I feel like Mycosynth isn't really the kind of entity that can throw a party, and thus would've left out the apostrophe-S from the round title :) Aside from this, these changes are excellent!
I'm afraid knobbodi's deck isn't legal – as mentioned above, Island does not appear in any of the legal sets. Maybe I should've specifically called out that Foil doesn't work :/ It sucks, but I suspect that most players realized it wasn't allowed, so it doesn't seem fair to allow it. Did knobbodi submit anything else before that deck?
Plague wind was definitely wrong – I didn't think through the Wrangler mirror thoroughly, I lose way too fast to be able to cast Wind before dying when I'm on the draw. It should've been Arrows, which I think would've got me a few more points vs. WhammeWhamme and tomsloger.
On my play, I can try Thrull on 3 to force the Hatchling sac, then Roots Whamme's Thrull on my turn 4. Whamme then plays Wrangler first, but I'm still ahead on lands, so I think I get it? Not 100% sure, will revisit. On Whamme's play, Thrull hits me before I can Thrull or Roots, and one card isn't enough. 3-3
3) knobbodi
Foil / Island / Memory Lapse / Squirrel Wrangler
not real :/ Also, I feel pretty strongly that Memory Laps should be Coffin Puppets. In fact, I'm shocked that there are 0 copies of Coffin Puppets in the round - it was probably the card I was most tempted by that didn't make the cut.
4) Anachronity
Squirrel Wrangler / Avatar of Will / Mindstab Thrull / Ebon Stronghold
Accelerating Thrull is a neat meta read, but not as backbreaking as I first feared, since it only really works on the play. I'm glad it wasn't ELR.
On my play, Thrulls face off, I Roots Avatar, playing Wrangler first is enough. On my draw, I get stabbed right in the mind. 3-3
Yay, a Chime made it! I wanted to play it, but I figured everyone would be too afraid to run Homelands cards. Also, Homelands cards are bad :P
On the draw, I can't really interact with anything. All I can try is racing with Wrangler on 6, because I'm definitely dead by turn 11. It looks like this:
2: Hatch
2:
3: Hatch, 19
3:
4: Chime, 17
4: Thrull (Calvin no longer cares about Thrull's effect, so would probably rather keep racing than counter it)
5: Drake, 15
5: Can't attack, Roots to prevent 3 damage.
6: Chime to blow up Roots, 13
6: Attack, 18, Wrangler, Calvin would have to sac all threats to counter, so it resolves.
7: Drake untaps, 8. I make two squirrels.
7: 6 lands. Attack, 14.
8: Attack, 3. I make 6 squirrels.
8: Attack, 4
9: I lose
On the play, it looks like I get there even with roughly the above sequence, and I can definitely at least get rid of one Hatchling by making it block Thrull on my 5. 3-3.
6) Feyd_Ruin : Prophecy was too good
Ebon Stronghold / Order of the Ebon Hand / Mindstab Thrull / Ihsan's Shade
I can get hit by Thrull and maybe win with Wrangler. On the draw, I take 2 on 3 from Thrull, then 4 on 4 and 4 on 5 for a total of 11. Then I get four squirrels, which isn't quite enough to kill a 4 power first-strike Order, so I don't block. Now Feyd chooses between pumping and playing Shade
pump:
6: I go to 6
6: 4 lands, I can either have 8 squirrels, or 6 and make them 2/2s next turn. pumping is better.
7: Attack, I block with 4 2/2s. Now can either kill 3, or not pump and play shade. Either way I get to 5 squirrels next turn.
shade:
6: I go to 9
6: 4 lands, I can either have 8 squirrels, or 6 and make them 2/2s next turn. In this case I think 8 is better.
7: Attack, I block Shade with 5, and don't block Order. I go to 4.
7: 3 lands. I have 3 squirrels and can pump them next turn, which is enough to block a 5/1 first strike.
I stared at Ruins for a long time. It's cool, but I decided against it because it doesn't stop one big alpha strike from squirrels, and it's probably just worse than Roots against most other decks.
On my play, I get Thrull down. If you block with Thallid and play Ruins, I can sneak Wrangler down while you're tapped out and eventually win. If you don't, you're left with just Wrangler or Thallid, and my faster Wrangler wins.
On my draw, I just lose to an earlier Wrangler. 3-3.
I'd kinda like to do something a little closer to vanilla 5CH than we've done in a while. How about:
A li'l bit extra
5CH. Players begin the game with 22 life.
A lotta bit extra
5CH. Players begin the game with 1000 life. Felidar Sovereign, Blood Baron of Vizkopa, Divinity of Pride, Serra Ascendant, and Test of Endurance are banned.
One at a time
5CH. Your hand starts in your library in the order submitted.
Mycosynth Dance Party
5CH. Players may spend mana as though it were mana of any color.
Feyd thinks 1 vs. 4 is 0-6, WhammWhamme has it as 3-3. I think 0-6 is right:
1: Hippo
1: Swamp
2: Hippo attacks, tapping Swamp
2: Untap Swamp, Swamp, float BB, Lake sacrificing one for etb re, one for BBBB, Titan.
Feyd and Choptimist think 3 vs. 5 is 6-0, Anachronity has it as 3-3. I believe 3-3 is correct: Scute Mob kills on turn 8, while Vraska can also be replayed on turn 8. On the play it's down first and kills Mob.
Feyd thinks 3 vs. 7 is 0-6, Anachronity has it as 3-3. tomsloger hasn't posted results. I actually thought it might be 6-0 and did it out, but it's just barely not – one counter on Vraska or the ability to replay it on 7 instead of 8 would do it. 3-3 looks right.
2: Mayor
2: Bauble
3: Attack for 1
3: -, mayor flips
4: Attack for 3 (4 total), make wolf
4: -
5: Attack for 6 (10 total), make wolf
5: Vraska mayor
6: a) Attack for 4 or b) 2 + kill Vraska
6a: 14 total
6: +1 Vraska
7: Untap 1 wolf, attacking Vraska is pretty bad, because there are only 2 wolves total, which won't be enough to finish both Vraskas, so 16 total.
7: Vraska wolf, Bauble Vraska but can't quite replay it
8: Untap last wolf, attack, 18 total
8: Replay Vraska and kill wolf, win.
6b: 12 total.
6: Bauble Vraska, can't replay yet
7: untap 1 wolf, attack, 14 total
7: can't replay yet
8: 16 total
8: Replay Vraska, +1 (because if you kill a wolf, the other one kills Vraska and wins)
9: 18 total (because if you spend a wolf to put Vraska at 4, she kills the other)
9: Kill a wolf, but it's too late.
If there hadn't been moderator confusion, I think tomsloger would've been notified about his illegal deck in time, so I'm in favor of the Mountain substitution. I'm adding his deck to my results as deck 9.
Rule 2.6 covers those cards, because they don't actually involve simultaneous decisions. Such decisions are made in APNAP order, per CR 101.4. Normally, those choices are made in secret and then revealed simultaneously, but 2.6 overrides this.
Muraganda's Judgment
Hand Size: 4
Land Rule: None
Round Rule: Additional copies of each card in a player's submitted hand begin the game in that player's hand. The number of such copies is determined by looking up the number of words in each card's rules text(s) in the chart below. The words in a cards rules text(s) are the groups matched by the regex [^\s]+.
0: 3
1-2: 2
3-5: 1
6+: 0
Edited to clarify that words are any whitespace-delimited string, including symbols and numbers. Split cards were already handled by "text(s)"; just sum them. Probably this doesn't handle flip cards and DFCs, but it's fine because those all have at least 6 words on their front faces anyway.
Library Land Rule
Hand Size: 3
Land Rule: None
Round Rule: Players submit an ordered list of 6 Basic Lands along with their hands. The cards in a player's list begin the game in that player's library in the given order.
Bad Day
Hand Size: 4
Land Rule: LR
Round Rule: Only cards that were printed in Homelands, Fallen Empires, or Prophecy may be submitted.
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
vs.
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
Hippo is nifty, and quite fast, but not fast enough. It only taps one land on turn 2 on the play, which I can untap, and drop a second + stage and go off. 6-0.
Caverns + Sabotage is beautiful and exactly what I spent most of my time looking for (a good solution to Chalice), but not finding. I also had Chancellor in my deck for a while, but totally failed to think through just how good getting to put a counter on in the first upkeep is. Plus I was looking at it together with a red storage land to actually cast Chancellor, and maybe Blood Moon, but abandoned that line as just not fast enough. Really nicely done.
Will edit in my matches tomorrow.
6 | 0 3 1 0 3 X 0 | 5 | 71
Matches:
6) Personman
Chalice of the Void / Dark Depths / Island / Tidal Warrior
vs
1) Anachronity
Chalice of the Void / Chancellor of the Forge / Gemstone Caverns / Steel Sabotage
3) Choptimist
Chalice of the Void / City of Traitors / Field of Ruin / Phyrexian Revoker
On your play, I can't get Warrior or Depths and Revoker wins. On my play, Warrior keeps up with Revoker and can always trade. I can't get Depths because of Field, and I can't stop Field for two reasons: because Revoker names Warrior, and because even if it didn't, if I tap Warrior I lose to Revoker. 1-4.
I was looking for a Workshop deck for a while, Tangle Wire is nice. I have nothing against it. 0-6.
5) knobbodi
Chalice of the Void / Evil Presence / Slippery Bogle / Undiscovered Paradise
On my play, no Bogle or Presence for you, and I just win. On your play, Bogle is always one bigger, so I can't block, and it wins right before Marit comes out. I really should have figured out that Depths couldn't race a 1/1 before submitting it. 3-3
7) WhammeWhamme
Chalice of the Void / City of Traitors / Hangarback Walker / Umezawa's Jitte
My wording lets you put loyalty counters on non-planeswalker permanents; I added an explicit "a loyalty counter," clause to the list to maintain this vital feature. I bolded the parts I added because I figured it would be easy to miss, but the forum's italic font is only barely distinguishable from bold italics :/
"At the beginning of each player's upkeep, you may add or remove a +1/+1 counter, a -1/-1 counter, a loyalty counter, or a counter of a type a permanent you control mentions in its text to/from a permanent you control. This ability can't be countered."
This is maximally permissive, which I think is probably the most interesting way for it to be?
An interesting note is that Planeswalkers do not mention loyalty counters in their texts. They just have loyalty symbols, and CR 107.7 tells us what they mean.
No, I can't get two Marits. If I keep the old one, the "if you do" clause will stop the Stage's trigger from making Marit, so I have to Legend Rule the real one and sac the Stage.
So you're right, it's 2-2.
I was considering submitting Stage / Depths / Wheel because of this, but decided to go all in on speed. In a meta where people are expecting this deck, the resilience of the Wheel version might be pretty important.
That said, I support the implied proposed modification to the round rule :)
Unless I'm seriously missing something, Rethink doesn't stop Wrangler, I just wait til turn 8 so I can pay.
2) Personman
Mindstab Thrull / Roots / Squirrel Wrangler / Plague Wind
Plague wind was definitely wrong – I didn't think through the Wrangler mirror thoroughly, I lose way too fast to be able to cast Wind before dying when I'm on the draw. It should've been Arrows, which I think would've got me a few more points vs. WhammeWhamme and tomsloger.
vs
1) WhammeWhamme
Spiketail Hatchling / Mindstab Thrull / Serrated Arrows / Squirrel Wrangler
On my play, I can try Thrull on 3 to force the Hatchling sac, then Roots Whamme's Thrull on my turn 4. Whamme then plays Wrangler first, but I'm still ahead on lands, so I think I get it? Not 100% sure, will revisit. On Whamme's play, Thrull hits me before I can Thrull or Roots, and one card isn't enough. 3-3
3) knobbodi
Foil / Island / Memory Lapse / Squirrel Wrangler
not real :/ Also, I feel pretty strongly that Memory Laps should be Coffin Puppets. In fact, I'm shocked that there are 0 copies of Coffin Puppets in the round - it was probably the card I was most tempted by that didn't make the cut.
4) Anachronity
Squirrel Wrangler / Avatar of Will / Mindstab Thrull / Ebon Stronghold
Accelerating Thrull is a neat meta read, but not as backbreaking as I first feared, since it only really works on the play. I'm glad it wasn't ELR.
On my play, Thrulls face off, I Roots Avatar, playing Wrangler first is enough. On my draw, I get stabbed right in the mind. 3-3
5) CalvinSchwa
Spiketail Hatchling / Spiketail Hatchling / Spiketail Drake / Apocalypse Chime
Yay, a Chime made it! I wanted to play it, but I figured everyone would be too afraid to run Homelands cards. Also, Homelands cards are bad :P
On the draw, I can't really interact with anything. All I can try is racing with Wrangler on 6, because I'm definitely dead by turn 11. It looks like this:
2: Hatch
2:
3: Hatch, 19
3:
4: Chime, 17
4: Thrull (Calvin no longer cares about Thrull's effect, so would probably rather keep racing than counter it)
5: Drake, 15
5: Can't attack, Roots to prevent 3 damage.
6: Chime to blow up Roots, 13
6: Attack, 18, Wrangler, Calvin would have to sac all threats to counter, so it resolves.
7: Drake untaps, 8. I make two squirrels.
7: 6 lands. Attack, 14.
8: Attack, 3. I make 6 squirrels.
8: Attack, 4
9: I lose
On the play, it looks like I get there even with roughly the above sequence, and I can definitely at least get rid of one Hatchling by making it block Thrull on my 5. 3-3.
6) Feyd_Ruin : Prophecy was too good
Ebon Stronghold / Order of the Ebon Hand / Mindstab Thrull / Ihsan's Shade
I can get hit by Thrull and maybe win with Wrangler. On the draw, I take 2 on 3 from Thrull, then 4 on 4 and 4 on 5 for a total of 11. Then I get four squirrels, which isn't quite enough to kill a 4 power first-strike Order, so I don't block. Now Feyd chooses between pumping and playing Shade
pump:
6: I go to 6
6: 4 lands, I can either have 8 squirrels, or 6 and make them 2/2s next turn. pumping is better.
7: Attack, I block with 4 2/2s. Now can either kill 3, or not pump and play shade. Either way I get to 5 squirrels next turn.
shade:
6: I go to 9
6: 4 lands, I can either have 8 squirrels, or 6 and make them 2/2s next turn. In this case I think 8 is better.
7: Attack, I block Shade with 5, and don't block Order. I go to 4.
7: 3 lands. I have 3 squirrels and can pump them next turn, which is enough to block a 5/1 first strike.
6-0
7) Tomsloger
thallid / an-zerrin ruins / rethink / squirrel wrangler
I stared at Ruins for a long time. It's cool, but I decided against it because it doesn't stop one big alpha strike from squirrels, and it's probably just worse than Roots against most other decks.
On my play, I get Thrull down. If you block with Thallid and play Ruins, I can sneak Wrangler down while you're tapped out and eventually win. If you don't, you're left with just Wrangler or Thallid, and my faster Wrangler wins.
On my draw, I just lose to an earlier Wrangler. 3-3.
I'd kinda like to do something a little closer to vanilla 5CH than we've done in a while. How about:
A li'l bit extra
5CH. Players begin the game with 22 life.
A lotta bit extra
5CH. Players begin the game with 1000 life. Felidar Sovereign, Blood Baron of Vizkopa, Divinity of Pride, Serra Ascendant, and Test of Endurance are banned.
One at a time
5CH. Your hand starts in your library in the order submitted.
Mycosynth Dance Party
5CH. Players may spend mana as though it were mana of any color.
Feyd thinks 1 vs. 4 is 0-6, WhammWhamme has it as 3-3. I think 0-6 is right:
1: Hippo
1: Swamp
2: Hippo attacks, tapping Swamp
2: Untap Swamp, Swamp, float BB, Lake sacrificing one for etb re, one for BBBB, Titan.
Feyd and Choptimist think 3 vs. 5 is 6-0, Anachronity has it as 3-3. I believe 3-3 is correct: Scute Mob kills on turn 8, while Vraska can also be replayed on turn 8. On the play it's down first and kills Mob.
Feyd thinks 3 vs. 7 is 0-6, Anachronity has it as 3-3. tomsloger hasn't posted results. I actually thought it might be 6-0 and did it out, but it's just barely not – one counter on Vraska or the ability to replay it on 7 instead of 8 would do it. 3-3 looks right.
2: Mayor
2: Bauble
3: Attack for 1
3: -, mayor flips
4: Attack for 3 (4 total), make wolf
4: -
5: Attack for 6 (10 total), make wolf
5: Vraska mayor
6: a) Attack for 4 or b) 2 + kill Vraska
6a: 14 total
6: +1 Vraska
7: Untap 1 wolf, attacking Vraska is pretty bad, because there are only 2 wolves total, which won't be enough to finish both Vraskas, so 16 total.
7: Vraska wolf, Bauble Vraska but can't quite replay it
8: Untap last wolf, attack, 18 total
8: Replay Vraska and kill wolf, win.
6b: 12 total.
6: Bauble Vraska, can't replay yet
7: untap 1 wolf, attack, 14 total
7: can't replay yet
8: 16 total
8: Replay Vraska, +1 (because if you kill a wolf, the other one kills Vraska and wins)
9: 18 total (because if you spend a wolf to put Vraska at 4, she kills the other)
9: Kill a wolf, but it's too late.
Also, can I get my name in the title? :D
5 | 6 6 0 2 X 2 0 0 [0] | 16
5) Personman
Keldon Megaliths / Sand Silos / Eureka / Mycosynth Lattice / Nefarious Lich
vs
1) Anachronity
Keldon Megaliths / Mercadian Bazaar / Fountain of Cho / Phyrexian Unlife / Game of Chaos
Amazing innovation from Anachronity as usual! Luckily, this time I beat it, because Lich doesn't care about anyone's life total. 6-0
2) WhammeWhamme
Keeper of the Lens / Lotus Petal / Evermind / Evermind / Evermind
a 1/2 is simply too enormous. 6-0.
3) DoubleFried
Timberline Ridge / Helix Pinnacle / Hearth Charm / Blessed Wine / Touch of Brilliance
Welcome to PHM! I'm not nearly this slow, and Lattice doesn't make things into creatures. 0-6.
4) Choptimist
Hollow Trees / Hypergenesis / Rivalry / Fevered Visions / Summoner's Pact
2-2 as you say.
6) knobbodi
Crosis's Catacombs / Memnite / Paradise Mantle / Molder / Evermind
Yay, Lattice did something! You can destroy Megaliths with Molder. Sadly, you do so in response to me shooting Memnite. 2-2.
7) CalvinSchwa
Aetherflux Reservoir / Saltcrusted Steppe / An-Havva Township / Farmstead / Molten Frame
I probably should've thought about Molten Frame/Hearth Charm before deciding that making things into artifacts was a cool way to be fragile. 0-6
8) Feyd_Ruin
Disrupting Shoal / Evermind / Evermind / Evermind / Memnite
I, too, thought long and hard about making Nix work, but didn't think of Shoal. Dang. 0-6
9) tomsloger
Memnite / Molten Frame / Mountain / Mountain / Mountain
See comment on #7. 0-6.
Muraganda's Judgment
Hand Size: 4
Land Rule: None
Round Rule: Additional copies of each card in a player's submitted hand begin the game in that player's hand. The number of such copies is determined by looking up the number of words in each card's rules text(s) in the chart below. The words in a cards rules text(s) are the groups matched by the regex [^\s]+.
0: 3
1-2: 2
3-5: 1
6+: 0
Edited to clarify that words are any whitespace-delimited string, including symbols and numbers. Split cards were already handled by "text(s)"; just sum them. Probably this doesn't handle flip cards and DFCs, but it's fine because those all have at least 6 words on their front faces anyway.
Library Land Rule
Hand Size: 3
Land Rule: None
Round Rule: Players submit an ordered list of 6 Basic Lands along with their hands. The cards in a player's list begin the game in that player's library in the given order.
Bad Day
Hand Size: 4
Land Rule: LR
Round Rule: Only cards that were printed in Homelands, Fallen Empires, or Prophecy may be submitted.
6 | 6 3 6 6 6 X 0 6 | 32 | 457
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
vs.
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
Hippo is nifty, and quite fast, but not fast enough. It only taps one land on turn 2 on the play, which I can untap, and drop a second + stage and go off. 6-0.
2) Knoboddi : Megalithic Bridge
Ensnaring Bridge / Keldon Megaliths
3-3. On the play I just attack on turn 3, you don't have time to play bridge.
3) Anachronity : Vraska. No, really. Vraska.
Conjurer's Bauble / Vraska the Unseen
Vraska doesn't do anything until turn 5. 6-0.
4) Feyd_Ruin : Should have gone with Sorin
Lake of the Dead / Grave Titan
I don't really care about any of the words or numbers on Grave Titan. 6-0.
5) Choptimist : Cute Mob
Scute Mob / Arcane Denial
Casting spells is for n00bs. 6-0.
7) tomsloger : Path to the Mayor's Office
Mayor of Avabruck / Path to Exile
Path is good. 0-6.
8) CalvinSchwa : The Tong Song
Scalding Tongs / Collective Defiance
Defiance isn't fast enough. Tongs very isn't fast enough. 6-0
Will edit in my matches tomorrow.
6 | 0 3 1 0 3 X 0 | 5 | 71
Matches:
6) Personman
Chalice of the Void / Dark Depths / Island / Tidal Warrior
vs
1) Anachronity
Chalice of the Void / Chancellor of the Forge / Gemstone Caverns / Steel Sabotage
0-6
2) CalvinSchwa
Aether Vial / Deceiver Exarch / Kiki-Jiki, Mirror Breaker / Mutavault
Chalice says no Vial on my play. 3-3
3) Choptimist
Chalice of the Void / City of Traitors / Field of Ruin / Phyrexian Revoker
On your play, I can't get Warrior or Depths and Revoker wins. On my play, Warrior keeps up with Revoker and can always trade. I can't get Depths because of Field, and I can't stop Field for two reasons: because Revoker names Warrior, and because even if it didn't, if I tap Warrior I lose to Revoker. 1-4.
4) Feyd_Ruin
Mishra's Workshop / Mishra's Workshop / Necrogen Censer / Tangle Wire
I was looking for a Workshop deck for a while, Tangle Wire is nice. I have nothing against it. 0-6.
5) knobbodi
Chalice of the Void / Evil Presence / Slippery Bogle / Undiscovered Paradise
On my play, no Bogle or Presence for you, and I just win. On your play, Bogle is always one bigger, so I can't block, and it wins right before Marit comes out. I really should have figured out that Depths couldn't race a 1/1 before submitting it. 3-3
7) WhammeWhamme
Chalice of the Void / City of Traitors / Hangarback Walker / Umezawa's Jitte
0-6 as you described.
This is maximally permissive, which I think is probably the most interesting way for it to be?
An interesting note is that Planeswalkers do not mention loyalty counters in their texts. They just have loyalty symbols, and CR 107.7 tells us what they mean.
So you're right, it's 2-2.
I was considering submitting Stage / Depths / Wheel because of this, but decided to go all in on speed. In a meta where people are expecting this deck, the resilience of the Wheel version might be pretty important.