This thread contains the results for week 1 of All Blind Tournament #15 and is the start of week 2 of ABT#15.
Week 1 of ABT#15
This round was 2+1CB LR devotionfinitheros.
Rules:
card pool is extended (scars-theros)
Each player starts the game with an emblem with
"At the beginning of your upkeep, you may put a number of 0/1 citizen tokens onto the battlefield equal to your devotion to white" and
"At the beginning of your upkeep, you may return target nonland permanent with converted mana cost less than or equal to your devotion to blue to its owner's hand" and
"At the beginning of your upkeep, you may put a number -0/-1 counters on target creature equal to your devotion to black" and
"At the beginning of your upkeep, you may have this emblem deal damage to target player equal to your devotion to red" and
"At the beginning of your upkeep, you may add an amount of green mana to your mana pool equal to your devotion to green. Until end of turn, this mana doesn't empty from your mana pool as steps and phases end."
When submitting a deck, an entrant also chooses a card contained in Theros. If a player would draw a card from an empty library, that player puts a copy of his or her chosen card from outside the game into his or her hand instead. The following cards may not be chosen: Demolish, all land cards. [/space]
There were 10 players with 45 matches and 90 total games.
2 hands ended in a draw. 1 matches had at least one draw.
4 matches were a 3-3 split.
40 matches were a 6-0 sweep.
There were 27 unique cards submitted, out of 30 total.
3 card(s) were repeated:
grey merchant of asphodel
chancellor of the tangle
council of the absolute
honorable mention to llanowar elves/elvish mystic
Next Round : Week 2 of ABT#15
Next Round will be '2CB Alternative Land Rule'.
Entries are due Tuesday morning at 4:00 am GMT (Submit to tomsloger).
2CB ALR
Description:
[space=20]I figure everyone is busy this week. so lets keep it simple. 2 cards. no extra rules or bans. next week it will be harder [/space] Deck size:
[space]20[/space]2 cards.
Land Rule:
[space]20[/space]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..
[space=30]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.[/space]
What is the All Blind Tournament?
[space=30]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.[/space]
Basic Rules of All Blind Tournament
[space=30]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.[/space]
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
[space=30]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.[/space]
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
[space=30]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.[/space]
[space=30]The prize is another steam gift card. The steam gift card for the last tournament will go out once final standings have been calculated.[/space]
-
Player Standings
[space=30]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.[/space]
t1 plains
m1 coating
t2 plains, leader
m2 you can start destroying.
but if you destroy lands i start getting tokens and you die quickly
so you destroy leader. i go to 18
t3 plains, leader
m3 destroy leader 16-20
t4 island, leader, stalker
m4 destroy leader 14-20
t5 plains, leader, hidden strings, targets leader, ciphers. swing 2, targets leader 14-18
m5 destroy leader 12-18
t6 plains, leader, swing 3, targets leader 12-15
m6 destroy leader 10-15
t7 plains, leader, swing 4, targets leader 10-11
m7 cant cast chancellor. gives me a bunch of blockers. so destroy leader. 8-11
t8 plains, leader, swing 5, targets leader 8-6. and i have a 6/6 unblockable hexproof
9 yarn "tumnus' revenge" Council of the Absolute/Ratchet Bomb/Voyaging Satyr
2-2 ratchet bomb gets rid of stalker, council stops strings. this game goes forever with you having a 2/4 and X 1/2s and me having X 1/1s and a bunch of 0/1s
10 Personman "where do butterflies go when it rains zombies" Rooftop Storm/Dissolve/[CARD]Gray Merchant of Asphodel[/CARDS]
6-0 even if i dont get to cypher, hidden strings can still target 2 phalanx leaders on my 4th turn.
(A thing that is funny is that I meant to type Dissipate but it was late at night. Glancing at the decks it seems like Moorland Haunt is the only relevant interaction, so it's probably fine.)
vs.
1 Tomsloger "leaders bring followers"
invisible stalker/hidden strings/phalanx leader
i believe i have the fastest deck, but no disruption.
On the play I can counter one thing before you go really crazy:
t1 plains
t2 plains, phalanx leader
t3 2 tokens, island, leader (countered), swing 1
t4 2 tokens (4), bounce (1), plains, phalanx leader (countered), hidden strings (leader + leader, cipher onto leader) (2 counters on everything), attack 10, hidden strings on leader (4 counters).
MY T5: Hardcast Merchant, gaining 2 back up to 12
t5: More than enough.
0-6
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
really hard to disrupt, builds steadily. i like it.
Okay so what matters is your goldfish minus one Mantle. Which on the play is:
1: Scout
2: Legionnaire, swing 1.
3: 2x Mantle, can't pump because Forest. Swing 4 (15)
4: 2 from round rule (13). New mantle (countered), pump 3x, swing 7. (6)
5: 2 from round rule, you win.
On the draw:
1. Scout
2: Legionnaire, swing 1.
3: 2x Mantle, 1 countered, can't pump because Forest. Swing 4 (15)
4: 1 from round rule (14). New mantle. Pump 3x, swing 7 (7)
MY 5: Play Merchant, going back up to 9.
5: 2 from round rule (7). Pump 4x, as evenly as possible, for a total of 8 I can block 4 of (3).
MY 6: Cackle madly, win. see tomsloger's fix below, i somehow thought you couldn't cast both legionnaire and mantle t3.
0-6
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
ooh. i didnt think of that way to make the white devotion offensive and enable it in one card. nice!
On the play I get to counter Spear, which seems pretty good. But maybe not good enough actually let's see:
1. Soldier
2. Soldier, swing 2 (18)
3. Spear (countered), swing 4 (14)
4. Soldier + Soldier, swing 4 (10)
MY 5: Play Merchant back up to 12.
5. Swing 8, not enough.
Okay, but you can probably do better by holding Spear back:
1. Soldier
2. Soldier, 1 token, swing 2 (18)
3. Soldier, 3 tokens, swing 4 (14)
4. Soldier, 6 tokens, swing 6 (8)
MY 5: Play Merchant back up to 10.
5. Spear, I'm tapped out, swing 18, I can only block 3
0-6
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
im extremely excited to see how this works. its cool.
Your play:
1: Mystic
2: Talrand
3: Swine, swing 3 (17)
4: Swine, swing 5 (12)
5: Swine, Swing 7 (5)
MY 5: Merchant back to 7
6: Swine, can't counter because tapped out, but I get a 2/2 and block talrand, still take 7 and die.
None of my cards actually matter, but on the play I get to go off before you kill me, woo!
EDIT: tomsloger points out that talrand is double blue and thus drops t3, so I get to win.
6-0
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
worldspine wurm on turn 4 is pretty sweet
I think I just always counter Wurm and win no problem. 6-0.
Oh. Crap. I went and actually read Worldspine Wurm. This is where it matters that I got the names of Dissipate and Dissolve mixed up :/ Do people feel that it is obvious enough that Dissolve is not a real XCB card? I am perfectly happy to take my loss if there's any concern about fairness, but I really did intend to type Dissipate :/
Waaaaaait a second. It doesn't matter! I counter it t4, you replay it t5, swing with it on t6, but I don't die. Yaayyy I don't have to sort-of cheat!
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
well that seems... entirely too good
Looking over the decks, there might be one or two people who can take a game off you. I am not one of them. 0-6.
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
good speed and disruption
Well, I can counter your first Merchant, but then your next one is still faster than mine, which presumably makes you win. 0-6.
8 aurorasparrow "the orgy"
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
TIMMAY!!!!
I definitely just lose to this. 0-6.
9 yarn "tumnus' revenge"
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
how did no one else play ratchet bomb? seems like the best removal
On my play I counter Council and win.
On your play, you get council down, and can then blow up my guys after I play some of them, but I THINK I still race a bunch of 1/2s? Guess I have to do it out:
t2: Satyr
t3: Council
t4: Ratchet(1), Satyr, swing 1 (19)
t5: R(2), Satyr x2, swing 2 (17)
t5: Merchant, me: 19 you: 18
t6: R(3), Satyr, swing 4, block and kill one, me: 16
t6: Merchant, me: 20 you 14
t7: R(4) Satyr, swing 4, block and kill 2, me: 18
t7: Merchant, me: 24 you 8. I kill you next turn and you can't use Ratchet yet.
6-0.
10 | 0 0 0 6 6 0 0 0 6 X | 18 | 180
tomsloger, I think you do more damage than you say you do. On turn 4, you attack with 2 2/3 tokens, 3/3 stalker, and 3/3 leader = 10 damage, not 6.
Turn 1: Plains, Soldier of the Pantheon
Turn 2: Citizen (1), Plains, Soldier of the Pantheon (swing for at most 2)
Turn 3: Citizens (3), Moorland Haunt, Spear of Heliod (swing for at most 5)
Turn 4: Citizens (7), Island, Soldier of the Pantheon x2 (swing for at most 9)
Turn 5: Citizrns (13), Plains, Soldier of the Pantheon (swing for at most 19)
01 vs Tomsloger: So many tokens... tomsloger's get stupidly large and he gets more from Phalanx Leader. *tear* 0-6
02 vs MyNameIsFourteen: He goes:
T1: Scout
T2: Dragon's Mantle, Legionnare
T3: Burn for 1, Mantle x2
T4: Burn for 3, Mantle x3
T5: Burn for 6, Mantle x4
T6: Burn for the win...
I think I'm faster than that? Even punching through Legionnary. 6-0
04 vs Draco9: Turn three Talrand is kinda slow, so I think I outrace. 6-0
05 vs plopfill: I can take swings from the Wurm... I make a LOT of 1/2 Citizen's. 6-0
06 vs. Mogg: Protection from Destructive Revelry. 6-0
07 vs Feyd_Ruin: He has turn 3 Grey Merchant cavalcade, which is nasty. I think the big butts might actually have me? 0-6
08 vs aurorasparrow: I think it comes down to play vs. draw... 3-3
09 vs yarn: I have TONS of tokens... I'm not seeing a plan that doesn't see him get buried under saids tons of tokens. (the land turning dead soldiers into spirits being mvp here). 6-0
On the play, it's easy (goldfish). On the draw? I hold Spear until turn 5 (or drop it after a counter hits) which means I goldfish JUST fast enough (20 precisely by 5 if he holds the counter the entire time) and can power through one defending Merchant.
Did anybody else think of Heartless Summoning/Gray Merchant? I figured that was the most obvious deck and didn't want to be boring. (Wear/Tear for the third card)
WhammWhamme, I did our match out in some detail, and I think it's rather different than you say. I'm thinking part of it (based on your goldfish notes) is that you forgot about not drawing your first Soldier of the Pantheon on turn one on the play.
tomsloger, I also have us as 3-3 vs. your 6-0. Check my work?
aurorasparrow: I built my deck basically ON the deadline, so I didn't fully consider Heartless Summoning, but I did note it in one of my searches. However, I think my deck is better: it goldfishes on the same turn and doesn't rely on (weakened) Merchants surviving and attacking. On the other hand, it doesn't kill stuff via the round rule, so there is that.
WhammWhamme, I did our match out in some detail, and I think it's rather different than you say. I'm thinking part of it (based on your goldfish notes) is that you forgot about not drawing your first Soldier of the Pantheon on turn one on the play.
tomsloger, I also have us as 3-3 vs. your 6-0. Check my work?
i think you missed the tokens accumulating, for both of us.
me on draw, i never cast stalker:
t1 land
t2 land, leader
t3 2 tokens, leader (countered). swing 1 20-19
t4 2 tokens (4), leader, strings. swing 7 20-12
p5 gray merchant 18-10
t5 4 tokens (8). swing with 2 leaders (5/5) and 4 tokens (4/5). block one. still take 21.
whamm on the draw:
w1 soldier
w2 token, soldier, swing 2. 20-18
w3 2 tokens (3), soldier (countered), swing 4. 20-14
w4 2 tokens (5), soldier, spear, swing 9. 20-5
p5 gray merchant. 18-7
w5 swing 14
-so you have to save your counter for spear...
w3 2 tokens (3), soldier, swing 4. 20-14
w4 3 tokens (6), soldier, swing 6. 20-8
p5 gray merchant 18-10
w5 spear, swing 18
-so you have to counter that turn 4 soldier. but that means whamm can cast spear right then and swing for 12.
Funny, for your match I actually just forgot about Strings targeting your third leader, I think, and remembered the tokens, and then for WhammWhamme I definitely decided that tokens didn't exist.
Someday I will learn not to get excited about XCB at 4 in the morning right when the round is posted, and wait til I can actually think to do my matches...
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
really hard to disrupt, builds steadily. i like it.
Okay so what matters is your goldfish minus one Mantle. Which on the play is:
1: Scout
2: Legionnaire, swing 1.
3: 2x Mantle, can't pump because Forest. Swing 4 (15)
4: 2 from round rule (13). New mantle (countered), pump 3x, swing 7. (6)
5: 2 from round rule, you win.
On the draw:
1. Scout
2: Legionnaire, swing 1.
3: 2x Mantle, 1 countered, can't pump because Forest. Swing 4 (15)
4: 1 from round rule (14). New mantle. Pump 3x, swing 7 (7)
MY 5: Play Merchant, going back up to 9.
5: 2 from round rule (7). Pump 4x, as evenly as possible, for a total of 8 I can block 4 of (3).
MY 6: Cackle madly, win.
3-3
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
im extremely excited to see how this works. its cool.
Your play:
1: Mystic
2: Talrand
3: Swine, swing 3 (17)
4: Swine, swing 5 (12)
5: Swine, Swing 7 (5)
MY 5: Merchant back to 7
6: Swine, can't counter because tapped out, but I get a 2/2 and block talrand, still take 7 and die.
None of my cards actually matter, but on the play I get to go off before you kill me, woo!
3-3
i think you miscalculated when mynameisfourteen is on the draw:
m1 Scout
m2 Legionnaire, mantle. swing 1 18-19
m3 1 dmg round rules, 2x Mantle, 1 countered, can't pump because Forest. Swing 4. 18-14
m4 2 from round rule (12). New mantle x3, swing 4 18-8
MY 5: Play Merchant, going back up to 16-10
m5 5 from round rule (5). swing with both. pump after blockers, pump whichever you dont block. die
on the plus side, draco cant cast talrand until turn 3 because its double blue. so you get 6-0 out of that.
For results below, I'm listing scores in the order of the decks, rather than putting my score first each time.
1-6: 3-3: See tomsloger's post.
2-6: 6-0: Hexproof strikes again.
3-6: 6-0: See WhammWhamme's post.
4-6: 0-6: Repeatable ld or destroy Talrand.
5-6: 0-6: Repeatable ld.
6-7: 3-3: Council resolves on turn two or it doesn't.
6-8: 6-0: Hedonists and Revelries trade without damage (sacrifice in response), but Revelry destroys Hydra and Chancellor.
6-9: 6-0: Revelries destroy Satyr and lands.
6-10: 6-0: See Personman's post.
Hydra always drops after my 2nd (he doesn't have in hand on play), so who's first doesn't matter.
10
6-0
9 Council of the Absolute/Ratchet Bomb/Voyaging Satyr
Councils negate. Ratchet works good once, but Merchant races Satyr.
6-0
10 Rooftop Storm/Dissolve/Gray Merchant of Asphodel
Council stops Storm. My merchant hits first via bird, even after a Dissolve.
Me -0/-1s kill first, which puts me ahead.
6-0
He goes first:
1a:
1b: hedonist
2a: leader
2b: sac hedonist for hydra
3a: tokens, strings (heroic), swing (heroic) [20,19] (a 3/3, 2/3 and 2/3)
3b: hedonist, swing with an 8/8. [12,19]
4a: he can't produce enough power to beat hydra.
he goes first:
1a: elves
1b: hedonist
2a: presence, presence
2b: sac hedonist for hydra
3a: presence, presence, presence
3b: hedonist, swing [12,20]
4a: worldspine wurm
4b: chancellor of the tangle, swing with a 16/16. wurm dies, tokens come out. [11,20]
5a: worldspine wurm. if any tokens swing, he dies on the swingback.
5b: bounce a wurm token with emblem, swing with everyone.
6a: concede.
he goes first:
1a: BoP
1b: hedonist
2a: Council naming whatever
2b: sac for Hydra
3a: Merchant [22,18]
3b: hedonist, swing with hydra. [14,18]
4a: Merchant #2, swing with Council [18,12]
4b: Chancellor, swing with Hydra [2, 12]
5a: Merchant #3 [8, 6]
5b: swing with all ftw
6-0
You may be missing that I can kill the hedonist on my turn via round format trigger of putting two or more -0/-1 counters on creatures on my upkeep (black devotion).
Also, I get a couple of 0/1 tokens, but it doesn't actually make a difference (me ending at 4 vs me at 2).
In your above, you missed a couple of crucial attacks from me - I swing with the 2/4 Merchants. On 4a I attack with M#1 to put you at 10, not 12. My final turn 5a would put you at -2 if I go unblocked throughout.
Now, with Hedonist and Chancellor, you do have the opportunity to block a single swing. Dropping two Hedonists on turn 3 will let you chump block two damage one turn, or cast Chancellor next turn (4b). You can't cast Chancellor if you chump block, since it puts you at 6 mana instead of 7 (2 from hydra, 4 lands).
Now, if you let Hedonist sit to put you at 7 mana on turn 4, you'll have Chancellor and Hedonist untapped to block. You can't drop another Hedonist because you'll be out of mana. So my upkeep I kill it and then you can still only block a 2 damage swing. (This puts you at 0 turn 5, rather then -2)
If you hold off and dont swing that turn, I'll still kill hedonist, then drain you down, and next turn block Chancellor with Birds of Paradise (no trample) and drain you out next turn.
1 Tomsloger "leaders bring followers" invisible stalker/hidden strings/phalanx leader
2-2 Double white devotion beats my single blue devotion post ratchet bomb, and neither of us can swing profitably through the walls.
3 WhammWhamme "destroyers of guilds" Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
0-6 Ratchet Bomb can deal with the Spear and Satyrs trade with the Soldiers, but end of turn Haunt gets past the blue devotion one cut at a time.
He goes first:
1a:
1b: hedonist
2a: leader
2b: sac hedonist for hydra
3a: tokens, strings (heroic), swing (heroic) [20,19] (a 3/3, 2/3 and 2/3)
3b: hedonist, swing with an 8/8. [12,19]
4a: he can't produce enough power to beat hydra.
6-0
i believe it goes:
on the play-
t1
a1 hedonist
t2 leader
a2 hydra
t3 tokens, stalker
a3 swing 8, hedonist, hedonist. 20-12
t4 tokens, leader, strings targeting both leaders, cypher to stalker. targets both leaders again. leaders and stalker are 5/5. 4 tokens are 4/5. more than enough power to beat hydra. should be even more convincing when im on the draw.
This thread contains the results for week 1 of All Blind Tournament #15 and is the start of week 2 of ABT#15.
Week 1 of ABT#15 Next Round : Week 2 of ABT#15 Information
511 Feyd_Ruin
444 Tomsloger
422 WhammWhamme
378 Mogg
311 aurorasparrow
200 mynameisfourteen
200 personman
156 yarn
133 draco9
133 plopfill
1 Tomsloger "leaders bring followers"
invisible stalker/hidden strings/phalanx leader
unimpeded game plan (i am not slowed by going first):
t2 plains, phalanx leader
t3 2 tokens, island, stalker, swing 1
t4 2 tokens (4), bounce (1), plains, phalanx leader, hidden strings (leaders, cipher onto stalker), attack 10, hidden strings on leaders.
t5 4 tokens (8), bounce (1). leader. attack 31 (3 5/5s, 4 4/5s)
t6 6 tokens (14), bounce (1). attack 56 (3 7/7s, 4 6/7s, 1 3/3, 4 2/3s)
total through 6 turns: 15 unblockable, 83 blockable
matches:
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
6-0 this deck isnt as fast as i first thought, and cant withstand my rush.
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
6-0 with 21 damage on turn 4 on the draw, you actually are a turn faster than me. but i have rather hefty blockers.
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
6-0 stalker gets me this one
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
6-0 im way too fast
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
3-3 on the play i get around your lock
m1 coating
t2 plains, leader
m2 you can start destroying.
but if you destroy lands i start getting tokens and you die quickly
so you destroy leader. i go to 18
t3 plains, leader
m3 destroy leader 16-20
t4 island, leader, stalker
m4 destroy leader 14-20
t5 plains, leader, hidden strings, targets leader, ciphers. swing 2, targets leader 14-18
m5 destroy leader 12-18
t6 plains, leader, swing 3, targets leader 12-15
m6 destroy leader 10-15
t7 plains, leader, swing 4, targets leader 10-11
m7 cant cast chancellor. gives me a bunch of blockers. so destroy leader. 8-11
t8 plains, leader, swing 5, targets leader 8-6. and i have a 6/6 unblockable hexproof
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
0-6 without hidden strings, i am not very high powered.
8 aurorasparrow "the orgy"
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
6-0 i only win because you dont have hedonist turn 1 on the play. and its really close
9 yarn "tumnus' revenge"
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
2-2 ratchet bomb gets rid of stalker, council stops strings. this game goes forever with you having a 2/4 and X 1/2s and me having X 1/1s and a bunch of 0/1s
10 Personman "where do butterflies go when it rains zombies"
Rooftop Storm/Dissolve/[CARD]Gray Merchant of Asphodel[/CARDS]
1 | X 6 6 6 6 3 0 6 2 6 | 40 | 444
/Dissolve
/Gray Merchant of Asphodel[/CARDS]
(A thing that is funny is that I meant to type Dissipate but it was late at night. Glancing at the decks it seems like Moorland Haunt is the only relevant interaction, so it's probably fine.)
vs.
1 Tomsloger "leaders bring followers"
invisible stalker/hidden strings/phalanx leader
i believe i have the fastest deck, but no disruption.
t1 plains
t2 plains, phalanx leader
t3 2 tokens, island, leader (countered), swing 1
t4 2 tokens (4), bounce (1), plains, phalanx leader (countered), hidden strings (leader + leader, cipher onto leader) (2 counters on everything), attack 10, hidden strings on leader (4 counters).
MY T5: Hardcast Merchant, gaining 2 back up to 12
t5: More than enough.
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
really hard to disrupt, builds steadily. i like it.
Okay so what matters is your goldfish minus one Mantle. Which on the play is:
1: Scout
see tomsloger's fix below, i somehow thought you couldn't cast both legionnaire and mantle t3.2: Legionnaire, swing 1.
3: 2x Mantle, can't pump because Forest. Swing 4 (15)
4: 2 from round rule (13). New mantle (countered), pump 3x, swing 7. (6)
5: 2 from round rule, you win.
On the draw:
1. Scout
2: Legionnaire, swing 1.
3: 2x Mantle, 1 countered, can't pump because Forest. Swing 4 (15)
4: 1 from round rule (14). New mantle. Pump 3x, swing 7 (7)
MY 5: Play Merchant, going back up to 9.
5: 2 from round rule (7). Pump 4x, as evenly as possible, for a total of 8 I can block 4 of (3).
MY 6: Cackle madly, win.
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
ooh. i didnt think of that way to make the white devotion offensive and enable it in one card. nice!
On the play I get to counter Spear, which seems pretty good. But maybe not good enough actually let's see:
1. Soldier
2. Soldier, swing 2 (18)
3. Spear (countered), swing 4 (14)
4. Soldier + Soldier, swing 4 (10)
MY 5: Play Merchant back up to 12.
5. Swing 8, not enough.
Okay, but you can probably do better by holding Spear back:
1. Soldier
2. Soldier, 1 token, swing 2 (18)
3. Soldier, 3 tokens, swing 4 (14)
4. Soldier, 6 tokens, swing 6 (8)
MY 5: Play Merchant back up to 10.
5. Spear, I'm tapped out, swing 18, I can only block 3
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
im extremely excited to see how this works. its cool.
Your play:
1: Mystic
2: Talrand
3: Swine, swing 3 (17)
4: Swine, swing 5 (12)
5: Swine, Swing 7 (5)
MY 5: Merchant back to 7
6: Swine, can't counter because tapped out, but I get a 2/2 and block talrand, still take 7 and die.
None of my cards actually matter, but on the play I get to go off before you kill me, woo!
EDIT: tomsloger points out that talrand is double blue and thus drops t3, so I get to win.
6-0
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
worldspine wurm on turn 4 is pretty sweet
I think I just always counter Wurm and win no problem. 6-0.
Oh. Crap. I went and actually read Worldspine Wurm. This is where it matters that I got the names of Dissipate and Dissolve mixed up :/ Do people feel that it is obvious enough that Dissolve is not a real XCB card? I am perfectly happy to take my loss if there's any concern about fairness, but I really did intend to type Dissipate :/
Waaaaaait a second. It doesn't matter! I counter it t4, you replay it t5, swing with it on t6, but I don't die. Yaayyy I don't have to sort-of cheat!
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
well that seems... entirely too good
Looking over the decks, there might be one or two people who can take a game off you. I am not one of them. 0-6.
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
good speed and disruption
Well, I can counter your first Merchant, but then your next one is still faster than mine, which presumably makes you win. 0-6.
8 aurorasparrow "the orgy"
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
TIMMAY!!!!
I definitely just lose to this. 0-6.
9 yarn "tumnus' revenge"
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
how did no one else play ratchet bomb? seems like the best removal
On my play I counter Council and win.
On your play, you get council down, and can then blow up my guys after I play some of them, but I THINK I still race a bunch of 1/2s? Guess I have to do it out:
t2: Satyr
t3: Council
t4: Ratchet(1), Satyr, swing 1 (19)
t5: R(2), Satyr x2, swing 2 (17)
t5: Merchant, me: 19 you: 18
t6: R(3), Satyr, swing 4, block and kill one, me: 16
t6: Merchant, me: 20 you 14
t7: R(4) Satyr, swing 4, block and kill 2, me: 18
t7: Merchant, me: 24 you 8. I kill you next turn and you can't use Ratchet yet.
6-0.
10 | 0 0 0 6 6 0 0 0 6 X | 18 | 180
tomsloger, I think you do more damage than you say you do. On turn 4, you attack with 2 2/3 tokens, 3/3 stalker, and 3/3 leader = 10 damage, not 6.
3 | 0 6 X 6 6 6 0 3 6 | 00 | 000
Okay, just for own reference:
Turn 1: Plains, Soldier of the Pantheon
Turn 2: Citizen (1), Plains, Soldier of the Pantheon (swing for at most 2)
Turn 3: Citizens (3), Moorland Haunt, Spear of Heliod (swing for at most 5)
Turn 4: Citizens (7), Island, Soldier of the Pantheon x2 (swing for at most 9)
Turn 5: Citizrns (13), Plains, Soldier of the Pantheon (swing for at most 19)
01 vs Tomsloger: So many tokens... tomsloger's get stupidly large and he gets more from Phalanx Leader. *tear* 0-6
02 vs MyNameIsFourteen: He goes:
T1: Scout
T2: Dragon's Mantle, Legionnare
T3: Burn for 1, Mantle x2
T4: Burn for 3, Mantle x3
T5: Burn for 6, Mantle x4
T6: Burn for the win...
I think I'm faster than that? Even punching through Legionnary. 6-0
04 vs Draco9: Turn three Talrand is kinda slow, so I think I outrace. 6-0
05 vs plopfill: I can take swings from the Wurm... I make a LOT of 1/2 Citizen's. 6-0
06 vs. Mogg: Protection from Destructive Revelry. 6-0
07 vs Feyd_Ruin: He has turn 3 Grey Merchant cavalcade, which is nasty. I think the big butts might actually have me? 0-6
08 vs aurorasparrow: I think it comes down to play vs. draw... 3-3
09 vs yarn: I have TONS of tokens... I'm not seeing a plan that doesn't see him get buried under saids tons of tokens. (the land turning dead soldiers into spirits being mvp here). 6-0
On the play, it's easy (goldfish). On the draw? I hold Spear until turn 5 (or drop it after a counter hits) which means I goldfish JUST fast enough (20 precisely by 5 if he holds the counter the entire time) and can power through one defending Merchant.
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%
tomsloger, I also have us as 3-3 vs. your 6-0. Check my work?
aurorasparrow: I built my deck basically ON the deadline, so I didn't fully consider Heartless Summoning, but I did note it in one of my searches. However, I think my deck is better: it goldfishes on the same turn and doesn't rely on (weakened) Merchants surviving and attacking. On the other hand, it doesn't kill stuff via the round rule, so there is that.
2: Summoning
3: Drain 3
4: Drain 5, swing 1 (9)
5: Drain 7, swing 2 (18)
i think you missed the tokens accumulating, for both of us.
me on draw, i never cast stalker:
t1 land
t2 land, leader
t3 2 tokens, leader (countered). swing 1 20-19
t4 2 tokens (4), leader, strings. swing 7 20-12
p5 gray merchant 18-10
t5 4 tokens (8). swing with 2 leaders (5/5) and 4 tokens (4/5). block one. still take 21.
whamm on the draw:
w1 soldier
w2 token, soldier, swing 2. 20-18
w3 2 tokens (3), soldier (countered), swing 4. 20-14
w4 2 tokens (5), soldier, spear, swing 9. 20-5
p5 gray merchant. 18-7
w5 swing 14
-so you have to save your counter for spear...
w3 2 tokens (3), soldier, swing 4. 20-14
w4 3 tokens (6), soldier, swing 6. 20-8
p5 gray merchant 18-10
w5 spear, swing 18
-so you have to counter that turn 4 soldier. but that means whamm can cast spear right then and swing for 12.
whamme on the play:
w1
w2 soldier
w3 token, spear, swing 3. 20-17
w4 3 tokens (4), soldier (countered). swing 4. 20-13
w5 3 tokens (7), soldier. swing 7. 20-6
p5 gray merchant. 18-8
w6 swing 13. can only block 3.
Someday I will learn not to get excited about XCB at 4 in the morning right when the round is posted, and wait til I can actually think to do my matches...
i think you miscalculated when mynameisfourteen is on the draw:
m1 Scout
m2 Legionnaire, mantle. swing 1 18-19
m3 1 dmg round rules, 2x Mantle, 1 countered, can't pump because Forest. Swing 4. 18-14
m4 2 from round rule (12). New mantle x3, swing 4 18-8
MY 5: Play Merchant, going back up to 16-10
m5 5 from round rule (5). swing with both. pump after blockers, pump whichever you dont block. die
on the plus side, draco cant cast talrand until turn 3 because its double blue. so you get 6-0 out of that.
1 Tomsloger "leaders bring followers"
invisible stalker/hidden strings/phalanx leader
i believe i have the fastest deck, but no disruption.
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
really hard to disrupt, builds steadily. i like it.
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
ooh. i didnt think of that way to make the white devotion offensive and enable it in one card. nice!
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
im extremely excited to see how this works. its cool.
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
worldspine wurm on turn 4 is pretty sweet
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
well that seems... entirely too good
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
good speed and disruption
8 aurorasparrow "the orgy"
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
TIMMAY!!!!
9 yarn "tumnus' revenge"
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
how did no one else play ratchet bomb? seems like the best removal
10 Personman "where do butterflies go when it rains zombies"
Rooftop Storm/Dissolve/Gray Merchant of Asphodel
6| 3 0 0 6 6 X 3 6 6 6 | 34
For results below, I'm listing scores in the order of the decks, rather than putting my score first each time.
1-6: 3-3: See tomsloger's post.
2-6: 6-0: Hexproof strikes again.
3-6: 6-0: See WhammWhamme's post.
4-6: 0-6: Repeatable ld or destroy Talrand.
5-6: 0-6: Repeatable ld.
6-7: 3-3: Council resolves on turn two or it doesn't.
6-8: 6-0: Hedonists and Revelries trade without damage (sacrifice in response), but Revelry destroys Hydra and Chancellor.
6-9: 6-0: Revelries destroy Satyr and lands.
6-10: 6-0: See Personman's post.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
2 Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
3 Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
4 Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
5 Llanowar Elves/Worldspine Wurm/Nylea's Presence
6 Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
7 X
8 Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
9 Council of the Absolute/Ratchet Bomb/Voyaging Satyr
Councils negate. Ratchet works good once, but Merchant races Satyr.
6-0
10 Rooftop Storm/Dissolve/Gray Merchant of Asphodel
Council stops Storm. My merchant hits first via bird, even after a Dissolve.
Me -0/-1s kill first, which puts me ahead.
6-0
X| 1 2 3 4 5 6 7 8 9 0
7| 6 6 6 6 6 3 X 6 6 6 | 51 | 567
Darn that Mogg stopping a perfect week
No longer staff here.
SHHHHHHHH!
He did specifically call "no bans"
No longer staff here.
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
TIMMAY!!!!
vs
invisible stalker/hidden strings/phalanx leader
i believe i have the fastest deck, but no disruption.
He goes first:
1a:
1b: hedonist
2a: leader
2b: sac hedonist for hydra
3a: tokens, strings (heroic), swing (heroic) [20,19] (a 3/3, 2/3 and 2/3)
3b: hedonist, swing with an 8/8. [12,19]
4a: he can't produce enough power to beat hydra.
6-0
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
really hard to disrupt, builds steadily. i like it.
hydra is too big, too fast. 6-0
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
ooh. i didnt think of that way to make the white devotion offensive and enable it in one card. nice!
spear of heliod does it by himself. 0-6
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
im extremely excited to see how this works. its cool.
curse of the swine is sweet. 0-6
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
worldspine wurm on turn 4 is pretty sweet
he goes first:
1a: elves
1b: hedonist
2a: presence, presence
2b: sac hedonist for hydra
3a: presence, presence, presence
3b: hedonist, swing [12,20]
4a: worldspine wurm
4b: chancellor of the tangle, swing with a 16/16. wurm dies, tokens come out. [11,20]
5a: worldspine wurm. if any tokens swing, he dies on the swingback.
5b: bounce a wurm token with emblem, swing with everyone.
6a: concede.
6-0
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
well that seems... entirely too good
yep. 0-6
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
good speed and disruption
he goes first:
1a: BoP
1b: hedonist
2a: Council naming whatever
2b: sac for Hydra
3a: Merchant [22,18]
3b: hedonist, swing with hydra. [14,18]
4a: Merchant #2, swing with Council [18,12]
4b: Chancellor, swing with Hydra [2, 12]
5a: Merchant #3 [8, 6]
5b: swing with all ftw
6-0
9 yarn "tumnus' revenge"
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
how did no one else play ratchet bomb? seems like the best removal
Hydra wins. 6-0
10 Personman "where do butterflies go when it rains zombies"
Rooftop Storm/Dissolve/Gray Merchant of Asphodel
im so glad this is happening
Hydra comes in before dissolve and smashes face.
6-0
08 | 6 6 0 0 6 0 6 X 6 6 | 36
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%
You may be missing that I can kill the hedonist on my turn via round format trigger of putting two or more -0/-1 counters on creatures on my upkeep (black devotion).
Also, I get a couple of 0/1 tokens, but it doesn't actually make a difference (me ending at 4 vs me at 2).
In your above, you missed a couple of crucial attacks from me - I swing with the 2/4 Merchants. On 4a I attack with M#1 to put you at 10, not 12. My final turn 5a would put you at -2 if I go unblocked throughout.
Now, with Hedonist and Chancellor, you do have the opportunity to block a single swing. Dropping two Hedonists on turn 3 will let you chump block two damage one turn, or cast Chancellor next turn (4b). You can't cast Chancellor if you chump block, since it puts you at 6 mana instead of 7 (2 from hydra, 4 lands).
Now, if you let Hedonist sit to put you at 7 mana on turn 4, you'll have Chancellor and Hedonist untapped to block. You can't drop another Hedonist because you'll be out of mana. So my upkeep I kill it and then you can still only block a 2 damage swing. (This puts you at 0 turn 5, rather then -2)
If you hold off and dont swing that turn, I'll still kill hedonist, then drain you down, and next turn block Chancellor with Birds of Paradise (no trample) and drain you out next turn.
A Birds of Paradise / Council of the Absolute / Gray Merchant of Asphodel
B Chancellor of the Tangle / Kalonian Hydra / Satyr Hedonist
A First:
B First:
Should be 6-0 me.
No longer staff here.
1. The rules for this round were not quoted in their entirety; in particular, the bit about cards having to be "Extended" legal is not included.
2. There should probably be an extra space after everyone else's deck number in the grid so that it lines up nicely.
Council of the Absolute/Ratchet Bomb/Voyaging Satyr
Results:
invisible stalker/hidden strings/phalanx leader
2-2 Double white devotion beats my single blue devotion post ratchet bomb, and neither of us can swing profitably through the walls.
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
6-0 Council stops the Mantle and also bounces them. Win with Satyrs.
3 WhammWhamme "destroyers of guilds"
Spear of Heliod/Moorland Haunt/Soldier of the Pantheon
0-6 Ratchet Bomb can deal with the Spear and Satyrs trade with the Soldiers, but end of turn Haunt gets past the blue devotion one cut at a time.
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
6-0 Council stops the Curse, and you get overrun by (non-pig) Satyrs.
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
0-6 There's nothing I can do once you resolve the Wurm.
6 mogg "destructing the format"
Chancellor of the Tangle/Destructive Revelry/Liquimetal Coating
0-6 The best thing about your deck is that you can hardcast Chancellor to stop ties.
7 Feyd_Ruin "absolut gary"
Birds of Paradise/Council of the Absolute/Gray Merchant of Asphodel
0-6 My Satyrs are too small to be useful.
8 aurorasparrow "the orgy"
Chancellor of the Tangle/Kalonian Hydra/Satyr Hedonist
0-6 Hydra grows much too fast for me.
10 Personman "where do butterflies go when it rains zombies"
Rooftop Storm/Dissolve/Gray Merchant of Asphodel
0-6 Gary is too fast. Shouldn't have picked Bulbasaur.
8 | 2 6 0 6 0 0 0 X 0 0 | 14
just to be clear, i said "no extra rules or bans"
as in no extra rules, no extra bans.
the permaban list, as shown in the first post, is still banned.
maralen of the mornsong staying off was probably an oversight, but lets go with it. see what happens.
also: deck code
A Backbone Solved, I Mow
now i can look at decks
On turn 4A I can block with Hedonist, because the Hydra gives me enough to cast Chancellor on 5B. So I think that makes it 3-3.
..and I really think Maralen should be banned. She's more disruptive than any card on our banlist.
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%
Ah, yes you can!
X | 1 2 3 4 5 6 7 8 9 0
7 | 6 6 6 6 6 3 X 3 6 6 | 48 | 533
8 | 6 6 0 0 6 0 3 X 6 6 | 33 | 366
No longer staff here.
i believe it goes:
on the play-
t1
a1 hedonist
t2 leader
a2 hydra
t3 tokens, stalker
a3 swing 8, hedonist, hedonist. 20-12
t4 tokens, leader, strings targeting both leaders, cypher to stalker. targets both leaders again. leaders and stalker are 5/5. 4 tokens are 4/5. more than enough power to beat hydra. should be even more convincing when im on the draw.
also want to finish up some results. this is what were missing:
2 MyNameIsFourteen "Devoted to one-mana cantrip"
Gladecover Scout/Porcelain Legionnaire/Dragon Mantle
4 Draco9 "Mystical Flu"
Elvish Mystic/Talrand, Sky Summoner/Curse of the Swine
5 plopfill "oodles of mana"
Llanowar Elves/Worldspine Wurm/Nylea's Presence
2v4 6-0 devotion burn builds up faster than 2/2s
2v5 0-6 wurm takes it down
4v5 6-0 swined.
any other corrections? and are we in agreement aurora?
either way, im quite confident in declaring feyd the winner.
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%