to give you plenty of time to build. Then we'll be going back the the Friday schedule.
Also: In Batman Week, not every match will have the same rules, and there will be a non-randomized way of determining which rule set is used in which match.
FTR I submitted Mosquito vindicate but switched to counterspell to protect myself against RSZ which means I did not meta hard enough and should have known everyone was expecting RSZ and thus did not play it knowing everyone was expecting it.
Heh, DragonDart's not an alt -- he was one of the most consistently strong 2CB players for the first several months of the game's existence! But he hasn't been around for a while, good to have you back, man!
I do wish the special week had been phrased 'Creatures don't deal combat damage to players' though -- using an existing mechanic with printed workarounds lets decks that aren't really in the spirit of the thing dominate. That said, good job DragonDart for having an open enough mind to realize how it worked.
I think I draw with decks 2 and 3. Helix Pinnacle doesn't win until turn 15, and I restart the game on turn 10 every time (note that I can target myself with the +4).
Assuming that
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith
Elixir of Immortality / Red Sun's Zenith
was actually Devil's Play and not RSZ, as your title and comment seem to imply, I think he actually beats me. It's really complicated though, so I might have missed a way I can force the draw.
His fastest damage is:
1: Elixir
2: DP for 1
3: Shuffle
4: Draw Elixir
5: Draw DP, DP for 4
6: Elixir
7: Draw Elixir. If he keeps it in hand, I take it. If he plays it, I can't kill it cause Karn will die. And because he could just use it in response. So he does that.
7: Karn up to 10.
8: Draw DP. If he wants to hit me in the face, he can only cast it for 5, since if he doesn't pop Elixir this turn I can eat elixir, putting Karn at 7, which is out of reach of flashback next turn. If he hits Karn, he can safely put it to 3.
Hit me for 5:
I'm at 10.
8: Karn to 14.
9: Draw elixir, play it.
9: If I try to eat it, he pops it, and this process repeats on a 1 turn cycle, with me losing 3 counters and gaining nothing. So Karn to 18 (or I can force the draw).
10: Draw DP. If he shoots me for 9, I go to 1 and have to restart to not lose to flashback. If he shoots Karn for 9, I can eat Elixir and have time to restart and win. If he shoots Karn for 7 and pops elixir, Karn is at 11.
10: Karn to 15.
11: Draw elixir, play it.
11: I have to restart, because otherwise he'll shoot me for 10 next turn.
Hit Karn to 3:
8: Karn up to 7.
9: Pop Elixir
9: Karn up to 11
10: Draw elixir. Has to play it, like on T7.
10: Karn up to 15.
11: He could DP me to 5. Now I have to restart (and draw the game) or I lose to flashback. He could hit Karn to 5. Then it's:
11: Karn to 9.
12: Draw Elixir, play it.
12: Karn to 13.
13: DP me for 12 = draw. So DP Karn to 1. This cycle will repeat, and Karn will die, and he will win.
I think I draw with decks 2 and 3. Helix Pinnacle doesn't win until turn 15, and I restart the game on turn 10 every time (note that I can target myself with the +4).
actually I think you can beat them
the key is that when you reset the game you get to take the first turn
so you spend some turns exiling lands, letting you play karn earlier
t7) 7+4 c=11
8) c=15
9) exile a land c=12
10) c=16
11) exile a land c=13
12) c=17
13) reset
that lets you play karn earlier in the restarted game, and that let's you exile more lands
t5) c=11
6) c=15
7) c=19
8) c=23
9) c=27
10) exile a land L=1 c=24
11) exile a land L=2 C=21
12) L=3 C=18
13) L=4 C=15
14) reset
etc
3) C=11
4) c=15
5) c=19
6) c=23
7) c=27
8) L=1 c=24
9) L=2 C=21
10) L=3 C=18
11) L=4 C=15
12) L=5 c=12
13) C=16
14) reset
2) C=11
3) c=15
4) c=19
5) c=23
6) c=27
7) L=1 c=24
8) L=2 C=21
9) L=3 C=18
10) L=4 C=15
11) L=5 c=12
12) C=16
13) L=6 c=13
14) C=17
15) reset
so now you can play karn first turn and remove the Pinnacle
Yep. I had actually just thought of the exiling lands play while working on my correction in the Devil's Play match, and was about to go see if that mattered in any other matches when I saw your post. Thanks for writing it all out!
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
FTR I submitted Mosquito vindicate but switched to counterspell to protect myself against RSZ which means I did not meta hard enough and should have known everyone was expecting RSZ and thus did not play it knowing everyone was expecting it.
Yep. I was happy about it because it means that I got more points and that you got less, even though you werevstill winning PotM before I edit stuff. I don't know after that.
Heh, DragonDart's not an alt -- he was one of the most consistently strong 2CB players for the first several months of the game's existence! But he hasn't been around for a while, good to have you back, man!
I do wish the special week had been phrased 'Creatures don't deal combat damage to players' though -- using an existing mechanic with printed workarounds lets decks that aren't really in the spirit of the thing dominate. That said, good job DragonDart for having an open enough mind to realize how it worked.
I actually originally had it so that it couldn't be prevented, then nixed that to open design space. Then decided to take advantage of that.
Also, no I know how someone could just walk up and win a week. Either way, good idea.
I think I draw with decks 2 and 3. Helix Pinnacle doesn't win until turn 15, and I restart the game on turn 10 every time (note that I can target myself with the +4).
Assuming that
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith
Elixir of Immortality / Red Sun's Zenith
was actually Devil's Play and not RSZ, as your title and comment seem to imply, I think he actually beats me. It's really complicated though, so I might have missed a way I can force the draw.
His fastest damage is:
1: Elixir
2: DP for 1
3: Shuffle
4: Draw Elixir
5: Draw DP, DP for 4
6: Elixir
7: Draw Elixir. If he keeps it in hand, I take it. If he plays it, I can't kill it cause Karn will die. And because he could just use it in response. So he does that.
7: Karn up to 10.
8: Draw DP. If he wants to hit me in the face, he can only cast it for 5, since if he doesn't pop Elixir this turn I can eat elixir, putting Karn at 7, which is out of reach of flashback next turn. If he hits Karn, he can safely put it to 3.
Hit me for 5:
I'm at 10.
8: Karn to 14.
9: Draw elixir, play it.
9: If I try to eat it, he pops it, and this process repeats on a 1 turn cycle, with me losing 3 counters and gaining nothing. So Karn to 18 (or I can force the draw).
10: Draw DP. If he shoots me for 9, I go to 1 and have to restart to not lose to flashback. If he shoots Karn for 9, I can eat Elixir and have time to restart and win. If he shoots Karn for 7 and pops elixir, Karn is at 11.
10: Karn to 15.
11: Draw elixir, play it.
11: I have to restart, because otherwise he'll shoot me for 10 next turn.
Hit Karn to 3:
8: Karn up to 7.
9: Pop Elixir
9: Karn up to 11
10: Draw elixir. Has to play it, like on T7.
10: Karn up to 15.
11: He could DP me to 5. Now I have to restart (and draw the game) or I lose to flashback. He could hit Karn to 5. Then it's:
11: Karn to 9.
12: Draw Elixir, play it.
12: Karn to 13.
13: DP me for 12 = draw. So DP Karn to 1. This cycle will repeat, and Karn will die, and he will win.
My brain hurts right now, I just passed my L1 test, so can someone confirm this?
actually I think you can beat them
the key is that when you reset the game you get to take the first turn
so you spend some turns exiling lands, letting you play karn earlier
t7) 7+4 c=11
8) c=15
9) exile a land c=12
10) c=16
11) exile a land c=13
12) c=17
13) reset
that lets you play karn earlier in the restarted game, and that let's you exile more lands
t5) c=11
6) c=15
7) c=19
8) c=23
9) c=27
10) exile a land L=1 c=24
11) exile a land L=2 C=21
12) L=3 C=18
13) L=4 C=15
14) reset
etc
3) C=11
4) c=15
5) c=19
6) c=23
7) c=27
8) L=1 c=24
9) L=2 C=21
10) L=3 C=18
11) L=4 C=15
12) L=5 c=12
13) C=16
14) reset
2) C=11
3) c=15
4) c=19
5) c=23
6) c=27
7) L=1 c=24
8) L=2 C=21
9) L=3 C=18
10) L=4 C=15
11) L=5 c=12
12) C=16
13) L=6 c=13
14) C=17
15) reset
so now you can play karn first turn and remove the Pinnacle
Heart of Draco,
It's really difficult to find a deck that beats every deck. Maybe you should consider increasing the number of points it's worth to do so; or make change it so that it beats all but 1 deck, or something like that. The bonus has been irrelevant so far.
Best I can do so far is Void + The rack, which only loses to my deck and devil's play. Ratchet bomb + Stensia Bloodhall only loses to the devil's play deck and the planeswalkers.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
It is bonus points for something unrelated to your actual deckbuilding for the week. If other people feel this way I can change it (considering it hasn't actually happened yet), but in my opinion it's simply extra, if people want to try and happen to succeed. I'm more okay with lowering the expectation (like beat the top deck's score or something), but I'm not going to raise the bonus.
I'd say keep it to a deck that beats all other decks. All but 1 decks are fairly easy to come up with. Finding that magical holy crap this would have beaten everything essence needs to be preserved.
This challenge is incredibly hard, and I like it that way.
(Ive been going through a few... Nezumi Shortfang/The Rack is my next test. I have high hopes.)
I agree. It should be really hard, and not worth very much. It's not so much a good strategy for winning at 2CB as an awesome extra challenge to prove your mastery of the format.
I'd say keep it to a deck that beats all other decks. All but 1 decks are fairly easy to come up with. Finding that magical holy crap this would have beaten everything essence needs to be preserved.
This challenge is incredibly hard, and I like it that way.
I agree. It should be really hard, and not worth very much. It's not so much a good strategy for winning at 2CB as an awesome extra challenge to prove your mastery of the format.
This is, essentially, the point of that bonus. I'd like to see it come up slightly more often than never, but it is really just a cookie.
How would people feel about adding yet another corollary to that bonus? If you can build a deck that beats all but one, you can get an additional .1 point. This is an even smaller bonus, for an even smaller accomplishment, but can add up across a month.
I think I draw with decks 2 and 3. Helix Pinnacle doesn't win until turn 15, and I restart the game on turn 10 every time (note that I can target myself with the +4).
Assuming that
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith
Elixir of Immortality / Red Sun's Zenith
was actually Devil's Play and not RSZ, as your title and comment seem to imply, I think he actually beats me. It's really complicated though, so I might have missed a way I can force the draw.
His fastest damage is:
1: Elixir
2: DP for 1
3: Shuffle
4: Draw Elixir
5: Draw DP, DP for 4
6: Elixir
7: Draw Elixir. If he keeps it in hand, I take it. If he plays it, I can't kill it cause Karn will die. And because he could just use it in response. So he does that.
7: Karn up to 10.
8: Draw DP. If he wants to hit me in the face, he can only cast it for 5, since if he doesn't pop Elixir this turn I can eat elixir, putting Karn at 7, which is out of reach of flashback next turn. If he hits Karn, he can safely put it to 3.
Hit me for 5:
I'm at 10.
8: Karn to 14.
9: Draw elixir, play it.
9: If I try to eat it, he pops it, and this process repeats on a 1 turn cycle, with me losing 3 counters and gaining nothing. So Karn to 18 (or I can force the draw).
10: Draw DP. If he shoots me for 9, I go to 1 and have to restart to not lose to flashback. If he shoots Karn for 9, I can eat Elixir and have time to restart and win. If he shoots Karn for 7 and pops elixir, Karn is at 11.
10: Karn to 15.
11: Draw elixir, play it.
11: I have to restart, because otherwise he'll shoot me for 10 next turn.
Hit Karn to 3:
8: Karn up to 7.
9: Pop Elixir
9: Karn up to 11
10: Draw elixir. Has to play it, like on T7.
10: Karn up to 15.
11: He could DP me to 5. Now I have to restart (and draw the game) or I lose to flashback. He could hit Karn to 5. Then it's:
11: Karn to 9.
12: Draw Elixir, play it.
12: Karn to 13.
13: DP me for 12 = draw. So DP Karn to 1. This cycle will repeat, and Karn will die, and he will win.
I'll take it unless anyone proves otherwise.
Private Mod Note
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D-Denz Stockton
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0. Overview
Two Card Blind (2CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules of Magic.
1.2. Players' decks contain exactly two cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. Each player owns an infinite supply of Basic Lands of each type outside the game. These may be played as if they were in his or her hand.
1.4b. You may play only one land from your hand in addition to only one land from outside the game during your turn; however, continuous effects may increase these numbers (if a card states that you may play an additional land this turn, you may play one from your hand, one from outside the game and one from either your hand or outside the game).
1.4b'. Playing lands from your hand will make you a better person. Officially.
1.5. A random effect produces the result that least benefits the owner of the source of the effect.
1.6. Each player plays two games (one match) against each other player.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator.
2.2. Decks are subject to some restrictions.
2.3. Points determine tournament standings.
2.5. The player with the most PotM points over the course of a month is the Player of the Month. 2.5c. Each week, .5 PotM points will be given to the deck deemed most creative and original.
2.5d. Each week, after the grid is posted, the first player to able to post a deck that can successfully go 6-0 over every deck in the grid will also receive .5 PotM points.
October (Batman) 2011- ???
10/9/11 (Two-Face Week)- Feyd_Ruin
September 2011- VikingMetal4L
9/30/11 (Innistrad Week)- Benbuzz790
9/23/11 (Normal Week)- Personman
9/16/11 (Normal Week)- VikingMetal4L
Decks:
1 Heart of Draco- Captain Teeg's Revenge
Leyline of Punishment / Gaddock Teeg
There were very few answers to creatures, and those all got hit by Gaddock. The bear raced most decks, but lost to decks with blockers or fast clocks.
2 Draco9- *A+
Leyline of Sanctity / Helix Pinnacle
Having no way to intereact with your opponent and a slow clock was a gambit, and it didn't pay off this time.
3 Error1- *No Rack Plz
Leyline of Sanctity / Helix Pinnacle
Unfortunately, there was a Rack deck. More unfortunately, most decks could kill you faster than 15 turns.
4 Benbuzz790- Elder Dragon Ascent
Leyline of Sanctity / Nicol Bolas, Planeswalker
This deck was cool, and it's nice to see that card in a good deck ever. There were a few fast or disruptive decks that stopped you though.
5 Feyd_Ruin- The Church of Ruin
Leyline of Sanctity / Orzhova, Church of Deals
Erm…what I said about the Pinnacle decks…but it loses to a card you yourself included, and anything that can kill in 20 turns. You did beat all the Red Sun's Zenith-esque deck though.
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith
Elixir of Immortality / Devil's Play
This deck would have been better if it had RSZ instead of Devil's play. I'm not sure why you picked that one when you have a way to recur the card, making Flashback prettymuch useless. Also…Leyline of Sanctity makes winning noticeable more difficult for you.
7 Thundersnow- Blue Mages are Pests!
Counterspell / Swamp Mosquito
Nice job, I've always loved Swamp Mosquito. Sadly, your original deck would have tied for 1st. (+4 vs Ben, -4 vs Me, -6 vs DD, -4 vs Person FYI). Still a good finish though, which I think puts you in the lead because of last week's creative build.
8 Catmurderer- War Priest of Doom
Varchild's War-Riders / Suture Priest
Gotta love a deck that wins by giving your opponent stuff and isn't Trix. While you lost to anything that could disrupt either side of your combo, enjoy your creativity bonus.
9 DragonDart- "Hence that general is skillful in attack whose opponent does not know what to defend"- Sun Tzu
Leyline of Punishment / Student of Warfare
Congratulations on winning on your first try! (unless this is someone's alt account, if so let me know) Go breaking the rules and go generic aggro!
10 TANE- Sweet Nectar of Life, bro.
Oracle of Nectars / Test of Endurance
The life gain helped you win some races, but needing 2 cards to win hurt a bit. Overall a solid deck.
11 Personman- Shh! I'm trying to find a way to win...
Vexing Shusher / Karn Liberated
Good deck, though it makes me sad that you can't win using your own cards. Shusher came up twice: Once because it's a bear, once because of a counterspell.
12 WhamWhamme- *Rack and...Rack?
The Rack / The Rack
Good finish, and you had the fastest deck. The fact that Rack doesn't target was important. This deck is seeing a bit more play than I would like though, considering how 1 dimensional it is…
13 VikingMetal4L- VM4L's deck of one more Leyline before we wrap things up.
Leyline of Sanctity / Nicol Bolas, Planeswalker
It was interesting that this deck of all things would see double play. Good choice though.
*Self-Titled
THE GRID:
X | 1 2 3 4 5 6 7 8 9 0 1 2 3
1 | X 6 6 6 6 6 2 0 0 2 2 0 6 42 3.5
2 | 0 X 2 0 6 6 0 0 0 0 0 0 0 14 1.2
3 | 0 2 X 0 6 6 0 0 0 0 0 0 0 14 1.2
4 | 0 6 6 X 6 6 0 2 0 6 2 6 2 42 3.5
5 | 0 0 0 0 X 2 0 0 0 0 0 0 0 02 0.2
6 | 0 0 0 0 2 X 6 6 6 6 6 6 0 38 3.2
7 | 2 6 6 6 6 0 X 6 0 6 0 0 6 44 3.7
8 | 6 6 6 2 6 0 0 X 0 0 0 0 2 28 2.3
9 | 6 6 6 6 6 0 6 6 X 6 6 0 6 60 5.0
0 | 2 6 6 0 6 0 0 6 0 X 0 6 0 32 2.7
1 | 2 6 6 2 6 0 6 6 0 6 X 6 2 48 4.0
2 | 6 6 6 0 6 0 6 6 6 0 0 X 0 42 3.5
3 | 0 6 6 2 6 6 0 2 0 6 2 6 X 42 3.5
DragonDart Schooled BANE Week!
This Weeks's Standings:
DragonDart........5.0
Personman........4.0
Thundersnow.....3.7
Heart of Draco...3.5
BenBuzz790.......3.5
WhamWhamme...3.5
VikingMetal4L.....3.5
Shogun17..........3.2
TANE................2.7
Catmurderer.......2.3
Draco9..............1.2
Error1................1.2
Feyd_Ruin..........0.2
Ways used to win this week:
Direct Damage: 4
Combat (despite the rule): 3
"Win the Game" Effects: 3
Life Loss: 2
Your Opponent's Deck: 1
Card Frequencies:
Leyline of Sanctity: 5
Helix Pinnacle: 2
Nicol Bolas, Planeswalker: 2
Leyline of Punishment: 2
The Rack: 2
Pending
Important Changes:
The Rack is being watched...
I'm watching you, Rack...always watching...
Next week is Mr. Freeze Week.
This week should be pretty cool, so here are this week's rules:
A) Whenever a Permanent becomes tapped, that permanent does not untap during its controller's next Untap Step.
B) All Players have Shroud (And Hexproof. Just in case).
C) The Rack is Banned.
Decks due Friday 10/21 at 11PM Pacific Time.
Batman Week Notes:
Next week I will be announcing the rules for both Joker Week and Batman Week (so they will have to compete together a bit). Joker Week will be due the following Friday (10/29), whereas Batman Week will be due the Sunday after that (11/6), to give you plenty of time to build. Then we'll be going back the the Friday schedule.
Also: In Batman Week, not every match will have the same rules, and there will be a non-randomized way of determining which rule set is used in which match.
MD5:
dd4029dd8d883986550e4cb49b817950
Last Week's: Captain Teeg's Revenge
I do wish the special week had been phrased 'Creatures don't deal combat damage to players' though -- using an existing mechanic with printed workarounds lets decks that aren't really in the spirit of the thing dominate. That said, good job DragonDart for having an open enough mind to realize how it worked.
Assuming that
6 Shogun17- Shogun's deck of using two cards to make Red Sun's Zenith
Elixir of Immortality / Red Sun's Zenith
was actually Devil's Play and not RSZ, as your title and comment seem to imply, I think he actually beats me. It's really complicated though, so I might have missed a way I can force the draw.
1: Elixir
2: DP for 1
3: Shuffle
4: Draw Elixir
5: Draw DP, DP for 4
6: Elixir
7: Draw Elixir. If he keeps it in hand, I take it. If he plays it, I can't kill it cause Karn will die. And because he could just use it in response. So he does that.
7: Karn up to 10.
8: Draw DP. If he wants to hit me in the face, he can only cast it for 5, since if he doesn't pop Elixir this turn I can eat elixir, putting Karn at 7, which is out of reach of flashback next turn. If he hits Karn, he can safely put it to 3.
Hit me for 5:
I'm at 10.
8: Karn to 14.
9: Draw elixir, play it.
9: If I try to eat it, he pops it, and this process repeats on a 1 turn cycle, with me losing 3 counters and gaining nothing. So Karn to 18 (or I can force the draw).
10: Draw DP. If he shoots me for 9, I go to 1 and have to restart to not lose to flashback. If he shoots Karn for 9, I can eat Elixir and have time to restart and win. If he shoots Karn for 7 and pops elixir, Karn is at 11.
10: Karn to 15.
11: Draw elixir, play it.
11: I have to restart, because otherwise he'll shoot me for 10 next turn.
Hit Karn to 3:
8: Karn up to 7.
9: Pop Elixir
9: Karn up to 11
10: Draw elixir. Has to play it, like on T7.
10: Karn up to 15.
11: He could DP me to 5. Now I have to restart (and draw the game) or I lose to flashback. He could hit Karn to 5. Then it's:
11: Karn to 9.
12: Draw Elixir, play it.
12: Karn to 13.
13: DP me for 12 = draw. So DP Karn to 1. This cycle will repeat, and Karn will die, and he will win.
actually I think you can beat them
the key is that when you reset the game you get to take the first turn
so you spend some turns exiling lands, letting you play karn earlier
t7) 7+4 c=11
8) c=15
9) exile a land c=12
10) c=16
11) exile a land c=13
12) c=17
13) reset
that lets you play karn earlier in the restarted game, and that let's you exile more lands
t5) c=11
6) c=15
7) c=19
8) c=23
9) c=27
10) exile a land L=1 c=24
11) exile a land L=2 C=21
12) L=3 C=18
13) L=4 C=15
14) reset
etc
3) C=11
4) c=15
5) c=19
6) c=23
7) c=27
8) L=1 c=24
9) L=2 C=21
10) L=3 C=18
11) L=4 C=15
12) L=5 c=12
13) C=16
14) reset
2) C=11
3) c=15
4) c=19
5) c=23
6) c=27
7) L=1 c=24
8) L=2 C=21
9) L=3 C=18
10) L=4 C=15
11) L=5 c=12
12) C=16
13) L=6 c=13
14) C=17
15) reset
so now you can play karn first turn and remove the Pinnacle
...just wow.
No longer staff here.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Yeah, I'm rather happy with the set of rules from this month. They seem to be adding up to (mostly) interesting decks and weeks.
Yep. I was happy about it because it means that I got more points and that you got less, even though you werevstill winning PotM before I edit stuff. I don't know after that.
I actually originally had it so that it couldn't be prevented, then nixed that to open design space. Then decided to take advantage of that.
Also, no I know how someone could just walk up and win a week. Either way, good idea.
My brain hurts right now, I just passed my L1 test, so can someone confirm this?
Seems true. I'll fix this.
Yeah...I was afraid of that, but I couldn't drop extra hints off of just a suspicion, because your deck worked just fine in concept.
Nope. It isn't even an ETB trigger, so there's no real way to stop Rack using conventional means.
It's really difficult to find a deck that beats every deck. Maybe you should consider increasing the number of points it's worth to do so; or make change it so that it beats all but 1 deck, or something like that. The bonus has been irrelevant so far.
Best I can do so far is
Void + The rack, which only loses to my deck and devil's play.
Ratchet bomb + Stensia Bloodhall only loses to the devil's play deck and the planeswalkers.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
This challenge is incredibly hard, and I like it that way.
(Ive been going through a few... Nezumi Shortfang/The Rack is my next test. I have high hopes.)
This is, essentially, the point of that bonus. I'd like to see it come up slightly more often than never, but it is really just a cookie.
How would people feel about adding yet another corollary to that bonus? If you can build a deck that beats all but one, you can get an additional .1 point. This is an even smaller bonus, for an even smaller accomplishment, but can add up across a month.
I'll take it unless anyone proves otherwise.