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Theros: Elspeth's Tragedy
 
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Treasure Cruisin' with Daxos Enchantress
  • 0

    posted a message on Gregory House, a mono-black protagonist
    You whole point about why House is not green at all demonstrates how blue-black he is. He does care about neither power for the sake of it, nor knowledge for the sake of it, yet impersonates both to some degree. Plus UB is exactly that mean cold deceptive beast.
    Posted in: Magic General
  • 0

    posted a message on Why is Mutavault good?
    All previous comments are true for the current Standard environment (RtR block - M14 - Theros block). But that's half the truth.

    It was already expensive before being reprinted in M14, because all tribal decks (Faerie, Merfolk, Goblin, Elves...) in all formats (Modern, Legacy, Commander, you name it) wanted it, creating a supply/demand imbalance. Reprinting it made it less expensive, actually! ($20+ before.)
    Posted in: Magic General
  • 0

    posted a message on Goku vs Superman(new rules, several versions and updated with SS God)
    Quote from Dechs Kaison
    My point was: It makes as much sense as saying Superman wouldn't be harmed by them or the spirit bomb or whatever.


    I'm in the Goku camp. But. Superman wouldn't be harmed by the spirit bomb. It can't hit fundamentally good guys. Goku's son even bounced it as a kid.
    Posted in: The Versus Forum
  • 0

    posted a message on [Perfect Hand Magic League] ABT T12W4 - Pending
    aurorasparrow is the winner of ABT#12!


    Final Resuts:

    aurorasparrow 1607
    tomsloger 1503
    bateleur 1440
    knobbodi 1199
    Clairval 1180
    WhammWhamme 899
    Mogg 804
    crueshly 655
    Feyd Ruin 570
    ajfirecraker 516
    plopfill 437
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT T12W4 - Pending




    This thread contains the results for week 4 of All Blind Tournament #12 and is the start of week 1 of ABT#13.

    So I noticed too late the rogue could abuse the new legendary rule to make two attacks in one turn. My bad. Also I've succesfully repelled people from attending this week. Hand me my crown, thanks. Now I pass it to Mogg. Have fun. (Now to continue editing last week's scores.)


    Week 4 of ABT#12
    This round was 4CB Hearthstone Commons Only.

    Deck size:
    4 cards

    Land Rule:
    None


    Special Rules:
    Entrants may only submit common cards. (They have just joined the beta and don't want to spend money.)

    Entrants choose a commander amongst the following. Cards in their deck may not have any colours in their identity which are not shared with that commander.


    Players play a game with a starting life total of 30, and lose the game by having 15 poison counters on them rather than 10.

    The player on the draw gets a copy of The Coin in his or her hand.


    At the beginning of each turn, if the active player has less than ten emblems, that player gains a Mana Crystal. That emblem can be tapped for its mana ability as if it was on the battlefield. (Because I said so. Don't listen to Mogg.)


    Except The Coin, non-emblem sources can't produce mana.

    Commanders can't be cast. (They only have a mana cost because the color identity is bugged on the Linux build of MSE.)

    A player can activate his or her commander's abilities from the command zone any time he or she could wast a sorcery, but only once per turn and only on his or her turn.

    A player can have as many additional combat phase as he or she wants.

    Only one creature can attack per combat phase.

    Each creature can only attack once per turn.

    Creatures without defender or vigilance can't be declared as blocker.

    Rather than attacking a player or a planeswalker, a creature can attack a creature. If the attacker is unblocked at the damage step, the attacking and attacked creature fight each other.

    Damage is dealt to creatures in the form of -0/-1 counters.

    The Entries
    01 Clairval :: "White Weenie"
    Uther Lightbringer / Sinew Sliver / Sinew Sliver / Hive Stirrings / Guardians' Pledge

    02 aurorasparrow :: "Stab Stab Stab"
    Valeera Sanguinar / Mindstab Thrull / Counterspell / Bonesplitter / Gravebane Zombie

    03 tomsloger :: "Forging the Legion"
    Uther Lightbringer / Veteran Armorsmith / Veteran Swordsmith / Oblivion Ring / Arcane Denial

    04 bateleur :: "Where's Goblin Sharpshooter When You Need Him Most?"
    Valeera Sanguinar / Arcane Denial / Arcane Denial / Put Away / Viscerid Deepwalker

    05 WhammWhamme :: "I have no idea what's good in this format."
    Malfurion Stormrage / Midnight Guard / Presence of Gond / Stave Off / Oblivion Ring

    06 plopfill :: "Please don't play white stuff"
    Garrosh Hellscream / Lionheart Maverick / Cho-Manno's Blessing / Cho-Manno's Blessing / Floating Shield

    07 knobbodi :: "Emptying your head, one way of another"
    Valeera Sanguinar / Mind Rot / Coercion / Recoil / Returned Phalanx
    The Grid
    X | 1 2 3 4 5 6 7 | PT | TPs
    1 | X 0 0 0 0 6 6 | 12 | 200
    2 |
    6 X 0 6 6 6 6 | 30 | 500
    3 | 6 6 X 3 6 6 6 | 32 | 533
    4 | 6 0 3 X 6 6 6 | 26 | 433

    5 |
    6 0 0 0 X 6 0 | 12 | 200
    6 | 0 0 0 0 0 X 0 | 00 | 000
    7 | 0 0 0 3 6 6 X | 14 | 233
    The Results
    tomsloger wins the week!
    What, I need to write numbers that describe stuff? Er... https://twitter.com/whatifnumbers
    Next Round : Week 1 of ABT#13
    Next Round will be '3CB LR Safe'.
    Entries are due Tuesday morning at 4:00 am GMT.
    Send your stuff to Mogg.
    3CB LR Safe
    Description:
    The impetus for this format is that I wanted to create a set of rules that would allow me to run land rule formats with more than two cards, without being constantly worried about degenerate interactions. My intention is that if there aren't any significant problems with the rule, I'll add it to the rules as an optional variant. There are a lot of rules involved, but they basically condense down to "No acceleration, and no land destruction, as long as you're not doing anything degenerate with your lands."

    Additionally, for the banned list, I wanted to be able to easily ban all of the cards that are generally problematic in land rule formats. The LR banned list is taken straight from previous LR formats, and can be found here. Just to head off any confusion, I'll note that Black Lotus is banned this round because it's part of the LR banned list, but it wouldn't do anything anyway. I'd also like to add Maralen of the Mornsong to the LR banned list, so it's banned this round. Like Fastbond, it's a card that in almost every case is either useless or degenerate (in the case of ALR). Thespian's Stage probably doesn't deserve a permanent ban, but I'm banning it at least in this round, because it worries me.

    Ironically, when it was almost time to post this format – which was created with the sole purpose of relieving my worries about degeneracy – I got worried about degeneracy, so Wheel of Sun and Moon, Bow of Nylea, Soldevi Digger, and Anurid Scavenger are also banned.

    Input is definitely appreciated, especially as I intend to use some version of this format in conjunction with another format later in this tournament.

    Deck size:
    3 cards

    Land Rule:
    Basic Land Rule: 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.

    Special Rules:
    Except as modified by a special format:

    Nonland sources can't produce mana.

    Each spell that would cost less than its converted mana cost to cast costs its converted mana cost to cast.

    If an effect would put a card that isn't the source of that effect onto the battlefield from a zone other than exile, exile that card instead.

    Players can't play additional lands.

    Spells and abilities can't untap lands.

    Spells and abilities controlled by opponents of the owner of a basic land card can't prevent that card from being played, prevent it from entering the battlefield, or cause it to enter the battlefield tapped.

    Spells and abilities controlled by opponents of the controller of a noncreature basic land that has no abilities except mana abilities can't tap that land, prevent that land from untapping, phase that land out, turn that land face down, cause another player to gain control of that land, cause that land to lose its land types, cause that land to produce a different type or amount of mana instead of the type or amount of mana it would produce otherwise, cause that land to become a creature, or cause that land to change zones.

    If a spell or ability controlled by an opponent of the controller of a noncreature basic land that has no abilities except mana abilities would cause another permanent controlled by the controller of that land to be moved to another zone, and if that land could be moved to that zone if these rules were not in effect, then that land's controller may choose to move that land to that zone instead.

    TLDR - You cannot accelerate your mana, cheat permanents into play, or disrupt your opponent's mana.

    Additional Banned List
    LR Banned List, Maralen of the Mornsong, Anurid Scavenger, Bow of Nylea, Soldevi Digger, Thespian's Stage, Wheel of Sun and Moon

    Full Banned List
    Black Lotus
    Beacon of Creation
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Balancing Act
    Energy Field
    Time Walk
    Maralen of the Mornsong
    Anurid Scavenger
    Bow of Nylea
    Soldevi Digger
    Thespian's Stage
    Wheel of Sun and Moon
    Channel
    Flash
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere
    Ghost Quarter
    Strip Mine
    Wasteland
    Barren Glory
    Laboratory Maniac
    Meddling Mage
    The Rack
    Vampire Hexmage
    Fastbond


    Information
    What is Blind Magic?

    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.
    What is the All Blind Tournament?

    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.
    Basic Rules of All Blind Tournament

    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.
    Overview
    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 X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
    Deck Construction Rules
    1. A deck must contain exactly X 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.
    Deck Submission Rules
    6. An entrant submits his or her deck to the ABT moderator by private message (pm).
    Playing the Decks
    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.
    Points
    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).
    14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.

    Extra Rules
    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.
    Optional Rules

    Land Rule
    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.
    Expanded Land Rule
    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.
    Alternative Land Rule
    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.
    Sanctioned Magic Format
    A deck may contain only cards contained in sets legal in the specified format.
    Counter Rule
    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.
    Life Rule
    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.
    Special Format
    Other rules are specified.
    XCB Comprehensive Rules

    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.

    Game Rules

    1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
    1.1a. X is a number.

    1.1b. 'Land Rule' can be BLR, ELR, ALR, or nothing. BLR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).

    1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned 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).
    1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.

    1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
    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.
    1.5. Players' libraries begin the game empty.
    1.5a. A player doesn't lose the game as a result of being unable to draw a card.
    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 land rule.
    1.7a. This is the Basic Land Rule. 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 Extra Land Rule. 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 Draw Land Rule. 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.
    1.8. Some versions of XCB use a special format. 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 here.
    1.8a. Some special formats cause an emblem to be put into the command zone. Abilities of those emblems can't be countered by spells or abilities, except as modified by a special format.

    1.8b. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.

    1.8c. 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.

    1.8d. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission 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'.

    1.8e. Some special formats require entrants to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".

    1.8f. 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.
    1.9. Some versions of XCB use the counter rule.
    1.9a. This is the counter rule (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.
    1.10. Some versions of XCB use a life rule.
    1.10a. This is the life rule (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 alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
    1.11. Each player plays one match against each other player.
    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 game would continue indefinitely, then the game is a draw.
    Tournament Rules

    2.1. Entrants compete in a competition.
    2.1a. The shortest type of competition is a round. Typically, each round lasts one week.

    2.1b. The ABT is a competition consisting of four rounds.
    2.2. An entrant submits his or her deck to the ABT moderator.
    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.
    2.3. Decks are subject to some restrictions.
    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 forced 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:
    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.

    v. The rule wouldn't be violated if opponents' cards had no rules text. For example, a 2CB deck could contain Plains and Eager Cadet if a special format read "Each player gets an emblem with 'You control your opponents during your turn'" and an opponent's deck could contain Dryad Arbor and Pact of Negation.
    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.
    2.4. Points determine round standings.
    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 match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 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 – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match 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.
    2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
    2.5a. Each round, an entrant receives tournament points 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.
    3. Prize Rules

    3.1. A prize shall be given to the tournament winner.
    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.
    3.2. As a prized tournament, special scoring rules and practices are in place.
    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.
    Permanently Banned Cards

    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.
    Tournament Prize

    Below lies the prize offered to the tournement winner after week 4.
    I will translate or write from scratch anything in French (5 pages maximum, 1 if handwritten), under the limits of my personal decency. I can alternatively translate from French to English up to 3 pages, but some subtlety might get lost in the process.
    Player Standings

    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.
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Much appreciated!

    ---

    People are still sending me submissions, so I'm pushing to deadline to tomorrow Wednesday 4 am GMT.
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Quote from tomsloger
    6 | 0 6 6 6 0 X 6 0 6 6 | 36 | 360


    Spot on, except for total points. Indeed there are 10 players, but you have 9 matches, so you had 2/3 flawless victories and get 400 out of 600. For those still wondering, Tournament points is a system to rate your performance resgarless of the number of entrants, so crowded weeks don't have a bigger impact on your monthly score. TPoints = Points * 600 / (number of players - 1).
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Quote from plopfill
    This is one way to do it that works:
    0: Add one mana of any color to you mana pool. Activate this ability only if you have not activated this ability since the beginning of your last untap step.


    Agreed. Edited in the card text section.


    Quote from plopfill
    (Speaking of this, what happens if the list is exceeded? I assumed that the ability will give no card.)


    The ability will give no card.

    Ridiculed from kindgarten for his aristocratic name, he has mastered the Dark Arts and become a feared duelist amongst warlocks. Nobody will mock Augustin-Théophile-Barthélémy de Niederschaeffolsheim ever again.
    Posted in: Forum Magic
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    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    QUICK NOTE FOR NEWCOMERS

    I've noticed a recurrent theme this month of guys doing their maths correctly when calculating their points for the round. This is not how it works; here we screw basic arithmetics.

    Overlooked rule of XCB - in order to prevent decks that abuse being first player but are less reliable on the draw, and to encourage decks that do well consistently, 3-3 matches are actually scored 2 points in the total points (PT) column. So winning on the play and losing on the draw is the same that drawing both games. 3-3 = 2-2, they're just recorded differently so we have an idea of what happened.
    Posted in: Forum Magic
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    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    My line. Criticisms are welcome, because this week was a bit tougher to resolve, and I might be overeager in my conclusions.

    1 | X 6 6 6 6 6 6 6 6 6 | 54 |

    vs WhammWhamme - I threaten his bow so he can at most recur Lightning Strike once. I still have two big dudes vs his singleton Cerebrant.
    vs Aurorasparrow - Priest, Vaporkin + the big threat that isn't countered are faster than his. If his doesn't attack, Vaporkin finishes the job.
    vs ajfirecracker - I flood him with threats.
    vs knoboddi - he can swan song his lightning strike and recur both, then i blow up, his bow, 2 2/2s and a removal aren't enough.
    vs bateleur - Vaporkin is faster than his stuff. If he all taps I even attack with Priest. I blow up his bow as it touches the battlefield and from then agent is unblockable and better than the +1/+1 put put on a dude or the fact he blew up my flying 2/1. Plus I still have one threat in hand not discarded yet.
    vs tomsloger - Priest kills Baleful Eidolon. Then I just outrace him.
    vs Mogg - I at best he steal my cyclops and kills my cerebant. So it 7 power vs 6, but my Vaporkin and Agent have already taken a tempo advantage, and I can chump-block the 6/6 with my Priest.
    vs plopfill - Priest kills Naiad, so if Crusader attacks, I also do and outrace, if he doesn't I just ping with Vaporkin. If he holds until big Dragon Mantle + Gods willing, I leave agent + red dude untapped on critical turns so he has to waste both to be unblockable.
    vs crueshly - I flood him with threats.
    Posted in: Forum Magic
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    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Quote from aurorasparrow
    btw Hearthstone is a really cool, elegant game. Try it out if you get the chance.


    Unfortunately that statement (regardless of it being right) has been reduced to ashes by my uncool fiddly week.

    Quote from tomsloger
    A couple cards/forms/whatever have the jackal pup rule, but damage is dealt in the form of -0/-1 counters. so do those not trigger?


    Damage is dealt, regardless of its form. It triggers.

    Quote from tomsloger
    While were at it, does that override a creature that deals damage in the form of -1/-1 counters?


    Golden rule : the card abilities supercede the rulebook, so wither or infect would work as usual.


    Quote from tomsloger
    and whats the point of indestructible creatures/forms?


    Not much, actually. I could've made the avatars 1/100, but that would've enabled nasty stuff. Flavour-wies, it's kinda you/your commander attacking, so I didn't want it to die on removal. Then you can sacrficie the avatar, bounce it and whatever. That was a design mistake, but it doesn't seem harmful so I won't touch it.

    Quote from tomsloger
    can gul'dan be your only wincon? theres got to be plenty of names that dont give a card that can win.


    That's because your opponents are imba.

    Quote from tomsloger
    can you attack a creature that cant block?


    Yup. The attacked creature doesn't block ever, they just fight each other at the damage step.

    Quote from tomsloger
    and most important question, why are you doing this to us?


    The truth is probably that I was not very alert and that I let my brain fart. But now that the damage is done, it's way funnier to craft altenative theories such as:

    • Blizzard Entertainement gave me a paycheck. About 10 cents per ABT entrant.
    • I want you to be motivated to replace me next month.
    • I'm a jerk, and I hate you.
    • It's for the greater good. From now on, whenever someone will be tempted to design a format with more that two sentences of rules, that person we me reminded of the Clairval crisis.
    • There are people who just want to watch the world burn.
    Don't hesitate to post your own.

    Quote from Mogg
    Mana Crystal is an emblem. Emblems can't be put onto the battlefield. Also, emblems can't be tapped. In effect, Mana Crystal as written doesn't work.


    Rules updated.

    Edit - MD5 Deckcode: b190b34fcdfa7aeccba8be41371de42a
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Text version of pictures (will also serve as an errata if I miswrote stuff on rendered cards)


    Commanders


    Garrosh Hellscream RW
    Legendary Creature - Orc Warrior
    RW: You gain 2 life.
    0/0

    Uther Lightbringer WU
    Legendary Creature - Human Paladin
    WU: Put a 1/1 white soldier token onto the battlefield.
    0/0

    Thrall RG
    Legendary Creature - Orc Shaman
    You begin the game with a copy of each Totem in the command zone.
    If a Totem would leave the battlefield for any other zone, it is put in the command zone instead.
    RG: Cast a random Totem from the command zone.
    0/0

    Rexxar BG
    Legendary Creature - Orc Ogre Hunter
    BG: Target opponent loses 2 life.
    0/0

    Valeera Sanguinar UB
    Legendary Creature - Elf Rogue
    You begin the game with a million copies of Valeera’s Dagger in your command zone.
    UB: You may cast a Valeera’s Dagger from the command zone.
    0/0

    Malfurion Stormrage GW
    Legendary Creature - Elf Druid
    You begin the game with infinite copies of Bear Form in your command zone.
    GW: You gain 1 life. You may cast a Bear Form from the command zone.
    0/0

    Jaina Proudmoore UR
    Legendary Creature - Human Wizard
    UR: Jaina Proudmoore deals 1 damage to target creature or player.
    0/0

    Anduin Wrynn WB
    Legendary Creature - Human Cleric
    WB: Remove two counters from target creature or player.
    0/0

    Gul’dan BR
    Legendary Creature - Orc Wizard
    BR: Add a copy of the Xth card of http://shar.as/YtwqO to your hand, where X is the added numeral value (1 to 26) of the letters of your opponent’s name plus the number of active turns you’ve already taken. You lose life equal to three times its converted mana cost.
    0/0


    Other stuff

    Water Totem 0
    Enchantment Creature - Totem
    At the beginning of your end step, you may remove a counter from each creature you control.
    0/2

    Fire Totem 0
    Enchantment Creature - Totem
    1/1

    Air Totem 0
    Enchantment Creature - Totem
    The first spell you cast each turn costs 1 less to cast.
    0/2

    Earth Totem 0
    Enchantment Creature - Totem
    Defender
    0/2

    Valeera’s Dagger 0
    Legendary Artifact
    Valeera’s Dagger enters the battlefield with two charge counters on it.
    Remove a charge counter from Valeera’s Dagger: Put a 1/1 colorless Avatar token with indestructible, haste and “Whenever that creature would be dealt combat damage, you lose that much life.” onto the battlefield. Exile it at the beginning of the end step. Activate this ability only once per turn and only on your turn.

    Bear Form 0
    Creature - Bear Druid
    Bear Form is green.
    Indestructible, haste
    Whenever Bear Form is dealt combat damage, you lose that much life.
    At the beginning of the end step or if it would leave the battlefield, exile Bear Form.
    1/1

    The Coin 0
    Sorcery
    Add one mana of any color to you mana pool.

    Mana Crystal
    Emblem
    :0mana:: Add one mana of any color to you mana pool. Activate this ability only if you have not activated it since the beginning of your last untap step.
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Quote from plopfill
    Also, I cannot see the pictures. Visiting their URLs directly gives me a message stating that I lack permission.


    Huh? They're hosted on MTGS. Strange. Are you behind you job's firewall or something? (Will add a text version tomorrow if needed, I'm kinda busy now.)
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    Quote from knobbodi
    So we're playing the WoW tcg next week?


    You can see it that way, as a reminder of WoW TCG having been discontinued last month in favour of Hearthstone.


    Quote from knobbodi
    Also, how do we figure out which totem is worst when we randomly get one?


    If you can determine the optimal thing, you can determine as easily (or as hardly) the worst. The water one is the least relevant in most early-mid game situations, because creatures will usually just trade. The air one is useless when you have played all your cards. Other than that, it's situational. Fortunately very often, the best play is just to cast a spell from your hand.
    Posted in: Forum Magic
  • 0

    posted a message on [Perfect Hand Magic League] ABT - T12W3 - Goodstuff is good
    I can do my zen monk and state "It isn't meant to be solved.", but the truth is that my head exploded before writing the format. At best, you can see it as a throwback to the "Ravnica guilds" or "Alt win cons" weeks *cough cough*.

    Also two things:

    • We now have a prize for this tournament.
    • As you might see, I'm creatively bankrupt, so if anyone wants to take the lead and design/host next month, send me a PM.
    Quote from bateleur

    Edit - I propose replacing aurorasparrow's Dissipates with Dissolves, since this was clearly the intended card.


    Woops, I've replaced them on my file a while ago and informed aurorasparrow; that's a slip on my side.
    Posted in: Forum Magic
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