This thread contains the results for week 2 of All Blind Tournament #17 and is the start of week 3 of ABT#17.
Week 2 of ABT#17
This round was 5cb sideboarding
i find it interesting that 8 out of the 9 of us chose to be more controlling post board. i mean, thats the sideboard strategy for most decks, to bring in some kind of hate. but only one player having an alternate wincon is very strange. The Entries
There were 9 players with 36 matches and 72 total games.
9 hands ended in a draw. 9 matches had at least one draw.
14 matches were a 3-3 split.
13 matches were a 6-0 sweep.
There were 42 unique cards submitted, out of 63 total.
15 card(s) were repeated:
6 foil
4 black lotus
2 thalia
2 LED
2 shelldock isle
2 tundra
2 karakas
2 sand silos
2 daze
2 mental misstep
2 commandeer
2 snapback
2 leyline of the void
2 leyline of the meek
2 chancellor of the forge
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
The All Blind Tournament (ABT) is a Magic tournament that consists of four rounds of X Card Blind (XCB), run entirely within this forum. To compete, entrants submit decks containing X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Deck Construction Rules
1. A deck must contain exactly X cards.
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the ABT Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
Deck Submission Rules
6. An entrant submits his or her deck to the ABT moderator by private message (pm).
Playing the Decks
7. Entrants don't actually play their decks, because game results can be determined theoretically.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Points
13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner. Extra Rules
15. Some optional rules may be used; see Optional Rules.
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Optional Rules
Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Expanded Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
Alternative Land Rule
If a player would draw a card from an empty library, that player puts a basic land card of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
Sanctioned Magic Format
A deck may contain only cards contained in sets legal in the specified format.
Counter Rule
Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
Life Rule
If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
Special Format
Other rules are specified.
XCB Comprehensive Rules
Below lies the comprehensive rules system for the ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.[/space]
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1a. X is a number.
1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
1.3b. Rules that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead (see Rule 2.3d).
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.4a. A player's opening hand contains the cards in his or her deck.
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.5. Players' libraries begin the game empty.
1.5a. A player doesn't lose the game as a result of being unable to draw a card.
1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
1.7. Some versions of XCB use a land rule.
1.7a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land.
1.7b. This is the expanded land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
1.7c. This is the alternative land rule (ALR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.9. Some versions of XCB use the counter rule.
1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
1.10. Some versions of XCB use a life rule.
1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11. Each player plays one match against each other player.
1.11a. Each match has two games.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
1.11f. If a game would continue indefinitely, then the game is a draw.
Tournament Rules
2.1. Entrants compete in a competition.
2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.
2.2. An entrant submits his or her deck to the ABT moderator.
2.2a. An entrant submits his or her deck by private message (pm).
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
2.3. Decks are subject to some restrictions.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4. Points determine round standings.
2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3. Prize Rules
3.1. A prize shall be given to the tournament winner.
3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2. As a prized tournament, special scoring rules and practices are in place.
3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
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]
3-3 When you're on the play I side out Leyline then wait until I have some spare mana and then Curfew your Thalia, which you cannot recast. When I'm on the play Thalia kills me before I have enough mana to cast Ulamog.
2WhammeWhamme : emrafoil
Lion's Eye Diamond / Shelldock Isle / Emrakul, the Aeons Torn / Volcanic Island / Foil // Crack the Earth // [c]Sand Silos
6-0 When I'm on the draw it's an easy win as we get into a Foil fight but his binned stuff gets exiled. When I'm on the play it's a bit messier. He needs Crack the Earth to get rid of Leyline, but playing the Volcanic Island denies him access to Foil, which means I can Foil LED safely. He can't simply cast the LED first, because if he does then I gleefully Foil and because the Leyline hasn't gone yet he loses Emrakul if he Foils back. Siding in Sand Silos doesn't help him because Ulamog is cheaper so I get to destroy Silos before Emrakul gets cast.
3Draco9 : helioforge
Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
3-3 I beat his maindeck easily, but that sideboard crushes me!
6-0 Despite what Tom says, Karakas doesn't keep Eldrazi in check at all. This match is easy since with both of us denied graveyard I just cast Ulamog the slow way, it gets bounced, then I cast it the slow way again and destroy Karakas and then I cast it the slow way a third time and win on turn thirty-something!
5Feyd_Ruin : I'm 5 and what is this?
Commandeer / Leyline of Singularity / Snapback / Sand Silos / True-Name Nemesis // Karakas // Nevinyrral's Disk
3-3 Ooh, nice deck! So, what happens here is that I Foil the Nemesis and he responds with Commandeer on Foil. True Name Nemesis then starts hitting me. It gets cast on turn five, so I take lethal damage on his turn 12. I need eleven mana to cast Ulamog, which I achieve on my turn 12 (thanks to Tundra). On the draw I therefore win the race by wasting three of his attack steps thanks to Curfew. On the play I die with Ulamog in play but before it can do anything about the Nemesis.
6yarn : old school and new
Daze / Foil Thallid / Tropical Island / Nether Spirit // Commandeer // Snapback
3-3 I decline to attempt Foil and just start building counters. By turn 13 (when I can cast Ulamog without needing Tundra) the Thallid has hit me for at least 12 damage and the Saprolings have more than done the rest. However, on the draw I can side in Pithing Needle naming Thallid. I hardcast Ulamog with enough life left that even after it gets Foiled I have time to recast it and swing. Although Nether Spirit makes an appearance for my opponent it dies to annihilator every turn.
6-0 Whether he has sideboarded or not I Foil his Black Lotus. He can Foil back, but I get my cards back eventually whilst he doesn't.
9mogg : tent revival
Black Lotus / Black Lotus / Blood Moon / Preacher / Thalia, Guardian of Thraben// Foil // Island
2-2 I'm forced to Foil Thalia, which means he can force through a Blood Moon. (Preacher is useless against Ulamog because he can't precast it, so it dies to annihilator.)
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
1tomsloger : orim's chant / tundra / daze / black lotus / thalia, guardian of thraben // gemstone caverns // foil
Play: He can chant or foil, not both. I foil either and he can’t answer my 3/3
Draw: I can’t stop Chant->Thalia and Daze
3-3
2WhammeWhamme : Lion's Eye Diamond / Shelldock Isle / Emrakul, the Aeons Torn / Volcanic Island / Foil // Crack the Earth // Sand Silos
Play: I play Scavenger, trade Foils. He plays LED+Shelldock then redraws Volcanic. He activates Shelldock EOT then again main phase, and I can't Silence both.
Draw: If he plays Shelldock, I Vindicate. If I play a spell, he Foils and wins.
1-4
3Draco9 : Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
Play: He brings in Chancellors and wins.
Draw: I Silence-lock him.
3-3
4knobbodi : Lion's Eye Diamond / Shelldock Isle / Progenitus / Fatestitcher / Leyline of the Void // Mental Misstep // [c]Karakas[c]
I can’t win against Leyline, but he can’t win through Foil.
3-3
5Feyd_Ruin :: Commandeer / Leyline of Singularity / Snapback / Sand Silos / True-Name Nemesis // Karakas // Nevinyrral's Disk
Play: Karakas beats Scavenger, I lose to Nemesis
Draw: I board Foil+Vindicate. If I ever Vindicate, he has an opening to Snapback for the draw. If he ever attacks, I can attack back and win.
1-4
6yarn : Daze / Foil / Thallid / Tropical Island / Nether Spirit // Commandeer // Snapback
Play: He Foils my Lotus (discarding Spirit), I Foil back, he Snapbacks my Scavenger and wins with Spirit
Draw: same
0-6
7bateleur : Tundra / Foil / Ulamog, the Infinite Gyre / Fountain of Cho / Leyline of the Void // Pithing Needle // Curfew
Play: I can’t do anything
Draw: He Foils my Lotus or Vindicate, I lose.
0-6
9mogg : Black Lotus / Black Lotus / Blood Moon / Preacher / Thalia, Guardian of Thraben// Foil // Island
Play: He Foils, I have to Foil back, he drops Preacher.
Draw: I Foil Preacher and win.
3-3
8 | 3 1 3 3 1 0 0 X 3 | 10 | 125
For next week, why ban Wistful Thinking but not Wheel of Fortune and Windfall?
First off, getting #5 in with my submitted deck name is hilarity.
Second: a is play with op sideboard, b is draw with my sideboard.
Also of note, Commandeer @ Foil makes Foil target Commandeer.
Basically, commandeer stops foil.
1a On my play, he sides in foil. He can foil TNN or Snapback. The other ties it.
1b On my draw, SB:Karakas takes out thalia, TNN wins.
4-1 Me
2a On my play, he can foil Commandeer. He doesn't need to SB.
2b On my draw, I side in karakas. This stops Emrakul. I save up for commandeer + tnn.
3-3
3a Leyline comes down. 1 Meek, no mana for Heliod. If SB instead, he has a 2/2. Snapback and TNN.
3b Same.
6-0 me
4a Commandeer LED.
4b Commandeer LED. [Sideboards dont change either]
6-0 me
5 X
6a He outraces. I drop turn 5, commandeer foil. Facing 3 damage to my 3, and I'm behind. Plus tokens later. Loss
6b On my draw, side in Karakas. This stops his critters. Buildup for Commandeer + TNN + 1 for daze. Win.
3-3
7: Agreed
3-3
8: Agreed.
4-1 me.
9a He sides foil. He foils my commandeer. One lotus to cast any 1. Moon ties, Preacher loses, Thalia races so block tie.
9b I Comm first lotus. This drops TNN which races Thalia/Preacher and is Preacher proof. Win
4-1 me
Soo... Nev's disk was useless. Should have guessed.
So much potential in that 2nd SB card to net me quite a bit more.
I played to beat Mogg's deck specifically.
I expected to see a lot more of it.
Very good 3rd choice in preacher, btw.
If he wins, I'll be mad for not playing a similar deck.
1 vs. tomsloger: On the play, Chant in response allows Foiling LED, so draw. On the draw, I Foil Thalia, get Dazed (or not), and can slowly resolve stuff by paying +1 mana of Volcanic Island. 4-1
3 vs. Draco9: Emrakul. 6-0
4. vs. knobbodi: On the play, Foil draws this. On the draw, Sand Silos can cast Emrakul. 4-1
5. vs. Feyd_Ruin: He's right. 3-3
6. vs. yarn: On the play, ram LED through a counter. On the draw, I can't see a win. 3-3
7. vs. bateleur: ...I got nothin'. 0-6
8. vs. psly4mne: On the play, do nothing. Trade Foils if he cast Anurid then combo off, so he does nothing and we draw. On the draw, lose. 1-4
9. vs. mogg: On the play, SB Foil + Blood Moon is a draw. On the draw, Silos/LED/Crack mode can actually slow nibble away at his permanents. 4-1
WhammWhamme:
2v8: You should win it 4-1, as psly4mne broke down?
Bateluer:
9v7: On his draw, he sides Foil. Lotus->Thalia. Foil your foil. Thalia races the Ulamog drop.
Should be 4-1 in Mogg's favor.
Two Lines:
DECK # 3 Matchups
Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
3v5a: Leyline prevents plays
3v5b: Leyline prevents plays, token is snapbacked
0-6
3v6a: Dazed, Foiled.
3v6b: Chancellor mode. Op casts Thallid, Daze's his thallid, then foils his daze.
...... Spirit Chumps a few turns, make token to block and kill goblin 1
...... Spirit chumps a few turns, make token2 to block and kill gobo 2
...... Then win. Otherwise build token army and win.
0-6
3v7a: Foiled
3v7b: Chancellor mode. Kill before Ulamog hits.
3-3
3v9a: Bloodmoon.
3v9b: Bloodmoon? Chancellor mode: Preacher steals token. Trade loss. Trade swings, thalia jumps in to race.
0-6
Deck # 9 Matchups
9v1a: Foil comes in. Foiled Thalia, Drop Preacher. Preacher swings or steals.
9v2b: Thalia stops loti. Silence stops the sided in foil.
3-3
9v2a: If blood moon first, let it through, foil 2nd.
..... If Thalia first, foil it. BM ties, Preacher Ties (can't swing)
..... If Preacher first, let it through, foil 2nd. (Preacher can't swing)
9v2b: Sand Silos->Crack nips away before swings finish.
1-4
9v3a: Preacher steals token. Swin back to Thalia swing, or trade.
9v3b: That's no moon, that's a game win!
6-0
I hate to take points away from myself, but I definitely lose to foil / thallid / daze, not the other way around.
I typo'd :/ As evident from the breakdown listing 6's wins.
It should have been "6-0 in 6's favor"
..and since I typo'd it, I put it in the grid wrong.
My bad.
I believe this will actually change the round win to yarn.
Week 2 of ABT#17 Next Round : Week 3 of ABT#17 Information
tot w-2 w-1
775 375 400 feyd_ruin
738 338 400 bateleur
650 300 350 mogg
625 125 500 psly4mne
475 175 300 tomsloger
425 325 100 whammewhamme
400 400 000 yarn
325 000 325 cruelshy
125 125 000 knobbodi
175 075 100 draco9
100 000 100 aurorasparrow
7 | 3 6 3 6 3 3 X 6 2 | 28
7bateleur : Bedtime for Eldrazi
Tundra / Foil / Ulamog, the Infinite Gyre / Fountain of Cho / Leyline of the Void // Pithing Needle // Curfew
vs
1tomsloger : options
orim's chant / tundra / daze / black lotus / thalia, guardian of thraben // gemstone caverns // foil
3-3 When you're on the play I side out Leyline then wait until I have some spare mana and then Curfew your Thalia, which you cannot recast. When I'm on the play Thalia kills me before I have enough mana to cast Ulamog.
2WhammeWhamme : emrafoil
Lion's Eye Diamond / Shelldock Isle / Emrakul, the Aeons Torn / Volcanic Island / Foil // Crack the Earth // [c]Sand Silos
6-0 When I'm on the draw it's an easy win as we get into a Foil fight but his binned stuff gets exiled. When I'm on the play it's a bit messier. He needs Crack the Earth to get rid of Leyline, but playing the Volcanic Island denies him access to Foil, which means I can Foil LED safely. He can't simply cast the LED first, because if he does then I gleefully Foil and because the Leyline hasn't gone yet he loses Emrakul if he Foils back. Siding in Sand Silos doesn't help him because Ulamog is cheaper so I get to destroy Silos before Emrakul gets cast.
3Draco9 : helioforge
Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
3-3 I beat his maindeck easily, but that sideboard crushes me!
4knobbodi : "HYDRA!"
Lion's Eye Diamond / Shelldock Isle / Progenitus / Fatestitcher / Leyline of the Void // Mental Misstep // [c]Karakas[c]
6-0 Despite what Tom says, Karakas doesn't keep Eldrazi in check at all. This match is easy since with both of us denied graveyard I just cast Ulamog the slow way, it gets bounced, then I cast it the slow way again and destroy Karakas and then I cast it the slow way a third time and win on turn thirty-something!
5Feyd_Ruin : I'm 5 and what is this?
Commandeer / Leyline of Singularity / Snapback / Sand Silos / True-Name Nemesis // Karakas // Nevinyrral's Disk
3-3 Ooh, nice deck! So, what happens here is that I Foil the Nemesis and he responds with Commandeer on Foil. True Name Nemesis then starts hitting me. It gets cast on turn five, so I take lethal damage on his turn 12. I need eleven mana to cast Ulamog, which I achieve on my turn 12 (thanks to Tundra). On the draw I therefore win the race by wasting three of his attack steps thanks to Curfew. On the play I die with Ulamog in play but before it can do anything about the Nemesis.
6yarn : old school and new
Daze / Foil Thallid / Tropical Island / Nether Spirit // Commandeer // Snapback
3-3 I decline to attempt Foil and just start building counters. By turn 13 (when I can cast Ulamog without needing Tundra) the Thallid has hit me for at least 12 damage and the Saprolings have more than done the rest. However, on the draw I can side in Pithing Needle naming Thallid. I hardcast Ulamog with enough life left that even after it gets Foiled I have time to recast it and swing. Although Nether Spirit makes an appearance for my opponent it dies to annihilator every turn.
8psly4mne : leftovers
Black Lotus / Anurid Scavenger / Foil / Tundra / Silence // Vindicate // Mental Misstep
6-0 Whether he has sideboarded or not I Foil his Black Lotus. He can Foil back, but I get my cards back eventually whilst he doesn't.
9mogg : tent revival
Black Lotus / Black Lotus / Blood Moon / Preacher / Thalia, Guardian of Thraben// Foil // Island
2-2 I'm forced to Foil Thalia, which means he can force through a Blood Moon. (Preacher is useless against Ulamog because he can't precast it, so it dies to annihilator.)
(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>
vs
1tomsloger : orim's chant / tundra / daze / black lotus / thalia, guardian of thraben // gemstone caverns // foil
Play: He can chant or foil, not both. I foil either and he can’t answer my 3/3
Draw: I can’t stop Chant->Thalia and Daze
3-3
2WhammeWhamme : Lion's Eye Diamond / Shelldock Isle / Emrakul, the Aeons Torn / Volcanic Island / Foil // Crack the Earth // Sand Silos
Play: I play Scavenger, trade Foils. He plays LED+Shelldock then redraws Volcanic. He activates Shelldock EOT then again main phase, and I can't Silence both.
Draw: If he plays Shelldock, I Vindicate. If I play a spell, he Foils and wins.
1-4
3Draco9 : Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
Play: He brings in Chancellors and wins.
Draw: I Silence-lock him.
3-3
4knobbodi : Lion's Eye Diamond / Shelldock Isle / Progenitus / Fatestitcher / Leyline of the Void // Mental Misstep // [c]Karakas[c]
I can’t win against Leyline, but he can’t win through Foil.
3-3
5Feyd_Ruin :: Commandeer / Leyline of Singularity / Snapback / Sand Silos / True-Name Nemesis // Karakas // Nevinyrral's Disk
Play: Karakas beats Scavenger, I lose to Nemesis
Draw: I board Foil+Vindicate. If I ever Vindicate, he has an opening to Snapback for the draw. If he ever attacks, I can attack back and win.
1-4
6yarn : Daze / Foil / Thallid / Tropical Island / Nether Spirit // Commandeer // Snapback
Play: He Foils my Lotus (discarding Spirit), I Foil back, he Snapbacks my Scavenger and wins with Spirit
Draw: same
0-6
7bateleur : Tundra / Foil / Ulamog, the Infinite Gyre / Fountain of Cho / Leyline of the Void // Pithing Needle // Curfew
Play: I can’t do anything
Draw: He Foils my Lotus or Vindicate, I lose.
0-6
9mogg : Black Lotus / Black Lotus / Blood Moon / Preacher / Thalia, Guardian of Thraben// Foil // Island
Play: He Foils, I have to Foil back, he drops Preacher.
Draw: I Foil Preacher and win.
3-3
8 | 3 1 3 3 1 0 0 X 3 | 10 | 125
For next week, why ban Wistful Thinking but not Wheel of Fortune and Windfall?
Commandeer / Leyline of Singularity / Snapback / Sand Silos / True-Name Nemesis // Karakas // Nevinyrral's Disk
First off, getting #5 in with my submitted deck name is hilarity.
Second: a is play with op sideboard, b is draw with my sideboard.
Also of note, Commandeer @ Foil makes Foil target Commandeer.
Basically, commandeer stops foil.
1a On my play, he sides in foil. He can foil TNN or Snapback. The other ties it.
1b On my draw, SB:Karakas takes out thalia, TNN wins.
4-1 Me
2a On my play, he can foil Commandeer. He doesn't need to SB.
2b On my draw, I side in karakas. This stops Emrakul. I save up for commandeer + tnn.
3-3
3a Leyline comes down. 1 Meek, no mana for Heliod. If SB instead, he has a 2/2. Snapback and TNN.
3b Same.
6-0 me
4a Commandeer LED.
4b Commandeer LED. [Sideboards dont change either]
6-0 me
5 X
6a He outraces. I drop turn 5, commandeer foil. Facing 3 damage to my 3, and I'm behind. Plus tokens later. Loss
6b On my draw, side in Karakas. This stops his critters. Buildup for Commandeer + TNN + 1 for daze. Win.
3-3
7: Agreed
3-3
8: Agreed.
4-1 me.
9a He sides foil. He foils my commandeer. One lotus to cast any 1. Moon ties, Preacher loses, Thalia races so block tie.
9b I Comm first lotus. This drops TNN which races Thalia/Preacher and is Preacher proof. Win
4-1 me
X | 1 2 3 4 5 6 7 8 9 |
5 | 4 3 6 6 X 3 3 4 4 | 30 | 375
Soo... Nev's disk was useless. Should have guessed.
So much potential in that 2nd SB card to net me quite a bit more.
I played to beat Mogg's deck specifically.
I expected to see a lot more of it.
Very good 3rd choice in preacher, btw.
If he wins, I'll be mad for not playing a similar deck.
No longer staff here.
1 vs. tomsloger: On the play, Chant in response allows Foiling LED, so draw. On the draw, I Foil Thalia, get Dazed (or not), and can slowly resolve stuff by paying +1 mana of Volcanic Island. 4-1
3 vs. Draco9: Emrakul. 6-0
4. vs. knobbodi: On the play, Foil draws this. On the draw, Sand Silos can cast Emrakul. 4-1
5. vs. Feyd_Ruin: He's right. 3-3
6. vs. yarn: On the play, ram LED through a counter. On the draw, I can't see a win. 3-3
7. vs. bateleur: ...I got nothin'. 0-6
8. vs. psly4mne: On the play, do nothing. Trade Foils if he cast Anurid then combo off, so he does nothing and we draw. On the draw, lose. 1-4
9. vs. mogg: On the play, SB Foil + Blood Moon is a draw. On the draw, Silos/LED/Crack mode can actually slow nibble away at his permanents. 4-1
I'm never perfect
X | 1 2 3 4 5 6 7 8 9 | PT | PTs
1 | X 1 3 4 1 0 3 3 3 | 14 | 175
2 | 4 X 6 4 3 3 0 4 4 | 26 | 325
3 | 3 0 X 0 0 0 3 3 0 | 06 | 075
4 | 1 1 6 X 0 6 0 3 0 | 16 | 200
5 | 4 3 6 6 X 3 3 4 4 | 30 | 375
6 | 6 3 6 0 3 X 3 6 3 | 26 | 325
7 | 3 6 3 6 3 3 X 6 1 | 27 | 338
8 | 3 1 3 3 1 0 0 X 3 | 10 | 125
9 | 3 1 6 6 1 3 4 3 X | 24 | 300
Everything above taken, except these two:
WhammWhamme:
2v8: You should win it 4-1, as psly4mne broke down?
Bateluer:
9v7: On his draw, he sides Foil. Lotus->Thalia. Foil your foil. Thalia races the Ulamog drop.
Should be 4-1 in Mogg's favor.
Two Lines:
DECK # 3 Matchups
Remote Farm / Serra's Sanctum / Heliod, God of the Sun / Leyline of the Meek / Leyline of the Meek // Chancellor of the Forge // Chancellor of the Forge
3v1a: Thalia prevents Heliod.
3v2b: 3/3 tokens beat Thalia
3-3
3v2a: can't stop the em
3v2b: can't stop the em
0-6
3v3 x
3v4a: can't stop Prog
3v4b: Can't stop Prog. 6dmg can't race.
0-6
3v5a: Leyline prevents plays
3v5b: Leyline prevents plays, token is snapbacked
0-6
3v6a: Dazed, Foiled.
3v6b: Chancellor mode. Op casts Thallid, Daze's his thallid, then foils his daze.
...... Spirit Chumps a few turns, make token to block and kill goblin 1
...... Spirit chumps a few turns, make token2 to block and kill gobo 2
...... Then win. Otherwise build token army and win.
0-6
3v7a: Foiled
3v7b: Chancellor mode. Kill before Ulamog hits.
3-3
3v8a: Silence Lock
3v8b: Chancellor mode. Kill quickly.
3-3
3v9a: Bloodmoon.
3v9b: Bloodmoon? Chancellor mode: Preacher steals token. Trade loss. Trade swings, thalia jumps in to race.
0-6
9v1a: Foil comes in. Foiled Thalia, Drop Preacher. Preacher swings or steals.
9v2b: Thalia stops loti. Silence stops the sided in foil.
3-3
9v2a: If blood moon first, let it through, foil 2nd.
..... If Thalia first, foil it. BM ties, Preacher Ties (can't swing)
..... If Preacher first, let it through, foil 2nd. (Preacher can't swing)
9v2b: Sand Silos->Crack nips away before swings finish.
1-4
9v3a: Preacher steals token. Swin back to Thalia swing, or trade.
9v3b: That's no moon, that's a game win!
6-0
9v4a: Blood Moon + Preacher
9v4b: Foil LED. Drop threat.
6-0
9v5a: Comm's first drop, TNN races other.
9v5b: Side in foil. Foil Comm means TNN blocker. Foil TNN means Comm lotus.
1-4
9v6a: Commandeer/Foil Lotus. Preacher in. Steal Spirit. If 2c @ Thalid, untap and steal thallid. Race.
9v6b: Can't pay Daze and stop foil. Foil Thalid means daze, foil @ lotus.
3-3
9v7a: Foiled Thalia. Moon ties, Preacher looses. [If Moon+Preacher, foil preacher]. Tie
9v7b: Foil Foil for thalia, which races.
4-1 for mogg
9v8a: Thalia can't win, so foil Preacher. Take others. Anurid swings a win.
9v8b: Take a silence. Foil Foil to force Preacher. Steal a win.
3-3
9v9: x
After that, just 3 missing Matchups:
1v4a: Karakas comes in to bounce a tie. [Otherwise daze LED is loss]
1v4b: Sideout Daze for Foil. Foil LED. Thalia wins.
4-1 in 1's favor.
1v6a: Thalia Drops. Thallid + Daze/Foil stops Silence/Daze. Thalia can't beat an infiblock and tokens.
1v6b: Foil/Caverns doesn't change anything. Thallid + Spirit come around to beat Thalia.
0-6 in 6's favor
4v6a: Foiled LED. Thallid wins.
4v6b: Misstep is dazed. Foil still hits LED.
6-0 in 4's favor
No longer staff here.
scores, statistics, standings updated.
congrats feyd for the win.
I typo'd :/ As evident from the breakdown listing 6's wins.
It should have been "6-0 in 6's favor"
..and since I typo'd it, I put it in the grid wrong.
My bad.
I believe this will actually change the round win to yarn.
No longer staff here.