This thread contains the results for week 4 of All Blind Tournament #19 and is the start of week 1 of ABT#20.
[SIZE=+2][B]Week 4 of ABT#19[/B][/SIZE][space=25]
This round was [i]'3CB free walker'[/i].
a free planeswalker is a format warping thing, and the metagame shows it. 7 bolas' with various disruption and 2 garruk/progenitus combos. we'll see how it goes.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : prog rock mental misstep / progenitus / garruk, caller of beasts
the thought was if i can get progenitus in play, its already the best planeswalker defense. not spending 2 cards on my win con would have been nice though.
2[b]bateleur[/b] ; Bolas Deck Wins Pithing Needle / Oxidize / Nicol Bolas, Planeswalker
oxidize is even narrower than mental misstep this round. especially since you are half the pithing needles
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]Feyd_Ruin wins week 4![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
425 feyd_ruin
325 tomsloger
300 bronyaur
275 mogg
275 piato
250 reyemile
225 aurorasparrow
213 bateleur
013 sockfresh
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
there were 13 unique cards out of 27 submitted[/Spoiler]
the repeated cards were:
7 nicol bolas, planeswalker
5 mental misstep
2 garruk, caller of beasts
2 progenitus
2 pithing needle
2 spell pierce
[/space][B][SIZE=+2]Next Round : Week 1 of ABT#20[/SIZE][/B][space=25]
[b][u]Modern[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 6 cards
[tab]Land Rule: none
[b]Special Rules:[/b]
only cards legal in modern may be submitted
[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]
1. Grabbing Garruk nets nothing. Letting him through gets prog. 0-6
2. No 1st drop. Commandeer his Bolas, exiling or waiting to cast. 6-0
3. As #2,7,8,9 except his silence forces a tie. 2-2
4. x
5. No 1st drop. Commander his bolas, exiling or waiting to cast. 6-0
6. Garruk/Prog again. No MM means I can get it on play. 3-3
7. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
8. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
9. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
"Commandeer his bolas, exiling or waiting to cast"
If op drops on his first turn, he can't Misstep/Nix/Silence/etc away my commandeer. This means I exile to cast commandeer and get his bolas if he casts it on his first upkeep.
If he waits to cast, I can either hardcast commandeer, exile if necessary, use Spell Pierce to delay it for this, etc. For me to drop first, I wait until I have good mana, and then cast my bolas - leaving mana for commandeer up.
The odd exception is reyemile. He can Silence + Bolas, but then I'll just bolas and bam. However, if I drop bolas, he silences (commandeered), turn, drops bolas and blows mine up before I can ultimate his away from hand. So this turns it into a tie.
Modern has a lot more legal cards in it than Extended did (once they got to the point of rapid rotating Extended). So I'm glad they've settled on a quasi-eternal format that has no reserve list cards in it.
3. As #2,7,8,9 except his silence forces a tie. 2-2
We go 3-3.
When you're on the play, you can't cast a turn 1 Bolas--If you do, I will Silence you on my upkeep, misstep pierce, and play my Bolas to eat yours. But if you don't play turn 1 Bolas, I can Silence you, misstep Pierce, and eat your lands for the rest of the game.
When I'm on the play, we draw. Turn 1 Bolas is suicide, since you can commandeer it--but if I'm backed by Silence, you can Bolas my Bolas. Instead, I am forced to cast Silence on your upkeep, to prevent your free Planeswalker from eating all my lands. We stare at each other for 15 turns; then, you cast Bolas with the mana to hardcast Commandeer, and (thanks to the new rules change for the Planeswalker type) win handily.
We might have to do a modern without the ban list sometime. Its kinda bizarre how many good xcb cards are on there.
depths, misstep, punishing fire, and a bunch of fast mana.
It should probably not be surprising that the best xcb cards tend to make it on to banned/restricted lists. "Fast mana" and "cards with low/no mana costs" are generally among the most powerful cards in regular magic. I mean... using the Legacy banned list would also neuter the format a lot.
3. As #2,7,8,9 except his silence forces a tie. 2-2
We go 3-3.
When you're on the play, you can't cast a turn 1 Bolas--If you do, I will Silence you on my upkeep, misstep pierce, and play my Bolas to eat yours. But if you don't play turn 1 Bolas, I can Silence you, misstep Pierce, and eat your lands for the rest of the game.
When I'm on the play, we draw. Turn 1 Bolas is suicide, since you can commandeer it--but if I'm backed by Silence, you can Bolas my Bolas. Instead, I am forced to cast Silence on your upkeep, to prevent your free Planeswalker from eating all my lands. We stare at each other for 15 turns; then, you cast Bolas with the mana to hardcast Commandeer, and (thanks to the new rules change for the Planeswalker type) win handily.
If either of us play bolas first, we lose.
You first:
(Either you start, or I don't drop bolas)
It's now your first main phase.
Your ability to cast bolas triggers.
You don't have mana for Silence.
(You can't play a land irsp)
You cast bolas. I commandeer it.
I now have a bolas, and you have silence/misstep.
.. You don't win if you ever drop bolas turn 1.
Turn 47:
You cast silence to stop commandeer.
You cast bolas.
My turn. I cast bolas, blow yours up.
.. You don't win if you cast bolas first, on any late turn.
--
Me first:
My first turn, i cast bolas.
Your turn, you cast bolas.
I can't commandeer.
You blow my bolas up.
.. I can't win if I drop bolas on turn 1, play or draw.
Turn 47:
I drop bolas.
Your turn. You cast silence to stop commandeer.
(If I let it through: Bolas -> Kill my bolas)
If I commandeer it..
I +3 him again. No ultimate.
You cast bolas, no commandeer to stop.
Bolas -> Kill my bolas.
..I can't win if I drop bolas first, ever.
Our cards stop the other one from winning, but can't force through our own win.
It's a tie out :/
[SIZE=+2][B]Week 4 of ABT#19[/B][/SIZE][space=25]
This round was [i]'3CB free walker'[/i].
a free planeswalker is a format warping thing, and the metagame shows it. 7 bolas' with various disruption and 2 garruk/progenitus combos. we'll see how it goes.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : prog rock
mental misstep / progenitus / garruk, caller of beasts
the thought was if i can get progenitus in play, its already the best planeswalker defense. not spending 2 cards on my win con would have been nice though.
2[b]bateleur[/b] ; Bolas Deck Wins
Pithing Needle / Oxidize / Nicol Bolas, Planeswalker
oxidize is even narrower than mental misstep this round. especially since you are half the pithing needles
3[b]reyemile[/b] : the soft lock
Silence / Mental Misstep / Nicol Bolas, Planeswalker
silence is a cool way to stop the walkers
4[b]Feyd_Ruin[/b] : grixis control
Commandeer / Spell Pierce / Nicol Bolas, Planeswalker
commandeer is very cool
5[b]piato[/b] : double counter
Mental Misstep / Spell Pierce / Nicol Bolas, Planeswalker
im starting to feel really outnumbered here
6[b]bronyaur[/b] : hey, nice deck
Chainer's Edict / Progenitus / Garruk, Caller of Beasts
that chainer's edict is good against me. i like the way you think though.
7[b]mogg[/b] : eventualities
Mental Misstep / Nix / Nicol Bolas, Planeswalker
nix is another cool solution
8[b]aurorasparrow[/b] : the standard
Pithing Needle / Mental Misstep / Nicol Bolas, Planeswalker
ive more or less run out of things to say about bolas/control
9[b]sockfresh[/b] : inficate
wheel of sun and moon / vindicate / Nicol Bolas, Planeswalker
i think everyone metagamed a little harder than you. vindicate seems slow, even when theres infinite of them[/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 3 6 3 0 3 3 6 | 26 | 325
2 | 0 X 3 2 3 3 3 1 6 | 17 | 213
3 | 3 3 X 2 3 3 3 2 6 | 20 | 250
4 | 0 6 2 X 6 3 6 6 6 | 34 | 425
5 | 3 6 3 0 X 3 3 2 6 | 22 | 275
6 | 6 3 3 3 3 X 3 3 6 | 24 | 300
7 | 3 6 3 0 3 3 X 2 6 | 22 | 275
8 | 3 4 2 0 2 3 2 X 4 | 18 | 225
9 | 0 0 0 0 0 0 0 1 X | 01 | 013
[/FONT][/space]
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]Feyd_Ruin wins week 4![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
425 feyd_ruin
325 tomsloger
300 bronyaur
275 mogg
275 piato
250 reyemile
225 aurorasparrow
213 bateleur
013 sockfresh
[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
there were 13 unique cards out of 27 submitted[/Spoiler]
the repeated cards were:
7 nicol bolas, planeswalker
5 mental misstep
2 garruk, caller of beasts
2 progenitus
2 pithing needle
2 spell pierce
[/space][B][SIZE=+2]Next Round : Week 1 of ABT#20[/SIZE][/B][space=25]
[b][u]Modern[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 6 cards
[tab]Land Rule: none
[b]Special Rules:[/b]
only cards legal in modern may be submitted
[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.
1675 | 275 400 600 400 piato
1435 | 325 378 288 344 tomsloger
1314 | 225 133 500 456 aurorasparrow
1169 | 425 267 250 222 feyd_ruin
878 | 275 000 225 378 mogg
864 | 213 244 363 044 bateleur
825 | 250 333 075 167 reyemile
744 | 000 422 100 222 whammewhamme
494 | 013 256 225 000 sockfresh
411 | 300 111 000 000 bronyaur
233 | 000 000 000 233 plopfill
211 | 000 211 000 000 knobbodi
1tomsloger : prog rock
mental misstep / progenitus / garruk, caller of beasts
Pithing Needle / Oxidize / Nicol Bolas, Planeswalker
6-0 counter needle, prog wins
3reyemile : the soft lock
Silence / Mental Misstep / Nicol Bolas, Planeswalker
3-3 prog on the play, misstep counters misstep on the draw
4Feyd_Ruin : grixis control
Commandeer / Spell Pierce / Nicol Bolas, Planeswalker
6-0 commandeer can take garruk, but you dont have the prog
5piato : double counter
Mental Misstep / Spell Pierce / Nicol Bolas, Planeswalker
3-3 prog on the play, pierced on the draw
6bronyaur : hey, nice deck
Chainer's Edict / Progenitus / Garruk, Caller of Beasts
0-6 edicted
7mogg : eventualities
Mental Misstep / Nix / Nicol Bolas, Planeswalker
3-3 prog on the play, nixed on the draw
8aurorasparrow : the standard
Pithing Needle / Mental Misstep / Nicol Bolas, Planeswalker
3-3 prog on the play, needled on the draw
9sockfresh : inficate
wheel of sun and moon / vindicate / Nicol Bolas, Planeswalker
6-0 prog takes it home
2. No 1st drop. Commandeer his Bolas, exiling or waiting to cast. 6-0
3. As #2,7,8,9 except his silence forces a tie. 2-2
4. x
5. No 1st drop. Commander his bolas, exiling or waiting to cast. 6-0
6. Garruk/Prog again. No MM means I can get it on play. 3-3
7. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
8. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
9. No 1st drop. Commandeer his bolas, exiling or waiting to cast. 6-0
"Commandeer his bolas, exiling or waiting to cast"
If op drops on his first turn, he can't Misstep/Nix/Silence/etc away my commandeer. This means I exile to cast commandeer and get his bolas if he casts it on his first upkeep.
If he waits to cast, I can either hardcast commandeer, exile if necessary, use Spell Pierce to delay it for this, etc. For me to drop first, I wait until I have good mana, and then cast my bolas - leaving mana for commandeer up.
The odd exception is reyemile. He can Silence + Bolas, but then I'll just bolas and bam. However, if I drop bolas, he silences (commandeered), turn, drops bolas and blows mine up before I can ultimate his away from hand. So this turns it into a tie.
X | 1 2 3 4 5 6 7 8 9
4 | 0 6 2 X 6 3 6 6 6 | 34 | 425
No longer staff here.
Tom can misstep my Spell Pierce, so I still lose that one though.
Thanks!
No longer staff here.
7| 3 6 3 0 3 3 X 2 6 | 22
Reasoning is generally the same as for piato's deck.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
so yeah, no dark depths
For clarity, when we use a format's banned list can we list the banned cards in the future?
When you're on the play, you can't cast a turn 1 Bolas--If you do, I will Silence you on my upkeep, misstep pierce, and play my Bolas to eat yours. But if you don't play turn 1 Bolas, I can Silence you, misstep Pierce, and eat your lands for the rest of the game.
When I'm on the play, we draw. Turn 1 Bolas is suicide, since you can commandeer it--but if I'm backed by Silence, you can Bolas my Bolas. Instead, I am forced to cast Silence on your upkeep, to prevent your free Planeswalker from eating all my lands. We stare at each other for 15 turns; then, you cast Bolas with the mana to hardcast Commandeer, and (thanks to the new rules change for the Planeswalker type) win handily.
depths, misstep, punishing fire, and a bunch of fast mana.
by quite a lot.
congrats!
If either of us play bolas first, we lose.
You first:
(Either you start, or I don't drop bolas)
It's now your first main phase.
Your ability to cast bolas triggers.
You don't have mana for Silence.
(You can't play a land irsp)
You cast bolas. I commandeer it.
I now have a bolas, and you have silence/misstep.
.. You don't win if you ever drop bolas turn 1.
Turn 47:
You cast silence to stop commandeer.
You cast bolas.
My turn. I cast bolas, blow yours up.
.. You don't win if you cast bolas first, on any late turn.
--
Me first:
My first turn, i cast bolas.
Your turn, you cast bolas.
I can't commandeer.
You blow my bolas up.
.. I can't win if I drop bolas on turn 1, play or draw.
Turn 47:
I drop bolas.
Your turn. You cast silence to stop commandeer.
(If I let it through: Bolas -> Kill my bolas)
If I commandeer it..
I +3 him again. No ultimate.
You cast bolas, no commandeer to stop.
Bolas -> Kill my bolas.
..I can't win if I drop bolas first, ever.
Our cards stop the other one from winning, but can't force through our own win.
It's a tie out :/
No longer staff here.