There were 11 players with 55 matches and 110 total games.
20 hands ended in a draw. 10 matches had at least one draw.
That's 18% of all games, averaging 1.8 games per player.
The following player(s) had the most drawn games, with 8 total draws: WhammWhamme : Personman
4 matches were a 3-3 split.
That's 7% of all matches, averaging 0.4 matches per player.
The following player(s) had the most split matches, with 2 total splits: Draco9
43 matches were a 6-0 sweep.
That's 78% of all matches, averaging 3.9 matches per player.
The following player(s) had the most 6-0 match sweeps, at 6 total sweeps: tomsloger
There were 47 unique cards submitted, out of 55 total.
5 card(s) were repeated:
Next Round will be '3CB LR Burning Mana'.
Entries are due Tuesday morning at 4:00 am GMT.
3CB LR Burning Mana
Description:
I spent some time thinking about land rule formats, and this was the first that didn't seem overly complicated, powerful, or boring. The banned list is still kind of long – largely for the sake of variety rather than power – so be sure to take a look. Also, please note that I added a few cards to the banned list shortly after the round was posted (the three-mana discard).
Deck size:
20
3 cards.
Land Rule:
20
Basic Land Rule – 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.
Special Rules:
Each player starts the game with an emblem with "Whenever any amount of mana is added to your mana pool, you lose that amount of life."
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.
1.3b. Rules that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead (see Rule 2.3d).
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 another steam gift card. 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.
As is usually the case, I really like the submissions this week.
We've got a new player. Please welcome yarn.
Magus of the Moon and Show and Tell both received votes from more than 50% of voters last week and have been added to the permanent ABT Banned List.
I added rule 1.3b to the comprehensive rules, which is basically a nonissue that covers the way we've always played cards from new sets before their prerelease.
I'm genuinely surprised that no one submitted Martyr's Cry.
I don't think that the Fatestitcher in aurorasparrow's deck is functional, because Emrakul's trigger will shuffle it away. aurorasparrow can still make a turn four Emrakul by drawing the Lotus again, and waiting for it to lose summoning sickness.
The diversity and novel ideas this week are really awesome to see. I'm particularly entertained by the fact that Cathedral of Serra was seriously submitted; that cycle has been the go-to for "Generic Utterly Useless Magic Cards" for so long that seeing it was quite a delightful moment of cognitive dissonance.
Mogg, I stared at Martyr's Cry for a long time, but I just didn't believe it would be good enough. It seemed too easy to dodge by just not playing multiple threats at once, and therefore basically worse than Path. WW is kinda hard to come up with in a format with slow lotuses, too. I didn't think about Leylines though, it would have been pretty great against tomsloger...
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
Draco9 has to play both leylines or e will never do anything else. Then I my t1, I can kill both of them (and Jade Mage when e's on the play) with Firestorm pitching Spirit, Nodes, Raze - either targeting em or Jade Mage as target 3. Then e can't do anything ever again, and I beat down with Spirit.
I firestorm for one pitching Spirit, Raze away the plains so Path can't be cast, and then Spirit races blade easily (and gets to attack in between suspends if it's being targeted).
However, e can hold the plains until I try spirit, at which point e can path it. I then Raze the plains to blank Arc Blade, but I have no win condition.
2-2.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
On my play:
t1 firestorm for 1 pitching spirit
t1 if e plays Grove, it gets razed and e can never do anything, so e plays Reaches
t2 bring in spirit. I can't raze Reaches, because I'll lose to remembrance.
t2 Grove -> something
t3 raze grove. If e played Predator, I'm not going to be gaining any more life, so spirit wins since it's not sick. punishing fire couldn't have done anything. nothing in grave for remembrance. So e put a counter on Reaches. attack to 17.
t3 remembrance shuffling to remembrance, grove.
t4, 5: attack to 15, 13
t5 replay grove. I lose to kavu getting big and fire holding off spirit.
I have no other way to get Spirit into play, so I have to play for the draw.
t1 Plateau, nothing
t1 Reaches
t2 nothing
t2 Grove, counter on reaches as explained above
t3 nothing
If e ever plays Predator, I can kill it in eir end step with firestorm pitching spirit, nodes, raze, so that even if e plays it with Reaches counters and a lifegain trigger backup, it still dies (I target him, kavu, myself). But then I can't raze, and I still just lose to remembrance. Both lands can make G, so I can't raze first. So instead I try to use Nodes. But e can wait for enough counters to Punish it as soon as I play it.
One more try: go back to the Firestorm plan, but don't raze and see if Nodes stalls long enough to race.
t2 bring in spirit, play nodes
t2 grove, counter on reaches
t3 destroy spirit, attack to 17.
t3 kavu will die to nodes, so counters = 2
t4 bring in and destroy spirit, attack to 15
t4 now e could make kavu have more power than nodes, so I better have razed Reaches last turn. In which case, cast Remembrance, shuffling to remembrance, reaches.
t5 attack to 13
t5 draw remembrance
t6 11
t6 counters = 1
t7 9
t7 counters = 2
t8 7, kavu comes in and becomes 3/3. I lose :(
0-6
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
bateleur on the play:
t1 relic
t1 firestorm for 1, 19
t2 workshop, everything (note that Husk is 2 2/2s), attack for 2 to 18
t2 spirit comes in, play nodes
t3 attack for 14. Spirit trades with husk token. I go to 6. beetle goes to 1 counter.
t3 bring in spirit, kill pest.
t4 attack for 7. Spirit trades with Husk, I go to 1, beetle goes to 0 counters.
t4 bring in spirit, kill beetle. Now spirit can block Relic forever. Except actually what happens is relic doesn't attack, because then I would win with nodes, but if I try that it just gets blocked and then we're back to the spirit/relic standoff.
2-2.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
I can burn leyline and the token and Reyemile for 3, but Snapback then strands Spirit in my hand. Nodes doesn't survive Pyrokinesis if I try to do it that way instead.
2-2
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
I can do 3 to 3 of them, but sadly Leyline of the Void means that I won't have Spirit to hold off the last one :/
0-6
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
Leyline of the Void is really good against Spirit, and Foil stops Nodes or Firestorm (and I can't do either without precluding the other).
0-6
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
Nice to see an iteration on the 5CB creation I'm the proudest of - Mental Misstep is a lovely fifth card, and feels just like what it was always missing. Too bad the the upgrade from Proggy didn't interact so well with Fatestitcher :/
Looks like you beat me though - the fact that you get the extra turn is enough to make Nodes worthless, and you can Misstep Raze.
0-6.
Oops, no, you can't misstep Raze, Misstep is discarded to LED. 6-0.
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
All I need to do is play Nodes and Firestorm Spirit into my yard - I can pay for Nodes until Magus and Cursecatcher are dead, and then start bring back Spirit so I can beat with it.
6-0
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
I'm pretty confused about Grove over Taiga, though I'd be very surprised if it ends up mattering. What DOES matter a lot against me is that you played two of them, which makes my Raze very sad.
My Nodes just gets Axed and never comes back, so it's all up to Spirit, which definitely isn't good enough to win, and I think isn't good enough to draw, but I'll work through it:
t1 Mentor
t1 Firestorm mentor for 2.
Oh, that would be a draw right there because of no legal targets for Axe. So you better wait on Mentor:
t1 land
t1 nothing
t2 other land, Mentor
t2 firestorm nodes and you for 2 with raze and spirit. You go to 18. You axe mentor in response... oh wait. No. Then you've discarded Ulamog with nothing in your graveyard. So I think I get the draw.
Hmm... if I've processed that right that's a lot more success than I was expecting with this!
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
vs
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
0-6 T1 Jade Mage into turn two Arena beats my rush. I cannot mount a defence by casting things more slowly since if he saves Arena for my Relic I no longer have the capacity to block his replaceable token forever.
6-0 The good news for him is that he can exile my indestructible dude with Path! But the rest is all bad news.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
6-0 I'm much too fast for this deck's awesome combos to become relevant.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
2-2 I drop a bunch of dudes, so he burns Signal Pest and Snapbacks the Husk token. When the smoke clears I have a 4/4 that shrinks when it does stuff, a 2/2 and an indestrutible 2/2. That isn't enough to kill through his two 2/3s, but he can't win either.
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
6-0 Banding doesn't allow him to defend indefinitely because I have a flying dude. On attack, things are more complex. He must attack with at least two bands because if he doesn't then I simply block with Darksteel Relic and he achieves nothing. If one of the bands is a single dude then I block and kill it with Clockwork Beetle the first two times and Husk plus token the third time. Therefore he must attack with two bands of two. If he does so then I use six power of blockers (not Signal Pest) on the band with Leyline of Vitality in and win from there.
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
2-2 I play everything except the Relic and if he doesn't Foil he loses the race. However, he can afford to Foil Signal Pest, so we're left with a standoff as Relic blocks Spirit forever and his other stuff can't break through, but nor can I.
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
6-0 He Mental Missteps Signal Pest, but the rest of my deck still kills before he can do anything.
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
3-3 Magus resolves on his turn three. On the play, that's fast enough. On the draw, it's not.
4-1 I wrote a huuuge long paragraph here, then deleted it. There are a million ways to play out the really complex attempts my me to squeeze enough damage through, but what it all comes down to is that on the play I can open with just Relic and he's forced to Firestorm and then I win the resulting race because I get a turn with everything before Nodes kills Pest. When I'm on the draw he Firestorms on his turn one and even my optimal line still leaves him on 1 life!
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
6-0 To stabilise for the draw he needs to get me down to just Relic (which he can never deal with) and him able to chump with an Elf every turn. He has nowhere near enough time to accomplish that even on the play since Axe is still on the stack when Ulamog hits the bin, so he has to make an Elf to get it back, but then he draws the Axe first (due to randomness going in my favour) and gets crushed.
Edit: @Personman - I think you maybe have your match against Feyd wrong? If he keeps his Plains in hand I think the game's a draw?
--
(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>
I also had pasted the wrong name and praised the submission of Arena of the Ancients instead of Cathedral of Serra. Arena is fine and all, but it is of course the Adventurer's Guildhouse cycle I was referring to :)
EDIT: bateleur, I did it out and I have me stabilizing at 1 even when you're on the play. Can you check my work?
1. Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
On my play I Path Vitality. This leaves e stranded with a 2/2 leyline.
Arcblade kills leyline in 3 turns, then goes to win.
Lose on my draw.
3-3
2. x
3. Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
Interestingly, we both deal 2 damage every three turns.
If e doesn't cast Kavu, he deals first and races.
0-6
4. Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
Too fast.
0-6
5. Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
Path token (e can only misdirect to es leyline. arcblade token later)
6-0
6. Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
Waaay too fast.
0-6
07. Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
E counters path and races.
0-6
08. Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
I can't hit emrakul.
0-6
09. Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
Path one, arc one, arc for win.
6-0
10. Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
Plains+Path Spirit if it hits play.
2-2
11. Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
Path Mentor whenever e drops.
6-0
vs. 01 Draco9: Standoff. Both have two 2/3's, first to swing loses, and if he casts Jade Mage, he loses. 2-2
vs. 02 Feyd_Ruin: Two threats beats Path, Foil beats Arc Blade. 6-0
vs. 03 MyNameIsFourteen: Leyline of the Void + Foil beats Kavu, 2/3's beat one Punishing Fire. 6-0
vs. 04 bateleur: He has a lot of 2/2's, and a 2/2 unblockable (by me anyway) and a 4/4 that shrinks... but which I can't swing into. So I save Foil for the Signal Pest and hold the rest of the boys off with 2/3 Leylines. 2-2
vs. 05 Reyemile: We both have 2/3's. He can Pyrokinesis away my 2/3 and then Snapback/Misdirection to push it through a counter, but then I have a recurring 2/2 and it's still a stalemate. 2-2
vs. 06 tomsloger: Good lord. I lose this one to the Cathedral of Serra. I could beat a mere 5 LEYLINES... 0-6
vs. 08 aurorasparrow: Leyline of the Void > deck. 6-0
vs. 09 yarn: Island + Leyline of Vitality can hold off the world. 2-2
vs. 10 Personman: Leyline of the Void, a second threat, and Foil. I counter the first removal spell that threatens my Leyline of the Void and win handily. 6-0
vs. 11 knobbodi: Sandbag the counter for Llanowar Mentor and swing. 6-0
EDIT: bateleur, I did it out and I have me stabilizing at 1 even when you're on the play. Can you check my work?
It's a very tricky match...
Actually I've just noticed that the line I used (holding back Pest for a turn) doesn't work because you can play Nodes anyway since my Relic stops it from ever leaving play... but I think turn one Relic plus Beetle gives me the win. Your maximum Firestorm can't deal four, but if you wait a turn I'll attack with Relic only, so you have to take six on my first swing. (Maybe?)
--
(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>
t1 Relic + Beetle
t1 Firestorm you for 1
t2 go to 14, beetle is 3/3, play pest and husk.
t2 spirit and nodes
t3 swing for 15. Spirit blocks 4 from beetle, and kills it when the counter comes off. I go to 3.
t4 nodes kills pest
t4 swing for 6. spirit trades with husk token and nodes trades with husk and we draw.
I think the fact that Spirit kills a 4/3 attacking Beetle makes the difference here.
Huh, turns out I misread the rules and skipped over "nonland". That would have been an interesting format. Didn't go terribly all things considered. Loving the banding land - an excuse to cards like that is why I joined!
t1 Relic + Beetle
t1 Firestorm you for 1
t2 go to 14, beetle is 3/3, play pest and husk.
t2 spirit and nodes
t3 swing for 15. Spirit blocks 4 from beetle, and kills it when the counter comes off. I go to 3.
t3 nodes kills pest
t4 swing for 6. spirit trades with husk token and nodes trades with husk and we draw.
I don't quite follow your explanation of my turn four there. I begin the turn with Husk, Husk token and Relic and you on three life. I attack and you block something and take four, ending up on -1, don't you? Nodes doesn't trigger on my turn, it triggers at the beginning of your upkeep (which you never reach).
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(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>
Well, crap. Lightning axe and ulamog aren't really a combo, as bateleur has pointed out. Also I for whatever reason forgot that taiga was a card...
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
I axe jade mage, then I make a bunch of elves. 6-0
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
Path to exile takes out elf and I can get it into my graveyard, but AFTER ulamog shuffles so it doesn't matter. 0-6
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
I get out recurred 0-6
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
Too fast for me to deal with, especially since lightning axe doesn't recur itself how I thought it would. 0-6
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
I can survive pyrokinesis by axing his guys, and eventually overwhelming him with tokens. So, he doesn't reveal chancellor or start with leyline in play, then uses pyrokinesis to kill mentor, leaving me without a way to get it back. 2-2
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
I kill leyline of the void discarding grove number 2, but the remaining ones kill me before I can get going. 0-6
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
To get going, I need to axe leyline of the void. Foil uh... foils that plan. 0-6
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
Even a 2/2 emrakul is still emrakul. 0-6
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
On the play, I just axe lotus, paying the 1 if he sacs curse catcher. On the draw, I axe magus (who's a 2/2, luckily). 6-0
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
Removal spell + not playing a creature vs me gets you a draw. 2-2
5. Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
Path token (e can only misdirect to es leyline. arcblade token later)
6-0
Snapback my token in response to Arc Blade. Blade is countered and doesn't re-suspend.
Actually Reyemile if you just prevent your leyline from being pathed using misdirection, arc blade can't kill it because it's 2/3. And that outraces 2 damage every 3 turns. Should be 6-0 for you
I don't quite follow your explanation of my turn four there. I begin the turn with Husk, Husk token and Relic and you on three life. I attack and you block something and take four, ending up on -1, don't you? Nodes doesn't trigger on my turn, it triggers at the beginning of your upkeep (which you never reach).
--
(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>
6-0
t1: grove
t1: attack (M: 16)
t2: reaches, Kavu (R: 22)
t2: attack (M: 12)
t3: no attack (I easily win the race, so M has to force me to spend resources.)
t3: snapback kavu, attack (m: 8)
t4: replay Kavu
t4: attack (m:4)
t5: pass
t5: pyrokinesis Kavu, swing for lethal.
2-2
Snapback kills Flayer Husk token. Pyrokinesis kills Beetle. Once the counters come off the clockwork beetle, it can't attack any more into my 2/3s. I can't swing back because Relic is indestructible.
2-2
our leyline's stare at each other. Misdierction/Pyrokenesis lets me with the counter war, but I only get to kill one leyline and he gets an unkillable nether spirit.
0-6. LED doesn't need to tap for it's ability, and Aurorasparrow can play Shelldock without passing priority, so I have no way to break up his combo. He'll draw LED turn 4, cast Emrakul, and annihilate my board.
6-0
Lighting Axe kills one of my creatures, Mentor dies to Pyrokinesis, my other creature wins. (Lightning Axe doesn't shuffle itself in when Ulamog is discarded.)
Reyemile, vs me, I wait until after you kill my guy to lightning axe, redraw and cast mentor and then when I make an elf I redraw lightning axe before I die. So, you just kill mentor and don't play any creatures, for a draw.
Reyemile, vs me, I wait until after you kill my guy to lightning axe, redraw and cast mentor and then when I make an elf I redraw lightning axe before I die. So, you just kill mentor and don't play any creatures, for a draw.
on the play, at least, I'm pretty sure I can just use pyrokinesis on tokens and beat you to death if that's your line of play.
Edit:
T1: Attack (K: 16)
T1: Mentor (R: 22)
T2: Attack (K: 12)
T2: Upkeep, make an elf, draw (R: 23).
T3: Attack (K: 8)
T3: Upkeep, make elf (R:24)
T4: Pyrokinesis away the elves, attack (K: 4)
t4:upkeep, make an elf
t5: attack, force a chump
t5 make an elf
t6: attack for the win.
Third: Is there a reason you don't submit decks anymore, Mogg?
Fourth: What do people think about changing the Expanded Land Rule to
at the beginning of each player's untap step, that player may put a basic land or basic snow land of his or her choice from outside the game onto the battlefield.
? I mean, if we're just going to ban exploration/azusa/fastbond every time anyways...
I just think banning cards with the rules is more elegant than having them on the banlist.
And yes, I know this effectively ruins a few other cards like Summer Bloom. I'm willing to have that discussion.
This thread contains the results for week 3 of All Blind Tournament #14 and is the start of week 4 of ABT#14.
Week 3 of ABT#14 Next Round : Week 4 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
As is usually the case, I really like the submissions this week.
We've got a new player. Please welcome yarn.
Magus of the Moon and Show and Tell both received votes from more than 50% of voters last week and have been added to the permanent ABT Banned List.
I added rule 1.3b to the comprehensive rules, which is basically a nonissue that covers the way we've always played cards from new sets before their prerelease.
I'm genuinely surprised that no one submitted Martyr's Cry.
I don't think that the Fatestitcher in aurorasparrow's deck is functional, because Emrakul's trigger will shuffle it away. aurorasparrow can still make a turn four Emrakul by drawing the Lotus again, and waiting for it to lose summoning sickness.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Mogg, I stared at Martyr's Cry for a long time, but I just didn't believe it would be good enough. It seemed too easy to dodge by just not playing multiple threats at once, and therefore basically worse than Path. WW is kinda hard to come up with in a format with slow lotuses, too. I didn't think about Leylines though, it would have been pretty great against tomsloger...
10 Personman :: ""
Firestorm/ Nether Spirit / Plateau / Porphyry Nodes / Raze
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
Draco9 has to play both leylines or e will never do anything else. Then I my t1, I can kill both of them (and Jade Mage when e's on the play) with Firestorm pitching Spirit, Nodes, Raze - either targeting em or Jade Mage as target 3. Then e can't do anything ever again, and I beat down with Spirit.
6-0.
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
I firestorm for one pitching Spirit, Raze away the plains so Path can't be cast, and then Spirit races blade easily (and gets to attack in between suspends if it's being targeted).
However, e can hold the plains until I try spirit, at which point e can path it. I then Raze the plains to blank Arc Blade, but I have no win condition.
2-2.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
On my play:
t1 if e plays Grove, it gets razed and e can never do anything, so e plays Reaches
t2 bring in spirit. I can't raze Reaches, because I'll lose to remembrance.
t2 Grove -> something
t3 raze grove. If e played Predator, I'm not going to be gaining any more life, so spirit wins since it's not sick. punishing fire couldn't have done anything. nothing in grave for remembrance. So e put a counter on Reaches. attack to 17.
t3 remembrance shuffling to remembrance, grove.
t4, 5: attack to 15, 13
t5 replay grove. I lose to kavu getting big and fire holding off spirit.
I have no other way to get Spirit into play, so I have to play for the draw.
t1 Plateau, nothing
t1 Reaches
t2 nothing
t2 Grove, counter on reaches as explained above
t3 nothing
If e ever plays Predator, I can kill it in eir end step with firestorm pitching spirit, nodes, raze, so that even if e plays it with Reaches counters and a lifegain trigger backup, it still dies (I target him, kavu, myself). But then I can't raze, and I still just lose to remembrance. Both lands can make G, so I can't raze first. So instead I try to use Nodes. But e can wait for enough counters to Punish it as soon as I play it.
One more try: go back to the Firestorm plan, but don't raze and see if Nodes stalls long enough to race.
t2 bring in spirit, play nodes
t2 grove, counter on reaches
t3 destroy spirit, attack to 17.
t3 kavu will die to nodes, so counters = 2
t4 bring in and destroy spirit, attack to 15
t4 now e could make kavu have more power than nodes, so I better have razed Reaches last turn. In which case, cast Remembrance, shuffling to remembrance, reaches.
t5 attack to 13
t5 draw remembrance
t6 11
t6 counters = 1
t7 9
t7 counters = 2
t8 7, kavu comes in and becomes 3/3. I lose :(
0-6
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
bateleur on the play:
t1 relic
t1 firestorm for 1, 19
t2 workshop, everything (note that Husk is 2 2/2s), attack for 2 to 18
t2 spirit comes in, play nodes
t3 attack for 14. Spirit trades with husk token. I go to 6. beetle goes to 1 counter.
t3 bring in spirit, kill pest.
t4 attack for 7. Spirit trades with Husk, I go to 1, beetle goes to 0 counters.
t4 bring in spirit, kill beetle. Now spirit can block Relic forever. Except actually what happens is relic doesn't attack, because then I would win with nodes, but if I try that it just gets blocked and then we're back to the spirit/relic standoff.
2-2.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
I can burn leyline and the token and Reyemile for 3, but Snapback then strands Spirit in my hand. Nodes doesn't survive Pyrokinesis if I try to do it that way instead.
2-2
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
I can do 3 to 3 of them, but sadly Leyline of the Void means that I won't have Spirit to hold off the last one :/
0-6
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
Leyline of the Void is really good against Spirit, and Foil stops Nodes or Firestorm (and I can't do either without precluding the other).
0-6
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
Nice to see an iteration on the 5CB creation I'm the proudest of - Mental Misstep is a lovely fifth card, and feels just like what it was always missing. Too bad the the upgrade from Proggy didn't interact so well with Fatestitcher :/
Looks like you beat me though - the fact that you get the extra turn is enough to make Nodes worthless, and you can Misstep Raze.
0-6.
Oops, no, you can't misstep Raze, Misstep is discarded to LED. 6-0.
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
All I need to do is play Nodes and Firestorm Spirit into my yard - I can pay for Nodes until Magus and Cursecatcher are dead, and then start bring back Spirit so I can beat with it.
6-0
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
I'm pretty confused about Grove over Taiga, though I'd be very surprised if it ends up mattering. What DOES matter a lot against me is that you played two of them, which makes my Raze very sad.
My Nodes just gets Axed and never comes back, so it's all up to Spirit, which definitely isn't good enough to win, and I think isn't good enough to draw, but I'll work through it:
t1 Mentor
t1 Firestorm mentor for 2.
Oh, that would be a draw right there because of no legal targets for Axe. So you better wait on Mentor:
t1 land
t1 nothing
t2 other land, Mentor
t2 firestorm nodes and you for 2 with raze and spirit. You go to 18. You axe mentor in response... oh wait. No. Then you've discarded Ulamog with nothing in your graveyard. So I think I get the draw.
2-2
10 | 6 6 0 2 2 0 0 6 6 X 2 | 30
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
0-6 arena is sick
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
6-0 im too fast.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
6-0 three leylines are actually relevant against you. punishment for predator, void for remembrance, and vitality keeps punishing fire from killing either.
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
0-6 i am faster, but you have good blockers and evasion.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
6-0 pyrokinesis and snapback do their job, but i believe banding gets me the win
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
6-0 4 2/3 vs 2
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
6-0 im way faster
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
0-6 im not quite fast enough
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
6-0 porphyry nodes is nice, but with my speed is too much
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
6-0 im not totally sure how this is supposed to work, but i believe void stops most options.
6 | 0 6 6 0 6 X 6 6 0 6 6 | 42
Hmm... if I've processed that right that's a lot more success than I was expecting with this!
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
vs
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
0-6 T1 Jade Mage into turn two Arena beats my rush. I cannot mount a defence by casting things more slowly since if he saves Arena for my Relic I no longer have the capacity to block his replaceable token forever.
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
6-0 The good news for him is that he can exile my indestructible dude with Path! But the rest is all bad news.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
6-0 I'm much too fast for this deck's awesome combos to become relevant.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
2-2 I drop a bunch of dudes, so he burns Signal Pest and Snapbacks the Husk token. When the smoke clears I have a 4/4 that shrinks when it does stuff, a 2/2 and an indestrutible 2/2. That isn't enough to kill through his two 2/3s, but he can't win either.
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
6-0 Banding doesn't allow him to defend indefinitely because I have a flying dude. On attack, things are more complex. He must attack with at least two bands because if he doesn't then I simply block with Darksteel Relic and he achieves nothing. If one of the bands is a single dude then I block and kill it with Clockwork Beetle the first two times and Husk plus token the third time. Therefore he must attack with two bands of two. If he does so then I use six power of blockers (not Signal Pest) on the band with Leyline of Vitality in and win from there.
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
2-2 I play everything except the Relic and if he doesn't Foil he loses the race. However, he can afford to Foil Signal Pest, so we're left with a standoff as Relic blocks Spirit forever and his other stuff can't break through, but nor can I.
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
6-0 He Mental Missteps Signal Pest, but the rest of my deck still kills before he can do anything.
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
3-3 Magus resolves on his turn three. On the play, that's fast enough. On the draw, it's not.
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
4-1 I wrote a huuuge long paragraph here, then deleted it. There are a million ways to play out the really complex attempts my me to squeeze enough damage through, but what it all comes down to is that on the play I can open with just Relic and he's forced to Firestorm and then I win the resulting race because I get a turn with everything before Nodes kills Pest. When I'm on the draw he Firestorms on his turn one and even my optimal line still leaves him on 1 life!
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
6-0 To stabilise for the draw he needs to get me down to just Relic (which he can never deal with) and him able to chump with an Elf every turn. He has nowhere near enough time to accomplish that even on the play since Axe is still on the stack when Ulamog hits the bin, so he has to make an Elf to get it back, but then he draws the Axe first (due to randomness going in my favour) and gets crushed.
Edit: @Personman - I think you maybe have your match against Feyd wrong? If he keeps his Plains in hand I think the game's a draw?
(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>
I also had pasted the wrong name and praised the submission of Arena of the Ancients instead of Cathedral of Serra. Arena is fine and all, but it is of course the Adventurer's Guildhouse cycle I was referring to :)
EDIT: bateleur, I did it out and I have me stabilizing at 1 even when you're on the play. Can you check my work?
On my play I Path Vitality. This leaves e stranded with a 2/2 leyline.
Arcblade kills leyline in 3 turns, then goes to win.
Lose on my draw.
3-3
2. x
3. Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
Interestingly, we both deal 2 damage every three turns.
If e doesn't cast Kavu, he deals first and races.
0-6
4. Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
Too fast.
0-6
5. Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
Path token (e can only misdirect to es leyline. arcblade token later)
6-0
6. Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
Waaay too fast.
0-6
07. Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
E counters path and races.
0-6
08. Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
I can't hit emrakul.
0-6
09. Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
Path one, arc one, arc for win.
6-0
10. Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
Plains+Path Spirit if it hits play.
2-2
11. Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
Path Mentor whenever e drops.
6-0
2| 3 X 0 0 6 0 0 0 6 2 6
No longer staff here.
Now.
WhammWhamme (07)
X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
7 | 2 6 6 2 2 0 X 6 2 6 6 | 38 | 000
vs. 01 Draco9: Standoff. Both have two 2/3's, first to swing loses, and if he casts Jade Mage, he loses. 2-2
vs. 02 Feyd_Ruin: Two threats beats Path, Foil beats Arc Blade. 6-0
vs. 03 MyNameIsFourteen: Leyline of the Void + Foil beats Kavu, 2/3's beat one Punishing Fire. 6-0
vs. 04 bateleur: He has a lot of 2/2's, and a 2/2 unblockable (by me anyway) and a 4/4 that shrinks... but which I can't swing into. So I save Foil for the Signal Pest and hold the rest of the boys off with 2/3 Leylines. 2-2
vs. 05 Reyemile: We both have 2/3's. He can Pyrokinesis away my 2/3 and then Snapback/Misdirection to push it through a counter, but then I have a recurring 2/2 and it's still a stalemate. 2-2
vs. 06 tomsloger: Good lord. I lose this one to the Cathedral of Serra. I could beat a mere 5 LEYLINES... 0-6
vs. 08 aurorasparrow: Leyline of the Void > deck. 6-0
vs. 09 yarn: Island + Leyline of Vitality can hold off the world. 2-2
vs. 10 Personman: Leyline of the Void, a second threat, and Foil. I counter the first removal spell that threatens my Leyline of the Void and win handily. 6-0
vs. 11 knobbodi: Sandbag the counter for Llanowar Mentor and swing. 6-0
It's a very tricky match...
Actually I've just noticed that the line I used (holding back Pest for a turn) doesn't work because you can play Nodes anyway since my Relic stops it from ever leaving play... but I think turn one Relic plus Beetle gives me the win. Your maximum Firestorm can't deal four, but if you wait a turn I'll attack with Relic only, so you have to take six on my first swing. (Maybe?)
(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>
t1 Relic + Beetle
t1 Firestorm you for 1
t2 go to 14, beetle is 3/3, play pest and husk.
t2 spirit and nodes
t3 swing for 15. Spirit blocks 4 from beetle, and kills it when the counter comes off. I go to 3.
t4 nodes kills pest
t4 swing for 6. spirit trades with husk token and nodes trades with husk and we draw.
I think the fact that Spirit kills a 4/3 attacking Beetle makes the difference here.
9 | 0 0 0 6 0 6 2 0 X 0 0 | 14
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
0-6 Cradle trumps Tabernacle any day of the week.
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
0-6 Pathing any of my creatures wins.
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
0-6 Punishing Fire is fantastic.
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
6-0 Turn two Magus actually, from land + summoning sick Lotus. One attack step isn't quite enough, though I'm wondering if a t2 win is doable.
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
0-6 Breaking the Lotus is key here. Snapback Cursecatcher to Pyrokinesis my Lotus and I can't cast Magus. Very impressed by Chancellor with Pyrokinesis.
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
6-0 Not being able to tap for mana wins this for me.
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
2-2 Was expecting a lot more Foil to be honest. Yep, Leyline with Island forces a draw both games.
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
0-6 I can't interact with the combo. You can Misstep the Cursecatcher and still win!
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
0-6 Nodes and the mana to pay the tax wins this.
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
0-6 Axe the Lotus t2 on the play, Axe the Magus t2 on the draw. Mentor takes over. I'm curious why you didn't use Taiga though.
I don't quite follow your explanation of my turn four there. I begin the turn with Husk, Husk token and Relic and you on three life. I attack and you block something and take four, ending up on -1, don't you? Nodes doesn't trigger on my turn, it triggers at the beginning of your upkeep (which you never reach).
(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>
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
I axe jade mage, then I make a bunch of elves. 6-0
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
Path to exile takes out elf and I can get it into my graveyard, but AFTER ulamog shuffles so it doesn't matter. 0-6
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
I get out recurred 0-6
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
Too fast for me to deal with, especially since lightning axe doesn't recur itself how I thought it would. 0-6
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
I can survive pyrokinesis by axing his guys, and eventually overwhelming him with tokens. So, he doesn't reveal chancellor or start with leyline in play, then uses pyrokinesis to kill mentor, leaving me without a way to get it back. 2-2
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
I kill leyline of the void discarding grove number 2, but the remaining ones kill me before I can get going. 0-6
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
To get going, I need to axe leyline of the void. Foil uh... foils that plan. 0-6
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
Even a 2/2 emrakul is still emrakul. 0-6
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
On the play, I just axe lotus, paying the 1 if he sacs curse catcher. On the draw, I axe magus (who's a 2/2, luckily). 6-0
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
Removal spell + not playing a creature vs me gets you a draw. 2-2
That could have gone better, haha.
I banned the two-mana hard counters but left the three-mana hand discard unchecked. That was an oversight.
Hopefully, it's still early enough that banning the following cards won't cause anyone's time to have been wasted: Bog Down, Delirium Skeins, Wheel of Fortune, Windfall, Wistfull Thinking.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
2-2
Yes, but nodes is also a 2/2 that can block.
Actually, even better for you.
Use misdirection to make sure the Path hits your token.
Then beat me down with a 2/3 that arcblade can't kill or race.
0-6 in your favor.
2| 3 X 0 0 0 0 0 0 6 2 6 | 16 | 160
No longer staff here.
So it is!
(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>
The Grid
Edit:
T1: Attack (K: 16)
T1: Mentor (R: 22)
T2: Attack (K: 12)
T2: Upkeep, make an elf, draw (R: 23).
T3: Attack (K: 8)
T3: Upkeep, make elf (R:24)
T4: Pyrokinesis away the elves, attack (K: 4)
t4:upkeep, make an elf
t5: attack, force a chump
t5 make an elf
t6: attack for the win.
You, sir, have earned my respect.
Second: Welcome to yarn!
Third: Is there a reason you don't submit decks anymore, Mogg?
Fourth: What do people think about changing the Expanded Land Rule to ? I mean, if we're just going to ban exploration/azusa/fastbond every time anyways...
I just think banning cards with the rules is more elegant than having them on the banlist.
And yes, I know this effectively ruins a few other cards like Summer Bloom. I'm willing to have that discussion.
08 aurorasparrow :: ""
Emrakul, the Aeons Torn / Fatestitcher / Lion's Eye Diamond / Mental Misstep / Shelldock Isle
vs:
01 Draco9 :: "Jaded"
Arena of the Ancients / Gaea's Cradle / Jade Mage / Leyline of Lifeforce / Leyline of Vitality
rushed down. 0-6
02 Feyd_Ruin :: "Fun Deck is Fun"
Arc Blade / Path to Exile / Plains / Simian Spirit Guide / Simian Spirit Guide
Emrakul is immune to arc blade/path. 6-0
03 MyNameIsFourteen :: "I've Always Wanted to Submit Punishing Fire in XCB"
Fungal Reaches / Grove of the Burnwillows / Kavu Predator / Punishing Fire / Serene Remembrance
Annihilator ruins everything. 6-0
04 bateleur :: "Two Turn Clockwork"
Clockwork Beetle / Darksteel Relic / Flayer Husk / Mishra's Workshop / Signal Pest
outraced. 0-6
05 Reyemile :: ""
Chancellor of the Forge / Leyline of Vitality / Misdirection / Pyrokinesis / Snapback
6-0
06 tomsloger :: "Spell-Less Aggro"
Cathedral of Serra / Leyline of Punishment / Leyline of Sanctity / Leyline of the Void / Leyline of Vitality
0-6
07 WhammWhamme :: ""
Foil / Island / Leyline of the Void / Leyline of Vitality / Nether Spirit
0-6
09 yarn :: "The Hound of Pendrell Vale"
Black Lotus / Cavern of Souls / City of Traitors / Cursecatcher / Magus of the Tabernacle
Cavern of Souls for Cursecatcher gets there on the play! 3-3
10 Personman :: ""
Firestorm / Nether Spirit / Plateau / Porphyry Nodes / Raze
Nether Spirit/Nodes can kill Emrakul. 0-6
11 knobbodi :: ""
Grove of the Burnwillows / Grove of the Burnwillows / Lightning Axe / Llanowar Mentor / Ulamog, the Infinite Gyre
Emrakul wins. 6-0
08 | 0 6 6 0 6 0 0 X 3 0 6 | 26
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%