Results are finally up! I think they are of higher quality than last week, in large part due to all the helpful people who posted their own matches in the thread. You guys rock!
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 for games between two players.
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 a 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 an effect causes the players to make simultaneous decisions for which perfect play is not deterministic, players make decisions that least benefit the owner of the effect.
2.4b. If no player can win, the game is a draw.
2.4c. 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
Some pretty bloody exciting POTM news:
POTM:
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:
mutantman, despite playing in only 3 of the 4 2CB rounds this month, trounced us all, standing still all the way to a solid victory! Well done, sir! You have brought the number of distinct POTM winners up to just under half of the total.
Next week is going to be Normal with Rise of the Eldrazi! Be prepared for a lot of ridiculous. Nothing's banned off the bat, but I have a hunch that might change over the next month...
DD 4 players - Worldpurge/Battle of Wits - They can wipe all the tokens with the Worldpurge, but then they can't win.
DD domorogue - Foul Presence/Sleeper Agent - He won't play Sleeper Agent when I can take out the Foul Presence with Voyager Staff, and if I play Plague he can play Sleeper Agent and start chump-blocking to win the race.
LL (that is to say, I get points) 2 players - Transcendence/Keldon Megaliths - They can drop Transcendence on turn 7, one turn before I can Plague of Vermin and Staff in the same turn (which I have to do to avoid them attacking me with 19 tokens while I'm at 1 life). At that point, they can kill me and/or use their Transcendence life to pay for Plague to go up to "20".
DD Mutantman - Opalescence/Standstill - I won't play Plague without Staff in play, he won't play Standstill until I play Staff and Plague, so we don't move.
LL Tilde - Bountiful Harvest/Test of Endurance - A Test of Endurance deck will never ever win a round of Backbuild.
LL tomsloger - Kher Keep/Epic Struggle - He can make chump blockers for my rats.
WL naphtali - When I get eight mana to play Plague with Staff activation, if I'm on the draw, I need to Staff the Psychopath immediately, lest he hit his tenth power and gain naph 10 life, which means I can't break through his 19 rats with my 19 rats. He's able to then win normally when the Psychopath comes back. When I'm on the play, the Psychopath is at 8/8, and if he blocks he'll shoot Naph via the random rule, meaning I can break a token and swing for the kill (I always bid 19, meaning that whatever naph bids, he will always be in lethal range if one token is killed).
LL OneMoreTime - He kills me on turn 6, even if I Staff the Sleeper Agent.
WW Error1 - Can't get his blocker down without hurting himself, and hurting himself gets him fewer rats.
EDIT: LL psly4mne - Antagonism/Fiery Justice - By the time I can cast Plague with Staff backup, he can play Antagonism with Fiery Justice, meaning I'll always take the first damage from it. This means that I must produce two fewer tokens than him (since Antagonism does its damage at the end of the turn), and he can swing to kill me through that gap. That, and he can kill five more of my tokens and make me gain five life, meaning he'll win the long game even without Antagonism.
Converted to your scoring system, that makes 44, I believe.
Keldon MegalithsTranscendence I get stalker out before he can play Transcendence but if I do any damage to him he can just lay transcendence and kill my creature 2-2x2
Sleeper AgentFoul Presence If Sleeper Agent comes down turn 4, I have to play both my cards on turn 11 dealing 8 to him and winning, if he doesn't play anything then I can't play anything as it takes 6 sleeper agents -8 life to kill me and it takes 7 attacks for 3 to kill him.
2-2
Plague of VerminVoyager Staff I can't win this but I can make him loose 8 life on turn 11, don't think that does me any good as he always wins turn 10. 6-0
Sleeper AgentHidetsugu's Second Rite
I dodge the Second Rite by dealing 8 to my self. but it means I die after 6 secret Agents and I need 7 attacks to win. 6-0
edit AntagonismFiery Justice if he plays a Antagonism fourth turn and I try to make him loose 8 on turn 11 he can fiery justice it back at me. If I wait until he is forced to use Fiery Justice I will die before Measure of Wickedness makes him loose life
6-0
Keldon Megaliths + Transcendence: I give Sleeper Agent enchanted, you simply kill it using the tap ability of the enchantment and Megaliths. But despite that: Is this deck legal? How can you play transcendence against the test deck if your life total never drops below 20? As soon as you play it, you lose unless there is a window of opportunity between the spell being on the stack and the hellbent, yes? If that's the case, do I go 2-2? Okay I think I get it RETURNING FROM STREAM OF CONSCIOUSNESS. I think this is a 2-2 because if I play the Sleeper agent with the presence, and you'll be forced to play transcendence to save yourself then you can kill my agent then kill me. But if I refuse to play the agent your ability to kill me is neutralized because you can't ever safely play Transcendence. 2-2.
Opalescence + Standstill: If I play my cards first, I lose. If he plays his cards first, he loses. 2-2
Plague of Vermin + Voyager Staff: You voyage away my sleeper agent and I give it back to you to kill me with! I don't see how I could "win" against this but someone should think it through for me just in case I made a mistake. 6-0 -=EDIT=- Read your post this is really a 2-2 like you said.
Sleeper Agent + Hidetsugu's Second Rite: SLEEPER AGENTS ATTACK! He wins by the fact that I'll hit 10 life faster then he gets pseudo impatienced by me. 6-0
Yah I actually thought of playing this but it seemed like it had too many draws
Sleeper AgentFoul Presence
looking back at this domogrue can afford to take one extra damage so he can lay agent down turn 2 and aura it turn 3. This means he wins at the start of my turn 12 or 13, still 2-2 but a very close match
Battle of Wits + Worldpurge: 24-0. If they cast Standstill then the Battle of Wits kills it and I win with the animated enchantment. If they don't cast Standstill then I win for having a big library.
Keldon Megaliths + Transcendence: 12-0. Transcendence comes out on turn 9 to activate Megaliths and there's nothing my deck can do about it--it can't make a Standstill without also turning the Transcendence into a 6/6.
Sleeper Agent + Foul Presence: 2-2. My deck's clock is faster, so the other deck has to hold back its spells to kill Standstill and force a draw.
Antagonism + Fiery Justice: 6-0. If my deck casts Opalescence, it dies to enchantment beats. If it doesn't, it dies to Antagonism's burn.
That gives me a total score of 72. This was a very, very good week for Opalescence. I expected at least some people to be prepared for it after winning last week. Nobody was.
Also, shouldn't Battle of Wits be 3-3 in the mirror? Whoever's on the play will hit 211 lands first. Then they cast Worldpurge on turn 212 and play a land afterwards so that they get out Battle of Wits first. If the player on the draw tries to cast Worldpurge on turn 211, then whoever's on the play will still get Battle of Wits out first because they'll get to play the first land after the board is wiped.
Starting to work through these slowly. Will update this post.
Xyre, I don't see what you mean about Vermin v. Transcendence. The way it seems to go to me is:
You can't play Vermin til turn 9, when you can both play it and activate the staff you've already played. If I play Transcendence on turn 7, I go to 19, then ping you for 1 on turn 8, then lose immediately, since you can make 17 guys (putting you on 2) and I can't make a single one (pinging myself makes me lose, and paying life to Vermin makes me lose). You then swing with all your dudes and I take at least 1 damage, which is enough to kill me.
So I have to not play Transcendence. In this case, we can each make 19 guys, you kill one of mine, but then I play Transcendence and Megaliths, attack and ping one of your guys, you have to block them all, and then I can slowly ping you to death as normal. So neither of us wants to play first and it's a draw.
I also don't see how you don't draw with Bountiful Harvest. If he plays it before he has 30 lands, you just do nothing and get the draw. If you play vermin on turn 9, you both go to 1, then he gains a bunch of life, but it's way too late - you have one more guy than him, so he can't attack, and you can start attacking with 1 guy a turn, always leaving enough guys up to block all his guys and still have one left. So he has to go ahead and cast Bountiful Harvest early, forcing the draw.
Vs. Goblin Psychopath, I think it's actually 6-0 in your favor - you can't play Vermin and activate til turn 9, not turn 8, so the scenario you have for yourself on the draw is actually how it is when you're on the play, and it's "worse" on the draw.
Quote from domogrue »
Bountiful Harvest + Test of Endurance: Slow deck is slow, I "win" against it 0-6
If you play agent, he just gains some life and beats you down. Otherwise, he wins with 50 life. This is 6-0 in your favor.
The words 'suggest' and 'decide' don't appear in this thread outside of your post, or in the comments on this weeks decks, so I'm a little confused. However, it seems like you might be referring to the fact that a few of us know each other in RL (Me, VikingMetal4L, Psly4mne, bmh, and domogrue), and some of them sometimes help me with the results.
However, we aren't some kind of secret cabal that makes secret decisions and foists them on the community - I strive as much as possible for complete transparency about everything, and if you have suggestions or complaints, please bring them up in the thread.
Well, we know each other irl but we're also scattered across the US in different places pretty much, so it's not like we have weekly drinking parties and talk about 2CB strategies that take everyone else down.
Well, we know each other irl but we're also scattered across the US in different places pretty much, so it's not like we have weekly drinking parties and talk about 2CB strategies that take everyone else down.
Also, VikingMetal4L is a poopyhead.
lol. i would totally get drunk and talk 2cb strategies!
in fact, i once drunkenly played paper 2cb! its terrible by the way. i may not have explained the rules right...
TheHiveMind collectively wins-- I checked my matches, as well as TheHiveMind's, and my score drops a lot. Chant lock can draw a lot of games, but a 3/3 pro-black can't finish the deal.
VM4L vs bmh: listed 6-0, suggested 2-2. Basically the Chant lock isn't very good and can't stop 3-mana spells.
VM4L vs loran16: listed 0-6, suggested 2-2. Neither player can take the initiative: if loran plays Sower, then Chant pushes Anurid past Mana Drain. On the other hand if I use Chant to resolve Anurid first, then obviously I lose it to Sower.
VM4L vs Tilde: listed 6-0, suggested 2-2. I can stop any attacks, but I can't stop huge blockers from coming down. Too bad Jenara isn't black?
VM4L vs Hinotama: listed 6-0, suggested 2-2. Same as my match against Tilde.
TheHiveMind vs Xyre: listed 6-0, suggested 4-1. With Xyre on the play: Xyre plays Archmage turn 6 (any earlier and he wouldn't have Drain up for the Channel), and attacks turns 7 through 15 for 18 damage. Then Emrakul comes down, but has to just stick around to block the Archmage.
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http://spreadsheets.google.com/pub?key=tA_X7YcXL7yXMcZmBxhOSGA&output=html
Results are finally up! I think they are of higher quality than last week, in large part due to all the helpful people who posted their own matches in the thread. You guys rock!
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 for games between two players.
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 a 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 an effect causes the players to make simultaneous decisions for which perfect play is not deterministic, players make decisions that least benefit the owner of the effect.
2.4b. If no player can win, the game is a draw.
2.4c. 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
Some pretty bloody exciting POTM news:
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:
POTM 9: mutantman
POTM 8: VikingMetal4L
POTM 7: VikingMetal4L
POTM 6: VikingMetal4L
POTM 5: Tails2k5
POTM 4: VikingMetal4L
POTM 3: VikingMetal4L
POTM 2: VikingMetal4L
POTM 1: DragonDart
mutantman, despite playing in only 3 of the 4 2CB rounds this month, trounced us all, standing still all the way to a solid victory! Well done, sir! You have brought the number of distinct POTM winners up to just under half of the total.
Next week is going to be Normal with Rise of the Eldrazi! Be prepared for a lot of ridiculous. Nothing's banned off the bat, but I have a hunch that might change over the next month...
Deadline is next Wednesday at 11:59 PM EST.
DD 4 players - Worldpurge/Battle of Wits - They can wipe all the tokens with the Worldpurge, but then they can't win.
DD domorogue - Foul Presence/Sleeper Agent - He won't play Sleeper Agent when I can take out the Foul Presence with Voyager Staff, and if I play Plague he can play Sleeper Agent and start chump-blocking to win the race.
LL (that is to say, I get points) 2 players - Transcendence/Keldon Megaliths - They can drop Transcendence on turn 7, one turn before I can Plague of Vermin and Staff in the same turn (which I have to do to avoid them attacking me with 19 tokens while I'm at 1 life). At that point, they can kill me and/or use their Transcendence life to pay for Plague to go up to "20".
DD Mutantman - Opalescence/Standstill - I won't play Plague without Staff in play, he won't play Standstill until I play Staff and Plague, so we don't move.
LL Tilde - Bountiful Harvest/Test of Endurance - A Test of Endurance deck will never ever win a round of Backbuild.
LL tomsloger - Kher Keep/Epic Struggle - He can make chump blockers for my rats.
WL naphtali - When I get eight mana to play Plague with Staff activation, if I'm on the draw, I need to Staff the Psychopath immediately, lest he hit his tenth power and gain naph 10 life, which means I can't break through his 19 rats with my 19 rats. He's able to then win normally when the Psychopath comes back. When I'm on the play, the Psychopath is at 8/8, and if he blocks he'll shoot Naph via the random rule, meaning I can break a token and swing for the kill (I always bid 19, meaning that whatever naph bids, he will always be in lethal range if one token is killed).
LL OneMoreTime - He kills me on turn 6, even if I Staff the Sleeper Agent.
WW Error1 - Can't get his blocker down without hurting himself, and hurting himself gets him fewer rats.
EDIT: LL psly4mne - Antagonism/Fiery Justice - By the time I can cast Plague with Staff backup, he can play Antagonism with Fiery Justice, meaning I'll always take the first damage from it. This means that I must produce two fewer tokens than him (since Antagonism does its damage at the end of the turn), and he can swing to kill me through that gap. That, and he can kill five more of my tokens and make me gain five life, meaning he'll win the long game even without Antagonism.
Converted to your scoring system, that makes 44, I believe.
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Battle of Wits Worldpurge they loose cleanly, damn 0-24
Keldon Megaliths Transcendence I get stalker out before he can play Transcendence but if I do any damage to him he can just lay transcendence and kill my creature 2-2x2
Sleeper Agent Foul Presence If Sleeper Agent comes down turn 4, I have to play both my cards on turn 11 dealing 8 to him and winning, if he doesn't play anything then I can't play anything as it takes 6 sleeper agents -8 life to kill me and it takes 7 attacks for 3 to kill him.
2-2
Opalescence Standstill 2-2
Bountiful Harvest Test of Endurance once I start dealing 1 a turn he can't win 0-6
Epic Struggle Kher Keep he easily out races me 6-0
Plague of Vermin Voyager Staff I can't win this but I can make him loose 8 life on turn 11, don't think that does me any good as he always wins turn 10. 6-0
Mayael's Aria Goblin Psychopath his deck is much quicker 6-0
Sleeper Agent Hidetsugu's Second Rite
I dodge the Second Rite by dealing 8 to my self. but it means I die after 6 secret Agents and I need 7 attacks to win. 6-0
edit
Antagonism Fiery Justice if he plays a Antagonism fourth turn and I try to make him loose 8 on turn 11 he can fiery justice it back at me. If I wait until he is forced to use Fiery Justice I will die before Measure of Wickedness makes him loose life
6-0
WorldPurge + Battle of Wits: I thought of submitting this. Instead I go 0-6 four times. Ow.
Keldon Megaliths + Transcendence: I give Sleeper Agent enchanted, you simply kill it using the tap ability of the enchantment and Megaliths. But despite that: Is this deck legal? How can you play transcendence against the test deck if your life total never drops below 20? As soon as you play it, you lose unless there is a window of opportunity between the spell being on the stack and the hellbent, yes? If that's the case, do I go 2-2? Okay I think I get it RETURNING FROM STREAM OF CONSCIOUSNESS. I think this is a 2-2 because if I play the Sleeper agent with the presence, and you'll be forced to play transcendence to save yourself then you can kill my agent then kill me. But if I refuse to play the agent your ability to kill me is neutralized because you can't ever safely play Transcendence. 2-2.
Opalescence + Standstill: If I play my cards first, I lose. If he plays his cards first, he loses. 2-2
Bountiful Harvest + Test of Endurance: Slow deck is slow, I "win" against it 0-6
Kher Keep + Epic Struggle: Tablet Variations were hated on a lot this week 0-6
Plague of Vermin + Voyager Staff: You voyage away my sleeper agent and I give it back to you to kill me with! I don't see how I could "win" against this but someone should think it through for me just in case I made a mistake. 6-0 -=EDIT=- Read your post this is really a 2-2 like you said.
Mayael's Aria + Goblin Psychopath: The life gain saves him from the sleeper agent. 6-0
Sleeper Agent + Hidetsugu's Second Rite: SLEEPER AGENTS ATTACK! He wins by the fact that I'll hit 10 life faster then he gets pseudo impatienced by me. 6-0
Measure of Wickedness + Umbra Stalker: Incredibly clever. 2-2
Antagonism + Fiery Justice: Too bad Antagonism can't hurt you. If I play my creature I "lose", if I don't I "lose". 6-0
Am I at 30 points? I think I may have just barely lost the POTM...
-=EDIT=- Im at 26 points I think. Dang. Wrong meta call.
Fattycakes Zombie of Clan Limited
Oh well, that's what you get for not submitting something nice and early and rushing it in close to the deadline.
Yah I actually thought of playing this but it seemed like it had too many draws
Sleeper Agent Foul Presence
looking back at this domogrue can afford to take one extra damage so he can lay agent down turn 2 and aura it turn 3. This means he wins at the start of my turn 12 or 13, still 2-2 but a very close match
Battle of Wits + Worldpurge: 24-0. If they cast Standstill then the Battle of Wits kills it and I win with the animated enchantment. If they don't cast Standstill then I win for having a big library.
Keldon Megaliths + Transcendence: 12-0. Transcendence comes out on turn 9 to activate Megaliths and there's nothing my deck can do about it--it can't make a Standstill without also turning the Transcendence into a 6/6.
Sleeper Agent + Foul Presence: 2-2. My deck's clock is faster, so the other deck has to hold back its spells to kill Standstill and force a draw.
Bountiful Harvest + Test of Endurance: 6-0. Either I gain 30 life unopposed and win, or I beat with a 4/4 Test of Endurance and win.
Epic Struggle + Kher Keep: 6-0. Once again, the Opalescence deck is a good call against enchantments.
Plague of Vermin + Voyager Staff: 2-2. I think. Plague of Vermin is a bit annoying to figure out so I'll just take Xyre's word here.
Mayael's Aria + Goblin Psychopath: 6-0. Mayael's Aria gets there either as a 3/3 or as a trigger.
Sleeper Agent + Hidetsugu's Second Rite: 6-0. Rite kills before Standstill even gets a chance to attack.
Measure of Wickedness + Umbra Stalker: 2-2. I have to hold back to kill Standstill. Neither player does anything.
Antagonism + Fiery Justice: 6-0. If my deck casts Opalescence, it dies to enchantment beats. If it doesn't, it dies to Antagonism's burn.
That gives me a total score of 72. This was a very, very good week for Opalescence. I expected at least some people to be prepared for it after winning last week. Nobody was.
Also, shouldn't Battle of Wits be 3-3 in the mirror? Whoever's on the play will hit 211 lands first. Then they cast Worldpurge on turn 212 and play a land afterwards so that they get out Battle of Wits first. If the player on the draw tries to cast Worldpurge on turn 211, then whoever's on the play will still get Battle of Wits out first because they'll get to play the first land after the board is wiped.
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Xyre, I don't see what you mean about Vermin v. Transcendence. The way it seems to go to me is:
You can't play Vermin til turn 9, when you can both play it and activate the staff you've already played. If I play Transcendence on turn 7, I go to 19, then ping you for 1 on turn 8, then lose immediately, since you can make 17 guys (putting you on 2) and I can't make a single one (pinging myself makes me lose, and paying life to Vermin makes me lose). You then swing with all your dudes and I take at least 1 damage, which is enough to kill me.
So I have to not play Transcendence. In this case, we can each make 19 guys, you kill one of mine, but then I play Transcendence and Megaliths, attack and ping one of your guys, you have to block them all, and then I can slowly ping you to death as normal. So neither of us wants to play first and it's a draw.
I also don't see how you don't draw with Bountiful Harvest. If he plays it before he has 30 lands, you just do nothing and get the draw. If you play vermin on turn 9, you both go to 1, then he gains a bunch of life, but it's way too late - you have one more guy than him, so he can't attack, and you can start attacking with 1 guy a turn, always leaving enough guys up to block all his guys and still have one left. So he has to go ahead and cast Bountiful Harvest early, forcing the draw.
Vs. Goblin Psychopath, I think it's actually 6-0 in your favor - you can't play Vermin and activate til turn 9, not turn 8, so the scenario you have for yourself on the draw is actually how it is when you're on the play, and it's "worse" on the draw.
If you play agent, he just gains some life and beats you down. Otherwise, he wins with 50 life. This is 6-0 in your favor.
-Not-POTM Domogrue
EDIT: I can't even take pride that all my submissions were unique and special because of Copper Tablet. Poo-poo.
Fattycakes Zombie of Clan Limited
I guess my excuse of "I played sub-optimal 'creative' decks in the first two weeks" isn't going to hold water.
The words 'suggest' and 'decide' don't appear in this thread outside of your post, or in the comments on this weeks decks, so I'm a little confused. However, it seems like you might be referring to the fact that a few of us know each other in RL (Me, VikingMetal4L, Psly4mne, bmh, and domogrue), and some of them sometimes help me with the results.
However, we aren't some kind of secret cabal that makes secret decisions and foists them on the community - I strive as much as possible for complete transparency about everything, and if you have suggestions or complaints, please bring them up in the thread.
but dont take me seriously, personman. i didnt think there was cahoots. im just mad cuz i suck at this game
edit:
also, really depressing that i was totally shocked you guys knew eachother in real life. ...must spend less time on internet...
Also, VikingMetal4L is a poopyhead.
Fattycakes Zombie of Clan Limited
lol. i would totally get drunk and talk 2cb strategies!
in fact, i once drunkenly played paper 2cb! its terrible by the way. i may not have explained the rules right...
VM4L vs loran16: listed 0-6, suggested 2-2. Neither player can take the initiative: if loran plays Sower, then Chant pushes Anurid past Mana Drain. On the other hand if I use Chant to resolve Anurid first, then obviously I lose it to Sower.
VM4L vs Tilde: listed 6-0, suggested 2-2. I can stop any attacks, but I can't stop huge blockers from coming down. Too bad Jenara isn't black?
VM4L vs Hinotama: listed 6-0, suggested 2-2. Same as my match against Tilde.
TheHiveMind vs Xyre: listed 6-0, suggested 4-1. With Xyre on the play: Xyre plays Archmage turn 6 (any earlier and he wouldn't have Drain up for the Channel), and attacks turns 7 through 15 for 18 damage. Then Emrakul comes down, but has to just stick around to block the Archmage.