1: 6-0: This one's simple – you play an odd number of permanents in less than seven turns, so I can't win.
2: 6-0: You play Fountain and add a bunch of counters, then play your remaining cards in quick succession to win before I can do anything relevant.
3: 6-0: You wait until we're both low on life due to the round rule, so that I have less than 18 life and can't cast Thieve's Auction, then you attack me for 2 once.
4: 6-0: You wail until we're both low on life due to the round rule, and then I can't drop Mana Crypt safely.
5: 6-0: You control an odd number of permanents, so I can't win. I can't use Mana Crypt to sotp Cave without dying.
6: 6-0: You play Lotus Bloom into Flaming Gambit to deal 2 damage to me, and then I can't cast Thieves' Auction and the round rule kills me.
7: 6-0: See my response to MMQ's post.
8: 3-3: I can stop Desecration Elemental without casting Mana Crypt. You can play a Rainbow Vale to stop me.
0: 3-3: You control an even number of permanents and your clock isn't changed by the round rule. You can play a Rhystic Cave to stop me.
1: 6-0: I can't make 3 mana without casting Crypt (putting a counter on Amulet returns Vale), so you cast Flailing Manticore when we're both low on life due to the round rule and kill me.
2: 6-0: You wait until we're both low on life due to the round rule, then deal 2 damage to me with Nature's Revolt and I can't win.
3: 6-0: Flesh Reaver is a beatstick.
4: 6-0: You wait until you're on 18 life due to the round rule (I go to 18 on my turn), then set up Lurking Evil (+6 turns to cast Array, +6 turns to cast Lurking Evil, pay half your life, +1 turn to attack = you attack me for 4 damage when you're on 2 life and win).
5: 6-0: You play Gold Myr and attack.
6: 6-0: I can't afford to keep the tokens alive, so you control an odd number of permanents and win.
7: 6-0: Veteran Brawlers kills me.
vs1: Play both lands, gain a life, stop you from loading up the pinnacle, win turn 120.
vs2: Goldfish a win? I think I'm missing something.
vs3: Cast hero's reunion, keep you from putting counters on pinnacle (most of the time) win turn 120.
vs4: Eureka in a flailing soldier. Beats win in 20 turns (assuming you shrink it)
vs5: Mirrormatch! wonder if relic/evermind makes a difference. I want to call this 3-3. Cave can't pay for cave, so win on turn 102 on play.
vs6: I know I don't know how to pilot this deck, but I'll assume goldfish ftw.
vs7: Rushwood grove to keep you from winning, use the stack trick to kill on turn 119.
vs8: Wait 30 turns, cast the elemental. Then the emblem kills, depending on play-draw. 3-3
vs9: Random effects are worst for their owner, not controller. This doesn't work. I think. Even if control of crypt goes to opponent, they always win the flip. With reverted deck, I do nothing. If you ever play the pinnacle, I start doing the thing. My thing takes less turns than your thing, so I win if you ever really try to win. So the round rule kills us. 3-3
vs11: If i go for it, you kill the manticore, If i don't, you load up the pinnacle. great deck. 0-6
vs12: Can't win, but can stall you out. 3-3 I can't stop cave from generating mana every turn, can't kill with isle. 0-6
vs13: Reaver trigger gets exiled when YOU LOSE. 6-0
vs14: Fairly sure I can win in 100 turns. Load up ring network to be able to cast array, load up array to cast the horror, and all of that takes maybe 40 turns. Horror kill shouldn't take too long either. 20-10-5-2-1 (+2) - 1 gets 5 attacks in. 6-0
vs15: Remote farm puts in gold myr, beats ftw. 6-0
vs16: Can't win, but can keep you from winning. Tabernacle, orchard. Use orchard to pay for cave every time you try anything, tabernacle kills the spirit every time. You can't pay upkeep, since I can pay for cave. 3-3
vs17: You got me. 0-6
vs9: Random effects are worst for their owner, not controller. This doesn't work. I think. Even if control of crypt goes to opponent, they always win the flip.
Plan A (or how it beats the test deck):
1. Play out all the lands. Go to 21 life in the process.
2. On turn 3, cast Wall of Vipers. You get a Spirit token in the process.
3. On turn 4, cast Phyrexian Arena. You get a second Spirit. This allows you to attack with both and get in with one of them. I'm back to 20.
4. Untap, put Arena's trigger on the stack on the upkeep. In response, activate Leechridden Swamp. You lose a life. I lose a life. We're both at 19.
5. Repeat until you lose your last life point while I have an ability that would make me lose on the stack.
The opposing hand is able to disrupt this at any point by attacking if they are able to produce 3 because they can attack with the remaining Spirit. I have to block, which turns on the "destroy me" ability.
Plan B: If the opposing hand gives me the ability to disrupt its win con, play Jwar Isle and wait for the round's effect to kill the opponent.
Your hand wins if: You can gain any life or make me lose any life outside of what my hand does, or if you can produce 3 mana at any time. My hand wins if: Your hand gives mine the tools to turn off its wincon, since Refuge makes my hand win the life race after 100 turns if neither hand does anything.
6HerziQuerzi : Chancy memories Memory's Journey / Memory's Journey / Lotus Bloom / Flaming Gambit / Mana Confluence
3-3 My hand plays Wall of Vipers to protect itself from Flaming Gambit. Your hand can kill it with Lotus Bloom, but that leaves it unable to do anything else and it loses to the round mechanic because Refuge again.
Edit: Actually, I get this in one of the rounds.
1 loses to Gambit if it doesn't play Vipers, so it does. 1 loses to Bloom if it plays Arena, so it doesn't.
Starting game state of interest: 1 is at 21 and has all lands and Vipers down. 6 is at 20 and has a Spirit, Lotus Bloom, and Mana Confluence.
6 cracks the Bloom and taps Confluence to cast both copies of Memory's Journey, going to 19 in the process. The first targets nothing, the second targets Bloom. Redraw Bloom, suspend it, and wait for it to get back onto the field.
6 attacks with the Spirit. 1 has to block eventually so it does at the first opportunity. 6 cracks Bloom to kill Vipers and the token.
6 taps Confluence for G and goes to 18 to flashback Journey #1 at Bloom. Redraw it, get it back onto the field, cast Gambit for 2. 1 goes to 19.
6 taps Confluence again for G and goes to 17, flashing back Journey #2 to get Bloom and Gambit back, and gets Bloom down. 6 then casts Gambit for 2 again, tying up the life totals at 17. Who wins from here depends on who loses life to the round mechanic first.
14tidalslimshady : trokin evil Festival of trokin / Teferi's isle / Mage-ring network / Gemstone array / Lurking evil
6-0
Eventually this hand can activate Lurking and pay less life than it would make the opponent lose by attacking. It's enough of a wincon to force Arena and big enough to kill Vipers even without the ability.
I'm honestly stunned at how badly that went. Lots of creative ideas out there. I tried really hard to make a version that didn't require tapping Orchard twice (thus forcing me to gain a life to compensate) but it wasn't there. Hats off to MMQ for a similar version of the idea that didn't have that liability.
Other hands I considered: Branded Brawlers (might have done better, thought more people would be avoiding playing lands - I'll be interested to see how Whamme's deck plays out), Near-Death Experience (has to gain a life in response to the emblem trigger if it goes to time and easy for any hand with a real threat to play around, but has similar issues against decks that get shut down by breathing at them.) I'm really surprised that we didn't see a single Dovescape build considering what the last backbuild round I saw looked like.
You must be able to defeat a test deck which contains 0-5 cards consisting of any combination of basic lands, evermind, and darksteel relic.
By my count, 11 of the hands submitted in this round would be unable to beat this (mine included.) I like it.
(1, 2, 4, 5, 10, and 11 lose/draw to mana, 8 draws to Relic, and 9, 12, 16, and 17 lose to being in possession of lands.)
Grumsh #5
1/2/3/4/X/6/7/8/9/10/11/12/13/14/15/16/17/Total/Pts
6/6/6/6/X/6/6/2/0/2 / 0 / 2 / 6 / 6 / 6 / 0 / 0 /60 /387.5
#1 Viper Out- your deck is faster than mine, mine can’t interact, I win both
#2 Great Minds- your deck is faster than mine, mine can’t interact, I win both
#3 Flow of Maggots- your deck is slower than mine, but can stall mine to win on turns dmg. You have hero’s reunion, so your deck always wins the turns damage race. I win both
#4 Squandered Soldier- Your deck is faster than mine, mine can’t kill soldier, I win both
#6 Chancy Memories- Your deck is faster than mine, mine has no creatures, deals no damage, I win both
#7 Dealzzz- Your deck is faster than mine, mine deals no damage, I win both
#8 Pot of Fear- If one of us plays our spell, the other wins, we each lose on the play on turn 120, Tied 1-1
#9 Going Once- If you cast the helix pinnacle, I can give you mana crypt before you win, I win, if you don’t I can’t give you the crypt due to odd number of permanents, so you win. You do nothing. I do nothing, we lose turn 120 on the play. Tied 1-1 Guess your deck had to change... Abyssal Plus auction works, if I resolve pinnacle, so i can't cast pinnacle, so it should be a draw 1-1 still EDIT- darkstteel relic makes me lose. 6-0 you
#10 Helix Cave- Good Choice! We tie 1-1 in the mirror.
#11 Mantivault- To cast manticore I have to give you both vales and use manavault. You can then kill manticore. I can’t deny helix activations without giving you mana, so you win 2-0.
#12 Revolt- We each have 1 land. You can’t stack pinnacle without getting attacked. Tied 1-1
#13 Reaves- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#14 Trokin Evil- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#15 Oblate Hard- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#16 Dream Halls- If I lead with orchard, you can never pay to keep token alive and cast pinnacle in the same turn, I lose on the play however to turns damage. On the play you get to resolve pinnacle, then stack in on my turn, I must give you a token that will survive to stop you, so you win with pinnacle or damage. You win 2-0
#17 Stone Rain- You win 2-0 because you can leave land untapped and kill me with mana vaults. I can’t stop you from winning with pinnacle without losing to mana vault You win 2-0
So, I totally submitted another deck after the one listed (after realizing I could make it much worse):
Chancellor of the Tangle
Chancellor of the Tangle
Mana Vault
Channel the Suns
Branded Brawlers
I'll score both of them for completeness.
vs. 1 Artscrafter: Going off loses badly here. 6-0
vs. 2 Bubblecat2: Fungal Reaches makes this a goldfish. 6-0
vs. 3 Convoy_Avenger: Saltcrusted Steppe makes this a goldfish. 6-0
vs. 4 Feyd_Ruin: Lands mean I can't actively win, so comes down to round rule. 3-3
vs. 5 Grumsh: The Lotus build is bad here. 0-6
vs. 6 HerziQuerzi: Running lands means you goldfish. 6-0
vs. 7 Madmanquail: Lands let you goldfish. 6-0
vs. 8 MechanicalMech: Lands force tie. 3-3
vs. 9 Mogg: No lands = you die. 0-6
vs. 10 Nerdyjoe: See 5. 0-6
vs. 11 Piato: Lands force tie. 3-3
vs. 12 Rush_Clasic: I can kill through Teferi's Isle. 0-6
vs. 13 Stormaggedonx: Stadium means you can goldfish. 6-0
vs. 14 tidalslimshady: Mage-Ring network means you can goldfish. 6-0
vs. 15 Tarox Bladewing: Gold Myr beats me to death. 6-0
vs. 16 tomsloger: Tabernacle makes this a goldfish. 6-0
vs. 1Artscrafter: I lose to lands. 6-0
vs. 2 Bubblecat2: Fungal Reaches makes this a goldfish. 6-0
vs. 3 Convoy_Avenger: Saltcrusted Steppe makes this a goldfish. 6-0
vs. 4 Feyd_Ruin: Lands mean I can't actively win, so comes down to round rule. 3-3
vs. 5 Grumsh: The Channel the Suns build can't stop the Helix. 6-0
vs. 6 HerziQuerzi: Running lands means you goldfish. 6-0
vs. 7 Madmanquail: Lands let you goldfish. 6-0
vs. 8 Mechanical Mech: The Channel the Suns build can't kill Elemental 6-0
vs. 9 Mogg: Clasp kills Branded Brawlers. 6-0
vs. 10 Nerdyjoe: See 5.
vs. 11 Piato: Lands force tie. 3-3
vs. 12 Rush_Clasic: I can kill through Teferi's Isle. 0-6
vs. 13 Stormaggedonx: Stadium means you can goldfish. 6-0
vs. 14 tidalslimshady: Mage-Ring network means you can goldfish. 6-0
vs. 15 Tarox Bladewing: Gold Myr beats me to death. 6-0
vs. 16 tomsloger: Tabernacle makes this a goldfish. 6-0
Edit: Mogg's legal deck totally beats either of me.
Is a 1-1 tie worth 3 pts or 2? in the rules it says it's worth 2 unless i'm bad at reading?
this is often confusing.
double draws are listed as 2-2 and worth 2 points. when each player wins a game in the match we list it as 3-3 to differentiate it, but its also worth 2 points. some players have prefered to use 2 with the underline instead of 3, but its just bookkeeping. a tie by either method is worth 2.
01: 6-0
You can always pump flailing down. In order for me to kill the wall, I have to take 3 damage in total. You can time the play so that I either suicide to kill the wall, or die from the emblem+leechridden.
On turn ~116 we are at 4/3 (you gained 1 life). You cast the wall. In order for me to kill it, I'll have to cast SResources here. This will ping me twice and put me at 1 life. I'll die to the next turn's ping.
If I don't go for killing the wall, we're at 4/3. Drop arena. I can get pinged and then swing through. 3/2. You get pinged twice and go to 1/2. I then get pinged to 1/1. Can't swing through - you kill me with Leechridden while your death is on the stack.
02: 6-0
If I cast Eureka to put out Flailing, you have Hive Mind. You untap and cast Pact, I untap and die. If I don't Eureka, you're uninterupted and win.
03: 6-0
You can always take 2, kill flailing soldier, and then cast Heroes Reunion. If I don't cast Flailing, you can just build up mana and cast Heroes' Reunion when we're both at 1.
04: XXX
05: 0-6
Flailing gets pumped down to 1/1, but that still kills you.
06: 6-0
You cast Lotus Bloom. If I drop Flailing, you can kill it. I took 4 damage to cast Flailing, so I lose the race. If I don't cast Flailing, then as soon as we get down to 2, you can sac the Bloom to shoot me for 2 and kill me.
07: 6-0
Rushwood grove kills Flailing. Because it takes 4 damage for me to cast, you win the race just killing him. If I don't drop flailing, you build up a few counters and then wait until I'm at one and drain me with City triggers on the stack.
08: 3-3
If you drop Desecration, I drop flailing and win. If I drop first, you drop Desecration unimpeded. Player dropping first always loses, and we be win/lose based upon the emblem ping.
09: 3-3
If I eureka, you put in bloom and kill flailing. My pings lose the race. If you hypergenesis, I can put 1 land in play to keep the Persecutor on your side. We win/lose based on emblem.
10: 0-6
Rhystic cave makes Flailing a 1/1, which still kills you.
11: 3-3
If I Eureka, you drop Manticore and race (either by swings, or if late you block and I die first from the pings). If you drop manticore, I can kill it only being pinged once. You can't drop him later then 3 life to get a swing in, so Vault will always kill you first when you do. We win/lose form the emblem.
*Running out of time, so I'll go quickly on the last few. I'll come back with more detail later.
12: 3-3 Caster of Eureka loses. Win/Loss from emblem)
13: 6-0 If I eureka, you can kill Flailing taking 1. If I don't, you beats)
14: 6-0 Although slow, Mage Ring kills Flailing and then Lurking kills me.
15: 6-0 Remote Farm->Gold Myr. Farm kills Flailing, Myr kills me.
16: 6-0 It takes pings for me to keep a creature to swing. I can't pay for Flailing.
17: 3-3 Eureka->Chancellor. Hold on land. Win/Loss from emblem.
Also a reminder: The round rules generally precludes any 2-2s or 4-1s.
There's a chance I'm oversimplifying some of these match-ups. I just realized, for example, that I'm not considering whether the choices change once we get into emblem mode.
12v1: If you ever play out Revolt, you lose to the greater land presence. I can't ever play Arena, because that will give you an extra token. I can play Jwar Isle Refuge, though, which gives me the win on both the play and the draw. (6-0)
12v2: You can't play Revolt, because I have two lands to your one. I can wait for Isle's proper phasing point before casting Pact. (6-0)
12v3: You can't play Revolt because I have more lands. I can just cast Heroes' Reunion and wait for the emblem to kill you. (6-0)
12v4: You can't play Revolt because I have more lands. I can't Soldier because you'll just eat it with Isle and proceed to Revolt. So we stare at each other until emblems kill us.(3-3)
12v5: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)
12v6: If you go for Revolt, my Confluence!creature will out-race your Isle!creature. I go for my Gambit loop and kill you in good time. (6-0)
12v7: You can't play Revolt since I have 3 lands to your 1. I make Church Deals until you're dead, without interference. (6-0)
12v8: You can't play Revolt since I have more lands. I can't cast Elemental since it'll die to Petal and give up all of my Vales to your Revolting ways. Thus, we emblem to death. (3-3)
12v9: This one is tricky. If I play out Persecutor, your best bet is to just make the permanent count odd, which Petals make easy. But if you play out Revolt, I can wait for the proper part of Isle's phasing cycle to cast Auction. That said, I think you just wait until the life loss kicks in for a while, long enough that Auction mana can't be saved up before emblem death. Then you got for Eureka. If I put Persecutor onto the battlefield, I automatically lose. If I don't, Isle!creature will sneak by for the kill. (0-6)
12v10: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)
12v11: You can't initially play Revolt; two animated Vales beat one animated Isle. I can't play Manticore; you'll always have mana available to kill it. So we split. (3-3)
12v13: You can't Revolt because I have more lands than you. I just Reaver you do death. (6-0)
12v14: You can't play Revolt because I have more lands than you. I eventually beat you down with Lurking Evil. (6-0)
12v15: You can't initially Revolt; my Farm would get twice as many attacks. I cast Myr to beat down with, and the counter-measures are fruitless. (6-0)
12v16: You can't Revolt; Orchard!creature would kill faster than Isle!creature. While Isle is phased in, I can activate Helix on your turn, then on my turn. Then Isle phases out, and Tabernacle kills both Spirit tokens. Rinse and repeat and Helix wins the game. (6-0)
12v17: You can't cast Eureka. Otherwise Chancellor comes out and ruins everything. My Brawlers can attack on turns 2, 3, 5, 7, and 9, just enough to kill before dying to my own Vaults. (6-0)
#12 Revolt- We each have 1 land. You can’t stack pinnacle without getting attacked. Tied 1-1
Playing out Revolt is a losing proposition; because Isle!creature phases, it only gets half the attacks that Cave!creature would. So you just never play Revolt. Helix can in fact play around Isle's phasing to get all the counters it needs. (The sequence is described right above this quote.)
6v1 - The powers of flashback let 6 force a 'draw'. 3-3
6v2 - Even if my deck drops the early double Journey into the grave, 2 holding on to Hive Mind until we're both low on life wins it the game. 6-0
6v3 - Your deck can deal 4 damage before turn 91. 6-0
6v4 - 6 can pop the soldier and rest on the health advantage. 0-6
6v5 - Lotus Bloom pops soldier. 0-6
X
6v7 - Flaming Gambit for 2 damage. 0-6
6v8 - Make 8 sac the Elemental. 0-6
6v9 - Pretty sure 6 wins. 0-6
6v10 - Decks don't interact, 6 wins first. 0-6
6v11 - 6 can pop the manticore. 0-6
6v12 - Confluence races Isle. 0-6
6v13 - 6 can pop a 3 damage Confluence early to win the race. 0-6
6v14 - Pretty sure 14 wins this one. 6-0
6v15 - I have no idea what half the cards in this deck are for, but Gold Myr drastically outraces my deck. 6-0
6v16 - While confluence would suicide trying to use the spirit, lotus can cover the cost every 5 turns, plus normal win con outraces anyway. 0-6
6v17 - 6 can sit back let your deck suicide. 0-6
This is actually super complicated and fascinating, I think? To try to win, Team Tabernacle has to play out both its lands. So it does. That means that following happens when Team Revolt casts Nature's Revolt:
Tabernacle untaps and two triggers go on the stack.
TeamTabernacle can:
i) Sacrifice both and lose.
ii) Pay for tabernacle (giving away a spirit). Isle phases out, spirit dies, next turn tabernacle kills itself. Teferi's Isle romps home for the win.
iii) Pay for Orchard to stick around (giving away a spirit). We now have a race - 1/1 spirit and episodic island vs consistent 2/2. It's really close - I don't know who wins!
I missed this line of play. Isle!creature + token wins the race by a single turn. That means, of course, that I just never play Tabernacle, but the score does end up 3-3.
Notes:
1) I updated some results based on the fact that my first hand was illegal.
2) These scores use WhammeWhamme's hand posted here, which hasn't been updated into the front post. I've relied on WhammeWhamme's posted results (second section of results in the linked posted) and haven't checked them (except for my match vs. him, where I went from 6-0 to 3-3; interestingly, without this change, there would have been a three-way tie for first on 76 points, between WhammeWhamme, piato, and myself).
3) I've re-checked all of the results for my own hand, since the hand that was originally posted was illegal.
Syntax: "Player 1"-"Player 2": Match result for Player 1. Note when reading match results that this is a backbuild round.
1-9: 0: Refuge single-handedly wins this match.
2-3: 6: Convoy Avenger pays for Pact and casts Reunion to win the life race.
2-8: 3: Vales pay for Pact, but stopping Elemental is easy, too.
2-9: 0: Hive Mind drops off of Hypergenesis, and I don't have a chance to build up my repository to pay for Pact.
2-13: 6: Flesh Reaver is exceptionally fast.
2-16: 0: Pact is fast.
3-8: 0: Elemental loses to Reunion.
3-9: 0: Convoy_Avenger plays Saltcrusted Steppe. I can't win through that, except by the round rule. I resolve a Lotus Bloom. Convoy Avenger goes down to 4 life, then plays Lava Tubes and adds a storage counter to Saltcrusted Steppe. I suspend Hypergenesis. Convoy_Avenger casts Heroes' Reunion in response to the lethal life loss trigger, and I lose on my upkeep.
3-13: 0: Heroe's Reunion beats Flesh Reaver.
3-16: 0: Steppe can pay for Tabernacle, so Reunion wins.
4-9: 3: We both lose to the round trigger.
5-9: 0: Relics make it pretty easy to control the permanent count against Thieves' Auction.
6-9: 0: Lotus Bloom into Gambit wins the life race, and Mana Confluence provides protection against Thieves' Auction.
7-9: 0: I can't lead with Hypergenesis, because MMQ would keep the permanent count odd. MMQ plays his fourth permanent when he's on 1 life. I drop to 1, then MMQ kills me with lethal City triggers on the stack.
8-9: 3: Neither player wants to act, so the round trigger kills.
8-13: 3: Ditto 8-9.
8-16: 6: Vales let Tom pay for Halls to stop Elemental, and Vales are ineffective at keeping tokens alive.
9-10: 3: Nerdyjoe wins with an even permanent count, so this comes down to the round trigger.
9-11: 3: Round trigger.
9-12: 6: Persecutor has to attack to add charge counters. Teferi's Isle counter-attacks and kills me.
9-13: 6: Persecutor has to attack to add charge counters. Flesh Reaver counter-attacks and kills me.
9-14: 6: Persecutor has to attack to add charge counters. Lurking Evil counter-attacks and kills me.
9-15: 6: Remote Farm casts Gold Myr then disappears, leaving an odd permanent count behind.
9-16: 3: I can build up charge counters and then choose whether or not to pay for Tabernacle, letting me control the permanent count, so this comes down to the round trigger.
9-17: 3: I can use Lotus to kill Brawlers, so this comes down to the round trigger.
13-16: 0: Diamond pays for Tabernacle.
Disputes:
Syntax: "Player 1"-"Player 2": "Match result for Player 1 (reported by Player 1)"/"Match result for Player 1 (reported by Player 2)" -> "Result reported by me". Note when reading match results that this is a backbuild round.
5-12: 3/0 -> 3: Isle prevents Pinnacle from reaching 100 counters, and Cave can outrace Isle when attacking.
12-15: 6/0 -> 6: Isle vs. Farm + Myr.
14-15: 0/6 -> 6: There's no way that tidalslimshady beats recurring Oblations and Gold Myr beats.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 |
9| 6 6 6 6 6 6 6 3 X 3 6 6 6 6 6 6 6 | 88
1: 6-0: This one's simple – you play an odd number of permanents in less than seven turns, so I can't win.
2: 6-0: You play Fountain and add a bunch of counters, then play your remaining cards in quick succession to win before I can do anything relevant.
3: 6-0: You wait until we're both low on life due to the round rule, so that I have less than 18 life and can't cast Thieve's Auction, then you attack me for 2 once.
4: 6-0: You wail until we're both low on life due to the round rule, and then I can't drop Mana Crypt safely.
5: 6-0: You control an odd number of permanents, so I can't win. I can't use Mana Crypt to sotp Cave without dying.
6: 6-0: You play Lotus Bloom into Flaming Gambit to deal 2 damage to me, and then I can't cast Thieves' Auction and the round rule kills me.
7: 6-0: See my response to MMQ's post.
8: 3-3: I can stop Desecration Elemental without casting Mana Crypt. You can play a Rainbow Vale to stop me.
0: 3-3: You control an even number of permanents and your clock isn't changed by the round rule. You can play a Rhystic Cave to stop me.
1: 6-0: I can't make 3 mana without casting Crypt (putting a counter on Amulet returns Vale), so you cast Flailing Manticore when we're both low on life due to the round rule and kill me.
2: 6-0: You wait until we're both low on life due to the round rule, then deal 2 damage to me with Nature's Revolt and I can't win.
3: 6-0: Flesh Reaver is a beatstick.
4: 6-0: You wait until you're on 18 life due to the round rule (I go to 18 on my turn), then set up Lurking Evil (+6 turns to cast Array, +6 turns to cast Lurking Evil, pay half your life, +1 turn to attack = you attack me for 4 damage when you're on 2 life and win).
5: 6-0: You play Gold Myr and attack.
6: 6-0: I can't afford to keep the tokens alive, so you control an odd number of permanents and win.
7: 6-0: Veteran Brawlers kills me.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Rhystic Cave / Helix Pinnacle / Evermind / Evermind / Evermind
10 | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 | PT | Points
XX | 6 6 6 6 3 6 6 3 3 X 0 0 6 6 6 3 0 | 62 | 388
vs1: Play both lands, gain a life, stop you from loading up the pinnacle, win turn 120.
vs2: Goldfish a win? I think I'm missing something.
vs3: Cast hero's reunion, keep you from putting counters on pinnacle (most of the time) win turn 120.
vs4: Eureka in a flailing soldier. Beats win in 20 turns (assuming you shrink it)
vs5: Mirrormatch! wonder if relic/evermind makes a difference. I want to call this 3-3. Cave can't pay for cave, so win on turn 102 on play.
vs6: I know I don't know how to pilot this deck, but I'll assume goldfish ftw.
vs7: Rushwood grove to keep you from winning, use the stack trick to kill on turn 119.
vs8: Wait 30 turns, cast the elemental. Then the emblem kills, depending on play-draw. 3-3
vs9:
Random effects are worst for their owner, not controller. This doesn't work. I think. Even if control of crypt goes to opponent, they always win the flip.With reverted deck, I do nothing. If you ever play the pinnacle, I start doing the thing. My thing takes less turns than your thing, so I win if you ever really try to win. So the round rule kills us. 3-3vs11: If i go for it, you kill the manticore, If i don't, you load up the pinnacle. great deck. 0-6
vs12:
Can't win, but can stall you out. 3-3I can't stop cave from generating mana every turn, can't kill with isle. 0-6vs13: Reaver trigger gets exiled when YOU LOSE. 6-0
vs14: Fairly sure I can win in 100 turns. Load up ring network to be able to cast array, load up array to cast the horror, and all of that takes maybe 40 turns. Horror kill shouldn't take too long either. 20-10-5-2-1 (+2) - 1 gets 5 attacks in. 6-0
vs15: Remote farm puts in gold myr, beats ftw. 6-0
vs16: Can't win, but can keep you from winning. Tabernacle, orchard. Use orchard to pay for cave every time you try anything, tabernacle kills the spirit every time. You can't pay upkeep, since I can pay for cave. 3-3
vs17: You got me. 0-6
Good point. My last legal submission was Abyssal Persecutor / Druids' Repository / Hypergenesis / Lotus Bloom / Thieves' Auction, so my hand should revert to that.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Leechridden Swamp / Jwar Isle Refuge / Forbidden Orchard / Phyrexian Arena / Wall of Vipers
1. Play out all the lands. Go to 21 life in the process.
2. On turn 3, cast Wall of Vipers. You get a Spirit token in the process.
3. On turn 4, cast Phyrexian Arena. You get a second Spirit. This allows you to attack with both and get in with one of them. I'm back to 20.
4. Untap, put Arena's trigger on the stack on the upkeep. In response, activate Leechridden Swamp. You lose a life. I lose a life. We're both at 19.
5. Repeat until you lose your last life point while I have an ability that would make me lose on the stack.
The opposing hand is able to disrupt this at any point by attacking if they are able to produce 3 because they can attack with the remaining Spirit. I have to block, which turns on the "destroy me" ability.
Plan B: If the opposing hand gives me the ability to disrupt its win con, play Jwar Isle and wait for the round's effect to kill the opponent.
Your hand wins if: You can gain any life or make me lose any life outside of what my hand does, or if you can produce 3 mana at any time.
My hand wins if: Your hand gives mine the tools to turn off its wincon, since Refuge makes my hand win the life race after 100 turns if neither hand does anything.
01 | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 | PT |
XX | X 6 6 0 0 3 0 0 0 0 0 0 6 6 6 0 0 | 32 |
Hive Mind / Summoners Pact / Hall of Gemstone / Fountain of Cho / Fungal Reaches
6-0
Hive Mind Pact is a legit threat. Either play out the wincon or force my hand to try for its and disrupt.
3Convoy_Avenger : maggot tubes and the flow of lava
Flow of Maggots / Lava Tubes / Saltcrusted Steppe / Heroes' Reunion / Evermind
6-0
Heroes' Reunion says my hand isn't winning the race on the round rule. Storage lands say bye-bye to Vipers.
4Feyd_Ruin : squandered soldier
Centaur Garden / Cabal Pit / Squandered Resources / Eureka / Flailing Soldier
0-6
Death to soldiers!
5Grumsh : rhystic pinnacle
Rhystic cave / helix pinnacle / darksteel relic / darksteel relic / darksteel relic
0-6
Wincon is more easily disrupted than mine.
6HerziQuerzi : Chancy memories
Memory's Journey / Memory's Journey / Lotus Bloom / Flaming Gambit / Mana Confluence
3-3
My hand plays Wall of Vipers to protect itself from Flaming Gambit. Your hand can kill it with Lotus Bloom, but that leaves it unable to do anything else and it loses to the round mechanic because Refuge again.Edit: Actually, I get this in one of the rounds.
1 loses to Gambit if it doesn't play Vipers, so it does. 1 loses to Bloom if it plays Arena, so it doesn't.
Starting game state of interest: 1 is at 21 and has all lands and Vipers down. 6 is at 20 and has a Spirit, Lotus Bloom, and Mana Confluence.
6 cracks the Bloom and taps Confluence to cast both copies of Memory's Journey, going to 19 in the process. The first targets nothing, the second targets Bloom. Redraw Bloom, suspend it, and wait for it to get back onto the field.
6 attacks with the Spirit. 1 has to block eventually so it does at the first opportunity. 6 cracks Bloom to kill Vipers and the token.
6 taps Confluence for G and goes to 18 to flashback Journey #1 at Bloom. Redraw it, get it back onto the field, cast Gambit for 2. 1 goes to 19.
6 taps Confluence again for G and goes to 17, flashing back Journey #2 to get Bloom and Gambit back, and gets Bloom down. 6 then casts Gambit for 2 again, tying up the life totals at 17. Who wins from here depends on who loses life to the round mechanic first.
7Madmanquail : dealzzz
City of Brass / City of Brass / Orzhova, the Church of Deals / Rushwood Grove / Evermind
0-6
Just need to play Jwar Isle and let it self destruct.
8MechanicalMech : pot of fear
Rainbow Vale / Rainbow Vale / Rainbow Vale / Rainbow Vale / Desecration Elemental
0-6
Disrupted, or it sits around forever waiting for my hand to play itself out which doesn't happen because Refuge.
9Mogg : going once
Astral Cornucopia / Contagion Clasp / Jeweled Amulet / Mana Crypt / Thieves' Auction
0-6
My hand plays Refuge and sits there. Your hand can't execute its wincon if mine controls one permanent and it loses if it doesn't try. (Edit: Same story for the reverted deck.)
10Nerdyjoe : helix cave
Rhystic Cave / Helix Pinnacle / Evermind / Evermind / Evermind
0-6
Same as 5.
11Piato : mantivault
Rainbow Vale / Rainbow Vale / Flailing Manticore / Mana Vault / Evermind
0-6
Death to manticores!
12Rush_Clasic : revolt
Teferi's Isle / Lotus Petal / Lotus Petal / Eureka / Nature's Revolt
0-6
Revolt helps my hand more than yours, and blah blah not trying for the wincon.
13xStormaggedonx : reaves
nomad stadium / nomad stadium / charcoal diamond / flesh reaver / evermind
6-0
Reaver is enough of a threat to force the Wall/Arena play, then it has the mana to kill Vipers.
14tidalslimshady : trokin evil
Festival of trokin / Teferi's isle / Mage-ring network / Gemstone array / Lurking evil
6-0
Eventually this hand can activate Lurking and pay less life than it would make the opponent lose by attacking. It's enough of a wincon to force Arena and big enough to kill Vipers even without the ability.
15Tarox Bladewing : oblate hard
Aven Shrine / Wheel of Sun and Moon / Gold Myr / Remote Farm / Oblation
6-0
Gold Myr is enough of a threat. Remote Farm shuts down Vipers.
16Tomsloger : dream halls
the tabernacle at pendrell vale / forbidden orchard / helix pinnacle / dream halls / argentum armor
0-6
My hand can afford to keep two spirit tokens around.
17WhammeWhamme : stone rain
Chancellor of the Tangle / Mana Vault / Mana Vault / Gilded Lotus / Veteran Brawlers
0-6
My hand plays Refuge and stalls until dead.
I'm honestly stunned at how badly that went. Lots of creative ideas out there. I tried really hard to make a version that didn't require tapping Orchard twice (thus forcing me to gain a life to compensate) but it wasn't there. Hats off to MMQ for a similar version of the idea that didn't have that liability.
Other hands I considered: Branded Brawlers (might have done better, thought more people would be avoiding playing lands - I'll be interested to see how Whamme's deck plays out), Near-Death Experience (has to gain a life in response to the emblem trigger if it goes to time and easy for any hand with a real threat to play around, but has similar issues against decks that get shut down by breathing at them.) I'm really surprised that we didn't see a single Dovescape build considering what the last backbuild round I saw looked like.
edit: nvm o f'ed up
(1, 2, 4, 5, 10, and 11 lose/draw to mana, 8 draws to Relic, and 9, 12, 16, and 17 lose to being in possession of lands.)
X [ 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 ] PT
0 6 0 0 0 0 0 0 0 0 0 6 0 0 0 0 0 12
1/2/3/4/X/6/7/8/9/10/11/12/13/14/15/16/17/Total/Pts
6/6/6/6/X/6/6/2/0/2 / 0 / 2 / 6 / 6 / 6 / 0 / 0 /60 /387.5
#1 Viper Out- your deck is faster than mine, mine can’t interact, I win both
#2 Great Minds- your deck is faster than mine, mine can’t interact, I win both
#3 Flow of Maggots- your deck is slower than mine, but can stall mine to win on turns dmg. You have hero’s reunion, so your deck always wins the turns damage race. I win both
#4 Squandered Soldier- Your deck is faster than mine, mine can’t kill soldier, I win both
#6 Chancy Memories- Your deck is faster than mine, mine has no creatures, deals no damage, I win both
#7 Dealzzz- Your deck is faster than mine, mine deals no damage, I win both
#8 Pot of Fear- If one of us plays our spell, the other wins, we each lose on the play on turn 120, Tied 1-1
#9 Going Once-
If you cast the helix pinnacle, I can give you mana crypt before you win, I win, if you don’t I can’t give you the crypt due to odd number of permanents, so you win. You do nothing. I do nothing, we lose turn 120 on the play. Tied 1-1Guess your deck had to change... Abyssal Plus auction works, if I resolve pinnacle, so i can't cast pinnacle, so it should be a draw 1-1 still EDIT- darkstteel relic makes me lose. 6-0 you#10 Helix Cave- Good Choice! We tie 1-1 in the mirror.
#11 Mantivault- To cast manticore I have to give you both vales and use manavault. You can then kill manticore. I can’t deny helix activations without giving you mana, so you win 2-0.
#12 Revolt- We each have 1 land. You can’t stack pinnacle without getting attacked. Tied 1-1
#13 Reaves- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#14 Trokin Evil- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#15 Oblate Hard- Your deck is faster, mine deals no damage, has no creatures. I win 2-0
#16 Dream Halls- If I lead with orchard, you can never pay to keep token alive and cast pinnacle in the same turn, I lose on the play however to turns damage. On the play you get to resolve pinnacle, then stack in on my turn, I must give you a token that will survive to stop you, so you win with pinnacle or damage. You win 2-0
#17 Stone Rain- You win 2-0 because you can leave land untapped and kill me with mana vaults. I can’t stop you from winning with pinnacle without losing to mana vault You win 2-0
Chancellor of the Tangle
Chancellor of the Tangle
Mana Vault
Channel the Suns
Branded Brawlers
I'll score both of them for completeness.
vs. 1 Artscrafter: Going off loses badly here. 6-0
vs. 2 Bubblecat2: Fungal Reaches makes this a goldfish. 6-0
vs. 3 Convoy_Avenger: Saltcrusted Steppe makes this a goldfish. 6-0
vs. 4 Feyd_Ruin: Lands mean I can't actively win, so comes down to round rule. 3-3
vs. 5 Grumsh: The Lotus build is bad here. 0-6
vs. 6 HerziQuerzi: Running lands means you goldfish. 6-0
vs. 7 Madmanquail: Lands let you goldfish. 6-0
vs. 8 MechanicalMech: Lands force tie. 3-3
vs. 9 Mogg: No lands = you die. 0-6
vs. 10 Nerdyjoe: See 5. 0-6
vs. 11 Piato: Lands force tie. 3-3
vs. 12 Rush_Clasic: I can kill through Teferi's Isle. 0-6
vs. 13 Stormaggedonx: Stadium means you can goldfish. 6-0
vs. 14 tidalslimshady: Mage-Ring network means you can goldfish. 6-0
vs. 15 Tarox Bladewing: Gold Myr beats me to death. 6-0
vs. 16 tomsloger: Tabernacle makes this a goldfish. 6-0
vs. 1Artscrafter: I lose to lands. 6-0
vs. 2 Bubblecat2: Fungal Reaches makes this a goldfish. 6-0
vs. 3 Convoy_Avenger: Saltcrusted Steppe makes this a goldfish. 6-0
vs. 4 Feyd_Ruin: Lands mean I can't actively win, so comes down to round rule. 3-3
vs. 5 Grumsh: The Channel the Suns build can't stop the Helix. 6-0
vs. 6 HerziQuerzi: Running lands means you goldfish. 6-0
vs. 7 Madmanquail: Lands let you goldfish. 6-0
vs. 8 Mechanical Mech: The Channel the Suns build can't kill Elemental 6-0
vs. 9 Mogg: Clasp kills Branded Brawlers. 6-0
vs. 10 Nerdyjoe: See 5.
vs. 11 Piato: Lands force tie. 3-3
vs. 12 Rush_Clasic: I can kill through Teferi's Isle. 0-6
vs. 13 Stormaggedonx: Stadium means you can goldfish. 6-0
vs. 14 tidalslimshady: Mage-Ring network means you can goldfish. 6-0
vs. 15 Tarox Bladewing: Gold Myr beats me to death. 6-0
vs. 16 tomsloger: Tabernacle makes this a goldfish. 6-0
Edit: Mogg's legal deck totally beats either of me.
You can't get branded brawlers out without tapping mana vault either way, and then die to mana vault damage while staring down a land. right?
Heroes Reunion was maybe a bad move.
double draws are listed as 2-2 and worth 2 points. when each player wins a game in the match we list it as 3-3 to differentiate it, but its also worth 2 points. some players have prefered to use 2 with the underline instead of 3, but its just bookkeeping. a tie by either method is worth 2.
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7
4 | 6 6 6 X 0 6 6 3 3 0 3 3 6 6 6 6 3 | 64 | 400
01: 6-0
You can always pump flailing down. In order for me to kill the wall, I have to take 3 damage in total. You can time the play so that I either suicide to kill the wall, or die from the emblem+leechridden.
On turn ~116 we are at 4/3 (you gained 1 life). You cast the wall. In order for me to kill it, I'll have to cast SResources here. This will ping me twice and put me at 1 life. I'll die to the next turn's ping.
If I don't go for killing the wall, we're at 4/3. Drop arena. I can get pinged and then swing through. 3/2. You get pinged twice and go to 1/2. I then get pinged to 1/1. Can't swing through - you kill me with Leechridden while your death is on the stack.
02: 6-0
If I cast Eureka to put out Flailing, you have Hive Mind. You untap and cast Pact, I untap and die. If I don't Eureka, you're uninterupted and win.
03: 6-0
You can always take 2, kill flailing soldier, and then cast Heroes Reunion. If I don't cast Flailing, you can just build up mana and cast Heroes' Reunion when we're both at 1.
04: XXX
05: 0-6
Flailing gets pumped down to 1/1, but that still kills you.
06: 6-0
You cast Lotus Bloom. If I drop Flailing, you can kill it. I took 4 damage to cast Flailing, so I lose the race. If I don't cast Flailing, then as soon as we get down to 2, you can sac the Bloom to shoot me for 2 and kill me.
07: 6-0
Rushwood grove kills Flailing. Because it takes 4 damage for me to cast, you win the race just killing him. If I don't drop flailing, you build up a few counters and then wait until I'm at one and drain me with City triggers on the stack.
08: 3-3
If you drop Desecration, I drop flailing and win. If I drop first, you drop Desecration unimpeded. Player dropping first always loses, and we be win/lose based upon the emblem ping.
09: 3-3
If I eureka, you put in bloom and kill flailing. My pings lose the race. If you hypergenesis, I can put 1 land in play to keep the Persecutor on your side. We win/lose based on emblem.
10: 0-6
Rhystic cave makes Flailing a 1/1, which still kills you.
11: 3-3
If I Eureka, you drop Manticore and race (either by swings, or if late you block and I die first from the pings). If you drop manticore, I can kill it only being pinged once. You can't drop him later then 3 life to get a swing in, so Vault will always kill you first when you do. We win/lose form the emblem.
*Running out of time, so I'll go quickly on the last few. I'll come back with more detail later.
12: 3-3 Caster of Eureka loses. Win/Loss from emblem)
13: 6-0 If I eureka, you can kill Flailing taking 1. If I don't, you beats)
14: 6-0 Although slow, Mage Ring kills Flailing and then Lurking kills me.
15: 6-0 Remote Farm->Gold Myr. Farm kills Flailing, Myr kills me.
16: 6-0 It takes pings for me to keep a creature to swing. I can't pay for Flailing.
17: 3-3 Eureka->Chancellor. Hold on land. Win/Loss from emblem.
Also a reminder: The round rules generally precludes any 2-2s or 4-1s.
edit: Added 3v9
No longer staff here.
this does look to be the last legal submission. ill edit it in to the OP.
i will have some time this weekend to iron out the scores if there isnt a grid by then.
12| 6 6 6 3 6 6 6 3 0 6 3 X 6 6 6 3 6 | 76
There's a chance I'm oversimplifying some of these match-ups. I just realized, for example, that I'm not considering whether the choices change once we get into emblem mode.
12v1: If you ever play out Revolt, you lose to the greater land presence. I can't ever play Arena, because that will give you an extra token. I can play Jwar Isle Refuge, though, which gives me the win on both the play and the draw. (6-0)
12v2: You can't play Revolt, because I have two lands to your one. I can wait for Isle's proper phasing point before casting Pact. (6-0)
12v3: You can't play Revolt because I have more lands. I can just cast Heroes' Reunion and wait for the emblem to kill you. (6-0)
12v4: You can't play Revolt because I have more lands. I can't Soldier because you'll just eat it with Isle and proceed to Revolt. So we stare at each other until emblems kill us.(3-3)
12v5: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)
12v6: If you go for Revolt, my Confluence!creature will out-race your Isle!creature. I go for my Gambit loop and kill you in good time. (6-0)
12v7: You can't play Revolt since I have 3 lands to your 1. I make Church Deals until you're dead, without interference. (6-0)
12v8: You can't play Revolt since I have more lands. I can't cast Elemental since it'll die to Petal and give up all of my Vales to your Revolting ways. Thus, we emblem to death. (3-3)
12v9: This one is tricky. If I play out Persecutor, your best bet is to just make the permanent count odd, which Petals make easy. But if you play out Revolt, I can wait for the proper part of Isle's phasing cycle to cast Auction. That said, I think you just wait until the life loss kicks in for a while, long enough that Auction mana can't be saved up before emblem death. Then you got for Eureka. If I put Persecutor onto the battlefield, I automatically lose. If I don't, Isle!creature will sneak by for the kill. (0-6)
12v10: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)
12v11: You can't initially play Revolt; two animated Vales beat one animated Isle. I can't play Manticore; you'll always have mana available to kill it. So we split. (3-3)
12v13: You can't Revolt because I have more lands than you. I just Reaver you do death. (6-0)
12v14: You can't play Revolt because I have more lands than you. I eventually beat you down with Lurking Evil. (6-0)
12v15: You can't initially Revolt; my Farm would get twice as many attacks. I cast Myr to beat down with, and the counter-measures are fruitless. (6-0)
12v16: You can't Revolt; Orchard!creature would kill faster than Isle!creature. While Isle is phased in, I can activate Helix on your turn, then on my turn. Then Isle phases out, and Tabernacle kills both Spirit tokens. Rinse and repeat and Helix wins the game. (6-0)
12v17: You can't cast Eureka. Otherwise Chancellor comes out and ruins everything. My Brawlers can attack on turns 2, 3, 5, 7, and 9, just enough to kill before dying to my own Vaults. (6-0)
Because of phasing, Helix activations can be sequenced to get the win before the emblems decide the game.
1A: Rhystic Cave, Helix Pinnacle
1B: Teferi's Isle
2A: ...
2B: Isle phases out (EOT, counter on Helix [1])
3A: Counter on Helix [2]
3B: Isle phases in
4A: ...
4B: Isle phases out (EOT, counter on Helix [3])
5A: Counter on Helix [4]
And so on.
Playing out Revolt is a losing proposition; because Isle!creature phases, it only gets half the attacks that Cave!creature would. So you just never play Revolt. Helix can in fact play around Isle's phasing to get all the counters it needs. (The sequence is described right above this quote.)
6 | 3 6 6 0 0 X 0 0 0 0 0 0 0 6 6 0 0 | 26 | 162
6v1 - The powers of flashback let 6 force a 'draw'. 3-3
6v2 - Even if my deck drops the early double Journey into the grave, 2 holding on to Hive Mind until we're both low on life wins it the game. 6-0
6v3 - Your deck can deal 4 damage before turn 91. 6-0
6v4 - 6 can pop the soldier and rest on the health advantage. 0-6
6v5 - Lotus Bloom pops soldier. 0-6
X
6v7 - Flaming Gambit for 2 damage. 0-6
6v8 - Make 8 sac the Elemental. 0-6
6v9 - Pretty sure 6 wins. 0-6
6v10 - Decks don't interact, 6 wins first. 0-6
6v11 - 6 can pop the manticore. 0-6
6v12 - Confluence races Isle. 0-6
6v13 - 6 can pop a 3 damage Confluence early to win the race. 0-6
6v14 - Pretty sure 14 wins this one. 6-0
6v15 - I have no idea what half the cards in this deck are for, but Gold Myr drastically outraces my deck. 6-0
6v16 - While confluence would suicide trying to use the spirit, lotus can cover the cost every 5 turns, plus normal win con outraces anyway. 0-6
6v17 - 6 can sit back let your deck suicide. 0-6
I missed this line of play. Isle!creature + token wins the race by a single turn. That means, of course, that I just never play Tabernacle, but the score does end up 3-3.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7
1| X 6 6 0 0 3 0 0 0 0 0 0 6 6 6 0 0 | 32 | 200
2| 0 X 6 0 0 0 6 3 0 0 0 0 6 3 0 0 0 | 22 | 138
3| 0 0 X 0 0 0 0 0 0 0 0 0 0 6 6 0 0 | 12 | 75
4| 6 6 6 X 0 6 6 3 3 0 3 3 6 6 6 6 3 | 64 | 400
5| 6 6 6 6 X 6 6 3 0 3 0 3 6 6 6 0 0 | 60 | 375
6| 3 6 6 0 0 X 0 0 0 0 0 0 0 6 6 0 0 | 26 | 163
7| 6 0 6 0 0 6 X 6 0 0 0 0 3 6 6 0 0 | 38 | 238
8| 6 3 6 3 3 6 0 X 3 3 3 3 3 6 6 6 0 | 52 | 325
9| 6 6 6 3 6 6 6 3 X 3 3 6 6 6 6 3 3 | 72 | 450
0| 6 6 6 6 3 6 6 3 3 X 0 0 6 6 6 3 0 | 62 | 388
1| 6 6 6 3 6 6 6 3 3 6 X 3 6 6 6 6 3 | 76 | 475
2| 6 6 6 3 3 6 6 3 0 6 3 X 6 6 6 3 6 | 70 | 438
3| 0 0 6 0 0 6 3 3 0 0 0 0 X 6 6 0 0 | 28 | 175
4| 0 3 0 0 0 0 0 0 0 0 0 0 0 X 6 0 0 | 08 | 50
5| 0 6 0 0 0 0 0 0 0 0 0 0 0 0 X 0 0 | 06 | 38
6| 6 6 6 0 6 6 6 0 3 3 0 3 6 6 6 X 0 | 60 | 375
7| 6 6 6 3 6 6 6 6 3 6 3 0 6 6 6 6 X | 78 | 488
WhammeWhamme wins the round!
Notes:
1) I updated some results based on the fact that my first hand was illegal.
2) These scores use WhammeWhamme's hand posted here, which hasn't been updated into the front post. I've relied on WhammeWhamme's posted results (second section of results in the linked posted) and haven't checked them (except for my match vs. him, where I went from 6-0 to 3-3; interestingly, without this change, there would have been a three-way tie for first on 76 points, between WhammeWhamme, piato, and myself).
3) I've re-checked all of the results for my own hand, since the hand that was originally posted was illegal.
Syntax: "Player 1"-"Player 2": Match result for Player 1. Note when reading match results that this is a backbuild round.
1-9: 0: Refuge single-handedly wins this match.
2-3: 6: Convoy Avenger pays for Pact and casts Reunion to win the life race.
2-8: 3: Vales pay for Pact, but stopping Elemental is easy, too.
2-9: 0: Hive Mind drops off of Hypergenesis, and I don't have a chance to build up my repository to pay for Pact.
2-13: 6: Flesh Reaver is exceptionally fast.
2-16: 0: Pact is fast.
3-8: 0: Elemental loses to Reunion.
3-9: 0: Convoy_Avenger plays Saltcrusted Steppe. I can't win through that, except by the round rule. I resolve a Lotus Bloom. Convoy Avenger goes down to 4 life, then plays Lava Tubes and adds a storage counter to Saltcrusted Steppe. I suspend Hypergenesis. Convoy_Avenger casts Heroes' Reunion in response to the lethal life loss trigger, and I lose on my upkeep.
3-13: 0: Heroe's Reunion beats Flesh Reaver.
3-16: 0: Steppe can pay for Tabernacle, so Reunion wins.
4-9: 3: We both lose to the round trigger.
5-9: 0: Relics make it pretty easy to control the permanent count against Thieves' Auction.
6-9: 0: Lotus Bloom into Gambit wins the life race, and Mana Confluence provides protection against Thieves' Auction.
7-9: 0: I can't lead with Hypergenesis, because MMQ would keep the permanent count odd. MMQ plays his fourth permanent when he's on 1 life. I drop to 1, then MMQ kills me with lethal City triggers on the stack.
8-9: 3: Neither player wants to act, so the round trigger kills.
8-13: 3: Ditto 8-9.
8-16: 6: Vales let Tom pay for Halls to stop Elemental, and Vales are ineffective at keeping tokens alive.
9-10: 3: Nerdyjoe wins with an even permanent count, so this comes down to the round trigger.
9-11: 3: Round trigger.
9-12: 6: Persecutor has to attack to add charge counters. Teferi's Isle counter-attacks and kills me.
9-13: 6: Persecutor has to attack to add charge counters. Flesh Reaver counter-attacks and kills me.
9-14: 6: Persecutor has to attack to add charge counters. Lurking Evil counter-attacks and kills me.
9-15: 6: Remote Farm casts Gold Myr then disappears, leaving an odd permanent count behind.
9-16: 3: I can build up charge counters and then choose whether or not to pay for Tabernacle, letting me control the permanent count, so this comes down to the round trigger.
9-17: 3: I can use Lotus to kill Brawlers, so this comes down to the round trigger.
13-16: 0: Diamond pays for Tabernacle.
Disputes:
Syntax: "Player 1"-"Player 2": "Match result for Player 1 (reported by Player 1)"/"Match result for Player 1 (reported by Player 2)" -> "Result reported by me". Note when reading match results that this is a backbuild round.
5-12: 3/0 -> 3: Isle prevents Pinnacle from reaching 100 counters, and Cave can outrace Isle when attacking.
12-15: 6/0 -> 6: Isle vs. Farm + Myr.
14-15: 0/6 -> 6: There's no way that tidalslimshady beats recurring Oblations and Gold Myr beats.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy