This thread contains the results for week 1 of All Blind Tournament #6 and is the start of week 2 of ABT#6.
Week 1 of ABT#6
This round was 4CBLR.
This was a generally normal round; it was at least a basic format that you would expect an entire XCB to be based upon. 4 Cards, with the basic life rule.
02 Draco9 :: "Scavenger Within" Anurid Scavenger / Beast Within / Black Lotus / Darksteel Citadel I knew Anurid would love to show up again. Beast with the Citadel was a nice combo. Good way to bounce back. I wonder if City+Mox would have scored better. Not being able to Beast before dropping Anurid was a harsh set back that came up quite a bit.
03 Reyemile :: "ThanksMogg!.dec" Black Lotus / Chain of Vapor / Erayo, Soratami Ascendent / Memnite I loved the Chain of Vapor here. It was a very nice way to handle things. This deck wants an extra trick in it for a better threat or a slightly better lock. It did well, but I feel it could be pushed a little further.
04 Flez :: "Spikeshotter" Black Lotus / Braid of Fire / Pithing Needle / Spikeshot Elder The problem was the severe lack of speed. You went all in on a kill that was fragile and took several turns, which is a slowroll in XCB. Additionally, you couldn't drop Braid, Needle, and Elder all at the same time. This also cost you points.
05 aurorasparrow :: "Thrun LD" Black Lotus / Raze / Taiga / Thrun the Last Troll Raze has always peaked my interest, but it seemed slightly lackluster. Had this been a nonlotus round, as was our last 4CB, I think it would have done better. It did have some good uses in it though, and Thrun is always a power house.
06 Rush_Clasic :: "The Descent" Glacial Chasm / Gibbering Descent / Kabira Crossroads / Lion's Eye Diamond Gibbering Descent has been on my short list for some time, awaiting a good oppurtunity for its abuse. The Glacial Chasm was a nice combo, and this was overall a well thoughtout and concise deck. I may steal it sometime.
07 WhammWhamme :: "Chroneedle" Chronomaton / Pithing Needle / Pithing Needle / Sheltered Valley The double needle was provoking. I'm not sure of its merits as a more than one-of, but it seems you really wanted to hate on Elixir this round. I would have gone with Phyrexian Revoker off a city instead. Then you get lotus-based decks on the play, can hate on everything, dual kill, etc. The lack of Valley life gain would have been a setback, but it feels like it has more potential.
08 tomsloger :: "Crack Kills" Crack the Earth / Crack the Earth / Gods' Eye, Gate to the Reikai / Mox Ruby This deck cracks me up, pun only semi-intended. It's biggest problem is that it can only win after you crack, so your opponent can hold if he can survive the single crack. This leads to a lot of ties and potential losses.
10 Clairval :: "Sliver Needle" Necrotic Sliver / Orzhov Basilica / Pithing Needle / Volrath's Stronghold Recurring Sliver is always good, and the needle fell into the fold nicely. It was a decent call this round, but fell short to the metagame despite it's power.
11 Mogg :: "Chrono Beast" Beast Within / Black Lotus / Chronomaton / Sheltered Valley So Chronomaton over Anurid. I didn't expect this, even if it's right up your alley. Beast without recursion, also very thought provoking. I know better then to question your choices, but I've been scratching my head for a while. This feels like a new design that makes you stop and say.. "Hey wait.. that actually works!"
12 casual johnny :: "Beast Elixir" Beast Within / City of Traitors / Elixir of Immortality / Mox Emerald The original Beast-Cycle deck. Using Elixir during a life rule round is always a good call. Being able to beast right off the bat has some strong merits over the Lotus-Anurid, but the Needles made you basically all-in a 3/3.
13 fnord :: "Life.dec" Black Lotus / Daru Spiritualist / Diamond Valley / Nomads en-Kor The concept is tempting. Go to a million life and outride any race. The problem was that you ended up with a 1/1, and the game goes as long as it needs. This makes it very fragile. Undeniably, you can win any race if they swing away, and then win the tie when they don't, which is a very novel concept. In practice, two threats, any disruption or removal, etc, did you end.
14 zombie33 :: "Brown Control" City of Traitors / Elixir of Immortality / Hex Parasite / Ratchet Bomb I like the dynamics here. Hex Parasite was the only call that I'd question. Revoker would have probably done better. I consider Revoker and Parasite in the same genre, and Revoker generally shuts things down better.
15 benbuzz790 :: "MUD" Mishra's Workshop / Mishra's Workshop / Phyrexian Metamorph / Wurmcoil Engine Wurmcoil is a nice threat, but Metamorph was a great last minute switch that helped considerably. You would have done better if you could have thrown Wurmcoil out first turn. While Lotus seems odd for use on a Wurmcoil, you could have saved some Beast Within matches and laid down the beats better. Only a couple of matches would have gone the other way because of the lotus.
There were 15 players with 105 matches and 210 total games.
14 hands ended in a draw. 6 matches had at least one draw.
That's 7% of all games, averaging 0.9 games per player.
The following player(s) had the most drawn games, with 4 total draws: aurorasparrow : WhammWhamme : tomsloger
22 matches were a 3-3 split.
That's 21% of all matches, averaging 1.5 matches per player.
The following player(s) had the most split matches, with 4 total splits: Rush_Clasic
87 matches were a 6-0 sweep.
That's 83% of all matches, averaging 5.8 matches per player.
The following player(s) had the most 6-0 match sweeps, at 10 total sweeps: Feyd_Ruin : Mogg
There were 41 unique cards submitted, out of 60 total.
9 card(s) were repeated:
Next Round will be '4CB Double Slaver'.
Entries are due Monday Night at Midnight.
4CB Double Slaver
Description:
The life rule had an usual effect. Most matches proceeded like nothing was up, and most decks didn't change their design. It was there when someone needed it, but was usually out of sight and out of mind. I want to try something along the same lines, but with a more tempting allure to use it. I've always been fascinated by the 1984 special, but it seems too stifling on design - so we're going to offshoot from that. During each player's turn, that player controls his or her opponent, as if under a Mindslaver. So, when its your turn, you control yourself and your opponent, and during his turn he controls himself and you.
Deck size:
20
4 cards.
Land Rule:
20
NONE.
Special Rules:
20
Each player begins the game with an emblem that reads:
40
"During each of your turns, you control your opponent."
Special Rules FAQ:
20
All rules have been fleshed out already via Mindslaver.
Blind Magic is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.
What is the All Blind Tournament?
The All Blind Tournament is a four week quadrathlon XCB tournament, which spans all card blind formats and embraces a progressive anti-metagame. For each week of the four week tournament, a new XCB format is announced for players to enter. Players compete for points (similiar to the PotM points for previous XCB games) each round. At the end of the four week tournament, the player who has accumulated the most points over the four weeks wins the tournament, and receives a real-world prize.
Basic Rules of All Blind Tournament
Below lies the rules of ABT written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explination.
Overview
The All Blind Tournament (ABT) is a Magic tournament that consists of four rounds of X Card Blind (XCB), run entirely within this forum. To compete, entrants submit decks containing X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Deck Construction Rules
1. A deck must contain exactly X cards.
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the ABT Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
Deck Submission Rules
6. An entrant submits his or her deck to the ABT moderator by private message (pm).
Playing the Decks
7. Entrants don't actually play their decks, because game results can be determined theoretically.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Points
13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
Extra Rules
15. Some optional rules may be used; see Optional Rules.
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Optional Rules
Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Expanded Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
Alternative Land Rule
If a player would draw a card from an empty library, that player puts a basic land card of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
Sanctioned Magic Format
A deck may contain only cards contained in sets legal in the specified format.
Counter Rule
Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
Life Rule
If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
Special Format
Other rules are specified.
XCB Comprehensive Rules
Below lies the comprehensive rules system for all XCBs, including ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1a. X is a number.
1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.4a. A player's opening hand contains the cards in his or her deck.
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.5. Players' libraries begin the game empty.
1.5a. A player doesn't lose the game as a result of being unable to draw a card.
1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
1.7. Some versions of XCB use a land rule.
1.7a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land.
1.7b. This is the expanded land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
1.7c. This is the alternative land rule (ALR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.9. Some versions of XCB use the counter rule.
1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
1.10. Some versions of XCB use a life rule.
1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11. Each player plays one match against each other player.
1.11a. Each match has two games.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. If a game would continue indefinitely, then the game is a draw.
Tournament Rules
2.1. Entrants compete in a competition.
2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.
2.2. An entrant submits his or her deck to the ABT moderator.
2.2a. An entrant submits his or her deck by private message (pm).
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
2.3. Decks are subject to some restrictions.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4. Points determine round standings.
2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3. Prize Rules
3.1. A prize shall be given to the tournament winner.
3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2. As a prized tournament, special scoring rules and practices are in place.
3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
This tournament, Feyd_Ruin has graciously donated the prize up for grabs.
Players will be playing for a *FOIL* Abrupt Decay.
Additionally, there is a Mogg Challenge this round, for a potential *FOIL* Akroma, Angel of Wrath.
Read about the Mogg Challenge Here.
(Note the Akroma is part of the Mogg Challenge)
Player Standings
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.
This tourney, we are playing for a Foil Abrupt Decay.
I know I still need to finish the player standings for last tournament for the winner.
I'll be on it tonight or tomorrow. Apologies for the delay, busy busy busy. :/
Mogg has thus far won 4 out of the 5 All Blind Tournaments. I also think it's fair to state that when he lost tournament 4, his week 1 entry was proven illegal and ultimately gimped, and was still leading the tournament until the last week. On the last week, he misjudged the metagame, and was overtaken. Had he had his normal finish in either of those weeks, he would have probably taken 5 out of 5.
So the challenge is simple. If someone can overtake Mogg this tournament, and be both the Prize winner and the Tournament winner, they will receive an additional prize of a FOIL Akroma, Angel of Wrath. You MUST win the entire tournament for this additional prize, but it now has the potential for a combined value of over $40.
Mogg - your challenge is to make this as hard as you possibly can, and continue your streak when you know everyone is gunning to beat you.
Mogg's namesake is a misnomer. Mogg is clearly a Kyren goblin.
Edit: For those who don't know, Kyren goblins are highly respected and intelligent beings in Mercadia, different from most goblin species in other planes/areas.
Oh, I already submitted. I just assumed for some reason that players recorded their own scores, but I only assumed as much because that's the way I've always played it elsewhere. I don't actually remember what the process is here, so I suppose I should go read up some more.
EDIT: Figure I should mention that I'm currently running the WOTC boards version of this. I'm here because it's a fun game and I'm interested in how y'all handle things.
I will be posting decklists when I get home from work today.
A couple of people were trying to drum up interest, so as the Week 1 entry, I wanted a little extra time to allow ample opportunity for those two. We did get a couple of new players in, but we're also missing a couple of our regulars.
When I'm on the play, I play out turn 1 Erayo/Memnite. 09 can play Chalice and get a spell down on turn 1. Tongs loses the race to Memnite since I swing first, so he drops Bridge. However, he still has Tongs in hand. I get one swing in with Memnite before 09 goes to zero cards, and the life rule means I win 20-19.
6v1 - Empty the Warrens creates 12 dudes, but Glacial Chasm locks things up just in time. (6-0)
6v2 - Beast Within undoes all my hard work, killing Descent. His Anurid recycles me to death. (0-6)
6v3 - I'm too slow for Erayo. Going first, I can sacrifice Crossroads to Chain and bounce it, but then I have no plays and Memnite eats me alive. (0-6)
6v4 - Nothing there gets through Chasm. (6-0)
6v5 - Raze gets me on the play, but he can't cast Thrun first on the draw, or find his Raze eaten by Descent. Crossroads gives me the greater-life-total-rule win when I play first. (3-3)
6v7 - On the draw, Valley gains him a life and Chronomaton gets one swing in, keeping us perpetually at 21 to 21. On the play, I get Chasm and Descent out in time. Crossroads puts me at 22 to 20, and I win by the life-rule. (4-1)
6v8 - Two cracks is too much. (0-6)
6v9 - On the draw, we tie. Two Chalice activations match my Crossroads. Chalice and Descent cancel each other that from then on. On the play, I'm continually 1 life ahead of the opponent. (4-1)
6v10 - On the play, I make him discard two cards. On the draw, I only nab 1. (3-3)
6v11 - Chronomaton gets bigger than the Beast token I get. (0-6)
6v12 - Once again showing that I'm used to 3CM, I get Beast moded. (0-6)
6v13 - "Infinite" life doesn't stop "infinite" Descent. (6-0)
6v14 - As long as Bomb and Elixir make it onto the battlefield, I get nugged eventually. And they always do make it. (0-6)
6v9 - On the draw, we tie. Two Chalice activations match my Crossroads. Chalice and Descent cancel each other that from then on. On the play, I'm continually 1 life ahead of the opponent. (4-1)
Doesn't the Gibbering Descent deck force an opponent to discard on the play?
It can't play Descent until it's second turn. Opponents discard on their second turn upkeep, which is LIKE discarding on the first turn, but technically not the same thing.
5. Black Lotus / Raze / Taiga / Thrun the Last Troll
vs.
11. Beast Within / Black Lotus / Chronomaton / Sheltered Valley
3-3 -> 0-6: aurorasparrow leads with Thrun. I cast Chronomaton, then destroy Taiga during aurorasparrow's upkeep. When Chrono gets to 4/4, I can block Beast. When it gets to 5/5, I can block Troll.
A: Thrun
M: Chrono
A: [Beast]
M: 17, 2/2
M: 11, 3/3
M: 5; at this point, Chrono can block the token and survive, and I'll drop to 1. Chrono holds off Thrun until I win.
9. Chalice of the Void / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
vs.
11. Beast Within / Black Lotus / Chronomaton / Sheltered Valley
3-3 -> 1-4: Grolleter leads with Chalice and Tongs. Valley will always gain back my life the turn after Tongs shoots me, such that Grolleter doesn't maintain a higher life total.
Requiring a Black Lotus to sit a turn to win is illegal.
20
Your op can always make you sac it, so you can't win
You may want to add a rule to the effect that "a deck doesn't violate the discard rule if a card in an opponent's hand would be forced to change zones before that opponent's second turn only if that opponent were controlled by another player for at least one turn as a result of format rules and if a card were played from that opponent's hand for its mana cost or changed zones as a result of an effect that opponent owns."
Otherwise, Spirit Guides and free instants render every deck illegal.
vs. aurorasparrow (5):
0-6. Damn Raze, usually you're a bad Crack.
vs Grolleter (9)
4-1. On the play, Chronomaton nibbles in for a cheeky 1 FTW (game win 19-20/21)
vs Clairval (10)
6-0. First turn Chronomaton nibbles in for some damage and Sheltered Valley gains some free life, while Pithing Needle shuts down Necrotic Sliver removal, and the lfie rule wins it for me.
vs casualjohnny (12)
4-1. On the play, Needle names Elixir twice before he can EOT Beast his turn reshuffle. On the draw, if he ever casts Beast or Elixir, Needle lock FTW, so we both just sit there forever.
vs fnord (13)
6-0. Given infinite time, infinite/infinite Chronomaton beats infinite life.
vs zombie 33 (14)
6-0. Pithing Needle naming Ratchet Bomb, Pithing Needle naming Elixir of Immortality, Chronomaton blocks and trades with Hex Parasite, Sheltered Valley FTW.
FYI, this name was for my first submission, a completely DIFFERENT deck (Which was stolen wholesale from Mogg). I didn't give my final deck this round a name, but it's 100% my own build.
This thread contains the results for week 1 of All Blind Tournament #6 and is the start of week 2 of ABT#6.
Week 1 of ABT#6 Next Round : Week 2 of ABT#6 Information
No longer staff here.
This tourney, we are playing for a Foil Abrupt Decay.
I know I still need to finish the player standings for last tournament for the winner.
I'll be on it tonight or tomorrow. Apologies for the delay, busy busy busy. :/
No longer staff here.
Mogg has thus far won 4 out of the 5 All Blind Tournaments. I also think it's fair to state that when he lost tournament 4, his week 1 entry was proven illegal and ultimately gimped, and was still leading the tournament until the last week. On the last week, he misjudged the metagame, and was overtaken. Had he had his normal finish in either of those weeks, he would have probably taken 5 out of 5.
So the challenge is simple. If someone can overtake Mogg this tournament, and be both the Prize winner and the Tournament winner, they will receive an additional prize of a FOIL Akroma, Angel of Wrath. You MUST win the entire tournament for this additional prize, but it now has the potential for a combined value of over $40.
Mogg - your challenge is to make this as hard as you possibly can, and continue your streak when you know everyone is gunning to beat you.
No longer staff here.
Edit: For those who don't know, Kyren goblins are highly respected and intelligent beings in Mercadia, different from most goblin species in other planes/areas.
Results haven't been posted yet so you're PROBABLY still good.
EDIT: Figure I should mention that I'm currently running the WOTC boards version of this. I'm here because it's a fun game and I'm interested in how y'all handle things.
A couple of people were trying to drum up interest, so as the Week 1 entry, I wanted a little extra time to allow ample opportunity for those two. We did get a couple of new players in, but we're also missing a couple of our regulars.
No longer staff here.
No longer staff here.
08 tomsloger :: "Crack Kills"
Crack the Earth / Crack the Earth / Gods' Eye, Gate to the Reikai / Mox Ruby
01 Feyd_Ruin :: "No Leyline Gamble"
Black Lotus / Black Lotus / Empty the Warrens / Yawgmoth's Will
0-6 well, i can make you sacrifice two tokens...
02 Draco9 :: "Scavenger Within"
Anurid Scavenger / Beast Within / Black Lotus / Darksteel Citadel
0-6 scavenger is pretty good against me
03 Reyemile :: "ThanksMogg!.dec"
Black Lotus / Chain of Vapor / Erayo, Soratami Ascendent / Memnite
0-6
04 Flez :: "Spikeshotter"
Black Lotus / Braid of Fire / Pithing Needle / Spikeshot Elder
6-0
05 aurorasparrow :: "Thrun LD"
Black Lotus / Raze / Taiga / Thrun the Last Troll
6-0
06 Rush_Clasic :: "The Descent"
Glacial Chasm / Gibbering Descent / Kabira Crossroads / Lion's Eye Diamond
6-0
07 WhammWhamme :: "Chroneedle"
Chronomaton / Pithing Needle / Pithing Needle / Sheltered Valley
0-6
09 Grolleter :: "Bridge Tongs"
Chalice of the Void / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
0-6
10 Clairval :: "Sliver Needle"
Necrotic Sliver / Orzhov Basilica / Pithing Needle / Volrath's Stronghold
2-2 i cant do anything til you do, and if you play a land i win. so we both end with 20 life and 4 cards in hand
11 Mogg :: "Chrono Beast"
Beast Within / Black Lotus / Chronomaton / Sheltered Valley
0-6
12 casual johnny :: "Beast Elixir"
Beast Within / City of Traitors / Elixir of Immortality / Mox Emerald
0-6 lifegained
13 fnord :: "Life.dec"
Black Lotus / Daru Spiritualist / Diamond Valley / Nomads en-Kor
0-6
14 zombie33 :: "Brown Control"
City of Traitors / Elixir of Immortality / Hex Parasite / Ratchet Bomb
0-6 ratchet bomb is pretty good against me
15 benbuzz790 :: "MUD"
Mishra's Workshop / Mishra's Workshop / Phyrexian Metamorph / Wurmcoil Engine
6-0, and hilarious. normally in this matchup you could draw by copying my token with metamorph. with the life rule, the 2 life you pay totally does the trick
1-4 --> 3-3
When I'm on the play, I play out turn 1 Erayo/Memnite. 09 can play Chalice and get a spell down on turn 1. Tongs loses the race to Memnite since I swing first, so he drops Bridge. However, he still has Tongs in hand. I get one swing in with Memnite before 09 goes to zero cards, and the life rule means I win 20-19.
6v2 - Beast Within undoes all my hard work, killing Descent. His Anurid recycles me to death. (0-6)
6v3 - I'm too slow for Erayo. Going first, I can sacrifice Crossroads to Chain and bounce it, but then I have no plays and Memnite eats me alive. (0-6)
6v4 - Nothing there gets through Chasm. (6-0)
6v5 - Raze gets me on the play, but he can't cast Thrun first on the draw, or find his Raze eaten by Descent. Crossroads gives me the greater-life-total-rule win when I play first. (3-3)
6v7 - On the draw, Valley gains him a life and Chronomaton gets one swing in, keeping us perpetually at 21 to 21. On the play, I get Chasm and Descent out in time. Crossroads puts me at 22 to 20, and I win by the life-rule. (4-1)
6v8 - Two cracks is too much. (0-6)
6v9 - On the draw, we tie. Two Chalice activations match my Crossroads. Chalice and Descent cancel each other that from then on. On the play, I'm continually 1 life ahead of the opponent. (4-1)
6v10 - On the play, I make him discard two cards. On the draw, I only nab 1. (3-3)
6v11 - Chronomaton gets bigger than the Beast token I get. (0-6)
6v12 - Once again showing that I'm used to 3CM, I get Beast moded. (0-6)
6v13 - "Infinite" life doesn't stop "infinite" Descent. (6-0)
6v14 - As long as Bomb and Elixir make it onto the battlefield, I get nugged eventually. And they always do make it. (0-6)
6v15 - Chasm locks it up. (6-0)
Total: 38/84
Not all that good.
He's playing with Scalding Tongs.
The Chalice is of the Void type.
Chalice of the Void wins him his play (locks out LED).
On his draw, chasm stops the Tongs, which makes him lose to the Descent.
3-3
Also 3-3s count for 2 points here, so you're sitting at 32.
Still an awesome deck, and a decent finish
Everything else looks good.
Got Tom, fixed Reyemile.
EDIT: I've also added Mogg's line, since we should all be curious via the Mogg Challenge
No longer staff here.
Oops! Thought it was Chalice of Life.
I assume then that 4-1s count for 4 points, and 1-4s for 1 point?
Doesn't the Gibbering Descent deck force an opponent to discard on the play?
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
It can't play Descent until it's second turn. Opponents discard on their second turn upkeep, which is LIKE discarding on the first turn, but technically not the same thing.
5. Black Lotus / Raze / Taiga / Thrun the Last Troll
vs.
11. Beast Within / Black Lotus / Chronomaton / Sheltered Valley
3-3 -> 0-6: aurorasparrow leads with Thrun. I cast Chronomaton, then destroy Taiga during aurorasparrow's upkeep. When Chrono gets to 4/4, I can block Beast. When it gets to 5/5, I can block Troll.
A: Thrun
M: Chrono
A: [Beast]
M: 17, 2/2
M: 11, 3/3
M: 5; at this point, Chrono can block the token and survive, and I'll drop to 1. Chrono holds off Thrun until I win.
9. Chalice of the Void / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
vs.
11. Beast Within / Black Lotus / Chronomaton / Sheltered Valley
3-3 -> 1-4: Grolleter leads with Chalice and Tongs. Valley will always gain back my life the turn after Tongs shoots me, such that Grolleter doesn't maintain a higher life total.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT | TPs
1| 0 6 6 6 6 6 6 6 4 0 X 6 6 0 6 | 64 | 457
Also:
You may want to add a rule to the effect that "a deck doesn't violate the discard rule if a card in an opponent's hand would be forced to change zones before that opponent's second turn only if that opponent were controlled by another player for at least one turn as a result of format rules and if a card were played from that opponent's hand for its mana cost or changed zones as a result of an effect that opponent owns."
Otherwise, Spirit Guides and free instants render every deck illegal.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
will dragons maze be legal for this week? i have some terrible ideas to try out
7 | 0 0 2 6 0 3 X 6 4 6 0 4 6 6 0 | 42 | 229
Results:
vs. aurorasparrow (5):
0-6. Damn Raze, usually you're a bad Crack.
vs Grolleter (9)
4-1. On the play, Chronomaton nibbles in for a cheeky 1 FTW (game win 19-20/21)
vs Clairval (10)
6-0. First turn Chronomaton nibbles in for some damage and Sheltered Valley gains some free life, while Pithing Needle shuts down Necrotic Sliver removal, and the lfie rule wins it for me.
vs casualjohnny (12)
4-1. On the play, Needle names Elixir twice before he can EOT Beast his turn reshuffle. On the draw, if he ever casts Beast or Elixir, Needle lock FTW, so we both just sit there forever.
vs fnord (13)
6-0. Given infinite time, infinite/infinite Chronomaton beats infinite life.
vs zombie 33 (14)
6-0. Pithing Needle naming Ratchet Bomb, Pithing Needle naming Elixir of Immortality, Chronomaton blocks and trades with Hex Parasite, Sheltered Valley FTW.
vs benbuzz790 (15)
0-6. Damn Wurmcoil.
FYI, this name was for my first submission, a completely DIFFERENT deck (Which was stolen wholesale from Mogg). I didn't give my final deck this round a name, but it's 100% my own build.
5v7: 6-0
5v8: 2-2
5v9: 0-6
5v10: 6-0
5v11: 0-6
5v12: 6-0
5v13: 0-6
5v14: 3-3
5v15: 2-2
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%