This thread contains the results for week 1 of All Blind Tournament #19 and is the start of week 2 of ABT#19.
It is also the beginning of LEGEND MONTH Week 1 of ABT#19
This round was 'Mirror Gallery' - 4 cards, E(xtra)LR.
The format bogeyman was clearly braids. 5 players submitted it, and several had ways to beat her
overall, really interesting decks this round. we'll see how we/she does.
5 braids, cabal minion
2 untaidake, the cloud keeper
2 minamo, school at water's edge
2 volrath's stronghold
2 oriss, samite guardian
Next Round : Week 2 of ABT#19
Welcome to Legend Month! All of ABT19 will be on theme somehow.
its gonna be legen... wait for it...
dary
Infinite Legends
Format Rules
Deck size: 2+1 cards
Land Rule: Basic Land Rule
(Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Special Rules:
In addition to the two cards that begin the game in your hand, each player also chooses an infinite card.
Players may only submit cards from the Legends expansion. Yes, its bad
Whenever a player would draw a card, that player draws their chosen infinite card. Submit decks to tomsloger
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.
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.
Basic Rules of All Blind Tournament
Below lies the rules of ABT written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
Overview
The All Blind Tournament (ABT) is a Magic tournament that consists of four rounds of X Card Blind (XCB), run entirely within this forum. To compete, entrants submit decks containing X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Deck Construction Rules
1. A deck must contain exactly X cards.
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the ABT Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
Deck Submission Rules
6. An entrant submits his or her deck to the ABT moderator by private message (pm).
Playing the Decks
7. Entrants don't actually play their decks, because game results can be determined theoretically.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Points
13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner. Extra Rules
15. Some optional rules may be used; see Optional Rules.
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Optional Rules
Basic Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Extra Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
Draw Land Rule
If a player would draw a card from an empty library, that player puts a basic land card of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
Sanctioned Magic Format
A deck may contain only cards contained in sets legal in the specified format.
Counter Rule
Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
Life Rule
If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
Special Format
Other rules are specified.
XCB Comprehensive Rules
Below lies the comprehensive rules system for the ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1a. X is a number.
1.1b. 'Land Rule' can be BLR, ELR, DLR, or nothing. BLR indicates that the basic land rule is in effect, ELR indicates that the extra land rule is in effect, and DLR indicates that the draw land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
1.3b. Rules that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead (see Rule 2.3d).
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.4a. A player's opening hand contains the cards in his or her deck.
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.5. Players' libraries begin the game empty.
1.5a. A player doesn't lose the game as a result of being unable to draw a card.
1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
1.7. Some versions of XCB use a land rule.
1.7a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land.
1.7b. This is the extra 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 draw land rule (ALR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.9. Some versions of XCB use the counter rule.
1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
1.10. Some versions of XCB use a life rule.
1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11. Each player plays one match against each other player.
1.11a. Each match has two games.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
1.11f. If a game would continue indefinitely, then the game is a draw.
Tournament Rules
2.1. Entrants compete in a competition.
2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.
2.2. An entrant submits his or her deck to the ABT moderator.
2.2a. An entrant submits his or her deck by private message (pm).
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
2.3. Decks are subject to some restrictions.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4. Points determine round standings.
2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3. Prize Rules
3.1. A prize shall be given to the tournament winner.
3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2. As a prized tournament, special scoring rules and practices are in place.
3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
Tournament Prize
The prize for ABT 18 is a copy of the excellent puzzle game Sokobond.
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. Oriss protects herself from Ashling's boom. Attack lock. 2-2
2. x
3. He never hits 3 mana. 6-0
4. Braids on play wins. 3-3
5. Braids with Thalia stops the drops. 6-0
6. Hits 3 to get omnath. 0-6
7. Play: Prevent 3 mana. Draw: Tuttuk sacs give krenko. 3-3
8. His braids drops, clears board. Linvala takes it. 0-6
9. Braids on play. 3-3
0. Braids on play. 3-3
feyd, i think the matchup with draco is a little more complicated
draco on the play:
d1 land
f1 land, thalia
d2 land
f2 land, swing 2, tower, sac thalia, braids
d3 sac land, play land, banner
f3 sac land, land, ashling. swing 2. 16-20
d4 sac banner, land, brimaz.
not sure who wins from there. might still be you, but he does get to 3 mana.
3-8: 0-6: Braids.
4-8: 3-3: Braids or Horobi/Okina.
5-8: 3-3: Braids or Kaldra.
6-8: 6-0: Omnath + Shizo. aurorasparrow will float green mana before sacrificing lands.
7-8: 0-6: Linvala + Rhys.
8-9: 6-0: Linvala.
9-0: 3-3: Braids. If Reyemile starts and we both play Braids, the board reduces to the point where Reyemile's Braids is the only permanent on the board.
First of all, *facepalm* miscounted mana during deck design.
vs. 1 tomsloger: On the play, Horobi gets the job done. On the draw, turn two Oriss isn't quite a lock, he has to give me one turn. I drop Braids in that one turn. 4-1
vs. 2 Feyd_Ruin: Turn two Horobi is, I think, the win here. 3-3
vs. 3 Draco9: On the play, Braids. On the draw, Horobi. 4-1
vs. 5 bateleur: Turn two Braids. 6-0
vs. 6 aurorasparrow: I get pwned by Kiku. 0-6
vs. 7 plopfill: Horobi beats creatures that don't target. 6-0
vs. 8 mogg: On the play, Horobi machine guns. On the draw, his Braids. 3-3
WhamWhamm/Mogg - does Braids actually do anything on the draw vs Balateur's deck? I couldn't get mine to work, though I guess WW just wins with Hirobi.
It doesn't, and I'm not sure why I thought it did. Hirobi doesn't help, either, because the token has indestructible.
2v3 :
tom's right. He can sac a banner to get to 3 lands on his play.
I'll have to break it down when I have more time.
I *might* be able to tie it with an Ashling boom.
(So either 4-1 or 3-3)
2v9 :
Merieke can drop. Don't know why I didn't catch this.
0-6 in 9's favor
2v5
I thought someone brought up bateleur's deck.
I drop Thalia which keeps the equipment from dropping.
pending any corrections from my matchup analysis (below), congrats to aurorasparrow for the week win!
again, pending corrections: braids came in 2nd, 3rd, 5th, 6th, 8th. average place 4.8 average score 287
3v6 0-6 omnath gets big and unblockable
3v10 6-0 spear wins it after sakashima becomes a brimaz.
5v6 2-2 kaldra token can block omnath and exile it. so omnath never attacks. but neither can the token.
5v10 0-6 braids
edit:
some more
2v3 6-0
f1 tower, plains, thalia
d1 plains
f2 swamp, swing 2
d2 plains
f3 swamp, braids
d3 locked out.
d1 plains
f1 tower, plains, thalia
d2 plains
f2 swing 2. mountain, sac thalia, braids
d3 sac plains, plains, banner
f3 sac plains, mountain, ashling, swing 2. 20-16
d4 sac banner, plains, brimaz
f4 counter on ashling, sac mountain. mountain. second counter on ashling.
d5 sac plains, plains. kemba. swing brimaz. block token. 17-16
f5 ashling becomes too big to attack into. since youre still ahead on life, just wait til you have 13 counters and earthquake for 16 some turn.
3v5 6-0
d1 plains
b1 untaidake, land
d2 banner
b2 land, sword. 18-20
d3 brimaz
b3 land, helm, no life
d4 equip. swing 8. 10-20
b4 sheild, activate. must stay back to block.
d5 kemba, equip.
draco is definitely too fast.
oh wow. i totally missed the psuedo vigilance of the kaldra token. this should change some things...
as for points:
2s and 3s both count for 2 points. 2s are draws, 3s are splits, but theyre worth the same.
tps are your average score times 100. your formula works
edit: actually, vigilance changes nothing...
sword of kaldra says whenever it deals damage, not combat damage. so kiku can make it exile itself after it attacks.
and omnath still cant attack
I should score 3 against #4 because I win when going first: if my opponent casts Horobi, Death's Wail, first, I use Minamo, School at Water's Edge, to destroy it, and win with Tuktuk the Explorer; if my opponent casts Braids, Cabal Minion first, I cast Tuktuk the Explorer and sacrifice it the next turn, and my opponent has to cast Horobi, Death's Wail, or else get defeated by Tuktuk the Returned, and if that happens, I use Minamo, School at Water's Edge to destroy both of my opponent's creatures and then cast Llawan, Cephalid Empress to win; if my opponent does not cast either creature card, I cast Krenko, Mob Boss, and if my opponent casts one of his or her creature cards after that, I win in the ways described earlier.
It is also the beginning of LEGEND MONTH
Week 1 of ABT#19
This round was 'Mirror Gallery' - 4 cards, E(xtra)LR.
The format bogeyman was clearly braids. 5 players submitted it, and several had ways to beat her
overall, really interesting decks this round. we'll see how we/she does.
The Entries
1tomsloger : clerical lockdown
oriss, samite guardian / oriss, samite guardian / volrath's stronghold / tomb of urami
i somehow didnt realize tomb made me sac stronghold. hopefully it wont cost me too many points vs shizo.
2Feyd_Ruin : I always find a way for Braids
Ashling the Pilgrim / Braids, Cabal Minion / Phyrexian Tower / Thalia, Guardian of Thraben
i definitely expected more ashling.
3Draco9 : Submitting a Deck Right Meow
Brimaz, King of Oreskos / Kemba, Kha Regent / Konda's Banner / Spear of Heliod
aww. kitties. needing 3 turns to cast anything looks to be pretty rough this round though
4WhammeWhamme : temple of sacrifice
Gemstone Caverns / Okina, Temple to the Grandfathers / Braids, Cabal Minion / Horobi, Death's Wail
i love okina in this deck, but im not a huge fan of caverns. it doesnt give you a turn 1 play and some of the utility lands seem better.
5bateleur : With My Spear and Magic Helmet
Untaidake, the Cloud Keeper / Helm of Kaldra / Shield of Kaldra / Sword of Kaldra
i feel the same way about untaidake as i did about caverns. doesnt give you a turn 1 play and academy ruins could have come in handy. it didnt, but it could have.
6aurorasparrow : fear the mana
shizo, death’s storehouse / yavimaya hollow / kiku, night’s flower / omnath, locus of mana
an omnath with fear is a scary sight. and it gets under the braids lock.
7plopfill : goblin horde
Minamo, School at Water's Edge / Tuktuk the Explorer / Krenko, Mob Boss / Llawan, Cephalid Empress
intended or not, tuktuk is a pretty cool braids defense.
8mogg : keeper tribal
Braids, Cabal Minion / Linvala, Keeper of Silence / Rhys the Redeemed / Untaidake, the Cloud Keeper
i honestly expected more rhys. its why i went with oriss instead of braids
9piato : edge tribal
Minamo, School at Water's Edge / Rath's Edge / Braids, Cabal Minion / Merieke Ri Berit
rath's edge and merieke are really interesting win cons. braids is there to ensure you dont need them
10reyemile : ninja braids
Braids, Cabal Minion / Urborg, Tomb of Yawgmoth / Sakashima, the Impostor / Volrath's Stronghold
ok, im running out of things to say about braids decks.
The Grid
1 | X 2 6 3 6 4 4 1 3 4 | 31 | 344
2 | 2 x 6 3 6 0 3 0 0 3 | 20 | 222
3 | 0 0 X 1 6 0 0 0 0 6 | 13 | 144
4 | 3 3 4 X 6 0 3 3 0 3 | 20 | 222
5 | 0 0 0 0 X 2 0 3 0 0 | 04 | 044
6 | 1 6 6 6 2 X 6 6 3 6 | 41 | 456
7 | 1 3 6 3 6 0 X 0 3 3 | 21 | 233
8 | 4 6 6 3 3 0 6 X 6 3 | 34 | 378
9 | 3 6 6 6 6 3 3 0 X 6 | 36 | 400
0 | 1 3 0 3 6 0 3 3 0 X | 15 | 167
The Results
aurorasparrow wins week 1!
TPnts player
344 tomsloger
222 feyd_ruin
144 draco9
222 whammewhamme
044 bateleur
456 aurorasparrow
233 plopfill
378 mogg
400 piato
167 reyemile
5 braids, cabal minion
2 untaidake, the cloud keeper
2 minamo, school at water's edge
2 volrath's stronghold
2 oriss, samite guardian
Welcome to Legend Month! All of ABT19 will be on theme somehow.
its gonna be legen... wait for it...
Infinite Legends
Deck size: 2+1 cards
Land Rule: Basic Land Rule
In addition to the two cards that begin the game in your hand, each player also chooses an infinite card.
Players may only submit cards from the Legends expansion. Yes, its bad
Whenever a player would draw a card, that player draws their chosen infinite card.
Submit decks to tomsloger
Additional Ban List
mana drainandboomerang may not be chosen as your infinite card
Full Banned ListBlind 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.
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.
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.
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.
Extra Rules
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Basic Land Rule
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.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1b. 'Land Rule' can be BLR, ELR, DLR, or nothing. BLR indicates that the basic land rule is in effect, ELR indicates that the extra land rule is in effect, and DLR indicates that the draw land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3b. Rules that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead (see Rule 2.3d).
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.7. Some versions of XCB use a land rule.
1.7b. This is the extra 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 draw land rule (ALR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11b. 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.
2.1. Entrants compete in a competition.
2.1b. The ABT is a competition consisting of four rounds.
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.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3.1. A prize shall be given to the tournament winner.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
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
Land Rule Banned Cards
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
Tournament Prize
The prize for ABT 18 is a copy of the excellent puzzle game Sokobond.
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.
400 piato
378 mogg
344 tomsloger
233 plopfill
222 whammewhamme
222 feyd_ruin
167 reyemile
144 draco9
044 bateleur
1tomsloger : clerical lockdown
oriss, samite guardian / oriss, samite guardian / volrath's stronghold / tomb or urami
i somehow didnt realize tomb made me sac stronghold. hopefully it wont cost me too many points vs shizo.
Ashling the Pilgrim / Braids, Cabal Minion / Phyrexian Tower / Thalia, Guardian of Thraben
2-2 i can stop you from attacking, but cant attack profitably. on the play, i stop braids from coming into play, but if you play ashling you can just grow it so i cant attack.
3Draco9 : Submitting a Deck Right Meow
Brimaz, King of Oreskos / Kemba, Kha Regent / Konda's Banner / Spear of Heliod
6-0 i lock you out
4WhammeWhamme : temple of sacrifice
Gemstone Caverns / Okina, Temple to the Grandfathers / Braids, Cabal Minion / Horobi, Death's Wail
3-3 on the play lock you out. on the draw, horobi keeps oriss from surviving
5bateleur : With My Spear and Magic Helmet
Untaidake, the Cloud Keeper / Helm of Kaldra / Shield of Kaldra / Sword of Kaldra
6-0 i lock you out
6aurorasparrow : fear the mana
shizo, death’s storehouse / yavimaya hollow / kiku, night’s flower / omnath, locus of mana
4-1 on the play i lock out omnath and a 1/3 beats a 1/1 that cant attack. on the draw i stop you from attacking but omnath is a good blocker.
7plopfill : goblin horde
Minamo, School at Water's Edge / Tuktuk the Explorer / Krenko, Mob Boss / Llawan, Cephalid Empress
4-1 on the play i lock you out. on the draw, i just keep tuktuk at bay.
8mogg : keeper tribal
Braids, Cabal Minion / Linvala, Keeper of Silence / Rhys the Redeemed / Untaidake, the Cloud Keeper
1-4 on the play i lock out linvala but cant attack into tokens. on the draw, linvala keeps me from grandeuring.
9piato : edge tribal
Minamo, School at Water's Edge / Rath's Edge / Braids, Cabal Minion / Merieke Ri Berit
3-3 lock you out on the play. merieke steals oriss on the draw.
10reyemile : ninja braids
Braids, Cabal Minion / Urborg, Tomb of Yawgmoth / Sakashima, the Impostor / Volrath's Stronghold
4-1 lock out on the play, braids blocks on the draw.
1. Oriss protects herself from Ashling's boom. Attack lock. 2-2
2. x
3. He never hits 3 mana. 6-0
4. Braids on play wins. 3-3
5. Braids with Thalia stops the drops. 6-0
6. Hits 3 to get omnath. 0-6
7. Play: Prevent 3 mana. Draw: Tuttuk sacs give krenko. 3-3
8. His braids drops, clears board. Linvala takes it. 0-6
9. Braids on play. 3-3
0. Braids on play. 3-3
X | 1 2 3 4 5 6 7 8 9 0
2 | 2 x 6 3 6 0 3 0 3 3 | 22 | 244
Shoulda gone with Rofellos.
Would have been epic with all the braids.
Oh well.
No longer staff here.
draco on the play:
d1 land
f1 land, thalia
d2 land
f2 land, swing 2, tower, sac thalia, braids
d3 sac land, play land, banner
f3 sac land, land, ashling. swing 2. 16-20
d4 sac banner, land, brimaz.
not sure who wins from there. might still be you, but he does get to 3 mana.
8| 4 6 6 3 3 0 6 X 6 3 | 34 | 378
3-8: 0-6: Braids.
4-8: 3-3: Braids or Horobi/Okina.
5-8: 3-3: Braids or Kaldra.
6-8: 6-0: Omnath + Shizo. aurorasparrow will float green mana before sacrificing lands.
7-8: 0-6: Linvala + Rhys.
8-9: 6-0: Linvala.
9-0: 3-3: Braids. If Reyemile starts and we both play Braids, the board reduces to the point where Reyemile's Braids is the only permanent on the board.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 1 tomsloger: On the play, Horobi gets the job done. On the draw, turn two Oriss isn't quite a lock, he has to give me one turn. I drop Braids in that one turn. 4-1
vs. 2 Feyd_Ruin: Turn two Horobi is, I think, the win here. 3-3
vs. 3 Draco9: On the play, Braids. On the draw, Horobi. 4-1
vs. 5 bateleur: Turn two Braids. 6-0
vs. 6 aurorasparrow: I get pwned by Kiku. 0-6
vs. 7 plopfill: Horobi beats creatures that don't target. 6-0
vs. 8 mogg: On the play, Horobi machine guns. On the draw, his Braids. 3-3
vs. 9 piato: ...dang it. 0-6
vs. 10 reyemile: Braidsoff. 3-3
X | 1 2 3 4 5 6 7 8 9 0 | PT | TPs
4 | 4 3 4 X 6 0 6 3 0 3 | 26 |
I've got a busy day tomorrow, but ill be back in the evening to update the first post and all that jazz.
It doesn't, and I'm not sure why I thought it did. Hirobi doesn't help, either, because the token has indestructible.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Oriss costs 1WW. Volrath's Stronghold is a colourless land that requires 1B to use. There is a one turn gap for you to drop a swamp.
Edit: Derp. Tomb of Urami. Forget I said anything *facepalm*.
2v3 :
tom's right. He can sac a banner to get to 3 lands on his play.
I'll have to break it down when I have more time.
I *might* be able to tie it with an Ashling boom.
(So either 4-1 or 3-3)
2v9 :
Merieke can drop. Don't know why I didn't catch this.
0-6 in 9's favor
2v5
I thought someone brought up bateleur's deck.
I drop Thalia which keeps the equipment from dropping.
No longer staff here.
again, pending corrections: braids came in 2nd, 3rd, 5th, 6th, 8th. average place 4.8 average score 287
3v10 6-0 spear wins it after sakashima becomes a brimaz.
5v6 2-2 kaldra token can block omnath and exile it. so omnath never attacks. but neither can the token.
5v10 0-6 braids
edit:
some more
2v3 6-0
f1 tower, plains, thalia
d1 plains
f2 swamp, swing 2
d2 plains
f3 swamp, braids
d3 locked out.
d1 plains
f1 tower, plains, thalia
d2 plains
f2 swing 2. mountain, sac thalia, braids
d3 sac plains, plains, banner
f3 sac plains, mountain, ashling, swing 2. 20-16
d4 sac banner, plains, brimaz
f4 counter on ashling, sac mountain. mountain. second counter on ashling.
d5 sac plains, plains. kemba. swing brimaz. block token. 17-16
f5 ashling becomes too big to attack into. since youre still ahead on life, just wait til you have 13 counters and earthquake for 16 some turn.
3v5 6-0
d1 plains
b1 untaidake, land
d2 banner
b2 land, sword. 18-20
d3 brimaz
b3 land, helm, no life
d4 equip. swing 8. 10-20
b4 sheild, activate. must stay back to block.
d5 kemba, equip.
draco is definitely too fast.
3v7 0-6
d1 plains
p1 minamo, mountain
d2 plains, banner
p2 mountain, tuktuk
d3 plains, brimaz
p3 swing 1. krenko
p4 activate (2 tokens), untap, activate (4 tokens)
p5 activate twice 16 and 32 tokens. overwhelm from here.
5v7 0-6 bateleur starts attacking on 5. plop attacks for lethal on 6.
6v7 6-0 kiku kills everything
6v10 6-0
real kiku comes online before sakakiku
7v10 3-3
r1 island, stronghold
p1 mountain, minamo
r2 island, urborg, braids
p2 locked out
p1 minamo, mountain
r1 island, stronghold
p2 mountain, tuktuk. win from there.
as for points:
2s and 3s both count for 2 points. 2s are draws, 3s are splits, but theyre worth the same.
tps are your average score times 100. your formula works
edit: actually, vigilance changes nothing...
sword of kaldra says whenever it deals damage, not combat damage. so kiku can make it exile itself after it attacks.
and omnath still cant attack
also, deadline for this week is 24ish hours away. get your decks in!
the cardpool, for reference