This thread contains the results for week 3 of All Blind Tournament #17 and is the start of week 4 of ABT#17.
Week 3 of ABT#17[INDENT]
This round was david and goliath, in which we chose a number between 1 and 5 and submitted that many cards with that mana cost
windfall/wheel of fortune didnt show up this round. the only discard being two copies of void. but most of us metagamed against that threat. makes for an interesting week. The Entries[INDENT]
1tomsloger : split personalities increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
i absolutely love hit and run. early removal when i need it, turn 6 win when i dont.
2draco9 : david's still not here, man gaddock teeg / mayor of avabruck
this deck had to show up, and its pretty powerful.
6piato : kithkin tribal gaddock teeg / mistmeadow witch
welcome to xcb! mayor might be more powerful, but witch is pretty good protection for the real powerhouse at 2
There were 10 players with 45 matches and 90 total games.
7 hands ended in a draw. 4 matches had at least one draw.
8 matches were a 3-3 split.
35 matches were a 6-0 sweep.
There were 29 unique cards submitted, out of 39 total.
card(s) were repeated:
4 shriekmaw
3 riftwing cloudskate
2 gaddock teeg
2 misdirection
2 void
2 genesis
2 increasing devotion
[/INDENT]Next Round : Week 4 of ABT#17[INDENT]
Next Round will be 'master of wizardry'
credit to feyd in the format discussion thread.
Format Rules
Deck size: 3 cards
Land Rule: Basic Land Rule
Special Rules:
players may only submit sorceries Additional Ban List 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
[/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.
1-10: 3-3
m: ants
t: suspend cloudskate
m: apparition, destroy land
t: 2 counters, 2 lands
m: pump, attack, destroy land
t: 15, 1, 2
m: pump, attack, destroy land
t: 10, bounce ants, 2 lands, attack
m: 18, ants, attack
t: 8, 3 lands, attack
m: 16, pump, attack, destroy land
At this point, tomsloger can chump, but I win.
On the draw, I lose to Cloudskate plus Intrusion
2-10: 6-0 d: mayor
m: ants
d: transform
m: 3 lands, apparition
d: teeg, token (no attack with mayor into ants plus apparition)
m: 4 lands
d: 2x token (could attack with up to teeg, mayor, 1 token into 5/5 spirit, but that's bad)
m: 5 lands
d: 3x token, attack with two tokens and teeg (block token)
m: 15, 6 lands, attack for 8
d: 12, 3x token, attack with two tokens, mayor, and teeg
m: 4, attack for 8
d: 4, I can chump but I lose the race by a turn. I win on the play.
Tokens can chump block Apparition.
3-10: 0-6
Shriekmaw is ineffective.
4-10: 3-3
Ants prevents the combo on the play, and 5/5 apparition flies over attacks.
5-10: 1-4 k: suspend deepwalker
m: land
k: 3, suspend cloudskate
m: ants
k: 2, 2
m: apparition, destroy land
k: 3 lands, 1, 1
m: pump, attack (spirit and ants)
k: 14, 4 lands, deepwalker, cloudskate (bounce apparition), pump, attack
m: 12, 4 lands, apparition, attack with ants
k: 13, 5 lands, attack with cloudskate
m: 10, 5 lands, attack with apparition (deepwalker blocks and pumps, apparition kills it and persists)
k: 13, attack
m: 8, 6, attack
k: 5 (1/1 +3/+3 x2, ants), attack
m: 6, attack, win
See posts by knobbodi and myself.
6-10: 0-6
ants keeps witch off four mana and apparition wins.
7-10: 0-6
Shriekmaw is irrelevant.
8-10: 0-6
I float mana to cast apparition, and then destroy a land to prevent thwart.
5knobbodi : 5 of a kind Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
3-3 on the play, cloudskate bouncing a land keeps you from countering psychic intrusion for your fervent denial. I win two turns later.
on the draw I think you're too fast but ill have to check.
8whammewhamme : foiled again foil / thwart / mystic retrieval / worldheart phoenix
2-2 . Even on the draw, you can counter twice on my 5th turn, and once each on any turn thereafter. So if you counter cloudskate, psychic intrusion, and increasing devotion twice, I hit and punish phoenix. Which, in turn, means you never cast phoenix
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
6-0 cloudskate bounces teeg, crime takes out mayor and tokens, hit takes out teeg.
Punishment can't hit both Mayor and tokens as they have different cmc's. I'm not sure whether that affects your result.
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
6-0 cloudskate bounces teeg, crime takes out mayor and tokens, hit takes out teeg.
Punishment can't hit both Mayor and tokens as they have different cmc's. I'm not sure whether that affects your result.
a flipped mayor has a cmc of zero, yes?`
edit: from the mtgsalvation wiki: "The back face of a double-faced card doesn't have a mana cost; a double-faced permanent with its back face up has a converted mana cost of 0."
6piato : kithkin tribal gaddock teeg / mistmeadow witch
welcome to xcb! mayor might be more powerful, but witch is pretty good protection for the real powerhouse at 2
There's several lines of play but if I lead with Genesis, you have to counter it or trade (otherwise I race).
From there it seems like I can stall you with Beacon/Shriekmaw until you eventually succumb to Sigarda + Genesis.
6-0
Mogg, when you replay apparition, I just attack with cloudskate. Cloudskate plus a chump block with deepwalker wins the race, or attacking with both and pumping outraces, even with your ants chump block.
6-0 On the play I reach 5 mana first and cast Void and win easily. On the draw my opponent gets to cast something at CMC 5. He takes Void with Intrusion. I cannot safely cast Devotion until he casts his, so I hardcast Shriekmaw, killing his Cloudskate and threatening to win the race. He is forced to Hit it or Punishment for 5. In both cases Genesis then secures the win. The option to cast Void might help somewhere, but if so I can't see it.
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
6-0 Shriekmaw is a creature, so it kills Mayor despite Teeg. Teeg himself gets bounced at just the right moment to enable Void for 2.
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard Phoenix / Shriekmaw / Void
6-0 Someone's going to Void for 5. After that happens my Genesis toolbox beats his Phoenix.
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
6-0 Fervent Denial blocks Void for 5, so when the smoke clears our matched creatures don't do much and I have some Devotion tokens to block Deepwalker. Genesis gives me inevitability.
6-0 I Shriekmaw the first thing which shows its face, which must be before my turn five or I just Void for 2. If Teeg survives I just race with creatures. If Witch survives it must hold mana up every turn to bounce itself in case I Void for 2, so I can overwhelm its ability with creatures.
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons / Genesis / Shriekmaw / Beacon of Destruction
3-3 When I'm on the play I win by casting Void for 5 and then racing via Increasing Devotion, Shriekmaw and Cloudskate bouncing (his) Shriekmaw. On the draw he can keep Beacon on the top of his library and just burn me out with it.
6-0 OK, so what this comes down to is that he has four counterspells and one slow threat that I can bounce with Cloudskate. So I try to cast Genesis on turn five. If it's countered then I win because I can try to bounce his Phoenix every turn from turn 8 onwards (or chump it if Cloudskate is already in play). That stalls, then eventually I can use the turns in between to get Shriekmaw back until that sticks and then it wins due to not being blockable. If Genesis is not countered I just swing with it every turn that Phoenix swings, never letting the Phoenix actually block. This creates a standoff in which I have four other spells he must counter but because Mystic Retrieval is a Sorcery I can save up enough mana to cast all four and flashback Devotion on the same turn and he can't do anything about it.
10mogg : shock troops
Army Ants / Restless Apparition / Simian Spirit Guide
0-6 As Ali G once asked a policeman, "Is it because I is black?" In his case, no. But in the case of these two creatures...
Private Mod Note
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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>
Mogg, when you replay apparition, I just attack with cloudskate. Cloudskate plus a chump block with deepwalker wins the race, or attacking with both and pumping outraces, even with your ants chump block.
My bad. I thought Apparition had flying.
I've updated my match against Draco9 (2) accordingly, but it's still not clear to me how you win either of our games (see revised match-up analysis).
Bateleur, I still think I beat you when I go first.
the kicker is that my suspended cloudskate can bounce a land, swing for 2 then I cast devotion.
then on your turn, your cloudskate comes in and bounces a token, then with only 4 mana you must evoke shriekmaw to kill cloudskate to avoid death.
on my turn 6, swing with 4 tokens and run to give them all +3. Your cloudskate trades with 1, and you take 12, down to 6.
on your turn 6, you finally get to 5 mana. Lots of options from here
if you cast genesis, I intrusion your void and win the turn after i flashback.
if you void for 0 to kill tokens, I intrusion your devotion, keep it exiled, and win the turn after I flashback
if you void for 5 to ditch my cards, you take 3 on my backswing, then die because my flashback is two turns earlier
if you cast devotion, I intrusion void (and keep it exiled), reanimate your shriekmaw to kill a token, and win two turns later on the back of intimidate.
I don't think there's any other lines of play
k: suspend deepwalker
m: land
k: 3, suspend cloudskate
m: land
k: 2, 2
m: apparition
k: 4 lands, 1, 1
m: simian spirit guide, swing (20, 18)
k: 5 lands, deepwalker, cloudskate (bounce apparition), pump, attack (11, 18)
m: army ants, swing with guide. (11, 16).
k: 6 lands, swing with both. ants chumps. (9, 16).
m: apparition with pump mana. swing with guide (9, 14)
k: 7 lands, swing with cloudskate. (7, 14)
m: pump apparition twice, swing with just apparition. apparition and deepwalker trade. (7, 14)
k: 8 lands, swing with cloudskate (5, 14)
m: pump apparition twice, swing with both. (5, 5)
k: swing with cloudskate (3,5)
m: alpha strike
tldr: mogg 6-0s by casting everything, including guide.
edit: jesus, I forgot about fervent denial and shriekmaw. forget all of that. mogg probably goes 0-6
I updated my post to account for Apparition's lack of flying. My update did not incorporate Shriekmaw, but as an effectively vanilla 3/2, it won't do more than chump for a turn, such that I can win on 4 life instead of 6. Fervent Denial was already accounted for by keeping knobbodi on four lands for the turn when I replay Apparition.
vs. 1 - sure, whatever tom said. 2-2
vs. 2 - ack, gack, die. 0-6
vs. 3 - I think it ends up being a Phoenix vs. Phoenix stalemate.
vs. 4 - On the play, I have Thwart. 3-3
vs. 5 - Counters thin the herd, Phoenix can, I think, go the distance. 6-0
vs. 6 - Stupid kithkins. 0-6
vs. 7 - I lose to Genesis, forget the rest of his deck. Stupid Genesis. 0-6
vs. 9 - I lose to Genesis, forget the rest of his deck. Stupid Genesis. 0-6
vs. 10 - Stupid smart landkill. 0-6
I think I might 6-0 knobbodi. I just realized psychic intrusion say target opponent and is therefore unaffected by misdirection. That makes it a must counter because I can take denial and not give you access to the flashback. So I can force it
so on your turn 5 both of your suspend cards come in. Bounce a land, pump 5 times, and swing 9. 20-11
t5 cloudskate bounces deepwalker. Hit makes you sac cloudskate. Swing 2. 13-11
k6 must keep denial mana up. Suspend deepwalker.
t6 swing 2. 11-11 intrusion, countered.
k7 keep denial mana up
t7 devotion, countered by flashback. Swing 2. 9-11
k8 shriekmaw killing cloudskate
t8 punishment, reanimating your cloudskate. Bounce a land.
k9 swing 3 9-8
k10 deepwalker. Swing both. Take 3 chump deepwalker. 9-5
t10 flashback devotion
k11 swing both, chump deepwalker. 9-2
t11 swing 9. Exacties?
if that's correct, that one was crazy close
then die because my flashback is two turns earlier
This was indeed my line. My intention was to Genesis back Cloudskate to bounce one of your lands, but I hadn't noticed you done enough damage already to make that not an option. 3-3 it is.
Edit: Just took a look at next week's format. Don't we need to ban discard for this to work?
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MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Tom, I misdirect your hit, removing fervent denial, then attack you to 11. You bounce deepwalker, then I shriekmaw your cloudskate and put you to 9. This kills you before your can punishment, and if you crime your guy back I still outrace you.
Mogg, the turn you recast apparition, if you attack with ants, I attack with deepwalker, forcing you to persist, and I win from there by trading deepwalker for apparition. So you don't attack, I attack with cloudskate (10), you attack with apparition (9), I attack both, you chump deepwalker (8), you attack pumping twice (1), then I attack for lethal
Mogg, the turn you recast apparition, if you attack with ants, I attack with deepwalker, forcing you to persist, and I win from there by trading deepwalker for apparition. So you don't attack, I attack with cloudskate (10), you attack with apparition (9), I attack both, you chump deepwalker (8), you attack pumping twice (1), then I attack for lethal
Since you're only attacking for two in the air, I can skip another turn of attacking with apparition to wait until both attacks are for 8, letting me win on 4 life. Also, one point that I forgot when responding to aurorasparrow is that you can't profitably cast Shriekmaw, since it will destroy one of your creatures.
Turns:
5-10: 0-6
k: suspend deepwalker
m: land
k: 3, suspend cloudskate
m: ants
k: 2, 2
m: apparition, destroy land
k: 3 lands, 1, 1
m: pump, attack (spirit and ants)
k: 14, 4 lands, deepwalker, cloudskate (bounce apparition), pump, attack
m: 12, 4 lands, apparition
k: 14, 5 lands, attack with cloudskate
m: 10, 5 lands
k: 14, attack with cloudskate
m: 8, 6 lands, attack with apparition (pump twice)
k: 6, attack with cloudskate and deepwalker (ants chumps deepwalker)
m: 4, attack, win
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker /Riftwing Cloudskate / Misdirection /Fervent Denial
VS:
1tomsloger : split personalities
increasing devotion / riftwing cloudskate /psychic intrusion / hit//run / crime//punishment
Whoever goes first uses cloudskate to get the other off of 5. On yours, psychic
intrusion stops me cold. On mine, I
misdirect hit to target you pitching fervent denial, and pump to attack you down to 11. Your cloudskate comes in, and bounces deepwalker. I attack you down to 9 and shriekmaw your cloudskate. Two attacks kills you, before you can punishment for 5, and psychic intrusion for deepwalker doesn't do anything because both of my guys have evasion. 3-3
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
Shriekmaw mayor. 6-0
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard
Phoenix / Shriekmaw / Void
On your play, void on your 5 means I pitch my hand and cannot do anything about it. On the play, I suspend deepwalker on turn 3, and pitch cloudskate to misdirect your misdirection and counter void. I counter shriekmaw with flashback, and we draw. If you don't misdirect, I can shriekmaw your elocutors and bounce Phoenix when I have enough mana to one shot you with deepwalker. 1-4
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons /Genesis / Shriekmaw / Beacon of
Destruction
On the draw, sigarda comes down before Ican do anything about it. On the play, it's super complicated.
k5: cloudskate bounces a land, deepwalker, pump 5, attack (20-11)
a5: replay land, evoke shriekmaw. If you
kill cloudskate, deepwalker pumps for 6
next turn and puts you to 3, which means I just run my shriekmaw out there, with misdirection to save him from beacon. So you kill deepwalker.
k6: attack (20-9)
a6: If you cast sigarda or acidic slime, I
fervent denial, with the ability to flash it
back next turn or hardcast misdirection
still. That means either genesis (who I
can't counter or I lose to your shriekmaw
coming back), or beacon to try and kill my guy.
a6a: Genesis
k7: attack with cloudskate (20-7)
a7: attack (16-7). Beacon gets
misdirected and means I kill you next turn, acidic slime and sigarda both get
countered.
k8: 16-5
a8: 12-5
k9: 12-3
a9: 8-3
k10: 8-1
a10: 4-1
k11: attack lethal
a6b: pass, beacon on my turn. If I
misdirect beacon, you go to 2 but resolve beacon again on your turn. I'd have to wait til I have 10 mana to cast shriekmaw and fervent denial beacon, but that means you get to cast genesis and sigarda. I have to shriekmaw genesis, and you have enough
mana to bring back shriekmaw to block.
So I fervent denial.
k7: Denial beacon, attack (20-5)
a7: whatever you do here, I cast
shriekmaw and kill my own guy on my
turn. You cannot outrace me from this
point.
3-3
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
On the play or draw, I suspend my guys so they come in on my turn 11, meaning I have 10 mana up when they un suspend. Misdirection and fervent denial pushes them through, I bounce Phoenix, pump one and attack for 5. You replay Phoenix and get back both counters. I attack again, and either way you block you're low enough for deepwalker to one shot you. So you then reanimate and we stalemate. 2-2
9bateleur : Five Colour Control
Shriekmaw / Riftwing Cloudskate /Genesis / Void / Increasing Devotion
All of the problematic cards from all of the other decks combined. If there's a line of play here for me, I don't see it. 0-6
10mogg : shock troops
Army Ants / Restless Apparition / Simian
Spirit Guide
As stated, on my play I can outrace. 3-3
WhammWhamme:
Phoenix's tie, Elocutors or Shriekmaw win it for me (you can only counter twice in 1 turn, I misdirect one)
Played out turn by turn below.
Alternatively, you can let Phoenix through and hold counters to stop Shreikmaw & Elocutors.
I take a couple less hits, and then on turn F23:
Return and Cast Phoenix.
Cast Shriekmaw
.. irsp: Foil
.... irsp: Misdirection @ foil
...... irsp: Thwart
Cast Elocutors
(Retrieval is a Sorcery, so you can't get back counters)
Continue to infiblock, and win in 5 via Elocutor's ability.
Knobbodi:
Your plays are good, but you missed that Phoenix can kill Deepwalker.
It takes 18 blue for deep walker to one shot me.
By then Phoenix can kill you with swings, so you have to cast Deepwalker before then.
I let a single swing through at any point after I hit 8 mana (or you don't swing).
I sac him during my upkeep for 2. Return him via ability (activated not triggered).
Then cast and sac again for 4 total damage, killing Deepwalker.
Pheonix can actually handle your threats by himself, I just need others for time and pressure.
All Matchups
1. Agreed. 3-3
2. Shriek Avabruk, Phoenix Teeg. Win from there. 6-0 me
3. x
4. Shriek Guard. Win from there. 6-0 me
5. Phoenix gets it. 6-0 me
6. Void/Teeg/Phoenix. Any combo kills threats. 6-0 me.
7. Stupid genesis. 0-6 aurorasparrow
8. (See Above) 6-0 me.
9. Stupid genesis. 0-6 bat
0. Stupid army ants. 0-6 Mogg
Mogg, once you're at 8, I have 6 lands so deepwalker is lethal. I attack with just it, you chump with ants. I block apparition, then kill you with deepwalker. So you actually just don't attack from there, and neither do I.
ok. grid, standings, weekly round statistics complete. congrats bateleur on the week win, as well as month lead.
great round guys. this is such a rich format. we had every number represented except 1. incidentally, red sun's zenith would have scored 10 points, with all of those points coming against the top 3 decks.
maybe next time we'll try 6
congrats bateleur on the week win, as well as month lead
Wow! I thought that deck was a total pile. Really felt like it was a bunch of OK cards that would go 0-6 against anyone with actual tech! (I suppose it could be argued that it did, but only Mogg had serious tech! ;))
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Week 3 of ABT#17[INDENT]
This round was david and goliath, in which we chose a number between 1 and 5 and submitted that many cards with that mana cost
windfall/wheel of fortune didnt show up this round. the only discard being two copies of void. but most of us metagamed against that threat. makes for an interesting week.
The Entries[INDENT]
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
i absolutely love hit and run. early removal when i need it, turn 6 win when i dont.
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
this deck had to show up, and its pretty powerful.
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard Phoenix / Shriekmaw / Void
not sure how i managed to not think of void. seems like if you cast it you win.
4reyemile : midnight snack
elvish spirit guide / midnight guard / presence of gond
always a powerful combo. and should be good this time around as well.
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
i love that you dont really intend to pay for anything
6piato : kithkin tribal
gaddock teeg / mistmeadow witch
welcome to xcb! mayor might be more powerful, but witch is pretty good protection for the real powerhouse at 2
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons / Genesis / Shriekmaw / Beacon of Destruction
genesis is cool, but theres not nearly as much discard this time around
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
im surprised this is the only appearance of worldheart
9bateleur : Five Colour Control
Shriekmaw / Riftwing Cloudskate / Genesis / Void / Increasing Devotion
see feyd and aurorasparrow for my opinions. and hey, nice increasing devotion
10mogg : shock troops
Army Ants / Restless Apparition / Simian Spirit Guide
LD once again rears its ugly, mandibled head
[/INDENT]The Grid [INDENT]X | 1 2 3 4 5 6 7 8 9 | PT | TPs
1 | X 6 3 3 3 6 6 2 3 3 | 30 | 333
2 | 0 X 0 0 0 0 0 6 0 6 | 12 | 133
3 | 3 6 X 6 6 6 0 6 0 0 | 32 | 356
4 | 3 6 0 X 0 6 0 3 0 3 | 18 | 200
5 | 3 6 0 6 X 6 3 2 0 1 | 25 | 278
6 | 0 6 0 0 0 X 0 6 0 0 | 12 | 133
7 | 0 6 6 6 6 6 X 6 0 0 | 36 | 400
8 | 2 0 0 3 6 0 0 X 0 0 | 10 | 111
9 | 3 6 6 6 6 6 3 6 X 0 | 40 | 444
0 | 3 0 6 3 4 6 6 6 6 X | 38 | 422[/INDENT]The Results
Bateleur wins week 3!
TPnts player
444 bateleur
422 mogg
400 aurorasparrow
356 feyd_ruin
333 tomsloger
278 knobbodi
200 reyemile
133 draco9
133 piato
111 whammewhamme
There were 10 players with 45 matches and 90 total games.
7 hands ended in a draw. 4 matches had at least one draw.
8 matches were a 3-3 split.
35 matches were a 6-0 sweep.
There were 29 unique cards submitted, out of 39 total.
card(s) were repeated:
4 shriekmaw
3 riftwing cloudskate
2 gaddock teeg
2 misdirection
2 void
2 genesis
2 increasing devotion
Next Round will be 'master of wizardry'
credit to feyd in the format discussion thread.
Format Rules
Deck size: 3 cards
Land Rule: Basic Land Rule
Special Rules:
players may only submit sorceries
Additional Ban List
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
[/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.
tot w-3 w-2 w-1
1182 444 338 400 bateleur
1131 356 375 400 feyd_ruin
1077 422 300 350 mogg
808 333 175 300 tomsloger
625 000 125 500 psly4mne
536 111 325 100 whammewhamme
500 400 000 100 aurorasparrow
403 278 125 000 knobbodi
400 000 400 000 yarn
325 000 000 325 cruelshy
308 133 075 100 draco9
200 200 000 000 reyemile
133 133 000 000 piato
0| 3 0 6 3 4 6 6 6 6 X | 38 | 422
1-10: 3-3
m: ants
t: suspend cloudskate
m: apparition, destroy land
t: 2 counters, 2 lands
m: pump, attack, destroy land
t: 15, 1, 2
m: pump, attack, destroy land
t: 10, bounce ants, 2 lands, attack
m: 18, ants, attack
t: 8, 3 lands, attack
m: 16, pump, attack, destroy land
At this point, tomsloger can chump, but I win.
On the draw, I lose to Cloudskate plus Intrusion
2-10: 6-0
d: mayorm: ants
d: transform
m: 3 lands, apparition
d: teeg, token (no attack with mayor into ants plus apparition)
m: 4 lands
d: 2x token (could attack with up to teeg, mayor, 1 token into 5/5 spirit, but that's bad)
m: 5 lands
d: 3x token, attack with two tokens and teeg (block token)
m: 15, 6 lands, attack for 8
d: 12, 3x token, attack with two tokens, mayor, and teeg
m: 4, attack for 8
d: 4, I can chump but I lose the race by a turn. I win on the play.
Tokens can chump block Apparition.
3-10: 0-6
Shriekmaw is ineffective.
4-10: 3-3
Ants prevents the combo on the play, and 5/5 apparition
flies overattacks.5-10: 1-4
k: suspend deepwalkerm: land
k: 3, suspend cloudskate
m: ants
k: 2, 2
m: apparition, destroy land
k: 3 lands, 1, 1
m: pump, attack (spirit and ants)
k: 14, 4 lands, deepwalker, cloudskate (bounce apparition), pump, attack
m: 12, 4 lands, apparition, attack with ants
k: 13, 5 lands, attack with cloudskate
m: 10, 5 lands, attack with apparition (deepwalker blocks and pumps, apparition kills it and persists)
k: 13, attack
m: 8, 6, attack
k: 5 (1/1 +3/+3 x2, ants), attack
m: 6, attack, win
See posts by knobbodi and myself.
6-10: 0-6
ants keeps witch off four mana and apparition wins.
7-10: 0-6
Shriekmaw is irrelevant.
8-10: 0-6
I float mana to cast apparition, and then destroy a land to prevent thwart.
9-10: 0-6
Shriekmaw is irrelevant.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
6-0 cloudskate bounces teeg, crime takes out mayor and tokens, hit takes out teeg..
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard Phoenix / Shriekmaw / Void
3-3 on the play, cloudskate bounces a land, cast devotion. Win before you get to 5 mana.
4reyemile : midnight snack
elvish spirit guide / midnight guard / presence of gond
3-3 hit is only in time on the play
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
3-3 on the play, cloudskate bouncing a land keeps you from countering psychic intrusion for your fervent denial. I win two turns later.
on the draw I think you're too fast but ill have to check.
6piato : kithkin tribal
gaddock teeg / mistmeadow witch
6-0 bounces witch, allowing me to hit teeg
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons / Genesis / Shriekmaw / Beacon of Destruction
6-0 i can just ignore you and win with run
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
2-2 . Even on the draw, you can counter twice on my 5th turn, and once each on any turn thereafter. So if you counter cloudskate, psychic intrusion, and increasing devotion twice, I hit and punish phoenix. Which, in turn, means you never cast phoenix
9bateleur : Five Colour Control
Shriekmaw / Riftwing Cloudskate / Genesis / Void / Increasing Devotion
3-3 the play, cloudskate keeps you off void mana. On the draw, it doesn't.
10mogg : shock troops
Army Ants / Restless Apparition / Simian Spirit Guide
3-3 on the draw I can't get to hit mana
1 | X 6 3 3 3 6 6 2 3 3 | 30
Punishment can't hit both Mayor and tokens as they have different cmc's. I'm not sure whether that affects your result.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
a flipped mayor has a cmc of zero, yes?`
edit: from the mtgsalvation wiki: "The back face of a double-faced card doesn't have a mana cost; a double-faced permanent with its back face up has a converted mana cost of 0."
Acidic Slime / Sigarda, Host of Herons / Genesis / Shriekmaw / Beacon of Destruction
genesis is cool, but theres not nearly as much discard this time around
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
i absolutely love hit and run. early removal when i need it, turn 6 win when i dont.
0-6 due to devtotion/run
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
this deck had to show up, and its pretty powerful.
6-0 shriekmaw on mayor
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard Phoenix / Shriekmaw / Void
not sure how i managed to not think of void. seems like if you cast it you win.
I'm pretty sure Genesis lets me grind you out. 6-0
4reyemile : midnight snack
elvish spirit guide / midnight guard / presence of gond
always a powerful combo. and should be good this time around as well.
Shriekmaw 6-0
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
i love that you dont really intend to pay for anything
Too many threats for your countermagic. 6-0
6piato : kithkin tribal
gaddock teeg / mistmeadow witch
welcome to xcb! mayor might be more powerful, but witch is pretty good protection for the real powerhouse at 2
Shriekmaw and Sigarda. 6-0
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
im surprised this is the only appearance of worldheart
There's several lines of play but if I lead with Genesis, you have to counter it or trade (otherwise I race).
From there it seems like I can stall you with Beacon/Shriekmaw until you eventually succumb to Sigarda + Genesis.
6-0
9bateleur : Five Colour Control
Shriekmaw / Riftwing Cloudskate / Genesis / Void / Increasing Devotion
see feyd and aurorasparrow for my opinions. and hey, nice increasing devotion
this is pretty complex.
You go first:
You (t4): suspend Riftwing Cloudskate
Me (t4): Nothing
You: Void
Me: Return Sigarda
You: ID
Me: Sigarda
You: Genesis, swing (20,16)
Me: Return and evoke Shriekmaw on Genesis, swing (14,16)
You: Return and cast Genesis, Swing (14,12)
Me: Return and cast Acidic Slime, killing a land. swing (8, 12)
You: Cloudskate comes in, bouncing Slime. Swing (8, 2)
Me: Swing (2,2)
You: Swing (2, 0)
When I go first, I can acidic slime your land, which gives me more mana to work with after you void. I don't have time to figure it out right now.
10mogg : shock troops
Army Ants / Restless Apparition / Simian Spirit Guide
LD once again rears its ugly, mandibled head
Yeah, yeah. Nice choice of win con. 0-6
07 | 0 6 6 6 6 6 X 6 0? 0 | 36
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Shriekmaw / Riftwing Cloudskate / Genesis / Void / Increasing Devotion
vs
1tomsloger : split personalities
increasing devotion / riftwing cloudskate / psychic intrusion / hit//run / crime//punishment
6-0 On the play I reach 5 mana first and cast Void and win easily. On the draw my opponent gets to cast something at CMC 5. He takes Void with Intrusion. I cannot safely cast Devotion until he casts his, so I hardcast Shriekmaw, killing his Cloudskate and threatening to win the race. He is forced to Hit it or Punishment for 5. In both cases Genesis then secures the win. The option to cast Void might help somewhere, but if so I can't see it.
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
6-0 Shriekmaw is a creature, so it kills Mayor despite Teeg. Teeg himself gets bounced at just the right moment to enable Void for 2.
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard Phoenix / Shriekmaw / Void
6-0 Someone's going to Void for 5. After that happens my Genesis toolbox beats his Phoenix.
4reyemile : midnight snack
elvish spirit guide / midnight guard / presence of gond
6-0 Shriekmaw is a thing.
5knobbodi : 5 of a kind
Shriekmaw / Viscerid Deepwalker / Riftwing Cloudskate / Misdirection / Fervent Denial
6-0 Fervent Denial blocks Void for 5, so when the smoke clears our matched creatures don't do much and I have some Devotion tokens to block Deepwalker. Genesis gives me inevitability.
6piato : kithkin tribal
gaddock teeg / mistmeadow witch
6-0 I Shriekmaw the first thing which shows its face, which must be before my turn five or I just Void for 2. If Teeg survives I just race with creatures. If Witch survives it must hold mana up every turn to bounce itself in case I Void for 2, so I can overwhelm its ability with creatures.
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons / Genesis / Shriekmaw / Beacon of Destruction
3-3 When I'm on the play I win by casting Void for 5 and then racing via Increasing Devotion, Shriekmaw and Cloudskate bouncing (his) Shriekmaw. On the draw he can keep Beacon on the top of his library and just burn me out with it.
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
6-0 OK, so what this comes down to is that he has four counterspells and one slow threat that I can bounce with Cloudskate. So I try to cast Genesis on turn five. If it's countered then I win because I can try to bounce his Phoenix every turn from turn 8 onwards (or chump it if Cloudskate is already in play). That stalls, then eventually I can use the turns in between to get Shriekmaw back until that sticks and then it wins due to not being blockable. If Genesis is not countered I just swing with it every turn that Phoenix swings, never letting the Phoenix actually block. This creates a standoff in which I have four other spells he must counter but because Mystic Retrieval is a Sorcery I can save up enough mana to cast all four and flashback Devotion on the same turn and he can't do anything about it.
10mogg : shock troops
Army Ants / Restless Apparition / Simian Spirit Guide
0-6 As Ali G once asked a policeman, "Is it because I is black?" In his case, no. But in the case of these two creatures...
(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>
My bad. I thought Apparition had flying.
I've updated my match against Draco9 (2) accordingly, but it's still not clear to me how you win either of our games (see revised match-up analysis).
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
k: suspend deepwalker
m: land
k: 3, suspend cloudskate
m: land
k: 2, 2
m: apparition
k: 4 lands, 1, 1
m: simian spirit guide, swing (20, 18)
k: 5 lands, deepwalker, cloudskate (bounce apparition), pump, attack (11, 18)
m: army ants, swing with guide. (11, 16).
k: 6 lands, swing with both. ants chumps. (9, 16).
m: apparition with pump mana. swing with guide (9, 14)
k: 7 lands, swing with cloudskate. (7, 14)
m: pump apparition twice, swing with just apparition. apparition and deepwalker trade. (7, 14)
k: 8 lands, swing with cloudskate (5, 14)
m: pump apparition twice, swing with both. (5, 5)
k: swing with cloudskate (3,5)
m: alpha strike
tldr: mogg 6-0s by casting everything, including guide.
edit: jesus, I forgot about fervent denial and shriekmaw. forget all of that. mogg probably goes 0-6
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
the kicker is that my suspended cloudskate can bounce a land, swing for 2 then I cast devotion.
then on your turn, your cloudskate comes in and bounces a token, then with only 4 mana you must evoke shriekmaw to kill cloudskate to avoid death.
on my turn 6, swing with 4 tokens and run to give them all +3. Your cloudskate trades with 1, and you take 12, down to 6.
on your turn 6, you finally get to 5 mana. Lots of options from here
if you cast genesis, I intrusion your void and win the turn after i flashback.
if you void for 0 to kill tokens, I intrusion your devotion, keep it exiled, and win the turn after I flashback
if you void for 5 to ditch my cards, you take 3 on my backswing, then die because my flashback is two turns earlier
if you cast devotion, I intrusion void (and keep it exiled), reanimate your shriekmaw to kill a token, and win two turns later on the back of intimidate.
I don't think there's any other lines of play
I updated my post to account for Apparition's lack of flying. My update did not incorporate Shriekmaw, but as an effectively vanilla 3/2, it won't do more than chump for a turn, such that I can win on 4 life instead of 6. Fervent Denial was already accounted for by keeping knobbodi on four lands for the turn when I replay Apparition.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 2 - ack, gack, die. 0-6
vs. 3 - I think it ends up being a Phoenix vs. Phoenix stalemate.
vs. 4 - On the play, I have Thwart. 3-3
vs. 5 - Counters thin the herd, Phoenix can, I think, go the distance. 6-0
vs. 6 - Stupid kithkins. 0-6
vs. 7 - I lose to Genesis, forget the rest of his deck. Stupid Genesis. 0-6
vs. 9 - I lose to Genesis, forget the rest of his deck. Stupid Genesis. 0-6
vs. 10 - Stupid smart landkill. 0-6
so on your turn 5 both of your suspend cards come in. Bounce a land, pump 5 times, and swing 9. 20-11
t5 cloudskate bounces deepwalker. Hit makes you sac cloudskate. Swing 2. 13-11
k6 must keep denial mana up. Suspend deepwalker.
t6 swing 2. 11-11 intrusion, countered.
k7 keep denial mana up
t7 devotion, countered by flashback. Swing 2. 9-11
k8 shriekmaw killing cloudskate
t8 punishment, reanimating your cloudskate. Bounce a land.
k9 swing 3 9-8
k10 deepwalker. Swing both. Take 3 chump deepwalker. 9-5
t10 flashback devotion
k11 swing both, chump deepwalker. 9-2
t11 swing 9. Exacties?
if that's correct, that one was crazy close
This was indeed my line. My intention was to Genesis back Cloudskate to bounce one of your lands, but I hadn't noticed you done enough damage already to make that not an option. 3-3 it is.
Edit: Just took a look at next week's format. Don't we need to ban discard for this to work?
(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>
Mogg, the turn you recast apparition, if you attack with ants, I attack with deepwalker, forcing you to persist, and I win from there by trading deepwalker for apparition. So you don't attack, I attack with cloudskate (10), you attack with apparition (9), I attack both, you chump deepwalker (8), you attack pumping twice (1), then I attack for lethal
Since you're only attacking for two in the air, I can skip another turn of attacking with apparition to wait until both attacks are for 8, letting me win on 4 life. Also, one point that I forgot when responding to aurorasparrow is that you can't profitably cast Shriekmaw, since it will destroy one of your creatures.
Turns:
k: suspend deepwalker
m: land
k: 3, suspend cloudskate
m: ants
k: 2, 2
m: apparition, destroy land
k: 3 lands, 1, 1
m: pump, attack (spirit and ants)
k: 14, 4 lands, deepwalker, cloudskate (bounce apparition), pump, attack
m: 12, 4 lands, apparition
k: 14, 5 lands, attack with cloudskate
m: 10, 5 lands
k: 14, attack with cloudskate
m: 8, 6 lands, attack with apparition (pump twice)
k: 6, attack with cloudskate and deepwalker (ants chumps deepwalker)
m: 4, attack, win
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Shriekmaw / Viscerid Deepwalker /Riftwing Cloudskate / Misdirection /Fervent Denial
VS:
1tomsloger : split personalities
increasing devotion / riftwing cloudskate /psychic intrusion / hit//run / crime//punishment
Whoever goes first uses cloudskate to get the other off of 5. On yours, psychic
intrusion stops me cold. On mine, I
misdirect hit to target you pitching fervent denial, and pump to attack you down to 11. Your cloudskate comes in, and bounces deepwalker. I attack you down to 9 and shriekmaw your cloudskate. Two attacks kills you, before you can punishment for 5, and psychic intrusion for deepwalker doesn't do anything because both of my guys have evasion. 3-3
2draco9 : david's still not here, man
gaddock teeg / mayor of avabruck
Shriekmaw mayor. 6-0
3Feyd_Ruin : It should go to 7
Azor's Elocutors / Misdirection / Shard
Phoenix / Shriekmaw / Void
On your play, void on your 5 means I pitch my hand and cannot do anything about it. On the play, I suspend deepwalker on turn 3, and pitch cloudskate to misdirect your misdirection and counter void. I counter shriekmaw with flashback, and we draw. If you don't misdirect, I can shriekmaw your elocutors and bounce Phoenix when I have enough mana to one shot you with deepwalker. 1-4
4reyemile : midnight snack
elvish spirit guide / midnight guard /presence of gond
Shriekmaw 6-0
6piato : kithkin tribal
gaddock teeg / mistmeadow witch
Shriekmaw 6-0
7aurorasparrow : such destruction (wow)
Acidic Slime / Sigarda, Host of Herons /Genesis / Shriekmaw / Beacon of
Destruction
On the draw, sigarda comes down before Ican do anything about it. On the play, it's super complicated.
k5: cloudskate bounces a land, deepwalker, pump 5, attack (20-11)
a5: replay land, evoke shriekmaw. If you
kill cloudskate, deepwalker pumps for 6
next turn and puts you to 3, which means I just run my shriekmaw out there, with misdirection to save him from beacon. So you kill deepwalker.
k6: attack (20-9)
a6: If you cast sigarda or acidic slime, I
fervent denial, with the ability to flash it
back next turn or hardcast misdirection
still. That means either genesis (who I
can't counter or I lose to your shriekmaw
coming back), or beacon to try and kill my guy.
a6a: Genesis
k7: attack with cloudskate (20-7)
a7: attack (16-7). Beacon gets
misdirected and means I kill you next turn, acidic slime and sigarda both get
countered.
k8: 16-5
a8: 12-5
k9: 12-3
a9: 8-3
k10: 8-1
a10: 4-1
k11: attack lethal
a6b: pass, beacon on my turn. If I
misdirect beacon, you go to 2 but resolve beacon again on your turn. I'd have to wait til I have 10 mana to cast shriekmaw and fervent denial beacon, but that means you get to cast genesis and sigarda. I have to shriekmaw genesis, and you have enough
mana to bring back shriekmaw to block.
So I fervent denial.
k7: Denial beacon, attack (20-5)
a7: whatever you do here, I cast
shriekmaw and kill my own guy on my
turn. You cannot outrace me from this
point.
3-3
8whammewhamme : foiled again
foil / thwart / mystic retrieval / worldheart phoenix
On the play or draw, I suspend my guys so they come in on my turn 11, meaning I have 10 mana up when they un suspend. Misdirection and fervent denial pushes them through, I bounce Phoenix, pump one and attack for 5. You replay Phoenix and get back both counters. I attack again, and either way you block you're low enough for deepwalker to one shot you. So you then reanimate and we stalemate. 2-2
9bateleur : Five Colour Control
Shriekmaw / Riftwing Cloudskate /Genesis / Void / Increasing Devotion
All of the problematic cards from all of the other decks combined. If there's a line of play here for me, I don't see it. 0-6
10mogg : shock troops
Army Ants / Restless Apparition / Simian
Spirit Guide
As stated, on my play I can outrace. 3-3
5 | 3 6 1 6 X 6 3 2 0 3 | 27
WhammWhamme:
Phoenix's tie, Elocutors or Shriekmaw win it for me (you can only counter twice in 1 turn, I misdirect one)
Played out turn by turn below.
w1
f1
w2
f2
w3
f3
w4 Worldheart
f4
w5 swing f@18
f5 void (hardcast foil)
w6 swing f@16
f6 Shard
.. Thwart (hardcast)
w7 Swing F@14. Retrieve Thwart. Flashback to retrieve Foil
f7 return Shard.
w8 swing f@14
F8 Shard Thwart
w9 Swing f@12
F9 Return & Cast Shard. Foil.
w0 Swing F@10
F0 Return @ Cast Shard.
w1 Swing - Block, sac irsp
F1 Return & Cast
w2 Swing - Block, sac irsp
F2 Return & Cast
w3 Swing - Block, sac irsp
F3 Return & Cast.
..Cast Elocutors & win via upkeep in 5
..or cast Shriekmaw & win via fear in 7
Alternatively, you can let Phoenix through and hold counters to stop Shreikmaw & Elocutors.
I take a couple less hits, and then on turn F23:
Return and Cast Phoenix.
Cast Shriekmaw
.. irsp: Foil
.... irsp: Misdirection @ foil
...... irsp: Thwart
Cast Elocutors
(Retrieval is a Sorcery, so you can't get back counters)
Continue to infiblock, and win in 5 via Elocutor's ability.
Knobbodi:
Your plays are good, but you missed that Phoenix can kill Deepwalker.
It takes 18 blue for deep walker to one shot me.
By then Phoenix can kill you with swings, so you have to cast Deepwalker before then.
I let a single swing through at any point after I hit 8 mana (or you don't swing).
I sac him during my upkeep for 2. Return him via ability (activated not triggered).
Then cast and sac again for 4 total damage, killing Deepwalker.
Pheonix can actually handle your threats by himself, I just need others for time and pressure.
All Matchups
1. Agreed. 3-3
2. Shriek Avabruk, Phoenix Teeg. Win from there. 6-0 me
3. x
4. Shriek Guard. Win from there. 6-0 me
5. Phoenix gets it. 6-0 me
6. Void/Teeg/Phoenix. Any combo kills threats. 6-0 me.
7. Stupid genesis. 0-6 aurorasparrow
8. (See Above) 6-0 me.
9. Stupid genesis. 0-6 bat
0. Stupid army ants. 0-6 Mogg
X | 1 2 3 4 5 6 7 8 9 0
3 | 3 6 X 6 6 6 0 6 0 0 | 32 | 356
No longer staff here.
And feyd I did miss that. 0-6 it is
edit:
last remaining matchup is mogg vs knoboddi, and im genuinely not sure.
as of right now, bateleur has won the week. but mogg can tie pending that last result and any
great round guys. this is such a rich format. we had every number represented except 1. incidentally, red sun's zenith would have scored 10 points, with all of those points coming against the top 3 decks.
maybe next time we'll try 6
Wow! I thought that deck was a total pile. Really felt like it was a bunch of OK cards that would go 0-6 against anyone with actual tech! (I suppose it could be argued that it did, but only Mogg had serious tech! ;))
(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!
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