LEGEND MONTH
This thread contains the results for week 3 of All Blind Tournament #19 and is the start of week 4 of ABT#19.
[SIZE=+2][B]Week 3 of ABT#19[/B][/SIZE][space=25]
This round was [i]'5CB incentives'[/i].
the idea was to play a regular round and incentivize playing legends.
it seems to have worked, with 21 of the submitted cards effected by the special rules.
but at its heart, this is just 5cb with more hexproof
edit: special rules, for reference
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"
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : why not? black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
when eureka costs 3, just go all out.
[/space][B][SIZE=+2]Next Round : Week 4 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, lets focus on the real legends of the multiverse: planeswalkers
[b][u]leyline of the walker[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 2 + 1
[tab]Land Rule: Extra Land Rule
[b]Special Rules:[/b]
in addition to the 2 cards of your deck, each player also submits a planeswalker.
at the beginning of the first main phase of each player's first turn, that player may cast their chosen planeswalker without paying its mana cost.
[b]Submit decks to tomsloger[/b]
[B]Additional Ban List[/B][list]
[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]
bronyaur, i think theres a couple things you missed.
feyd can cast and flip erayo before casting etw. (lotus, lotus, erayo, lotus (flip), etw for 10 tokens)
anowon forces sacrifice on your upkeep, so the dark depths decks can make a token on your turn and attack on their turn.
on the plus side, tabernacle destroys creatures if you dont pay. and anowon in indestructible this round
that last point is relevant in quite a few matches.
that should change some things.
actually, stage/depths working is a much more recent rule change than the 2010 update. the new legend rule allows you to keep one. so you choose the original depths to sacrifice and keep the thespian's depths, which has zero ice counters
and yes, of course flusterstorm has storm...
feyd goes:
lotus, lotus, erayo, lotus(flip erayo), empty the warrens. storm count 5. 3 additional mana.
bronyaur responds with flusterstorm. storm count 6, first is countered. so each copy of etw can get targeted by 1 copy of flusterstorm. feyd can pay for 3 of them and only gets 4 tokens.
thats an easy win.
if he got 8, thats a different story. because they can also block anowon (which i am totally shocked does not have flying, btw) and that would have given enough time to swing for the win. but 4 is not enough.
edit: oh snap. i think feyd just doesnt cast erayo...
lotus, lotus, lotus, warrens. storm count 4. 5 extra mana
flusterstorm. storm count 5. which feyd can pay for all of.
from there, its gonna have to be a turn by turn breakdown.
im really looking forward to feyd's matchups btw. i cant wait til the right play is NOT flipping erayo to have an indestructible, flying blocker. and i dont know if he wins the above match, but the best play is clearly not playing erayo.
vs. 1 (tomsloger): I can counter, he wins if I try to win. 2-2
vs. 2 (Feyd_Ruin): Counter Erayo, Emrakul turn 2 is just enough. 6-0
vs. 3 (bateleur): Foil buys me a turn, so first to Emrakul. 6-0
vs. 4 (BronYAur): Emrakul > Anowon. 6-0
vs. 5 (piato): Can't stop the Eldrazi. 6-0
vs. 6 (sockfresh): Can't stop the Eldrazi. 6-0
vs. 8 (reyemile): Needle hurts bad. 0-6
vs. 9 (aurorasparrow): Can't stop the Eldrazi. 6-0
vs. 10 (knobbodi): He leads with Gatekeeper. If I counter, Emrakul ends up on top and he drops Jailer. If I don't, he does nothing except swing while I flail about helplessly. 0-6
1tomsloger : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
when eureka costs 3, just go all out.
0-6
2Feyd_Ruin : Random Design Test
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
very strong on the play. we'll see how bad 3-3 syndrome is
everything dies to tabernacle except for unflipped erayo, which dies to crack the earth.
6 0
3bateleur : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
archetype is a cool card this round, but im not sure youre fast enough
6 - 0
you can turn 1 karakas + black lotus a sneak attack into play. Crack the earth forces you to sac either karakas or sneak attack preventing you from sneak attacking.
4BronYAur : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
i suspected yours would be better than mine, but now im not sure.
6-0 make my token after you upkeep, allowing me to swing with a 20/20 on my turn. Extra land via eureka speeds me up.
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
Spell Pierce looks good here. and 20/20s tend to be effective
this one is a bit complicated, you say its a stall and ill trust you.
2
6sockfresh : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
cte is among the better disruption when everything relevant has hexproof
7whammewhamme : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
can't go wrong with that.
0 - 6 back up island screw me over.
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
pithing needle go die!
0-6
9aurorasparrow : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
Remove Soul for u is strong.
dark depths dodges remove soul
6 - 0
10knobbodi : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
you are a headache for a lot of strategies. especially that Blood Moon.
crack the earth forces the sac of either blood moon (allowing depths to go off) or gatekeeper which kills your win condition, tabernacle forces you to keep the blood moon or loose your dude.
6 - 0
Hey!, 1.5 games where tabernacle was relevant, I'm a little surprised.
Sockfresh, our game is much more complicated because I play a turn 1 Pithing Needle naming Thespian's Stage. If you Crack, I sacrifice needle, cast Smallpox, and you are stuck on two lands with no kill condition.
I think you still win 6-0; your line involves waiting till turn 4 can casting Crack, leaving your Rekai spirit in play and forcing me to choose between land and Needle. But I'm not sure if I can force your hand with an earlier Pox
3bateleur : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
vs
1tomsloger : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
2-2 I can't win, because Volition Reins can steal Sneak Attack. However, Eureka can't win either because I simply leave Emrakul in my hand. If Volition Reins doesn't steal Sneak Attack then Emrakul wins for me, but if it does steal Sneak Attack then Archetype enables Karakas to bounce Ulamog and then on the following turn to bounce Iona.
2Feyd_Ruin : Random Design Test
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
3-3 Erayo's Essence locks me out... unless I drop Sneak Attack first!
4BronYAur : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
6-0 Flusterstorm cannot stop Sneak Attack.
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
0-6 Spell Pierce plus Thalia locks me out.
6sockfresh : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
0-6 Crack the Earth denies me activation mana.
7whammewhamme : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
0-6 I cannot win when Foil is available, so I am forced to lose the race.
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
0-6 Pithing Needle names Sneak Attack.
9aurorasparrow : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
6-0 Nothing here stops Sneaky Emrakul.
10knobbodi : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
6-0 Yixilid Jailer would stop Sneaky Emrakul if not for the problem of being sacrificed to Annihilator.
Private Mod Note
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Sockfresh, our game is much more complicated because I play a turn 1 Pithing Needle naming Thespian's Stage. If you Crack, I sacrifice needle, cast Smallpox, and you are stuck on two lands with no kill condition.
I think you still win 6-0; your line involves waiting till turn 4 can casting Crack, leaving your Rekai spirit in play and forcing me to choose between land and Needle. But I'm not sure if I can force your hand with an earlier Pox
Turns out I win 6-0.
Play or draw I drop a turn 1 needle. If you immediately Crack, I Pox on turn 3 and lock you out of the game, so you have to wait. Instead, I play Pox turn 3, while you still have one of your lands in hand. If you keep Crack, then you can never activate Depths and I can sacrifice Needle. If you keep a land, Needle keeps you from winning until I can Pox again. You get a few swings with your 1/1 (mine dies to Tabernacle) but not nearly enough to kill me.
1. Play gets it. 3-3
2. x
3. Erayo keeps lotus from coming back. 6-0
4. see below. 6-0
5. Thalia play, or overrun 3-3
6. tabernacle 0-6
7. [edit: No, I don't get it on play] 0-6
8. Erayo stops. Losing needle nets 1 Smallpox, not enough. 6-0
9. tabernacle 0-6
0. Good hate, but not for Warrens. 6-0
[quote from="Reyemile" url="http://www.mtgsalvation.com/forums/outside-magic/other-forum-games/555172-abt-t19w3-pending?comment=15"]Sockfresh, our game is much more complicated because I play a turn 1 Pithing Needle naming Thespian's Stage. If you Crack, I sacrifice needle, cast Smallpox, and you are stuck on two lands with no kill condition.
I think you still win 6-0; your line involves waiting till turn 4 can casting Crack, leaving your Rekai spirit in play and forcing me to choose between land and Needle. But I'm not sure if I can force your hand with an earlier Pox
completely missed the pithing needle play, updated results accordingly.
Sockfresh, our game is much more complicated because I play a turn 1 Pithing Needle naming Thespian's Stage. If you Crack, I sacrifice needle, cast Smallpox, and you are stuck on two lands with no kill condition.
I think you still win 6-0; your line involves waiting till turn 4 can casting Crack, leaving your Rekai spirit in play and forcing me to choose between land and Needle. But I'm not sure if I can force your hand with an earlier Pox
Turns out I win 6-0.
Play or draw I drop a turn 1 needle. If you immediately Crack, I Pox on turn 3 and lock you out of the game, so you have to wait. Instead, I play Pox turn 3, while you still have one of your lands in hand. If you keep Crack, then you can never activate Depths and I can sacrifice Needle. If you keep a land, Needle keeps you from winning until I can Pox again. You get a few swings with your 1/1 (mine dies to Tabernacle) but not nearly enough to kill me.
missed the pithing needle, updated results accordingly
Gemstone Caverns only works on the draw, so I can't Thalia before you lotus I don't think?
Right you are.
So my play, you can spellpeirce, which stops erayo from flipping.
But I end with 12 1/1s, which race your drop.
On my draw, it's basically the same.
the only remaining disagreement is bateleur vs feyd_ruin
i think i agree with bateleur's assessment. emrakul annhilates a lot of goblin tokens. can you explain your case, feyd?
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
6-0, I think:
T1 Dreadship, go (as needle would be countered, and Thalia into Marit be a turn too quick to pox).
T1 2nd land go.
T2 God's Eye. If (needle) {Spell Pierce. Untap & Marit, not enough B to pox this turn.}
If (1st counter on reef) {Untap. Play 3rd land, go. Reyemile can now (a) smallpox, but it gets pierced and he'll die to Thalia. He can (b) needle, in which case Marit in response. Finally, he can (c) 2nd Counter on Reef, in which case Marit EOT.
This should be 3-3. When I'm the play, you can't counter the turn 1 Needle without Caverns, but Caverns requires you to exile Thalia. Without Thalia slowing down my Pox, I hit you turn 3 before your combo comes online.
When I'm on the draw, you can't play a turn 2 Thalia without putting your counter shields down; I would get a needle, then smallpox with mana to spare five turns later. however, this doesn't matter. You can keep up mana on turn 3, counter Pox if I try to play it, and make an EoT Marit Lage if I don't.
Forgot that karakas can tap for red (so no need for lotus T2).
I swear I knew the round rules going into it, but they all dissipated when I started to score my round.
This thread contains the results for week 3 of All Blind Tournament #19 and is the start of week 4 of ABT#19.
[SIZE=+2][B]Week 3 of ABT#19[/B][/SIZE][space=25]
This round was [i]'5CB incentives'[/i].
the idea was to play a regular round and incentivize playing legends.
it seems to have worked, with 21 of the submitted cards effected by the special rules.
but at its heart, this is just 5cb with more hexproof
edit: special rules, for reference
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"
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
when eureka costs 3, just go all out.
2[b]Feyd_Ruin[/b] : Random Design Test
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
very strong on the play. we'll see how bad 3-3 syndrome is
3[b]bateleur[/b] : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
archetype is a cool card this round, but im not sure youre fast enough
4[b]BronYAur[/b] : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
i suspected yours would be better than mine, but now im not sure.
5[b]piato[/b] : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
spell pierce looks good here. and 20/20s tend to be effective
6[b]sockfresh[/b] : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
cte is among the better disruption when everything relevant has hexproof
7[b]whammewhamme[/b] : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
can't go wrong with that.
8[b]reyemile[/b] : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
i love that you can keep smallpoxing. hope its enough.
9[b]aurorasparrow[/b] : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
remove soul for u is strong.
10[b]knobbodi[/b] : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
you are a headache for a lot of strategies. especially that blood moon.
[/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 3 2 4 0 6 2 6 6 6 | 34 | 378
2 | 3 X 3 3 6 0 0 6 0 6 | 24 | 267
3 | 2 3 X 6 0 0 0 0 6 6 | 22 | 244
4 | 1 3 0 X 0 0 0 0 6 0 | 10 | 111
5 | 6 0 6 6 X 2 0 6 6 4 | 36 | 400
6 | 0 6 6 6 2 X 0 0 6 6 | 32 | 356
7 | 2 6 6 6 6 6 X 0 6 0 | 38 | 422
8 | 0 0 6 6 0 6 6 X 6 0 | 30 | 333
9 | 0 6 0 0 0 0 0 0 X 6 | 12 | 133
0 | 0 0 0 6 1 0 6 6 0 X | 19 | 211[/FONT][/space]
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]whammewhamme wins week 3![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
pending[/Spoiler]
[/space][B][SIZE=+2]Next Round : Week 4 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, lets focus on the real legends of the multiverse: planeswalkers
[b][u]leyline of the walker[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 2 + 1
[tab]Land Rule: Extra Land Rule
[b]Special Rules:[/b]
in addition to the 2 cards of your deck, each player also submits a planeswalker.
at the beginning of the first main phase of each player's first turn, that player may cast their chosen planeswalker without paying its mana cost.
[b]Submit decks to tomsloger[/b]
[B]Additional Ban List[/B][list]
[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.
1400 | 400 600 400 piato
1110 | 378 288 344 tomsloger
1089 | 133 500 456 aurorasparrow
744 | 267 250 222 feyd_ruin
744 | 422 100 222 whammewhamme
651 | 244 363 044 bateleur
603 | 000 225 378 mogg
575 | 333 075 167 reyemile
481 | 256 225 000 sockfresh
233 | 000 000 233 plopfill
211 | 211 000 000 knobbodi
111 | 111 000 000 bronyaur
1tomsloger : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
3-3 mutual lock outs
3bateleur : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
2-2 if i eureka when your hand is full, you win. if you sneak anything in, i win. so neither of us do anything i guess.
4BronYAur : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
4-1 on the play, my eureka is better than yours. on the draw, you can stop my eureka.
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
0-6 spell pierced
6sockfresh : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
6-0 annhilated
7whammewhamme : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
2-2 you can foil eureka, so i dont cast it. so we both sit there for awhile, then shake hands.
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
6-0 reins takes your ulamog.
9aurorasparrow : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
6-0 remove soul doesnt stop eureka.
10knobbodi : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
6-0 i ignore your disruption
feyd can cast and flip erayo before casting etw. (lotus, lotus, erayo, lotus (flip), etw for 10 tokens)
anowon forces sacrifice on your upkeep, so the dark depths decks can make a token on your turn and attack on their turn.
on the plus side, tabernacle destroys creatures if you dont pay. and anowon in indestructible this round
that last point is relevant in quite a few matches.
that should change some things.
and yes, of course flusterstorm has storm...
feyd goes:
lotus, lotus, erayo, lotus(flip erayo), empty the warrens. storm count 5. 3 additional mana.
bronyaur responds with flusterstorm. storm count 6, first is countered. so each copy of etw can get targeted by 1 copy of flusterstorm. feyd can pay for 3 of them and only gets 4 tokens.
thats an easy win.
if he got 8, thats a different story. because they can also block anowon (which i am totally shocked does not have flying, btw) and that would have given enough time to swing for the win. but 4 is not enough.
edit: oh snap. i think feyd just doesnt cast erayo...
lotus, lotus, lotus, warrens. storm count 4. 5 extra mana
flusterstorm. storm count 5. which feyd can pay for all of.
from there, its gonna have to be a turn by turn breakdown.
im really looking forward to feyd's matchups btw. i cant wait til the right play is NOT flipping erayo to have an indestructible, flying blocker. and i dont know if he wins the above match, but the best play is clearly not playing erayo.
For the upcoming round, I assume Dack Fayden is not kosher?
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%
vs. 1 (tomsloger): I can counter, he wins if I try to win. 2-2
vs. 2 (Feyd_Ruin): Counter Erayo, Emrakul turn 2 is just enough. 6-0
vs. 3 (bateleur): Foil buys me a turn, so first to Emrakul. 6-0
vs. 4 (BronYAur): Emrakul > Anowon. 6-0
vs. 5 (piato): Can't stop the Eldrazi. 6-0
vs. 6 (sockfresh): Can't stop the Eldrazi. 6-0
vs. 8 (reyemile): Needle hurts bad. 0-6
vs. 9 (aurorasparrow): Can't stop the Eldrazi. 6-0
vs. 10 (knobbodi): He leads with Gatekeeper. If I counter, Emrakul ends up on top and he drops Jailer. If I don't, he does nothing except swing while I flail about helplessly. 0-6
X | 1 2 3 4 5 6 7 8 9 0 | PT | TPs
7 | 2 6 6 6 6 6 X 0 6 0 | 38 |
1tomsloger : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
when eureka costs 3, just go all out.
0-6
2Feyd_Ruin : Random Design Test
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
very strong on the play. we'll see how bad 3-3 syndrome is
everything dies to tabernacle except for unflipped erayo, which dies to crack the earth.
6 0
3bateleur : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
archetype is a cool card this round, but im not sure youre fast enough
6 - 0
you can turn 1 karakas + black lotus a sneak attack into play. Crack the earth forces you to sac either karakas or sneak attack preventing you from sneak attacking.
4BronYAur : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
i suspected yours would be better than mine, but now im not sure.
6-0 make my token after you upkeep, allowing me to swing with a 20/20 on my turn. Extra land via eureka speeds me up.
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
Spell Pierce looks good here. and 20/20s tend to be effective
this one is a bit complicated, you say its a stall and ill trust you.
2
6sockfresh : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
cte is among the better disruption when everything relevant has hexproof
7whammewhamme : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
can't go wrong with that.
0 - 6 back up island screw me over.
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
pithing needle go die!
0-6
9aurorasparrow : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
Remove Soul for u is strong.
dark depths dodges remove soul
6 - 0
10knobbodi : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
you are a headache for a lot of strategies. especially that Blood Moon.
crack the earth forces the sac of either blood moon (allowing depths to go off) or gatekeeper which kills your win condition, tabernacle forces you to keep the blood moon or loose your dude.
6 - 0
6|066206X0|20
I think you still win 6-0; your line involves waiting till turn 4 can casting Crack, leaving your Rekai spirit in play and forcing me to choose between land and Needle. But I'm not sure if I can force your hand with an earlier Pox
3bateleur : Seriously? Karakas?
Karakas / Black Lotus / Sneak Attack / Emrakul, the Aeons Torn / Archetype of Endurance
vs
1tomsloger : why not?
black lotus / eureka / iona, shield of emeria / volition reins / ulamog, the infinite gyre
2-2 I can't win, because Volition Reins can steal Sneak Attack. However, Eureka can't win either because I simply leave Emrakul in my hand. If Volition Reins doesn't steal Sneak Attack then Emrakul wins for me, but if it does steal Sneak Attack then Archetype enables Karakas to bounce Ulamog and then on the following turn to bounce Iona.
2Feyd_Ruin : Random Design Test
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erayo, Soratami Ascendant
3-3 Erayo's Essence locks me out... unless I drop Sneak Attack first!
4BronYAur : flustered
Black Lotus / Eureka / Anowon, the Ruin Sage / Island /Flusterstorm[/quote]
6-0 Flusterstorm cannot stop Sneak Attack.
5piato : the deep stage
Dark Depths / Thespian's stage / Gemstone cavern / Spell Pierce / thalia, guardian of thraben
0-6 Spell Pierce plus Thalia locks me out.
6sockfresh : 4lands.dec
tabernacle at pendrel vale / dark depths / thespian's stage / gods' eye, gate to the reikai / crack the earth
0-6 Crack the Earth denies me activation mana.
7whammewhamme : classics
Foil / Island / Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
0-6 I cannot win when Foil is available, so I am forced to lose the race.
8reyemile : pox on you
Smallpox / God's Eye, Gate to the Rekai / Ulamog, the Infinite Gyre / Dreadship Reef / Pithing Needle
0-6 Pithing Needle names Sneak Attack.
9aurorasparrow : low power, high impact
Gemstone Caverns / Remove Soul / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Isamaru, Hound of Konda
6-0 Nothing here stops Sneaky Emrakul.
10knobbodi : disruptasaurus
Black lotus / black lotus / blood moon / gatekeeper of malakir / yixlid jailer
6-0 Yixilid Jailer would stop Sneaky Emrakul if not for the problem of being sacrificed to Annihilator.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I'm worried that free planeswalkers will be too broken. That's why I didn't ban any planeswalker disruption. We'll see how it goes
edit: the remaining results
2v8 6-0 too fast
2v9 0-6 tabernacled
2v10 6-0 ignores disruption
8v9 6-0 recurring smallpox wins eventually
8v10 0-6 blood mooned
9v10 6-0 remove soul stops any creauture.
im not ready to call this completed, but as of now weve got a 3 way tie for first. im gonna go over some options.
Turns out I win 6-0.
Play or draw I drop a turn 1 needle. If you immediately Crack, I Pox on turn 3 and lock you out of the game, so you have to wait. Instead, I play Pox turn 3, while you still have one of your lands in hand. If you keep Crack, then you can never activate Depths and I can sacrifice Needle. If you keep a land, Needle keeps you from winning until I can Pox again. You get a few swings with your 1/1 (mine dies to Tabernacle) but not nearly enough to kill me.
2. x
3. Erayo keeps lotus from coming back. 6-0
4. see below. 6-0
5. Thalia play, or overrun 3-3
6. tabernacle 0-6
7. [edit: No, I don't get it on play] 0-6
8. Erayo stops. Losing needle nets 1 Smallpox, not enough. 6-0
9. tabernacle 0-6
0. Good hate, but not for Warrens. 6-0
X | 1 2 3 4 5 6 7 8 9 0 |2 | 3 X 6 6 3 0 0 6 0 6 | 27 | 300
(update here)
2v4
If eureka:
1. Lotus, Island, Eureka -> Anowon
1. Lotus, Lotus, Erayo, Lotus (flip), EtW (10x1/1)
2. Upkeep Sac (9 tok) [Hold to block]
2. Swing (block 1) (8 through)
3. Upkeep Sac (7 tok) [Hold to block]
3. Swing (block 1) (6 through)
4. Upkeep Sac (5 tok) [Hold to block]
4. Swing (block 1) (4 through)
5. Upkeep Sac (3 tok) [Hold to block]
5. Swing (block 1) (2 through)
8+6+4+2=20
If he eureka's out his Anowon, and blocks, I deal exactly 20.
If no eureka:
1. Lotus, Island.
1. Lotus, Lotus, Erayo, Lotus (flip), EtW (5)
Fluster (6)
Real countered, 5 @ each.
Pay 3. Get 6 1/1s
2. Can't cast anowon or eureka.
Flipped Erayo.
If he doesn't eureka, to hold for fluster, flipped Erayo prevents anowon.
I 6-0 it.
Edit: Whammwhamme does get me 6-0.
Forgot shelldock lets you arrange what's left. Means he draws blue mana, not foil.
No longer staff here.
completely missed the pithing needle play, updated results accordingly.
missed the pithing needle, updated results accordingly
Why yes I am.
For whatever reason, I was thinking it was legends from legends.
3-3 it is!
Right you are.
So my play, you can spellpeirce, which stops erayo from flipping.
But I end with 12 1/1s, which race your drop.
On my draw, it's basically the same.
X | 1 2 3 4 5 6 7 8 9 0 |
2 | 3 X 6 3 6 0 0 6 0 6 | 27 | 300
No longer staff here.
i think i agree with bateleur's assessment. emrakul annhilates a lot of goblin tokens. can you explain your case, feyd?
When I'm on the draw, you can't play a turn 2 Thalia without putting your counter shields down; I would get a needle, then smallpox with mana to spare five turns later. however, this doesn't matter. You can keep up mana on turn 3, counter Pox if I try to play it, and make an EoT Marit Lage if I don't.
Forgot that karakas can tap for red (so no need for lotus T2).
I swear I knew the round rules going into it, but they all dissipated when I started to score my round.
Bat's right, it's 3-3.
No longer staff here.