This thread contains the results for week 4 of All Blind Tournament #17 and is the start of week 1 of ABT#18.
Week 4 of ABT#17[INDENT]
This round was masters of wizardry, in which we only played sorceries.
lots of interesting decks this round, and i love that summer bloom is so prominent. The Entries[INDENT]
1tomsloger : metazenith red sun's zenith / thought hemorrhage / summer bloom
i dont know if this will work, but it sure beats competing zeniths.
There were 11 players with 55 matches and 110 total games.
4 hands ended in a draw. 3 matches had at least one draw.
15 matches were a 3-3 split.
37 matches were a 6-0 sweep.
There were 18 unique cards submitted, out of 33 total.
7 card(s) were repeated:
6 summer bloom
4 red sun's zenith
3 mystic retrieval
3 wistful thinking
2 hammer of bogardan
2 serene remembrance
2 beacon of creation
[/INDENT]Next Round : Week 1 of ABT#18[INDENT]
Next Round will be 'deep discount'
bateleur will be moderating next month.
Format Rules
Colored spells cost 10 less to cast.
Deck size: 5 cards
Land Rule: none
Special Rules:
submit decks to bateleur Additional Ban List
painter's servant 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.
3aurorasparrow : mind blightning increasing confusion / devil’s play / blightning
4-1 on the play, hemorrhage hits confusion and zenith hits the library before blightning.
on the draw, blightning hits me and i keep memoricide only to hit play.
10reyemile : freud Red Sun Zenith / Summer Bloom / Identity Crisis
6-0 on the play, i strip you win con. on the draw, i outrace since you have to spend a turn indentity crisis-ing away hemorrhage
Next week's format (ABT 18.1, not 17.4) is as described above, 5CB, no land rule. Designed by Draco9 in the ABT format design thread.
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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>
1. Agreed 3-3
2. Think or Wheel. Retrieve RSZ and outrace. 6-0 me.
3. Play: Think, Retrieve through Confusion.
..... Draw: Blightning nabs RSZ and Retrieval.
...... Thinking away Devil's play
...... Retrieve, and then race (21 mana vs 23)
...... 6-0 Me
4. Thinking. Retrieval -> Retrieval Thinking. FB Retrieval -> FB Retrieval.
..... I'll end up racing, since he can't keep up mana to Retrival and sac them
...... 6-0 Me
5. Too fast. 0-6 Mogg
6. Too fast. 0-6 bateleur
7. x
8. Thinking away intrusion. Retrieval RSZ and race. 6-0 Me
9. Mirror 3-3s
0. Thinking. 6-0 Me
1. Thinking gets it for each's play (he races with tokens). 3-3
My deck code for next round is: A5075F95BB23CBC1231755D2652F6F41 (MD5 checksum of "Card / Card / Card / Card / Card" using http://onlinemd5.com/)
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(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>
(Note to mods: Apologies for the double post, but I can't edit the above post as I normally would because it contains my deck code and I have now received the first deck submission for the next round.)
Match results for this round:
6| 3 4 6 6 6 X 6 6 6 3 6 | 50
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
vs
1tomsloger : metazenith
red sun's zenith / thought hemorrhage / summer bloom
3-3 I don't get to make any zombies on the draw.
2draco9 : memories at the bonfire
bonfire of the damned / serene remembrance / wheel of fortune
4-1 On the draw he Wheels me before I can make zombies, but the random draw rule means he can't save Remembrance if he does this (if he puts both Bonfire and Remembrance on his library on turn two then he'll draw Remembrance on turn three before he casts Wheel). He can't wait a turn or I just make zombies.
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
6-0 OK, so when I'm on the draw he makes 7, 8, 9 etc. tokens starting from turn three. If I attack with 13 zombies on my turn four he blocks and kills 7 of them, taking 12 and 1 Insect survives. Then on my next turn I attack with 6 and he blocks and kills 5 of them, taking 2, no insects survive and I make another 13 zombies. He then makes 10 blockers and I attack with 14 zombies for the win.
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
6-0 Even flashback zombies win the race.
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
3-3 Crisis hits before zombies when I'm on the draw.
11psly4mne : hammersnakes
Wistful Thinking / Hammer of Bogardan / Beacon of Creation
6-0 When I'm on the draw I'm made to discard and then I make 13 zombies on turn four, facing his three Insects (because one land must be an Island). He then makes four more Insects and that's just barely enough to survive. I win on my next attack.
Notes: Feyd: It's ok bateleur. I won't string you up this time.
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(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>
11psly4mne : Wistful Thinking / Hammer of Bogardan / Beacon of Creation
vs
1tomsloger : red sun's zenith / thought hemorrhage / summer bloom
Turn 3 Hemorrhage vs turn 3 Wistful
3-3
2draco9 : bonfire of the damned / serene remembrance / wheel of fortune
More turn 3 discard.
3-3
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
I hold Wistful when he Blightnings and I win turn 13.
6-0
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
Beacon outpaces his tokens.
6-0
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
Play: I Wistful his Beacon away after one cast, make blockers and win.
Draw: Mogg wins before I beacon.
3-3
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
Play: bateleur gets turn 4 army, I beacon for 4, block and go to 2, then lose.
0-6
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
Play: He can Zenith for 1, 3, 4, 5, 6 to win turn 7 through Wistful. I beacon for 3, 4, 5 to win turn 7 after casting Wistful.
3-3
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
Beacon lets me outrace him.
6-0
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
3-3
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
More turn 3 discard.
3-3
11 | 3 3 6 6 3 0 3 6 3 X | 28 | 2.8
Didn't really think about this one, next format looks fun though!
on the play, blightning strikes first. if they keep thinking to make you discard, must flashback retrieval to return zenith. and flashbacked devils play for 17 happens turn 20. zenith one hits on 21, and flashbacked confusion mills it if they try to cast earlier. feyd's analysis missed the damage from blightning
if they keep rsz or retrieval (same thing in the end), they can only cast rsz twice because of confusion and flashback. the earliest that can happen is turn 12 (for 9 on turn 10, 11 on 12 with retrieval on t11)
you get to devil's play for 10 on turn 11 and 8 on 12.
so basically blightning damage was key.
should be 3-3
edit:
also, did a bunch more results. only missing some of cruelshy's results since theres so many lines of play with number of lands sacrificed, how its recurred, etc
2v4 bonfire takes out tokens in time. 6-0
2v5 beacon recurs more often than bonfire. 0-6
2v8 6-0 i think. bonfire recursion is a couple turns faster than hammer. i dont think taking off a turn for wheel changes that
2v10 0-6 wheel cant hit rsz
4v5 0-6 beacon overwhelms
4v8 coming to this one later. turn 3 summons doesnt work.
4v10 see 4v8. too many lines of play
5v8 6-0 too fast
5v10 6-0 too fast
8v10 0-6 intrusion cant hit rsz
3-3 On piato's turn five cruelshy must not have Summons in hand or graveyard or it will get exiled by Intrusion. Summons and then Remembrance must therefore be cast on the same turn immediately beforehand. However, the random draw rule then causes Summons to be immediately drawn again, at which point Intrusion exiles it. Consequently the only chance for cruelshy is to win before Restore Balance resolves on piato's turn 7. On the play this is achievable my making two 4/4s on turn four and then attacking on turns 5,6 and 7 but on the draw all the options are too slow.
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
0-6 All Reyemile needs to do is Zenith every turn. Identity Crisis is cast on turn three unless both Summons and Remembrance are in cruelshy's library at that point, in which case he waits for turn four. Intrusion is never cast.
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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>
Quick reminder that ABT 18.1 entries are due in (to me, not tomsloger) in less than 24 hours!
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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>
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Week 4 of ABT#17[INDENT]
This round was masters of wizardry, in which we only played sorceries.
lots of interesting decks this round, and i love that summer bloom is so prominent.
The Entries[INDENT]
1tomsloger : metazenith
red sun's zenith / thought hemorrhage / summer bloom
i dont know if this will work, but it sure beats competing zeniths.
2draco9 : memories at the bonfire
bonfire of the damned / serene remembrance / wheel of fortune
pretty sweet disruption package. discard and mass token removal.
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
sweet meta call. lots of recursion through the library this round.
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
retrieval has been played two weeks in a row.
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
love the speed here.
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
turn 3 army, turn 4 flashback. summer bloom is so rad.
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
wistful thinking is super good against all the beacons, zeniths, and remembrances.
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
this plays just a little bit too fair.
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
great win con, great disruption, great protection. should be good.
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
hey, i like your style. we'll see which is better out of crisis and hemorrhage
11psly4mne : hammersnakes
Wistful Thinking / Hammer of Bogardan / Beacon of Creation
basically playing fair, but not too fair.
[/INDENT]The Grid [INDENT]X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
1 | X 6 4 6 0 3 3 6 3 6 3 | 36 | 360
2 | 0 X 0 6 0 1 0 6 0 0 3 | 15 | 150
3 | 1 6 X 0 0 0 3 0 3 2 0 | 13 | 130
4 | 0 0 6 X 0 0 0 3 0 0 0 | 08 | 080
5 | 6 6 6 6 X 3 6 6 6 6 3 | 52 | 520
6 | 3 4 6 6 3 X 6 6 6 3 6 | 46 | 460
7 | 3 6 3 6 0 0 X 6 3 6 3 | 32 | 320
8 | 0 0 6 3 0 0 0 X 0 0 0 | 08 | 080
9 | 3 6 3 6 0 0 3 6 X 6 3 | 32 | 320
0 | 0 6 2 6 0 3 0 6 0 X 3 | 24 | 240
1 | 3 3 6 6 3 0 3 6 3 3 X | 30 | 300
[/INDENT]The Results
Mogg wins week 4!
TPnts player
520 mogg
460 batleur
360 tomsloger
320 feyd_ruin
320 knoboddi
300 psly4mne
240 reyemile
150 draco9
130 aurorasparrow
080 cruelshy
080 piato
There were 11 players with 55 matches and 110 total games.
4 hands ended in a draw. 3 matches had at least one draw.
15 matches were a 3-3 split.
37 matches were a 6-0 sweep.
There were 18 unique cards submitted, out of 33 total.
7 card(s) were repeated:
6 summer bloom
4 red sun's zenith
3 mystic retrieval
3 wistful thinking
2 hammer of bogardan
2 serene remembrance
2 beacon of creation
Next Round will be 'deep discount'
bateleur will be moderating next month.
Format Rules
Colored spells cost 10 less to cast.
Deck size: 5 cards
Land Rule: none
Special Rules:
submit decks to bateleur
Additional Ban List
painter's servant
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
1642 460 444 338 400 bateleur
1597 520 422 300 350 mogg
1451 320 356 375 400 feyd_ruin
1168 360 333 175 300 tomsloger
925 300 000 125 500 psly4mne
723 320 278 125 000 knobbodi
630 130 400 000 100 aurorasparrow
536 000 111 325 100 whammewhamme
458 150 133 075 100 draco9
440 240 200 000 000 reyemile
405 080 000 000 325 cruelshy
400 000 000 400 000 yarn
213 080 133 000 000 piato
1tomsloger : metazenith
red sun's zenith / thought hemorrhage / summer bloom
bonfire of the damned / serene remembrance / wheel of fortune
6-0 a zenith in the library is better than 7 in the hand
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
4-1 on the play, hemorrhage hits confusion and zenith hits the library before blightning.
on the draw, blightning hits me and i keep memoricide only to hit play.
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
6-0 zenith takes out tokens, hemorrhage takes out summons.
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
0-6 a turn too fast for me on the play. several turns on the draw.
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
3-3 i either take out army or dont.
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
3-3 on the play take out thinking and outrace. on the draw thinking does the trick.
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
6-0 outraces
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
3-3 turn 3 is big
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
6-0 on the play, i strip you win con. on the draw, i outrace since you have to spend a turn indentity crisis-ing away hemorrhage
11psly4mne : hammersnakes
Wistful Thinking / Hammer of Bogardan / Beacon of Creation
3-3 discard everything on the draw, hemorrhage away thinking on the play and outrace
(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>
2. Think or Wheel. Retrieve RSZ and outrace. 6-0 me.
3. Play: Think, Retrieve through Confusion.
..... Draw: Blightning nabs RSZ and Retrieval.
...... Thinking away Devil's play
...... Retrieve, and then race (21 mana vs 23)
...... 6-0 Me
4. Thinking. Retrieval -> Retrieval Thinking. FB Retrieval -> FB Retrieval.
..... I'll end up racing, since he can't keep up mana to Retrival and sac them
...... 6-0 Me
5. Too fast. 0-6 Mogg
6. Too fast. 0-6 bateleur
7. x
8. Thinking away intrusion. Retrieval RSZ and race. 6-0 Me
9. Mirror 3-3s
0. Thinking. 6-0 Me
1. Thinking gets it for each's play (he races with tokens). 3-3
X | 1 2 3 4 5 6 7 8 9 0 1
7 | 3 6 6 6 0 0 X 6 3 6 3 | 36 | 327
No longer staff here.
(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>
Match results for this round:
6| 3 4 6 6 6 X 6 6 6 3 6 | 50
summer bloom / summer bloom / army of the damned
vs
1tomsloger : metazenith
red sun's zenith / thought hemorrhage / summer bloom
3-3 I don't get to make any zombies on the draw.
2draco9 : memories at the bonfire
bonfire of the damned / serene remembrance / wheel of fortune
4-1 On the draw he Wheels me before I can make zombies, but the random draw rule means he can't save Remembrance if he does this (if he puts both Bonfire and Remembrance on his library on turn two then he'll draw Remembrance on turn three before he casts Wheel). He can't wait a turn or I just make zombies.
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
6-0 Even flashback zombies win the race.
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
6-0 I make a lot of zombies and attack. Then I attack again and win.
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
6-0 OK, so when I'm on the draw he makes 7, 8, 9 etc. tokens starting from turn three. If I attack with 13 zombies on my turn four he blocks and kills 7 of them, taking 12 and 1 Insect survives. Then on my next turn I attack with 6 and he blocks and kills 5 of them, taking 2, no insects survive and I make another 13 zombies. He then makes 10 blockers and I attack with 14 zombies for the win.
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
6-0 Even flashback zombies win the race.
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
6-0 Zombies win the race.
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
6-0 Even flashback zombies win the race.
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
3-3 Crisis hits before zombies when I'm on the draw.
11psly4mne : hammersnakes
Wistful Thinking / Hammer of Bogardan / Beacon of Creation
6-0 When I'm on the draw I'm made to discard and then I make 13 zombies on turn four, facing his three Insects (because one land must be an Island). He then makes four more Insects and that's just barely enough to survive. I win on my next attack.
(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
Turn 3 Hemorrhage vs turn 3 Wistful
3-3
2draco9 : bonfire of the damned / serene remembrance / wheel of fortune
More turn 3 discard.
3-3
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
I hold Wistful when he Blightnings and I win turn 13.
6-0
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
Beacon outpaces his tokens.
6-0
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
Play: I Wistful his Beacon away after one cast, make blockers and win.
Draw: Mogg wins before I beacon.
3-3
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
Play: bateleur gets turn 4 army, I beacon for 4, block and go to 2, then lose.
0-6
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
Play: He can Zenith for 1, 3, 4, 5, 6 to win turn 7 through Wistful. I beacon for 3, 4, 5 to win turn 7 after casting Wistful.
3-3
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
Beacon lets me outrace him.
6-0
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
3-3
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
More turn 3 discard.
3-3
11 | 3 3 6 6 3 0 3 6 3 X | 28 | 2.8
Didn't really think about this one, next format looks fun though!
3aurorasparrow : mind blightning
increasing confusion / devil’s play / blightning
1tomsloger : metazenith
red sun's zenith / thought hemorrhage / summer bloom
I go first: Blightning, he keeps thought hemorrhage and rips Devil's Play.
He goes first: T3 Hemorrhage on Devil's Play, Zenith for 20.
1-4
2draco9 : memories at the bonfire
bonfire of the damned / serene remembrance / wheel of fortune
I can outrace with Devil's Play.
6-0
4cruelshy : never forget
Mystic Retrieval / Devastating Summons / Serene Remembrance
Can't deal with Devastating Summons twice.
0-6
5mogg : turboinsects
summer bloom / summer bloom / beacon of creation
Ugh.
0-6
6bateleur : plants vs zombies
summer bloom / summer bloom / army of the damned
Ugh.
0-6
7Feyd_Ruin : Banworthy
Mystic Retrieval / Red Sun's Zenith / Wistful Thinking
Outraced by a retrieved Zenith.
0-6
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
Outraced by hammer.
0-6
9knobbodi : The boring boogeyman
Red sun's zenith / wistful thinking / mystic retrieval
outraced by returned zenith.
0-6
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
reyemille holds onto crisis and uses it on Devil's Play.
2-2
11psly4mne : hammersnakes
Wistful Thinking / Hammer of Bogardan / Beacon of Creation
Hammer outraces me.
0-6
03 | 1 6 X 0 0 0 0 0 0 2 0 | 9
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%
on the play, blightning strikes first. if they keep thinking to make you discard, must flashback retrieval to return zenith. and flashbacked devils play for 17 happens turn 20. zenith one hits on 21, and flashbacked confusion mills it if they try to cast earlier. feyd's analysis missed the damage from blightning
if they keep rsz or retrieval (same thing in the end), they can only cast rsz twice because of confusion and flashback. the earliest that can happen is turn 12 (for 9 on turn 10, 11 on 12 with retrieval on t11)
you get to devil's play for 10 on turn 11 and 8 on 12.
so basically blightning damage was key.
should be 3-3
edit:
also, did a bunch more results. only missing some of cruelshy's results since theres so many lines of play with number of lands sacrificed, how its recurred, etc
2v4 bonfire takes out tokens in time. 6-0
2v5 beacon recurs more often than bonfire. 0-6
2v8 6-0 i think. bonfire recursion is a couple turns faster than hammer. i dont think taking off a turn for wheel changes that
2v10 0-6 wheel cant hit rsz
4v5 0-6 beacon overwhelms
4v8 coming to this one later. turn 3 summons doesnt work.
4v10 see 4v8. too many lines of play
5v8 6-0 too fast
5v10 6-0 too fast
8v10 0-6 intrusion cant hit rsz
Mystic Retrieval / Devastating Summons / Serene Remembrance
vs
8piato : balanced intrusion
restore balance / hammer of bogardan / psychic intrusion
3-3 On piato's turn five cruelshy must not have Summons in hand or graveyard or it will get exiled by Intrusion. Summons and then Remembrance must therefore be cast on the same turn immediately beforehand. However, the random draw rule then causes Summons to be immediately drawn again, at which point Intrusion exiles it. Consequently the only chance for cruelshy is to win before Restore Balance resolves on piato's turn 7. On the play this is achievable my making two 4/4s on turn four and then attacking on turns 5,6 and 7 but on the draw all the options are too slow.
10reyemile : freud
Red Sun Zenith / Summer Bloom / Identity Crisis
0-6 All Reyemile needs to do is Zenith every turn. Identity Crisis is cast on turn three unless both Summons and Remembrance are in cruelshy's library at that point, in which case he waits for turn four. Intrusion is never cast.
(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>
5mogg - summer bloom / summer bloom / beacon of creation
vs.
6bateleur : plants vs zombies - summer bloom / summer bloom / army of the damned
0-6 -> 3-3: I attack for 8 on turn 3. bateleur makes thirteen tokens that enter the battlefield tapped, then I attack for another 17 on turn 4.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
(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>