This thread contains the results for week 1 of All Blind Tournament #17 and is the start of week 2 of ABT#17.
Week 1 of ABT#17[INDENT]
This round was Born of the Gods infinite
i think we showed that theres some good xcb cards in the current standard.
plus, 5 different planeswalkers in one round.
and what were the odds that no one would play an enchantment this week? The Entries[INDENT]
1tomsloger : roll tide mistcutter hydra / gideon, champion of justice // whelming wave
my infinite card was the easiest decision ive ever made. i love it so much. i hope its good.
3psly4mne : congress Pack Rat / Council of the Absolute // Bile Blight
bile blight could have been really powerful, but only two players chose a creature for their infinite card.
the other two cards should be fine though.
[/INDENT][/INDENT]Information[INDENT]What is Blind Magic?
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?
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
Below lies the rules of ABT written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
Overview[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 X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.[/INDENT]Deck Construction Rules[INDENT]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.[/INDENT]Deck Submission Rules[INDENT]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/INDENT]Playing the Decks[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]Points[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. Extra Rules[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]Optional Rules
Land Rule[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]Expanded Land Rule[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]Alternative Land Rule[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]Sanctioned Magic Format[INDENT]A deck may contain only cards contained in sets legal in the specified format.[/INDENT]Counter Rule[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]Life Rule[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]Special Format[INDENT]Other rules are specified.[/INDENT]
XCB Comprehensive Rules
Below lies the comprehensive rules system for the ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.[/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'.[INDENT]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).[/INDENT]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.
[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 X 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 land rule.
[INDENT]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.[/INDENT]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.
[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 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.[/INDENT]1.9. Some versions of XCB use the counter rule.
[INDENT]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.[/INDENT]1.10. Some versions of XCB use a life rule.
[INDENT]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.[/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] Tournament Rules
2.1. Entrants compete in a competition.
[INDENT]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.[/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 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:
[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 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.[/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 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.[/INDENT]
3. Prize Rules
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]
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.[/space]
Tournament Prize
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
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]
(Scores somewhat subject to error - several of these matches were tricky to process!)
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
vs
1tomsloger : roll tide
mistcutter hydra / gideon, champion of justice // whelming wave
my infinite card was the easiest decision ive ever made. i love it so much. i hope its good.
6-0 I deal 2 via Rats before they get all bouncy, turn four Mogis plus Bolts kills on the upkeep after my turn 8, which is good enough because my opponent can't cast both Wave and Gideon on turn four and can't cast both Hydra and Gideon on 5.
6-0 I burn out the two initial creatures by my turn four and then the (up to) four tokens by turn seven. By that time I've taken no more than 16 even without casting Rats and infinite Helix do nothing on their own.
3psly4mne : congress
Pack Rat / Council of the Absolute // Bile Blight
0-6 If he plays Rats before turn five I simply Bolt it and win. If he plays Rats on turn five, however, he wins because if I respond with my own two Rats he can make a third Rat and then Bile Blight. I cannot play my Rats earlier or he simply Bile Blights them and then uses Council to lock out my Bolts.
3-3 Horribly complex race, but what it comes down to is that if I can hold Bolt mana up when he first casts Phoenix and Chandra then I win the race by killing Chandra and then playing Rats, Rats, Rats on turn eight for which he needs to keep three Bolts or lose.
6-0 On turn three I burn his 3/3 Ciphered-up Skyguard then on turn five I drop a Rats and Bolt a Skyguard and then on turn six I make a Rats and Bolt a Skyguard. From there I win once I have the mana to drop Mogis and Bolt in the same turn.
6-0 At some point he drops Kiora and I need to immediately burn her out. That aside he makes Worldspine Wurm on his turn 7 by which time I have at least four 4/4 Rats. He then has the option to attack into six 6/6 Rats and if he does will be left with three 5/5 Wurms facing my four 5/5 Rats. I make two more Rats on my next turn and he can't win from there. (Note that I have to discard Mogis to have enough cards to turn into Rats.)
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
6-0 Bolt is neither a creature nor an Aura and nor is Mogis. Since neither Planeswalker comes down until after Mogis that leaves them unable to (usefully) activate more than once each.
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
6-0 Bomb limits the effectiveness of Rats, but Mogis gives me extra damage. I deal (at least) 2 damage total with Rats it it isn't Bolted, 2 per turn with Mogis starting from turn four and 3 per turn except for turn 4 with Bolt. That leaves me at 2 + 9 + 6 = 17 on Mogg's upkeep after my 6th turn, but I have three mana spare at that point so I can use one extra Bolt for the win before Sphinx becomes relevant. Mogg's best play is therefore to Bolt the Rats which means I can't win until his upkeep after my turn 7. He deals 3 on turn four, 3 on turn five, 6 on turn 6 and 6 on turn 7, which isn't enough to win. Pausing to cast Sphinx only slows him down.
--
(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>
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
im a little confused by the sphinx here. it speeds up your drawing of the bolts, but not the mana to cast them.
It doesn't speed up the mana, but it means that I can trade one or two bolts each turn for creatures or planeswalkers and not run out of burn to target players.
bateleur, some notes on your matches:
vs Feyd: It's not that simple - if you bolt one of his creatures, he responds by Helixing (making 2 tokens) and bouncing the target. I think that your sorcery speed removal can't stop him from making 2 tokens per turn, and he can still get value out of his Helixes, either fizzling Bolts or bouncing your stuff. I don't know if that swings the match - it seems complicated.
vs cruelshy: You talk about holding Bolt up, but Bolt is a sorcery. Not checking the race right now, but that might change things.
vs aurorasparrow: Mogis is a creature spell when it's on the stack, so Nullify counters it. You still win because you have lots of Bolts.
my matches:
psly4mne : Pack Rat / Council of the Absolute // Bile Blight
vs
1tomsloger : mistcutter hydra / gideon, champion of justice // whelming wave
Ban Wave, Blight his guy, and attack Gideon. Unless he finds some line I haven't thought of?
6-0
2Feyd_Ruin : Akroan Crusader / Young Pyromancer // Retraction Helix If he Helixes, I can try to fizzle it with Blight to actually kill his guys. He can Helix in response, but if he is Helixing proactively, he’s spending 2 Helixes for every Blight and I eventually win. If I go for Council, he can Helix in response and then use the ability to bounce Council, but that costs him Helixes so maybe it creates an opening for Blight? Seems complicated and I’ll look at it later.
See below.
6-0
4cruelshy : sligh
Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
Ban bolt, attack Chandra, and blight Phoenix.
6-0
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
If he plays rats before I do, I blight them and win. I play t4 Council, t5 rats. t6, I make a rat and blight rats in response, then I win with rats.
6-0
6draco9 : american airlines
akroan crusader / hidden strings // akroan skyguard
Blight his guys, especially the Ciphered one, win.
6-0
7Whammewhamme : Kiora's Wurm
worldspine wurm / kiora, the crashing wave // kiora's follower
I Blight his Followers and attack Kiora, then win before Wurm comes down.
w2: 1f
p2: 1r (2b)
w3: K@3
p3: 2r
w4: K@4 4f
p4: 3r
w5: extra land, K@3, 5f
p5: blight, 4r, kill Kiora
Wurm comes down on 10, rats kill before then
6-0
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
Resolve Rat on the play, then blight tokens and kill walkers with 3 3/3s.
On the draw, creatures are nullified and blights can’t keep up with the walkers' ults.
3-3
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
He has to use the Bomb on Council. On the play, I can get 2 rats before he has Bolt up, and the Council gives me a window to make enough rats to win. On the draw, I can’t play rats until after Council is out, and I’m too slow.
My deck is much more complicated than I had anticipated.
I'm going to need to go through all of my matchups slowly.
I'll do them one at a time as I can.
I'll keep editing this post with updates, explanations, etc.
I missed the haste on Hydra when I ran through it.
I swear someone photoshopped it out when I first looked at it
That wins it for you.
Quote from psly4mne »
3. Pack Rat / Council of the Absolute // Bile Blight
You should win this.
EOT Blight at crusader. I bounce it IRSP.
Blight tokens. Council. Helix irsp, bounce.
Cast Crusader on my turn.
Council. Helix irsp, bounce. Blight crusader.
Since I have to bounce Council AND irsp to blight, I'll run out of Helix before you run out of blight.
I can't try to speed out of the gate because Blight will stop me quickly.
Blight kills all of my soldier tokens or all my elemental tokens.
So long as you don't try to pack rat until the end game, you should get me.
Quote from cruelshy »
4. Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
I should be able to bum rush you early, and then have enough to finish you.
Working out the plays. You're multiple options with mine are proving difficult.
1. Crusader
1.
2. Pyromancer
2.
3. Helix Crusader for tokens. Swing 3, holding Crusader.
3. Bolt? [Bounce crusader from crusader irsp][2 more tokens]
4. Swing 5 = 12. Crusader.
4a Chandra? Bounce irsp to burn.
4b Bolt? Bounce irsp. 5 tokens total
5a Swing and kill chandra
5. Chandra is no better, bounce irsp to bolt, etc.
6. Swing a win.
I've left out pheonix for a reason. She's always worse then bolt.
If you cast pheonix, I can bounce her with my helix and still keep the crusader around.
My draw slows me down a turn, but it's still fairly one sided.
You can double burn turn 6, but I still have an extra helix from earlier.
Quote from bateleur »
5. Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
It's not nearly as easily as burning my creatures.
I should win this, actually.
Bolt is negated by Helix, with net tokens made.
Mogis is a shock each turn, which I take.
Pack Rat is worse then bolt.
So basically, I have until turn 14 to win, which I do.
I'll try and break it down if you prefer, but it's similiar to as above.
Feyd, your deck is so complicated and pretty awesome.
You do lose to tomsloger though, because Mistcutter has secret haste.
Vs aurorasparrow, you easily outrace on the play. I think you win on the draw too, but it's closer since Pyro can be countered.
Feyd, your deck is so complicated and pretty awesome.
You do lose to tomsloger though, because Mistcutter has secret haste.
Vs aurorasparrow, you easily outrace on the play. I think you win on the draw too, but it's closer since Pyro can be countered.
I have a RU deck that runs Banishing Knack with the Pyromancer and Blistercoil Weird.
Helix and the Crusader just felt like a good mix to try for some real fun.
I totally missed the haste on the Hydra. He definitely wins it then.
I'll have to breakdown aurorasparrow, whammwhamme, and mogg tomorrow.
I'm guessing they'll be 3+, 0, and 6, but it needs turn by turns.
We just all have so many options each turn sometimes.
I feel like doing flow charts >_<
1) vs. tomsloger: Whelm and Swing beats me. 0-6
2) vs. Feyd_Ruin: My brain hurts. I guess I get a 2/2 per turn and Wurms work?
3) vs. psly4mne: *
4) vs. cruelshy: If the Bolts kill my creatures, I can pull ahead with +land+card Planeswalker, getting me turn 9? wurm while only taking 8 Phoenix damage. 6-0?
5) vs. bateleur: *
6) vs. draco9: It's a race.
Land, Crusader
Land, go
Land, Skyguard, swing (19)
Land, Follower
Land, Strings to make Skyguard big? [3/3 at eot] swing (17)
Land, Kiora for ramp + draw
Land, Skyguard x2, kill Kiora (17)?
Land, rampy guy x3
Land, Sky, swing (12)
Land, rampy guy
Land, Sky, swing (6)
Land, Wurm
Land, Sky, Swing (gack)
Swing for a ton.
...so looks like 3-3?
8) vs. aurorasparrow: On the play, turbo ramp. 3-3
9) vs. Mogg: I think he's got it. 0-6
* = it's rats + removal against Wurms. I guess they're fast enough, people seemed convincing.
Disappointing, but my ahead was half-assed, so unsurprising.
2v7
f1 crusader
f2 pyromancer swing 1. 20-19
w2 follower
f3 bounce follower. 2 tokens. swing 2. 20-17
w3 follower.
f4 bounce follower. 2 tokens. swing 4. 20-13
w4 kiora. extra land drop.
f5 swing 5 at whamme, 1 at kiora. hold back crusader. 20-8
w5 followerx3. one is bounced. 2 tokens (6).
f6. bounce both followers (0 cih, 3 tokens. 9 total, 1 tapped). swing 5 tokens and pyromancer. 20-1
so that obviously leads to feyd victory.
w4 follower, follower.
f5 bounce 1 (2 tokens, 6total) attack with 4 tokens. block 1. 20-10
w5 kiora, extra land, follower (2 total, 1 tapped.)
f6. bounce untapped follower (2 tokens, 7 total). swing 5 tokens and pyromancer. 1 to kiora, 6 to whamme. 20-4
w6. followerX4. 5 total, 1 tapped.
f7 bounce two tokens. 2nd helix targets pyromancer. make 3 more. 10 total, 1 tapped. swing with 7 tokens. block 3. die.
ok feyd wins on the play
i think whamme wins when he goes first as well.
takes away that early damage. by casting kiora on 3 for the land drop and extra card, gets to cast 3 on turn 5 and feyd never catches up.
that was really hard to figure out though, so if someone can find feyd's winning line of play, lemme know.
ill have to come back. thats all im up for right now.
How to read this mess:
We have 1W for Whamm's first, 1F for my first, etc.
If he has options, it's 4W1, 4W2, etc.
My options to his options are 4W1A, 4W1B, etc.
Best way I could do it and still be thorough.
RESULT: ALL LINES STARTING FROM 4W3 RESULT IN FEYD WIN
FINAL RESULT:
He has 3 real choices on turn 4, and some sub-choices turn 5.
Only 2 lines of play have him living past my turn 5, each at 1 or 2 life.
His turn 6 can drop a couple of things, but not enough to stop 11-13 dudes.
6-0 me
Finished WhammWhamme.
Just gotta do Mogg's matchup.
_______________
There's a lot of plays here, but I actually don't see it going well for mogg so far.
He kills turn 7. Racing:
Bomb @ 0 is a token wrath.
I still kill turn 6, no matter which turn he booms.
..I Helix EOT once each turn. Turn 5 boom is his best.
..I eot turn (5/6) 3x helix, t6 helix, swing lethal (he's at 9)
Bomb @ 1 is Helix-negated. Saves him 1 damage, I kill turn 6.
Bomb @ 2 is Helix-negated. Saves him 2 damage, I kill turn 6.
So he has to try and kill something.
That makes him a turn 8 win, and I can helix IRSP.
Edit:
Instead of a huge list, I'll leave it more shortly.
I kill turn 5. Token-Bomb makes me kill turn 6.
If he bolt's a single critter once, he kills turn 8.
However, I helix-save that critter.
This slows me down a turn, but that's still turn 7 vs turn 8.
Unless Mogg sees something I don't, I'm going with 6-0 me.
There's a lot of options. Like a lot a lot.
But I can't find one that's "Aha!" for mogg :/
Cruelshy vs Mogg is still not done. Mogg can't win before turn 8 on the play, or 7 on the draw. If cruelshy is on the draw, he wins on turn 7 in a pure bolt race. If cruelshy is on the play, he can get 2 damage out of Chandra before it's killed, so he still deals 20 by turn 7. That makes it 6-0 for cruelshy.
That just leaves cruelshy vs bateleur. Anyone else want to stake a stab at that?
Ya know, I went through so many possibilities and iterations, I don't think I every actually ran linse with me on the draw.
Oops, sry. 3-3 it is. I'm definitely not going to try and do more lines of play.
..and now time to look at this week's round format lol
b1 land
c1 land 1 bolt
b2 land, rat. 1 bolt
c2 land, 2 bolt
b3 land, rat token. swing 2. 1 bolt
c3 bolt rat. 2 bolt.
b4 land, rat token. swing 2. 1 bolt. 20-16
c4 land, bolt rat. 2 bolt.
b5 land, rat token. swing 2. 1 bolt. 20-14
c5 land, bolt rat. 2 bolt.
b6 land, 2 rat token. swing 3. 0 bolt. 20-11
c6 land, bolt two tokens. 1 bolt.
b7 land, rat token. mogis. swing 2. 0 bolt. 20-9
c7 take 2 from mogis. chandra, bolt takes out both tokens. 19-7
b8 bolt to the dome. 19-4. 0 cih.
c8 take 2 from mogis. can +1 chandra, bolt, and phoenix. or double bolt. either way, dead next turn
so results should be finished. ill start updating the first post.
Week 1 of ABT#17[INDENT]
This round was Born of the Gods infinite
i think we showed that theres some good xcb cards in the current standard.
plus, 5 different planeswalkers in one round.
and what were the odds that no one would play an enchantment this week?
The Entries[INDENT]
1tomsloger : roll tide
mistcutter hydra / gideon, champion of justice // whelming wave
my infinite card was the easiest decision ive ever made. i love it so much. i hope its good.
2Feyd_Ruin : bouncing weenies
Akroan Crusader / Young Pyromancer // Retraction Helix
this grows scarily fast
3psly4mne : congress
Pack Rat / Council of the Absolute // Bile Blight
bile blight could have been really powerful, but only two players chose a creature for their infinite card.
the other two cards should be fine though.
4cruelshy : sligh
Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
mono red burn. love it. in my head, youre using pokemon fire energy cards instead of mountains like my legacy deck.
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
mogis seems like a really strong clock, especially when you can attack with it on turn 6.
6draco9 : american airlines
akroan crusader / hidden strings // akroan skyguard
hidden strings is so good with heroic. also, im really proud of that title.
7Whammewhamme : Kiora's Wurm
worldspine wurm / kiora, the crashing wave // kiora's follower
ramp is awesome. and thats clearly the best thing to ramp into
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
4 color creatureless control with infinite counterspells. i love xcb.
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
im a little confused by the sphinx here. it speeds up your drawing of the bolts, but not the mana to cast them.
[/INDENT]The Grid [INDENT]X | 1 2 3 4 5 6 7 8 9 | PT | TPs
1 | X 6 0 0 0 6 6 6 0 | 24 | 300
2 | 0 X 0 6 6 6 6 6 3 | 32 | 400
3 | 6 6 X 6 6 6 6 3 3 | 40 | 500
4 | 6 0 0 X 3 6 0 6 6 | 26 | 325
5 | 6 0 0 3 X 6 6 6 6 | 32 | 400
6 | 0 0 0 0 0 X 3 6 0 | 08 | 100
7 | 0 0 0 6 0 3 X 0 0 | 08 | 100
8 | 0 0 3 0 0 0 6 X 0 | 08 | 100
9 | 6 3 3 0 0 6 6 6 X | 28 | 350
[/INDENT]The Results
psly4mne wins week 1!
TPnts player
500 psly4mne
400 feyd_ruin
400 bateleur
350 mogg
325 cruelshy
300 tomsloger
100 draco9
100 whammewhamme
100 aurorasparrow
There were 9 players with 36 matches and 72 total games.
0 hands ended in a draw. 0 matches had at least one draw.
5 matches were a 3-3 split.
31 matches were a 6-0 sweep.
There were 23 unique cards submitted, out of 27 total.
3 card(s) were repeated:
3 bolt of keranos
2 pack rat
2 akroan crusader
Next Round will be '5CB sideboarding'.
in addition to the 5 cards chosen, each player chooses 2 cards for their sideboard.
in each game, the player who is on the draw may choose to sideboard. decks must still be 5 cards after sideboarding.
Additional Ban List
burning, cunning, death, glittering, golden, and living wishes
research / development
ring of mar'uf
spawnsire of ulamog
those probably werent necessary to ban, but you know. just in case.
Full Banned List
Channel
Fastbond
Flash
Show and Tell
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Ghost Quarter
Strip Mine
Wasteland
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage[/float]
[/INDENT][/INDENT]Information[INDENT]What is Blind Magic?
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?
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
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.
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]Deck Submission Rules[INDENT]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/INDENT]Playing the Decks[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]Points[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.
Extra Rules[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]Optional Rules
Land Rule[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]Expanded Land Rule[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]Alternative Land Rule[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]Sanctioned Magic Format[INDENT]A deck may contain only cards contained in sets legal in the specified format.[/INDENT]Counter Rule[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]Life Rule[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]Special Format[INDENT]Other rules are specified.[/INDENT]
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'.[INDENT]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).[/INDENT]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.
[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 X 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 land rule.
[INDENT]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.[/INDENT]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.
[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 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.[/INDENT]1.9. Some versions of XCB use the counter rule.
[INDENT]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.[/INDENT]1.10. Some versions of XCB use a life rule.
[INDENT]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.[/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]
Tournament Rules
2.1. Entrants compete in a competition.
[INDENT]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.[/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 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:
[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 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.[/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 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.[/INDENT]
3. Prize Rules
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]
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]
Channel
Fastbond
Flash
Show and Tell
Disruption
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
The following cards are often worth banning when a Land Rule is used.
They are included here for reference.
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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]
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]
400 feyd_ruin
400 bateleur
350 mogg
325 cruelshy
300 tomsloger
100 draco9
100 whammewhamme
100 aurorasparrow
1tomsloger : roll tide
mistcutter hydra / gideon, champion of justice // whelming wave
my infinite card was the easiest decision ive ever made. i love it so much. i hope its good.
Akroan Crusader / Young Pyromancer // Retraction Helix
6-0 my bounce is bouncier
3psly4mne : congress
Pack Rat / Council of the Absolute // Bile Blight
0-6 i think, but i do see a promising line of play ill look into later
4cruelshy : sligh
Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
0-6 too fast for me
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
0-6 once again, ill have to do some figuring but i suspect this is too fast as well
6draco9 : american airlines
akroan crusader / hidden strings // akroan skyguard
6-0 wave wins it.
7Whammewhamme : Kiora's Wurm
worldspine wurm / kiora, the crashing wave // kiora's follower
6-0 i think i only win this because kiora is blue.
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
6-0 if those assassins had haste, i would have played vraska.
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
0-6 i think i just cant beat bolt. oi.
1 | X 6 0 0 0 6 6 6 0 | 24 | 300
(Scores somewhat subject to error - several of these matches were tricky to process!)
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
vs
1tomsloger : roll tide
mistcutter hydra / gideon, champion of justice // whelming wave
my infinite card was the easiest decision ive ever made. i love it so much. i hope its good.
6-0 I deal 2 via Rats before they get all bouncy, turn four Mogis plus Bolts kills on the upkeep after my turn 8, which is good enough because my opponent can't cast both Wave and Gideon on turn four and can't cast both Hydra and Gideon on 5.
2Feyd_Ruin : bouncing weenies
Akroan Crusader / Young Pyromancer // Retraction Helix
6-0 I burn out the two initial creatures by my turn four and then the (up to) four tokens by turn seven. By that time I've taken no more than 16 even without casting Rats and infinite Helix do nothing on their own.
3psly4mne : congress
Pack Rat / Council of the Absolute // Bile Blight
0-6 If he plays Rats before turn five I simply Bolt it and win. If he plays Rats on turn five, however, he wins because if I respond with my own two Rats he can make a third Rat and then Bile Blight. I cannot play my Rats earlier or he simply Bile Blights them and then uses Council to lock out my Bolts.
4cruelshy : sligh
Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
3-3 Horribly complex race, but what it comes down to is that if I can hold Bolt mana up when he first casts Phoenix and Chandra then I win the race by killing Chandra and then playing Rats, Rats, Rats on turn eight for which he needs to keep three Bolts or lose.
6draco9 : american airlines
akroan crusader / hidden strings // akroan skyguard
6-0 On turn three I burn his 3/3 Ciphered-up Skyguard then on turn five I drop a Rats and Bolt a Skyguard and then on turn six I make a Rats and Bolt a Skyguard. From there I win once I have the mana to drop Mogis and Bolt in the same turn.
7Whammewhamme : Kiora's Wurm
worldspine wurm / kiora, the crashing wave // kiora's follower
6-0 At some point he drops Kiora and I need to immediately burn her out. That aside he makes Worldspine Wurm on his turn 7 by which time I have at least four 4/4 Rats. He then has the option to attack into six 6/6 Rats and if he does will be left with three 5/5 Wurms facing my four 5/5 Rats. I make two more Rats on my next turn and he can't win from there. (Note that I have to discard Mogis to have enough cards to turn into Rats.)
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
6-0 Bolt is neither a creature nor an Aura and nor is Mogis. Since neither Planeswalker comes down until after Mogis that leaves them unable to (usefully) activate more than once each.
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
6-0 Bomb limits the effectiveness of Rats, but Mogis gives me extra damage. I deal (at least) 2 damage total with Rats it it isn't Bolted, 2 per turn with Mogis starting from turn four and 3 per turn except for turn 4 with Bolt. That leaves me at 2 + 9 + 6 = 17 on Mogg's upkeep after my 6th turn, but I have three mana spare at that point so I can use one extra Bolt for the win before Sphinx becomes relevant. Mogg's best play is therefore to Bolt the Rats which means I can't win until his upkeep after my turn 7. He deals 3 on turn four, 3 on turn five, 6 on turn 6 and 6 on turn 7, which isn't enough to win. Pausing to cast Sphinx only slows him down.
(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>
It doesn't speed up the mana, but it means that I can trade one or two bolts each turn for creatures or planeswalkers and not run out of burn to target players.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs Feyd: It's not that simple - if you bolt one of his creatures, he responds by Helixing (making 2 tokens) and bouncing the target. I think that your sorcery speed removal can't stop him from making 2 tokens per turn, and he can still get value out of his Helixes, either fizzling Bolts or bouncing your stuff. I don't know if that swings the match - it seems complicated.
vs cruelshy: You talk about holding Bolt up, but Bolt is a sorcery. Not checking the race right now, but that might change things.
vs aurorasparrow: Mogis is a creature spell when it's on the stack, so Nullify counters it. You still win because you have lots of Bolts.
my matches:
psly4mne : Pack Rat / Council of the Absolute // Bile Blight
vs
1tomsloger : mistcutter hydra / gideon, champion of justice // whelming wave
Ban Wave, Blight his guy, and attack Gideon. Unless he finds some line I haven't thought of?
6-0
2Feyd_Ruin : Akroan Crusader / Young Pyromancer // Retraction Helix
If he Helixes, I can try to fizzle it with Blight to actually kill his guys. He can Helix in response, but if he is Helixing proactively, he’s spending 2 Helixes for every Blight and I eventually win. If I go for Council, he can Helix in response and then use the ability to bounce Council, but that costs him Helixes so maybe it creates an opening for Blight? Seems complicated and I’ll look at it later.See below.
6-0
4cruelshy : sligh
Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
Ban bolt, attack Chandra, and blight Phoenix.
6-0
5bateleur : rats saw god
Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
If he plays rats before I do, I blight them and win. I play t4 Council, t5 rats. t6, I make a rat and blight rats in response, then I win with rats.
6-0
6draco9 : american airlines
akroan crusader / hidden strings // akroan skyguard
Blight his guys, especially the Ciphered one, win.
6-0
7Whammewhamme : Kiora's Wurm
worldspine wurm / kiora, the crashing wave // kiora's follower
I Blight his Followers and attack Kiora, then win before Wurm comes down.
w2: 1f
p2: 1r (2b)
w3: K@3
p3: 2r
w4: K@4 4f
p4: 3r
w5: extra land, K@3, 5f
p5: blight, 4r, kill Kiora
Wurm comes down on 10, rats kill before then
8aurora sparrow : super friends
vraska the unseen / elspeth, sun's champion // nullify
Resolve Rat on the play, then blight tokens and kill walkers with 3 3/3s.
On the draw, creatures are nullified and blights can’t keep up with the walkers' ults.
3-3
9mogg : the riddle
Ratchet Bomb / Sphinx of the Chimes // Bolt of Keranos
He has to use the Bomb on Council. On the play, I can get 2 rats before he has Bolt up, and the Council gives me a window to make enough rats to win. On the draw, I can’t play rats until after Council is out, and I’m too slow.
m2: bomb@1
m3: rb@2 bolt (17)
m4: rb@3 bolt (14)
p4: counc
m5: rb@4
p5: ratx2 4b
m6: kill counc, bolt rats
p2: rat
m2: bomb@1
p3: ratx2 (20-18)
m3: bomb@2 bolt (ratx1)
p4: counc (20-17)
m4: bomb@3
p5: ratx2 (20-13)
m5: bomb@4
p6: ratx4 (20-3)
m6: kill counc, lose
3 | 6 6 X 6 6 6 6 3 3 | 40
I'm going to need to go through all of my matchups slowly.
I'll do them one at a time as I can.
I'll keep editing this post with updates, explanations, etc.
2. Akroan Crusader / Young Pyromancer // Retraction Helix
X | 1 2 3 4 5 6 7 8 9
2 | 0 X 0 6 6 6 6 6 ?
I swear someone photoshopped it out when I first looked at it
That wins it for you.
EOT Blight at crusader. I bounce it IRSP.
Blight tokens. Council. Helix irsp, bounce.
Cast Crusader on my turn.
Council. Helix irsp, bounce. Blight crusader.
Since I have to bounce Council AND irsp to blight, I'll run out of Helix before you run out of blight.
I can't try to speed out of the gate because Blight will stop me quickly.
Blight kills all of my soldier tokens or all my elemental tokens.
So long as you don't try to pack rat until the end game, you should get me.
I should be able to bum rush you early, and then have enough to finish you.
Working out the plays. You're multiple options with mine are proving difficult.
1. Crusader
1.
2. Pyromancer
2.
3. Helix Crusader for tokens. Swing 3, holding Crusader.
3. Bolt? [Bounce crusader from crusader irsp][2 more tokens]
4. Swing 5 = 12. Crusader.
4a Chandra? Bounce irsp to burn.
4b Bolt? Bounce irsp. 5 tokens total
5a Swing and kill chandra
5. Chandra is no better, bounce irsp to bolt, etc.
6. Swing a win.
I've left out pheonix for a reason. She's always worse then bolt.
If you cast pheonix, I can bounce her with my helix and still keep the crusader around.
My draw slows me down a turn, but it's still fairly one sided.
You can double burn turn 6, but I still have an extra helix from earlier.
It's not nearly as easily as burning my creatures.
I should win this, actually.
Bolt is negated by Helix, with net tokens made.
Mogis is a shock each turn, which I take.
Pack Rat is worse then bolt.
So basically, I have until turn 14 to win, which I do.
I'll try and break it down if you prefer, but it's similiar to as above.
This one is pretty straight forward.
Hidden strings is taken out of the picture.
I can bounce whatever it's attached to.
After that, it's a single 1/1 with a 1/1 flier each turn.
My tokens easily race this, especially with a little bounce.
A couple posts down I go through turn by turn.
Including multiple options on each of the multiple options.
I 6-0 it.
psly4mne provided the win on my draw:
f1: crus
f2: 2hel 2s 17
f3: hel 3s 13
f4: 10
a5.1: vrask@2 kill tok hel 3s
f5: pyro hel 4s 1e 5
a6: els@5 3s vras@3
f6: hel 5s atk(pyro+crus+5s+1e) win
Ratchet bomb will slow me down nicely.
Might be enough to hit the double bolt and survive.
Will have to break down.
No longer staff here.
You do lose to tomsloger though, because Mistcutter has secret haste.
Vs aurorasparrow, you easily outrace on the play. I think you win on the draw too, but it's closer since Pyro can be countered.
I have a RU deck that runs Banishing Knack with the Pyromancer and Blistercoil Weird.
Helix and the Crusader just felt like a good mix to try for some real fun.
I totally missed the haste on the Hydra. He definitely wins it then.
I'll have to breakdown aurorasparrow, whammwhamme, and mogg tomorrow.
I'm guessing they'll be 3+, 0, and 6, but it needs turn by turns.
We just all have so many options each turn sometimes.
I feel like doing flow charts >_<
No longer staff here.
1) vs. tomsloger: Whelm and Swing beats me. 0-6
2) vs. Feyd_Ruin: My brain hurts. I guess I get a 2/2 per turn and Wurms work?
3) vs. psly4mne: *
4) vs. cruelshy: If the Bolts kill my creatures, I can pull ahead with +land+card Planeswalker, getting me turn 9? wurm while only taking 8 Phoenix damage. 6-0?
5) vs. bateleur: *
6) vs. draco9: It's a race.
Land, Crusader
Land, go
Land, Skyguard, swing (19)
Land, Follower
Land, Strings to make Skyguard big? [3/3 at eot] swing (17)
Land, Kiora for ramp + draw
Land, Skyguard x2, kill Kiora (17)?
Land, rampy guy x3
Land, Sky, swing (12)
Land, rampy guy
Land, Sky, swing (6)
Land, Wurm
Land, Sky, Swing (gack)
Swing for a ton.
...so looks like 3-3?
8) vs. aurorasparrow: On the play, turbo ramp. 3-3
9) vs. Mogg: I think he's got it. 0-6
* = it's rats + removal against Wurms. I guess they're fast enough, people seemed convincing.
Disappointing, but my ahead was half-assed, so unsurprising.
f1 crusader
f2 pyromancer swing 1. 20-19
w2 follower
f3 bounce follower. 2 tokens. swing 2. 20-17
w3 follower.
f4 bounce follower. 2 tokens. swing 4. 20-13
w4 kiora. extra land drop.
f5 swing 5 at whamme, 1 at kiora. hold back crusader. 20-8
w5 followerx3. one is bounced. 2 tokens (6).
f6. bounce both followers (0 cih, 3 tokens. 9 total, 1 tapped). swing 5 tokens and pyromancer. 20-1
so that obviously leads to feyd victory.
w4 follower, follower.
f5 bounce 1 (2 tokens, 6total) attack with 4 tokens. block 1. 20-10
w5 kiora, extra land, follower (2 total, 1 tapped.)
f6. bounce untapped follower (2 tokens, 7 total). swing 5 tokens and pyromancer. 1 to kiora, 6 to whamme. 20-4
w6. followerX4. 5 total, 1 tapped.
f7 bounce two tokens. 2nd helix targets pyromancer. make 3 more. 10 total, 1 tapped. swing with 7 tokens. block 3. die.
ok feyd wins on the play
i think whamme wins when he goes first as well.
takes away that early damage. by casting kiora on 3 for the land drop and extra card, gets to cast 3 on turn 5 and feyd never catches up.
that was really hard to figure out though, so if someone can find feyd's winning line of play, lemme know.
ill have to come back. thats all im up for right now.
1F Crusader
1W
2F Pyromancer Swing (19)
2W Kiora's Follower
3F Helix1 (bounce Follower). Helix2. Swing 5 (14)
3W Kiora's Follower
4F Helix3 (bounce Follower). Helix4. Swing 7 (7)
4W1 Kiora's Follower, Kiora's Follower
4F2 Kiora (+1 @ 2/1)
5W1 Helix5 (bounce foller). Swing 9. Block 1 (-1)
5F2 Helix5. Swing 10 @ Skull (-2)
How to read this mess:
We have 1W for Whamm's first, 1F for my first, etc.
If he has options, it's 4W1, 4W2, etc.
My options to his options are 4W1A, 4W1B, etc.
Best way I could do it and still be thorough.
Draw:
1W
1F Crusader
2W Kiora's Follower
2F Pyromancer
3W Kiora's Follower
3F Helix1 (bounce Follower). Helix2. Swing 5 (w15)
4W1 Kiora's Follower, Kiora's Follower
4W2 Kiora (-1 for land)
4W3 Kiora (+1 @ 2/1)
4F1. Helix3 (bounce Follower), Helix4 (@token bounce follower). Swing 6 (w9)
4F2. Helix3 (no bounce), Swing Skull 7 (w8), Swing1 Kiora (k0).
4F3A Helix3 (bounce Kiora), Helix4. Swing 7 (w8)
4F3B Helix3. Helix4. Swing Skull 5 (10). Swing Kiora 3 (k0)
RE: 4F1 (Kiora and Follwers in hand, Life w9)
5W1 Kiora's Follower, Kiora's Follower
5W2 Kiora (-1 Land)
5W3 Kiora (+1 @ 2/1)
5F1 Helix5 (bounce Follower). Swing 9 tokens + 2/1 = w0
5F2 Helix5 (bounce Kiora). Swing 9 Tokens + 2/1 = w0
5W3 Helix5 @ 2/1 (bounce Kiora). Swing 8 Tokens + 1/1 = w2
......Rather than right out two turns, I'll just say he can't stop 13 critters next turn and dies.
RESULT: ALL LINES STARTING FROM 4W1 RESULT IN FEYD WIN
RE: 4F2 (Kiora dead, Follers in Hand, Extra Land, Life w8)
5W Kiora's Follower, Kiora's Follower, Kiora's Follower
5F Helix5 (bounce Follwer). Swing 9 Tokens +2/1. Trade 2/1, Block Token. Take 8 = w0
RESULT: ALL LINES STARTING FROM 4W2 RESULT IN FEYD WIN
RE: 4F3A (Kiora and Followers in hand, Life w8)
5W1 Kiora's Follower, Kiora's Follower
5W2 Kiora (-1 Land)
5W3 Kiora (+1 @ 2/1)
5F1 Helix5 (bounce Follower). Swing 9 tokens + 2/1 - block 2/1 = 9 w<0
5F2 Helix5 (bounce Kiora). Swing 9 Tokens + 2/1 = w0
5W3 Helix5 (bounce Kiora). Swing 9 Tokens + 1/1 = w1
RE: 4F3B (Kiora dead, Followers in hand, life w10)
5W1 Kiora's Follower, Kiora's Follower
5W2 Helix (bounce follower), Swing 9 Tokens + 2/1 - block 2/1 = w1
...Again, he can't stop 11ish critters.
RESULT: ALL LINES STARTING FROM 4W3 RESULT IN FEYD WIN
FINAL RESULT:
He has 3 real choices on turn 4, and some sub-choices turn 5.
Only 2 lines of play have him living past my turn 5, each at 1 or 2 life.
His turn 6 can drop a couple of things, but not enough to stop 11-13 dudes.
6-0 me
No longer staff here.
f2: 2hel 2s 17
f3: hel 3s 13
f4: 10
a5.1: vrask@2 kill tok hel 3s
f5: pyro hel 4s 1e 5
a6: els@5 3s vras@3
f6: hel 5s atk(pyro+crus+5s+1e) win
I filled out a few more results, just need to fill in the hard ones. sheet
Just gotta do Mogg's matchup.
_______________
There's a lot of plays here, but I actually don't see it going well for mogg so far.
He kills turn 7. Racing:
Bomb @ 0 is a token wrath.
I still kill turn 6, no matter which turn he booms.
..I Helix EOT once each turn. Turn 5 boom is his best.
..I eot turn (5/6) 3x helix, t6 helix, swing lethal (he's at 9)
Bomb @ 1 is Helix-negated. Saves him 1 damage, I kill turn 6.
Bomb @ 2 is Helix-negated. Saves him 2 damage, I kill turn 6.
So he has to try and kill something.
That makes him a turn 8 win, and I can helix IRSP.
Edit:
Instead of a huge list, I'll leave it more shortly.
I kill turn 5. Token-Bomb makes me kill turn 6.
If he bolt's a single critter once, he kills turn 8.
However, I helix-save that critter.
This slows me down a turn, but that's still turn 7 vs turn 8.
Unless Mogg sees something I don't, I'm going with 6-0 me.
There's a lot of options. Like a lot a lot.
But I can't find one that's "Aha!" for mogg :/
Edit: Mogg beats me on my draw.
__________________
X | 1 2 3 4 5 6 7 8 9
2 | 0 X 0 6 6 6 6 6 3 | 32 | 400
If anyone disagrees on one, please elaborate.
No longer staff here.
d2: strings(lands) guard 20-19 1s guard@2
d3: 20-15 2s guard@3
d4: 20-9 3s guard@4
d5: 20-1 4s guard@5
a5: vras@2 kill guard
d6: win
_________________
d1: crus
d2: string 1s 20-18 2s
d3: 20-15 3s
d4: 20-11 4s
a5.1: vras@2 kill cipher
d5: 20-7 4s 2guard
a6.1.1: vras@3 els@5 3s
d6: 20-4 1s(1s) 5guard WIN
a6.1.2: vras@3
d6: 20-1 WIN
a5.2: -
d5: 20-6 5s
a6: els@5 3s
d6: 20-3 3s(0s) 3guard
a7: vras@2 kill guard 3s
d7: 20-1 WIN
Cruelshy vs Mogg is still not done. Mogg can't win before turn 8 on the play, or 7 on the draw. If cruelshy is on the draw, he wins on turn 7 in a pure bolt race. If cruelshy is on the play, he can get 2 damage out of Chandra before it's killed, so he still deals 20 by turn 7. That makes it 6-0 for cruelshy.
That just leaves cruelshy vs bateleur. Anyone else want to stake a stab at that?
X| 1 2 3 4 5 6 7 8 9
9| 6 3 3 0 0 6 6 6 X | 28 | 350
2-9: 3-3
Feyd is slowed down by needing creatures without summoning sickness to protect Pyromancer.
1: crusader
2: bomb
1:
2: 1 counter, bolt crusader (response helix, 1 token) (response activate bomb)
1: pyromancer
2: bolt token (helix, token)
1: attack with pyromancer
2: 18, bolt token (helix x2, token x2)
1: attack with pyromancer and a token
2: 15, Sphinx, refill hand (helix bounces Sphinx, 3x token)
1: attack with pyromancer and two tokens
2: 11, bolt two tokens (helix, 2x token)
1: attack with pyromancer and a token
2: 8, bolt two tokens (helix, token)
1: attack with pyromancer
2: 6, bolt pyromancer (helix), bolt tokens
1: pyromancer
2: bolt pyromancer, sphinx
4-9: 6-0
Phoenix forces me to point burn away from cruelshy, so I lose the race.
6-9: 0-6
I have too much removal.
7-9: 0-6
Bolts deal with the accelearation. Wurm isn't fast enough.
8-9: 0-6
Bolts deal with the planeswalkers.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Oops, sry. 3-3 it is. I'm definitely not going to try and do more lines of play.
..and now time to look at this week's round format lol
No longer staff here.
3-3
cruelshy Chandra, Pyromaster / Chandra's Phoenix // Bolt of Keranos
vs
bateleur Pack Rat / Mogis, God of Slaughter // Bolt of Keranos
b1 land, 1 bolt
c2 land, 1 bolt
b2 land, 2 bolt
c3 land, phoenix, 2 bolt. 20-18
b3 land, bolt phoenix. 2 bolt
c4 land, chandra. +1. phoenix to hand. 3 bolt 20-17
b4 land, mogis. 3 bolt
c5 2 (redirect to chandra). +1. phoenix. swing. 4 bolt. 20-14
b5 land, bolt chandra (1). 3 bolt.
c6 sac phoenix. +1, phoenix to hand. phoenix. swing. bolt to face. 4 bolt 20-8
bateleur cant stop losing to bolts
b1 land
c1 land 1 bolt
b2 land, rat. 1 bolt
c2 land, 2 bolt
b3 land, rat token. swing 2. 1 bolt
c3 bolt rat. 2 bolt.
b4 land, rat token. swing 2. 1 bolt. 20-16
c4 land, bolt rat. 2 bolt.
b5 land, rat token. swing 2. 1 bolt. 20-14
c5 land, bolt rat. 2 bolt.
b6 land, 2 rat token. swing 3. 0 bolt. 20-11
c6 land, bolt two tokens. 1 bolt.
b7 land, rat token. mogis. swing 2. 0 bolt. 20-9
c7 take 2 from mogis. chandra, bolt takes out both tokens. 19-7
b8 bolt to the dome. 19-4. 0 cih.
c8 take 2 from mogis. can +1 chandra, bolt, and phoenix. or double bolt. either way, dead next turn
so results should be finished. ill start updating the first post.
edit: results, standings, round statistics. up.
lets gets some decks submitted