Next week's test deck: Windreaver, it won the coin flip
This week, a four way tie between the extremely clever bman65, Lithel, error1, and Personman because they all chose the crappy kird ape
Special thanks to bmh for graciously increasing everyone's score by 6 points
My apologies to ~Tilde~, because in retrospect he may not have know this was backbuild.
Also Nom_Anor wins potm if that's something I'm keeping track of
Rules:
0. Overview
One Card Blind Backbuild (1CBB) is a Magic tournament, run entirely within this forum. To compete, players submit one-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 one card, 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 1CB moderator (error1).
2.1a. The moderator informs players of mistakes in a timely manner.
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.
2.1d. All legal decks must win 6-0 versus the test deck.
2.2. For each match players exchange decks.
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.
Here's the salted md5 checksum for my next deck: 018c177b048af718ae9a801026887329
Please send me your submissions by 5PM central on Friday August 6th.
I knew it was backbuild, but you still have to submit a card that can 6-0 vs. Meddling Mage, and there aren't that many. Perhaps I should have chosen Krosan Cloudscraper instead since it takes so long to unmorph.
Krosan Cloudscraper would have done worse.
This week all came down to metagaming. That means you need to figure out the card all your opponents are likely to use. For example I thought the most obvious cards this week where Kird ape and Spindrift Drake. Spindrift Drake looses to lots of stuff like lionheart maverick but Kird ape hardly looses to anything. This week it was easier to metagame then most because the possible card pool was so small, for example I have no idea what people might chose for next week so I'm probably not going to do as well.
I have to disagree that this week was about metagaming at all. My approach was to a) first eliminate various strategies for not actually casting spells such as suspend triggers, morph, and man-lands as all being way too good, and then b) looking at the list of ~300 CMC=1 creatures with activated abilities or triggered abilities (assuming that any 'vanilla' creatures, e.g. Kird Ape, that win by just being bigger than Meddling Mage would be too good). I made the following list of cards that could beat Meddling Mage:
1. Things that make themselves bigger over time. (worse than Kird Ape)
2. Things that make other things. (Way too good)
3. Things that pump themselves temporarily at instant speed, and maybe have necessary evasion. (Almost getting there, but being able to pump on their turn is usually just as good as just being big).
4. Steppe Lynx.
It is the only card that is good enough on your turn and simply can't be any good on theirs. Once the list was in front of me, it was immediately the obvious choice.
One thing that made me sad about this week was that thinking about picking a card that would be vulnerable to removal wasn't a consideration, because there simply wasn't any playable removal.
I don't know if nom is town or scum. But I'd like to point out this type of behavior is his standard modus operandi.
Court Mafia: Day 1, hatch plan to KILL EVERYONE ELSE IN A SINGLE NIGHT, when the plan only allows him to hit 11 random players, ATTEMPTS TO FIRE ANYHOW (Roleblocked).
In other words....Nom is an impulsive player who doesn't think about planning long-term or listening to others. I wouldn't be surprised if he was town. At all.
http://spreadsheets.google.com/ccc?key=0Ank_h4-9InKRdHJZU05jZWZ6UERoRXYybTM4TnQ2dlE&hl=en
Next week's test deck: Windreaver, it won the coin flip
This week, a four way tie between the extremely clever bman65, Lithel, error1, and Personman because they all chose the crappy kird ape
Special thanks to bmh for graciously increasing everyone's score by 6 points
My apologies to ~Tilde~, because in retrospect he may not have know this was backbuild.
Also Nom_Anor wins potm if that's something I'm keeping track of
0. Overview
One Card Blind Backbuild (1CBB) is a Magic tournament, run entirely within this forum. To compete, players submit one-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 one card, 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 1CB moderator (error1).
2.1a. The moderator informs players of mistakes in a timely manner.
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.
2.1d. All legal decks must win 6-0 versus the test deck.
2.2. For each match players exchange decks.
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.
Here's the salted md5 checksum for my next deck: 018c177b048af718ae9a801026887329
Please send me your submissions by 5PM central on Friday August 6th.
Note to self: Your mafia theories are usually wrong, so don't act on them.
But I'm not very good at backbuild. I have a hard time consolidating the best worst card that can beat the test deck.
This week all came down to metagaming. That means you need to figure out the card all your opponents are likely to use. For example I thought the most obvious cards this week where Kird ape and Spindrift Drake. Spindrift Drake looses to lots of stuff like lionheart maverick but Kird ape hardly looses to anything. This week it was easier to metagame then most because the possible card pool was so small, for example I have no idea what people might chose for next week so I'm probably not going to do as well.
Activated abilities:
Triggered abilities:
Steppe Lynx
There were basically four categories:
1. Things that make themselves bigger over time. (worse than Kird Ape)
2. Things that make other things. (Way too good)
3. Things that pump themselves temporarily at instant speed, and maybe have necessary evasion. (Almost getting there, but being able to pump on their turn is usually just as good as just being big).
4. Steppe Lynx.
It is the only card that is good enough on your turn and simply can't be any good on theirs. Once the list was in front of me, it was immediately the obvious choice.
One thing that made me sad about this week was that thinking about picking a card that would be vulnerable to removal wasn't a consideration, because there simply wasn't any playable removal.
I actually won a player of the month! Yay!
(I had a feeling a 2/2 with evasion would be to good, but 2nd best deck is good enough for me.)
Flailing Soldier and Rotereothopter don't actually beat the mage.
It should be noted that except for Steppe Lynx everything on the list looses points to the vanilla kird ape or the overpowered Liege of the Axe
It's strange that no card that beats meddling mage get's points from Steppe Lynx
@Nom_Anor yah it's mostly due to you pulling so far ahead the first week, 44 points where the next closest score was 24