Card Blind Labratory (LabCB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Unlike other Card Blind formats, LabCB does not have a consistent format that players always use. Instead, each round is different, with changing rules and card counts. Because the formats can become quite complicated, each player is responsible for calculating his or her own score.
This week's format:
Revenge of 7 card backbuild:
Submit 7 cards that begin the game in your hand. You don't lose due to drawing from an empty library. Your deck must beat the test deck (below), but attempt to lose to every other deck. IN ADDITION, your deck must beat the test deck if any number of cards in the test deck (including zero) are either replaced with basic lands or removed entirely. There is no land rule. You may submit cards in the test deck, but I encourage you not to, since they are all blanks.
ME:This deck wins by using forbidden orchid to give the test deck a creature then using krovikan whispers to take control of it and attack 20 times for the win.
CLONE ME:So the deck wins in 20 turns....
ME:But wait! The creature has an upkeep cost. It needs a total of 211 non-white mana to pay for krovikan whispers mana cost and upkeep cost.
CLONE ME:So it wins turn 235 then?
ME:Wrong! It needs to produce blue/black mana by casting and recurring lotus bloom once every 4 turns.
CLONE ME:Okay... so it wins turn 308?
ME:Not even close! In order to recur lotus bloom it requires 2 white permanents.
CLONE ME:So what?
ME:The 2 cold snaps have upkeep costs too!
CLONE ME:Errrr... this deck does actually win eventually doesn't it?
ME:Why certainly! After using upwelling to save up the mana for the cold snaps' upkeep costs and then recurring lotus bloom to pay for the whispers's upkeep cost this deck manages to pull off a win on turn 153,055.
CLONE ME:Wow, that is a slow deck!..... But doesn't it still beat Wirecat?
ME: ....... F it, I don't care! I'm still using it.
I was inspired by mtgo this weekend... If you guys have ideas, post them! We need some for a poll next week!
Cube blind auction:
Together, we will select 30-50 cards for a "cube." Pick big, flashy, awesome cards. I post the final list on saturday. Players have $399 with which to bid on cards, the minimum bid is $100 (you can bid on as many as 3 cards or as few as 1 card.). Players will not know the bids of other players (that's the blind auction part). Players PM me before friday at midnight the amount of money they're bidding on which cards (I'll bid first, of course). Player's decks are composed of all cards they win in the auction and one card that is not in the cube which they submit to me with their bids. If two players tie for a card, no player gets it. We'll use the 2CB land rule, and we need to decide on a ban list. I'm thinking kitchen table rules might be fun -- No discard, counterspells, or land destruction (and no cheating, Castigate and Meddling mage count as discard [Audible groan from audience]). The cube, though, can contain these things if we want it to. Hopefully that'll keep it different from 2CB and preserve the feeling of playing cube.
Card Blind Labratory (LabCB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Unlike other Card Blind formats, LabCB does not have a consistent format that players always use. Instead, each round is different, with changing rules and card counts. Because the formats can become quite complicated, each player is responsible for calculating his or her own score.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.2. Players' decks contain exactly X cards, where X is equal to the round's format card count, which begin the game in hand. Players do not mulligan or sideboard.
1.3. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
1.5. Each player plays two games (one match) against each other player.
1.5a. Each player is the starting player once per match.
1.5b. If no player can win, then the game is a draw.
1.5c. Games are played with perfect information.
1.5d. Games are played optimally; players attempt to win, draw, or extend the game – in that order.
1.6 If any rules specific to the week's format conflict with the rules listed here, these rules are overridden.
1.7 If any rules disputes occur between players during a weekly format, the format's creator has the final word over the interpretation of his or her format. If the creator is not available before the beginning of the next round, the moderator has the final word.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator.
2.1a. Players submit their decks by private message (pm).
2.1b. A player may submit multiple decks, but only the most recent deck is counted.
2.1c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any offending cards have been removed or replaced.
2.1d. The moderator determines the result of each match. Players may challenge results, but not after the results of the first round belonging to a new month have been posted (see Rule 2.4a).
2.1e. A player may name his or her deck. If a player does not, then the moderator may name it.
2.2. Decks are subject to some restrictions.
2.2a. A player may not submit a deck that can't win both games of a match against at least one deck satisfying all rules.
2.2b. A deck may include any number of any card that will become legal in Vintage upon release of a set that has been revealed fully and officially since the start of the round.
2.2c. A deck may include any number of any card legal in Vintage (Type 1).
2.2d. A deck may not include any cards listed on the banned list, which changes and is posted with the format of the round.
2.3. Points determine tournament standings.
2.3a. Players are ranked – first to last – in order of decreasing number of points.
2.3b. For each match, a player earns 3 points per game win and 1 point per drawn game. However, a player earns only 2 points for a split match (a win and a loss).
2.3c. The combined result of both games in a match is called a "match result". Possible match results are: 6 – two game wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, and 1 – a draw and a loss.
2.3d. A table of match results is posted each round. Its rows represent players and its columns represent opponents. A player's points are listed at the end of his or her row.
2.4. The player with the most Player of the Month (POTM) points over the course of a month is the Player of the Month.
2.4a. A month includes all rounds for which decks are due during that month.
2.4b. Each round, each player receives POTM points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer. For example, a player scoring 6-6-6-6-X-0-0-0 in a round with 8 decks receives 343 POTM points (24 / 7 x 100 = 342.8 Rounded to 343).
2.4c. Each round, for one week after the submitted decks have been posted, 50 POTM points will be awarded to the first player to post a deck that scores 6 points against each submitted deck.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
The test deck can produce up to 7 mana when all 7 cards are replaced with basic lands. So a deck with only rhystic caves as mana sources can't beat the test deck under this week's rules.
The test deck can produce up to 7 mana when all 7 cards are replaced with basic lands. So a deck with only rhystic caves as mana sources can't beat the test deck under this week's rules.
Ah, good point. I thought up the ban list before someone suggested the rules change. I... I guess flailing soldier is ok.
Are you guys ok with the next week? We didn't vote, but participation has been waning and I wanted to keep things moving along. I hope no one minds I just picked it instead of voting. I don't want that to happen often.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
I'm okay with it, but the test deck seems kinda pointless. We can't build our deck to take advantage of any card or combination of cards, so basically the test deck serves as a de facto banned list for Desecration Elemental, Standstill, and Blood Pact. Why not just require us to beat 7 random lands and ban obnoxious cards?
beating lands allows you to design to beat the test deck based on it being full of lands. the rule the way he has it means you can't do that. which is good.
But it doesn't do that; the rule that you have to beat the deck with lands or with no cards does that. Since any and all of the cards in the test deck can be replaced by land, or removed from the game completely, literally the only purpose of the test deck is to cast Darksteel Ingot and kill Desecration Elemental. It seems like banning the Elemental is much less trouble; require decks to beat 7 basic lands, and an empty hand, and that should end all the shenannegans.
Letting the test deck cast a spell was intentional. We decided a long time ago, remember? We had 7 Otsai Vultures and decided to make one of them a darksteel relic so that it could cast a spell. People just don't like losing to decks because they have to cast spells. Impatience, standstill... they're oppresive. If we're playing with 7 cards, I want to cast all my spells and not worry about losing to 5 lands + standstill + Opalescence
Reyemile, if there's a deck you want to submit and the rules are accidentally preventing it, let me know via PM.
Everyone, every post after this one should include one of your favorite cards for inclusion in the cube pool for next week.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Sorry, guess I'm communicating poorly Benbuzz, I hate Standtill too. My point is this: if the only purpose of the test deck is to stop Standstill, then isn't it easier to ban Standstill and not worry about a 7 card test deck?
But it doesn't do that; the rule that you have to beat the deck with lands or with no cards does that. Since any and all of the cards in the test deck can be replaced by land, or removed from the game completely, literally the only purpose of the test deck is to cast Darksteel Ingot and kill Desecration Elemental. It seems like banning the Elemental is much less trouble; require decks to beat 7 basic lands, and an empty hand, and that should end all the shenannegans.
Not really, no.
Being able to have cards in hand that are not basic lands affects things. It is possible to build a deck that can only beat decks that either
a) are nothing but basics
b) have no cards in them
I like this rule and think we should damn well keep it for at least ONE week!
Sorry, guess I'm communicating poorly Benbuzz, I hate Standtill too. My point is this: if the only purpose of the test deck is to stop Standstill, then isn't it easier to ban Standstill and not worry about a 7 card test deck?
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
ME:Why certainly! After using upwelling to save up the mana for the cold snaps' upkeep costs and then recurring lotus bloom to pay for the whispers's upkeep cost this deck manages to pull off a win on turn 153,055.
Where are you getting 153,055? By my rough estimate,
To pay Whispers' upkeep 20 times, you need 210 blue/black mana. This means 210 turns in the Lotus Bloom loop (you can sac Bloom during the upkeep when it resolves then draw it during the same turn's draw step). To pay 2xCold Snap for 210 turns, you need approximately 88620 turns of storing up mana from Mistveil.
It's actually somewhat less than this, since you're still generating an extra W every 3 turns during the Bloom loop.
But I think there's a way to speed up the loop further: let the Whispers fall off and recur it. The life loss limits how much you can do this, but even letting it fall off once at 9 counters should be enough to speed it up to 25k turns or so.
Not sure how fnord's deck works.
Then I have succeeded!
Basically, you play Wall of Shards to keep your Thran Quarry in play, which you need to store up your storage land. Eventually, you get enough mana for the following loop.
1. Blood Tribute your opponent.
2. Reito Lantern the tribute back into your library.
3. Use Tower of Fortunes to draw it back.
4. Use Blinkmoth Infusion to untap the Tower.
5. Repeat, except use the Lantern to recur the Infusion as well as the Tribute.
Since exponential series (the tribute loop) grow faster than polynomial series (the lifegain from cumulative upkeep), eventually you will have enough mana to win. (See? Math is useful.)
I want to know how many turns that takes fnord; that's amazing. I'll update the thread title with the slowest goldfish.
Private Mod Note
():
Rollback Post to RevisionRollBack
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
oops! nice catch on letting whispers die and recurring it that speeds me up a lot, and you're right about bloom cycle only taking 3 turns instead of 4.
oops! nice catch on letting whispers die and recurring it that speeds me up a lot, and you're right about bloom cycle only taking 3 turns instead of 4.
Thnx for keeping me honest.
NP, it's still an amazing deck and is a lot slower than my entry the first time we did this (which was a bit under 3000 turns), which I believe was the previous record holder.
Okay. So, Vinyard/Lattice speeds that particular clock up significantly, since you don't need to play Quarry out and store up 3 mana/turn. To kill an opponent on 20 life it takes 5 castings. You would have the following artifacts out:
Tower
Land
Other Land
Wall of Shards (it saves net mana but costs 2)
So Infusion costs 10. So 40 mana for that, 32 mana for drawing, 30 mana for kill spell. Total of 104. A total of 34 turns of storing mana at 3/turn, plus one turn of playing out Quarry. My own kill requires Mycosinth Lattice + 10x Elvish Fury + Spark Elemental = 57 mana, or 29 turns.
BUT playing out Wall of Shards pushes me back by 8 damage, which takes 20 mana to overcome, which is much slower.
So if I try to go off first, you win using the free mana and artifacts I give you.
Okay. So, Vinyard/Lattice speeds that particular clock up significantly, since you don't need to play Quarry out and store up 3 mana/turn. To kill an opponent on 20 life it takes 5 castings. You would have the following artifacts out:
Tower
Land
Other Land
Wall of Shards (it saves net mana but costs 2)
So Infusion costs 10. So 40 mana for that, 32 mana for drawing, 30 mana for kill spell. Total of 104. A total of 34 turns of storing mana at 3/turn, plus one turn of playing out Quarry. My own kill requires Mycosinth Lattice + 10x Elvish Fury + Spark Elemental = 57 mana, or 29 turns.
BUT playing out Wall of Shards pushes me back by 8 damage, which takes 20 mana to overcome, which is much slower.
So if I try to go off first, you win using the free mana and artifacts I give you.
So it's a draw.
I don't gain any benefit from Lattice, since you don't need to play it until the turn you go off and I can't win at instant speed.
If I don't play Wall, you only need 9 Fury casts to do 21 damage. Since the last one doesn't need to be bought back, that 41 mana, which makes 48 mana total.
I don't gain any benefit from Lattice, since you don't need to play it until the turn you go off and I can't win at instant speed.
If I don't play Wall, you only need 9 Fury casts to do 21 damage. Since the last one doesn't need to be bought back, that 41 mana, which makes 48 mana total.
Ah, yes, darn... oops. Well my deck fails... serves me right for throwing it together at the last minute.
Phthisis
Forbidden Orchard
Grove of Burnwillows
Lotus Bloom
Phage, the Untouchable
Emrakul, the Aeon's Torn
Burning Inquiry
E races me and Inquiry also discards my cold snaps before I can profitably cast them. Furthermore If I cast Upwelling e can cast Phage Emrakul and attack.
Vineyard speeds my deck up by more than 16,000 turns by helping pay cold snaps' upkeeps but e can hold lattice til the turn e wins so it doesn't help with whispers.
6-0
3 BronYAur
Mercadian Bazaar
Island
Boggart Shenanigans
Battle Squadron
Reminisce
Reminisce
Phage the Untouchable (just to fill the 7th slot)
I'm pretty sure Squadron is actually a 1/1 but 161 turns would be too fast anyway.
(Interestingly though, if the island was snow covered then 161 turns would be long enough that the cold snaps would stop him from playing it.)
I can use whispers to steal the squadron and delay a couple turns and thats all.
Very elegant deck. Upwelling has barely any affect on it. It still races mine though.
6-0
6 fnord
Wall of Shards
Thran Quarry
Dreadship Reef
Blood Tribute
Reito Lantern
Tower of Fortunes
Blinkmoth Infusion
The extra life from the wall of shards would let me pay fewer upkeeps for my whispers but it also blocks the spirit token from orchid so I can't attack.
I can use whispers to steal wall of shards but defender means I can't attack with it either.
So I can't win, but just stealing wall of shards for 1 turn is enough to kill the Thran Quarry. With Thran Quarry dead and Upwelling still in hand e is left without enough mana.
2-2
Card Blind Labratory (LabCB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Unlike other Card Blind formats, LabCB does not have a consistent format that players always use. Instead, each round is different, with changing rules and card counts. Because the formats can become quite complicated, each player is responsible for calculating his or her own score.
This week's format:
Revenge of 7 card backbuild:
Decks are Due Friday at midnight (EST).
EDIT: Decks!
1 benbuzz790
T1 - Orchard, suspend bloom
T4 - Bloom resolves, use it to suspend phthisis
T9 - Tap orchard to make a creature, Phthisis Resolves (18), Tap grove(19), cast Burning inquiry, discard phage and emrakul
T10 - Draw Emrakul
T11 - Draw Phage
T12 - Draw Inquiry
T13 - Draw Phthisis
T14 - Draw and suspend Bloom
So it's 1 damage per 14 turns, skip the last round because I don't have to tap grove... win on 14*19 = 266
2 WhammeWhamme
3 BronYAur
Mercadian Bazaar
Island
Boggart Shenanigans
Battle Squadron
Reminisce
Reminisce
Phage the Untouchable (just to fill the 7th slot)
I came up with a deck that should take 161 rounds to kill test deck...
T1: Bazaar
T2: Island
T4: Shenanigans
T9: Squadron that immediatly dies (1 damage!)
T12: Reminisce
T17: Squadron (1 damage!)
T20: Reminisce #2
T25: Squadron (1 damage!)
etc... damage every 8 rounds.
4 ajfirecracker
Noxious Revival
Noxious Revival
Lotus Bloom
Lotus Bloom
Inexorable Tide
Golden Urn
Helix Pinnacle
5 casual johnny :: 0-6 vs wirecat
ME:This deck wins by using forbidden orchid to give the test deck a creature then using krovikan whispers to take control of it and attack 20 times for the win.
CLONE ME:So the deck wins in 20 turns....
ME:But wait! The creature has an upkeep cost. It needs a total of 211 non-white mana to pay for krovikan whispers mana cost and upkeep cost.
CLONE ME:So it wins turn 235 then?
ME:Wrong! It needs to produce blue/black mana by casting and recurring lotus bloom once every 4 turns.
CLONE ME:Okay... so it wins turn 308?
ME:Not even close! In order to recur lotus bloom it requires 2 white permanents.
CLONE ME:So what?
ME:The 2 cold snaps have upkeep costs too!
CLONE ME:Errrr... this deck does actually win eventually doesn't it?
ME:Why certainly! After using upwelling to save up the mana for the cold snaps' upkeep costs and then recurring lotus bloom to pay for the whispers's upkeep cost this deck manages to pull off a win on turn 153,055.
CLONE ME:Wow, that is a slow deck!..... But doesn't it still beat Wirecat?
ME: ....... F it, I don't care! I'm still using it.
6 fnord
Next week's format: CUBE card auction!
I was inspired by mtgo this weekend... If you guys have ideas, post them! We need some for a poll next week!
Cube blind auction:
Card Blind Labratory (LabCB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Unlike other Card Blind formats, LabCB does not have a consistent format that players always use. Instead, each round is different, with changing rules and card counts. Because the formats can become quite complicated, each player is responsible for calculating his or her own score.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.2. Players' decks contain exactly X cards, where X is equal to the round's format card count, which begin the game in hand. Players do not mulligan or sideboard.
1.3. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
1.5. Each player plays two games (one match) against each other player.
1.6 If any rules specific to the week's format conflict with the rules listed here, these rules are overridden.
1.7 If any rules disputes occur between players during a weekly format, the format's creator has the final word over the interpretation of his or her format. If the creator is not available before the beginning of the next round, the moderator has the final word.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator. 2.2. Decks are subject to some restrictions. 2.3. Points determine tournament standings. 2.4. The player with the most Player of the Month (POTM) points over the course of a month is the Player of the Month.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Then why ban Flailing Soldier?
Are you guys ok with the next week? We didn't vote, but participation has been waning and I wanted to keep things moving along. I hope no one minds I just picked it instead of voting. I don't want that to happen often.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Reyemile, if there's a deck you want to submit and the rules are accidentally preventing it, let me know via PM.
Everyone, every post after this one should include one of your favorite cards for inclusion in the cube pool for next week.
Platinum Angel
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Also: It That Betrays
Not really, no.
Being able to have cards in hand that are not basic lands affects things. It is possible to build a deck that can only beat decks that either
a) are nothing but basics
b) have no cards in them
I like this rule and think we should damn well keep it for at least ONE week!
Sure. Of course just banning cards is easier if you're sure you know all the ones that would cause problems.
But if you're not entirely sure why not be safe and defacto ban both Standstill and any and all analogs as well.
Also, for the cube: Donate
(In 3 sections, of "Good", "Good even though you don't know it", and "Can I Use This?")
and possibly Exploration so that we're not all submitting that as our 1 other card.
No longer staff here.
Mindslaver
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
I think I speed up the Helix Pinnacle deck's clock sufficiently that it outgoldfishes me too.
Pretty sure I'm too fast to beat the other upwelling deck.
Not sure how fnord's deck works.
Where are you getting 153,055? By my rough estimate,
To pay Whispers' upkeep 20 times, you need 210 blue/black mana. This means 210 turns in the Lotus Bloom loop (you can sac Bloom during the upkeep when it resolves then draw it during the same turn's draw step). To pay 2xCold Snap for 210 turns, you need approximately 88620 turns of storing up mana from Mistveil.
It's actually somewhat less than this, since you're still generating an extra W every 3 turns during the Bloom loop.
But I think there's a way to speed up the loop further: let the Whispers fall off and recur it. The life loss limits how much you can do this, but even letting it fall off once at 9 counters should be enough to speed it up to 25k turns or so.
Then I have succeeded!
Basically, you play Wall of Shards to keep your Thran Quarry in play, which you need to store up your storage land. Eventually, you get enough mana for the following loop.
1. Blood Tribute your opponent.
2. Reito Lantern the tribute back into your library.
3. Use Tower of Fortunes to draw it back.
4. Use Blinkmoth Infusion to untap the Tower.
5. Repeat, except use the Lantern to recur the Infusion as well as the Tribute.
Since exponential series (the tribute loop) grow faster than polynomial series (the lifegain from cumulative upkeep), eventually you will have enough mana to win. (See? Math is useful.)
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Thnx for keeping me honest.
I think it's around 550. Here's the math:
http://www.wolframalpha.com/input/?i=20%2Bn%28n%2B1%29%2F2%3D2%5E%28n%2F32%29
At the beginning of the turn of the kill, the opponent has approximately 150,000 life.
NP, it's still an amazing deck and is a lot slower than my entry the first time we did this (which was a bit under 3000 turns), which I believe was the previous record holder.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Tower
Land
Other Land
Wall of Shards (it saves net mana but costs 2)
So Infusion costs 10. So 40 mana for that, 32 mana for drawing, 30 mana for kill spell. Total of 104. A total of 34 turns of storing mana at 3/turn, plus one turn of playing out Quarry. My own kill requires Mycosinth Lattice + 10x Elvish Fury + Spark Elemental = 57 mana, or 29 turns.
BUT playing out Wall of Shards pushes me back by 8 damage, which takes 20 mana to overcome, which is much slower.
So if I try to go off first, you win using the free mana and artifacts I give you.
So it's a draw.
I don't gain any benefit from Lattice, since you don't need to play it until the turn you go off and I can't win at instant speed.
If I don't play Wall, you only need 9 Fury casts to do 21 damage. Since the last one doesn't need to be bought back, that 41 mana, which makes 48 mana total.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Ah, yes, darn... oops. Well my deck fails... serves me right for throwing it together at the last minute.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
The other decks all race mine, only whammewhamme speeds me up, and not nearly enough. I can draw Fnord though.
5 casual johnny :: 0-6 vs wirecat
Upwelling
Lotus Bloom
Mistveil Plains
Cold Snap
Cold Snap
Forbidden Orchard
Krovikan Whispers
VS
1 benbuzz790
Phthisis
Forbidden Orchard
Grove of Burnwillows
Lotus Bloom
Phage, the Untouchable
Emrakul, the Aeon's Torn
Burning Inquiry
E races me and Inquiry also discards my cold snaps before I can profitably cast them. Furthermore If I cast Upwelling e can cast
PhageEmrakul and attack.2 WhammeWhamme
Dwarven Ruins
Lotus Petal
Eladamri's Vinyard
Upwelling
Mycosinth Lattice
Elvish Fury
Spark Elemental
Vineyard speeds my deck up by more than 16,000 turns by helping pay cold snaps' upkeeps but e can hold lattice til the turn e wins so it doesn't help with whispers.
6-0
3 BronYAur
Mercadian Bazaar
Island
Boggart Shenanigans
Battle Squadron
Reminisce
Reminisce
Phage the Untouchable (just to fill the 7th slot)
I'm pretty sure Squadron is actually a 1/1 but 161 turns would be too fast anyway.
(Interestingly though, if the island was snow covered then 161 turns would be long enough that the cold snaps would stop him from playing it.)
I can use whispers to steal the squadron and delay a couple turns and thats all.
6-0
4 ajfirecracker
Noxious Revival
Noxious Revival
Lotus Bloom
Lotus Bloom
Inexorable Tide
Golden Urn
Helix Pinnacle
Very elegant deck. Upwelling has barely any affect on it. It still races mine though.
6-0
6 fnord
Wall of Shards
Thran Quarry
Dreadship Reef
Blood Tribute
Reito Lantern
Tower of Fortunes
Blinkmoth Infusion
The extra life from the wall of shards would let me pay fewer upkeeps for my whispers but it also blocks the spirit token from orchid so I can't attack.
I can use whispers to steal wall of shards but defender means I can't attack with it either.
So I can't win, but just stealing wall of shards for 1 turn is enough to kill the Thran Quarry. With Thran Quarry dead and Upwelling still in hand e is left without enough mana.
2-2