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.
1.2. 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.)
1.6 A match consists of 2 games in which:
1.6a Each player is the starting player once.
1.6b Games are played with perfect information (all information that would normally be hidden is revealed to both players)
1.6c If no player can win, the game is a draw.
1.6d Players play optimally; players attempt to win, draw, or extend the game, in that order.
2. Tournament Rules
2.1. To participate in a round of 2CB, players submit their decks to the 2CB moderator (Personman) before the weekly deadline, announced in the previous round's thread.
2.1a. The moderator will try to inform players of submission illegality or other mistakes before the deadline, but players are ultimately responsible for their own submissions.
2.1b. A player may submit multiple decks, but only the most recent legal deck as of the deadline is counted. If a player has submitted only illegal decks, 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 against each other player.
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
* Channel
* Black Lotus
* Meddling Mage
* Arcane Denial
* Figure of Destiny
* Nezumi Shortfang
* The Rack
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:
Cards that have been submitted to 2CB previously, and functional reprints thereof (modulo name and creature type), are banned. A convenient list of such cards is in the spreadsheet.
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.
OH MAN I KEEP ON COMING UP WITH SUPER COOL AWESOME CARDS NO ONE FINDS AND oh yeah this is gonna be when I play something god awful and get like 6 out of a possible 60 points.
0-6 Thopter FoundrySword of the Meek, I actualy thought of playing this. Hoofprints would have been better in this match
2. foundry
-- brute
3. sword, token, L=21
-- balance
4. sacrifice the foundry, 2/3 flier wins
4-1 Time Walk, Anurid ScavengerBalance kills scavenger, or discards it if he waits on the draw, I'm forced to blance before I play the brute
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.
vs Thopter Foundry/Sword of the Meek (6-0): If Foundry gets countered, he straight loses. So Sword gets countered instead, and he can make a single 2/3 flyer which loses to Guildmage.
vs Time Walk/Anurid Scavenger (3-3): Counter Anurid on the play, lose on the draw.
vs Eight-and-a-Half-Tails/Student of Warfare (3-3): On the play, keep drain for 8 and 1/2. Guildmage beats SoW in time.
vs Bitterblossom/Vindicate (3-3): On the play, keep Mana Drain for Vindicate at all times, tap things in upkeep and at end of opponents turn. On the draw, get run over by tokens.
vs Krosan Reclamation/Akroma, Angel of Fury (0-6): Can't do 20 damage before he can get a face up Akroma.
vs Elixir of Immortality/Demonfire (0-6): Boo for uncounterable Demonfire.
vs Lich Lord of Unx/Augur of Skulls (0-6): Augur forces Main Drain to be used on it, opening up a turn 3 Lich Lord, which beats Guildmage.
vs Ensnaring Bridge/Beacon of Destruction (2-2): Mana Drain the Beacon, Bridge ties Guildmage.
vs Wand of the Elements/Mana Drain (6-0): Wand needs til turn 6 to be played with counterspell backup. Wand won't ever be able to make any creatures.
vs Pithing Needle/Nether Spirit (0-6): Pithing Needle crushes Guildmage. Nether Spirit is immune to counterspell.
vs Lich Lord of Unx / Odds // Ends (2-2): Lich Lord can't be cast with backup as it takes long enough that Guildmage wins anyway. So the Lich Lord just eats the Counterspell on turn 3, and Ends removes the Guildmage.
vs Darksteel Brute/Balance (6-0): Main Drain the Balance (or toss the mana drain if he balances on turn 2), Guildmage beats Brute.
vs Sol Ring/Braids, Cabal Minion (3-3): Braids get countered on the play, locks me down at 1 mana on the draw.
It's a weak week for me. =) 3 wins, 4 losses, 6 draws. 30 points total.
he plays blossom turn 2.
by turn 6 when i can play wand with counter backup, hes at 15 with 5 tokens and im at 10.
his turn swings with 5, one of which i lethally block. 14-6.
his next turn swings with 5, i block 2. 13-6.
next turn swings with 4, block 3. 13-5.
he can never hit me again and i can just wait for bitterblossom to kill him.
I read this as 3-3. When Akroma is on the play, if you wand on turn 4, he plays his morph on turn 5, then unmorphs and swings on turn 6, and kills you before you can outrace. If you hold back, he morphs anyway on turn 5, gets it countered, reclaims, recasts it on turn 6, unmorphs and swings on 7, and kills you on turn 8. When Akroma is on the draw, he manages to do 19 damage to you before you kill him (Turn 6 unmorph for 6 damage, Turn 7 swing with firebreathing for 13 leaves you at 1).
I read as 2-2. You can't wand until turn 6 (or else, he'll just play Bridge and it's a draw). Starting on turn 5, he starts beaconing you in the face, and you can't kill before turn 9. So instead, you counter beacon and both games draw.
This one is a lot closer than you think, especially on the play, but you do end up winning it. Odds//Ends is a counter-counterspell, so your best play is to Wand on turn 4 and start making 3/3s. When Lich is on the play, you outrace one turn before he kills you.
vs. Thopter Foundry/Sword of the Meek: 0-6
The foundry can produce chump blockers much faster than 8.5's protection tricks can get past them, so the Student can't ever get in once the combo comes online.
v. Time Walk/Anurid Scavenger: 2-2
Student can be a 3/3 first striker by turn two... just fast enough to get in the way of Anurid Scavenger on the draw. So the Scavenger never attacks and there's a stalemate.
v. Bitterblossom/Vindicate: 6-0
On the draw, both Student and 8.5 are out by turn two, and Student has swung for 1. Then one gets Vindicated, but either 8.5 or Student can do the job alone... only barely in 8.5's case, but it's enough. For specifics:
BV, turn 1: -
ES, turn 1: Student
BV2: Bitterblossom
ES2: 8.5, student swings for 1 (19)
BV3: Go to 18, get a fairy, vindicate Student
ES3: Swing with 8.5 (16)
BV4: Go to 15, get a second fairy, swing with the first one (19)
ES4: Swing (13)
BV5: Go to 12, swing (17)
ES5: Swing (10)
BV6: Go to 9, swing (14)
ES6: Swing (7)
BV7: Go to 6, swing (10)
ES7: Swing (4)
BV8: Go to 3, swing (5)
ES8: Swing (1)
BV9: Die on upkeep
Any fairies left as blockers can be prot. past as necessary
v. Krosan Reclamation/Akroma, Angel of Fury: 3-3
On the play, Student can swing for the win with 8.5's help before Akroma comes online. On the draw, however, the morphed Akroma can chump the student on some key turns and be reclaimed, then morph into full power, at which point I can't afford to attack since Akroma's prot. white prevents 8.5 from turning her white. So the game stalemates until Akroma has enough mountains to fire breath me to death in one shot.
v. Elixir of Immortality/Demonfire: 3-3.
I win on the play fairly easily, I just have to delay student until after I can protect it with 8.5's prot-white tricks and save the 3 mana whenever I know he can Demonfire my creatures. On the draw, I'm in the ugly position of being one mana behind Personman, meaning I can't safely play either of my creatures until turn 5 due to Demonfire. Then, by turn 6, Personman can begin Demonfiring me in the face and then popping Elixir during his next upkeep. Even with the randomness rule shuffling Demonfire to the bottom every time, I'm dead by his 10th turn, and can't kill him before then due to his life gain.
v. Lich Lord of Unx/Augur of Skulls: 6/0
Even on the draw both creatures can get out before the Augur can discard them, and with 8.5's help Student can easily sneak in and outrace Lich Lord.
v. Ensnaring Bridge/Beacon of Destruction: 0/6
8.5/Student can't win before Bridge comes online. 8.5/Student can't win before Beacon comes online by leaving Student as a 1/1 so it can get past bridge. And then once Beacon comes online, his hand size is 0 except during his turn, so it's just over.
v. Wand of the Elements/Mana Drain: 6/0
Even on the draw, if tomsloger plays Wand before turn his 6th turn, I can take the opportunity to get 8.5 on the field since he has too little mana to counter. If he doesn't play Wand before his 6th turn, Student wins by turn 5.
v. Pithing Needle/Nether Spirit: 2/2
If he needles Student, 8.5's tricks can wall off the spirit with the student while swinging for 2 every turn. If he needles 8.5, however, he can't reasonably win, but he can at least chump the Student every turn. If they swing together, he can take the hit from Student once to kill 8.5 permanently. Thus, stalemate.
v. Lich Lord of Unx/Odds//Ends: 3/3
On the play, Student and 8.5 can kill him before Ends comes online unless he chump blocks with the Lich, which is an obvious losing proposition. On the draw, however, he's only down to 12 before he gets Ends capability. At that point, if Student swings and gets ended, 8.5 alone can't finish the job before the Lich Lord can kill. If 8.5 swings and gets ended, the Student can be chump-blocked forever and Lich Lord's life drain will eventually lead to victory.
6-0 v. Thopter Foundry / Sword of the Meek: Pith out the foundry. Win.
0-6 v. Anurid Scavenger / Time Walk
2-2 v. Eight-and-a-Half-Tails / Student of Warfare: Pith Tails. Block Student with Nether Spirit. Kill Tails if it attacks.
6-0 v. Mana Drain / Azorius Guildmage: Pith Guildmage, win with Nether Spirit.
0-6 v. Bitterblossom / Vindicate: I lose the race.
0-6 v. Krosan Reclamation / Akroma, Angel of Fury
6-0 v. Elixir of Immortality / Demonfire: Pith Elixir. Demonfire wins turn 21, but I win earlier.
2-2 v. Lich Lord of Unx / Augur of Skulls: Pith Lich Lord. If LL attacks, kill it. Otherwise, block Augur forever.
0-6 v. Ensnaring Bridge / Beacon of Destruction: Obvious.
6-0 v. Wand of the Elements / Mana Drain
6-0 v. Lich Lord of Unx / Odds // Ends: Pith Lich Lord.
6-0 v. Darksteel Brute / Balance: Pith the Brute.
6-0 v.Sol Ring / Braids, Cabal Minion: Pith Sol Ring. Beat Braids on tempo.
Thopter Foundry/Sword of the Meek: 3-3. On the play, I get to discard his Sword. He can only make one Thopter and I outrace it. On the draw I get steamrolled.
Time Walk/Scavenger: 0-6.
8.5 Tails/Student: Not quite as good against me as Mother of Runes, but I'm still too slow to win here. I think. Can I make tokens faster than he makes mana to keep them from chumping? Even if I can, can I chump long enough to...yeah, probably not. I'll work it out just to check.
1:
1: Student
2: Blogger
2: 8.5 Tails
3: Lich
3: Level 3
4: Zombie #1
4: Level 7
5: Zombie #2
5: Zombie, Zombie, Augur are white, pro white, attack (12)
6+: I get one zombie a turn, he makes one mana a turn
Yup 0-6.
Mana Drain/Guildmage: Great, another Lich vs. Guildmage? I discard his mana drain and the two duke it out. I don't know who ends up winning.
Bitterblossom/Vindicate: 6-0, I think? I can discard the Vindicate, and Lichie Lich probably outraces Bitterblossom.
Reclamation/Akroma: 3-3. I can keep him off Akroma on the play but not on the draw.
Elixir of Immortality/Demonfire: 6-0 because milling is tech.
Bridge/Bacon: 6-0.
Wand/Drain: 3-3. Easy win for me on the play, but on the draw, it's his Wand racing my Lich and his Wand wins.
Pithing Needle/Nether Spirit: 2-2. Pithing Needle hoses me pretty well, but he has no way of winning.
Lich/Odds: 3-3. Looks like the Lich get Licher.
Brute/Balance: 3-3. On the draw I get Balanced and die. On the play my Blogger takes out Balance.
Sol Ring/Braids: 1-4. A Braids on the play is nigh-unbeatable, as usual, but when I'm on the play I can sneak out Blogger to chump her forever.
G1:
B1:
G2: Guildmage
B2: Bitterblossom
G3: Attack for 2 (B18)
B3: Lose 1 (B17), 1 Token, at eot, tap the token
G4: Attack for 2 (B15)
B4: Lose 1 (B14), 2 Tokens, at eot, tap 1 token
G5: Tap second token, attack for 2 (B12)
B5: Lose 1 (B11), 3 Tokens, keep them back to try to reduce damage while building tokens
G6: Wait
B6: Lose 1 (B10), 4 Tokens, tap 1 during upkeep, attack for 2 (G18), at eot, tap other token
G7: Attack for 2 (B8)
B7: Lose 1 (B7), 5 Tokens, tap 1 during upkeep, attack for 3 (G15), at eot, tap other token
G8: Attack for 2 (B5)
B8: Lose 1 (B4), 6 Tokens, tap 2 during upkeep, attack for 3 (G12)
G9: Tap last token, attack for 2 (B2)
B9: Lose 1 (B1), 7 Tokens, tap 1 more during upkeep, attack for 5 (G7)
G10: Tap remaining tokens, attack for win
Holding back doesn't work either, although it extends the game significantly. One key thing is that if I can tap down all but 1 token, I'll attack anyway.
T1: Swamp/Mountain
T2: Swamp, Augur/Forest
T3: Sac augur Island, Unx (eot flashback Reclaim to get akroma back)/Mountain Morph
T4: Island/Mountain, swing (eot Unx makes zombie) 17:20
T5: Swamp/Mountain, (eot make a token) 17:20
T6: Island/Mountain unmorph, swing (eot make a token & drain for 4) 11:16
T7: Swamp, swing for 5 and drain for 4/ Mountain, swing for game.
Listed as 3-3, however I believe it should be 6-0.
Other than that, I think mine is all correct. Damn
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MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
T1: Swamp/Mountain
T2: Swamp, Augur/Forest
T3: Sac augur Island, Unx (eot flashback Reclaim to get akroma back)/Mountain Morph
T4: Island/Mountain, swing (eot Unx makes zombie) 17:20
T5: Swamp/Mountain, (eot make a token) 17:20
T6: Island/Mountain unmorph, swing (eot make a token & drain for 4) 11:16
T7: Swamp, swing for 5 and drain for 4/ Mountain, swing for game.
In that setup, he's deriving no benefit at all from Saccing the Augur, so instead, he doesn't. He attacks with Augur turn 3, after that, he just keeps it around to block and regenerate. This delays your kill to Turn 8 (19 in the air by turn 7!) which gives him time to drain you to death while he's at 1 life.
What Lithel said. That match was pretty annoying. BUT! VikingMetal4L's got your back, and pointed out that you can beat Anurid by using Reclamation offensively. Which is kind of obvious and easy to miss at the same time. So you moved up a couple spots.
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https://spreadsheets.google.com/pub?key=0AmmDRW6ypgiJdEFfWDdZY1hMN3lYTWNabUJ4aE9TR0E&hl=en&output=html
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.)
1.6 A match consists of 2 games in which:
1.6a Each player is the starting player once.
1.6b Games are played with perfect information (all information that would normally be hidden is revealed to both players)
1.6c If no player can win, the game is a draw.
1.6d Players play optimally; players attempt to win, draw, or extend the game, in that order.
2. Tournament Rules
2.1. To participate in a round of 2CB, players submit their decks to the 2CB moderator (Personman) before the weekly deadline, announced in the previous round's thread.
2.1a. The moderator will try to inform players of submission illegality or other mistakes before the deadline, but players are ultimately responsible for their own submissions.
2.1b. A player may submit multiple decks, but only the most recent legal deck as of the deadline is counted. If a player has submitted only illegal decks, 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 against each other player.
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
* Channel
* Black Lotus
* Meddling Mage
* Arcane Denial
* Figure of Destiny
* Nezumi Shortfang
* The Rack
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:
POTM 12: Lithel
POTM 11: VikingMetal4L
POTM 10: domogrue
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
This week is Originality Week:
Cards that have been submitted to 2CB previously, and functional reprints thereof (modulo name and creature type), are banned. A convenient list of such cards is in the spreadsheet.
Deadline is 11:59 PM EST this Wednesday.
And thank you for assembling the cards for us.
ok not really but still often
also time to play cards that you are going to want to play next week
ive used 11 first timers i think.
3 of them won...
Fattycakes Zombie of Clan Limited
I picked this so it would be easy to calc, damn you Bitterblossom
0-6 Thopter Foundry Sword of the Meek, I actualy thought of playing this. Hoofprints would have been better in this match
2. foundry
-- brute
3. sword, token, L=21
-- balance
4. sacrifice the foundry, 2/3 flier wins
4-1 Time Walk, Anurid Scavenger
Balance kills scavenger, or discards it if he waitson the draw, I'm forced to blance before I play the brute6-0 Eight-and-a-Half-Tails, Student of Warfare balance
0-6 Mana Drain, Azorius Guildmage Guildmage beats brute pretty easy and balance trades with drain
6-0 Bitterblossom Vindicate, Vindicate is useless
I think the race looks like
-- brute
3. add token T=1,Vindicate land L=19
--
4. add token T=2 attack for 1 L=18/19
-- attack for 2 L=16/19
5. add token T=3 attack for 2 L=15/17
-- attack for 2 block L=15/17
6. add token T=3 attack for 2 L=14/15
-- balance, attack for 2 L=12/15
7. add token T=1 L=11/15
-- attack for 2, L=9/15
8. add token T=2 attack for 1 L=8/14
-- attack for 2, L=6/14
9. add token T=3 attack for 2 L=5/12
-- attack for 2, L=3/12
10. add token T=4 attack for 3 L=2/9
-- attack for 2, block
11. add token T=4 attack for 3 L=1/6
-- attack for 2, block
12. die
0-6 Krosan Reclamation, Akroma, Angel of Fury, Reclamation beats balance
0-6Elixir of Immortality Demonfire I have no way of dealing with elixer
3-3Lich Lord of Unx Augur of Skulls on the play, balance wins cleanly, on the draw skull gets rid of balance
4-1Ensnaring Bridge Beacon of Destruction on the play, balance wins cleanly, on the draw bridge ties
0-6Wand of the Elements Mana Drain wand beats brute
0-6Pithing Needle Nether Spirit balance is useless, needle beats brute
6-0Lich Lord of Unx, Odds // Ends one Balance is a good as another
3-3Sol Ring Braids, Cabal Minion nasty
Anyway....
Anurid Scavenger + Time Walk
vs
Thopter Foundry + Sword of the Meek
6-0
Eight-and-a-half tails + Student of Warfare
0-6 (first striking 3/3 gets me)
Mana Drain + Azorius Guildmage
2-2
Bitterblossom + Vindicate
6-0 (pro-black FTW)
Krosan Reclamation + Akroma Angel of Fury
6-0
Exilir of Immortality + Demonfire
6-0 (3/3s are good)
Lich Lord of Unx + Augur of Skulls
6-0
Ensnaring Bridge + Beacon of Destruction
4-1
Wand of the Elements + Mana Drain
2-2
Pithing Needle + Nether Spirit
6-0
Lich Lord of Unx + Odds/Ends
6-0
Darksteel Brute + Balance
1-4
Sol Ring + Braids, Cabal Minion
2-2
Pity.
vs Thopter Foundry/Sword of the Meek (6-0): If Foundry gets countered, he straight loses. So Sword gets countered instead, and he can make a single 2/3 flyer which loses to Guildmage.
vs Time Walk/Anurid Scavenger (3-3): Counter Anurid on the play, lose on the draw.
vs Eight-and-a-Half-Tails/Student of Warfare (3-3): On the play, keep drain for 8 and 1/2. Guildmage beats SoW in time.
vs Bitterblossom/Vindicate (3-3): On the play, keep Mana Drain for Vindicate at all times, tap things in upkeep and at end of opponents turn. On the draw, get run over by tokens.
vs Krosan Reclamation/Akroma, Angel of Fury (0-6): Can't do 20 damage before he can get a face up Akroma.
vs Elixir of Immortality/Demonfire (0-6): Boo for uncounterable Demonfire.
vs Lich Lord of Unx/Augur of Skulls (0-6): Augur forces Main Drain to be used on it, opening up a turn 3 Lich Lord, which beats Guildmage.
vs Ensnaring Bridge/Beacon of Destruction (2-2): Mana Drain the Beacon, Bridge ties Guildmage.
vs Wand of the Elements/Mana Drain (6-0): Wand needs til turn 6 to be played with counterspell backup. Wand won't ever be able to make any creatures.
vs Pithing Needle/Nether Spirit (0-6): Pithing Needle crushes Guildmage. Nether Spirit is immune to counterspell.
vs Lich Lord of Unx / Odds // Ends (2-2): Lich Lord can't be cast with backup as it takes long enough that Guildmage wins anyway. So the Lich Lord just eats the Counterspell on turn 3, and Ends removes the Guildmage.
vs Darksteel Brute/Balance (6-0): Main Drain the Balance (or toss the mana drain if he balances on turn 2), Guildmage beats Brute.
vs Sol Ring/Braids, Cabal Minion (3-3): Braids get countered on the play, locks me down at 1 mana on the draw.
It's a weak week for me. =) 3 wins, 4 losses, 6 draws. 30 points total.
Time Walk, Anurid Scavenger well, i win on the play... 3-3
Eight-and-a-Half-Tails, Student of Warfare 0-6 thats fast
Mana Drain, Azorius Guildmage 0-6 ouch
Bitterblossom Vindicate 6-0
on the play, i can counter bitterblossom and win with a single token. on the draw, its harder but still good
by turn 6 when i can play wand with counter backup, hes at 15 with 5 tokens and im at 10.
his turn swings with 5, one of which i lethally block. 14-6.
his next turn swings with 5, i block 2. 13-6.
next turn swings with 4, block 3. 13-5.
he can never hit me again and i can just wait for bitterblossom to kill him.
Elixir of Immortality Demonfire 6-0 making a 3/3 per turn does it even if he can gain 5 a turn. but i can also counter the elixir.
Lich Lord of Unx Augur of Skulls 3-3. on the play, i counter the first thing he plays and start making fliers. on the draw, i discard my hand.
Ensnaring Bridge Beacon of Destruction 6-0 counter bridge, outrace
Pithing Needle Nether Spirit 0-6 brutal
Lich Lord of Unx, Odds // Ends 6-0 counter lich lord, win.
darksteel brute balance 6-0
Sol Ring Braids, Cabal Minion 3-3 on the play i counter braids.
so 7 wins, 3 losses, 3 draws. thats a nice even 48.
I read this as 3-3. When Akroma is on the play, if you wand on turn 4, he plays his morph on turn 5, then unmorphs and swings on turn 6, and kills you before you can outrace. If you hold back, he morphs anyway on turn 5, gets it countered, reclaims, recasts it on turn 6, unmorphs and swings on 7, and kills you on turn 8. When Akroma is on the draw, he manages to do 19 damage to you before you kill him (Turn 6 unmorph for 6 damage, Turn 7 swing with firebreathing for 13 leaves you at 1).
I read as 2-2. You can't wand until turn 6 (or else, he'll just play Bridge and it's a draw). Starting on turn 5, he starts beaconing you in the face, and you can't kill before turn 9. So instead, you counter beacon and both games draw.
This one is a lot closer than you think, especially on the play, but you do end up winning it. Odds//Ends is a counter-counterspell, so your best play is to Wand on turn 4 and start making 3/3s. When Lich is on the play, you outrace one turn before he kills you.
vs. Thopter Foundry/Sword of the Meek: 0-6
The foundry can produce chump blockers much faster than 8.5's protection tricks can get past them, so the Student can't ever get in once the combo comes online.
v. Time Walk/Anurid Scavenger: 2-2
Student can be a 3/3 first striker by turn two... just fast enough to get in the way of Anurid Scavenger on the draw. So the Scavenger never attacks and there's a stalemate.
v. Mana Drain/Azorius Guildmage: 3-3
As Lithel described.
v. Bitterblossom/Vindicate: 6-0
On the draw, both Student and 8.5 are out by turn two, and Student has swung for 1. Then one gets Vindicated, but either 8.5 or Student can do the job alone... only barely in 8.5's case, but it's enough. For specifics:
ES, turn 1: Student
BV2: Bitterblossom
ES2: 8.5, student swings for 1 (19)
BV3: Go to 18, get a fairy, vindicate Student
ES3: Swing with 8.5 (16)
BV4: Go to 15, get a second fairy, swing with the first one (19)
ES4: Swing (13)
BV5: Go to 12, swing (17)
ES5: Swing (10)
BV6: Go to 9, swing (14)
ES6: Swing (7)
BV7: Go to 6, swing (10)
ES7: Swing (4)
BV8: Go to 3, swing (5)
ES8: Swing (1)
BV9: Die on upkeep
Any fairies left as blockers can be prot. past as necessary
On the play, Student can swing for the win with 8.5's help before Akroma comes online. On the draw, however, the morphed Akroma can chump the student on some key turns and be reclaimed, then morph into full power, at which point I can't afford to attack since Akroma's prot. white prevents 8.5 from turning her white. So the game stalemates until Akroma has enough mountains to fire breath me to death in one shot.
v. Elixir of Immortality/Demonfire: 3-3.
I win on the play fairly easily, I just have to delay student until after I can protect it with 8.5's prot-white tricks and save the 3 mana whenever I know he can Demonfire my creatures. On the draw, I'm in the ugly position of being one mana behind Personman, meaning I can't safely play either of my creatures until turn 5 due to Demonfire. Then, by turn 6, Personman can begin Demonfiring me in the face and then popping Elixir during his next upkeep. Even with the randomness rule shuffling Demonfire to the bottom every time, I'm dead by his 10th turn, and can't kill him before then due to his life gain.
v. Lich Lord of Unx/Augur of Skulls: 6/0
Even on the draw both creatures can get out before the Augur can discard them, and with 8.5's help Student can easily sneak in and outrace Lich Lord.
v. Ensnaring Bridge/Beacon of Destruction: 0/6
8.5/Student can't win before Bridge comes online. 8.5/Student can't win before Beacon comes online by leaving Student as a 1/1 so it can get past bridge. And then once Beacon comes online, his hand size is 0 except during his turn, so it's just over.
v. Wand of the Elements/Mana Drain: 6/0
Even on the draw, if tomsloger plays Wand before turn his 6th turn, I can take the opportunity to get 8.5 on the field since he has too little mana to counter. If he doesn't play Wand before his 6th turn, Student wins by turn 5.
v. Pithing Needle/Nether Spirit: 2/2
If he needles Student, 8.5's tricks can wall off the spirit with the student while swinging for 2 every turn. If he needles 8.5, however, he can't reasonably win, but he can at least chump the Student every turn. If they swing together, he can take the hit from Student once to kill 8.5 permanently. Thus, stalemate.
v. Lich Lord of Unx/Odds//Ends: 3/3
On the play, Student and 8.5 can kill him before Ends comes online unless he chump blocks with the Lich, which is an obvious losing proposition. On the draw, however, he's only down to 12 before he gets Ends capability. At that point, if Student swings and gets ended, 8.5 alone can't finish the job before the Lich Lord can kill. If 8.5 swings and gets ended, the Student can be chump-blocked forever and Lich Lord's life drain will eventually lead to victory.
v. Darksteel Brute/Balance: 0/6
As Error1 described.
v. Sol Ring/Braids, Cabal Minion: 6/0
Student works just fine on a single plains.
4 wins, 3 losses, 6 draws.
6-0 v. Thopter Foundry / Sword of the Meek: Pith out the foundry. Win.
0-6 v. Anurid Scavenger / Time Walk
2-2 v. Eight-and-a-Half-Tails / Student of Warfare: Pith Tails. Block Student with Nether Spirit. Kill Tails if it attacks.
6-0 v. Mana Drain / Azorius Guildmage: Pith Guildmage, win with Nether Spirit.
0-6 v. Bitterblossom / Vindicate: I lose the race.
0-6 v. Krosan Reclamation / Akroma, Angel of Fury
6-0 v. Elixir of Immortality / Demonfire: Pith Elixir. Demonfire wins turn 21, but I win earlier.
2-2 v. Lich Lord of Unx / Augur of Skulls: Pith Lich Lord. If LL attacks, kill it. Otherwise, block Augur forever.
0-6 v. Ensnaring Bridge / Beacon of Destruction: Obvious.
6-0 v. Wand of the Elements / Mana Drain
6-0 v. Lich Lord of Unx / Odds // Ends: Pith Lich Lord.
6-0 v. Darksteel Brute / Balance: Pith the Brute.
6-0 v.Sol Ring / Braids, Cabal Minion: Pith Sol Ring. Beat Braids on tempo.
7 wins, 2 draws, 4 loses (44 points?)
Modern UW Taking Turns
vs.
Thopter Foundry/Sword of the Meek: 3-3. On the play, I get to discard his Sword. He can only make one Thopter and I outrace it. On the draw I get steamrolled.
Time Walk/Scavenger: 0-6.
8.5 Tails/Student: Not quite as good against me as Mother of Runes, but I'm still too slow to win here. I think. Can I make tokens faster than he makes mana to keep them from chumping? Even if I can, can I chump long enough to...yeah, probably not. I'll work it out just to check.
1:
1: Student
2: Blogger
2: 8.5 Tails
3: Lich
3: Level 3
4: Zombie #1
4: Level 7
5: Zombie #2
5: Zombie, Zombie, Augur are white, pro white, attack (12)
6+: I get one zombie a turn, he makes one mana a turn
Yup 0-6.
Mana Drain/Guildmage: Great, another Lich vs. Guildmage? I discard his mana drain and the two duke it out. I don't know who ends up winning.
Bitterblossom/Vindicate: 6-0, I think? I can discard the Vindicate, and Lichie Lich probably outraces Bitterblossom.
Reclamation/Akroma: 3-3. I can keep him off Akroma on the play but not on the draw.
Elixir of Immortality/Demonfire: 6-0 because milling is tech.
Bridge/Bacon: 6-0.
Wand/Drain: 3-3. Easy win for me on the play, but on the draw, it's his Wand racing my Lich and his Wand wins.
Pithing Needle/Nether Spirit: 2-2. Pithing Needle hoses me pretty well, but he has no way of winning.
Lich/Odds: 3-3. Looks like the Lich get Licher.
Brute/Balance: 3-3. On the draw I get Balanced and die. On the play my Blogger takes out Balance.
Sol Ring/Braids: 1-4. A Braids on the play is nigh-unbeatable, as usual, but when I'm on the play I can sneak out Blogger to chump her forever.
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I discard, then immediatly flash it back to get Akroma into my hand. And then things play out as normal.
RIP Krensae Fluidtail: Sleep well with the fish
v. me, demonfire RFGs spirit, so it's 2-2.
Bitterblossom and Vindicate
Listed: 0-6, suggested 3-3
Guildmage on the play:
G1:
B1:
G2: Guildmage
B2: Bitterblossom
G3: Attack for 2 (B18)
B3: Lose 1 (B17), 1 Token, at eot, tap the token
G4: Attack for 2 (B15)
B4: Lose 1 (B14), 2 Tokens, at eot, tap 1 token
G5: Tap second token, attack for 2 (B12)
B5: Lose 1 (B11), 3 Tokens, keep them back to try to reduce damage while building tokens
G6: Wait
B6: Lose 1 (B10), 4 Tokens, tap 1 during upkeep, attack for 2 (G18), at eot, tap other token
G7: Attack for 2 (B8)
B7: Lose 1 (B7), 5 Tokens, tap 1 during upkeep, attack for 3 (G15), at eot, tap other token
G8: Attack for 2 (B5)
B8: Lose 1 (B4), 6 Tokens, tap 2 during upkeep, attack for 3 (G12)
G9: Tap last token, attack for 2 (B2)
B9: Lose 1 (B1), 7 Tokens, tap 1 more during upkeep, attack for 5 (G7)
G10: Tap remaining tokens, attack for win
Holding back doesn't work either, although it extends the game significantly. One key thing is that if I can tap down all but 1 token, I'll attack anyway.
Missed the last few as I recently became a dad for the first time so had other things on my mind Being back at work I probably have time again now
Also, results are done. I'll try to get the originality week list up tomorrow.
Lich Lord of Unx + Augur of Skulls
Keifru Draw
T1: Swamp/Mountain
T2: Swamp, Augur/Forest
T3: Sac augur Island, Unx (eot flashback Reclaim to get akroma back)/Mountain Morph
T4: Island/Mountain, swing (eot Unx makes zombie) 17:20
T5: Swamp/Mountain, (eot make a token) 17:20
T6: Island/Mountain unmorph, swing (eot make a token & drain for 4) 11:16
T7: Swamp, swing for 5 and drain for 4/ Mountain, swing for game.
Other than that, I think mine is all correct. Damn
RIP Krensae Fluidtail: Sleep well with the fish
In that setup, he's deriving no benefit at all from Saccing the Augur, so instead, he doesn't. He attacks with Augur turn 3, after that, he just keeps it around to block and regenerate. This delays your kill to Turn 8 (19 in the air by turn 7!) which gives him time to drain you to death while he's at 1 life.