Results for the Jenara-fest! (Now accounting for Commander Legend rules!)
Almost all of these are new or changed, so there's a bit of grid to update.
And for those that are curious, the best supporting card for Jenara against other Jenara's was Azorius Chancery.
--
6 Jenara, Asura of War / White Sun's Zenith
vs 10: Unlisted, Suggested 0-6. Azorius Chancery allows a working Jenara even on the draw!
vs 12: Listed 0-6, Suggested 6-0. WSZ is better than Mother of Runes
vs 20: Listed 2-2, Verified
vs 21: Unlisted, Suggested 6-0. WSZ is beats Control Magic.
10 Jenara, Asura of War / Azorius Chancery
vs 12: Listed 0-6, Suggested 6-0. Azorius Chancery allows a working Jenara even on the draw!
vs 20: Listed 2-2, Suggested 6-0. Azorius Chancery allows a working Jenara even on the draw!
vs 21: Unlisted, Suggested 2-2. Control magic would win, so Jenaras can only Legend each other.
12 Jenara, Asura of War / Mother of Runes
vs 20: Unlisted, Suggested 2-2. Island Sanctuary holds off Mother of Runes.
vs 21: Unlisted, Suggested 2-2. If Mother of Runes is played and attacked, it'd be Control Magiced, so instead it's never played.
20 Jenara, Asura of War / Island Sanctuary
vs 21: Unlisted, Suggested 2-2. Neither Jenara can get an attack off.
04 v 23 ( should be 0-6) (Sygg's problue stops Control Magic and Gwafa. No Vortex)
This might be 1-4. It's almost definitely not 0-6. If he runs out Sygg too early, he doesn't have the mana to withstand EOT activate Gwafa, untap, control magic, in response to problue activate Gwafa. He can't prevent that by dropping a Mana Vortex when he's on the draw, as that would make him tap too low to stop Gwafa + Gwafa. This means I can bash a few times with Gwafa, then he drops Sygg with a ton of mana up. He can't race, so he has to stay back and block. So, I think it's a draw.
6v10 : 6 wins 6-0 : Jenara's tie out, WSZ rules the day.
(Lithel: Jenara vs Jenara is a tie out. One casts, the other casts, both die.)
(While one sometimes has 1 more mana then the other, player 2 evens it out on his turn)
(So neither ends up surviving long enough to attack)
22v15: I believe 15 has it.
Dissipate for WSZ.
Barrin Bounces himself irsp to exile, so he recasts faster.
On his turn, he can bounce Mangara. (if Mangara IRSP exile, IRSP bounce Barrin with himself, Mangara exile to command, Barrin recasts faster)
Thus, he gets through for 1 here and there, either way, eventually voltran'ing.
I will be updating and fixing the grid as I have time.
On the play, his cards never do anything.
On the draw, he casts Ertai T3 and it sits back. Turn 7, he casts Barrin. At the end of the turn, I cast WSZ. It gets countered. On my turn, I cast Jenara. (If WSZ doesn't get countered at any point, he uses Barrin to return tokens to my hand - and then eventually it either kills him or he runs out of land.)
6-0
10 TANE ::
Jenara, Asura of War / Azorius Chancery
On the play:
T1M: Plains
T1O: Land, Chancery
T2M: Plains
T2O: Land, Jenara (3/3)
T3M: Plains
T3O: Land, attack for 5 (I'm at 35 with 5 general damage)
T4M: Linvala
T4O: Attack for 5 (I'm at 30 with 10 general damage)
T5M: Plains, WSZ for 2 at some point between now and my next turn, attack (he's at 37 with 3 general damage)
T5O: Attack for 5 (I'm at 25 with 15 general damage)
T6M: Plains, WSZ for 3, attack (he's at 30 with 6 general damage)
T6O: Attack for 5 (I'm at 20 with 20 general damage)
T7M: Plains, WSZ for 4, attack with only the tokens (he's at 20 with 6 general damage)
T7O: Attack for 5; I block with Linvala; Jenara becomes 9/9.
T8M: Plains, Linvala paying 6, attack with tokens (he's at 2 with 6 general damage)
T8O: Attack for 9; I block with Linvala.
T9M: Attack with tokens (he's dead)
On the draw:
T1O: Chancery
T1M: Plains
T2O: Jenara (3/3)
T2M: Plains
T3O: Attack for 5 (I'm at 35 with 5 general damage)
T3M: Plains
T4O: Attack for 7 (I'm at 28 with 12 general damage)
T4M: Linvala
T5O: Attack for 7 (I'm at 21 with 19 general damage)
T5M: WSZ for 2
T6O: Attack; get blocked by Linvala.
T6M: Replay Linvala, attack for 4 (he's at 36)
T7O: Attack, get blocked by Linvala.
Next turn, he gets in.
So it's 2-2.
11 carolingian_tortoise ::
Merieke Ri Berit / Angel of Despair
On the draw:
T3O: Merieke Ri Berit
T3M: Plains #3
T4O: Land
T4M: Linvala
T5O: Land
T5M: Attack, WSZ for 2 (he's at 37 | 3 general damage)
T6O: Land
T6M: Attack, WSZ for 3 (he's at 30 | 6)
T7O: Angel of Despair on Linvala, Ri Berit steals an untapped token
T7M: Attack (one token's blocked, one trades, he's at 26|6), WSZ for 4
T8O: Attack (I'm at 35)
T8M: Attack (14|6) and I win the race.
6v10 : 6 wins 6-0 : Jenara's tie out, WSZ rules the day.
(Lithel: Jenara vs Jenara is a tie out. One casts, the other casts, both die.)
(While one sometimes has 1 more mana then the other, player 2 evens it out on his turn)
(So neither ends up surviving long enough to attack)
Yes, but Azorius Chancery is TWO extra mana, not one. And two extra mana is an extra cast of Jenera.
Not quite optimal play, although the result is the same. Check the later post if you want to see perfect play (ends up with WSZ doing 38 damage before dying... but it's not enough).
Z1:
C1: Plains, Chancery, bouncing the plains to hand
Z2:
C2: Plains from hand, Forest from out of play (4 lands), Jenera
Z3: Jenera. Both Jenera's die
C3: 5 lands, Jenera (costs 5)
Z4: Can't replay Jenera (costs 5), not enough mana, WSZ for 1 instead.
C4: 6 lands, pump Jenera 3 times, attack for 6
Z5: Jenera, Legending them, Attack for 2.
C5: 7 lands, Jenera (costs 7)
Z6: Can't replay Jenera (costs 7), not enough mana. WSZ for 3 instead. Attack for 2. (4 total)
C6: 8 lands, pump Jenera 4 times, attack for 7
Z7: Jenera, Legending them, attack for 8 (12 total).
C7: 9 lands, Jenera (costs 9)
Z8: Can't replay Jenera (costs 8), attack for 8 (20 total), WSZ for 5 more tokens.
C8: 10 lands, Pump Jenera 5 times, attack for 8 and win.
So the Chancery deck wins against all other Jenera decks except for Control Magic (which it draws).
Why? While it can technically win, it's a terrible deck that just gives the entire field 6 points and personman 0 (EVERYONE can beat "generic 1/2 general")
Huh, for some reason I thought it would at least tie with one deck that has a ground Commander. Oh well
It would draw on the play vs ashling/braid of fire. on the draw, ashling can blow up for enough to kill only one player since it gets in one attack first.
I took the liberty of going over 18's games since it was still missing a lot. Currently listed games all remained the same except 20 which I worked out to ending in a draw. Justification below
18 :: Bladewing the Risen / Skithiryx, the Blight Dragon
Vs
01 :: Anowon, the Ruin Sage / Manavault
Listed: 0-6 Agreed
Anowon out-speeds Skithiryx and can keep both under control
02 :: Ashling the Pilgrim / Braid of Fire
Suggested: 0 - 6
On play
T2 Nothing | Ashling
T3 Nothing | 1/1 Ash 1G Braid of Fire
T4 Nothing | [1] 3/3 Ash 4G
T5 Skith | [2] 5/5 Ash
T6 4P | [3] 7/7 Ash 11G
T7 Blade 8P | [4] 10/10 Ash Blown, Ashling
T8 Nothing | 3/3 Ash 14G
Repeat 7+8 until win
18 doesnโt have the leisure to take the Ash hits, while Braid and lands assure 02โs ability to keep repeating T8 and T9 until victory
On draw
T2 Ashling
T3 1/1 Ash 1G Braid of Fire
T4 [1] 3/3 Ash 4G
T5 [2]5/5 Ash 9G | Skith
T6 [3]7/7 Ash blocked by Skith Ash 3/3 |
T7 [4] 5/5 Ash 14G | Blade revive Skith
T8 [5] 8/8 Ash blown, Ashling, 2/2 Ash [32/32[-14] | Nothing
T9 [6] 5/5 Ash 19G | Nothing
Repeat T8+T9 for T10 and T11
Once again, Ash has the luxury of not needing to swing where Skith canโt afford to let Ash hits through.
03 :: Ashling the Pilgrim / Valakut
Suggested: 0 โ 6
On 18 draw and play, Ashling has the ability to put 18 into stasis [replaying and blowing up both dragons], and can win with Valakut damage.
On play
T1 Nothing | Valakut
T2 Nothing | Ashling
T3 Nothing | 1/1 Ash 1G
T4 Nothing | 3/3 Ash 4G
T5 Skith | 5/5 Ash 9G
T6 Nothing | 7/7 Ash blocked by Skith 3/3 Ash [40/37[-9]]
T7 Blade revive Skith | 5/5 Ashling blocked by blade [34[-16]/40]
T8 Nothing| 11/11 Ash blocked by Skith, 7/7 Ash [31[-16]/40]
T9 Blade revive Skith | Blow Ash, Ashling
T10 Nothing | 3/3 Ash
Falls into a repeatable loop similar to 02โs game, but is reinforced by Val
04 :: Gwafa Hazid, Profiteer / Control Magic
Suggested: 0 โ 6 Gwafa is fast enough to shut out both dragons
05 :: Linvala, Keeper of Silence / White Sunโs Zenith
Suggested: 6 โ 0
On play
T4 Nothing | WSZ, 1 [1 Cat]
T5 Skith | WSZ, 2 [3 Cat]
T6 4P | Linvala [34/40]
T7 Blade, Skith blocked by Linvala | Linvala (Linvala isnโt enough to keep up]
Alternate: race with WSZ will fail
06 :: Jenara, Asura of War / White Sunโs Zenith
Suggested: 0 - 6
Jenara is fast enough to win if not blocked, and only needs to buff so much to keep that threat up. Extra mana into WSZ secures game.
10 :: Jenara, Asura of War / Azorius Chancery
Suggested: 0 โ 6
Jenara kills before Skith can come out if 18 draws. If 18 plays, Skith dies to Jenara blocking after heโs played and Jenara kills before Blade
11 :: Merieke Ri Berit / Angel of Despair
Suggested: 2 - 2
Merieke will take the first creature 18 plays. Angel will destroy the other. Countered by not playing any creatures, as Skith regen can take angel (infect) and blade (4/4 trade) and blade can be replayed if killed (and his buff assures trade with angel and Skith). Merieke doesnโt untap and canโt win as the only played creature.
12 :: Jenara, Asura of War / Mother of Runes
Suggested: 0 โ 6
Jenara wins the race and Mother gives pro black to assure it.
13 :: Brion Stoutarm / Serra Avatar
Suggested: 3 โ 3
On play, Infect kills before Brionโs throw, on draw, throw happens before Infect kills.
14 :: Mikaeus, the Lunarch / Humility
Suggested: 0 โ 6
Mikaeus can enter as a 3/3 or 4/4 (depending on play or draw), and then humility turn 5 or 6 (depending on play or draw again). Blade canโt revive Skith because of humility, so Mikaeus can proceed to keep swinging for win.
15 :: Barrin, Master Wizard / Dissipate
Suggested: 0 โ 6
Dissipate is saved for Skith, Barrin keeps Blade bounced.
16 :: Merieke Ri Berit / Azorius Guildmage
Suggested: 0 - 6
Azorius can keep both tapped, until 16 has enough mana to keep them tapped for both turns and can beat down never needing to even play Merieke.
17 :: Eight-and-a-half-Tails / Serra Ascendant
Listed: 0 โ 6 Agreed
Serra aggros 18 for 30 damage, then blocks Skith after two hits forcing a race between 8.5 and Blade that 8.5 wins.
19 :: Lyzolda, the Blood Witch / Ensaring Bridge
Suggested: 0 โ 6
Ensaring Bridge shuts down both dragons, Lyzolda self destructs into win with infinite time
20 :: Jenara, Asura of War / Island Sanctuary
Listed: 0 โ 6 Suggested: 2 โ 2
Jenara canโt kill 18 before it gets into Blade reviving Skith and spending two turns of blocking and replaying Blade to revive Skith again, and Jenara wins if not blocked, so Jenara must be blocked. Game draws.
21 :: Jenara, Asura of War / Control Magic
Suggested: 0 โ 6
Control magic pulls away one blocker stopped an infinite block stream and getting enough damage through.
22 :: Mangara of Corondor / White Sunโs Zenith
Listed: 0 โ 6 Agreed
Mangara stops Skith when Skith gets played. WSZ races Blade and WSZ wins race.
23 :: Sygg, River Guide / Mana Vortex
Listed: 0 โ 6 Agreed
Mana Vortex stops 18โs mana, Sygg kills on turn 13 with general damage
24 :: Skullbriar, the Walking Grave / Shizo, Deathโs Storehouse
Suggested: 6 - 0
Skull canโt kill fast enough before Skith is capable of blocking and regenerating, which lets Bladewing kill. This scenario holds for whether or not 18 draws or plays.
20 :: Jenara, Asura of War / Island Sanctuary
Listed: 0 โ 6 Suggested: 2 โ 2
Jenara canโt kill 18 before it gets into Blade reviving Skith and spending two turns of blocking and replaying Blade to revive Skith again, and Jenara wins if not blocked, so Jenara must be blocked. Game draws.
Game WIN to the Dragons deck; that chump-blocking loop gets broken by the dragons deck blocking with skittles and then swinging back with a 21/21 Bladewing the Risen once it has enough lands in play. Or, if Jenara doesn't attack, by a 21/21 skittles and a 21/21 bladewing swinging in for the win (eventually)
05 :: Linvala, Keeper of Silence / White Sunโs Zenith
Suggested: 6 โ 0
On play
T4 Nothing | WSZ, 1 [1 Cat]
T5 Skith | WSZ, 2 [3 Cat]
T6 4P | Linvala [34/40]
T7 Blade, Skith blocked by Linvala | Linvala (Linvala isnโt enough to keep up]
Alternate: race with WSZ will fail
How many poison counters does it take to kill in commander? If it's 10, he might have got me. If it's 20, I certainly win. I think the real number is 15. If that's the case, I need to start chumping then on turn 9, at which point I have 14 cats. I think I win the race. Even if it's 10 counters...
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 Europeโs 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.
How many poison counters does it take to kill in commander? If it's 10, he might have got me. If it's 20, I certainly win. I think the real number is 15. If that's the case, I need to start chumping then on turn 9, at which point I have 14 cats. I think I win the race. Even if it's 10 counters...
It should be 10 poison unless Commander treats it differently. The issue came down to mana of recasting Linvala (to keep Skith off, where Linvala cost an extra 2 each time), then racing cats from WSZ against Bladewing.
I may have miscalculated the mana requirements or the damage, kind of like how I completely derp'd on the Bladewing buff in the infinite block scenario above.
I'll recalculate and edit this post if no one has beat me to it.
Edit: Yeah. Thanks for catching that. Recalculating, even with a poison count 10, Linvala /WSZ has it with the cats by one turn when Dragons play, so they'll also have it when on draw. 18 vs 5 and 18 vs 8 should be 0 - 6
So the Chancery deck wins against all other Jenera decks except for Control Magic (which it draws).
After thinking about it even more, the WSZ deck has a better play, but it ends up with the same result (sorry for the post, originally, I thought this line of play changed the result).
Z1:
C1: Plains, Chancery, bouncing the plains to hand
Z2:
C2: Plains from hand, Forest from out of play (4 lands), Jenera
Z3: Super tricky move! Don't do anything!
C3: 5 lands, pump Jenera 2 times. Attack for 5.
Z4: Jenera (Costs 3), Legending them
C4: 6 lands, Jenera (costs 5)
Z5: WSZ for 2.
C5: 7 lands, pump Jenera 3 times. Attack for 6.
Z6: Jenera (costs 5). Legending them. Attack for 4 (4 total)
C6: 8 lands, Jenera (costs 7)
Z7: WSZ for 4. 6 tokens total. No attack.
C7: 9 lands, pump Jenera 4 times. Attack for 7.
Z8: Jenera (costs 7). Legending them. Attack for 12 (16 total)
C8: 10 lands. Jenera (costs 9)
Z9: Jenera (costs 9), Legending them. Attack for 12 (28 total).
C9: 11 lands. Jenera (costs 11)
Z10: Attack for 10 (1 blocked) (38 total).
C10: 12 lands, pump Jenera 6 times. Attack with Jenera to win.
22v15: I believe 15 has it.
Dissipate for WSZ.
Barrin Bounces himself irsp to exile, so he recasts faster.
On his turn, he can bounce Mangara. (if Mangara IRSP exile, IRSP bounce Barrin with himself, Mangara exile to command, Barrin recasts faster)
Thus, he gets through for 1 here and there, either way, eventually voltran'ing.
It's going to be a draw. Mangara's ability doesn't exile Mangara as a cost, it does so on resolution. If Barrin self bounces in response to Mangara, then Mangara doesn't get exiled at all. If Mag attempts to exile Barrin, then Barrin just eats it (and they both get exiled). If Barrin tries to bounce Mag, then Mag responds by exiling Barrin. If Barrin could make it to the board first and prevent Mag from ever getting its ability online, then he could win (by bouncing Mag every turn and attacking). Unfortunately, the only way to get this to happen would prevent Barrin from keeping Dissapate mana up, and WSZ would crush him. So it's a 2-2 draw.
Incorrect; there IS a way. It's called "land drops". Make enough of them and I can cast Barrin, bounce Mangara, bounce Barrin in resp to Mangara doing the exile thing, replay Barrin AND have enough mana left to Dissipate a WSZ.
Then I just bounce Mangara every turn while swinging for one.
Mangara can exile a land every second turn to stall this, but still loses in the end.
Strongly agree with the removal of my deck rather than replacement with a land. I am generally not in favor of editing illegal decks except in cases of obvious typos or similar.
Also, 2CB has never done heats, and I hope it never does. If interest remains this high, I will put in the time and/or recruit people to help do the extra matches, up to like 30x30. Once we get there, we will probably have to figure out something else to do, though I wish we didn't.
If we do have to do get that big, it might make sense to come up with a definition of seeds that makes sense, and draw the top 8 from the top 4 of each heat. It could be as simple as using last week's scores (and 0 for people who didn't submit), and then going down the list by twos randomly splitting pairs between the heats.
Might as well help out this week, too. Here are all of Uranium's matches (#23):
vs. 1: 0 - 6. Even on the play, Anowon comes down before Vortex, and protection doesn't help.
vs. 2: 2 - 2. Sygg can block Ashling all day, and can avoid dying to it. Vortex and RIte don't do anything, and Sygg attacking loses quickly.
vs. 3: 2 - 2. Vortex shuts Valakut down nicely, otherwise same as above.
vs. 4: 6 - 0. On the play, Vortex just wins. On the draw, don't play vortex so that Sygg can pro-blue, and by the time Gwafa has mana to Control Magic and activate, Sygg can pro-blue twice. Eventually, Sygg gets to swing first and win the race.
vs. 5: 6 - 0. Vortex just wins.
vs 6: 3 - 3. Vortex stops Jenara on the play, Sygg does nothing against Jenara on the draw.
vs 7: Sad face : (
vs 8: 6 - 0. See 5.
vs 9: 6 - 0. Wizards require their mana not to be in a vortex.
vs 10: 0 - 6. Flying is good.
vs 11: 6 - 0. Very much like the Gwafa match, except you have to drop Vortex when you have 5 lands to prevent angel from coming down.
vs 12: 3 - 3. Vortex gets it on the play, Jenara on the draw, like always.
vs 13: 6 - 0. These cards cost four and seven mana.
vs 14: 2 - 2. Vortex beats humility and Sygg blocks Mikaeus.
vs 15: 6 - 0. Both abilities cost 2, but Barrin impedes his own ramp-up, and soon Sygg can counter as many bounces as e wants and swing.
vs 16: 3 - 3. On the play, Vortex prevents Merieke and AzG activations and Sygg races. On the draw, you have to play vortex to not just lose, and you can't pro-blue twice, so AzG gets to tap you every turn (or counter and let Merieke steal).
vs 17: 0 - 6. A 1-drop 6/6 flying is enough on its own.
vs 18: 6 - 0. Tell me Mr. Giants, what good is a dragon, when your mana is in a... vortex?
vs 19: 4 - 1. Getting Bridge down is enough to secure the tie when Lyzolda is on the play. vs 20: 3 - 3. Ahahahaha oh god Sygg has Islandwalk. I love it.
vs 21: 3 - 3. Since there were so many Jenaras this week, how about a quick history lesson? Jenara has been posting strong results since all the way back in 2CB #4, and proved to be especially dominant in this epic round of 1CB.
vs 22: 3 - 3. This seems kinda interesting, since waiting on Vortex to protect against Mangara on turn 4 lets them start making cats, but going for it gets the draw when neither player can pay 2 extra for their general. Except oh wait, Mangara can just hit Vortex, turning Zenith back on.
vs 23: That's me!
vs 24: 0 - 6. Fear is good.
vs 25: 6 - 0. Protection protects.
vs 26: 0 - 6. See 17.
That was fun! I got bored with serious comments towards the end and as the matches got samey, so opening the spoiler might be worth a few moments' amusement.
General's being answers to other generals hurt my list a lot. Mom's job was to win against Control Magic and other Flying General Decks, she's useless against legend ruling.
Sorry I've been away for the past couple of days. Lots of stuff going on.
I'll do my best to finish the last few lines soon. (9, 17, 21, 24)
If anyone wants to take a go at this, I'd <3 you forever
vs 16: 3 - 3. On the play, Vortex prevents Merieke and AzG activations and Sygg races. On the draw, you have to play vortex to not just lose, and you can't pro-blue twice, so AzG gets to tap you every turn (or counter and let Merieke steal).
Sygg wins on his play easily.
On draw, Sygg waits like 10+ turns to drop.
If Merieke tries to steal, ever, go problue. Merieke can only do this once. Ever. This effectively kills Merieke forever.
AzG gets in a couple of swings with the tap ability, however, it's 2W to activate vs 1W.
The pro-color ability can then start activating X times, where X is equal to number of taps AND have 1W left over to stop Merieke from stealing.
This means if AzG swings at this point, it dies (block problue), and Sygg wins via commander damage easily.
However, if he tries to go problue during his turn to swing, AzG counters it enough times that he can then then steal and counter the problues the following turn.
So its a stalemate.
4-1
However, if he tries to go problue during his turn to swing, AzG counters it enough times that he can then then steal and counter the problues the following turn.
So its a stalemate.
4-1
I haven't calculated the whole match, but did you account for Sygg having Islandwalk? If Merieke ever gets cast, or if the Guildmage is able to counter an ability, it means he has an Island and Sygg doesn't even need to be pro blue to swing without interference. Not sure if that makes a difference.
If you wait 10 turns to play Sygg without playing Vortex, you're at 4 to AzG beats. They have 3 AzG activations + Merieke, you have 4 Sygg activations (because you just played Sygg).
However, they get all their mana twice, since they get to untap, so if you fight now they get your guy. So you let them tap your guy, and go to 2 to their attack.
Next turn, you have 5 activations, but it doesn't matter, because they have 4 this turn and 5 next turn, so they tap or get your guy and you lose.
If you wait 10 turns to play Sygg without playing Vortex, you're at 4 to AzG beats. They have 3 AzG activations + Merieke, you have 4 Sygg activations (because you just played Sygg).
However, they get all their mana twice, since they get to untap, so if you fight now they get your guy. So you let them tap your guy, and go to 2 to their attack.
Next turn, you have 5 activations, but it doesn't matter, because they have 4 this turn and 5 next turn, so they tap or get your guy and you lose.
Azorius Guildmage takes 20 attacks to kill. In Commander you start at 40 life.
06 Masclins ::
Jenara, Asura of War / White Sun's Zenith
Suggested: 3 - 3
On play
T3 Entai | Jenara
T4 Barrin | 5/5 Jenara 5G
T5 Leaving mana open forces Deck 6 to hold back WSZ | Jenara hits 10G (leaves mana open in case barrin bounces to allow for WSZ)
T6 Same as T5 | Jenara gets bounced, Deck 9 has counter mana up
T7+ Counter stays open for WSZ, Barrin can keep Jenara off the field. Barrin swings in for kill over time.
On draw
T3 Jenara | Barrin
T4 5/5 Jenara, Jenara hits 5G | Nothing
T5 WSZ for 2, Jenara hits 10G | Entai
T6 WSZ for 3, Jenara bounced, 2 cats hit 4(+10G) | Nothing
T7 5 cats hit 14(+10G) | Nothing
T8 Cat bounced, 4 cats hit 22 (+10G), Jenara (If counted WSZ for 1) |
Deck 6 manages to overrun Deck 9.
10 TANE ::
Jenara, Asura of War / Azorius Chancery
Suggested: 0 - 6
Jenara doesn't win by T5, so Barrin keeps Jenara off the board
11 carolingian_tortoise ::
Merieke Ri Berit / Angel of Despair
Suggested: 6 - 0
On play
T3 Barrin | Marieke
T4 Nothing | Nothing
T5 Entai |
Game to deck 9, Barrin bounces whatever Marieke attempts to take, and Marieke gets shut down. Counter mana is left open for Angel of Despair, Barrin swings for kill eventually
On draw
T3 Marieke | Nothing
T4 Nothing | Nothing
T5 Nothing | Barrin (with available mana to bounce if Marieke attempts theft
T6 Nothing | Nothing
T7 Angel of Despair forces Barrin bounce | Barrin
T8 Angel hits 5 | Nothing
T9 Angel hits 10 | Nothing
T10 Angel hits 15 | Entai
Deck 9 wins. Available bounce mana to stop Marieke grab, counter angel, and then after keep Marieke bounced.
T2 Nothing | Azorius
T3 Barrin | Merieke
T4 Nothing | Azorius hits 2
20 turn clock (T24)
...
Math time
3 mana for Azorius ability counter against 2 mana Barrin bounce. Deck 9 needs at least of 3 (Entai) + 2 (Azorius bounce) + 2 (Merieke's response) = 7 mana after Barrin Azorius ability-off. Math time
Every 3 turns, Deck 9 gets one more bounce than Azorius can counter which is 2 mana "up". Deck 9 needs 7 mana "up", which happens on turn 12 turn 15, apparently playing with it.
...
T15 Entai, bounce Azorius | Azorius (13 mana open)
T16 (11 mana)
...
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At this point Entai stays out, so after bounce-stifle battle, 4 is needed to counter Azorius This happens long after Azorius has killed through combat. Looking at the first break, waiting longer doesn't help since Entai still has sickness.
Afterthought. After turn 15, with both Entai and and Barrin out, they can double block Azorius, trade both his creature for Azorius, then choose not to replay his general and draw.
17 Parsley ::
Eight-and-a-half-Tails / Serra Ascendant
Suggested: 0 - 6
Deck 17 is the same as 26, which had this outcome
20 Error1 ::
Jenara, Asura of War / Island Sanctuary
Suggested: 2 - 2
Wizards can't swing, Jenara stays tapped.
21 VikingMetal4L ::
Jenara, Asura of War / Control Magic
Suggested: 6 - 0
On 09's play, Barrin can maintain enough mana to keep Janara bounced and respond to a control magic.
On draw
T3 Jenara | Nothing
T4 5/5 Jenara, Jenara hits 5G | Nothing
T5 7/7 Jenara, Jenara hits 12G | Barrin (with enough for one bounce)
Buffing Jenara to win prohibits use of Control Magic. Holding back mana and swinging will only put 09 at 19G, and during his turn, he can bounce Jenara and protect himself.
T1 Nothing | Skullbriar, Skull hits 1G, 2/2 Skull
T2 Nothing | Skull hits 3G, 3/3 Skull
T3 Barrin | Skull hits 6G, 4/4 Skull
T4 Entai | Skull hits 10G, 5/5 Skull
T5 Nothing | Skull hits 15G, 6/6 Skull
T6 Nothing | Skull bounced during combat, Skullbriar gets countered, costs 4
T7 Nothing | Skull bounced during combat, Skullbriar gets counted, costs 6
Eventually Barrin can start swinging once every other turn.
On draw
T1 Skullbriar, Skull hits 1G, 2/2 Skull | Nothing
T2 Skull hits 3G, 3/3 Skull | Nothing
T3 Skull hits 6G, 4/4 Skull | Entai
T4 Skull hits 10G, 5/5 Skull | Barrin
T5 Skull hits 15G, 6/6 Skull | Entai
T6 Skull bounced during combat, Skullbriar
Draw
Barrin can keep back Skull's attacks, but doesn't have the mana to counter with Entai and force Skull's cost up, so Skull just keeps getting replayed the turn he's bounced, which haste makes it necessary every turn.
Dammit, I knew I would make that mistake at least once >_>
I re-checked all my results after about 20 to make sure none of them were dependent on life totals, but of course it would be one of the last few that actually does...
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Almost all of these are new or changed, so there's a bit of grid to update.
And for those that are curious, the best supporting card for Jenara against other Jenara's was Azorius Chancery.
--
6 Jenara, Asura of War / White Sun's Zenith
vs 10: Unlisted, Suggested 0-6. Azorius Chancery allows a working Jenara even on the draw!
vs 12: Listed 0-6, Suggested 6-0. WSZ is better than Mother of Runes
vs 20: Listed 2-2, Verified
vs 21: Unlisted, Suggested 6-0. WSZ is beats Control Magic.
10 Jenara, Asura of War / Azorius Chancery
vs 12: Listed 0-6, Suggested 6-0. Azorius Chancery allows a working Jenara even on the draw!
vs 20: Listed 2-2, Suggested 6-0. Azorius Chancery allows a working Jenara even on the draw!
vs 21: Unlisted, Suggested 2-2. Control magic would win, so Jenaras can only Legend each other.
12 Jenara, Asura of War / Mother of Runes
vs 20: Unlisted, Suggested 2-2. Island Sanctuary holds off Mother of Runes.
vs 21: Unlisted, Suggested 2-2. If Mother of Runes is played and attacked, it'd be Control Magiced, so instead it's never played.
20 Jenara, Asura of War / Island Sanctuary
vs 21: Unlisted, Suggested 2-2. Neither Jenara can get an attack off.
21 Jenara, Asura of War / Control Magic
This might be 1-4. It's almost definitely not 0-6. If he runs out Sygg too early, he doesn't have the mana to withstand EOT activate Gwafa, untap, control magic, in response to problue activate Gwafa. He can't prevent that by dropping a Mana Vortex when he's on the draw, as that would make him tap too low to stop Gwafa + Gwafa. This means I can bash a few times with Gwafa, then he drops Sygg with a ton of mana up. He can't race, so he has to stay back and block. So, I think it's a draw.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Eight-and-a-Half-Tails / Serra Ascendant
vs.
01 Feyd_Ruin :: Me and My Manavault
Anowon, the Ruin Sage / Mana Vault
0-6. Sacrifice gets by protection.
02 Draco9 :: Redheads Gone Wild
Ashling the Pilgrim / Braid of Fire
6-0.
03 Niv ::
Ashling, the Pilgrim / Valakut, the Molten Pinnacle
6-0.
04 ajfirecracker ::
Gwafa Hazid, Profiteer / Control Magic
6-0. 8.5 protects against both.
05 LSK ::
Linvala, Keeper of Silence / White Sun's Zenith
6-0. Ascendant outraces Linvala.
06 Masclins ::
Jenara, Asura of War / White Sun's Zenith
Not sure how this works out.
08 benbuzz790 :: Cat got your tounge?
Linvala, Keeper of Silence / White Sun's Zenith
6-0. Same as 05.
09 Reyemile ::
Ertai, Wizard Adept / Barrin, Master Wizard
6-0. Neither of these cards become active early enough to be relevant.
10 TANE ::
Jenara, Asura of War / Azorius Chancery
6-0. Ascendant stays back to block Jenara while 8.5 attacks.
11 carolingian_tortoise ::
Merieke Ri Berit / Angel of Despair
6-0.
12 AtheistGod ::
Jenara, Asura of War / Mother of Runes
0-6.
13 casual johnny ::
Brion Stoutarm / serra avatar
6-0. Ascendant is too fast for this deck.
14 DragonDart ::
Mikaeus, the Lunarch / Humility
0-6.
15 WhammWhamme ::
Barrin, Master Wizard / Dissipate
6-0.
16 Antonia ::
Merieke Ri Berit / Azorius Guildmage
6-0. 8.5's ability trumps Guildmage's abilities in the long run as it costs 2 while both of Guildmage's abilities cost 3. Guildmage is not a fast enough clock to force me to run out creatures before I have enough mana to protect them.
17 Parsley ::
Eight-and-a-half-Tails / Serra Ascendant
2-2. Duplicate legends cancel each other out while Ascendants either trade or cancel each other's attacks.
18 Killer Of Giants ::
Bladewing the Risen / Skithiryx, the Blight Dragon
6-0. I outrace. On the draw:
T1:
T1:Ascendant
T2:
T2:8.5, Swing(46-34)
T3:
T3:Swing(52-26)
T4:
T4:Swing(58-18)
T5:Skithryx
T5:Swing(64-10)
T6:Swing(64p4-10)
T6:Swing(70p4-2)
T7:Bladewing, Swing (64p8-2)
T7:Swing for lethal
Lyzolda, the Blood Witch / Ensnaring Bridge
0-6. He can sac Lyzolda before I have a chance to make it white.
20 Error1 ::
Jenara, Asura of War / Island Sanctuary
2-2. I can't outrace general damage, so I have to keep Ascendant on the defensive. Sanctuary stops 8.5 from attacking.
21 VikingMetal4L ::
Jenara, Asura of War / Control Magic
6-0.
22 Mogg ::
Mangara of Corondor / White Sun's Zenith
6-0.
23 Uranium
Sygg, River Guide / Mana Vortex
6-0. Mana Vortex is too slow to do much.
24 Catmurderer
Skullbriar, the Walking Grave / Shizo, Death's Storehouse
0-6. He outraces due to general damage.
25 Shogun17
Mangara of Corondor / Evangelize
6-0. Protection trumps both.
So,
0 6 6 6 6 ? X 6 6 6 6 0 6 0 6 6 2 6 0 2 6 6 6 0 6 X 94 with 1 unknown
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Asuza / Forest would get 0 points across the board.
Although it's the same as not showing for PotM, it'd mess up his pretty statistics.
The general is always the first card in the list.
woops
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
1 | X 6 0 0 0 0 x 6 0 6 6 6 6 0 0 6 6 6 0 6 . 0 6 . 0 . |
2 | 0 X 0 2 0 0 x 0 6 0 0 0 0 1 6 0 . . 2 0 0 0 2 . 0 . |
3 | 6 6 X 6 0 0 x 0 6 0 2 0 0 3 6 6 . . 6 0 . 0 2 . 0 . |
4 | 6 2 0 X 0 0 x 0 0 6 2 1 6 6 0 0 . . 0 2 6 0 3 6 0 0 |
5 | 6 6 6 6 X 3 x 2 . . . 3 6 6 6 6 . . 2 3 . 3 0 . 6 . |
6 | 6 6 6 6 3 X x 3 . 6 6 0 6 6 0 6 . . 0 2 6 0 3 . 6 . |
7 | x x x x x x x x x x x x x x x x x x x x x x x x x x |
8 | 0 6 6 6 2 3 x X . . . 3 6 6 6 6 . . 2 3 0 3 0 0 6 0 |
9 | 6 0 0 6 . . x . X . . 0 6 3 0 . . . 0 6 . . 0 . 6 . |
0 | 0 6 6 0 . 0 x . . X . 0 6 3 0 0 . . 0 2 . 6 6 . 0 . |
1 | 0 6 2 2 . 0 x . . . X 0 6 0 0 2 . . 0 6 . 0 0 . 0 . |
2 | 0 6 6 4 3 6 x 3 6 6 6 X 6 0 3 0 . . 0 . . 6 3 . 6 . |
3 | 0 6 6 0 0 0 x 0 0 0 0 0 X 2 0 0 . . 6 6 0 0 0 . 0 . |
4 | 6 4 3 0 0 0 x 0 3 3 6 6 2 X 0 6 . . 2 2 6 0 2 6 0 6 |
5 | 6 0 0 6 0 6 x 0 6 6 6 3 6 6 X 6 0 6 0 6 6 6 0 2 6 0 |
6 | 0 6 0 6 0 0 x 0 . 6 2 6 6 0 0 X . . 2 2 6 0 4 6 0 6 |
7 | 0 . . . . . x . . . . . . . 6 . X . 0 . . 6 6 . 6 2 |
8 | 0 . . . . . x . . . . . . . 0 . . X 0 . . 0 0 . 0 0 |
9 | 6 2 0 6 2 6 x 2 6 6 6 6 0 2 6 2 6 6 X 6 6 1 1 6 6 6 |
0 | 0 6 6 2 3 2 x 3 0 2 0 . 0 2 0 2 . . 0 X . . . . . . |
1 | . 6 . 0 . 0 X 6 . . . . 6 0 0 0 . . 0 . X . . . . . |
2 | 6 6 6 6 3 6 X 3 ? 0 6 0 6 6 0 6 0 6 4 3 3 X 3 6 6 0 |
3 | 0 2 2 6 6 3 X 6 6 0 6 3 6 2 6 1 0 6 4 3 3 3 X 0 6 0 |
4 | . . . . . . X 6 . . . . . 0 2 0 . . 0 . . . . X 0 . |
5 | 6 6 6 6 0 0 x 0 0 6 6 0 6 6 0 6 0 6 0 6 S 0 0 6 X 0 |
6 | 0 6 6 6 6 ? X 6 6 6 6 0 6 0 6 6 2 6 0 2 6 6 6 0 6 X |
6v10 : 6 wins 6-0 : Jenara's tie out, WSZ rules the day.
(Lithel: Jenara vs Jenara is a tie out. One casts, the other casts, both die.)
(While one sometimes has 1 more mana then the other, player 2 evens it out on his turn)
(So neither ends up surviving long enough to attack)
22v15: I believe 15 has it.
Dissipate for WSZ.
Barrin Bounces himself irsp to exile, so he recasts faster.
On his turn, he can bounce Mangara. (if Mangara IRSP exile, IRSP bounce Barrin with himself, Mangara exile to command, Barrin recasts faster)
Thus, he gets through for 1 here and there, either way, eventually voltran'ing.
I will be updating and fixing the grid as I have time.
No longer staff here.
vs
09 Reyemile ::
Ertai, Wizard Adept / Barrin, Master Wizard
On the play, his cards never do anything.
On the draw, he casts Ertai T3 and it sits back. Turn 7, he casts Barrin. At the end of the turn, I cast WSZ. It gets countered. On my turn, I cast Jenara. (If WSZ doesn't get countered at any point, he uses Barrin to return tokens to my hand - and then eventually it either kills him or he runs out of land.)
6-0
10 TANE ::
Jenara, Asura of War / Azorius Chancery
On the play:
T1M: Plains
T1O: Land, Chancery
T2M: Plains
T2O: Land, Jenara (3/3)
T3M: Plains
T3O: Land, attack for 5 (I'm at 35 with 5 general damage)
T4M: Linvala
T4O: Attack for 5 (I'm at 30 with 10 general damage)
T5M: Plains, WSZ for 2 at some point between now and my next turn, attack (he's at 37 with 3 general damage)
T5O: Attack for 5 (I'm at 25 with 15 general damage)
T6M: Plains, WSZ for 3, attack (he's at 30 with 6 general damage)
T6O: Attack for 5 (I'm at 20 with 20 general damage)
T7M: Plains, WSZ for 4, attack with only the tokens (he's at 20 with 6 general damage)
T7O: Attack for 5; I block with Linvala; Jenara becomes 9/9.
T8M: Plains, Linvala paying 6, attack with tokens (he's at 2 with 6 general damage)
T8O: Attack for 9; I block with Linvala.
T9M: Attack with tokens (he's dead)
On the draw:
T1O: Chancery
T1M: Plains
T2O: Jenara (3/3)
T2M: Plains
T3O: Attack for 5 (I'm at 35 with 5 general damage)
T3M: Plains
T4O: Attack for 7 (I'm at 28 with 12 general damage)
T4M: Linvala
T5O: Attack for 7 (I'm at 21 with 19 general damage)
T5M: WSZ for 2
T6O: Attack; get blocked by Linvala.
T6M: Replay Linvala, attack for 4 (he's at 36)
T7O: Attack, get blocked by Linvala.
Next turn, he gets in.
So it's 2-2.
11 carolingian_tortoise ::
Merieke Ri Berit / Angel of Despair
On the draw:
T3O: Merieke Ri Berit
T3M: Plains #3
T4O: Land
T4M: Linvala
T5O: Land
T5M: Attack, WSZ for 2 (he's at 37 | 3 general damage)
T6O: Land
T6M: Attack, WSZ for 3 (he's at 30 | 6)
T7O: Angel of Despair on Linvala, Ri Berit steals an untapped token
T7M: Attack (one token's blocked, one trades, he's at 26|6), WSZ for 4
T8O: Attack (I'm at 35)
T8M: Attack (14|6) and I win the race.
So it's 6-0.
17 Parsley ::
Eight-and-a-half-Tails / Serra Ascendant
26 fnord
Eight-and-a-Half-Tails / Serra Ascendant
Pretty sure these both wind up being 0-6.
18 Killer Of Giants ::
Bladewing the Risen / Skithiryx, the Blight Dragon
On the draw:
T4M: Linvala
T5O: Skithyryx
T5M: WSZ for 2
T6O: Attack (40 | 4 poison)
T6M: Attack, WSZ for 3 (33 | 3 general)
T7O: Bladewing, attack (40 | 8 poison)
T7M: Tokens attack, one is blocked (25 | 3), WSZ for 4 (8 tokens now)
T8O: Skithyryx attacks, Linvala chumps
T8M: Replay Linvala for 6, attack, one token is blocked (11 | 3)
T9O: Skithyryx attacks, Linvala chumps
T9M: Attack, one token is blocked (and he's dead)
So I think I'm 6-0 - if he ever doesn't attack with skithyryx, I just make more tokens.
21 VikingMetal4L ::
Jenara, Asura of War / Control Magic
Almost definitely 0-6 for me.
24 Catmurderer
Skullbriar, the Walking Grave / Shizo, Death's Storehouse
He outraces me, plain and simple.
0-6.
Yes, but Azorius Chancery is TWO extra mana, not one. And two extra mana is an extra cast of Jenera.
Not quite optimal play, although the result is the same. Check the later post if you want to see perfect play (ends up with WSZ doing 38 damage before dying... but it's not enough).
Z1:
C1: Plains, Chancery, bouncing the plains to hand
Z2:
C2: Plains from hand, Forest from out of play (4 lands), Jenera
Z3: Jenera. Both Jenera's die
C3: 5 lands, Jenera (costs 5)
Z4: Can't replay Jenera (costs 5), not enough mana, WSZ for 1 instead.
C4: 6 lands, pump Jenera 3 times, attack for 6
Z5: Jenera, Legending them, Attack for 2.
C5: 7 lands, Jenera (costs 7)
Z6: Can't replay Jenera (costs 7), not enough mana. WSZ for 3 instead. Attack for 2. (4 total)
C6: 8 lands, pump Jenera 4 times, attack for 7
Z7: Jenera, Legending them, attack for 8 (12 total).
C7: 9 lands, Jenera (costs 9)
Z8: Can't replay Jenera (costs 8), attack for 8 (20 total), WSZ for 5 more tokens.
C8: 10 lands, Pump Jenera 5 times, attack for 8 and win.
1 | 0 6 2 2 0 0 x 0 . 6 X 0 6 0 0 2 0 0 0 6 0 0 0 6 0 0 |
The 11-9 matchup breaks my head. I'll come back to it later if someone else doesn't...
Huh, for some reason I thought it would at least tie with one deck that has a ground Commander. Oh well
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
18 :: Bladewing the Risen / Skithiryx, the Blight Dragon
Vs
01 :: Anowon, the Ruin Sage / Manavault
Listed: 0-6 Agreed
Anowon out-speeds Skithiryx and can keep both under control
02 :: Ashling the Pilgrim / Braid of Fire
Suggested: 0 - 6
On play
T2 Nothing | Ashling
T3 Nothing | 1/1 Ash 1G Braid of Fire
T4 Nothing | [1] 3/3 Ash 4G
T5 Skith | [2] 5/5 Ash
T6 4P | [3] 7/7 Ash 11G
T7 Blade 8P | [4] 10/10 Ash Blown, Ashling
T8 Nothing | 3/3 Ash 14G
Repeat 7+8 until win
18 doesnโt have the leisure to take the Ash hits, while Braid and lands assure 02โs ability to keep repeating T8 and T9 until victory
On draw
T2 Ashling
T3 1/1 Ash 1G Braid of Fire
T4 [1] 3/3 Ash 4G
T5 [2]5/5 Ash 9G | Skith
T6 [3]7/7 Ash blocked by Skith Ash 3/3 |
T7 [4] 5/5 Ash 14G | Blade revive Skith
T8 [5] 8/8 Ash blown, Ashling, 2/2 Ash [32/32[-14] | Nothing
T9 [6] 5/5 Ash 19G | Nothing
Repeat T8+T9 for T10 and T11
Once again, Ash has the luxury of not needing to swing where Skith canโt afford to let Ash hits through.
03 :: Ashling the Pilgrim / Valakut
Suggested: 0 โ 6
On 18 draw and play, Ashling has the ability to put 18 into stasis [replaying and blowing up both dragons], and can win with Valakut damage.
On play
T1 Nothing | Valakut
T2 Nothing | Ashling
T3 Nothing | 1/1 Ash 1G
T4 Nothing | 3/3 Ash 4G
T5 Skith | 5/5 Ash 9G
T6 Nothing | 7/7 Ash blocked by Skith 3/3 Ash [40/37[-9]]
T7 Blade revive Skith | 5/5 Ashling blocked by blade [34[-16]/40]
T8 Nothing| 11/11 Ash blocked by Skith, 7/7 Ash [31[-16]/40]
T9 Blade revive Skith | Blow Ash, Ashling
T10 Nothing | 3/3 Ash
Falls into a repeatable loop similar to 02โs game, but is reinforced by Val
04 :: Gwafa Hazid, Profiteer / Control Magic
Suggested: 0 โ 6 Gwafa is fast enough to shut out both dragons
05 :: Linvala, Keeper of Silence / White Sunโs Zenith
Suggested: 6 โ 0
On play
T4 Nothing | WSZ, 1 [1 Cat]
T5 Skith | WSZ, 2 [3 Cat]
T6 4P | Linvala [34/40]
T7 Blade, Skith blocked by Linvala | Linvala (Linvala isnโt enough to keep up]
Alternate: race with WSZ will fail
06 :: Jenara, Asura of War / White Sunโs Zenith
Suggested: 0 - 6
Jenara is fast enough to win if not blocked, and only needs to buff so much to keep that threat up. Extra mana into WSZ secures game.
On Play
T3 Nothing | Jenara
T4 Nothing | 5/5 Jenara 5G
T5 Skith | 7/7 Jenara 12G
T6 Nothing | 10/10 Jenara, Jenara blocked by Skith [6/6 Azusa]
T7 Blade revive Skith | 9/9 Azusa
06โs win
08 :: Linvala / White Sun Zenith
Suggested: 6 โ 0
Same as 05
09 :: Ertai, Wizard Adept / Barrin, Master Wizard
Suggested: 0 - 6
Counter Skith turn 5, keep keep blade countered.
10 :: Jenara, Asura of War / Azorius Chancery
Suggested: 0 โ 6
Jenara kills before Skith can come out if 18 draws. If 18 plays, Skith dies to Jenara blocking after heโs played and Jenara kills before Blade
11 :: Merieke Ri Berit / Angel of Despair
Suggested: 2 - 2
Merieke will take the first creature 18 plays. Angel will destroy the other. Countered by not playing any creatures, as Skith regen can take angel (infect) and blade (4/4 trade) and blade can be replayed if killed (and his buff assures trade with angel and Skith). Merieke doesnโt untap and canโt win as the only played creature.
12 :: Jenara, Asura of War / Mother of Runes
Suggested: 0 โ 6
Jenara wins the race and Mother gives pro black to assure it.
13 :: Brion Stoutarm / Serra Avatar
Suggested: 3 โ 3
On play, Infect kills before Brionโs throw, on draw, throw happens before Infect kills.
14 :: Mikaeus, the Lunarch / Humility
Suggested: 0 โ 6
Mikaeus can enter as a 3/3 or 4/4 (depending on play or draw), and then humility turn 5 or 6 (depending on play or draw again). Blade canโt revive Skith because of humility, so Mikaeus can proceed to keep swinging for win.
15 :: Barrin, Master Wizard / Dissipate
Suggested: 0 โ 6
Dissipate is saved for Skith, Barrin keeps Blade bounced.
16 :: Merieke Ri Berit / Azorius Guildmage
Suggested: 0 - 6
Azorius can keep both tapped, until 16 has enough mana to keep them tapped for both turns and can beat down never needing to even play Merieke.
17 :: Eight-and-a-half-Tails / Serra Ascendant
Listed: 0 โ 6 Agreed
Serra aggros 18 for 30 damage, then blocks Skith after two hits forcing a race between 8.5 and Blade that 8.5 wins.
19 :: Lyzolda, the Blood Witch / Ensaring Bridge
Suggested: 0 โ 6
Ensaring Bridge shuts down both dragons, Lyzolda self destructs into win with infinite time
20 :: Jenara, Asura of War / Island Sanctuary
Listed: 0 โ 6 Suggested: 2 โ 2
Jenara canโt kill 18 before it gets into Blade reviving Skith and spending two turns of blocking and replaying Blade to revive Skith again, and Jenara wins if not blocked, so Jenara must be blocked. Game draws.
21 :: Jenara, Asura of War / Control Magic
Suggested: 0 โ 6
Control magic pulls away one blocker stopped an infinite block stream and getting enough damage through.
22 :: Mangara of Corondor / White Sunโs Zenith
Listed: 0 โ 6 Agreed
Mangara stops Skith when Skith gets played. WSZ races Blade and WSZ wins race.
23 :: Sygg, River Guide / Mana Vortex
Listed: 0 โ 6 Agreed
Mana Vortex stops 18โs mana, Sygg kills on turn 13 with general damage
24 :: Skullbriar, the Walking Grave / Shizo, Deathโs Storehouse
Suggested: 6 - 0
Skull canโt kill fast enough before Skith is capable of blocking and regenerating, which lets Bladewing kill. This scenario holds for whether or not 18 draws or plays.
25 :: Mangara of Coronodor / Evangelize
Listed: 0 โ 6 Agreed
Mangara stops Skith, Evangelize takes Blade.
26 :: Eight-and-a-half-Tails / Serra Ascendant
Listed: 0 โ 6 Agreed
Same as 17
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
18| 0 0 0 0 6 0 x 6 0 0 2 0 3 0 0 0 0 X 0 2 0 0 0 6 0 0 | 25
I think I made a mistake here. Catmurdurer can't both cast Skullbriar and give it fear T1. Because of this, I outrace when I'm on the play:
T1: Ascendant
T1: Shizo, Skullbriar
T2: 8.5, Swing (46-34)
T2: Fear, Swing (45g1-34, 2/2)
T3: Swing (51g1, 26, 2/2)
T3: Swing (49g3, 26, 3/3)
T4: Swing (55g3, 18, 3/3)
T4: Swing (52g6, 18, 4/4)
T5: Swing (58g6, 10, 4/4)
T5: Swing (54g10, 10, 5/5)
T6: Swing (60g10, 2, 5/5)
T6: Swing (55g15, 2, 6/6)
T7: Swing for lethal
So 6-0 -> 3-3.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Listed: 0 โ 6 Suggested: 2 โ 2
Jenara canโt kill 18 before it gets into Blade reviving Skith and spending two turns of blocking and replaying Blade to revive Skith again, and Jenara wins if not blocked, so Jenara must be blocked. Game draws.
Game WIN to the Dragons deck; that chump-blocking loop gets broken by the dragons deck blocking with skittles and then swinging back with a 21/21 Bladewing the Risen once it has enough lands in play. Or, if Jenara doesn't attack, by a 21/21 skittles and a 21/21 bladewing swinging in for the win (eventually)
How many poison counters does it take to kill in commander? If it's 10, he might have got me. If it's 20, I certainly win. I think the real number is 15. If that's the case, I need to start chumping then on turn 9, at which point I have 14 cats. I think I win the race. Even if it's 10 counters...
T4 Linvala
T5 2 cats
T6 (4P/37) 5 cats
T7 (8P/24) 9 cats, leave linvala back to block
T8 (8P/7) 9 cats, recast linvala
T9 (8P/-8)
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europeโs 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
It should be 10 poison unless Commander treats it differently. The issue came down to mana of recasting Linvala (to keep Skith off, where Linvala cost an extra 2 each time), then racing cats from WSZ against Bladewing.
I may have miscalculated the mana requirements or the damage, kind of like how I completely derp'd on the Bladewing buff in the infinite block scenario above.
I'll recalculate and edit this post if no one has beat me to it.
Edit: Yeah. Thanks for catching that. Recalculating, even with a poison count 10, Linvala /WSZ has it with the cats by one turn when Dragons play, so they'll also have it when on draw. 18 vs 5 and 18 vs 8 should be 0 - 6
After thinking about it even more, the WSZ deck has a better play, but it ends up with the same result (sorry for the post, originally, I thought this line of play changed the result).
Z1:
C1: Plains, Chancery, bouncing the plains to hand
Z2:
C2: Plains from hand, Forest from out of play (4 lands), Jenera
Z3: Super tricky move! Don't do anything!
C3: 5 lands, pump Jenera 2 times. Attack for 5.
Z4: Jenera (Costs 3), Legending them
C4: 6 lands, Jenera (costs 5)
Z5: WSZ for 2.
C5: 7 lands, pump Jenera 3 times. Attack for 6.
Z6: Jenera (costs 5). Legending them. Attack for 4 (4 total)
C6: 8 lands, Jenera (costs 7)
Z7: WSZ for 4. 6 tokens total. No attack.
C7: 9 lands, pump Jenera 4 times. Attack for 7.
Z8: Jenera (costs 7). Legending them. Attack for 12 (16 total)
C8: 10 lands. Jenera (costs 9)
Z9: Jenera (costs 9), Legending them. Attack for 12 (28 total).
C9: 11 lands. Jenera (costs 11)
Z10: Attack for 10 (1 blocked) (38 total).
C10: 12 lands, pump Jenera 6 times. Attack with Jenera to win.
It's going to be a draw. Mangara's ability doesn't exile Mangara as a cost, it does so on resolution. If Barrin self bounces in response to Mangara, then Mangara doesn't get exiled at all. If Mag attempts to exile Barrin, then Barrin just eats it (and they both get exiled). If Barrin tries to bounce Mag, then Mag responds by exiling Barrin. If Barrin could make it to the board first and prevent Mag from ever getting its ability online, then he could win (by bouncing Mag every turn and attacking). Unfortunately, the only way to get this to happen would prevent Barrin from keeping Dissapate mana up, and WSZ would crush him. So it's a 2-2 draw.
Then I just bounce Mangara every turn while swinging for one.
Mangara can exile a land every second turn to stall this, but still loses in the end.
Also, 2CB has never done heats, and I hope it never does. If interest remains this high, I will put in the time and/or recruit people to help do the extra matches, up to like 30x30. Once we get there, we will probably have to figure out something else to do, though I wish we didn't.
If we do have to do get that big, it might make sense to come up with a definition of seeds that makes sense, and draw the top 8 from the top 4 of each heat. It could be as simple as using last week's scores (and 0 for people who didn't submit), and then going down the list by twos randomly splitting pairs between the heats.
Might as well help out this week, too. Here are all of Uranium's matches (#23):
vs. 1: 0 - 6. Even on the play, Anowon comes down before Vortex, and protection doesn't help.
vs. 2: 2 - 2. Sygg can block Ashling all day, and can avoid dying to it. Vortex and RIte don't do anything, and Sygg attacking loses quickly.
vs. 3: 2 - 2. Vortex shuts Valakut down nicely, otherwise same as above.
vs. 4: 6 - 0. On the play, Vortex just wins. On the draw, don't play vortex so that Sygg can pro-blue, and by the time Gwafa has mana to Control Magic and activate, Sygg can pro-blue twice. Eventually, Sygg gets to swing first and win the race.
vs. 5: 6 - 0. Vortex just wins.
vs 6: 3 - 3. Vortex stops Jenara on the play, Sygg does nothing against Jenara on the draw.
vs 7: Sad face : (
vs 8: 6 - 0. See 5.
vs 9: 6 - 0. Wizards require their mana not to be in a vortex.
vs 10: 0 - 6. Flying is good.
vs 11: 6 - 0. Very much like the Gwafa match, except you have to drop Vortex when you have 5 lands to prevent angel from coming down.
vs 12: 3 - 3. Vortex gets it on the play, Jenara on the draw, like always.
vs 13: 6 - 0. These cards cost four and seven mana.
vs 14: 2 - 2. Vortex beats humility and Sygg blocks Mikaeus.
vs 15: 6 - 0. Both abilities cost 2, but Barrin impedes his own ramp-up, and soon Sygg can counter as many bounces as e wants and swing.
vs 16: 3 - 3. On the play, Vortex prevents Merieke and AzG activations and Sygg races. On the draw, you have to play vortex to not just lose, and you can't pro-blue twice, so AzG gets to tap you every turn (or counter and let Merieke steal).
vs 17: 0 - 6. A 1-drop 6/6 flying is enough on its own.
vs 18: 6 - 0. Tell me Mr. Giants, what good is a dragon, when your mana is in a... vortex?
vs 19: 4 - 1. Getting Bridge down is enough to secure the tie when Lyzolda is on the play.
vs 20: 3 - 3. Ahahahaha oh god Sygg has Islandwalk. I love it.
vs 21: 3 - 3. Since there were so many Jenaras this week, how about a quick history lesson? Jenara has been posting strong results since all the way back in 2CB #4, and proved to be especially dominant in this epic round of 1CB.
vs 22: 3 - 3. This seems kinda interesting, since waiting on Vortex to protect against Mangara on turn 4 lets them start making cats, but going for it gets the draw when neither player can pay 2 extra for their general. Except oh wait, Mangara can just hit Vortex, turning Zenith back on.
vs 23: That's me!
vs 24: 0 - 6. Fear is good.
vs 25: 6 - 0. Protection protects.
vs 26: 0 - 6. See 17.
That was fun! I got bored with serious comments towards the end and as the matches got samey, so opening the spoiler might be worth a few moments' amusement.
Updated grid
12 | 0 6 6 4 0 0 X 0 6 0 6 X 6 0 3 0 6 6 0 2 2 6 3 3 6 6 | 74
I'll do my best to finish the last few lines soon. (9, 17, 21, 24)
If anyone wants to take a go at this, I'd <3 you forever
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 |
---------------------------------------------------------
1 | X 6 0 0 0 0 x 6 0 6 6 6 6 0 0 6 6 6 0 6 . 0 6 . 0 . |
2 | 0 X 0 2 0 0 x 0 6 0 0 0 0 1 6 0 . 6 2 0 0 0 2 . 0 . |
3 | 6 6 X 6 0 0 x 0 6 0 2 0 0 3 6 6 . 6 6 0 . 0 2 . 0 . |
4 | 6 2 0 X 0 0 x 0 0 6 2 1 6 6 0 0 . 6 0 2 6 0 3 6 0 0 |
5 | 6 6 6 6 X 3 x 2 6 2 6 6 6 6 6 6 0 0 2 3 0 3 0 0 6 0 |
6 | 6 6 6 6 3 X x 3 . 6 6 6 6 6 0 6 . 6 0 2 6 0 3 . 6 . |
7 | x x x x x x x x x x x x x x x x x x x x x x x x x x |
8 | 0 6 6 6 2 3 x X 6 2 6 6 6 6 6 6 0 0 2 3 0 3 0 0 6 0 |
9 | 6 0 0 6 0 . x 0 X . . 0 6 3 0 . . 6 0 6 . . 0 . 6 0 |
0 | 0 6 6 0 2 0 x 2 . X 0 6 6 3 0 0 . 6 0 2 . 6 6 . 0 . |
1 | 0 6 2 2 0 0 x 0 . 6 X 0 6 0 0 2 0 2 0 6 0 0 0 6 0 0 |
2 | 0 6 6 4 3 6 x 3 6 6 6 X 6 0 3 0 6 6 0 2 2 6 3 3 6 6 |
3 | 0 6 6 0 0 0 x 0 0 0 0 0 X 2 0 0 . 3 6 6 0 0 0 . 0 . |
4 | 6 4 3 0 0 0 x 0 3 3 6 6 2 X 0 6 . 6 2 2 6 0 2 6 0 6 |
5 | 6 0 0 6 0 6 x 0 6 6 6 3 6 6 X 6 0 6 0 6 6 6 0 2 6 0 |
6 | 0 6 0 6 0 0 x 0 . 6 2 6 6 0 0 X . 6 2 2 6 0 4 6 0 6 |
7 | 0 . . . 6 . x 6 . . 6 . . . 6 . X 6 0 . . 6 6 . 6 2 |
8 | 0 0 0 0 6 0 x 6 0 0 2 0 3 0 0 0 0 X 0 6 0 0 0 6 0 0 |
9 | 6 2 0 6 2 6 x 2 6 6 6 6 0 2 6 2 6 6 X 6 6 1 1 6 6 6 |
0 | 0 6 6 2 3 2 x 3 0 2 0 . 0 2 0 2 . 0 0 X . . . . . . |
1 | . 6 . 0 6 0 X 6 . . 6 . 6 0 0 0 . 6 0 . X . . . . . |
2 | 6 6 6 6 3 6 X 3 ? 0 6 0 6 6 0 6 0 6 4 3 3 X 3 6 6 0 |
3 | 0 2 2 6 6 3 X 6 6 0 6 3 6 2 6 1 0 6 4 3 3 3 X 0 6 0 |
4 | . . . . 6 . X 6 . . 0 . . 0 2 0 . 0 0 . . . . X 0 3 |
5 | 6 6 6 6 0 0 x 0 0 6 6 0 6 6 0 6 0 6 0 6 S 0 0 6 X 0 |
6 | 0 6 6 6 6 ? X 6 6 6 6 0 6 0 6 6 2 6 0 2 6 6 6 3 6 X |
Sygg wins on his play easily.
On draw, Sygg waits like 10+ turns to drop.
If Merieke tries to steal, ever, go problue. Merieke can only do this once. Ever. This effectively kills Merieke forever.
AzG gets in a couple of swings with the tap ability, however, it's 2W to activate vs 1W.
The pro-color ability can then start activating X times, where X is equal to number of taps AND have 1W left over to stop Merieke from stealing.
This means if AzG swings at this point, it dies (block problue), and Sygg wins via commander damage easily.
However, if he tries to go problue during his turn to swing, AzG counters it enough times that he can then then steal and counter the problues the following turn.
So its a stalemate.
4-1
No longer staff here.
I haven't calculated the whole match, but did you account for Sygg having Islandwalk? If Merieke ever gets cast, or if the Guildmage is able to counter an ability, it means he has an Island and Sygg doesn't even need to be pro blue to swing without interference. Not sure if that makes a difference.
However, they get all their mana twice, since they get to untap, so if you fight now they get your guy. So you let them tap your guy, and go to 2 to their attack.
Next turn, you have 5 activations, but it doesn't matter, because they have 4 this turn and 5 next turn, so they tap or get your guy and you lose.
Azorius Guildmage takes 20 attacks to kill. In Commander you start at 40 life.
09 Reyemile ::
Ertai, Wizard Adept / Barrin, Master Wizard
vs
06 Masclins ::
Jenara, Asura of War / White Sun's Zenith
Suggested: 3 - 3
On play
T3 Entai | Jenara
T4 Barrin | 5/5 Jenara 5G
T5 Leaving mana open forces Deck 6 to hold back WSZ | Jenara hits 10G (leaves mana open in case barrin bounces to allow for WSZ)
T6 Same as T5 | Jenara gets bounced, Deck 9 has counter mana up
T7+ Counter stays open for WSZ, Barrin can keep Jenara off the field. Barrin swings in for kill over time.
On draw
T3 Jenara | Barrin
T4 5/5 Jenara, Jenara hits 5G | Nothing
T5 WSZ for 2, Jenara hits 10G | Entai
T6 WSZ for 3, Jenara bounced, 2 cats hit 4(+10G) | Nothing
T7 5 cats hit 14(+10G) | Nothing
T8 Cat bounced, 4 cats hit 22 (+10G), Jenara (If counted WSZ for 1) |
Deck 6 manages to overrun Deck 9.
10 TANE ::
Jenara, Asura of War / Azorius Chancery
Suggested: 0 - 6
Jenara doesn't win by T5, so Barrin keeps Jenara off the board
Deck 9 on draw
T1 Chancery | Nothing
T2 Jenara | Nothing
T3 5/5 Jenara, Jenara swings 5G | Barrin
T4 8/8 Jenara, Jenara swings 13G | Barrin bounces
11 carolingian_tortoise ::
Merieke Ri Berit / Angel of Despair
Suggested: 6 - 0
On play
T3 Barrin | Marieke
T4 Nothing | Nothing
T5 Entai |
Game to deck 9, Barrin bounces whatever Marieke attempts to take, and Marieke gets shut down. Counter mana is left open for Angel of Despair, Barrin swings for kill eventually
On draw
T3 Marieke | Nothing
T4 Nothing | Nothing
T5 Nothing | Barrin (with available mana to bounce if Marieke attempts theft
T6 Nothing | Nothing
T7 Angel of Despair forces Barrin bounce | Barrin
T8 Angel hits 5 | Nothing
T9 Angel hits 10 | Nothing
T10 Angel hits 15 | Entai
Deck 9 wins. Available bounce mana to stop Marieke grab, counter angel, and then after keep Marieke bounced.
16 Antonia ::
Merieke Ri Berit / Azorius Guildmage
Suggested: 2 - 2
On play
Original thoughts
T2 Nothing | Azorius
T3 Barrin | Merieke
T4 Nothing | Azorius hits 2
20 turn clock (T24)
...
Math time
3 mana for Azorius ability counter against 2 mana Barrin bounce. Deck 9 needs at least of 3 (Entai) + 2 (Azorius bounce) + 2 (Merieke's response) = 7 mana after Barrin Azorius ability-off. Math time
Every 3 turns, Deck 9 gets one more bounce than Azorius can counter which is 2 mana "up". Deck 9 needs 7 mana "up", which happens on
turn 12turn 15, apparently playing with it.T15
Deck 9 | Deck 16
15 mana | 14 mana
-3 Entai 12 | Nothing
-2 (-1 land) Barrin bounces Azorius 10 | -3 Azorius counters 11
Repeat
-8 (-4 land) Barrin bounces Azorius 2 | -9 Azorius bounced 2 mana left
T15 Entai, bounce Azorius | Azorius (13 mana open)
T16 (11 mana)
...
More commercials
At this point Entai stays out, so after bounce-stifle battle, 4 is needed to counter Azorius This happens long after Azorius has killed through combat. Looking at the first break, waiting longer doesn't help since Entai still has sickness.
Eight-and-a-half-Tails / Serra Ascendant
Suggested: 0 - 6
Deck 17 is the same as 26, which had this outcome
20 Error1 ::
Jenara, Asura of War / Island Sanctuary
Suggested: 2 - 2
Wizards can't swing, Jenara stays tapped.
21 VikingMetal4L ::
Jenara, Asura of War / Control Magic
Suggested: 6 - 0
On 09's play, Barrin can maintain enough mana to keep Janara bounced and respond to a control magic.
On draw
T3 Jenara | Nothing
T4 5/5 Jenara, Jenara hits 5G | Nothing
T5 7/7 Jenara, Jenara hits 12G | Barrin (with enough for one bounce)
Buffing Jenara to win prohibits use of Control Magic. Holding back mana and swinging will only put 09 at 19G, and during his turn, he can bounce Jenara and protect himself.
24 Catmurderer
Skullbriar, the Walking Grave / Shizo, Death's Storehouse
Suggested: 4 - 1
On play
T1 Nothing | Skullbriar, Skull hits 1G, 2/2 Skull
T2 Nothing | Skull hits 3G, 3/3 Skull
T3 Barrin | Skull hits 6G, 4/4 Skull
T4 Entai | Skull hits 10G, 5/5 Skull
T5 Nothing | Skull hits 15G, 6/6 Skull
T6 Nothing | Skull bounced during combat, Skullbriar gets countered, costs 4
T7 Nothing | Skull bounced during combat, Skullbriar gets counted, costs 6
Eventually Barrin can start swinging once every other turn.
On draw
T1 Skullbriar, Skull hits 1G, 2/2 Skull | Nothing
T2 Skull hits 3G, 3/3 Skull | Nothing
T3 Skull hits 6G, 4/4 Skull | Entai
T4 Skull hits 10G, 5/5 Skull | Barrin
T5 Skull hits 15G, 6/6 Skull | Entai
T6 Skull bounced during combat, Skullbriar
Draw
Barrin can keep back Skull's attacks, but doesn't have the mana to counter with Entai and force Skull's cost up, so Skull just keeps getting replayed the turn he's bounced, which haste makes it necessary every turn.
Missing 09 matches should be finished.
I re-checked all my results after about 20 to make sure none of them were dependent on life totals, but of course it would be one of the last few that actually does...