There were 11 players with 55 matches and 110 total games.
2 hands ended in a draw. 1 matches had at least one draw.
That's 2% of all games, averaging 0.2 games per player.
The following player(s) had the most drawn games, with 1 total draws: Reyemile : tomsloger
18 matches were a 3-3 split.
That's 33% of all matches, averaging 1.6 matches per player.
The following player(s) had the most split matches, with 4 total splits: WhammWhamme : Reyemile : knobbodi
45 matches were a 6-0 sweep.
That's 82% of all matches, averaging 4.1 matches per player.
The following player(s) had the most 6-0 match sweeps, at 8 total sweeps: Personman
There were 38 unique cards submitted, out of 44 total.
6 card(s) were repeated:
Next Round will be '5CB Isamaru'.
Entries are due Tuesday morning at 4:00 am GMT.
5CB Isamaru
Description:
I like formats with a lot of space to explore, but I don't like them to be confusing. I hope this one fits the bill. I've included a number of rulings for added clarity, but I believe that this round already fits squarely into established Magic territory.
Deck size:
20
5 cards.
Land Rule:
20
None.
Special Rules:
All nonland permanents are legendary 2/2 white Hound creatures in addition to their other types.
Spells and abilities that would reduce a creature's toughness to less than 1 reduce that creature's toughness to 1 instead.
This includes creatures. Ulamog is a 2/2 Eldrazi Hound.
Ulamog will die to a Puncture Blast, because counters on a creature aren't spells or ability.
If a player activates Chimeric Idol's ability, the Idol will be a legendary white 3/3 artifact creature Turtle, because the round rules are applied first.
Serra Avatar will be a 2/2, because characteristic-defining abilities are applied before any other effects.
Black Lotus will be a 2/2 and have summoning sickness.
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 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 explanation.
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 the 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 loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
1.11f. 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.
The prize is to be determined. The steam gift card for the last tournament will go out once final standings have been calculated.
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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.
Great decks all around, and I hope you all enjoy this week's format.
I've added a poll to this thread about bannings. Basically, my feeling is that Magus of the Moon and Show and Tell are both cards that either add very little to a format, or have the potential to warp a format, with not much room in between. As such, I'd like to add them to the permanent banned list, so that I don't have to worry about forgetting to ban them in a given round, but it's up to you.
If no one does anything, I eventually win because Reach doesn't care about counterspells. So Reyemile could play Souls t4, which I will Drain, which will get Thwarted. Then I'll stabilize with Reach against four flashback tokens like so:
t4: 2 guys
t4: Bounce one.
t5: put me at 19, 2 more guys
t5: Reach
t6: put me at 16
t6: put em at 18, 2 treefolk
t7: put me at 13
t7: put em at 14, 3 treefolk, and obviously I win this race.
Reyemile could wait til t8 so that Foil is there for Charm as well, but at that point I'll already have started making guys so it's not worth it at all. 6-0.
I counter Battlemage and it gets Witnessed; then I destroy it and it gets Stylused, and then it's turn 7 before it's making any guys and my guys are bigger. O-ring kills one but I don't think that matters.
Oh, wait - O-Ringing tokens + Stylus is a combo. Hmmmm, that's cute! But I can counter it with Guildmage, or bounce-drain Stylus, and I think the witness + token beats that get in in that time aren't enough that I don't still race? Pretty likely 6-0, I'll let MyNameIsFourteen figure out if I'm missing something
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
On my play, the first Midnight Haunting gets through Drain t4, at which point I can kill one token with Charm the same turn, turning off the combo. One Counterspell and Beast Within don't stop Reach.
On my draw, Haunting goes off t2, recurs on t3 and I go to 18, I can't counter through Counterspell next turn so I kill one while e doesn't have counterspell mana (can't Guildmage or it will get Beasted), t4 I go to 17 and e gets 2 more and still has counterspell up, my t4 I can't play Guildmage with counter backup because it will get beasted, and at this point I think I've pretty obviously lost.
3-3
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
This is really confusing and involves lots of Guildmage countering that doesn't grow as fast as thopter activations, and possibly getting to use charm on the play. I have a hunch bateleur wins it, but not sure yet.
EDIT: bateleur says I win this, but I'm not actually completely convinced... I can't kill Foundry and then counter it next time because of Windfall, so I don't think I can disrupt the combo, and there's no way I'm faster than it. ? until bateleur lets me know why e thinks my deck hoses eirs so hard
EDIT2: Reyemile went over it in detail and I guess I do win after all. Thanks!
To beat me, aurorasparrow has to stick Witch, which then causes our guildmages to get in a fight over whether or not Witch can kill my Treefolk. E can't stick Witch, so it's 6-0:
My play:
I get to Drain mana before Witch can come down, and I just stay there until I can start Reaching. My t4 Guildmage gets pathed, and eirs gets in for 6 before I do. Then my guys get tapped down for three more turns so I've taken 12, but then I start making them faster then e can tap additional ones and I win.
My draw:
t2 Witch dodges Drain, but I hit can react by switching to Charm-colored lands and killing it t3 before it can blink itself. If e holds it, we're back to the Drain scenario.
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
I am pretty sure that one turn of acceleration is not enough to beat Guildmage tapping down Treefolk + Charm killing one. 6-0.
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
On the play I get to counter Umbra and race. On the draw I take 12 to 8, bounce umbra eot t4, guildmage t4, go to 7, swing to 18, go to 6, swing to 16, go to 5, swing to 14 and make a guy, go to 4, swing to 10 and make a guy, go to 3, swing to 4 and make a guy, go to 2, win. Wow.
Oh, no, ancient tomb makes it slightly better for me I guess. Still.
6-0.
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
I need to shut down Mistveil with Guildmage, which means I need to protect it from O-Ring with Drain, which means it comes down t4 and is active t5. In that time, on the play, tomsloger has:
t2: make 3 guys
t3: recur, swing to 17
t4: make 3 guys and recur, swing to 14
t5: make 3 more guys and I'm definitely dead.
On the draw, he stops at 6, but I don't think it matters - I can't kill them or come close to racing.
0-6.
9 | 6 6 6 6 3 6 6 6 X 6 0 | 50
Quite surprised I did so well! I felt like my deck seriously lacked cohesion, it was just kinda the best 4 land-rule cards I could think of, with the only real synergy being Bounce->Counter to deal with 1 and 2 CMC threats. But I did manage to cover a pretty wide variety of options - I'm very happy with Charm.
It also occurs to me that Dissipate (maybe with a land) would have been very well-positioned in this format - there was a LOT of graveyard use.
I like that 3 of the duplicate cards this round were from my deck, each duplicated by a different deck.
Serra Avatar will have power and toughness equal to your life total (see the rulings for Godhead of Awe).
This bit seems wrong. Serra Avatar's ability is a characteristic-defining ability, which should be applied before the round rule. Godhead of Awe does not have a characteristic-defining ability, and therefore would apply after the round rule, in timestamp order.
This bit seems wrong. Serra Avatar's ability is a characteristic-defining ability, which should be applied before the round rule. Godhead of Awe does not have a characteristic-defining ability, and therefore would apply after the round rule, in timestamp order.
You're right about Avatar. Characteristic-definining abilities are applied first. Good catch.
3-3 - On the draw he locks me under his counters, but on the play I can play Cane into Foundry into Sword. He counters Sword, but then I use my spare mana to sac Cane to Foundry and reestablish my combo. Even with the extra mana from Drain he can't race me from there.
6-0 - He plays turn 1 Goblin Lackey, drops the rest of his hand on turn two and then I must sac a permanent on his turn three. I sac Cane. On my turn three I then assemble the combo. He shoots the token I make, so I sac a land instead. On my turn four I have the combo and three land, so neither Goblin can safely attack. After that I'm gaining more life than he can deal damage.
03 Reyemile :: ""
Foil / Moonring Island / Roar of the Wurm / Thwart
3-3 - On the play I play turn one Cane into turn two Foundry, which he Foils. On turn three I make him discard Thwart. Turn four I recover and cast Foundry and make a token. He loses from there since his potential Wurm token does not have trample. On the draw I play turn one Cane, which he Foils into turn two Foundry into turn three Sword, which he Thwarts. Wurm token then wins.
6-0 - Playing Cane into Windfall on the same turn beats all the things he can do. Love both the Stylus combo and the deck title, though.
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
3-3 - On the play he is forced to hold up Counterspell mana to keep himself safe from Windfall, but doing so is fatal since I can assemble my combo and make too many tokens for him to race before he has the five mana needed to deal with the problem.
On the draw things are complex... I narrowly win the line where he holds up Counterspell for Foundry on my turn two. However, if he instead resolves Haunting on his turn two then I think that gives him enough tempo to lock me out. Erm... maybe someone could check that for me?
0-6 - Guildmage can break my combo. I can recover the bits, but Guildmage's ability is reusable, so this doesn't really help. Witch can kill any tokens I may manage to squeak through.
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
0-6 - Mental Misstep always bags Cane and Windfall doesn't do much against Reach, so he can happily save Foil for Foundry.
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
0-6 - Ooh, a deck containing two of the cards which trump me. I wonder if I win this one?
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
6-0 - Four damage per turn may sound like a lot, but that doesn't kill until his turn six. By that point I'm gaining 5+ life per turn and Thopter Foundry doesn't care if he taps it. Another great deck title, though.
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
0-6 - Plains accelerates him by a turn relative to Windfall, meaning he can always get his recycling engine up and use Ring to deny me token production. Any tokens I may have made are quickly outnumbered.
Private Mod Note
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Reyemile changed Roar of the Wurm to Lingering Souls in his submission. I just noticed that I'd forgotten to change that in the opening post. I'll check later if that affects Personman's or bateleur's matches.
I'll come back to this one, but it'll be close.
Foil pushes haunting back two turns for counter (otherwise no whites for plains), which means I start dropping 2/5s as he's dropping 2x 1/1s. I'll have to turn-by-turn this one for swings/etc. I'm thinking this will be a 3-3.
?-? [will return to]
6. Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
Misstep cane. Foil Foundry wins it. Windfall to remove foil removes foundry, and Trees come back.
To shut me down, he has to cast Necrotic Sliver, have mana drain for my counter, and have me not have beast within mana open. And before that can happen, I can take him out with spirit tokens. On the draw, though, he can just cast sliver turn 3, force me to beast within it(if I counter it, I can't protect my midnight haunting a few turns later), and the beast combined with being on the back foot takes me out. 3-3
On his play, it goes like this:
1: Lackey
1: Mistveil Plains, Forest.
2: Attack (19), drop Underminer, cast Isochron Scepter.
2: Plains, Beast Within targeting Scepter.
3: Attack (14), I sac Forest.
3: Forest, Midnight Haunting.
4: Attack (9), I sac Forest.
4: Forest, Activate Mistveil Plains bringing back Midnight Haunting.
5: Attack (4), I sac Forest.
5: Plains, cast second Midnight Haunting.
6: Attack, I block both goblins (1)
And from here, I regrow Midnight Haunting, block with one token, recast it, block with one token, ad infinitum, until I have enough tokens to attack him to death.
If he doesn't play scepter to avoid this, I beast within my own land and block his goblins, then if he plays it from there I repeatedly cast midnight haunting (if he kills my tokens), and I bring back beast within and take out scepter before it can kill me. 6-0
On my play, I beast within his second island on my 2nd turn, so on my 4th turn he only has 2 islands and can only cast foil, which I can counter. From there, I just recur spirit tokens until I win. On my draw, though, this trick does not work. He plays moonring island on turn 2, and so both thwart and foil are active before I can do anything. 3-3
O-ring cannot stop my recursion engine since it's sorcery speed, and I flood him with tokens. 6-0
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
On the play, I can counter turn 2 foundry, and then cast midnight haunting and beast within it if he canes (recurring beast within if I need to, in case he windfalls). Then from there, I just out-token him.
On the draw, he can get it into play before I have UU. This means I'd have to beast within twice, which makes him have enough damage to kill me before I can stabilize. 3-3
On the play, I counter one threat, beast within the other. On the draw, he gets to sneak one in. But one way or another, I beast within the guildmage since it can shut down mistveil plains. Starting on turn 4 I make two tokens a turn. Before he gets to 8 mana I have at least one turn where I have some slack, so I recur beast within, and if he ever doesn't have 4 open I take out mage. Eventually I overrun him with dudes. 6-0
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
This is a straight-up race. I have to wait until turn 4 to cast midnight haunting, so I can have counterspell backup. Then on his turn 4, the first tree hits play. From that point on, I midnight haunting every turn, and I narrowly win the race. On the draw, however, I can cast beast within on a land at some point, and block one of his trees for all eternity. This gives me the edge I need to win the race. 6-0 (although it's very possible that this is 3-3, I may have messed up my math at some point.)
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
I get to 5 mana on turn 4, so on the play I can counter Mana Drain, and then activate mistveil plains to recur Midnight Haunting before Crosis's Charm can shut me down. I then beast within myself 2 turns in a row, trading beasts the first time, and netting a permablocker the second time. He can charm to take out the beast on his 8th turn, but by then I'd have enough tokens to kill him. 3-3
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
On the play, I can counter mammoth umbra on my turn 2, and easily outrace a lone stalker. On the draw, I take one hit from the mammoth, cast midnight haunting, then take a second hit, but from that point on I beast within his token every turn, keeping it eternally summoning sick. This lets my 2 spirits race his invisible stalker just barely. 6-0
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
On the play, I can just counter spectral and keep him off of his mistveil plains. On the draw, spectral comes down turn 2 so I turn 2 beast within mistveil plains. By turn 4 I can recur and cast haunting every turn, and I get down to 2 life by the time I stabilize. I build up an army of enough spirits to kill him in one swing, beast within story circle and kill him. 6-0
02 - Draco9 - I think I'm too slow, actually. It's not a lock but it's annoying.
0-6?
03 - Reyemile - His abundance of free counterspells makes this tricky. On the play I lead island island so I can 'Drain a turn two Souls if he goes for it (and then untap and Serene while his counterwall is down), which pushes Souls back to turn three, I drop a turn 4 Sliver which pops a token on turn 5 and is shuffled back in on turn 6 to be redrawn and replayed turn 8 (popping another token)...
Which means I think I just squeak in killing the last token before dying, then Sliver. On the play he's too fast.
05 knobbodi - Turn two Haunting is bad news. Otherwise, counters.
3-3
06 bateleur - I go with his logic.
6-0?
07 aurorasparrow - turn 3 Dromar's Charm picks off the Witch one way or another (counterspell or -2/-2), then recursion seals the deal.
6-0
08 Feyd_Ruin - I can't beat Reach of Branches!!!
0-6
09 Personman - Stupid Modern Masters.
0-6
10 cruelshy - I win the race when I can counter the Umbra with Mana Drain. When I can't, no problem: Sliver pops the Aura, then life-gain mode Dromar's Charm recursion means it's not even a race.
It puts the targeted card on the bottom of your library, under the lands that you've sacrificed. You won't draw the targeted card until you've drawn the sacrificed lands.
I'm also lost here.
Why are his sacrificed lands going to his library?
We should do a round that appears to be vanilly 5CB, but actually the rules are secret, and then you reveal them to us slowly by correcting our match result writeups in vague & seemingly nonsensical ways.
EDIT: Also, my results post is updated, and finished except for bateleur. E seems to think it's obvious that I win, but I don't see it. Someone tell me how I'm stupid?
It's actually a pretty boring swing vs swing match, with the win going to the player swinging first (he casts on 4th at 5 mana, as do I. We're both generating 2 power, and blocking is never the best option).
However, he has a secret play. On his 7th turn, when he hits 8 mana and is at 8 life, facing 8 damage next turn, he has just enough mana to plains in his spirit maker, make his spirits, and then Beast Within his own land. This lets him block a 2/5 on my last swing, keeping him alive at 2 for his winning swing next turn.
EDIT: Also, my results post is updated, and finished except for bateleur. E seems to think it's obvious that I win, but I don't see it. Someone tell me how I'm stupid?
There's a crazy number of lines of play here, actually. Like, crazy crazy. In the end, it boils down to the fact that you can use Drain and Charm to make sure foundry never sticks without fear of windfall.
Charm it, then drain it after cane. Drain it, wait for cane, then charm a sitting sword (nothing to sac after that). Charm a cane, then drain a sword. The list goes on and on depending on how he plays it. Charm being an instant is crucial in some plays. If he windfalls with Cane out (to remove both of your stops), you can Charm cane which shuts him down. I went through a long list of "maybe if he did it this way.." until I realized that there just isn't a way. No line of play can get rid of your cards while being able to get his back, or force through a foundry that sits for more than a turn. He can even Guildmage the first sac of Sword to prevent the token coming in, which makes sword stick in the graveyard. A cane is met with a Charm, etc, etc.
The list of plays/counters gets epic.
There's just not an ending that's favorable to bat
On my play, I beast within his second island on my 2nd turn, so on my 4th turn he only has 2 islands and can only cast foil, which I can counter. From there, I just recur spirit tokens until I win. On my draw, though, this trick does not work. So what I do is just cast turn 2 midnight haunting, which he has to foil. If he discards lingering souls, I can beast within my own land, countering thwart, and race. If he discards thwart, I counter one of his casts of lingering souls, and the same thing happens. 6-0
When you are on the draw, I drop Moonring Island from my hand turn 2, and have three islands in play to counter Haunting with Thwart. Thwart puts an island back in my hand to foil later, if I need to. I win the counter war over your Midnight Haunting, and my four Souls beat your one 3/3.
03 - Reyemile - His abundance of free counterspells makes this tricky. On the play I lead island island so I can 'Drain a turn two Souls if he goes for it (and then untap and Serene while his counterwall is down), which pushes Souls back to turn three, I drop a turn 4 Sliver which pops a token on turn 5 and is shuffled back in on turn 6 to be redrawn and replayed turn 8 (popping another token)...
Which means I think I just squeak in killing the last token before dying, then Sliver. On the play he's too fast.
3-3
The line you planned doesn't work quite like you thought, because I can have Thwart up from turn 2 thanks to the extended land rule. I can play souls turn 3 with counter backup, and even if you fight over the souls, I will still have another counter ready for the Sliver turn 4. I think that's still too slow on the play, though? I'd have to go turn by turn.
03 Reyemile :: "" Foil / Lingering Souls / Moonring Island / Thwart
1-4 when im on the play, i can play spells on turn 2 and 3. so reyemile must keep moonring in hand to foil my t2 procession. that means story circle gets down. i can cast them in different order, but procession is the one that gets countered.
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus" Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
6-0 i make more tokens than you can o-ring. and i can slow you down more by making you waste turns answering my ring and story circle.
05 knobbodi :: "Better Call the Ghostbusters" Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
0-6 agreed. i thought good and hard about midnight haunting vs sprectral procession. with a counterspell included, the instant speed of haunting is big. yours did better, but i still like that mine can recur even if my procession never resolves
The line you planned doesn't work quite like you thought, because I can have Thwart up from turn 2 thanks to the extended land rule. I can play souls turn 3 with counter backup, and even if you fight over the souls, I will still have another counter ready for the Sliver turn 4. I think that's still too slow on the play, though? I'd have to go turn by turn.
Fighting over Souls is counterproductive - I need recursion to win.
T1: Island
T1: Island, other Island
T2: Island
T2: either Plains, cast Souls (disastrous) or Island
T3: Plains
T3: Plains, Souls
T4: Swamp, Sliver (you can counter here, but this makes my life SO much easier - remember, I'm the control deck here, I'm trying to grind away all your cards. If I can bait a counter, I win handily with Charm recursion with counter backup)
T4: Swamp, Souls, swing (18)
T5: Forest, Pop a token with Sliver
T5: Swing (15)
T6: Island, shuffle Sliver back in... (with double permission backup)
T6: Swing (12)
T7: Draw poorly
T7: Swing (9)
T8: Sliver, pop token
T8: Swing (7)
T9: Shuffle (bad)
T9: Swing (5)
T10: draw bad
T10: Swing (3)
T11: Sliver, pop token, reshuffle
T11: Swing (2)
T12: Draw bad
T12: Swing (1)
T13: Sliver, pop token
...and win from there.
If you ever waste a counter on the Sliver, I can suddenly Charm a token and shuffle both back in, which should speed up the control clock.
This thread contains the results for week 2 of All Blind Tournament #14 and is the start of week 3 of ABT#14.
Week 2 of ABT#14 Next Round : Week 3 of ABT#14 Information
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I've added a poll to this thread about bannings. Basically, my feeling is that Magus of the Moon and Show and Tell are both cards that either add very little to a format, or have the potential to warp a format, with not much room in between. As such, I'd like to add them to the permanent banned list, so that I don't have to worry about forgetting to ban them in a given round, but it's up to you.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
vs.
:: "No-Mar"
Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
I think Reach gets this 6-0. Sliver only kills one every two turns, and doesn't really race.
02 Draco9 :: "Goblin Science"
Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
Charm deals with Scepter two different ways, and Lackey isn't hasty, so I can always get Guildmage down in time to block Underminer. 6-0.
03 Reyemile :: ""
Foil / Moonring Island / Lingering Souls / Thwart
If no one does anything, I eventually win because Reach doesn't care about counterspells. So Reyemile could play Souls t4, which I will Drain, which will get Thwarted. Then I'll stabilize with Reach against four flashback tokens like so:
t4: 2 guys
t4: Bounce one.
t5: put me at 19, 2 more guys
t5: Reach
t6: put me at 16
t6: put em at 18, 2 treefolk
t7: put me at 13
t7: put em at 14, 3 treefolk, and obviously I win this race.
Reyemile could wait til t8 so that Foil is there for Charm as well, but at that point I'll already have started making guys so it's not worth it at all. 6-0.
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus"
Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
I counter Battlemage and it gets Witnessed; then I destroy it and it gets Stylused, and then it's turn 7 before it's making any guys and my guys are bigger. O-ring kills one but I don't think that matters.
Oh, wait - O-Ringing tokens + Stylus is a combo. Hmmmm, that's cute! But I can counter it with Guildmage, or bounce-drain Stylus, and I think the witness + token beats that get in in that time aren't enough that I don't still race? Pretty likely 6-0, I'll let MyNameIsFourteen figure out if I'm missing something
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
On my play, the first Midnight Haunting gets through Drain t4, at which point I can kill one token with Charm the same turn, turning off the combo. One Counterspell and Beast Within don't stop Reach.
On my draw, Haunting goes off t2, recurs on t3 and I go to 18, I can't counter through Counterspell next turn so I kill one while e doesn't have counterspell mana (can't Guildmage or it will get Beasted), t4 I go to 17 and e gets 2 more and still has counterspell up, my t4 I can't play Guildmage with counter backup because it will get beasted, and at this point I think I've pretty obviously lost.
3-3
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
This is really confusing and involves lots of Guildmage countering that doesn't grow as fast as thopter activations, and possibly getting to use charm on the play. I have a hunch bateleur wins it, but not sure yet.
EDIT: bateleur says I win this, but I'm not actually completely convinced... I can't kill Foundry and then counter it next time because of Windfall, so I don't think I can disrupt the combo, and there's no way I'm faster than it. ? until bateleur lets me know why e thinks my deck hoses eirs so hard
EDIT2: Reyemile went over it in detail and I guess I do win after all. Thanks!
07 aurorasparrow :: ""
Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
To beat me, aurorasparrow has to stick Witch, which then causes our guildmages to get in a fight over whether or not Witch can kill my Treefolk. E can't stick Witch, so it's 6-0:
My play:
I get to Drain mana before Witch can come down, and I just stay there until I can start Reaching. My t4 Guildmage gets pathed, and eirs gets in for 6 before I do. Then my guys get tapped down for three more turns so I've taken 12, but then I start making them faster then e can tap additional ones and I win.
My draw:
t2 Witch dodges Drain, but I hit can react by switching to Charm-colored lands and killing it t3 before it can blink itself. If e holds it, we're back to the Drain scenario.
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
I am pretty sure that one turn of acceleration is not enough to beat Guildmage tapping down Treefolk + Charm killing one. 6-0.
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
On the play I get to counter Umbra and race. On the draw I take 12 to 8, bounce umbra eot t4, guildmage t4, go to 7, swing to 18, go to 6, swing to 16, go to 5, swing to 14 and make a guy, go to 4, swing to 10 and make a guy, go to 3, swing to 4 and make a guy, go to 2, win. Wow.
Oh, no, ancient tomb makes it slightly better for me I guess. Still.
6-0.
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
I need to shut down Mistveil with Guildmage, which means I need to protect it from O-Ring with Drain, which means it comes down t4 and is active t5. In that time, on the play, tomsloger has:
t2: make 3 guys
t3: recur, swing to 17
t4: make 3 guys and recur, swing to 14
t5: make 3 more guys and I'm definitely dead.
On the draw, he stops at 6, but I don't think it matters - I can't kill them or come close to racing.
0-6.
9 | 6 6 6 6 3 6 6 6 X 6 0 | 50
Quite surprised I did so well! I felt like my deck seriously lacked cohesion, it was just kinda the best 4 land-rule cards I could think of, with the only real synergy being Bounce->Counter to deal with 1 and 2 CMC threats. But I did manage to cover a pretty wide variety of options - I'm very happy with Charm.
It also occurs to me that Dissipate (maybe with a land) would have been very well-positioned in this format - there was a LOT of graveyard use.
I like that 3 of the duplicate cards this round were from my deck, each duplicated by a different deck.
This bit seems wrong. Serra Avatar's ability is a characteristic-defining ability, which should be applied before the round rule. Godhead of Awe does not have a characteristic-defining ability, and therefore would apply after the round rule, in timestamp order.
You're right about Avatar. Characteristic-definining abilities are applied first. Good catch.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
2/2, not 1/1, right?
Yeah, 2/2. I was thinking of Godhead of Awe from the reference I had there before.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Ho hum, that started well.
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
Vs
01 WhammWhamme :: "No-Mar"
Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
3-3 - On the draw he locks me under his counters, but on the play I can play Cane into Foundry into Sword. He counters Sword, but then I use my spare mana to sac Cane to Foundry and reestablish my combo. Even with the extra mana from Drain he can't race me from there.
02 Draco9 :: "Goblin Science"
Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
6-0 - He plays turn 1 Goblin Lackey, drops the rest of his hand on turn two and then I must sac a permanent on his turn three. I sac Cane. On my turn three I then assemble the combo. He shoots the token I make, so I sac a land instead. On my turn four I have the combo and three land, so neither Goblin can safely attack. After that I'm gaining more life than he can deal damage.
03 Reyemile :: ""
Foil / Moonring Island / Roar of the Wurm / Thwart
3-3 - On the play I play turn one Cane into turn two Foundry, which he Foils. On turn three I make him discard Thwart. Turn four I recover and cast Foundry and make a token. He loses from there since his potential Wurm token does not have trample. On the draw I play turn one Cane, which he Foils into turn two Foundry into turn three Sword, which he Thwarts. Wurm token then wins.
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus"
Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
6-0 - Playing Cane into Windfall on the same turn beats all the things he can do. Love both the Stylus combo and the deck title, though.
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
3-3 - On the play he is forced to hold up Counterspell mana to keep himself safe from Windfall, but doing so is fatal since I can assemble my combo and make too many tokens for him to race before he has the five mana needed to deal with the problem.
On the draw things are complex... I narrowly win the line where he holds up Counterspell for Foundry on my turn two. However, if he instead resolves Haunting on his turn two then I think that gives him enough tempo to lock me out. Erm... maybe someone could check that for me?
07 aurorasparrow :: ""
Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
0-6 - Guildmage can break my combo. I can recover the bits, but Guildmage's ability is reusable, so this doesn't really help. Witch can kill any tokens I may manage to squeak through.
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
0-6 - Mental Misstep always bags Cane and Windfall doesn't do much against Reach, so he can happily save Foil for Foundry.
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
0-6 - Ooh, a deck containing two of the cards which trump me. I wonder if I win this one?
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
6-0 - Four damage per turn may sound like a lot, but that doesn't kill until his turn six. By that point I'm gaining 5+ life per turn and Thopter Foundry doesn't care if he taps it. Another great deck title, though.
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
0-6 - Plains accelerates him by a turn relative to Windfall, meaning he can always get his recycling engine up and use Ring to deny me token production. Any tokens I may have made are quickly outnumbered.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Reyemile changed Roar of the Wurm to Lingering Souls in his submission. I just noticed that I'd forgotten to change that in the opening post. I'll check later if that affects Personman's or bateleur's matches.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
01 WhammWhamme :: "No-Mar"
Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
Mana Drain + Dromar's Charm can deal with my threats, and I can't stop Remembrance + Sliver. 0-6
02 Draco9 :: "Goblin Science"
Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
I Path the Lackey, then play both my guys. He only gets to Helix one of them, and the other one can beat Underminer. 6-0
03 Reyemile :: ""
Foil / Moonring Island / Lingering Souls / Thwart
He goes first: he has two counterspells for my threats.
I go first: Something slips through and I win with it. 3-3
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus"
Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
I can Wear his Stylus, and if he bottoms it I get to Path his Battlemage. I can dodge Oblivion Ring with Witch and eventually win. 6-0
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
In either scenario, he gets to counter one of my threats and Beast Within the other. 0-6
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
Combo beats me. 0-6
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
Witch gets Foiled, Reach of Branches beats me. 0-6
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
Witch gets Drained, Reach of Branches beats me. 0-6
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
I Tear Mammoth Umbra and race him. 6-0
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
He can produce too many tokens before I can lock him down. 0-6
07 | 0 6 3 6 0 0 X 0 0 6 0 | 20
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%
[8v5 I'll have to play out when I have more time]
[I'm suspecting its 3-3, but one of us might 6-0]
1. Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
Even with Drains and Charms, the once-a-turn every turn Treefolk outdoes necrotic sliver, since he has to draw Serene every other turn.
6-0 me
2. Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
Misstep @ Lackey, Alt-casted Foil @ Isochron. I can hit 5 mana via the Atoll bump up before he swings.
Treefolks win.
6-0 me
3. Foil / Lingering Souls / Moonring Island / Thwart
Treefolks outdo the souls.
6-0 me
4. Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
Stylus-Ring is the target to stop. Misstep Stylus, Foil Witness.
Battlemage draws it out, but 2/5s catch up and outrace 1/1s.
6-0 me.
5. Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
I'll come back to this one, but it'll be close.
Foil pushes haunting back two turns for counter (otherwise no whites for plains), which means I start dropping 2/5s as he's dropping 2x 1/1s. I'll have to turn-by-turn this one for swings/etc. I'm thinking this will be a 3-3.
?-? [will return to]
6. Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
Misstep cane. Foil Foundry wins it. Windfall to remove foil removes foundry, and Trees come back.
6-0 me
7. Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
Foil witch. Trees outdo Guildmage.
6-0 me.
9. Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
Another Branches deck
Guildmage wins it for him, which he forces through with Mana drain.
0-6 Personman
10. Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
Foil Stalker on my play for easy win.
On my draw, foil Umbra. Trees easily outrace a 1/1.
6-0 me
11. Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
Story cirlce always hits (plains back in to re-drop), which always stops my green token army.
Procession builds up and flys over me.
0-6 tomsloger
No longer staff here.
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
VS:
01 WhammWhamme :: "No-Mar"
Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
To shut me down, he has to cast Necrotic Sliver, have mana drain for my counter, and have me not have beast within mana open. And before that can happen, I can take him out with spirit tokens. On the draw, though, he can just cast sliver turn 3, force me to beast within it(if I counter it, I can't protect my midnight haunting a few turns later), and the beast combined with being on the back foot takes me out. 3-3
02 Draco9 :: "Goblin Science"
Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
On his play, it goes like this:
1: Lackey
1: Mistveil Plains, Forest.
2: Attack (19), drop Underminer, cast Isochron Scepter.
2: Plains, Beast Within targeting Scepter.
3: Attack (14), I sac Forest.
3: Forest, Midnight Haunting.
4: Attack (9), I sac Forest.
4: Forest, Activate Mistveil Plains bringing back Midnight Haunting.
5: Attack (4), I sac Forest.
5: Plains, cast second Midnight Haunting.
6: Attack, I block both goblins (1)
And from here, I regrow Midnight Haunting, block with one token, recast it, block with one token, ad infinitum, until I have enough tokens to attack him to death.
If he doesn't play scepter to avoid this, I beast within my own land and block his goblins, then if he plays it from there I repeatedly cast midnight haunting (if he kills my tokens), and I bring back beast within and take out scepter before it can kill me. 6-0
03 Reyemile :: ""
Foil / Moonring Island / Lingering Souls / Thwart
On my play, I beast within his second island on my 2nd turn, so on my 4th turn he only has 2 islands and can only cast foil, which I can counter. From there, I just recur spirit tokens until I win. On my draw, though, this trick does not work. He plays moonring island on turn 2, and so both thwart and foil are active before I can do anything. 3-3
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus"
Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
O-ring cannot stop my recursion engine since it's sorcery speed, and I flood him with tokens. 6-0
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
On the play, I can counter turn 2 foundry, and then cast midnight haunting and beast within it if he canes (recurring beast within if I need to, in case he windfalls). Then from there, I just out-token him.
On the draw, he can get it into play before I have UU. This means I'd have to beast within twice, which makes him have enough damage to kill me before I can stabilize. 3-3
07 aurorasparrow :: ""
Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
On the play, I counter one threat, beast within the other. On the draw, he gets to sneak one in. But one way or another, I beast within the guildmage since it can shut down mistveil plains. Starting on turn 4 I make two tokens a turn. Before he gets to 8 mana I have at least one turn where I have some slack, so I recur beast within, and if he ever doesn't have 4 open I take out mage. Eventually I overrun him with dudes. 6-0
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
This is a straight-up race. I have to wait until turn 4 to cast midnight haunting, so I can have counterspell backup. Then on his turn 4, the first tree hits play. From that point on, I midnight haunting every turn, and I narrowly win the race. On the draw, however, I can cast beast within on a land at some point, and block one of his trees for all eternity. This gives me the edge I need to win the race. 6-0 (although it's very possible that this is 3-3, I may have messed up my math at some point.)
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
I get to 5 mana on turn 4, so on the play I can counter Mana Drain, and then activate mistveil plains to recur Midnight Haunting before Crosis's Charm can shut me down. I then beast within myself 2 turns in a row, trading beasts the first time, and netting a permablocker the second time. He can charm to take out the beast on his 8th turn, but by then I'd have enough tokens to kill him. 3-3
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
On the play, I can counter mammoth umbra on my turn 2, and easily outrace a lone stalker. On the draw, I take one hit from the mammoth, cast midnight haunting, then take a second hit, but from that point on I beast within his token every turn, keeping it eternally summoning sick. This lets my 2 spirits race his invisible stalker just barely. 6-0
11 tomsloger :: ""
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
On the play, I can just counter spectral and keep him off of his mistveil plains. On the draw, spectral comes down turn 2 so I turn 2 beast within mistveil plains. By turn 4 I can recur and cast haunting every turn, and I get down to 2 life by the time I stabilize. I build up an army of enough spirits to kill him in one swing, beast within story circle and kill him. 6-0
5 | 3 6 3 6 X 3 6 6 3 6 6 | 44
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs:
02 - Draco9 - I think I'm too slow, actually. It's not a lock but it's annoying.
0-6?
03 - Reyemile - His abundance of free counterspells makes this tricky. On the play I lead island island so I can 'Drain a turn two Souls if he goes for it (and then untap and Serene while his counterwall is down), which pushes Souls back to turn three, I drop a turn 4 Sliver which pops a token on turn 5 and is shuffled back in on turn 6 to be redrawn and replayed turn 8 (popping another token)...
Which means I think I just squeak in killing the last token before dying, then Sliver. On the play he's too fast.
3-3
04 - MyNameIsFourteen - Counter Witness, counter Battlemage, Sliver wins.
6-0
05 knobbodi - Turn two Haunting is bad news. Otherwise, counters.
3-3
06 bateleur - I go with his logic.
6-0?
07 aurorasparrow - turn 3 Dromar's Charm picks off the Witch one way or another (counterspell or -2/-2), then recursion seals the deal.
6-0
08 Feyd_Ruin - I can't beat Reach of Branches!!!
0-6
09 Personman - Stupid Modern Masters.
0-6
10 cruelshy - I win the race when I can counter the Umbra with Mana Drain. When I can't, no problem: Sliver pops the Aura, then life-gain mode Dromar's Charm recursion means it's not even a race.
6-0
11 tomsloger: ...second turn Procession is ugly.
3-3
X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
1 | X 0 3 6 3 3 6 0 0 6 3 | 26 | ?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm also lost here.
Why are his sacrificed lands going to his library?
No longer staff here.
Because I've become very used to Wheel of Sun and Moon.
Ignore my previous posts.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
EDIT: Also, my results post is updated, and finished except for bateleur. E seems to think it's obvious that I win, but I don't see it. Someone tell me how I'm stupid?
It's actually a pretty boring swing vs swing match, with the win going to the player swinging first (he casts on 4th at 5 mana, as do I. We're both generating 2 power, and blocking is never the best option).
However, he has a secret play. On his 7th turn, when he hits 8 mana and is at 8 life, facing 8 damage next turn, he has just enough mana to plains in his spirit maker, make his spirits, and then Beast Within his own land. This lets him block a 2/5 on my last swing, keeping him alive at 2 for his winning swing next turn.
:soclose:
My line finished as:
X| 1 2 3 4 5 6 7 8 9 0 1
8| 6 6 6 6 0 6 6 X 0 6 0 | 42 | 420
Edit:
There's a crazy number of lines of play here, actually. Like, crazy crazy. In the end, it boils down to the fact that you can use Drain and Charm to make sure foundry never sticks without fear of windfall.
Charm it, then drain it after cane. Drain it, wait for cane, then charm a sitting sword (nothing to sac after that). Charm a cane, then drain a sword. The list goes on and on depending on how he plays it. Charm being an instant is crucial in some plays. If he windfalls with Cane out (to remove both of your stops), you can Charm cane which shuts him down. I went through a long list of "maybe if he did it this way.." until I realized that there just isn't a way. No line of play can get rid of your cards while being able to get his back, or force through a foundry that sits for more than a turn. He can even Guildmage the first sac of Sword to prevent the token coming in, which makes sword stick in the graveyard. A cane is met with a Charm, etc, etc.
The list of plays/counters gets epic.
There's just not an ending that's favorable to bat
No longer staff here.
When you are on the draw, I drop Moonring Island from my hand turn 2, and have three islands in play to counter Haunting with Thwart. Thwart puts an island back in my hand to foil later, if I need to. I win the counter war over your Midnight Haunting, and my four Souls beat your one 3/3.
3-3
Mistveil Plains / Oblivion Ring / Spectral Procession / Story Circle
Dromar's Charm / Mana Drain / Necrotic Sliver / Serene Remembrance
3-3 agreed. also, dromar's charm is one of my all time favorite cards.
02 Draco9 :: "Goblin Science"
Akki Underminer / Goblin Lackey / Isochron Scepter / Lightning Helix
6-0 all red threats means story circle stops him and i win eventually.
03 Reyemile :: ""
Foil / Lingering Souls / Moonring Island / Thwart
1-4 when im on the play, i can play spells on turn 2 and 3. so reyemile must keep moonring in hand to foil my t2 procession. that means story circle gets down. i can cast them in different order, but procession is the one that gets countered.
04 MyNameIsFourteen :: "Oppan Tel-Jilad Stylus"
Eternal Witness / Jund Battlemage / Oblivion Ring / Tel-Jilad Stylus
6-0 i make more tokens than you can o-ring. and i can slow you down more by making you waste turns answering my ring and story circle.
05 knobbodi :: "Better Call the Ghostbusters"
Beast Within / Counterspell / Midnight Haunting / Mistveil Plains
0-6 agreed. i thought good and hard about midnight haunting vs sprectral procession. with a counterspell included, the instant speed of haunting is big. yours did better, but i still like that mine can recur even if my procession never resolves
06 bateleur :: "Thopter Depths Minus Depths"
Feldon's Cane / Sword of the Meek / Thopter Foundry / Windfall
6-0 agreed.
07 aurorasparrow :: ""
Azorius Guildmage / Mistmeadow Witch / Path to Exile / Wear // Tear
6-0 agreed
08 Feyd_Ruin :: "Treebear, the Other Green Wizard"
Coral Atoll / Foil / Mental Misstep / Reach of Branches
6-0 agreed
09 Personman :: ""
Azorius Guildmage / Crosis's Charm / Mana Drain / Reach of Branches
6-0 agreed. i may have beat you, but i like your deck a lot more than i like mine. reach, drain, and guildmage are great.
10 cruelshy :: "Invisible Mammoth"
Ancient Tomb / Blinkmoth Well / Invisible Stalker / Mammoth Umbra
6-0 story circle or o-ring stop you.
11 | 3 6 1 6 0 6 6 6 6 6 X | 46 | 460
Fighting over Souls is counterproductive - I need recursion to win.
T1: Island
T1: Island, other Island
T2: Island
T2: either Plains, cast Souls (disastrous) or Island
T3: Plains
T3: Plains, Souls
T4: Swamp, Sliver (you can counter here, but this makes my life SO much easier - remember, I'm the control deck here, I'm trying to grind away all your cards. If I can bait a counter, I win handily with Charm recursion with counter backup)
T4: Swamp, Souls, swing (18)
T5: Forest, Pop a token with Sliver
T5: Swing (15)
T6: Island, shuffle Sliver back in... (with double permission backup)
T6: Swing (12)
T7: Draw poorly
T7: Swing (9)
T8: Sliver, pop token
T8: Swing (7)
T9: Shuffle (bad)
T9: Swing (5)
T10: draw bad
T10: Swing (3)
T11: Sliver, pop token, reshuffle
T11: Swing (2)
T12: Draw bad
T12: Swing (1)
T13: Sliver, pop token
...and win from there.
If you ever waste a counter on the Sliver, I can suddenly Charm a token and shuffle both back in, which should speed up the control clock.