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  • posted a message on MTG Grand Melee Tournament / Event - dealing with infinite combo
    Hey Xyx,

    I would like decklists to browse and possibly post on a forum somewhere. I am also curious to see what kind of themed decks show up. It also makes things easy for me to adjudicate if something comes up during the event itself. I have posted a sample excel document for players to fill out on our forum site.

    If anyone is caught cheating it will definitely be reported. I have no tolerance for it.

    Cheers,
    Michael
    Posted in: Multiplayer
  • posted a message on MTG Grand Melee Tournament / Event - dealing with infinite combo
    Thanks for the feedback Prid3.

    Recurring insight by itself works just how it says. If you combine its effect with 2 or more cards which could potentially go "infinite" you can loop things five times maximum.

    I am confident we are already hovering at 12 players who have a similar mindset to mine on how such things will work in this event.

    Like I stated, I am going to do everything I can to make this an enjoyable user experience for those who attend. We are there to play some magic in a different environment from the Standard or Modern competitive grind. Bring the wacky decks and see what happens.

    Regarding feedback on the event we seem to have two groups. Group A has a few players who are the win at any cost type. One member of this group is vocal and has stated this event is stupid. Meh. Some people will be critical of anything. If someone isn't coming to this to have fun I would prefer they would instead stay home.

    The other group has been encouraging and very supportive. These players are more casual. They are stating I have never tried a grand melee event before. They have stated I love commander, tiny leaders, highlander but hate when someone plays the time vault / voltaic key on turn two. They are telling me about their ideas for strategies and asking if I have certain cards.

    mb
    Posted in: Multiplayer
  • posted a message on MTG Grand Melee Tournament / Event - dealing with infinite combo
    Hi everyone,

    Thank you for your comments and feedback.

    I have decided to put a cap on infinite combo's. Infinite turns and attacks go to one maximum. Any other series of events which repeat in a similar way (I am calling it a combo pattern or effect) in a turn can be looped 5 times maximum. I understand there may be some players who may try to bend these rules but I have been very clear of my intent of this during the event.

    All the cards which state "Do x and win the game or Do y and lose the game" were placed on the ban list.

    If you eliminate a player your range immediately becomes 0 for the remainder of the turn. This should curb one combo from running the entire table.

    I created an excel document which has the number of turn markers based on the players in the game and their starting locations. I am familiar how and when to remove the markers as players get eliminated.

    I have secured many prizes for the event through local sponsors. Throughout the event we are going to draw random cubes. Let's say it is a green cube which would represent green permanents. One player will roll a die: based on this result it may be the player with the most permanents, the most devotion to that colour, the least permanents, the most creatures, etc, etc This player will win a prize. These prizes will hopefully be appreciated and fun for everyone and spread the rewards out a bit.

    I am hoping the event will be fun for everyone who chooses to participate. It may fail but I am going to stay upbeat and optimistic.

    In case anyone wants to view my post regarding the event it can be found on the following link. If you have criticisms of these postings I would appreciate you providing further feedback on this forum instead of the linked forum.

    http://forums.saskgames.com/index.php?topic=6353.0

    Cheers,
    Michael
    Posted in: Multiplayer
  • posted a message on MTG Grand Melee Tournament / Event - dealing with infinite combo
    Thanks for your reply Thomeyis. I appreciate it.

    Surely, there has to be players, judges, and event staff who have run a grand melee and / or a multiplayer game where combo has made a mess of stuff. I would think any multiplayer game could have these same issues.

    I have had a few suggestions regarding combo's.

    1) ban all 2, 3, and 4 card combo's - not sure of the best way to propose this on our rule / event summary, however

    2) If you eliminate an opponent your spell and attack range immediately goes to 0 for the remainder of the turn. If two opponents are eliminated from the same trigger or ability that is fine. This would prevent something running rampant.

    3) any combo elements trigger once and then are removed to a zone called "Out of the Game". Any item in this zone can no longer be interacted with by any player for the remainder of the game. (as you propose this solution may be hard to define properly and asking for trouble)

    Whatever is decided I will need some popular supporting examples. I need to come up with a somewhat defined solution. I am surprised these matters haven't been further fleshed with the popularity of multiplayer commander style games, but maybe I am just looking in the wrong places.

    There has to be a good solution. With all the smart people out there playing MTG I am hopeful we can find one.

    Thanks,
    mb
    Posted in: Multiplayer
  • posted a message on MTG Grand Melee Tournament / Event - dealing with infinite combo
    Hi everyone,

    After a long hiatus I have decided to try my hand at running a MTG tournament in my local area.

    I have decided to host the event as a grand melee. The entry fee is 15.00 and 1 booster pack from any set.

    We will be using the following deck construction rules:

    100 card singleton
    limit of 15 rare and/or mythic rare
    banned list (using highlander)

    Players will attack left and spells have a range of 1 to the left and right. Every time the player to your left is eliminated you get a random pack as an award (from the entry fee's).

    Both of our local area judges are not available to support the event. I am not super familiar with the rules as I haven't played in a competitive tournament since Tempest era.

    My biggest worry is unlimited combo's. What rules should I put in place to curb one combo from running the table? I would like a consistent approach to handle any scenario. I would also like extra turns to be limited to 1 per round maximum.

    Also, should I put a rule into place to eliminate any combo elements immediately after they have "fired".

    Thanks so much for your feedback and help,
    Michael
    Posted in: Multiplayer
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