you all came up with some pretty [s]good[/s] terrible answers. im impressed.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : crappy answers glare of heresy / relic putrescence / pyromatics
relic putrescence is so funny against chalice, i had to play it. i think pyromatics was a mistake. it is slow, but it deals damage
2[b]sockfresh[/b] : reactions darksteel reactor / combust / dispel
dispel and reactor are both pretty good cards. hopefully still bad enough.
4[b]mogg[/b] : wak-wak 2, electric bugaloo dark ritual / Forsaken Wastes / Island of Wak-Wak
wow. both of you came up with that? i wonder if lotus vs ritual will make any difference
5[b]bronYAur[/b] : roterobustion Roterothopter / Combust / crush
ive never seen roterothopter before. its pretty perfect against bridge
10[b]aurorasparrow[/b] : inertia bubble, the less hilarious relic putrescence deicide / Inertia Bubble / Exsanguinate
didnt see this submission as i was compiling. renounce the guilds at instant speed with helix on the stack is clever[/space]
[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]
9 riddle of lightning / annul / serene remembrance
Vs:
1. Riddle is 11 turns slower than pyromatics 6-0
2. Dispel stops annul 6-0
3. I deal damage 0-6
4. I deal damage 0-6
5. Annul on the play, thopter on the draw 3-3
6. Kiln walker is too fast 6-0
7. Wizard is a 1/1 0-6
8. Annul vs reactor, leyline vs riddle 2-2
10. Exsanguinate is too fast 6-0
Renounce the guilds kills wheel of sun and moon even on the draw, since it only costs 2.
But I think you might be right about the other one.
Renounce the Guilds causes Wheel of Sun and Moon to be sacrificed in response to either Lightning Helix or Vindicate. However, Wheel will return and then the other card can be looped. I.e., Renounce in response to Helix gets rid of Helix, but then infinite Vindicates prevent Exsanguinate from being lethal.
hmm. sorry guys, i tried to check entries for legality. wallop to wing snare seems like an easy switch. functionally the same, only it works
Actually, this switch is a little problematic. I'm realizing now that Combust leaves my grid exactly the same as my current illegal configuration. However, Wing Snare makes me go from 6-0 to 0-6 vs. bronYAur
if it doesnt change any scores, sounds like a slam dunk change.
...which makes me think i should do aurorasparrow's scores before deciding which card to replace with...
10 | 0 0 0 0 0 6 6 0 0 X | 12
so neither of my suggested replacements change the scoring by a single point.
deicide it is. because it new, and shiny.
also: since only one submission was in when i realized i'd forgotten-- Land Rule Banlist is in effect. added to first post.
i always forget about it, so this time its there. no loti for you.
You know, I think I forgot we were back build and I was thinking wing snare would make his score better, not worse...
[c]wing snare[c] still seems like the most obvious change to me, but I'd love some more input.
and thank you piato. I thought about the test decks for so long that I barely thought about my actual deck
I hoped for a more even split on what y'all beat, but I really liked this format and will probably do something similar eventually. And maybe even try bronYAur's idea, which I would almost certainly call frontbuild
also: since only one submission was in when i realized i'd forgotten-- Land Rule Banlist is in effect. added to first post.
i always forget about it, so this time its there. no loti for you.
Getting to change to the card that is best for the actual matchups you faced is... very questionable.
I mean, if there had been no decks with fliers but one with a blue creature, would you have argued for Wing Snare "as it doesn't change my score"?
Given a choice, the one that DOES affect your score (negatively) should be chosen.
Okay, next time I won't point out my deck was illegal and I'll just hope no one notices.
I see no problem with that; players self-reporting that their decks were illegal is by no means the majority of the fixes.
Also, in light of this attitude, I motion that Reyemile be disqualified (which traditionally has *also* been a remedy for an illegal deck), because "well next time I'll keep quiet" is bordering on threatening to cheat.
1) I reported the error before anyone else noticed
2) The mod assumed the deck was legal
3) Despite superficial similarity between Wallop and Wing Snare, Snare isn't actually any closer than Combust--it's clear from the intent of my deck that my goal was to pick a narrow answer, and a card that hits only two colors of creatures fills that role just as well as a card that hits only flying creatures
4) Given that an extremely convoluted line of play makes my otherwise fair deck technically illegal, and given that of the similar substitutes, one preserves the integrity of the tournament and the other randomly gives another player free points, it makes sense to pick the choice that results in the same grid
5) Especially since Whamme suggested INTENTIONALLY picking the worse of the two cards just to punish me,
6) which disincentivizes honesty in all future tournaments
7) and which taken to its logical conclusion means that Wallop should be replaced by, I dunno, Shriekmaw, since that's an even worse-for-me card that can kill Griffin past Commandeer.
Backbuild is one of those formats where it is easy to submit a deck that looks legal, but is later shown not. It's a result of how odd of a format it is. We've encountered it many times, and we've always tried to find a functional equivalent to make the deck legal, without changing matchups, whenever possible. If changing is inevitable, we go for the one that only changes it negatively for the player who submitted the illegal deck. We toss out a deck that can't be reworked without making another player lose points.
Wing Snare and Combust are both acceptable answers, and it's up to the Mod of the round to determine which one.
Personally, if we have an acceptable answer that doesn't affect the grid, I see no reason not to use it.
1) I reported the error before anyone else noticed
2) The mod assumed the deck was legal
3) Despite superficial similarity between Wallop and Wing Snare, Snare isn't actually any closer than Combust--it's clear from the intent of my deck that my goal was to pick a narrow answer, and a card that hits only two colors of creatures fills that role just as well as a card that hits only flying creatures
4) Given that an extremely convoluted line of play makes my otherwise fair deck technically illegal, and given that of the similar substitutes, one preserves the integrity of the tournament and the other randomly gives another player free points, it makes sense to pick the choice that results in the same grid
5) Especially since Whamme suggested INTENTIONALLY picking the worse of the two cards just to punish me,
6) which disincentivizes honesty in all future tournaments
7) and which taken to its logical conclusion means that Wallop should be replaced by, I dunno, Shriekmaw, since that's an even worse-for-me card that can kill Griffin past Commandeer.
I know that I-for-one thought of Wallop when deck-building for this round without thinking of Combust. There's no reason to assume you would have realized that the card existed.
And frankly, an illegal decklist used to be an auto-DQ. Changing it to something else is entirely discretionary and tom made the call of Wing Snare as "seems obvious".
The "integrity of the tournament" would be better preserved by simply voiding your entry entirely.
What are you so angry about? There are no real stakes in this forum game. It's not like he's keeping you out of top 8 or a money finish, and it was an honest mistake. Just replace illegal choices with functional replacements and be done with it.
sorry i was away. 19 hour workday.
but hey, next 6 days off! i will update the first post sometime today, but i want to post this now:
first i want to say, the way that deck was illegal is so silly. just "wait til turn 13 when you can cast all three spells and redirect spell snare, because wallop costs 2". thats crazy man. i didnt see it.
wing snare still seems the more obvious replacement to me. maybe reyemile would have found combust, but certainly would have found wing snare first.
its not punishment, its just the closest functional replacement. scoring shouldnt have anything to do with replacing an illegal card. i should have never let the scoring change phase me, and stuck with my initial reaction. its just the closest card that works.
ill try to do a better job of checking decks for legality, especially weeks like this. but this sort of thing will sometimes happen.
[SIZE=+2][B]Week 3 of ABT#20[/B][/SIZE][space=25]
This round was [i]'3CB tier 1 backbuild'[/i].
so the point is to lose, but you had to beat 2 out of 4 pretty good test decks.
for reference, they were:
ensnaring bridge / chalice of life / pithing needle
wheel of sun and moon / lightning helix / vindicate
student of warfare / path to exile / beast within
commandeer / mana drain / misthollow griffin
you all came up with some pretty [s]good[/s] terrible answers. im impressed.
[SIZE=+1][B][U]The Entries[/U][/B][/SIZE][space=25]
1[b]tomsloger[/b] : crappy answers
glare of heresy / relic putrescence / pyromatics
relic putrescence is so funny against chalice, i had to play it. i think pyromatics was a mistake. it is slow, but it deals damage
2[b]sockfresh[/b] : reactions
darksteel reactor / combust / dispel
dispel and reactor are both pretty good cards. hopefully still bad enough.
3[b]Feyd_Ruin[/b] : wak-wak
Black Lotus / Forsaken Wastes / Island of Wak-Wak
wastes is an excellent win con and way to deal with chalice. and wak-wak is just hilarious.
4[b]mogg[/b] : wak-wak 2, electric bugaloo
dark ritual / Forsaken Wastes / Island of Wak-Wak
wow. both of you came up with that? i wonder if lotus vs ritual will make any difference
5[b]bronYAur[/b] : roterobustion
Roterothopter / Combust / crush
ive never seen roterothopter before. its pretty perfect against bridge
6[b]WhammeWhamme[/b] : gruul mild aggression
Leyline of Lifeforce / Kiln Walker / Primal Boost
i love how you and bronyaur beat the same two decks in such different ways.
7[b]reyemile[/b] : strawman
Spell Snare / wing snare / Goblin Wizard
goblin wizard is delightful.
8[b]piato[/b] : pillowfort
Darksteel Reactor / Leyline of Sanctity / Swerve
any time you can play swerve, you gotta do it.
9[b]knobbodi[/b] : sphinx's game
Riddle of lightning / annul / serene remembrance
impressively slow, but you have the same problem i do. dealing damage is rough.
10[b]aurorasparrow[/b] : inertia bubble, the less hilarious relic putrescence
deicide / Inertia Bubble / Exsanguinate
didnt see this submission as i was compiling. renounce the guilds at instant speed with helix on the stack is clever[/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 0 | PT | TPs[/U]
1 | X 6 0 0 2 6 2 6 0 6 | 28 | 311
2 | 0 X 6 6 6 6 2 2 0 6 | 34 | 378
3 | 6 0 X 2 6 6 6 0 6 6 | 38 | 422
4 | 6 0 2 X 6 6 6 0 6 6 | 38 | 422
5 | 2 0 0 0 X 6 6 0 3 6 | 22 | 244
6 | 0 0 0 0 0 X 0 0 0 0 | 00 | 000
7 | 2 2 0 0 0 6 X 2 6 0 | 18 | 200
8 | 0 2 6 6 6 6 2 X 2 6 | 36 | 400
9 | 6 6 0 0 3 6 0 2 X 6 | 28 | 311
0 | 0 0 0 0 0 6 6 0 0 X | 12 | 133[/FONT][/space]
[SIZE=+1][B][U]The Results[/U][/B][/SIZE]
[SIZE=+3][B]Feyd_Ruin and Mogg win week 3![/B][/SIZE]
[Spoiler=Weekly Rankings & Tournament Points][FONT=Courier New]
[U]TPnts[/U] [U]player[/U]
311 tomsloger
378 sockfresh
422 feyd_ruin
422 mogg
244 bronYAur
000 whammewhamme
200 reyemile
400 piato
311 knobbodi
133 aurorasparrow[/FONT][/Spoiler]
[Spoiler=Weekly Round Statistics]
there were unique cards out of submitted
the repeated cards were:
[/space][B][SIZE=+2]Next Round : Week 4 of ABT#20[/SIZE][/B][space=25]
[b][u]2CB LR[/u][/b]
[space=25][b]Format Rules[/b]
[tab]Deck size: 2 cards
[tab]Land Rule: basic land rule
[b]Special Rules:[/b]
nothing fancy. just 2 cards.
[b]Submit decks to tomsloger[/b]
[B]Additional Ban List[/B][list]
Black Lotus
Balancing Act
Energy Field
Time Walk
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
[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.
1333 | 400 400 533 piato
1322 | 422 500 400 feyd_ruin
1058 | 422 325 311 mogg
1042 | 311 175 556 knobbodi
786 | 244 275 267 bronyaur
719 | 311 225 178 tomsloger
639 | 133 250 256 aurorasparrow
628 | 000 450 178 whammewhamme
478 | 378 000 100 sockfresh
200 | 200 000 000 reyemile
044 | 000 000 044 bateleur
1tomsloger : crappy answers
glare of heresy / relic putrescence / pyromatics
darksteel reactor / combust / dispel
6-0 youre too fast
3Feyd_Ruin : wak-wak
Black Lotus / Forsaken Wastes / Island of Wak-Wak
0-6 i deal damage
4mogg : wak-wak 2, electric bugaloo
dark ritual / Forsaken Wastes / Island of Wak-Wak
0-6 i deal damage
5bronYAur : roterobustion
Roterothopter / Combust / crush
2-2 pyromatics on thopter
6WhammeWhamme : gruul mild aggression
Leyline of Lifeforce / Kiln Walker / Primal Boost
6-0 kiln walker wins before pyromatics can kill it through primal boost
7reyemile : strawman
Spell Snare / Wallop / Goblin Wizard
2-2 pyromatics takes out wizard
8piato : pillowfort
Darksteel Reactor / Leyline of Sanctity / Swerve
6-0 glare of heresy was relevant, but still too slow
9knobbodi : sphinx's game
Riddle of lightning / annul / serene remembrance
0-6 i believe youre slower
10aurorasparrow : inertia bubble, the less hilarious relic putrescence
Renounce the Guilds / Inertia Bubble / Exsanguinate
6-0 youre too fast
3| 6 0 X 2 6 6 6 0 6 6 | 38 | 422
4| 6 0 2 X 6 6 6 0 6 6 | 38 | 422
Only match of note is vs. bronYAur. He can activate Roterothopter a second time after I activate Island of Wak-Wak to deal damage.
I'm assuming that Reyemile's deck will be updated to be legal and remain in the grid.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
also, in case anyone is interested, the test decks would have scored:
# |pts | tps
1 | 48 | 480
2 | 30 | 300
3 | 08 | 080
4 | 38 | 380
But I think you might be right about the other one.
Vs:
1. Riddle is 11 turns slower than pyromatics 6-0
2. Dispel stops annul 6-0
3. I deal damage 0-6
4. I deal damage 0-6
5. Annul on the play, thopter on the draw 3-3
6. Kiln walker is too fast 6-0
7. Wizard is a 1/1 0-6
8. Annul vs reactor, leyline vs riddle 2-2
10. Exsanguinate is too fast 6-0
9 | 6 6 0 0 3 6 0 2 6 | 28
Replacing Wallop with Combust or Wing Snare solves the problem.
Renounce the Guilds causes Wheel of Sun and Moon to be sacrificed in response to either Lightning Helix or Vindicate. However, Wheel will return and then the other card can be looped. I.e., Renounce in response to Helix gets rid of Helix, but then infinite Vindicates prevent Exsanguinate from being lethal.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
wallop to wing snare seems like an easy switch. functionally the same, only it works
renounce the guilds is a bit harder, since there is no working equivalent. since all it hits is wheel, im thinking either deicide or glare of heresy. opinions?
I'm fine with the swap.
...which makes me think i should do aurorasparrow's scores before deciding which card to replace with...
results for:
10aurorasparrow : inertia bubble, the less hilarious relic putrescence
Renounce the Guilds / Inertia Bubble / Exsanguinate
glare of heresy / relic putrescence / pyromatics
0-6 exsanguinate is 18 turns faster.
2sockfresh : reactions
darksteel reactor / combust / dispel
0-6 exsanguinate is faster
3Feyd_Ruin : wak-wak
Black Lotus / Forsaken Wastes / Island of Wak-Wak
0-6 you deal damage
4mogg : wak-wak 2, electric bugaloo
dark ritual / Forsaken Wastes / Island of Wak-Wak
0-6 see above
5bronYAur : roterobustion
Roterothopter / Combust / crush
0-6 bubble stops thopter
6WhammeWhamme : gruul mild aggression
Leyline of Lifeforce / Kiln Walker / Primal Boost
6-0 walker is faster
7reyemile : strawman
Spell Snare / Wallop / Goblin Wizard
6-0 spell snare stops exsanguinate
8piato : pillowfort
Darksteel Reactor / Leyline of Sanctity / Swerve
0-6 i got excited and thought the change was gonna be relevant here, then realized that there was a swerve anyway, then i realized exsanguinate doesnt target. oh, and its faster than reactor
9knobbodi : sphinx's game
Riddle of lightning / annul / serene remembrance
0-6 riddle is even slower than my slow deck.
so neither of my suggested replacements change the scoring by a single point.
deicide it is. because it new, and shiny.
also: since only one submission was in when i realized i'd forgotten-- Land Rule Banlist is in effect. added to first post.
i always forget about it, so this time its there. no loti for you.
I mean, if there had been no decks with fliers but one with a blue creature, would you have argued for Wing Snare "as it doesn't change my score"?
Given a choice, the one that DOES affect your score (negatively) should be chosen.
[c]wing snare[c] still seems like the most obvious change to me, but I'd love some more input.
and thank you piato. I thought about the test decks for so long that I barely thought about my actual deck
I hoped for a more even split on what y'all beat, but I really liked this format and will probably do something similar eventually. And maybe even try bronYAur's idea, which I would almost certainly call frontbuild
That'll teach me to submit early.
Traditionally, that format has been called Strawman. Here's the entry from the XCB Repository:
Strawman
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I see no problem with that; players self-reporting that their decks were illegal is by no means the majority of the fixes.
Also, in light of this attitude, I motion that Reyemile be disqualified (which traditionally has *also* been a remedy for an illegal deck), because "well next time I'll keep quiet" is bordering on threatening to cheat.
My points are:
1) I reported the error before anyone else noticed
2) The mod assumed the deck was legal
3) Despite superficial similarity between Wallop and Wing Snare, Snare isn't actually any closer than Combust--it's clear from the intent of my deck that my goal was to pick a narrow answer, and a card that hits only two colors of creatures fills that role just as well as a card that hits only flying creatures
4) Given that an extremely convoluted line of play makes my otherwise fair deck technically illegal, and given that of the similar substitutes, one preserves the integrity of the tournament and the other randomly gives another player free points, it makes sense to pick the choice that results in the same grid
5) Especially since Whamme suggested INTENTIONALLY picking the worse of the two cards just to punish me,
6) which disincentivizes honesty in all future tournaments
7) and which taken to its logical conclusion means that Wallop should be replaced by, I dunno, Shriekmaw, since that's an even worse-for-me card that can kill Griffin past Commandeer.
Wing Snare and Combust are both acceptable answers, and it's up to the Mod of the round to determine which one.
Personally, if we have an acceptable answer that doesn't affect the grid, I see no reason not to use it.
No longer staff here.
I know that I-for-one thought of Wallop when deck-building for this round without thinking of Combust. There's no reason to assume you would have realized that the card existed.
And frankly, an illegal decklist used to be an auto-DQ. Changing it to something else is entirely discretionary and tom made the call of Wing Snare as "seems obvious".
The "integrity of the tournament" would be better preserved by simply voiding your entry entirely.
but hey, next 6 days off! i will update the first post sometime today, but i want to post this now:
first i want to say, the way that deck was illegal is so silly. just "wait til turn 13 when you can cast all three spells and redirect spell snare, because wallop costs 2". thats crazy man. i didnt see it.
wing snare still seems the more obvious replacement to me. maybe reyemile would have found combust, but certainly would have found wing snare first.
its not punishment, its just the closest functional replacement. scoring shouldnt have anything to do with replacing an illegal card. i should have never let the scoring change phase me, and stuck with my initial reaction. its just the closest card that works.
ill try to do a better job of checking decks for legality, especially weeks like this. but this sort of thing will sometimes happen.
Should have gone with Active Volcano :-P