LEGEND MONTH
This thread contains the results for week 2 of All Blind Tournament #19 and is the start of week 3 of ABT#19.
[SIZE=+2][B]Week 2 of ABT#19[/B][/SIZE][space=25]
This round was [i]'Infinite Legends'[/i] - 2+1 cards, B(asic)LR.
this set is bad. like, real bad. but i think we came up with some interesting decks.
i usually have an idea of what decks are going to do well, but i truly have no idea.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : souldrain mana drain / mana drain // syphon soul
what i really wanted to play was living plane / something // pyrokinesis, but i couldnt really find "something".
2[b]reyemile[/b] : Terrible Mana.dec Time Elemental / Moat // Underworld Dreams
that is terrible mana... and time elemental looks excellent here.
3[b]bateleur[/b] : It's the Weak Ones I'm Scared Of nova pentacle / Greater Realm of Preservation // Syphon Soul
realm was indeed a good meta call. well maybe. does it beat underworld dreams or chain lightning? it definitely beats syphon soul if resolved.
6[b]mogg[/b] : aggro Chain Lightning / Syphon Soul // Chain Lightning
i wish my legacy burn deck was this consistent, but this lacks the finishing power of fireblast/price of progress
7[b]sockfresh[/b] : death of 10(thousand) stings The abyss / Serpent Generator // Time elemental
welcome! you definitely played the most creatures this round. infinite time elementals can be devastating against many decks
8[b]piato[/b] : [s]BEARS![/s]APES! Concordant Crossroads / Mana Drain // Barbary Apes
turn 5 win against a goldfish is nothing to sneeze at in this format. and mana drain is pretty clearly among the best cards in the set.
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]Piato wins week 2![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
600 piato (8)
500 aurorasparrow (9)
363 bateleurv(3)
288 tomsloger (1)
250 feyd_ruin (5)
225 mogg (6)
225 sockfresh (7)
100 whammewhamme (4)
075 reyemile (2)
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
There were 9 players and 36 matches.
32 matches were a 6-0 sweep. Piato had the most, with 8
1 match was a 3-3 split
there were 4 total draws. 3 matches had at least one draw
Out of 27 total cards, 13 unique cards were submitted.
4 mana drain
4 syphon soul
3 chain lightning
3 realm of greater preservation
2 the abyss
2 moat
2 time elemental
2 underworld dreams
[/Spoiler]
[/space][B][SIZE=+2]Next Round : Week 3 of ABT#19[/SIZE][/B][space=25]
Welcome to Legend Month! All of ABT19 will be on theme somehow.
its gonna be legen... wait for it...
[spoiler]dary[/spoiler]
this week, instead of forcing legends on you, im just gonna make them a little more appealing
[b][u]Incentives[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 5
[tab]Land Rule: none
[b]Special Rules:[/b]
legendary permanents gain hexproof and indestructible
cards from the "legends" expansion cost 1 less to cast
legendary lands have "t: add one mana of any color to your mana pool"
legendary creatures gain "bands with other legends"
okay, that last one was gonna be a joke, but whatever. i dont think it will break the format
so its just 5cb. but some cards are better.
[b]Submit decks to tomsloger[/b]
[B]Additional Ban List[/B][list] arena of the ancients
[B]Full Banned List[/B][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
[/list][/space][/space][SIZE=+2][B]Information[/B][/SIZE][space=25][SIZE=+1]What is Blind Magic?[/SIZE]
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.
[SIZE=+1]What is the All Blind Tournament?[/SIZE]
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.
[SIZE=+1]Basic Rules of All Blind Tournament[/SIZE]
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.[spoiler=All Blind Tournament Basic Rules][I]Overview[/I][space=25]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 [I]X[/I] cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.[/space][I]Deck Construction Rules[/I][space=25]1. A deck must contain exactly [I]X[/I] 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.[/space][I]Deck Submission Rules[/I][space=25]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/space][I]Playing the Decks[/I][space=25]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.[/space][I]Points[/I][space=25]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).[/space]14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
[I]Extra Rules[/I][space=25]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.[/space][I]Optional Rules[/I]
[spoiler]
[I]Basic Land Rule[/I][space=25]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.[/space][I]Extra Land Rule[/I][space=25]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.[/space][I]Draw Land Rule[/I][space=25]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.[/space][I]Sanctioned Magic Format[/I][space=25]A deck may contain only cards contained in sets legal in the specified format.[/space][I]Counter Rule[/I][space=25]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.[/space][I]Life Rule[/I][space=25]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.[/space][I]Special Format[/I][space=25]Other rules are specified.[/space][/spoiler][/spoiler]
[SIZE=+1]XCB Comprehensive Rules[/SIZE]
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.[spoiler=XCB Comprehensive Rules]
[B]Game Rules[/B]
1.1. There are many versions of XCB. Each version has a name, of the form [I]X[/I]CB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.[space=25]1.1a. [I]X[/I] 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 [URL="http://www.wizards.com/Magic/tcg/resources.aspx?x=mtg/tcg/resources/formats-sanctioned#constructed"]sanctioned[/URL] 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).[/space]1.2. Decks are not played, but are scored as though they were. The [I]player[/I] of a deck is the [I]entrant[/I] who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of [URL="http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules"]Magic[/URL].
[space=25]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).[/space]1.4. An entrant's deck contains exactly [I]X[/I] cards (see Rule 1.1).
[space=25]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.[/space]1.5. Players' libraries begin the game empty.
[space=25]1.5a. A player doesn't lose the game as a result of being unable to draw a card.[/space]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 [I]land rule[/I].
[space=25]1.7a. This is the [I]basic land rule[/I] (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 [I]extra land rule[/I] (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 [I]draw land rule[/I] (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.[/space]1.8. Some versions of XCB use a [I]special format[/I]. 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 [URL="http://forums.mtgsalvation.com/showpost.php?p=9493301&postcount=22"]here[/URL].
[space=25]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 [I]submission[/I] 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.[/space]1.9. Some versions of XCB use the counter rule.
[space=25]1.9a. This is the [I]counter rule[/I] (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.[/space]1.10. Some versions of XCB use a life rule.
[space=25]1.10a. This is the [I]life rule[/I] (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 [I]alternative life rule[/I] (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.[/space]1.11. Each player plays one match against each other player.
[space=25]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.[/space]
[B]Tournament Rules[/B]
2.1. Entrants compete in a [I]competition[/I].
[space=25]2.1a. The shortest type of competition is a [I]round[/I]. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.[/space]2.2. An entrant submits his or her deck to the ABT moderator.
[space=25]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.[/space]2.3. Decks are subject to some restrictions.
[space=25]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 [I]forced[/I] 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:
[space=25]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.[/space]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.[/space]2.4. Points determine round standings.
[space=25]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 [I]match result[/I]. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or [U]2[/U] 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 – [I]match win[/I], a win and a loss – [I]split match[/I], two draws – [I]draw[/I], and two losses – [I]match loss[/I]. An entrant [I]wins the match[/I] if he or she wins both games, [I]splits the match[/I] if he or she wins a game and loses a game, [I]draws a match[/I] if he or she draws both games, and [I]loses the match[/I] 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.[/space]2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
[space=25]2.5a. Each round, an entrant receives [I]tournament points[/I] 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.[/space]
3. [B]Prize Rules[/B]
3.1. A prize shall be given to the tournament winner.[space=25]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.[/space]3.2. As a prized tournament, special scoring rules and practices are in place.[space=25]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.[/space][/spoiler]
[SIZE=+1]Permanently Banned Cards[/SIZE]
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.[spoiler=Permanently Banned Cards]Acceleration Channel Fastbond Flash Show and Tell
[SIZE=+1]Land Rule Banned Cards[/SIZE]
The following cards are often worth banning when a Land Rule is used.
They are included here for reference.[spoiler=Land Rule Banned Cards]Acceleration Black Lotus
[SIZE=+1]Player Standings[/SIZE]
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.[/space]
2reyemile : Terrible Mana.dec Time Elemental / Moat // Underworld Dreams
6-0 well, you never bother to play moat... i counter whatever two spells you play first and outrace.
4whammewhamme : the math problem Moat / Greater Realm of Preservation // Underworld Dreams
3-3 i think. but im gonna have to do a turn by turn to be sure. you definitely win when you go first.
m2 hold realm, making me hold a mana drain
t3
m3 dreams, mana drained
t4 soul. 22-18
m4 dreams
t5 take 1. soul. 23-16
m5 dreams
t6 take 2. soul. 23-14
m6 dreams, dreams.
t7 take 4. soul. 21-12
m7 dreams, dreams. no more extra dreams in hand.
t8 take 6. double soul. 19-8
m8 dreams
t9 take 7. double soul. 16-4. no more extra souls in hand.
m9 dreams
t10 take 8. soul. 10-2
m10 dreams.
t11 take 9, go to 1. syphon soul. 3-0 BAM!
that was crazy close.
7sockfresh : death of 10(thousand) stings The abyss / Serpent Generator // Time elemental
6-0 theres a lot of lines of play, but i cant see any that let you win.
9aurorasparrow : counterburn mana drain / greater realm of preservation // chain lightning 3-3 i think, but i may have to do another turn by turn. you win on the play by resolving realm. on the draw you cant, but i have to keep both mana drains up so you may take it. t1 island
0-6
a1 mountain, lightning. 20-17
t2 island
a2 island, hold realm to make me hold up qaudruple blue. lightning. 20-14
t3 island
a3 island, lightning. 20-11
t4 island
a4 plains, lightning. 20-8
t5 swamp
a5 plains, lightning. 20-5
t6 mountain
a6 mountain, lightning 20-2
t7 mountain, syphon soul. if you counter, i can counter back safely. 18-4
a7 mountain, lightning 18-1
you pull it out.
On the play: Realm resolves. I assume that's good enough though your ability to throw Chain Lightning back at me makes me unsure.
You have to hold up UUUU at all times, otherwise I cast Realm. That means you can't cast your first Syphon Soul until turn 7. From there I outrace you even though you deal 2 damage per turn as opposed to my 1.
3bateleur : It's the Weak Ones I'm Scared Of nova pentacle / Greater Realm of Preservation // Syphon Soul
realm was indeed a good meta call. well maybe. does it beat underworld dreams or chain lightning? it definitely beats syphon soul if resolved.
Nova does nothing because there aren't any creatures.
On the play: hold up drain mana for Realm. Chain Lightning + eventual Realm is faster than Syphon Soul.
On the draw: Realms force a draw.
6mogg : aggro Chain Lightning / Syphon Soul // Chain Lightning
i wish my legacy burn deck was this consistent, but this lacks the finishing power of fireblast/price of progress
Somebody else want to calculate this, right?
7sockfresh : death of 10(thousand) stings The abyss / Serpent Generator // Time elemental
welcome! you definitely played the most creatures this round. infinite time elementals can be devastating against many decks
I just aim Chains to the face.
6-0
8piato : BEARS!APES! Concordant Crossroads / Mana Drain // Barbary Apes
turn 5 win against a goldfish is nothing to sneeze at in this format. and mana drain is pretty clearly among the best cards in the set.
Wow I don't want to calculate this. But I definitely lose when WW goes first.
realm costs 2 to activate. chain lightning costs 1 to cast. so even when whamme goes first, its not a foregone conclusion. you can hold a lot and play them all at once and realm can only prevent so many.
lets try the aggro route.
a1 mountain, no chain to play
w1 plains
a2 island, chain. 20-17
w2 swamp, realm
a3 island, chain. 20-14
w3 swamp. hold mana up
a4 mountain. 1 lightning in hand (lih)
w4 plains
a5 plains, realm, 2 lih
w5 swamp. dreams (drained)
a6 mountain, chain x3. 1 prevented. 20-8
w6 plains, dreams
a7 prevent damage, plains. 1 lih
w7 dreams, plains can prevent 2 lightnings
a8 double prevent, plains, 2 lih
w8 plains, hold up to prevent 3 lightnings
a9 double prevent, plains, 3 lih. lands - miimpmppp - 3 mountain, 4 plains, 2 island. must start playing mountains next turn to keep up with number of lightnings. from here, you must win in one turn. so you can prevent 4 dreams per turn, except only 2 the turn you kill. you can cast t-6 lightnings any turn.
w9 swamp, dreams. lands - 5 plains, 4 swamp. whamme must play as many dreams as possible, but must be able to prevent all but 2 of t-6. so t-7 since aurora went first.
w10 swamp, dreams. can prevent 3.
w11 swamp, dreams (4). can prevent 4
w12 plains, cannot cast dreams
w13 plains, cannot cast dreams
w14 plains, cannot cast dreams
w15 plains. can prevent 7.
a16 mountain. chain lightning x 10. 7 prevented. 3 hit. game.
so on the play you win through a resolved realm.
on the draw, youre actually faster because of the extra draw. so even though whamme gets one more land, you can still win without taking damage.
this is a 6-0 imo.
you vs mogg is actually way harder.
chain vs chain is already pretty tough.
the player on the play has less chains to play since they skip their first draw step.
but they have more lands to be able to fork it back.
but this one is even more complicated because of moggs extra lightning and the freaking realm...
At this point, I need to resolve damage from 4 Lightnings or 3 Lightnings and a Syphon. If I wait until I have eight cards in hand, so as to trade as few cards as possible for activations of Greater Realm, then aurorasparrow will have nine lands open and be able to prevent damage from four spells, which isn't enough.
Consequently, aurorasparrow has to get in some damage before then. Treat aurorasparrow's Lightnings as costing three mana, because he'll activate Realm to prevent damage from my copies. aurorasparrow should attempt damage sooner than later, so that I'll have fewer Chain Lightning to respond with. Consequently, aurorasparrow casts Lightning only when he controls an odd number of lands.
At this point, I win if I can resolve damage from 2 Lightings. aurorasparrow can win if he stays and 6 life, gets to ten mana, and can cast four Lightnings and protect himself against copied damage from three of them.
I can cast five Lightnings when aurorasparrow has nine lands, to drop aurorasparrow to 3. However, then I'm only able to copy two bolts, so the extra damage is insignificant, and aurorasparrow wins.
Losing the extra Lightning to Realm on turn five didn't work out for me, so here's a different line:
At this point, aurorasparrow can win on his next turn, since I'll only have enough mana available to copy three Lightnings.
M: 16, 7, 4x Lightning (3 prevented), Syphon (1 Lightning)
a: 6, 8 (4x Mountain, 4x Plains) (5 Lightning)
aurorasparrow can drop me to 1 and have sufficient mana remaining to prevent one of my two Lightnings before casting a sixth Lightning on his next turn to win.
At this point, I can win once I get to 8 Lightnings in hand. However, I can't wait to cast all of my Lightnings then. The turn before that, aurorasparrow would have 7 Lightnings in hand and we would both control nine lands. While aurorasparrow would only have enough mana to prevent damage from one copy, I would only be able to make four copies in total, so aurorasparrow would survive and I'd lose.
Consequently, I cast some Lightnings earlier, so I won't end the game with a hand full of them.
At this point, aurorasparrow can prevent the damage from Lightning on my turn and will have nine mana on his turn to cast three Lightnings and prevent damage from the three copies.
This thread contains the results for week 2 of All Blind Tournament #19 and is the start of week 3 of ABT#19.
[SIZE=+2][B]Week 2 of ABT#19[/B][/SIZE][space=25]
This round was [i]'Infinite Legends'[/i] - 2+1 cards, B(asic)LR.
this set is bad. like, real bad. but i think we came up with some interesting decks.
i usually have an idea of what decks are going to do well, but i truly have no idea.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : souldrain
mana drain / mana drain // syphon soul
what i really wanted to play was living plane / something // pyrokinesis, but i couldnt really find "something".
2[b]reyemile[/b] : Terrible Mana.dec
Time Elemental / Moat // Underworld Dreams
that is terrible mana... and time elemental looks excellent here.
3[b]bateleur[/b] : It's the Weak Ones I'm Scared Of
nova pentacle / Greater Realm of Preservation // Syphon Soul
realm was indeed a good meta call. well maybe. does it beat underworld dreams or chain lightning? it definitely beats syphon soul if resolved.
4[b]whammewhamme[/b] : the math problem
Moat / Greater Realm of Preservation // Underworld Dreams
well this looks like a nightmare to calculate.
5[b]feyd_ruin[/b] : drag me to hell
The Abyss / Pyrotechnics // Syphon Soul
i do love a good theme deck. very evil.
6[b]mogg[/b] : aggro
Chain Lightning / Syphon Soul // Chain Lightning
i wish my legacy burn deck was this consistent, but this lacks the finishing power of fireblast/price of progress
7[b]sockfresh[/b] : death of 10(thousand) stings
The abyss / Serpent Generator // Time elemental
welcome! you definitely played the most creatures this round. infinite time elementals can be devastating against many decks
8[b]piato[/b] : [s]BEARS![/s]APES!
Concordant Crossroads / Mana Drain // Barbary Apes
turn 5 win against a goldfish is nothing to sneeze at in this format. and mana drain is pretty clearly among the best cards in the set.
9[b]aurorasparrow[/b] : counterburn
Mana Drain / Greater Realm of Preservation // Chain Lightning
realm is good against 7 decks. thats just crazy. cant wait to see how good[/space]
[SIZE=+1][B][U]The Grid [/U][/B][/SIZE][space=25][FONT=Courier New][U]X | 1 2 3 4 5 6 7 8 9 | PT | TPs[/U]
1 | X 6 1 3 2 6 6 0 0 | 23 | 288
2 | 0 X 0 6 0 0 0 0 0 | 06 | 075
3 | 4 6 X 6 6 6 0 0 1 | 29 | 363
4 | 3 0 0 X 6 0 0 0 0 | 08 | 100
5 | 2 6 0 0 x 6 6 0 0 | 20 | 250
6 | 0 6 0 6 0 X 6 0 0 | 18 | 225
7 | 0 6 6 6 0 0 x 0 0 | 18 | 225
8 | 6 6 6 6 6 6 6 x 6 | 48 | 600
9 | 6 6 4 6 6 6 6 0 X | 40 | 500
[/FONT][/space]
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]Piato wins week 2![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
600 piato (8)
500 aurorasparrow (9)
363 bateleurv(3)
288 tomsloger (1)
250 feyd_ruin (5)
225 mogg (6)
225 sockfresh (7)
100 whammewhamme (4)
075 reyemile (2)
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
There were 9 players and 36 matches.
32 matches were a 6-0 sweep. Piato had the most, with 8
1 match was a 3-3 split
there were 4 total draws. 3 matches had at least one draw
Out of 27 total cards, 13 unique cards were submitted.
4 mana drain
4 syphon soul
3 chain lightning
3 realm of greater preservation
2 the abyss
2 moat
2 time elemental
2 underworld dreams
[/Spoiler]
[/space][B][SIZE=+2]Next Round : Week 3 of ABT#19[/SIZE][/B][space=25]
Welcome to Legend Month! All of ABT19 will be on theme somehow.
its gonna be legen... wait for it...
[spoiler]dary[/spoiler]
this week, instead of forcing legends on you, im just gonna make them a little more appealing
[b][u]Incentives[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 5
[tab]Land Rule: none
[b]Special Rules:[/b]
legendary permanents gain hexproof and indestructible
cards from the "legends" expansion cost 1 less to cast
legendary lands have "t: add one mana of any color to your mana pool"
legendary creatures gain "bands with other legends"
okay, that last one was gonna be a joke, but whatever. i dont think it will break the format
so its just 5cb. but some cards are better.
[b]Submit decks to tomsloger[/b]
[B]Additional Ban List[/B][list]
arena of the ancients
[B]Full Banned List[/B][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
[/list][/space][/space][SIZE=+2][B]Information[/B][/SIZE][space=25][SIZE=+1]What is Blind Magic?[/SIZE]
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.
[SIZE=+1]What is the All Blind Tournament?[/SIZE]
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.
[SIZE=+1]Basic Rules of All Blind Tournament[/SIZE]
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.[spoiler=All Blind Tournament Basic Rules][I]Overview[/I][space=25]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 [I]X[/I] cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.[/space][I]Deck Construction Rules[/I][space=25]1. A deck must contain exactly [I]X[/I] 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.[/space][I]Deck Submission Rules[/I][space=25]6. An entrant submits his or her deck to the ABT moderator by private message (pm).[/space][I]Playing the Decks[/I][space=25]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.[/space][I]Points[/I][space=25]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).[/space]14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
[I]Extra Rules[/I][space=25]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.[/space][I]Optional Rules[/I]
[spoiler]
[I]Basic Land Rule[/I][space=25]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.[/space][I]Extra Land Rule[/I][space=25]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.[/space][I]Draw Land Rule[/I][space=25]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.[/space][I]Sanctioned Magic Format[/I][space=25]A deck may contain only cards contained in sets legal in the specified format.[/space][I]Counter Rule[/I][space=25]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.[/space][I]Life Rule[/I][space=25]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.[/space][I]Special Format[/I][space=25]Other rules are specified.[/space][/spoiler][/spoiler]
[SIZE=+1]XCB Comprehensive Rules[/SIZE]
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.[spoiler=XCB Comprehensive Rules]
[B]Game Rules[/B]
1.1. There are many versions of XCB. Each version has a name, of the form [I]X[/I]CB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.[space=25]1.1a. [I]X[/I] 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 [URL="http://www.wizards.com/Magic/tcg/resources.aspx?x=mtg/tcg/resources/formats-sanctioned#constructed"]sanctioned[/URL] 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).[/space]1.2. Decks are not played, but are scored as though they were. The [I]player[/I] of a deck is the [I]entrant[/I] who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of [URL="http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules"]Magic[/URL].
[space=25]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).[/space]1.4. An entrant's deck contains exactly [I]X[/I] cards (see Rule 1.1).
[space=25]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.[/space]1.5. Players' libraries begin the game empty.
[space=25]1.5a. A player doesn't lose the game as a result of being unable to draw a card.[/space]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 [I]land rule[/I].
[space=25]1.7a. This is the [I]basic land rule[/I] (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 [I]extra land rule[/I] (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 [I]draw land rule[/I] (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.[/space]1.8. Some versions of XCB use a [I]special format[/I]. 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 [URL="http://forums.mtgsalvation.com/showpost.php?p=9493301&postcount=22"]here[/URL].
[space=25]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 [I]submission[/I] 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.[/space]1.9. Some versions of XCB use the counter rule.
[space=25]1.9a. This is the [I]counter rule[/I] (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.[/space]1.10. Some versions of XCB use a life rule.
[space=25]1.10a. This is the [I]life rule[/I] (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 [I]alternative life rule[/I] (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.[/space]1.11. Each player plays one match against each other player.
[space=25]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.[/space]
[B]Tournament Rules[/B]
2.1. Entrants compete in a [I]competition[/I].
[space=25]2.1a. The shortest type of competition is a [I]round[/I]. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.[/space]2.2. An entrant submits his or her deck to the ABT moderator.
[space=25]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.[/space]2.3. Decks are subject to some restrictions.
[space=25]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 [I]forced[/I] 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:
[space=25]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.[/space]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.[/space]2.4. Points determine round standings.
[space=25]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 [I]match result[/I]. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or [U]2[/U] 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 – [I]match win[/I], a win and a loss – [I]split match[/I], two draws – [I]draw[/I], and two losses – [I]match loss[/I]. An entrant [I]wins the match[/I] if he or she wins both games, [I]splits the match[/I] if he or she wins a game and loses a game, [I]draws a match[/I] if he or she draws both games, and [I]loses the match[/I] 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.[/space]2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
[space=25]2.5a. Each round, an entrant receives [I]tournament points[/I] 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.[/space]
3. [B]Prize Rules[/B]
3.1. A prize shall be given to the tournament winner.[space=25]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.[/space]3.2. As a prized tournament, special scoring rules and practices are in place.[space=25]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.[/space][/spoiler]
[SIZE=+1]Permanently Banned Cards[/SIZE]
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.[spoiler=Permanently Banned Cards]Acceleration
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
[/spoiler]
[SIZE=+1]Land Rule Banned Cards[/SIZE]
The following cards are often worth banning when a Land Rule is used.
They are included here for reference.[spoiler=Land Rule Banned Cards]Acceleration
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
[/spoiler]
[SIZE=+1]Tournament Prize[/SIZE]
tbd
[SIZE=+1]Player Standings[/SIZE]
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.[/space]
List tags are malformed.
1000| 600 400 piato
956 | 500 456 aurorasparrow
632 | 288 344 tomsloger
603 | 225 378 mogg
477 | 250 222 feyd_ruin
407 | 363 044 bateleur
322 | 100 222 whammewhamme
242 | 075 167 reyemile
233 | 000 233 plopfill
225 | 225 000 sockfresh
144 | 000 144 draco9
1tomsloger : souldrain
mana drain / mana drain // syphon soul
Time Elemental / Moat // Underworld Dreams
6-0 well, you never bother to play moat... i counter whatever two spells you play first and outrace.
3bateleur : It's the Weak Ones I'm Scared Of
nova pentacle / Greater Realm of Preservation // Syphon Soul
1-4 on the play, i counter realm and we both hover around 16. on the draw, not so much.
4whammewhamme : the math problem
Moat / Greater Realm of Preservation // Underworld Dreams
3-3 i think. but im gonna have to do a turn by turn to be sure. you definitely win when you go first.
m2 hold realm, making me hold a mana drain
t3
m3 dreams, mana drained
t4 soul. 22-18
m4 dreams
t5 take 1. soul. 23-16
m5 dreams
t6 take 2. soul. 23-14
m6 dreams, dreams.
t7 take 4. soul. 21-12
m7 dreams, dreams. no more extra dreams in hand.
t8 take 6. double soul. 19-8
m8 dreams
t9 take 7. double soul. 16-4. no more extra souls in hand.
m9 dreams
t10 take 8. soul. 10-2
m10 dreams.
t11 take 9, go to 1. syphon soul. 3-0 BAM!
that was crazy close.
5feyd_ruin : drag me to hell
The Abyss / Pyrotechnics // Syphon Soul
2-2 soul vs soul is a draw.
6mogg : aggro
Chain Lightning / Syphon Soul // Chain Lightning
6-0 syphon soul is a bigger lifeswing than chain lightning.
7sockfresh : death of 10(thousand) stings
The abyss / Serpent Generator // Time elemental
6-0 theres a lot of lines of play, but i cant see any that let you win.
8piato :
BEARS!APES!Concordant Crossroads / Mana Drain // Barbary Apes
0-6 too fast 5 me
9aurorasparrow : counterburn
mana drain / greater realm of preservation // chain lightning
3-3 i think, but i may have to do another turn by turn. you win on the play by resolving realm. on the draw you cant, but i have to keep both mana drains up so you may take it.
t1 island0-6
a1 mountain, lightning. 20-17
t2 island
a2 island, hold realm to make me hold up qaudruple blue. lightning. 20-14
t3 island
a3 island, lightning. 20-11
t4 island
a4 plains, lightning. 20-8
t5 swamp
a5 plains, lightning. 20-5
t6 mountain
a6 mountain, lightning 20-2
t7 mountain, syphon soul. if you counter, i can counter back safely. 18-4
a7 mountain, lightning 18-1
you pull it out.
7sockfresh : Death of 10(thousand) stings
The abyss / Serpent Generator // Time elemental
Expected infinite holyday /
metad poorly
Tomsloger: /
0-6 1 from killing you on the play
2reyemile : Terrible Mana.dec
/ //
6-0 abyss kill , win before 23.
3bateleur : It's the Weak Ones I'm Scared Of
/ //
6-0 lock you out 11.
4whammewhamme : the math problem
/ //
6-0 , kill with serpents.
5feyd_ruin : drag me to hell
/ //
0-6 I cant touch this
6mogg : aggro
/ //
loose to
8piato : BEARS!APES!
/ //
0-6 too fast 5 me
9aurorasparrow : counterburn
/ //
cant touch 0-6
7|0 6 6 6 0 0 x 0 0 | 18
I guess thats an ok first week.
Mana Drain / Greater Realm of Preservation // Chain Lightning
realm is good against 7 decks. thats just crazy. cant wait to see how good
Work in progress:
1tomsloger : souldrain
mana drain / mana drain // syphon soul
what i really wanted to play was living plane / something // pyrokinesis, but i couldnt really find "something".
On the play: Realm resolves. I assume that's good enough though your ability to throw Chain Lightning back at me makes me unsure.
You have to hold up UUUU at all times, otherwise I cast Realm. That means you can't cast your first Syphon Soul until turn 7. From there I outrace you even though you deal 2 damage per turn as opposed to my 1.
6-0?
2reyemile : Terrible Mana.dec
Time Elemental / Moat // Underworld Dreams
that is terrible mana... and time elemental looks excellent here.
R: Land
A: Land, Chain [20,17]
R: Land
A: Land, Chain [20, 14]
R: Land, Dreams
A: Land, Chain [19, 11]
R: Land, Dreams (Mana Drain)
A: Land, Realm, Chain (18,8)
R: forfeit
6-0?
3bateleur : It's the Weak Ones I'm Scared Of
nova pentacle / Greater Realm of Preservation // Syphon Soul
realm was indeed a good meta call. well maybe. does it beat underworld dreams or chain lightning? it definitely beats syphon soul if resolved.
Nova does nothing because there aren't any creatures.
On the play: hold up drain mana for Realm. Chain Lightning + eventual Realm is faster than Syphon Soul.
On the draw: Realms force a draw.
4-1
4whammewhamme : the math problem
Moat / Greater Realm of Preservation // Underworld Dreams
well this looks like a nightmare to calculate.
Wow I don't want to calculate this. But I definitely lose when WW goes first.
5feyd_ruin : drag me to hell
The Abyss / Pyrotechnics // Syphon Soul
i do love a good theme deck. very evil.
Realm wins. 6-0
6mogg : aggro
Chain Lightning / Syphon Soul // Chain Lightning
i wish my legacy burn deck was this consistent, but this lacks the finishing power of fireblast/price of progress
Somebody else want to calculate this, right?
7sockfresh : death of 10(thousand) stings
The abyss / Serpent Generator // Time elemental
welcome! you definitely played the most creatures this round. infinite time elementals can be devastating against many decks
I just aim Chains to the face.
6-0
8piato :
BEARS!APES!Concordant Crossroads / Mana Drain // Barbary Apes
turn 5 win against a goldfish is nothing to sneeze at in this format. and mana drain is pretty clearly among the best cards in the set.
0-6. Nice deck.
09 | 6? 6? 4 ? 6 ? 6 0 X | ?
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%
9aurorasparrow : counterburn
Mana Drain / Greater Realm of Preservation // Chain Lightning
realm costs 2 to activate. chain lightning costs 1 to cast. so even when whamme goes first, its not a foregone conclusion. you can hold a lot and play them all at once and realm can only prevent so many.
lets try the aggro route.
w1 plains
a2 island, chain. 20-17
w2 swamp, realm
a3 island, chain. 20-14
w3 swamp. hold mana up
a4 mountain. 1 lightning in hand (lih)
w4 plains
a5 plains, realm, 2 lih
w5 swamp. dreams (drained)
a6 mountain, chain x3. 1 prevented. 20-8
w6 plains, dreams
a7 prevent damage, plains. 1 lih
w7 dreams, plains can prevent 2 lightnings
a8 double prevent, plains, 2 lih
w8 plains, hold up to prevent 3 lightnings
a9 double prevent, plains, 3 lih. lands - miimpmppp - 3 mountain, 4 plains, 2 island. must start playing mountains next turn to keep up with number of lightnings. from here, you must win in one turn. so you can prevent 4 dreams per turn, except only 2 the turn you kill. you can cast t-6 lightnings any turn.
w9 swamp, dreams. lands - 5 plains, 4 swamp. whamme must play as many dreams as possible, but must be able to prevent all but 2 of t-6. so t-7 since aurora went first.
w10 swamp, dreams. can prevent 3.
w11 swamp, dreams (4). can prevent 4
w12 plains, cannot cast dreams
w13 plains, cannot cast dreams
w14 plains, cannot cast dreams
w15 plains. can prevent 7.
a16 mountain. chain lightning x 10. 7 prevented. 3 hit. game.
so on the play you win through a resolved realm.
on the draw, youre actually faster because of the extra draw. so even though whamme gets one more land, you can still win without taking damage.
this is a 6-0 imo.
you vs mogg is actually way harder.
chain vs chain is already pretty tough.
the player on the play has less chains to play since they skip their first draw step.
but they have more lands to be able to fork it back.
but this one is even more complicated because of moggs extra lightning and the freaking realm...
coming back to it
2. Syphon beats dreams. 6-0
3. Preservation beats Syphon. 0-6
4. Preservation beats Syphon. 0-6
5. x
6. Syphon beats chain (see below). 6-0
7. Abyss stops TE. Pyro hits tokens + skull if ever 2. Syphon wins. 6-0
8. Grizzly Bear Beats. Whodathunkit. 0-6
9. Stupid 3rd preservation. Grr. 0-6
X | 1 2 3 4 5 6 7 8 9 |
5 | 2 6 0 0 x 6 6 0 0 | 250
Of Note: I never copy unless it means I can kill him right then.
Otherwise we'd be here all day looking at possibilities.
Mogg's Play:
1.
2. CL (F14)
2.
3. Syphon (F12) (M22)
3. Syphon (F14) (M20)
4. CL (F11) || CL (Drawn Turn 3) (F8)
4. Syphon (F10) (M18)
5. CL (F7)
5. Syphon (F9) (M16)
6. CL (F6)
6. Syphon (F8) (M14) || Syphon (Drawn T1) (F10) (M12)
7. CL (F7)
7. Syphon (F9) (M10) || Syphon (Drawn T2) (F11) (M8)
8. CL (F8)
8. Syphon (F10) (M6)
9. CL (F7)
9. Syphon (F9) (M4)
0. CL (F6)
0. Syphon (F8) (M2)
1. CL (F5)
1. Syphon (F7) (M0 Dead)
Sockfresh - I'm not 100% on me 6-0ing you. It may need a full rundown.
No longer staff here.
6| 0 6 0 6 0 X 6 0 0 |18 | 225
vs.
9 aurorasparrow – Mana Drain / Greater Realm of Preservation // Chain Lightning
aurorasparrow skips playing Islands for Drain, because it's equivalent to an activation of Greater Realm.
aurorasparrow starting:
a: 1 land (Mountain)
M: 1, Lightning
a: 17, 2 (Mountain, Plains), Greater Realm (1 Lightning in hand)
M: 2, 2x Lightning
a: 11, 3 (2x Mountain, Plains), Lightning (1 Lightning)
M: 17, 3 (1 Lightning)
a: 11, 4 (2x Mountain, 2x Plains) (2 Lightning)
At this point, I need to resolve damage from 4 Lightnings or 3 Lightnings and a Syphon. If I wait until I have eight cards in hand, so as to trade as few cards as possible for activations of Greater Realm, then aurorasparrow will have nine lands open and be able to prevent damage from four spells, which isn't enough.
Consequently, aurorasparrow has to get in some damage before then. Treat aurorasparrow's Lightnings as costing three mana, because he'll activate Realm to prevent damage from my copies. aurorasparrow should attempt damage sooner than later, so that I'll have fewer Chain Lightning to respond with. Consequently, aurorasparrow casts Lightning only when he controls an odd number of lands.
M: 17, 4 (2 Lightning)
a: 11, 5 (3x Mountain, 2x Plains), Lightning, prevent copy (2 Lightning)
M: 16, 5, Lightning (prevented), Lightning, Syphon (1 Lightning)
a: 6, 6 (3x Mountain, 3x Plains), 2x Lightning (1 Lightning)
M: 10, 6 (2 Lightning)
At this point, I win if I can resolve damage from 2 Lightings. aurorasparrow can win if he stays and 6 life, gets to ten mana, and can cast four Lightnings and protect himself against copied damage from three of them.
I can cast five Lightnings when aurorasparrow has nine lands, to drop aurorasparrow to 3. However, then I'm only able to copy two bolts, so the extra damage is insignificant, and aurorasparrow wins.
Losing the extra Lightning to Realm on turn five didn't work out for me, so here's a different line:
a: 11, 5 (3x Mountain, 2x Plains), Lightning, prevent copy (2 Lightning)
M: 14, 5 (3 Lightning)
a: 11, 6 (3x Mountain, 3x Plains) (3 Lightning)
M: 14, 6 (4 Lightning)
a: 11, 7 (4x Mountain, 3x Plains) (4 Lightning)
At this point, aurorasparrow can win on his next turn, since I'll only have enough mana available to copy three Lightnings.
M: 16, 7, 4x Lightning (3 prevented), Syphon (1 Lightning)
a: 6, 8 (4x Mountain, 4x Plains) (5 Lightning)
aurorasparrow can drop me to 1 and have sufficient mana remaining to prevent one of my two Lightnings before casting a sixth Lightning on his next turn to win.
Mogg starting:
M: 1, Lightning
a: 17, 1 (Mountain)
M: 2, Lightning
a: 14, 2 (Mountain, Plains), Greater Realm (1 Lightning in Hand)
M: 22, 3, Syphon (1 Lightning)
a: 12, 3 (2x Mountain, Plains), Lightning (1 Lightning)
M: 19, 4 (2 Lightning)
a: 12, 4 (2x Mountain, 2x Plains) (2 Lightning)
At this point, I can win once I get to 8 Lightnings in hand. However, I can't wait to cast all of my Lightnings then. The turn before that, aurorasparrow would have 7 Lightnings in hand and we would both control nine lands. While aurorasparrow would only have enough mana to prevent damage from one copy, I would only be able to make four copies in total, so aurorasparrow would survive and I'd lose.
Consequently, I cast some Lightnings earlier, so I won't end the game with a hand full of them.
M: 19, 5 (3 Lightning)
a: 12, 5 (3x Mountain, 2x Plains) (3 Lightning)
M: 19, 6 (4 Lightning)
a: 12, 6 (3x Mountain, 3x Plains) (4 Lightning)
M: 19, 7 (5 Lightning)
a: 12, 7 (4x Mountain, 3x Plains) (5 Lightning)
M: 19, 8, 6x Lightning (3 prevented) (aurorasparrow loses this turn if he copies any Lightnings)
a: 3, 8 (4x Mountain, 4x Plains), 4x Lightning (prevent damage from copy) (2 Lightning)
At this point, aurorasparrow can prevent the damage from Lightning on my turn and will have nine mana on his turn to cast three Lightnings and prevent damage from the three copies.
aurorasparrow wins both games.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
2v4 6-0 i think. realm is cheaper than time elemental.
3v4 6-0 see 2v3
anyone besides me NOT expect this round to be this complicated?
congratulations piato! perfect week!
that is, dare i say, how legends are born.
grid, tps, standings updated. will work on round statistics now