Decks are up here. Mine sucks because, yet again, I thought I could understand a format in five minutes before I started putting up the submissions. I should remember that playing this game and modding it are different things.
On a brighter note, one clever little card that could pulled out a win despite losing to all three Beacons of Creation. Good job, domogrue! Oops.
If anyone has a good idea for a thread title, please let me know
Rules:
0. Overview
Two Card Blind (2CB) is a Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other by the moderator. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the Magic: The Gathering Comprehensive Rules.
1.2. Players' decks contain exactly two cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. 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 Whenever a player could play a Land card, that player may put a Basic Land card from outside the game onto the battlefield. (Basic Snow Lands are Basic.)
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator (Personman).
2.1a. The moderator informs players of mistakes in a timely manner. (Sometimes. Often I run kinda late. Be careful.)
2.1b. A player may submit multiple decks, but only the most recent as of the deadline is counted.
2.1c. If a player's final deck is illegal, their most recent legal deck is used. If no legal deck has been submitted, they do not participate.
2.2. A player may not submit a deck that can, against any deck, win the game or force one or more cards in an opponent's hand to change zones before an opponent's first turn, or force a specific card in an opponent's hand to change zones before an opponent's second turn. (Note that forcing your opponent to discard two cards is very likely to force a specific card their hand to change zones.)
2.3. A deck may include any number of any card legal in Vintage (Type 1).
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information.
2.4a. If no player can win, the game is a draw.
2.4b. A player that can't win or draw plays to extend the game.
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.5a. For each match, a player earns 3 points per game win and 1 point per drawn game. Matches in which each player wins one game and loses one game are worth only 2 points per player, rather than 3.
2.5b. A table of match results is posted each round. Its rows represent players and its columns represent opponents. Match results reflect the combined result of both games played in a match. A player's total points are listed at the end of his or her row.
3. Banned List
3.1 The following cards are banned. Any deck that includes a card on this list is illegal.
* Fastbond
* Meddling Mage
* Arcane Denial
* Figure of Destiny
* Nezumi Shortfang
* The Rack
* Black Lotus
Each month, the player with the highest combined score from the four rounds that month is designated Player of the Month. Here are the previous winners, in reverse chronological order:
alright, ill help a little since mine has a lot of complicated decision making...
i roll over and say bite me to beacon of creation. no way to win. was hoping the meta would turn against this. 0-18
azorius guildmage is genius. on the draw i only ever get one token into play. he takes some early damage, but keeps me from making more and eventually gets to 9 mana and he keeps one guy tapped down and can still counter two activated abilities, aka his eot and my turn. 0-6
against tempting wurm i, well, beat you two turns faster. 6-0
vs preacher - sure you can have a token... 6-0
vs elspeth - aggro flying tokens. heck with blocking. planeswalker down! 6-0
vs archon of justice - i can get two flyers and a 3/3 into play and double block. he then gets to choose to exile my remaining token or my token maker. though he probably doesnt attack and i just amass a force. win-win. 6-0
vs dreadwing - i take 7 on the draw and 4 on the play, but then its over. 6-0
vs evincar - 2/2s become 1/1s, but i can get 3 of them in play to block well before he can kill me. i assume he doesnt attack once i have those, but i can play the waiting game and attack once i get 21 in play. or i suppose after the 3 fliers i can start making 3/3s (well, 2/2s) but thats not as much fun. 6-0
vs sacred mesa takes some figuring. i win by making 3/3s and i kill him before his pegasi get out of hand. turn 10 on the play and 11 on the draw when he blocks one to one. 6-0
so 42 points for me unless i missed something. the guildmage was fantastic. congrats.
What happened is that somehow the Tails' results vs. tomsloger and Deaths_Vampire were switched in his row, so that they read 2-6 and 0-2 respectively. This has been fixed; total scores don't change.
Even if Guildmage goes first, on turn 5 Mesa comes down and waits until the end of Guildmage's turn 6, then pays 2 to activate once. Guildmage uses 3 mana to counter, leaving 3 untapped. During Mesa's upkeep the Mesa triggers, and in response, he activates twice, one of which is countered. The other one doesn't and provides him with a Pegasus to sac. He lays a land and creates a pegasus before passing.
So at the end of turn 6 the board is:
Guildmage + 6 lands (all tapped)
Mesa + 6 Plains (all tapped) + 1 pegasus
On turn 7 during Mesa's upkeep, he activates 3 times, 2 of which are countered, resulting in 1 more pegasus, which is sacced.
The same thing happens on turn 8, except Mesa also lays the 8th land and makes another dude.
At this point since Mesa costs 2 and countering it costs 3, Mesa should always be able to activate enough to start pulling ahead.
The Azorius Guildmage is also attacking each turn that it can, and by the time Mesa can churn out enough tokens to be able to get through the counters, and pay for the upkeep, AND block and kill the Guildmage, it's too late. (I think the Mesa player needs 1 extra turn on the play in order to stabilize and start fighting back.)
I agree with Shogun. Sure Azorius Guildmage is attacking while mutantman is trying to stabilize with pegasus tokens, but keep in mind that it takes 12 freaking turns for Azorious Guildmage to get there, whereas mutantman basically stabilizes on turn 8.
domogrue vs mutantman (domo on play)
T1:
T2: domo: AZ Mage
T3: domo: attack, mutantman(18)
T4: domo: attack, mutantman(16)
T5: domo: attack, mutantman(14)
mutantman: Sacred mesa
T6: domo: attack, mutantman(12) [eot makes token, gets countered].
mutantman: upkeep makes 2 tokens, 1 countered, 1 sacrificed. mainphase land and token (1 total).
T7: domo: attack, mutantman(10).
mutantman: upkeep sac 1, make 3, 2 countered, so 1 total.
T8: domo: attack, mutantman(8)
mutantman: upkeep sac 1, make 3, 2 countered. mainphase land and token (2 total).
mutantman has more or less stabilized here with two blockers, and he will win the long game (T9: makes 4 tokens, 3 countered and 1 sacced; T10: makes 5 tokens, 3 countered and 1 sacced, etc). It seems domogrue's only hope is to make a last ditch effort to push through 8 points of damage by tapping blockers. Here's how that would play out.
T9: domo: tap a blocker and attack, mutantman(6).
mutantman: upkeep sac 1, make 4, 2 countered (3 total)
T10: domo: tap 2 blockers and attack, mutantman(4).
mutantman: upkeep sac 1, make 4, 1 countered. mainphase land and token (6 total)
T11 and beyond: hopeless for domogrue.
I agree with Shogun. Sure Azorius Guildmage is attacking while mutantman is trying to stabilize with pegasus tokens, but keep in mind that it takes 12 freaking turns for Azorious Guildmage to get there, whereas mutantman basically stabilizes on turn 8.
domogrue vs mutantman (domo on play)
T1:
T2: domo: AZ Mage
T3: domo: attack, mutantman(18)
T4: domo: attack, mutantman(16)
T5: domo: attack, mutantman(14)
mutantman: Sacred mesa
T6: domo: attack, mutantman(12) [eot makes token, gets countered].
mutantman: upkeep makes 2 tokens, 1 countered, 1 sacrificed. mainphase land and token (1 total).
T7: domo: attack, mutantman(10).
mutantman: upkeep sac 1, make 3, 2 countered, so 1 total.
T8: domo: attack, mutantman(8)
mutantman: upkeep sac 1, make 3, 2 countered. mainphase land and token (2 total).
mutantman has more or less stabilized here with two blockers, and he will win the long game (T9: makes 4 tokens, 3 countered and 1 sacced; T10: makes 5 tokens, 3 countered and 1 sacced, etc). It seems domogrue's only hope is to make a last ditch effort to push through 8 points of damage by tapping blockers. Here's how that would play out.
T9: domo: tap a blocker and attack, mutantman(6).
mutantman: upkeep sac 1, make 4, 2 countered (3 total)
T10: domo: tap 2 blockers and attack, mutantman(4).
mutantman: upkeep sac 1, make 4, 1 countered. mainphase land and token (6 total)
T11 and beyond: hopeless for domogrue.
On a brighter note, one clever little card that could pulled out a win despite losing to all three Beacons of Creation. Good job, domogrue!Oops.And thanks to bmh for doing most of the results!
http://spreadsheets.google.com/pub?key=tA_X7YcXL7yXMcZmBxhOSGA&output=html
If anyone has a good idea for a thread title, please let me know
0. Overview
Two Card Blind (2CB) is a Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other by the moderator. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the Magic: The Gathering Comprehensive Rules.
1.2. Players' decks contain exactly two cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. 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 Whenever a player could play a Land card, that player may put a Basic Land card from outside the game onto the battlefield. (Basic Snow Lands are Basic.)
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator (Personman).
2.1a. The moderator informs players of mistakes in a timely manner. (Sometimes. Often I run kinda late. Be careful.)
2.1b. A player may submit multiple decks, but only the most recent as of the deadline is counted.
2.1c. If a player's final deck is illegal, their most recent legal deck is used. If no legal deck has been submitted, they do not participate.
2.2. A player may not submit a deck that can, against any deck, win the game or force one or more cards in an opponent's hand to change zones before an opponent's first turn, or force a specific card in an opponent's hand to change zones before an opponent's second turn. (Note that forcing your opponent to discard two cards is very likely to force a specific card their hand to change zones.)
2.3. A deck may include any number of any card legal in Vintage (Type 1).
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information.
2.4a. If no player can win, the game is a draw.
2.4b. A player that can't win or draw plays to extend the game.
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.5a. For each match, a player earns 3 points per game win and 1 point per drawn game. Matches in which each player wins one game and loses one game are worth only 2 points per player, rather than 3.
2.5b. A table of match results is posted each round. Its rows represent players and its columns represent opponents. Match results reflect the combined result of both games played in a match. A player's total points are listed at the end of his or her row.
3. Banned List
3.1 The following cards are banned. Any deck that includes a card on this list is illegal.
* Fastbond
* Meddling Mage
* Arcane Denial
* Figure of Destiny
* Nezumi Shortfang
* The Rack
* Black Lotus
POTM 7: VikingMetal4L
POTM 6: VikingMetal4L
POTM 5: Tails2k5
POTM 4: VikingMetal4L
POTM 3: VikingMetal4L
POTM 2: VikingMetal4L
POTM 1: DragonDart
Next week is, once again, 1CB. Please submit your 1-card decks to me by 11:59PM EST next Wednesday.
Edit: Whoa! I totally missed that domogrue submitted the Guildmage. Did someone tell him we were playing 1CB Backbuild? Nice job!
Modern UW Taking Turns
i roll over and say bite me to beacon of creation. no way to win. was hoping the meta would turn against this. 0-18
azorius guildmage is genius. on the draw i only ever get one token into play. he takes some early damage, but keeps me from making more and eventually gets to 9 mana and he keeps one guy tapped down and can still counter two activated abilities, aka his eot and my turn. 0-6
against tempting wurm i, well, beat you two turns faster. 6-0
vs preacher - sure you can have a token... 6-0
vs elspeth - aggro flying tokens. heck with blocking. planeswalker down! 6-0
vs archon of justice - i can get two flyers and a 3/3 into play and double block. he then gets to choose to exile my remaining token or my token maker. though he probably doesnt attack and i just amass a force. win-win. 6-0
vs dreadwing - i take 7 on the draw and 4 on the play, but then its over. 6-0
vs evincar - 2/2s become 1/1s, but i can get 3 of them in play to block well before he can kill me. i assume he doesnt attack once i have those, but i can play the waiting game and attack once i get 21 in play. or i suppose after the 3 fliers i can start making 3/3s (well, 2/2s) but thats not as much fun. 6-0
vs sacred mesa takes some figuring. i win by making 3/3s and i kill him before his pegasi get out of hand. turn 10 on the play and 11 on the draw when he blocks one to one. 6-0
so 42 points for me unless i missed something. the guildmage was fantastic. congrats.
Your results agree with mine, apart from your round against Sacred Mesa, which I was mistaken on. Nice job!
Thanks to Personman for helping with the rounds. Please direct complaints to me.
Modern UW Taking Turns
This match is adjudicated as such. Win/Loss is denoted as 3-3.
Modern UW Taking Turns
http://www.youtube.com/watch?v=husjA7bfmug&feature=related
Fattycakes Zombie of Clan Limited
Even if Guildmage goes first, on turn 5 Mesa comes down and waits until the end of Guildmage's turn 6, then pays 2 to activate once. Guildmage uses 3 mana to counter, leaving 3 untapped. During Mesa's upkeep the Mesa triggers, and in response, he activates twice, one of which is countered. The other one doesn't and provides him with a Pegasus to sac. He lays a land and creates a pegasus before passing.
So at the end of turn 6 the board is:
Guildmage + 6 lands (all tapped)
Mesa + 6 Plains (all tapped) + 1 pegasus
On turn 7 during Mesa's upkeep, he activates 3 times, 2 of which are countered, resulting in 1 more pegasus, which is sacced.
The same thing happens on turn 8, except Mesa also lays the 8th land and makes another dude.
At this point since Mesa costs 2 and countering it costs 3, Mesa should always be able to activate enough to start pulling ahead.
Note to self: Your mafia theories are usually wrong, so don't act on them.
T1:
T2: domo: AZ Mage
T3: domo: attack, mutantman(18)
T4: domo: attack, mutantman(16)
T5: domo: attack, mutantman(14)
mutantman: Sacred mesa
T6: domo: attack, mutantman(12) [eot makes token, gets countered].
mutantman: upkeep makes 2 tokens, 1 countered, 1 sacrificed. mainphase land and token (1 total).
T7: domo: attack, mutantman(10).
mutantman: upkeep sac 1, make 3, 2 countered, so 1 total.
T8: domo: attack, mutantman(8)
mutantman: upkeep sac 1, make 3, 2 countered. mainphase land and token (2 total).
mutantman has more or less stabilized here with two blockers, and he will win the long game (T9: makes 4 tokens, 3 countered and 1 sacced; T10: makes 5 tokens, 3 countered and 1 sacced, etc). It seems domogrue's only hope is to make a last ditch effort to push through 8 points of damage by tapping blockers. Here's how that would play out.
T9: domo: tap a blocker and attack, mutantman(6).
mutantman: upkeep sac 1, make 4, 2 countered (3 total)
T10: domo: tap 2 blockers and attack, mutantman(4).
mutantman: upkeep sac 1, make 4, 1 countered. mainphase land and token (6 total)
T11 and beyond: hopeless for domogrue.
I agree. The Beacons have it.
Modern UW Taking Turns
O WALL.
Fattycakes Zombie of Clan Limited
D:
But yeah, Azorious Guildmage isn't very Punny at all. OH WAL.
Fattycakes Zombie of Clan Limited