This thread contains the results for week 1 of All Blind Tournament #16 and is the start of week 2 of ABT#16.
[SIZE=+2][B]Week 1 of ABT#16[/B][/SIZE][INDENT]
This round was 3cb everyone is special, in which creatures became planeswalkers.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][INDENT]
1 [B]tomsloger[/B] : ninja control gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
looking at some of these decks, the power level on this is pretty low. but bounce, discard, and repeatable pacifism are bound to steal me some points
2 [B]WhammWhamme[/B] : blighted serenity Copper Gnomes / Blightsteel Colossus / Serenity
i questioned serenity when this deck came in, but it did get you some points.
5 [B]Feyd_Ruin[/B] : Going for Broke Blightsteel Colossus / Copper Gnomes / Storm World
see deck #2. my initial reaction is that serenity would have gotten you more points, but well soon find out.
6 [B]bateleur[/B] : At Last! A Format That Makes Pack Rat Playable! Elvish Scrapper / Pack Rat / Pithing Needle
pithing needle seems like pretty incredible disruption this round.
10 [B]personman[/B] : island of misfit doors Tinder Wall / Toymaker / Door to Nothingness
a bit more fragile than reyemiles, but should have similar scores.
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
There were players with matches and total games.
hands ended in a draw. matches had at least one draw.
matches were a 3-3 split.
matches were a 6-0 sweep.
There were 27 unique cards submitted, out of 33 total.
5 card(s) were repeated:
[LIST]
3 pithing needle
2 copper gnomes
2 door to nothingness
2 blightsteel colossus
2 pack rat
[/LIST]
[/Spoiler]
[/INDENT][B][SIZE=+2]Next Round : Week 2 of ABT#16[/SIZE][/B][INDENT]
Next Round will be '2CB LR safe alliteration'.
Entries are due Tuesday morning at 4:00 am GMT (Submit to tomsloger).[INDENT][B][U]2CB LR[/U][/B]
[float=none; padding-left:20px; border-left:1px dotted black;][B]Description:[/B]
[space=20]
lands have shroud, indesctructible, and always produce their original color.
lands cannot change card type and cannot change zones against a players will
players may not submit a deck that can, under any circumstances, produce more mana in a turn cycle* than the number of turns started by that player or prevent an opponent from being able to produce that amount.
mana cannot be removed from your mana pool by spells or abilities your opponents control. you may choose to pay optional costs.
[B]oh, and the alliteration part. your two submitted cards must begin with the same letter.[/B][/space]
and again, this rounds attempted golden rule: [B]dont mess with mana[/B].
---
[/INDENT][/INDENT][SIZE=+2][B]Information[/B][/SIZE][INDENT][SIZE=+1]What is Blind Magic?[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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]
[SIZE=+1]What is the All Blind Tournament?[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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]
[SIZE=+1]Basic Rules of All Blind Tournament[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=All Blind Tournament Basic Rules][I]Overview[/I][INDENT]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 [I]X[/I] cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.[/INDENT][I]Deck Construction Rules[/I][INDENT]1. A deck must contain exactly [I]X[/I] 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.[/INDENT][I]Deck Submission Rules[/I][INDENT]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/INDENT][I]Playing the Decks[/I][INDENT]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.[/INDENT][I]Points[/I][INDENT]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).[/INDENT]14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
[I]Extra Rules[/I][INDENT]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.[/INDENT][I]Optional Rules[/I]
[spoiler]
[I]Land Rule[/I][INDENT]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.[/INDENT][I]Expanded Land Rule[/I][INDENT]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.[/INDENT][I]Alternative Land Rule[/I][INDENT]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.[/INDENT][I]Sanctioned Magic Format[/I][INDENT]A deck may contain only cards contained in sets legal in the specified format.[/INDENT][I]Counter Rule[/I][INDENT]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.[/INDENT][I]Life Rule[/I][INDENT]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.[/INDENT][I]Special Format[/I][INDENT]Other rules are specified.[/INDENT][/spoiler][/spoiler][SIZE=+1]XCB Comprehensive Rules[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=XCB Comprehensive Rules]
[B]Game Rules[/B]
1.1. There are many versions of XCB. Each version has a name, of the form [I]X[/I]CB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.[INDENT]1.1a. [I]X[/I] 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 [URL="http://www.wizards.com/Magic/tcg/resources.aspx?x=mtg/tcg/resources/formats-sanctioned#constructed"]sanctioned[/URL] 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).[/INDENT]1.2. Decks are not played, but are scored as though they were. The [I]player[/I] of a deck is the [I]entrant[/I] who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of [URL="http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules"]Magic[/URL].
[INDENT]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).[/INDENT]1.4. An entrant's deck contains exactly [I]X[/I] cards (see Rule 1.1).
[INDENT]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.[/INDENT]1.5. Players' libraries begin the game empty.
[INDENT]1.5a. A player doesn't lose the game as a result of being unable to draw a card.[/INDENT]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 [I]land rule[/I].
[INDENT]1.7a. This is the [I]basic land rule[/I] (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 [I]expanded land rule[/I] (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 [I]alternative land rule[/I] (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.[/INDENT]1.8. Some versions of XCB use a [I]special format[/I]. 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 [URL="http://forums.mtgsalvation.com/showpost.php?p=9493301&postcount=22"]here[/URL].
[INDENT]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 [I]submission[/I] 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.[/INDENT]1.9. Some versions of XCB use the counter rule.
[INDENT]1.9a. This is the [I]counter rule[/I] (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.[/INDENT]1.10. Some versions of XCB use a life rule.
[INDENT]1.10a. This is the [I]life rule[/I] (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 [I]alternative life rule[/I] (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.[/INDENT]1.11. Each player plays one match against each other player.
[INDENT]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.[/INDENT]
[B]Tournament Rules[/B]
2.1. Entrants compete in a [I]competition[/I].
[INDENT]2.1a. The shortest type of competition is a [I]round[/I]. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.[/INDENT]2.2. An entrant submits his or her deck to the ABT moderator.
[INDENT]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.[/INDENT]2.3. Decks are subject to some restrictions.
[INDENT]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 [I]forced[/I] 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:
[INDENT]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.[/INDENT]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.[/INDENT]2.4. Points determine round standings.
[INDENT]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 [I]match result[/I]. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or [U]2[/U] 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 – [I]match win[/I], a win and a loss – [I]split match[/I], two draws – [I]draw[/I], and two losses – [I]match loss[/I]. An entrant [I]wins the match[/I] if he or she wins both games, [I]splits the match[/I] if he or she wins a game and loses a game, [I]draws a match[/I] if he or she draws both games, and [I]loses the match[/I] 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.[/INDENT]2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
[INDENT]2.5a. Each round, an entrant receives [I]tournament points[/I] 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.[/INDENT]
3. [B]Prize Rules[/B]
3.1. A prize shall be given to the tournament winner.[INDENT]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.[/INDENT]3.2. As a prized tournament, special scoring rules and practices are in place.[INDENT]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.[/INDENT][/spoiler][SIZE=+1]Permanently Banned Cards[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=Permanently Banned Cards]Acceleration
6 bateleur : At Last! A Format That Makes Pack Rat Playable! Elvish Scrapper / Pack Rat / Pithing Needle
6-0 i think you only get one pack rat at a time?
7 yarn : screw you, special format Cursed Totem / Darksteel Reactor / Ensnaring Bridge
1-4 when im on the play i can attack with a 1-4 and ninjitsu to make you discard reactor, but then never attack again.
10 personman : island of misfit doors Tinder Wall / Toymaker / Door to Nothingness
3-3 turn 3 is your earliest win. that works when you go first. when i go first, ill be able to bounce the toymaker, then ninja discard away whatever you dont play on turn 3.
6-0 This one's pretty funny. I drop Scrapper on turn one, then Pithing Needle naming Pack Rat (!!!), then Rat on turn three. Now I have a blocker for his Revoker and a second creature to beat down with. Drake does him no good, because if he steals the Rat my Needle stops it from doing anything and if he steals the Scrapper he has no good targets for it. In both cases he gives me a 3/3 flyer, which wins the race.
(Edited because I forgot there's no blocking and you can hurt things by attacking them like Planeswalkers.)
9 Mogg : infirat
Leyline of Vitality / Pack Rat / Time Elemental
2-2 Time Elemental bounces Pithing Needle, summoning sickness means there are always more chump blocking rats than attacking rats.
3-3 I'd forgotten there was no blocking. Whoever gets Rat down first wins. Pithing Needle doesn't help because he just bounces it before attacking.
10 personman : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
6-0 Pithing Needle names Vampire, Scrapper destroys his Needle if he names Rat. I'm glad someone played Vampire, though. That was in my initial decklist and I was really sad to cut it.
--
(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>
bat - you have to spend the only loyalty counter of your Planesrat to make a new Planesrat, which means you only ever have one...
results:
vs. 1 - tomsloger: Turn Two Blightsteel can be stopped by Gwafa on the draw. 3-3
vs. 3 - Draco9: On the play, turn two Blighty goes the distance. On the draw, Skirk. 3-3
vs. 4 - Reyemile: Darn. Seal of Cleansing would have been better here. Race. 3-3
vs. 5 - Feyd_Ruin: Functional mirror. 3-3
vs. 6 - bateleur: I can answer Pithing Needle! 6-0
vs. 7 - yarn: Turn 14 Blighty+Serenity wins the day. 6-0
vs. 8 - benbuzz790: Serenity can answer Revoker. Drake answers Blighty. 2-2
vs. 9 - Mogg: ...daaaaaaang. 0-6
vs. 10 - personman: ...same as vs. Reyemile. 3-3
vs. 11 - psly4mne: ...I got nothin'. 0-6
--
(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 psly4mne : vampiric guide
Goblin Guide / Captivating Vampire / Pithing Needle
i definitely missed captivating vampire. way better than gwafa.
vs
1 tomsloger : ninja control
gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
Turns 1 and 2 I drop Guide and Needle on Gwafa. I can attack Gwafa or Shinobi. If he plays Replica, I can steal it and bounce the Vampire for extra stealing. If he plays Gwafa and Shinobi together, I steal Shinobi and attack Gwafa. He plays Replica and bounces and replays Shinobi. I steal the Replica, kill the Shinobi, and win.
6-0
2 WhammWhamme : blighted serenity
Copper Gnomes / Blightsteel Colossus / Serenity
Pithing Needle slows him down enough for Captivating Vampire to take over.
6-0
3 Draco9 : Goblin Passion
Flamewave Invoker / Goblin Lackey / Skirk Fire Marshal
If he leads with Lackey, it just dies to Guide, so he passes turn 1. I play Guide and follow with Needle on Invoker. Lackey and Flamewave do nothing against Guide. If he wipes the board with Marshal on turn 5, it puts him at 2 life on the play, or 4 if he made me attack Lackey, and me at 10. I can steal Marshal and win.
6-0
4 Reyemile : nowhere man
Exploration / March of the Machines / Door to Nothingness
March of the Machines lets Door kill my Needle.
0-6
5 Feyd_Ruin : Going for Broke
Blightsteel Colossus / Copper Gnomes / Storm World
This matchup is complicated. If I’m on the play, I can hold Needle and win with Vampire if he ever drops Blightsteel. If I lead with Guide, he has to play Storm World to have a chance. But he’s behind on life and can’t catch up if I do nothing, so I win.
If he’s on the play, I have to open with Needle because the Vampire is too slow. If I play a creature, he kills it with Storm World and wins. If he plays Storm World, he just loses. If he plays Colossus, I steal it. If he plays the Gnome, I kill it with Guide, and he has to play Storm World to kill Guide, but the Storm World kills him.
4-1
6 bateleur : At Last! A Format That Makes Pack Rat Playable!
Elvish Scrapper / Pack Rat / Pithing Needle
Not unless your other two cards are also Rats.
6-0
7 yarn : screw you, special format
Cursed Totem / Darksteel Reactor / Ensnaring Bridge
I, um, attack Darksteel Reactor?
0-6
8 benbuzz790 : pith and blood
Pithing Needle / Phyrexian Revoker / Gilded Drake
I open with Guide. If he plays Revoker alone, I kill it. If he plays Drake alone, I kill him with it. Turn 4, he plays Revoker and Drake, stealing Guide and attacking the Drake. I then play the Vampire and kill the Guide. Revoker kills one of my creatures, but the other wins the game.
6-0
9 Mogg : infirat
Leyline of Vitality / Pack Rat / Time Elemental
Not unless your other two cards are also Rats.
6-0
10 personman : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
Needle takes it
6-0
I loved this format. I considered a ton of cool decks before I settled on mine, so I think it would be awesome if we played this rule again at some point. I did consider playing Gnomes/Blightsteel, and I considered Pack Rat even though it requires a deck of 3 rats to win. The other decks were not on my radar at all. One of the other decks I considered would have gone 9-1 in this field, but such is hindsight.
I did predict that this format would be hard to calculate, and I think I was right. WhammeWhamme vs benbuzz790 is 6-0 for WW, even if it's hard to see, because the path to victory is Copper Gnome beatdown. If benbuzz790 plays turn 2 Revoker on the play, it dies to Serenity, clearing the path for Copper Gnome beatdown.
Hilariously, bateleur also goes 6-0 against benbuzz790, because he has a 1 mana 1/1.
4 Reyemile : nowhere man
Exploration / March of the Machines / Door to Nothingness
pithing needle seems like pretty incredible disruption this round.
6-0
Not THAT good. March of the Machines makes Needle a planeswalker/creature, which I can attack to death with Door before activating it to kill you. 3-3
Not THAT good. March of the Machines makes Needle a planeswalker/creature, which I can attack to death with Door before activating it to kill you. 3-3
That sounds like it makes it 6-0 for you, actually. You have to play Door turn 3, then March turn 4 to avoid having Door stolen, but I don't kill until turn 6. Where do you get 3-3?
My deck can't win. I don't see any clear substitutes, so the deck should be removed from the submissions.
Myr Propagator, unfortunately, isn't a good replacement. It can technically win, but it would be as a single 1/2.
I'm not sure if you would consider triple Pack Rat a reasonable replacement, but then you could actually go off. I was considering Pack Rat / Drainpipe Vermin / Nezumi Shadow-Watcher as a submission, but decided it wasn't very good when you need all 3 cards to go off.
4-1
On the play, I go off turn 3. On the draw, Invoker + Marshall + swing for 1 + swing for 3 deals 19 to me on turn 3, and I'd win next turn, so instead Draco activates Marshall turn 2 and 3 for the tie.
6-0
March makes Pithing Needle a creature, meaning my Door can attack and kill it. More importantly it makes the Door indestructible, meaning Elvish Scrapper can't touch it either. Unfortunately, due to round rules, packrat does nothing.
I'm not sure if you would consider triple Pack Rat a reasonable replacement, but then you could actually go off. I was considering Pack Rat / Drainpipe Vermin / Nezumi Shadow-Watcher as a submission, but decided it wasn't very good when you need all 3 cards to go off.
I don't follow. The point you made - as I understood it - was that because Pack Rat has zero toughness when it isn't on the battlefield, it enters the battlefield with zero loyalty counters and is put into its owner's graveyard as a state-based effect. How does having more rats in the deck change this?
I don't follow. The point you made - as I understood it - was that because Pack Rat has zero toughness when it isn't on the battlefield, it enters the battlefield with zero loyalty counters and is put into its owner's graveyard as a state-based effect. How does having more rats in the deck change this?
My bad - triple Pack Rat obviously doesn't work. But Pack Rat plus two other rats does, as you can go infinite if Pack Rat is your third rat in play.
If we're going to replace his deck with a functionally similar deck, it makes the most sense to replace Leyline + Packrat with the Squirrelcraft combo--it produces infinite creatures (one turn slower), fails to early enchantment removal (at least, as Mogg thought the deck would work), and doesn't give the creatures haste so they sit in play for a turn before killing.
But at that point we're talking about a completely different deck. I don't feel comfortable with that either way.
Next Round will be '2CB LR safe alliteration'.
Entries are due Tuesday morning at 4:00 am GMT (Submit to tomsloger).
2CB LR
....
so i tried to do a vanilla land rule round, but i let maralen warp the whole format.
I'm assuming you mean Alternate Land Rule, since you referenced marlen?
I just wanna make sure before I do my deck
----------
My results:
Of note: I can direct Storm World damage to a planeswalker, removing loyalty to kill it.
1. agreed. 3-3
2. agreed. 3-3
3. blightsteel kills t3, Storm World keeps board clear. 6-0
4. 3rd turners split. 3-3
5. x
6. blightsteel hardcasted kills t13. his swings kill turn 14+ if he drops needle to stop combo and I use gnomes to take a hit [or kill one]. 6-0
7. attack with gnomes to make him drop 2 cards. drop storm world for direct burn. 6-0
8. I drop Gnomes and start swinging. If he drops revoker, I Storm World to burn it away, then swing a win with gnomes or a 3/3. 6-0
9. To be determined by Mogg's final form?
0. SW Kills toymaker before door drops, or he holds to cast on turn 4+, and dies after his turn 3. 6-0
1. Guide hits first to stop SW kill, Vampire stops any blightsteel. 0-6
4-1
On the play, I go off turn 3. On the draw, Invoker + Marshall + swing for 1 + swing for 3 deals 19 to me on turn 3, and I'd win next turn, so instead Draco activates Marshall turn 2 and 3 for the tie.
4 | 6 3 4 X 3 6 6 0 3 3 6 | 36 | 360
Correction: On the play, Lackey drops Invoker, who activates and does 5 (so you're on 14 on turn two), then next turn they swing for 3, drop Fire Marshall, and dome you for 15. Deck does 24 damage by turn 3. 3-3
My deck can't win. I don't see any clear substitutes, so the deck should be removed from the submissions.
Myr Propagator, unfortunately, isn't a good replacement. It can technically win, but it would be as a single 1/2.
I'd rather drop my deck than replace add Myr Propagator. While Propagator can gain me infinite life, that's basically a moot point since I'll never had more than a 1/2 and a 0/3 on the battlefield. i.e., Propagator only gets one loyalty counter in spite of Leyline, so I can't make infinite creatures.
[hr]#A0A0DD; margin-top:0px[/hr]
This thread contains the results for week 1 of All Blind Tournament #16 and is the start of week 2 of ABT#16.
[SIZE=+2][B]Week 1 of ABT#16[/B][/SIZE][INDENT]
This round was 3cb everyone is special, in which creatures became planeswalkers.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][INDENT]
1 [B]tomsloger[/B] : ninja control
gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
looking at some of these decks, the power level on this is pretty low. but bounce, discard, and repeatable pacifism are bound to steal me some points
2 [B]WhammWhamme[/B] : blighted serenity
Copper Gnomes / Blightsteel Colossus / Serenity
i questioned serenity when this deck came in, but it did get you some points.
3 [B]Draco9[/B] : [url="http://www.youtube.com/watch?v=6l6vqPUM_FE"]Goblin Passion[/url]
Flamewave Invoker / Goblin Lackey / Skirk Fire Marshal
sweet board wipe
4 [B]Reyemile[/B] : nowhere man
Exploration / March of the Machines / Door to Nothingness
this round made it pretty easy to get cute with door. love it.
5 [B]Feyd_Ruin[/B] : Going for Broke
Blightsteel Colossus / Copper Gnomes / Storm World
see deck #2. my initial reaction is that serenity would have gotten you more points, but well soon find out.
6 [B]bateleur[/B] : At Last! A Format That Makes Pack Rat Playable!
Elvish Scrapper / Pack Rat / Pithing Needle
pithing needle seems like pretty incredible disruption this round.
7 [B]yarn[/B] : screw you, special format
Cursed Totem / Darksteel Reactor / Ensnaring Bridge
ah, the slow control deck.
8 [B]benbuzz790[/B] : pith and blood
Pithing Needle / Phyrexian Revoker / Gilded Drake
needle and revoker should be pretty hard to fight through.
9 [B]Mogg[/B] : infirat
Leyline of Vitality / Pack Rat / Time Elemental
infinite infinite/infinites seems good...
10 [B]personman[/B] : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
a bit more fragile than reyemiles, but should have similar scores.
11 [B]psly4mne[/B] : vampiric guide
Goblin Guide / Captivating Vampire / Pithing Needle
i definitely missed captivating vampire. way better than gwafa.
[/INDENT][SIZE=+1][B][U]The Grid [/U][/B][/SIZE][INDENT][FONT=Courier New][U]X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs[/U]
1 | x 2 0 0 2 6 1 6 - 2 0 19 | 211
2 | 2 x 2 2 2 6 6 6 - 2 0 28 | 311
3 | 6 2 x 2 0 6 0 6 - 6 0 28 | 311
4 | 6 2 2 x 2 6 6 0 - 2 6 32 | 356
5 | 2 2 6 2 x 6 6 0 - 6 1 31 | 344
6 | 0 0 0 0 0 x 0 6 - 0 0 06 | 67
7 | 4 0 6 0 0 6 x 6 - 0 6 28 | 311
8 | 0 0 0 6 6 0 0 x - 0 0 12 | 133
9 | - - - - - - - - - - - 0
0 | 2 2 0 2 0 6 6 6 - x 0 24 | 267
1 | 6 6 6 0 4 6 0 6 - 6 x 40 | 444
[/FONT][/INDENT][SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]psly4mne wins week 1![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
There were players with matches and total games.
hands ended in a draw. matches had at least one draw.
matches were a 3-3 split.
matches were a 6-0 sweep.
There were 27 unique cards submitted, out of 33 total.
5 card(s) were repeated:
[LIST]
3 pithing needle
2 copper gnomes
2 door to nothingness
2 blightsteel colossus
2 pack rat
[/LIST]
[/Spoiler]
[/INDENT][B][SIZE=+2]Next Round : Week 2 of ABT#16[/SIZE][/B][INDENT]
Next Round will be '2CB LR safe alliteration'.
Entries are due Tuesday morning at 4:00 am GMT (Submit to tomsloger).[INDENT][B][U]2CB LR[/U][/B]
[float=none; padding-left:20px; border-left:1px dotted black;][B]Description:[/B]
[space=20]
lands have shroud, indesctructible, and always produce their original color.
lands cannot change card type and cannot change zones against a players will
players may not submit a deck that can, under any circumstances, produce more mana in a turn cycle* than the number of turns started by that player or prevent an opponent from being able to produce that amount.
mana cannot be removed from your mana pool by spells or abilities your opponents control. you may choose to pay optional costs.
[B]oh, and the alliteration part. your two submitted cards must begin with the same letter.[/B][/space]
and again, this rounds attempted golden rule: [B]dont mess with mana[/B].
---
[B]Additional Ban List[/B]
[LIST]
[/LIST][LIST]
Flash
Beacon of Creation
Laboratory Maniac
Maralen of the Mornsong
Meddling Mage
Nezumi Shortfang
Red Sun's Zenith
The Rack
Vampire Hexmage
Wheel of sun and moon
White Sun's Zenith
Balancing Act
Energy Field
Time Walk
[/LIST]
[/LIST][B]Full Banned List[/B]
[space]25[/space]Channel
[space]25[/space]Fastbond
[space]25[/space]Flash
[space]25[/space]Show and Tell
[space]25[/space]Chancellor of the Annex
[space]25[/space]Force of Will
[space]25[/space]Leyline of Anticipation
[space]25[/space]Trinisphere
[space]25[/space]Ghost Quarter
[space]25[/space]Strip Mine
[space]25[/space]Wasteland
[space]25[/space]Barren Glory
[space]25[/space]Laboratory Maniac
[space]25[/space]Magus of the Moon
[space]25[/space]Meddling Mage
[space]25[/space]The Rack
[space]25[/space]Vampire Hexmage[/float]
[/INDENT][/INDENT][SIZE=+2][B]Information[/B][/SIZE][INDENT][SIZE=+1]What is Blind Magic?[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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]
[SIZE=+1]What is the All Blind Tournament?[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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]
[SIZE=+1]Basic Rules of All Blind Tournament[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=All Blind Tournament Basic Rules][I]Overview[/I][INDENT]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 [I]X[/I] cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.[/INDENT][I]Deck Construction Rules[/I][INDENT]1. A deck must contain exactly [I]X[/I] 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.[/INDENT][I]Deck Submission Rules[/I][INDENT]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/INDENT][I]Playing the Decks[/I][INDENT]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.[/INDENT][I]Points[/I][INDENT]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).[/INDENT]14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
[I]Extra Rules[/I][INDENT]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.[/INDENT][I]Optional Rules[/I]
[spoiler]
[I]Land Rule[/I][INDENT]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.[/INDENT][I]Expanded Land Rule[/I][INDENT]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.[/INDENT][I]Alternative Land Rule[/I][INDENT]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.[/INDENT][I]Sanctioned Magic Format[/I][INDENT]A deck may contain only cards contained in sets legal in the specified format.[/INDENT][I]Counter Rule[/I][INDENT]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.[/INDENT][I]Life Rule[/I][INDENT]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.[/INDENT][I]Special Format[/I][INDENT]Other rules are specified.[/INDENT][/spoiler][/spoiler][SIZE=+1]XCB Comprehensive Rules[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=XCB Comprehensive Rules]
[B]Game Rules[/B]
1.1. There are many versions of XCB. Each version has a name, of the form [I]X[/I]CB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.[INDENT]1.1a. [I]X[/I] 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 [URL="http://www.wizards.com/Magic/tcg/resources.aspx?x=mtg/tcg/resources/formats-sanctioned#constructed"]sanctioned[/URL] 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).[/INDENT]1.2. Decks are not played, but are scored as though they were. The [I]player[/I] of a deck is the [I]entrant[/I] who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of [URL="http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules"]Magic[/URL].
[INDENT]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).[/INDENT]1.4. An entrant's deck contains exactly [I]X[/I] cards (see Rule 1.1).
[INDENT]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.[/INDENT]1.5. Players' libraries begin the game empty.
[INDENT]1.5a. A player doesn't lose the game as a result of being unable to draw a card.[/INDENT]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 [I]land rule[/I].
[INDENT]1.7a. This is the [I]basic land rule[/I] (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 [I]expanded land rule[/I] (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 [I]alternative land rule[/I] (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.[/INDENT]1.8. Some versions of XCB use a [I]special format[/I]. 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 [URL="http://forums.mtgsalvation.com/showpost.php?p=9493301&postcount=22"]here[/URL].
[INDENT]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 [I]submission[/I] 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.[/INDENT]1.9. Some versions of XCB use the counter rule.
[INDENT]1.9a. This is the [I]counter rule[/I] (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.[/INDENT]1.10. Some versions of XCB use a life rule.
[INDENT]1.10a. This is the [I]life rule[/I] (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 [I]alternative life rule[/I] (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.[/INDENT]1.11. Each player plays one match against each other player.
[INDENT]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.[/INDENT]
[B]Tournament Rules[/B]
2.1. Entrants compete in a [I]competition[/I].
[INDENT]2.1a. The shortest type of competition is a [I]round[/I]. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.[/INDENT]2.2. An entrant submits his or her deck to the ABT moderator.
[INDENT]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.[/INDENT]2.3. Decks are subject to some restrictions.
[INDENT]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 [I]forced[/I] 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:
[INDENT]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.[/INDENT]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.[/INDENT]2.4. Points determine round standings.
[INDENT]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 [I]match result[/I]. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or [U]2[/U] 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 – [I]match win[/I], a win and a loss – [I]split match[/I], two draws – [I]draw[/I], and two losses – [I]match loss[/I]. An entrant [I]wins the match[/I] if he or she wins both games, [I]splits the match[/I] if he or she wins a game and loses a game, [I]draws a match[/I] if he or she draws both games, and [I]loses the match[/I] 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.[/INDENT]2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
[INDENT]2.5a. Each round, an entrant receives [I]tournament points[/I] 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.[/INDENT]
3. [B]Prize Rules[/B]
3.1. A prize shall be given to the tournament winner.[INDENT]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.[/INDENT]3.2. As a prized tournament, special scoring rules and practices are in place.[INDENT]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.[/INDENT][/spoiler][SIZE=+1]Permanently Banned Cards[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=Permanently Banned Cards]Acceleration
[space]25[/space]Channel
[space]25[/space]Fastbond
[space]25[/space]Flash
[space]25[/space]Show and Tell
Disruption
[space]25[/space]Chancellor of the Annex
[space]25[/space]Force of Will
[space]25[/space]Leyline of Anticipation
[space]25[/space]Trinisphere
Lands
[space]25[/space]Ghost Quarter
[space]25[/space]Strip Mine
[space]25[/space]Wasteland
Win Conditions
[space]25[/space]Barren Glory
[space]25[/space]Laboratory Maniac
[space]25[/space]Magus of the Moon
[space]25[/space]Meddling Mage
[space]25[/space]The Rack
[space]25[/space]Vampire Hexmage
[/spoiler][SIZE=+1]Land Rule Banned Cards[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][space=30]The following cards are often worth banning when a Land Rule is used.
They are included here for reference.[/space][spoiler=Land Rule Banned Cards]Acceleration
[space]25[/space]Black Lotus
Disruption
[space]25[/space]Balancing Act
[space]25[/space]Energy Field
[space]25[/space]Time Walk
Win Conditions
[space]25[/space]Beacon of Creation
[space]25[/space]Maralen of the Mornsong
[space]25[/space]Nezumi Shortfang
[space]25[/space]Red Sun's Zenith
[space]25[/space]White Sun's Zenith
[/spoiler][SIZE=+1]Tournament Prize[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][spoiler=Prize Picture]-[/spoiler][SIZE=+1]Player Standings[/SIZE]
[float=left; clear:both][IMG]http://media-dominaria.cursecdn.com/attachments/102/459/635032498886285580.gif[/IMG]
[/float][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][/INDENT]
List tags are malformed.
356 reyemile
344 feyd_ruin
311 whammwhamme
311 draco9
311 yarn
267 personman
211 tomsloger
133 benbuzz790
067 bateleur
1 tomsloger : ninja control
gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
Copper Gnomes / Blightsteel Colossus / Serenity
3-3 too fast on the draw.
3 Draco9 : Goblin Passion
Flamewave Invoker / Goblin Lackey / Skirk Fire Marshal
0-6 2 fast 5 me
4 Reyemile : nowhere man
Exploration / March of the Machines / Door to Nothingness
0-6 i cant even interact with you
5 Feyd_Ruin : Going for Broke
Blightsteel Colossus / Copper Gnomes / Storm World
3-3 i think i outrace storm world, but i definitely dont outrace colossus when you go first.
6 bateleur : At Last! A Format That Makes Pack Rat Playable!
Elvish Scrapper / Pack Rat / Pithing Needle
6-0 i think you only get one pack rat at a time?
7 yarn : screw you, special format
Cursed Totem / Darksteel Reactor / Ensnaring Bridge
1-4 when im on the play i can attack with a 1-4 and ninjitsu to make you discard reactor, but then never attack again.
8 benbuzz790 : pith and blood
Pithing Needle / Phyrexian Revoker / Gilded Drake
im actually not sure. gotta think more.
9 Mogg : infirat
Leyline of Vitality / Pack Rat / Time Elemental
0-6. hard.
10 personman : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
3-3 turn 3 is your earliest win. that works when you go first. when i go first, ill be able to bounce the toymaker, then ninja discard away whatever you dont play on turn 3.
11 psly4mne : vampiric guide
Goblin Guide / Captivating Vampire / Pithing Needle
0-6 i need both of my guys to get through vampire, and needle stops one
1 | X 3 0 0 3 6 1 ? 0 3 0 |
oi. i am not doing well lately
6 | 6 6 6 6 6 X 6 6 3 6 6 | 56
Elvish Scrapper / Pack Rat / Pithing Needle
vs
1 tomsloger : ninja control
gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
6-0 Infinite rats win.
2 WhammWhamme : blighted serenity
Copper Gnomes / Blightsteel Colossus / Serenity
6-0 Pithing Needle prevents T2 Gnomes activating. Infinite rats then win.
3 Draco9 : Goblin Passion
Flamewave Invoker / Goblin Lackey / Skirk Fire Marshal
6-0 By his turn three I may have taken as much as 15. Then infinite rats win.
4 Reyemile : nowhere man
Exploration / March of the Machines / Door to Nothingness
6-0 Pithing Needle names Door.
5 Feyd_Ruin : Going for Broke
Blightsteel Colossus / Copper Gnomes / Storm World
6-0 Pithing Needle gnames Gnomes.
7 yarn : screw you, special format
Cursed Totem / Darksteel Reactor / Ensnaring Bridge
6-0 Turn one Scrapper followed by turn two Rats followed by Scrapper destroying Bridge wins the race.
8 benbuzz790 : pith and blood
Pithing Needle / Phyrexian Revoker / Gilded Drake
6-0 This one's pretty funny. I drop Scrapper on turn one,
then Pithing Needle naming Pack Rat (!!!), then Rat on turn three. Now I have a blocker for his Revoker and a second creature to beat down with. Drake does him no good, because if he steals the Rat my Needle stops it from doing anything and if he steals the Scrapper he has no good targets for it. In both cases he gives me a 3/3 flyer,which wins the race.(Edited because I forgot there's no blocking and you can hurt things by attacking them like Planeswalkers.)
9 Mogg : infirat
Leyline of Vitality / Pack Rat / Time Elemental
2-2 Time Elemental bounces Pithing Needle, summoning sickness means there are always more chump blocking rats than attacking rats.3-3 I'd forgotten there was no blocking. Whoever gets Rat down first wins. Pithing Needle doesn't help because he just bounces it before attacking.
10 personman : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
6-0 Pithing Needle names Door.
11 psly4mne : vampiric guide
Goblin Guide / Captivating Vampire / Pithing Needle
6-0 Pithing Needle names Vampire, Scrapper destroys his Needle if he names Rat. I'm glad someone played Vampire, though. That was in my initial decklist and I was really sad to cut it.
If only that one Rat had an activated ability of it's own...
(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>
results:
vs. 1 - tomsloger: Turn Two Blightsteel can be stopped by Gwafa on the draw. 3-3
vs. 3 - Draco9: On the play, turn two Blighty goes the distance. On the draw, Skirk. 3-3
vs. 4 - Reyemile: Darn. Seal of Cleansing would have been better here. Race. 3-3
vs. 5 - Feyd_Ruin: Functional mirror. 3-3
vs. 6 - bateleur: I can answer Pithing Needle! 6-0
vs. 7 - yarn: Turn 14 Blighty+Serenity wins the day. 6-0
vs. 8 - benbuzz790: Serenity can answer Revoker. Drake answers Blighty. 2-2
vs. 9 - Mogg: ...daaaaaaang. 0-6
vs. 10 - personman: ...same as vs. Reyemile. 3-3
vs. 11 - psly4mne: ...I got nothin'. 0-6
X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
2 | 3 X 3 3 3 6 6 2 0 3 0 | 24 |
(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 psly4mne : vampiric guide
Goblin Guide / Captivating Vampire / Pithing Needle
i definitely missed captivating vampire. way better than gwafa.
vs
1 tomsloger : ninja control
gwafa hazid, profiteer / neurok replica / okiba-gang shinobi
Turns 1 and 2 I drop Guide and Needle on Gwafa. I can attack Gwafa or Shinobi. If he plays Replica, I can steal it and bounce the Vampire for extra stealing. If he plays Gwafa and Shinobi together, I steal Shinobi and attack Gwafa. He plays Replica and bounces and replays Shinobi. I steal the Replica, kill the Shinobi, and win.
6-0
2 WhammWhamme : blighted serenity
Copper Gnomes / Blightsteel Colossus / Serenity
Pithing Needle slows him down enough for Captivating Vampire to take over.
6-0
3 Draco9 : Goblin Passion
Flamewave Invoker / Goblin Lackey / Skirk Fire Marshal
If he leads with Lackey, it just dies to Guide, so he passes turn 1. I play Guide and follow with Needle on Invoker. Lackey and Flamewave do nothing against Guide. If he wipes the board with Marshal on turn 5, it puts him at 2 life on the play, or 4 if he made me attack Lackey, and me at 10. I can steal Marshal and win.
6-0
4 Reyemile : nowhere man
Exploration / March of the Machines / Door to Nothingness
March of the Machines lets Door kill my Needle.
0-6
5 Feyd_Ruin : Going for Broke
Blightsteel Colossus / Copper Gnomes / Storm World
This matchup is complicated. If I’m on the play, I can hold Needle and win with Vampire if he ever drops Blightsteel. If I lead with Guide, he has to play Storm World to have a chance. But he’s behind on life and can’t catch up if I do nothing, so I win.
If he’s on the play, I have to open with Needle because the Vampire is too slow. If I play a creature, he kills it with Storm World and wins. If he plays Storm World, he just loses. If he plays Colossus, I steal it. If he plays the Gnome, I kill it with Guide, and he has to play Storm World to kill Guide, but the Storm World kills him.
4-1
6 bateleur : At Last! A Format That Makes Pack Rat Playable!
Elvish Scrapper / Pack Rat / Pithing Needle
Not unless your other two cards are also Rats.
6-0
7 yarn : screw you, special format
Cursed Totem / Darksteel Reactor / Ensnaring Bridge
I, um, attack Darksteel Reactor?
0-6
8 benbuzz790 : pith and blood
Pithing Needle / Phyrexian Revoker / Gilded Drake
I open with Guide. If he plays Revoker alone, I kill it. If he plays Drake alone, I kill him with it. Turn 4, he plays Revoker and Drake, stealing Guide and attacking the Drake. I then play the Vampire and kill the Guide. Revoker kills one of my creatures, but the other wins the game.
6-0
9 Mogg : infirat
Leyline of Vitality / Pack Rat / Time Elemental
Not unless your other two cards are also Rats.
6-0
10 personman : island of misfit doors
Tinder Wall / Toymaker / Door to Nothingness
Needle takes it
6-0
X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
1 | 6 6 6 0 4 6 0 6 6 6 x | 46 |
I loved this format. I considered a ton of cool decks before I settled on mine, so I think it would be awesome if we played this rule again at some point. I did consider playing Gnomes/Blightsteel, and I considered Pack Rat even though it requires a deck of 3 rats to win. The other decks were not on my radar at all. One of the other decks I considered would have gone 9-1 in this field, but such is hindsight.
I did predict that this format would be hard to calculate, and I think I was right. WhammeWhamme vs benbuzz790 is 6-0 for WW, even if it's hard to see, because the path to victory is Copper Gnome beatdown. If benbuzz790 plays turn 2 Revoker on the play, it dies to Serenity, clearing the path for Copper Gnome beatdown.
Hilariously, bateleur also goes 6-0 against benbuzz790, because he has a 1 mana 1/1.
That sounds like it makes it 6-0 for you, actually. You have to play Door turn 3, then March turn 4 to avoid having Door stolen, but I don't kill until turn 6. Where do you get 3-3?
I forgot all about Pack Rat when coming up with the format idea.
My deck can't win. I don't see any clear substitutes, so the deck should be removed from the submissions.
Myr Propagator, unfortunately, isn't a good replacement. It can technically win, but it would be as a single 1/2.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm not sure if you would consider triple Pack Rat a reasonable replacement, but then you could actually go off. I was considering Pack Rat / Drainpipe Vermin / Nezumi Shadow-Watcher as a submission, but decided it wasn't very good when you need all 3 cards to go off.
3-3
4-1
On the play, I go off turn 3. On the draw, Invoker + Marshall + swing for 1 + swing for 3 deals 19 to me on turn 3, and I'd win next turn, so instead Draco activates Marshall turn 2 and 3 for the tie.
3-3
6-0
March makes Pithing Needle a creature, meaning my Door can attack and kill it. More importantly it makes the Door indestructible, meaning Elvish Scrapper can't touch it either. Unfortunately, due to round rules, packrat does nothing.
6-0
I never play March and just activate Door the hard way on turn 5.
0-6
Double-lock on my only win condition means I can never activate it, and if I try to race with a 5/5 door I lose to Drake.
3-3
Infinity rats kills me on turn 3, but not on turn 2.
3-3
6-0
Animated Door kills needle, then activates. I kill on turn 4 this way--the best psly4mne can do is turn 6.
4 | 6 3 4 X 3 6 6 0 3 3 6 | 36 | 360
I don't follow. The point you made - as I understood it - was that because Pack Rat has zero toughness when it isn't on the battlefield, it enters the battlefield with zero loyalty counters and is put into its owner's graveyard as a state-based effect. How does having more rats in the deck change this?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
My bad - triple Pack Rat obviously doesn't work. But Pack Rat plus two other rats does, as you can go infinite if Pack Rat is your third rat in play.
But at that point we're talking about a completely different deck. I don't feel comfortable with that either way.
I'm assuming you mean Alternate Land Rule, since you referenced marlen?
I just wanna make sure before I do my deck
----------
My results:
Of note: I can direct Storm World damage to a planeswalker, removing loyalty to kill it.
1. agreed. 3-3
2. agreed. 3-3
3. blightsteel kills t3, Storm World keeps board clear. 6-0
4. 3rd turners split. 3-3
5. x
6. blightsteel hardcasted kills t13. his swings kill turn 14+ if he drops needle to stop combo and I use gnomes to take a hit [or kill one]. 6-0
7. attack with gnomes to make him drop 2 cards. drop storm world for direct burn. 6-0
8. I drop Gnomes and start swinging. If he drops revoker, I Storm World to burn it away, then swing a win with gnomes or a 3/3. 6-0
9. To be determined by Mogg's final form?
0. SW Kills toymaker before door drops, or he holds to cast on turn 4+, and dies after his turn 3. 6-0
1. Guide hits first to stop SW kill, Vampire stops any blightsteel. 0-6
X| 1 2 3 4 5 6 7 8 9 0 1
5| 3 3 6 3 X 6 6 6 ? 6 0 | 36 | 400 ( @ 9 players. 42/420 if Mogg's entry is nerfed )
No longer staff here.
Correction: On the play, Lackey drops Invoker, who activates and does 5 (so you're on 14 on turn two), then next turn they swing for 3, drop Fire Marshall, and dome you for 15. Deck does 24 damage by turn 3. 3-3
no, i mean basic land rule. just referencing maralen because thats what screwed up/made awesome the last 2cb i ran.
as for mogg and bateleur, i would say we replace the pack rats with myr propagators. theyre as close as we can come reasonably.
it takes away what they really wanted to do, but gives technically viable decks.
everyone ok with that?
sorry i missed this guys. i gotta start actually thinking about decks that are submitted instead of just assuming y'all know more than me
speaking of, heres my deck code so i can look at stuff:
Cab Lecher Chain Roofers
I'd rather drop my deck than replace add Myr Propagator. While Propagator can gain me infinite life, that's basically a moot point since I'll never had more than a 1/2 and a 0/3 on the battlefield. i.e., Propagator only gets one loyalty counter in spite of Leyline, so I can't make infinite creatures.
You can't catch everything, and obviously this wasn't an entirely intuitive interaction. The round was fun to build for, and that's what matters.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy