Update: I've made three updates to the rules to help with future clarity. If you have any comments or issues with them, let me know.
1. I've removed the rule about a deck needing to win. I feel that it doesn't serve a positive purpose and kills the legality of some interesting decks.
2. I've updated the first turn win rule to have the following clarity: "Decks are not allowed to win before an opponent has completed a full turn. When determining this, consider the opponent's deck to consist of four blank cards. (For example, a deck designed to play Ignite Memories on turn 1 would be legal, even if doing so could kill an opponent.)"
3. I've updated the discard rule to have the following clarity: "Decks are not allowed to reduce the number of cards in an opponent's hand by more than one per turn. When determining this, consider the entire set of possible characteristics a card in your opponent's hand could have. (For example, Persecute is not allowed in a player's deck.)"
Round 10
Decks due Wed. 12/31/14 at 5pm PST. I should be back to a normal schedule and be able to update this more promptly with the coming new year. I also intend to do a card/deck analysis to see/suggest new bannings. Until then, brew wisely.
1v10 is marked 0-6, I think it should be 3-3. I kill a token each turn starting turn 3, and that slows the damage enough to kill off all the tokens before lethal hits.
1v10 is marked 0-6, I think it should be 3-3. I kill a token each turn starting turn 3, and that slows the damage enough to kill off all the tokens before lethal hits.
assuming you mean 1v9, logic seems sound. missed that one.
vs. 1 Rush_Clasic: Crack away a Cloudpost. 6-0
vs. 2 Subtle_Relevance: Crack away land #1. 6-0
vs. 4 tomsloger: Crack away Citadel or Elixir. Citadel wins instantly, Elixir requires recurring, but either wins. 6-0
vs. 5 Heinsun: Crack + Path = draw. 2-2
vs. 6 Sand_Crab: Crack Ruins FTW. 6-0
vs. 7 Pharmalade: Crack first land FTW. 6-0
vs. 8 keyboardmash: Missteping Crack then Mayor wins for keyboardmash. 0-6
vs. 9 NemataGG: Crack Megaliths FTW. 6-0
vs. 10 thatmarkguy: Crack first land FTW. 6-0
vs. 11 mqj: Crack first land FTW. 6-0
No, my X=0 Engineered Explosives get cracked instead. And by the time you recurse it I have Thalia in play and you can't even cast Crack anymore. 0-6.
I'm starting to take this personally, Whamme. That's five of the past six rounds that we've both participated in, your initial score against me had to be re-adjusted downwards.
My scoreline as I see it, bold represent contradiction from that opponent's score.
V1 6-0 Thalia makes Foundry uncastable.
V2 0-6 3 lands lets Boom overcome the Thalia tax; Eng'd explosives is useless; Megaliths hits hellbent and Thalia is toasted. V3 6-0 Engineered Explosives for X=0 are fodder for the first Crack the Earth and Thalia lands before any chance of a second one. Thalia outraces/outclasses Memnite (or simply stands defense as Inkmoth wins)
V4 6-0 Thalia shuts down Beast Within; Inkmoth wins by poison making Elixir lifegain irrelevant.
V5 0-6 Same deck as mine except Path instread of Eng'd Explosives. Path makes all the difference.
V6 0-6 Eng'd Explosives can Wrath the Thopter swarm once but once isn't enough.
V7 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed first instead. V8 6-0 Engineered Explosives for X=0 pops Howlpack Alpha and all its wolves. Thalia holds off Mutavault after wolves go extinct, Inkmoth wins
V9 6-0 Thalia makes Anger of the Gods uncastable; with it uncastable Megaliths never hits Hellbent. Thalia stays home to block Mage while Inkmoth attacks - when Mage sacs to nuke a land, Thalia takes over attacking duties and wins.
V11 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed or plucked first instead.
No, my X=0 Engineered Explosives get cracked instead. And by the time you recurse it I have Thalia in play and you can't even cast Crack anymore. 0-6.
I'm starting to take this personally, Whamme. That's five of the past six rounds that we've both participated in, your initial score against me had to be re-adjusted downwards.
I'm deeply sorry. Please stop submitting decks I auto-parse as terrible.
(actually, I think it's because by the time I get to you I'm in a hurry to finish my line... submit earlier in the week, darn you! )
(...I am actually sorry. I think I mentally misread Engineered Explosives as Ratchet Bomb, for reasons know only to my subconscious)
Correcting myself, 3-3. Thalia does make Soul Foundry uncastable, which matters only in the event Thalia gets cast before Soul Foundry. Which is only when I am on the play. Otherwise wolves eat my flesh.
On the play, I destroy your land turn two, you can never cast Sculler or Mage.
On the draw, you play Meddling Mage naming Boom//Bust so I can never get hellbent, but you can never attack past my 2/1 first strike Ghitu Encampment. The game is a draw.
1v2: Boom busts me. (0-6)
1v3: Crack gorges me. (0-6)
1v4: Beast rots me. (0-6)
1v5: Thalia exiles me. (0-6)
1v6: Turn four, you make 1 token and gain 1 life (21/20). I make one huntmaster, one wolf, and gain two life. (21/22) From there, you make 3 tokens a turn, I make two, but mine are bigger and my huntmasters all eventually flip, giving me giant monsters you have to chump, as well as killing off tokens with the flip damage. (6-0)
1v7: Mage meddles me. (0-6)
1v8: On the draw, the wolfy legion is too quick for me. But on the play, getting to slow Mayor's flip a turn buys me a lot of time to assemble my own hoard. (3-3)
1v9: On the draw, Mage gets me. On the play, I get a huntmaster out, which flips into action and wins. (3-3)
1v10: Thalia Inks me. (0-6)
1v11: Mage meddles me. (0-6)
At this point, I wonder if a cloudpost deck can work. The environment is very hostile toward it.
Edit: Wait, no, I last-minute swapped from the 3rd Cloudpost to Glimmerpost and forgot about Thalia.
Yeah, basically, the problem is that landkill is very strong, between a lack of Lotuses (compared to Vintage 4CB) and the natural tendency of people to want to play vaguely interesting decks (i.e. not all 1 drops all the time) means that you pick up wins vs. practically everything.
I'm no longer gonna run this game on the other two forums. WOTC has been dead, and while the occasional straggler came along, only one player has been consistent over there. I'm gonna see if I can get said competitor to come over. As for NGA, there was a strong showing there, but the only regular over the last few rounds has been mark, and mark posts here anyway. So, the the last part of the name is getting chopped off and it's just gonna be running here. (Unless I get some voices from the other places that say they'd like me to continue.)
Thanks for playing so much and I look forward to a lot of participation from MTGS moving into the new year. Now, fill out that spreadsheet!
vs. 1 Rush_Clasic: I lock out the Shadows, 5/3 beats 1/1. 6-0
vs. 3 Pharmalade: Ack! I can't cast my Golem! 0-6
vs. 4 tomsloger: Golem beats Magus. 6-0
vs. 5 Heinsun: Duress stops me. 3-3
vs. 6 NemataGG: His deck is basically useless in this matchup. 6-0
vs. 7 keyboardmash: 3 3/3's beats Golem, Golem locks out Kuldotha. 3-3
vs. 8 Sand_Crab: Golem beats Magus. 6-0
filling out the rest of the matchups. i disagree with what 5 has listed against rush, me and sandcrab (decks 1, 4 and 8). i put the score i think in their rows and left 5 as is.
but if it does, i think that should be 4-1 in favor of the tiger since you can only trade on the play.
either way, its not 6-0
WhammeWhamme vs. 2 NemataGG: Mage can cripple me, but then Nix is uncastable. Beatdown with Grey Ogre also fails. 2-2
oh wow. i forgot that megaliths requires hellbent. thats makes it a 2-2 against deck 1 as well.
1. I've removed the rule about a deck needing to win. I feel that it doesn't serve a positive purpose and kills the legality of some interesting decks.
2. I've updated the first turn win rule to have the following clarity: "Decks are not allowed to win before an opponent has completed a full turn. When determining this, consider the opponent's deck to consist of four blank cards. (For example, a deck designed to play Ignite Memories on turn 1 would be legal, even if doing so could kill an opponent.)"
3. I've updated the discard rule to have the following clarity: "Decks are not allowed to reduce the number of cards in an opponent's hand by more than one per turn. When determining this, consider the entire set of possible characteristics a card in your opponent's hand could have. (For example, Persecute is not allowed in a player's deck.)"
Round 10
Decks due Wed. 12/31/14 at 5pm PST. I should be back to a normal schedule and be able to update this more promptly with the coming new year. I also intend to do a card/deck analysis to see/suggest new bannings. Until then, brew wisely.
assuming you mean 1v9, logic seems sound. missed that one.
vs. 1 Rush_Clasic: Crack away a Cloudpost. 6-0
vs. 2 Subtle_Relevance: Crack away land #1. 6-0
vs. 4 tomsloger: Crack away Citadel or Elixir. Citadel wins instantly, Elixir requires recurring, but either wins. 6-0
vs. 5 Heinsun: Crack + Path = draw. 2-2
vs. 6 Sand_Crab: Crack Ruins FTW. 6-0
vs. 7 Pharmalade: Crack first land FTW. 6-0
vs. 8 keyboardmash: Missteping Crack then Mayor wins for keyboardmash. 0-6
vs. 9 NemataGG: Crack Megaliths FTW. 6-0
vs. 10 thatmarkguy: Crack first land FTW. 6-0
vs. 11 mqj: Crack first land FTW. 6-0
...huh. Did not expect that outcome!
maybe ill submit something different
Cloudpost / Cloudpost / Soul Foundry / Huntmaster of the Fells
6-0 beast
2. Subtle_Relevance
Darksteel Citadel / Ghitu Encampment / Keldon Megaliths / Boom//Bust
0-6 boom
3. WhammeWhamme
Memnite / Copperline Gorge / Crack the Earth / Serene Rememberance
0-6 crack
4. tomsloger
Darksteel Citadel / Golgari Rotfarm / Elixir of Immortality / Beast Within
X me
5. Heinsun
Mutavault / Plains / Thalia, Guardian of Thraben / Path to Exile
0-6 thalia
6. Sand_Crab
Academy Ruins / Dimir Aqueduct / Thopter Foundry / Sword of the Meek
6-0 beast
7. Pharmalade
Plains / Seachrome Coast / Leonin Relic-Warder / Meddling Mage
0-6 relic warder
8. keyboardmash
Llanowar Reborn / Mutavault / Mayor of Avabruck / Mental Misstep
0-6 misstep
9. NemataGG
Keldon Megaliths / Gruul Turf / Fulminator Mage / Anger of the Gods
6-0 megaliths etb tapped, so beast a land
10. thatmarkguy
Inkmoth Nexus / Caves of Koilos / Thalia, Guardian of Thraben / Engineered Explosives
0-6 thalia
11. mqj
Darkslick Shores / Plains / Meddling Mage / Tidehollow Sculler
0-6 sculler
No, my X=0 Engineered Explosives get cracked instead. And by the time you recurse it I have Thalia in play and you can't even cast Crack anymore. 0-6.
I'm starting to take this personally, Whamme. That's five of the past six rounds that we've both participated in, your initial score against me had to be re-adjusted downwards.
V1 6-0 Thalia makes Foundry uncastable.
V2 0-6 3 lands lets Boom overcome the Thalia tax; Eng'd explosives is useless; Megaliths hits hellbent and Thalia is toasted.
V3 6-0 Engineered Explosives for X=0 are fodder for the first Crack the Earth and Thalia lands before any chance of a second one. Thalia outraces/outclasses Memnite (or simply stands defense as Inkmoth wins)
V4 6-0 Thalia shuts down Beast Within; Inkmoth wins by poison making Elixir lifegain irrelevant.
V5 0-6 Same deck as mine except Path instread of Eng'd Explosives. Path makes all the difference.
V6 0-6 Eng'd Explosives can Wrath the Thopter swarm once but once isn't enough.
V7 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed first instead.
V8 6-0 Engineered Explosives for X=0 pops Howlpack Alpha and all its wolves. Thalia holds off Mutavault after wolves go extinct, Inkmoth wins
V9 6-0 Thalia makes Anger of the Gods uncastable; with it uncastable Megaliths never hits Hellbent. Thalia stays home to block Mage while Inkmoth attacks - when Mage sacs to nuke a land, Thalia takes over attacking duties and wins.
V11 3-3 When I'm on the play Thalia lands on my T2 and then Inkmoth attacks every turn as Thalia stays home to block. On the draw Thalia is vetoed or plucked first instead.
606600366x3
I'm deeply sorry. Please stop submitting decks I auto-parse as terrible.
(actually, I think it's because by the time I get to you I'm in a hurry to finish my line... submit earlier in the week, darn you! )
(...I am actually sorry. I think I mentally misread Engineered Explosives as Ratchet Bomb, for reasons know only to my subconscious)
Correcting myself, 3-3. Thalia does make Soul Foundry uncastable, which matters only in the event Thalia gets cast before Soul Foundry. Which is only when I am on the play. Otherwise wolves eat my flesh.
On the play, I destroy your land turn two, you can never cast Sculler or Mage.
On the draw, you play Meddling Mage naming Boom//Bust so I can never get hellbent, but you can never attack past my 2/1 first strike Ghitu Encampment. The game is a draw.
CubeTutor Link
1v3: Crack gorges me. (0-6)
1v4: Beast rots me. (0-6)
1v5: Thalia exiles me. (0-6)
1v6: Turn four, you make 1 token and gain 1 life (21/20). I make one huntmaster, one wolf, and gain two life. (21/22) From there, you make 3 tokens a turn, I make two, but mine are bigger and my huntmasters all eventually flip, giving me giant monsters you have to chump, as well as killing off tokens with the flip damage. (6-0)
1v7: Mage meddles me. (0-6)
1v8: On the draw, the wolfy legion is too quick for me. But on the play, getting to slow Mayor's flip a turn buys me a lot of time to assemble my own hoard. (3-3)
1v9: On the draw, Mage gets me. On the play, I get a huntmaster out, which flips into action and wins. (3-3)
1v10: Thalia Inks me. (0-6)
1v11: Mage meddles me. (0-6)
At this point, I wonder if a cloudpost deck can work. The environment is very hostile toward it.
6-0-0-2-6-6-0-6-6-6-0
...which would've been good for about 3rd.
Edit: Wait, no, I last-minute swapped from the 3rd Cloudpost to Glimmerpost and forgot about Thalia.
Yeah, basically, the problem is that landkill is very strong, between a lack of Lotuses (compared to Vintage 4CB) and the natural tendency of people to want to play vaguely interesting decks (i.e. not all 1 drops all the time) means that you pick up wins vs. practically everything.
Decks due Wed. 1/7/15 at 5pm PST. A little under 24 hours left to submit decks.
I'm no longer gonna run this game on the other two forums. WOTC has been dead, and while the occasional straggler came along, only one player has been consistent over there. I'm gonna see if I can get said competitor to come over. As for NGA, there was a strong showing there, but the only regular over the last few rounds has been mark, and mark posts here anyway. So, the the last part of the name is getting chopped off and it's just gonna be running here. (Unless I get some voices from the other places that say they'd like me to continue.)
Thanks for playing so much and I look forward to a lot of participation from MTGS moving into the new year. Now, fill out that spreadsheet!
vs. 3 Pharmalade: Ack! I can't cast my Golem! 0-6
vs. 4 tomsloger: Golem beats Magus. 6-0
vs. 5 Heinsun: Duress stops me. 3-3
vs. 6 NemataGG: His deck is basically useless in this matchup. 6-0
vs. 7 keyboardmash: 3 3/3's beats Golem, Golem locks out Kuldotha. 3-3
vs. 8 Sand_Crab: Golem beats Magus. 6-0
Swamp / Hex Parasite / Death's Shadow / Death's Shadow
0-6 stupid basic lands
2. WhammeWhamme
Mountain / Rite of Flame / Rite of Flame / Lodestone Golem
0-6 hard
3. Pharmalade
Chancellor of the Forge / Chancellor of the Forge / Leyline of the Meek / Leyline of the Void
0-6 rats. quicksand instead of desert would have gained me two points here.
i was more worried about thalia/nexus
4. tomsloger
Chancellor of the Tangle / Simian Spirit Guide / Desert / Magus of the Moon
X me
5. Heinsun
Blackcleave Cliffs / Duress / Evil Presence / Shadow Guildmage
4-1 stop you from casting anything on the play. creatures trade on the draw.
6. NemataGG
Oboro, Palace in the Clouds / Sea's Claim / Spell Snare / Slippery Bogle
6-0 2/2 beats 1/1
7. keyboardmash
Leyline of the Meek / Leyline of the Meek / Great Furnace / Kuldotha Rebirth
3-3 stop you on the play.
8. Sand_Crab
Mountain / Simian Spirit Guide / Simian Spirit Guide / Magus of the Moon
2-2 i guess you noticed that magus would have gotten 60 points last week too
filling out the rest of the matchups. i disagree with what 5 has listed against rush, me and sandcrab (decks 1, 4 and 8). i put the score i think in their rows and left 5 as is.
I wonder if this will finally be the round where people realise how good Mental Misstep is...