This is the results for round 2.34 and the start for round 2.35.
Round 2.34
This round was Two-Headed Giant.
This week we played two headed giant 2cb, where you were the player of both hands of your team.
Your two decks were card1/card 2 and card2/card3.
There were 20 players with 190 matches and 380 total games.
52 hands ended in a draw. 16 matches had at least one draw.
That's 14% of all games, averaging 2.6 games per player.
The following player(s) had the most drawn games, with 8 total draws: faradan : casual johnny : biddin : AtheistGod
72 matches were a 3-3 split.
That's 38% of all matches, averaging 3.6 matches per player.
The following player(s) had the most split matches, with 8 total splits: Mogg
128 matches were a 6-0 sweep.
That's 67% of all matches, averaging 6.4 matches per player.
The following player(s) had the most 6-0 match sweeps, at 12 total sweeps: Reyemile
There were 45 unique cards submitted, out of 60 total.
12 card(s) were repeated:
Next Round will be ''.
Entries are due Saturday Night at Midnight.
This next week is a normal round, it will be due
Resources
Basic 2CB Rules
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.
Unlike normal Magic, 2CB uses a "land rule" to allow players to cast their spells; players have access to basic lands of their choice to play each turn, and each player may play an additional land each turn from his or her hand.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules for a normal game 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 number of basic land cards outside of the game. A player may play one of these lands any time he or she could normally play a land. A player may play one additional land each turn from his or her hand.
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, then 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. Players submit their decks by private message (pm).
2.1b. A player may submit multiple decks, but only the most recent deck is counted.
2.1c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any offending cards have been removed or replaced.
2.1d. 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 2.4a).
2.1e. A player may name his or her deck. If a player does not, then the moderator may name it.
2.2. Decks are subject to some restrictions.
2.2a. A player may not submit a deck that can do any of the following before the end of an opponent's second turn, not counting any in-game assistance from an opponent:
20
1. Win the Game
20
2. Force a card in an opponent's hands to change zones.
20
3. Counter an opponent's cast spell. (Casting that spell is not considered assistance)
A player may not submit a deck that can win the game before the end of 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 all rules.
2.2c. A deck may include any number of any card legal in Vintage (Type 1).
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.
2.2e. A deck may not include any cards on the 2CB Banned List.
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 (a win and a loss).
2.3c. The combined result of both games in a match is called a "match result". Possible match results are: 6 – two game wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, and 1 – a draw and a loss.
2.3d. A table of match results is posted each round. Its rows represent players and its columns represent opponents. A player's points are listed at the end of his or her row.
2.4. The player with the most Player of the Month (POTM) points over the course of a month is the Player of the Month.
2.4a. A month includes all rounds for which decks are due during that month.
2.4b. Each round, each player receives POTM points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer. For example, a player scoring 6-6-6-6-X-0-0-0 in a round with 8 decks receives 340 POTM points (24 / 7 x 100).
2.4c. Each round, 50 POTM points may be awarded to the player who submitted the most creative deck, as determined by the moderator or by poll.
2.4d. Each round, for one week after the submitted decks have been posted, 50 POTM points will be awarded to the first player to post a deck that scores 6 points against each submitted deck.
Overflowing Grave:
In addition to their decks, players will name a card.
At the beginning of each player's upkeep, that player puts the named card from outside the game into his or her graveyard.
A player may not submit a deck that can force a card in any player's graveyard to change zones before the end of an opponent's second turn.
An idea I had. It could either be terrible or pretty interesting.
Stalemate
Players are awarded 3 points for each drawn game and 1 point for each win, instead of the reverse. Note that decks must still follow normal legality rules and that each player must still attempt to win, draw, and extend the game, in that order.
An idea I had. It could either be terrible or pretty interesting.
Stalemate
Players are awarded 3 points for each drawn game and 1 point for each win, instead of the reverse. Note that decks must still follow normal legality rules and that each player must still attempt to win, draw, and extend the game, in that order.
All suggested are good, but I've always wanted to try something like this.
I suggest removing the split rule for this round as well so a 3-3 is worth 3.
This basically says:
Do your best to win or draw on your play, preferably draw.
It's not horrible to lose on your draw, but drawing your draw is much better.
Losing all is still really bad, so don't try backbuild.
This just says:
Winning at all is bad, but still better then losing the hand.
Hmm.. this one is cleaner, but the other might be more interesting.
It lets people shoot for the 4-1 and the 3-3, rather then all in 2-2 focused.
That way people can try to disrupt their opponent's 2-2s and go for the win.
Otherwise, we could end up with 15 entries that tie every game.
Edit:
I think I definitely like the 3-3 as 3 better.
It adds one small niche in there where the opponent can shoot for the 4-1, without fear of the 3-3.
This lets people actually metagame, so their opponents get the bad end of a 4-1 (4 points v 3 points).
The winner will actually be the one who can cause the most 4-1s, rather then a group of people that can get 2-2s across the board.
I like the idea, it'll definitely make us think creatively, and look at cards in a new light.
Thoughts?
___
edit: other thoughts.
I finally fixed statistics after the last rebuild, and looking at it, it's not very pretty, so I'm going to revamp it.
Anyone have ideas on other things you want to see in that area?
I've purposely neglected listing the player(s) with the most 0-6 losses so as not to call them out, btw >_<
For reference, it currently is (from last round):
There were 18 players with 153 matches and 306 total games.
30 hands ended in a draw. 12 matches had at least one draw.
That's 10% of all games, averaging 1.7 games per player.
The following player(s) had the most drawn games, with 12 total draws: Reyemile
38 matches were a 3-3 split.
That's 25% of all matches, averaging 4.2 matches per player.
The following player(s) had the most split matches, with 7 total splits: faradan : Parsley
100 matches were a 6-0 sweep.
That's 65% of all matches, averaging 5.6 matches per player.
This means players also had an average of 5.6 0-6 losses.
The following player(s) had the most 6-0 match sweeps, at 13 total sweeps: AtheistGod
There were 30 unique cards submitted, out of 36 total.
5 card(s) were repeated:
I think changing the point scheme to make the 4-1 the desired goal would help keep the format interesting, we would also want to maintain an average below 300, so no matchup gives more than 6 points total, 12 points total for a 2-2 would break symmetry.
I believe these are all viable payout schemes with the goal of making people want 4-1 records, while keeping the average payout about the same. Making 2-2 give out large payouts has the dual problem of collapsing on itself, everyone just wants to cooperate, and weighting the round higher than other rounds. I like the 2nd option the best, it provides a nice tension where going 3-3 is really bad and players would prefer their 4-1 goal to fall either into 6-0 or 2-2 (as I messed around with numbers I kept ending up with Option 2, even coming from different lines of attack it just felt like the best alternate payout scheme).They would rather get the same record play or draw then go win/lose. Note that Option 2 and 3 both maintain full 6 points if either game is a draw, this by itself should push towards draws, where matches without a draw score lower for the combined players.
BronYAur and AtheistGod hit on what I thought the main problems of the format would be. It's true that if everyone does well at drawing then everyone could have the same score -- but that would be kind of the point, in that presumably some decks will be better at drawing than others.
I like Feyd's point schemes better than AtheistGod's, mostly because a) "try to go 4-1" seems like a really random goal and b) more importantly, how the heck do you design a deck to go 4-1? I'm pretty much drawing a blank.
Quote from AtheistGod »
we would also want to maintain an average below 300, so no matchup gives more than 6 points total, 12 points total for a 2-2 would break symmetry.
I haven't payed much attention to PotM in the time I've been playing, but couldn't this be fixed by rewording the PotM algorithm (either permanently or only for the week)? Something like:
Quote from New Rules »
Each round, each player receives POTM points equal to his or her average match result for that round, divided by the overall average, multiplied by 300, rounded to the nearest integer.
Anyway, like I said, I'm not even convinced this would be a good format, so everyone feel free to post more suggestions for this week.
Part of why I like 4-1 as a goal is that it's a difficult goal to obtain. You want to prevent yourself from losing and yet have some way of winning that doesn't' just stomp the match.
Marvel's Urza's Avengers
Each creature has "{0}: This creature gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn."
Control the Beginnings
Decks may have the ability to counter an opponent’s cast spell before the end of that opponent’s second turn. Spells cast after their controller’s second turn can’t be countered by spells or abilities.
And my current favorite:
Redundancy Department of Redundancy
Each card in your deck must have the same mana cost. (Mana cost includes color.)
If we do stalemate, the decks still need to be able to win, correct? I have a good deck idea.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Another way to spice up Stalemate week would be to require all decks to goldfish by turn 6 or something.
That's a good idea... but it brings up the same issue as backbuild; you effectively need a "test deck" (otherwise, it's unclear how things like Quenchable fire and Nyxathid work). It might not be too big of a problem now though... If one good thing came out of LabCB, I think it was the backbuild test deck rule: you must beat the test deck if any of its cards are replaced by basic lands or removed. We might need to add a "by turn X."
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.
I'm not sure if the following would be really interesting or really boring:
Ultimate Degeneracy
1. There is no Land Rule.
2. The restrictions on winning/countering/discarding early are removed.
3. No cards are banned. And Shahrazad is legal.
4. Players may cast spells and activate abilities without paying their mana costs (as usual when doing so, X=0).
I'm not sure if the following would be really interesting or really boring:
Ultimate Degeneracy
1. There is no Land Rule.
2. The restrictions on winning/countering/discarding early are removed.
3. No cards are banned. And Shahrazad is legal.
4. Players may cast spells and activate abilities without paying their mana costs (as usual when doing so, X=0).
This format would be so crazy... But there is a metagame, there might be some deck that dodges everything, although I doubt it. I'm assuming rule 3 still leaves the rest of the vintage banlist in place. Several un-cards don't really work.
This format would be so crazy... But there is a metagame, there might be some deck that dodges everything, although I doubt it. I'm assuming rule 3 still leaves the rest of the vintage banlist in place. Several un-cards don't really work.
It does, though we could probably allow ante cards as well.
It would be interesting to allow un-cards, either with this or just by itself (normal week, except un-cards are legal and 1 card must be an un-card).
Can't concentrate on 07 vs. 15; I clearly win on the play, but I don't know if I win on the draw.
You win play or draw but you rely heavily on port to tap me down and delay me from getting scavenger out. if port was any other land Id win play or draw.
01 Feyd_Ruin :: "" Garruk Wildspeaker / Exploration / Admonition Angel
Both threats come out turn turn 2 main phase . A chant on wildspeaker turn 2, silence from each deck turns and 3 and 4 upkeeps, followed by scavenged silence turns 5+ locks him out.
6-0
02 WhammWhamme :: "" Celestial Collonade / Nevermore / Stalking Assassin
I lock out nevermore and assassin but Collonade races. even if it didn't race, it could hold black to block until turn 10 before attacking vigilantly.
0-6
07 Reyemile :: "" Earthcraft / Rishdan Port / Squirrel Nest
Infinite Squirrels turn 2! Chant + infinite silences shuts down the nest before it can ever be cast though. The squirrels have to wait until turn 5 when I'm out of Silences and chants but they're able to come out then because rishdan port locks down my scavenger mana.
0-6
08 TANE :: "" Dawnstrider / Emrakul, the Aeons Torn / Llanowar Mentor
On the play I lock him out. On the draw Mentor gets down , makes 2 elves then makes an elf each turn to chump block/get blocked and the other tokens attack each turn and whittle my life to 0.
3-3
09 benbuzz790 :: "" Army of the Damned / Exploration / Capsize
I lock Army but can't lock Capsize. I can lock out capsize's exploration on the play but by turn 7 capsize keeps scavenger summoned sick forever. Eventually he gets enough lands and returns about 1/6 of my lands to my hand each turn. when he has a 2/1 advantage on lands I can no longer recast scavenger and army of the damned is free. I then lose to the inevitable zombie army.
0-6
11 ajfirecracker :: "" Bubbling Muck / Braids, Cabal Minion / Dark Ritual
On the draw scavenger is locked out and I can't even kick chant.
On the Play I lock him.
3-3 12 Mogg :: "" Orim's Chant / Pestermite / Splinter Twin His chant stops one silence but can't stop the other so I can Silence him each of his turns from 3+. He may be able to get a single pestermite out but scavenger can still race it. his creatures have flash, flying, and a combined 4 power. They race me.
0-6
13 Niv :: "" Vindicate / Mayor of Avabruck / Beacon of Destruction On the play I lock him out. On the Draw a single Mayor gets through, transforms and starts making 3/3 tokens that keep my scavenger at bay and then swing my way.Beacon is an instant. I can't stop it.
0-6
16 Parsley :: "" Mana Vortex / Mishra's Factory / Vindicate
Even on the draw I can get scavenger down before Mana Vortex and lock out vindicate. One Factory attacks and the other is left to block and either will eventually trade with scavenger leaving the other to finish me off.
0-6 17 biddin :: "" Emrakul, the Aeons Torn / Show and Tell / City of Traitors
On the play I lock him out. On the draw I can't stop T1 emrakul and the eldrazi legend pummels me.
3-3
I didn't look at all your matches, but how do you 6-0 vs. 19? Also I think we go 3-3 (see below).
Quote from casual johnny »
04 faradan :: ""
Woodfall Primus / Flash / Keiga, the Tide Star
On the play I can completely lock him. on the draw chant stops primus t2 and there's nothing for keiga to steal. from there silences shut him down.
6-0
I can Flash in response to Silence/Chant, though, which means I can steal Scavenger anytime it's out and win with a Flashed Primus if you don't play it.
The rest of my matches (including both of AtheistGod's decks for now):
04 faradan :: ""
Woodfall Primus / Flash / Keiga, the Tide Star
I can steal the Angel or blow up Garruk if you play either, leaving you with at most one Beast. If you don't play either, I hardcast Primus and attack Garruk, then you.
On my play:
You hold Colonnade so it doesn't get blown up, so nothing until:
Y3: Nevermore naming Flash
I can hold you off a turn by flashing Primus on your upkeep, but you can just kill it later, so I'm pretty sure this is going to end up the same as on your play (below).
On your play:
Y1: Colonnade
Y2: Nevermore naming Flash
Y3: Assassin
Y4: swing (29/30)
Y5: Nevermore naming Woodfall Primus, swing with land + creature (24/30)
Y6: (19/30)
M6: Cast Keiga
Y7:
M7: You tap Keiga before it attacks
Y8: Swing with Colonnade, repeat ftw
03 Draco9 :: ""
Garruk Wildspeaker / Magus of the Vineyard / Eldrazi Conscription
6-0
Y1: Magus / Magus
M1:
Y2: Garruk, Conscript a Magus.
If you annihilate Primus's land, Keiga will steal the Conscripted guy ftw; if you annihilate Keiga, Primus will blow up Conscription and Garruk ftw. So you need a different plan. Try:
Y1: Magus / Magus
M1:
Y2: Garruk, make a beastie
M3: Flash Primus, blowing up Garruk and a land of the Conscription deck.
Now I just swing away with Primus. If you gang-block all your guys die, if you don't block I win the race. If you ever play Conscription I steal the guy before he attacks. I think I've got this.
Dreadnought will clearly race even both of my guys put together, so I need to hold Keiga forever to stop you from playing it. A flashed Primus makes you draw lands every other turn, but you're still gaining 5 life per turn on average and it's only dealing 5 damage.
06 VikingMetal4L :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
3-3
On my play:
M1:
Y1: Bomb, Shelldock
M2: Flash Primus, blow up Shelldock, win on T8
If you don't Shelldock right away, I Flash Primus anyway (blowing up irrelevant lands) and Keiga your Emrakul if you try to get it.
On your play:
Y1: Bomb, Shelldock
M1:
Y2: Emrakoolaid (OH YEAH!), extra turn
Y2.2: Annihilate Keiga ftw
Flash Primus breaks both halves of your combo in response to going off, so to win you need to:
1) Play Earthcraft and Squirrel Nest on the same turn
2) Have an untapped land for the Nest
3) Be able to tap down the Primus deck to less than two mana
Otherwise I'll hold Primus forever and win with Keiga. By my count, that means each of your decks needs 5 lands, including the Port, which you get to on T4. On your play, you tap me down from 3 lands to 1 and go off; on my play I'll always have Flash mana up even after being tapped down.
Edit: Of course, turn 2 combo works just as well on your play (duh). But I still should stop you on your draw.
08 TANE :: ""
Dawnstrider / Emrakul, the Aeons Torn / Llanowar Mentor
0-6
Nice use of Emrakul.
Y1: Mentor
M1:
Y2: Dawnstrider, make a Llanowar Elf [1]
M2: Steal Dawnstrider and blow up both of Mentor's lands
Y3: Make an Elf [2] {3 total mana}
M3: Swing with Primus and Dawnstrider because why not (30/24)
Y4: You draw a land, but it doesn't really matter since you can still discard it. Elf [3] {5}.
You're going to buld up enough elves to stop me from attacking and eventually Emrakul ftw. I could save Keiga for Emrakul, but I can't actually win with Dawnstrider in play and you can eventually overrun me with Elves. I think you've got this.
09 benbuzz790 :: ""
Army of the Damned / Exploration / Capsize
0-6
My draw:
Y1: Exploration / Exploration [2 lands]
M1:
Y2: [4]
M2: Flash Primus, blow up both Explorations
Y3: [5]
M3: Swing (30/25)
Y4: [6], Capsize-buyback Primus
M4:
Y5: [7]
M5:
Y6: [8], OMGZOMBIES
M6: Keiga, lose horribly
Doubt my play will be much different.
10 psly4mne :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
3-3
I have answers to both halves of the combo and you can only Chant one deck.
13 Niv :: ""
Vindicate / Mayor of Avabruck / Beacon of Destruction
0-6
Hmm...I can Flash Keiga a Mayor but then you Vindicate it. Beacon takes out a Flashed Primus and if I wait to hardcast it you aggro me out. Not much I can do I think.
14 AtheistGod :: ""
Ward of Bones / Lake of the Dead / Grave Titan
3-3
My play: Flash Keiga your Titan if you play it, Flash Primus attack if you don't.
M1:
Y1: Factory / Factory
M2:
Y2: Vortex, animate the other Factory, in response I Flash Primus to kill it and the Vortex (if you don't animate I kill the tapped Factory; I don't think it matters)
If you animate the other Factory I'll steal it ftw. You can Vindicate the Primus but I'll eventually hardcast Keiga and race.
17 biddin :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
4-1
On my play, I can Flash Keiga ftw if you ever play Emrakul and win with Primus if you don't. On my draw I put down Keiga when you Show and Tell; it will either block Emrakul or be annihilated if you ever attack, so you can't, but neither can I because you have a FRIGGIN EMRAKUL.
18 AtheistGod :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
4-1
See 17.
19 fnord :: ""
Mana Vortex / Deserted Temple / Mayor of Avabruck
0-6
Nice.
20 Osamu :: ""
Sorin Markov / Lake of the Dead / Sorin's Vengeance
0-6
I didn't look at all your matches, but how do you 6-0 vs. 19? Also I think we go 3-3 (see below).
04 vs. 07, 04 on the play:
04: Island/Island
07: Forest, Port, Earthcraft, pass/Forest, Port. During opponent's upkeep, tap the Island of the head with Primus in hand.
04: Island/Island.
07: Forest/Squirrel Nest on other head's Forest, infinite combo; with only one island untapped from the Primus head, the combo goes of uninterrupted.
Also, looking at 19, you are correct. It's a 2-2 split. Play or draw, his first play has to be Mana Vortex or I'll combo him off (if he's on the play and leads with Mayor, I can tap down two lands from the vortex head on his turn two upkeep). Since play or draw he opens with Mana Vortex, I never get to cast Squirrel Nest, but he never gets enough mana to cast Mayor through my ports.
This is the results for round 2.34 and the start for round 2.35.
Round 2.34 Next Round : 2.35 Resources
No longer staff here.
Looking for ideas
No longer staff here.
Overflowing Grave:
In addition to their decks, players will name a card.
At the beginning of each player's upkeep, that player puts the named card from outside the game into his or her graveyard.
A player may not submit a deck that can force a card in any player's graveyard to change zones before the end of an opponent's second turn.
Example cards that are banned via the above rules: Reanimate, Lava Dart, Nantuko Tracer
Stalemate
Players are awarded 3 points for each drawn game and 1 point for each win, instead of the reverse. Note that decks must still follow normal legality rules and that each player must still attempt to win, draw, and extend the game, in that order.
All suggested are good, but I've always wanted to try something like this.
I suggest removing the split rule for this round as well so a 3-3 is worth 3.
It breaks down:
0-6 : 0 points
1-4 : 3 points
2-2 : 6 points
3-3 : 3 points
4-1 : 4 points
6-0 : 2 points
This basically says:
Do your best to win or draw on your play, preferably draw.
It's not horrible to lose on your draw, but drawing your draw is much better.
Losing all is still really bad, so don't try backbuild.
The other way to do it (3-3 is 1):
0-6 : 0 points
1-4 : 3 points
2-2 : 6 points
3-3 : 1 points
4-1 : 4 points
6-0 : 2 points
This just says:
Winning at all is bad, but still better then losing the hand.
Hmm.. this one is cleaner, but the other might be more interesting.
It lets people shoot for the 4-1 and the 3-3, rather then all in 2-2 focused.
That way people can try to disrupt their opponent's 2-2s and go for the win.
Otherwise, we could end up with 15 entries that tie every game.
Edit:
I think I definitely like the 3-3 as 3 better.
It adds one small niche in there where the opponent can shoot for the 4-1, without fear of the 3-3.
This lets people actually metagame, so their opponents get the bad end of a 4-1 (4 points v 3 points).
The winner will actually be the one who can cause the most 4-1s, rather then a group of people that can get 2-2s across the board.
I like the idea, it'll definitely make us think creatively, and look at cards in a new light.
Thoughts?
___
edit: other thoughts.
I finally fixed statistics after the last rebuild, and looking at it, it's not very pretty, so I'm going to revamp it.
Anyone have ideas on other things you want to see in that area?
I've purposely neglected listing the player(s) with the most 0-6 losses so as not to call them out, btw >_<
For reference, it currently is (from last round):
There were 18 players with 153 matches and 306 total games.
30 hands ended in a draw. 12 matches had at least one draw.
That's 10% of all games, averaging 1.7 games per player.
The following player(s) had the most drawn games, with 12 total draws: Reyemile
38 matches were a 3-3 split.
That's 25% of all matches, averaging 4.2 matches per player.
The following player(s) had the most split matches, with 7 total splits: faradan : Parsley
100 matches were a 6-0 sweep.
That's 65% of all matches, averaging 5.6 matches per player.
This means players also had an average of 5.6 0-6 losses.
The following player(s) had the most 6-0 match sweeps, at 13 total sweeps: AtheistGod
There were 30 unique cards submitted, out of 36 total.
5 card(s) were repeated:
No longer staff here.
Current:
0-6 : 0 points
1-4 : 1 point
2-2 : 2 points
3-3 : 2 points
4-1 : 4 points
6-0 : 6 points
Total: 0 + 1 + 2*2 + 2*2 + 4 + 6 = 19
Each option maintains this balance
First Option:
0-6 : 1 point
1-4 : 0 points
2-2 : 2 points
3-3 : 2 points
4-1 : 6 points
6-0 : 4 points
Second Option:
0-6 : 1 point
1-4 : 0 points
2-2 : 3 points
3-3 : 1 points
4-1 : 6 points
6-0 : 4 points
Third Option:
0-6 : 1 point
1-4 : 0 points
2-2 : 3 points
3-3 : 2 points
4-1 : 6 points
6-0 : 2 points
I believe these are all viable payout schemes with the goal of making people want 4-1 records, while keeping the average payout about the same. Making 2-2 give out large payouts has the dual problem of collapsing on itself, everyone just wants to cooperate, and weighting the round higher than other rounds. I like the 2nd option the best, it provides a nice tension where going 3-3 is really bad and players would prefer their 4-1 goal to fall either into 6-0 or 2-2 (as I messed around with numbers I kept ending up with Option 2, even coming from different lines of attack it just felt like the best alternate payout scheme).They would rather get the same record play or draw then go win/lose. Note that Option 2 and 3 both maintain full 6 points if either game is a draw, this by itself should push towards draws, where matches without a draw score lower for the combined players.
I like Feyd's point schemes better than AtheistGod's, mostly because a) "try to go 4-1" seems like a really random goal and b) more importantly, how the heck do you design a deck to go 4-1? I'm pretty much drawing a blank.
I haven't payed much attention to PotM in the time I've been playing, but couldn't this be fixed by rewording the PotM algorithm (either permanently or only for the week)? Something like:
Anyway, like I said, I'm not even convinced this would be a good format, so everyone feel free to post more suggestions for this week.
Marvel's Urza's Avengers
Each creature has "{0}: This creature gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn."
Control the Beginnings
Decks may have the ability to counter an opponent’s cast spell before the end of that opponent’s second turn. Spells cast after their controller’s second turn can’t be countered by spells or abilities.
And my current favorite:
Redundancy Department of Redundancy
Each card in your deck must have the same mana cost. (Mana cost includes color.)
Strip Mine and Memnite don't share a mana cost. Strip Mine and Ancestral Vision do share a mana cost.
-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
That's a good idea... but it brings up the same issue as backbuild; you effectively need a "test deck" (otherwise, it's unclear how things like Quenchable fire and Nyxathid work). It might not be too big of a problem now though... If one good thing came out of LabCB, I think it was the backbuild test deck rule: you must beat the test deck if any of its cards are replaced by basic lands or removed. We might need to add a "by turn X."
Helix Pinnacle + Sol ring by turn 10?
-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
decklists posted.
next round will be due a week and half from now.
so lets come up with something really interestingly to do that'd take a bit to think on.
No longer staff here.
Ultimate Degeneracy
1. There is no Land Rule.
2. The restrictions on winning/countering/discarding early are removed.
3. No cards are banned. And Shahrazad is legal.
4. Players may cast spells and activate abilities without paying their mana costs (as usual when doing so, X=0).
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
This format would be so crazy... But there is a metagame, there might be some deck that dodges everything, although I doubt it. I'm assuming rule 3 still leaves the rest of the vintage banlist in place. Several un-cards don't really work.
It does, though we could probably allow ante cards as well.
It would be interesting to allow un-cards, either with this or just by itself (normal week, except un-cards are legal and 1 card must be an un-card).
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
I think I win?
Can't concentrate on 07 vs. 15; I clearly win on the play, but I don't know if I win on the draw.
You win play or draw but you rely heavily on port to tap me down and delay me from getting scavenger out. if port was any other land Id win play or draw.
My grid as much as I'm certain:
15 | 6 0 6 0 3 ? 0 3 0 ? 3 0 0 6 X 0 3 3 3 6 | 36+?? |
01 Feyd_Ruin :: ""
Garruk Wildspeaker / Exploration / Admonition Angel
Both threats come out turn turn 2 main phase . A chant on wildspeaker turn 2, silence from each deck turns and 3 and 4 upkeeps, followed by scavenged silence turns 5+ locks him out.
6-0
02 WhammWhamme :: ""
Celestial Collonade / Nevermore / Stalking Assassin
I lock out nevermore and assassin but Collonade races. even if it didn't race, it could hold black to block until turn 10 before attacking vigilantly.
0-6
03 Draco9 :: ""
Garruk Wildspeaker / Magus of the Vineyard / Eldrazi Conscription
I lock the planeswalker and the aura and my 3/3 races the pair of 1/1s
6-0
04 faradan :: ""
Woodfall Primus / Flash / Keiga, the Tide Star
I lose to a flashed Primus in response to silence, play or draw.
0-6
05 BronYAur :: ""
Stifle / Elixir of Immortality / Phyrexian Dreadnought
On the play I can chant stifle t1 and silence from there. On the draw I can't stop the turn 1 dreadnought.
3-3
06 VikingMetal4L :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
On the play I can lock down mind bomb. On the draw......I don't know if Silence can stop Hideaway
3-?
07 Reyemile :: ""
Earthcraft / Rishdan Port / Squirrel Nest
Infinite Squirrels turn 2!
Chant + infinite silences shuts down the nest before it can ever be cast though.The squirrels have to wait until turn 5 when I'm out of Silences and chants but they're able to come out then because rishdan port locks down my scavenger mana.0-6
08 TANE :: ""
Dawnstrider / Emrakul, the Aeons Torn / Llanowar Mentor
On the play I lock him out. On the draw Mentor gets down , makes 2 elves then makes an elf each turn to chump block/get blocked and the other tokens attack each turn and whittle my life to 0.
3-3
09 benbuzz790 :: ""
Army of the Damned / Exploration / Capsize
I lock Army but can't lock Capsize. I can lock out capsize's exploration on the play but by turn 7 capsize keeps scavenger summoned sick forever. Eventually he gets enough lands and returns about 1/6 of my lands to my hand each turn. when he has a 2/1 advantage on lands I can no longer recast scavenger and army of the damned is free. I then lose to the inevitable zombie army.
0-6
10 psly4mne :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
this is same deck as #6
3-?
11 ajfirecracker :: ""
Bubbling Muck / Braids, Cabal Minion / Dark Ritual
On the draw scavenger is locked out and I can't even kick chant.
On the Play I lock him.
3-3
12 Mogg :: ""
Orim's Chant / Pestermite / Splinter Twin
His chant stops one silence but can't stop the other so I can Silence him each of his turns from 3+. He may be able to get a single pestermite out but scavenger can still race it.his creatures have flash, flying, and a combined 4 power. They race me.0-6
13 Niv :: ""
Vindicate / Mayor of Avabruck / Beacon of Destruction
On the play I lock him out. On the Draw a single Mayor gets through, transforms and starts making 3/3 tokens that keep my scavenger at bay and then swing my way.Beacon is an instant. I can't stop it.0-6
14 AtheistGod :: ""
Ward of Bones / Lake of the Dead / Grave Titan
On the Play I lock him out completely. On the Draw Ward of Bones comes down T4, too late to stop my T3 scavenger and Grave Titan titan stays locked.
6-0
15 casual johnny :: ""
Anurid Scavenger / Silence / Orim's Chant
That's me!
x-x
16 Parsley :: ""
Mana Vortex / Mishra's Factory / Vindicate
Even on the draw I can get scavenger down before Mana Vortex and lock out vindicate. One Factory attacks and the other is left to block and either will eventually trade with scavenger leaving the other to finish me off.
0-6
17 biddin :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
On the play I lock him out. On the draw I can't stop T1 emrakul and the eldrazi legend pummels me.
3-3
18 AtheistGod :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
see above
3-3
19 fnord :: ""
Mana Vortex / Deserted Temple / Mayor of Avabruck
On the draw I lose to T1 mana vortex and eventual mayor or simply T1 Mayor. On the play I cast scavenger T3 before his T3 mana vortex and lock out mayor.
3-3
20 Osamu :: ""
Sorin Markov / Lake of the Dead / Sorin's Vengeance
I lock him out play or draw.
6-0
"4. Players may cast spells and activate abilities without paying their mana costs (as usual when doing so, X=0)."
^that's one way to avoid land destruction =P
thanks Faradan, somehow I forgot to account for FLASH being an instant..... :S
I didn't look at all your matches, but how do you 6-0 vs. 19? Also I think we go 3-3 (see below).
I can Flash in response to Silence/Chant, though, which means I can steal Scavenger anytime it's out and win with a Flashed Primus if you don't play it.
The rest of my matches (including both of AtheistGod's decks for now):
04 faradan :: ""
Woodfall Primus / Flash / Keiga, the Tide Star
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
04 | 6 0 6 X 2 3 3 0 0 3 0 6 0 3 6 3 4 4 0 0
01 Feyd_Ruin :: ""
Garruk Wildspeaker / Exploration / Admonition Angel
6-0
I can steal the Angel or blow up Garruk if you play either, leaving you with at most one Beast. If you don't play either, I hardcast Primus and attack Garruk, then you.
02 WhammWhamme :: ""
Celestial Collonade / Nevermore / Stalking Assassin
0-6
On my play:
You hold Colonnade so it doesn't get blown up, so nothing until:
Y3: Nevermore naming Flash
I can hold you off a turn by flashing Primus on your upkeep, but you can just kill it later, so I'm pretty sure this is going to end up the same as on your play (below).
On your play:
Y1: Colonnade
Y2: Nevermore naming Flash
Y3: Assassin
Y4: swing (29/30)
Y5: Nevermore naming Woodfall Primus, swing with land + creature (24/30)
Y6: (19/30)
M6: Cast Keiga
Y7:
M7: You tap Keiga before it attacks
Y8: Swing with Colonnade, repeat ftw
03 Draco9 :: ""
Garruk Wildspeaker / Magus of the Vineyard / Eldrazi Conscription
6-0
Y1: Magus / Magus
M1:
Y2: Garruk, Conscript a Magus.
If you annihilate Primus's land, Keiga will steal the Conscripted guy ftw; if you annihilate Keiga, Primus will blow up Conscription and Garruk ftw. So you need a different plan. Try:
Y1: Magus / Magus
M1:
Y2: Garruk, make a beastie
M3: Flash Primus, blowing up Garruk and a land of the Conscription deck.
Now I just swing away with Primus. If you gang-block all your guys die, if you don't block I win the race. If you ever play Conscription I steal the guy before he attacks. I think I've got this.
05 BronYAur :: ""
Stifle / Elixir of Immortality / Phyrexian Dreadnought
2-2
Dreadnought will clearly race even both of my guys put together, so I need to hold Keiga forever to stop you from playing it. A flashed Primus makes you draw lands every other turn, but you're still gaining 5 life per turn on average and it's only dealing 5 damage.
06 VikingMetal4L :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
3-3
On my play:
M1:
Y1: Bomb, Shelldock
M2: Flash Primus, blow up Shelldock, win on T8
If you don't Shelldock right away, I Flash Primus anyway (blowing up irrelevant lands) and Keiga your Emrakul if you try to get it.
On your play:
Y1: Bomb, Shelldock
M1:
Y2: Emrakoolaid (OH YEAH!), extra turn
Y2.2: Annihilate Keiga ftw
07 Reyemile :: ""
Earthcraft / Rishdan Port / Squirrel Nest
3-3
Flash Primus breaks both halves of your combo in response to going off, so to win you need to:
1) Play Earthcraft and Squirrel Nest on the same turn
2) Have an untapped land for the Nest
3) Be able to tap down the Primus deck to less than two mana
Otherwise I'll hold Primus forever and win with Keiga. By my count, that means each of your decks needs 5 lands, including the Port, which you get to on T4. On your play, you tap me down from 3 lands to 1 and go off; on my play I'll always have Flash mana up even after being tapped down.
Edit: Of course, turn 2 combo works just as well on your play (duh). But I still should stop you on your draw.
08 TANE :: ""
Dawnstrider / Emrakul, the Aeons Torn / Llanowar Mentor
0-6
Nice use of Emrakul.
Y1: Mentor
M1:
Y2: Dawnstrider, make a Llanowar Elf [1]
M2: Steal Dawnstrider and blow up both of Mentor's lands
Y3: Make an Elf [2] {3 total mana}
M3: Swing with Primus and Dawnstrider because why not (30/24)
Y4: You draw a land, but it doesn't really matter since you can still discard it. Elf [3] {5}.
You're going to buld up enough elves to stop me from attacking and eventually Emrakul ftw. I could save Keiga for Emrakul, but I can't actually win with Dawnstrider in play and you can eventually overrun me with Elves. I think you've got this.
09 benbuzz790 :: ""
Army of the Damned / Exploration / Capsize
0-6
My draw:
Y1: Exploration / Exploration [2 lands]
M1:
Y2: [4]
M2: Flash Primus, blow up both Explorations
Y3: [5]
M3: Swing (30/25)
Y4: [6], Capsize-buyback Primus
M4:
Y5: [7]
M5:
Y6: [8], OMGZOMBIES
M6: Keiga, lose horribly
Doubt my play will be much different.
10 psly4mne :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
3-3
See 06.
11 ajfirecracker :: ""
Bubbling Muck / Braids, Cabal Minion / Dark Ritual
0-6
T1 LD is tough to beat.
12 Mogg :: ""
Orim's Chant / Pestermite / Splinter Twin
6-0
I have answers to both halves of the combo and you can only Chant one deck.
13 Niv :: ""
Vindicate / Mayor of Avabruck / Beacon of Destruction
0-6
Hmm...I can Flash Keiga a Mayor but then you Vindicate it. Beacon takes out a Flashed Primus and if I wait to hardcast it you aggro me out. Not much I can do I think.
14 AtheistGod :: ""
Ward of Bones / Lake of the Dead / Grave Titan
3-3
My play: Flash Keiga your Titan if you play it, Flash Primus attack if you don't.
Your play: lock me to one land
15 casual johnny :: ""
Anurid Scavenger / Silence / Orim's Chant
6-0
Flash Primus in response to your shenanigans is my attacker; Flash Keiga stops your recursion.
16 Parsley :: ""
Mana Vortex / Mishra's Factory / Vindicate
3-3
M1:
Y1: Factory / Factory
M2:
Y2: Vortex, animate the other Factory, in response I Flash Primus to kill it and the Vortex (if you don't animate I kill the tapped Factory; I don't think it matters)
If you animate the other Factory I'll steal it ftw. You can Vindicate the Primus but I'll eventually hardcast Keiga and race.
Y1: Factory / Factory
M1:
Y2: Vortex, swing 2 (28/30)
M2: Sac to 0 lands ftl
17 biddin :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
4-1
On my play, I can Flash Keiga ftw if you ever play Emrakul and win with Primus if you don't. On my draw I put down Keiga when you Show and Tell; it will either block Emrakul or be annihilated if you ever attack, so you can't, but neither can I because you have a FRIGGIN EMRAKUL.
18 AtheistGod :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
4-1
See 17.
19 fnord :: ""
Mana Vortex / Deserted Temple / Mayor of Avabruck
0-6
Nice.
20 Osamu :: ""
Sorin Markov / Lake of the Dead / Sorin's Vengeance
0-6
I got nothin'.
Orim's Chant should be the duplicated card rather than Pestermite.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
04 vs. 07, 04 on the play:
04: Island/Island
07: Forest, Port, Earthcraft, pass/Forest, Port. During opponent's upkeep, tap the Island of the head with Primus in hand.
04: Island/Island.
07: Forest/Squirrel Nest on other head's Forest, infinite combo; with only one island untapped from the Primus head, the combo goes of uninterrupted.
Also, looking at 19, you are correct. It's a 2-2 split. Play or draw, his first play has to be Mana Vortex or I'll combo him off (if he's on the play and leads with Mayor, I can tap down two lands from the vortex head on his turn two upkeep). Since play or draw he opens with Mana Vortex, I never get to cast Squirrel Nest, but he never gets enough mana to cast Mayor through my ports.
07 | 6 6 6 6 6 3 X 6 6 3 3 6 6 6 6 6 3 3 2 6 | 95 | 505
01 Feyd_Ruin :: ""
Garruk Wildspeaker / Exploration / Admonition Angel
0-6
02 WhammWhamme :: ""
Celestial Collonade / Nevermore / Stalking Assassin
6-0
03 Draco9 :: ""
Garruk Wildspeaker / Magus of the Vineyard / Eldrazi Conscription
6-0
04 faradan :: ""
Woodfall Primus / Flash / Keiga, the Tide Star
6-0
05 BronYAur :: ""
Stifle / Elixir of Immortality / Phyrexian Dreadnought
0-6
06 VikingMetal4L :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
0-6
07 Reyemile :: ""
Earthcraft / Rishdan Port / Squirrel Nest
6-0
08 TANE :: ""
Dawnstrider / Emrakul, the Aeons Torn / Llanowar Mentor
0-6
09 benbuzz790 :: ""
Army of the Damned / Exploration / Capsize
0-6
10 psly4mne :: ""
Mind Bomb / Emrakul, the Aeons Torn / Shelldock Isle
0-6
11 ajfirecracker :: ""
Bubbling Muck / Braids, Cabal Minion / Dark Ritual
X-X
12 Mogg :: ""
Orim's Chant / Pestermite / Splinter Twin
As written, 6-0
Switching Pestermite and Chant, 3-3
13 Niv :: ""
Vindicate / Mayor of Avabruck / Beacon of Destruction
6-0
14 AtheistGod :: ""
Ward of Bones / Lake of the Dead / Grave Titan
6-0
15 casual johnny :: ""
Anurid Scavenger / Silence / Orim's Chant
3-3
16 Parsley :: ""
Mana Vortex / Mishra's Factory / Vindicate
2-2
17 biddin :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
0-6
18 AtheistGod :: ""
Emrakul, the Aeons Torn / Show and Tell / City of Traitors
0-6
19 fnord :: ""
Mana Vortex / Deserted Temple / Mayor of Avabruck
0-6
20 Osamu :: ""
Sorin Markov / Lake of the Dead / Sorin's Vengeance
6-0
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/