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:
Next week is also Originality Week, and to answer the question I'm about to be asked in the next post, yes, the cards from this week are banned next week. The deadline is next Wednesday at 11:59PM EST.
Goblin Lackey & Siege-Gang Commander (0-6): Siege-Gang can destroy the Licid immediately, and makes it into play via the Lackey, so my counterspell is useless.
Windreaver & Deprive (2-2): Attempts to steal Windreaver end up with it in his hand, but then he just recasts it to block with. Windreaver can't ever attack since it ends up with summoning sickness every turn.
Coffin Puppets & Guul Draz Assassin (0-6): Assassin solos my deck.
Summer Bloom & Grave Titan (6-0): Counter Titan.
Bloodhall Ooze & Odious Trow (4-1): On the play, counter one guy, steal the other. On the draw, I steal the Trow and block and regenerate all day.
Uril, the Miststalker & Scourge of the Nobilis (6-0): Counter Uril
Guile & Deprive (6-0): Steal Guile.
Goblin Bombardment & Reassembling Skeleton (3-3): On the play, counter Bombardment. On the draw, get my licid blown up.
Creakwood Liege & Mirror Entity (6-0): Counter whichever one he plays first, steal the other one.
Lore Broker & Guul Draz Assassin (0-6): Assassin solos my deck.
Drop of Honey & Phelddagriph (2-2): Counter the drop. Trying to steal Phelddagriph puts it back in his hand, so I can't ever get it, but it never gets to attack either.
Kazandu Tuskcaller & Deprive (6-0): A bit interesting, but I can steal the tuskcaller early enough that I win even on the draw.
T1:
L1:
T2: Tuskcaller
L2:
T3: Can't level up, need to keep Deprive mana around, attack for 1 (L19)
L3:
T4: Level up once, attack for 1 (L18)
L4:
T5: Forget deprive since it no matter makes a difference, level up twice, make a token
L5: Licid
T6: Level up 3 times, make 2 tokens, attack for 3 (L15)
L6: Steal Tuskcaller
T7: Attack with 3 3/3s for 9 (L6)
L7: Make 2 tokens
T8: Attack with 3 3/3s, block 2, take 3 (L3)
L8: Make more tokens and win
Ashling, The Extinguisher & Beacon of Unrest (6-0): Steal Ashling.
Obelisk of Alara & Nekrataal (2-2): Counter Obelisk, stare down after that.
Selesnya Guildmage & Vedalken Shackles (6-0): Counter Shackles. The Guildmage is intersting in that, he can actually produce as many saporlings as he wants before I can steal it, however, as soon as I untap, I can steal it and also produce the same number of saporlings (or one less), so he actually can't win that way.
Me v. Tomslogger
6-0
His lack of trample lets my guildmage take it.
Me v. FeydRuin
4-1
If I get down a second turn guildmage, I win(I can force him to wait until turn 8 to to drop Guile, since he has to be able to counter shackles, and this will get me 6 tokens. Turns 9-11, I'll lose 3 tokens a turn for blocking and make 2 new ones, but turn 12 I'll start breaking even, and on turn 16 I'll be making an extra token each turn.
If he goes first, he can counter my turn 2 guildmage, so even though I get the turn three shackles, he can just never play the guile.
Me v. LSK
0-6
With Nekretall there to kill my guildmage if I play it out fast, Obelisk just eats me.
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.
on the draw If I need to I can force a draw
2.
-- Tuskcaller, if he counters it, it's a draw
3.
-- add 1 level up counter, attack for 1 L=19
4.
-- add 1 level up counter c=2, make 3/3 T=1
5.
-- add 1 counter c=3, make 3/3 T=2 attack for 3 L=16
6.
-- add 3 counters c=6 make two tokens T=4, attack for 6 L=10
7. play Windreaver
-- attack for 3x4, 1x1 L=0
If I don't try to draw
4.
-- Tuskcaller
5.
-- add 1 level up counter, attack for 1 L=19
6.
-- add 2 level up counters c=3, make 3/3 T=1
7. play Windreaver
-- add 3 level up counters, make two tokens T=3
8. attack for 10 without vigilance L=13
-- make two tokens T=5 attack for 9 one is blocked L=10
9. attack for 10 L=0
on the play I win
2. Tuskcaller
3. add counter attack for 1 L=19
4. add two counters C=3, make 3/3 t=1
5. add counter C=4, make 3/3 t=2, attack for 3, L=16
6. add two counters C=6, make two 3/3 T=4, attack for 6 L=10
7. attack for 13
1. Ooze
2. Trow, attack for 1 L=19
-- Tuskcaller
3. Ooze 3/3 attack for 4 L=15
-- add counter, attack for 1 L=19
4. Ooze 5/5 attack for 6 L=10
-- add two counter make a token. t=1
5. Ooze 7/7 attack for 8 block the 1/1 who regens L=3
-- add two counters c=4, make a token. t=2
6. Ooze 9/9, attack for 10 block both creatures,
-- add two counters, make two tokens. t=3
from here I can chump his ooze every tun and still increase my tokens so I will eventually kill him in one attack.
6-0 GuileDeprive dag not another counter deck. I outrace him pretty easy
4.
-- Tuskcaller
5.
-- add 2 level up counters, make a 3/3
6. sonic boom
-- add 3 level up counters c=5, make 3/3 T=2
7. attack for 6 L=14
-- add 1 level up counter, make two tokens T=5
8. attack, block with 3 tokens
-- make two tokens T=5 attack for 9 L=11
9. flash kick
-- attack for 16
4. Phelddagriph
-- Tuskcaller
5. attack for 4 L=16, bounce and replay
-- add counter c=1
6. attack for 4 L=12, bounce and replay
-- add 2 counters c=3, make token
7. if he attacks on the ground, I chump block all day and eventually win, so he attacks for in the air. L=10, bounce and replay
--. add 2 counters c=5, make token t=2
8. attack for 2 in the air L=8, bounce and replay
-- add counter c=6, make two tokens t=4
9. attack for 2 in the air L=6, bounce and replay
-- attack for 12, one is blocked L=11. make two tokens t=5
10. attack for 2 in the air L=4, bounce and replay
-- attack for 16
I think you can actually 1-4 here. When you're on the play, I play Lackey, you play Tuskcaller. I swing, you block and trade, and then you have Deprive when I try to play the Siege-Gang manually.
Coffin Puppets / Guul Draz Assassin: 2-2. He can't afford to let the Lackey through, so the Assassin trades. Then, once Coffin Puppets and the SGC come out, neither of us can afford to attack.
Bloodhall Ooze / Odious Trow: 3-3. On the play, Lackey can either get out SGC or trade with one of the two and break the combo. On the draw, Trow can regenerate by the time Lackey can attack.
1: -
1: Lackey
2: -
2: Swing to 19, put SGC into play
3: -
3: Swing to 13
4: Ashling
4: -
5: Swing with Ashling, get chump blocked by a goblin token which is then sacrificed (11)
5: Swing with all but one goblin token, to 7
6: Swing with Ashling, etc. (5)
6: Swing with everyone, sacrifice a goblin for the win
If Ashling chooses not to attack, I can just wait for 10 mana, swing with just the 1/1s, sac whichever gets blocked (8), and then sacrifice my last four goblins after combat damage for the kill.
Obelisk of Alara / Nekrataal: 3-3. Nekrataal obviously targets SGC, who is sac'd to kill Nekrataal. On the play, I kill him before Obelisk comes online. On the draw, I get him down to 1 before Obelisk comes online.
Selesnya Guildmage / Vedalken Shackles: 0-6. Even when I'm on the play, Shackles comes out on turn 3, and on turn 4, I sac SGC in response to their activation and then the Guildmage comes out. I get him down to 2 before he has Guildmage and one of my goblins against my last 2 goblins, at which point I have no way to win.
Man, of all the weeks to forget to submit a deck. I mean, its still a crapshot to see how well I do, but atleast my method has slowly gotten me higher...ish.
Private Mod Note
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Rollback Post to RevisionRollBack
MTG: The RPG Character: Zenith RIP Krensae Fluidtail: Sleep well with the fish
Bloodhall Ooze / Odious Trow: 3-3. On the play, Lackey can either get out SGC or trade with one of the two and break the combo. On the draw, Trow can regenerate by the time Lackey can attack.
Actually, it's 1-4. On the draw, he blocks with Ooze, then Trow can hold off SGC (if tokens swing, he blocks the token, otherwise he blocks the main man).
Bloodhall Ooze / Odious Trow: 3-3. On the play, Lackey can either get out SGC or trade with one of the two and break the combo. On the draw, Trow can regenerate by the time Lackey can attack.
Actually, it's 1-4. On the draw, he blocks with Ooze, then Trow can hold off SGC (if tokens swing, he blocks the token, otherwise he blocks the main man).
If Ooze trades with Lackey on turn 2, then on turn 5 he plays SGC. On his turn 6, he throws the 3 extra goblins at the ooze (which can only regenerate twice), and he'll kill it. So it's still 3-3, but for different reasons.
Me vs. Tilde(deprive+windreaver)
Correction:
Should be 4-1.
If I'm on the draw, he can deprive the guildmage.
On the play, I go turn 2 guildmage. If he doesn't play turn 5/6 windreaver:
Then turn 3, I hit for 2.
Turn 4, hit for 2, make a token.
Turn 5, hit for 3, make a token.
Turn 6, hit for 7.
Turn 7, hit for 7.
So if he plays turn 5 windreaver.
At his turn 5, I've hit for 7, with two tokens on the board.
He plays windreaver.
My turn 6, I untap, play Shackles, steal windreaver(since he's tapped out)
So if he plays turn 6 windreaver.
At his turn 6, I've hit for 14, with two tokens on the board.
I play shackles, attempt to steal windreaver. He has to bounce it.
I then attack for 5, leaving him at 1. Kill next turn with an alpha strike.
Versus VikingMetal:
0-6. Goblin Bombardmant is painful.
Versus Naphati
6-0. Shackles+tokens=win.
Versus Ced(Lore Broker+Guuz Drul Assassin)
6-0. Shackles wins.
Versus Domogrue
6-0. Shackles wins.
Versus Thundersnow
6-0. Shackles wins.
Versus Error(Deprive+Kazandu Tuskcaller)
3-3
When I'm on the play:
Turn 2, I play guildmage.
Turn 2, he plays second island.
Turn 3, I swing for 2(18).
Turn 3, he plays a forest, pass (needs deprive to counter the shackles)
Turn 4, I swing for 2(16).
Turn 4, he plays a forest, tuskcaller. I make a token at Eot.(can't level up because he needs deprive for the shackles)
Turn 5, I swing for 3 (13).
Turn 5, he plays a forest, levels up(1). I make a saproling at Eot.
Turn 6, I swing for 4 (9).
Turn 6, he plays a forest, levels up(3). He makes an elephant, I make a saproling at eot(20-9; 3S/1E).
Turn 7, I pass.
Turn 7, he levels up(5; still can't level up more than twice because he needs deprive mana), makes an elephant. I make a saproling(20-9; 4S/2E).
Turn 8, I pump twice, swing with all. He blocks two things, but still takes three 3/3 saprolings, dies.
So I win on the play.
As for when I'm on the draw, I lose, since he gains a turn on me(which makes a huge difference).
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.
Lore Broker/Assassin: 3-3. On the play he makes me discard Titan.
Liege/Entity: 3-3. Me on the play, he's dead on turn 5. Him on the play goes like this:
Turn 4: Liege
titan attacks, down to 10 life, 4 zombies
Turn 5: 1 worm
titan and 4 zombies attack; liege and entity block zombies, worm blocks titan, Entity makes them 5/5 (worm is 7/7); Titan, 2 zombies and worm die. 4 zombies left. 6-20.
I can push another 2 damage through, but no more. And he's getting more worms every turn.
Selesnya/Shackles: 3-3.
Me on the play:
3: Titan
Shackles
4: attack with titan+2 zombies, 10-20
he steals a zombie.
5: I attack with titan+3 zombies, zombie blocks Titan, 4-20, 5 zombies left.
on turn 6 he could use Guildmage, or forget guildmage and steal the Titan, but neither is enough.
Him on the play, he ignores the Guildmage and just plays Islands:
3: Shackles
Titan
4: he steals a zombie.
attack with titan+1 zombie, zombie blocks titan, 18-20, 3 zombies left.
5: he steals a zombie.
attack with titan+2 zombies, zombie blocks titan, 14-20, 4 zombies left.
6: [wait]
in my upkeep, he steals Titan.
I could wait, and when he attacks, kill it by blocking with 3 zombies... but then I'm only left with 1 zombie, which he steals.
So, I attack with 4 zombies. Titan blocks one, 8-20, 3 zombies left.
7: Titan attacks, 8-14. 2 vs 3 zombies.
attack with 3 zombies, 2 zombies block, 6-20. Now it's 1 zombie vs 1 Titan... I'm out of steam.
Puppets/Assassin: close, but 6-0.
Him on the play:
4: level 4 assassin
attack with Titan and 2 zombies, assassin blocks zombie, 12-20, 3 zombies left.
5: Coffin Puppets
attack with Titan and 3 zombies, Puppets block titan, assassin blocks zombie, 8-20, 4 zombies left.
6: Coffin Puppets return.
attack with Titan and 4 zombies, Puppets block titan, assassin blocks zombie, taps to give Titan -4/-4. Titan, puppets, and zombie die. 2-20, 5 zombies left.
7: can only stop 3 zombies.
Not attacking and blocking doesn't help Windreaver's cause at all. As Power/Toughness switching always happens last it can only ever trade at best.
Choosing not to counter the entity results in the Entity racing before they can Deprive and Windreaver in the same turn... or the Liege joining the field when Deprive player is tapped out.
0-6 vs Coffin Puppets + Guul Draz Assassin
No answer to the Assassin.
20 10 WGGGG +1 Worm(3/3)(1)
20 10 Attack with Titan would be killed by 7/7 Worm.... could attack with 4 zombies as well, this gets 4 damage through and replaces the 2 zombies that get killed. Leaving 4x2/2 facing off against Mirror Entity, Liege +1 worm, with the situation getting worse for the zombies each turn.
From here I can keep amassing worms until I can alpha strike.
etc.... I always have a blocker. My attacks are growing by 2 each turn. His life gain is increasing by 1. Eventually I win. If he holds back to block, I can just build up worms to eventually overrun.
2-2 vs Guile + Deprive
Deprive is always used on the Liege and Guile stabilises to infinite block the Entity at either 1 or 8 life.
0-6 vs Goblin Bombardment + Reassembling Skeleton
My guys are too fragile.
0-6 vs Lore Broke + Guul Draz Assassin
No answer for assassin.
0-6 vs Drop of Honey + Phelddagrif
Any way I play this through the Phelddagrif eventually beats me down by flying across, bouncing and being recast so it can block and do Drop of Honey shenanigans.
0-6 vs Kazandu Tuskcaller + Deprive
Deprive on the Liege kills me both times.
3-3 vs Ashling, the Extinguisher + Beacon of Unrest
On the play I can get Mirror Entity to 5/5 before Ashling can attack. On the draw I can't.
0-6 vs Obelisk of Alara + Nekrataal
Saves Nekrataal for the Mirror Entity, and Obelisk can kill the Liege, which neuters the worms, kills those, then uses direct damage from Obelisk to finish me off.
0-6 vs Selesnya Guildmage + Vedalken Shackles
Shackles takes whatever they want and whatever I have left can't win.
I can't get Obelisk of Alara and Nektrataal out quickly enough to make use of the +4/+4 bonus. He gets me down to 3 before I can do that, and then he just attacks for 7. 0-6.
vs. Summer Bloom and Grave Titan: I'm outraced. 0-6.
vs. Bloodhall Ooze and Odious Trow: Easy match. 6-0.
vs. Uril and Scourge: 0-6.
vs. Guile and Deprive: 0-6.
vs. Bombardment / Skeleton: 6-0.
vs. Creakwood Liege / Mirror Entity: As described above, 6-0.
vs. Drop of Honey / Pheldagriff: Pheldagriff ain't black. 6-0.
vs. Tuskcaller / Deprive: He counters the Obelisk. 0-6.
vs. Ashling / Beacon: I gain lots of life then burn him out. 6-0.
Windreaver + Deprive = 2-2. After my Drop gets countered, Pheldy and Reaver square off. Due to M10 rules, we're at a standstill.
Coffin Puppets + Gruul Draz Assassin = 6-0. If Guul Draz comes out I put out the drop on turn 3, killing it on my T4 upkeep then keeping the puppets at bay.
Summer Bloom + Grave Titan = 0-6. I can't keep up with so many zombies at once O_O.
Odious Trow + Bloodhall Ooze = 6-0. If you play any creatures, the drop comes down.
Uril, the Miststalker + Scourge of the Nobilis = 6-0. I love how Drop of Honey does not target. If I got Phelldy out and he's lowest power, I bounce him.
Guile + Deprive = 3-3. You probably counter my drop, then beat down with Guile. On the play I can race you, but not on the draw.
Goblin Bombardment + Reassembling Skeleton = 0-6. Being able to sacrifice your creatures in response to the drop trigger renders my hot tech as pretty useless.
Creakwood Liege + Mirror Entity = 0-6. I thought of using the Liege myself, but the Entity is a pretty neat trick. As I won't drop the honey until you play a creature, you'll get both liege and entity out, and drop might suppress your tokens but Phelldy is no match for the two creatures together.
Lore Broker + Guul Draz Assassin = 2-2. You drop the broker and I got to play the drop of honey. You get one activation out of broker after playing your assassin, getting rid of the purple hippo but Drop kills your dudes. If I hold onto drop on the play and discard it to broker, playing Pheldy on T4 I eventually have to bounce him every turn as Assassin will give him -4/-4 every time so its in my interest to tie here.
Dominating Licid + Deprive = 2-2 as stated.
Kazandu Tuskcaller + Deprive = 0-6 as stated. Counters and tokens messed me up, but this guy has both.
Ashling + Bacon of Unrest = 6-0. Kill your dude. Every turn. With Drop o' Honey.
Obelisk of Alara + Nekrataal = 0-6. The Nekrataal is fine, as I can bounce in response and drop can kill it. But the obelisk will always gain more life I can dish out, then eventually ping me to death. How many turns will it take it? Quite a few...
Selesnya Guildmade + Vedalken Shackles = 0-6, I think. Those two cards are very good and the shackles just keep on forcing me to bounce the griff, while the Guildmage can always make dudes to feed the honey. Ouch.
All in all, I wish I had the Questing Pheldaggriph, but drop of honey did surprisingly much better than I thought it would given its potential for awkward.
Ashling + Bacon of Unrest = 6-0. Kill your dude. Every turn. With Drop o' Honey.
...so then he waits a turn, lets Drop of Honey be sacrificed when you have to bounce Phelddagrif, and then Beacons Ashling back into play. After that, you block with Phelddagrif, bounce it before damage, and replay it every turn, so I think this is 2-2 for you, not 6-0.
...so then he waits a turn, lets Drop of Honey be sacrificed when you have to bounce Phelddagrif, and then Beacons Ashling back into play. After that, you block with Phelddagrif, bounce it before damage, and replay it every turn, so I think this is 2-2 for you, not 6-0.
Doesn't actually have to happen, at his opponent's end of turn step, if he didn't resurrect Ashling, then Phelddagrif uses his "Gain trample and give the opponent a 1/1" ability. That 1/1 then gets killed by Drop of Honey instead.
Doesn't actually have to happen, at his opponent's end of turn step, if he didn't resurrect Ashling, then Phelddagrif uses his "Gain trample and give the opponent a 1/1" ability. That 1/1 then gets killed by Drop of Honey instead.
But how does that happen to begin with? In order to use that ability, Phelddagrif has to be on the battlefield, but if Ashling attacks, he needs to bounce Phelddagrif or else it gets killed, whether he uses it to block or not. Then, if Drop of Honey is out, Ashling will get killed by it and Drop of Honey will sacrifice. If there's already a hippo token out, then Drop of Honey won't be sacrificed, but the hippo will die instead of Ashling. Either way, the Phelldagrif has to be bounced each turn or else it gets either killed or sacrificed by the attacking Ashling.
Creakwood Liege + Mirror Entity = 0-6. I thought of using the Liege myself, but the Entity is a pretty neat trick. As I won't drop the honey until you play a creature, you'll get both liege and entity out, and drop might suppress your tokens but Phelldy is no match for the two creatures together.
Unfortunately for me (and the Liege) the tokens are 3/3 whilst the Liege is in play and the Liege is 2/2 even after using the Mirror Entity the tokens are X+2/X+2 to Liege's/Entity's X/X. So the Drop of Honey is going to take out the Liege before it can get to the tokens. All of which means I still don't see a way for me to win.
Guile + Deprive = 3-3. You probably counter my drop, then beat down with Guile. On the play I can race you, but not on the draw.
It should be 6-0 in my favor.
I hold the deprive for the hippo. I cast Guile on turn 8, saving deprive mana. You can then drop of honey. When it kills guile on your next turn, guile pops back into my library, and drop of honey is sac'd because there are no creatures in play. So I draw and cast him again, all the while holding UU open to deprive hippo whenever you try to drop him. So you'll never have a threat, and guile comes back from drop.
Windreaver / Deprive
0-6 :: Any way it goes down, we both end up with threats, and his outraces mine.
Coffin Puppets / Guul Draz Assassin
1-4 :: Tie on my play, lose on my draw. Spoilered.
F: (1)
P: Assassin
F: (2)
P: level 1. Swing (F@19)
F: (3)
P: Level 2. Swing (F@17)
F: (4)
P: Level 3, 4. Swing (F@13)
F: (5)
P: Coffin Puppets. Deprive (Back to 4 lands). Swing (F@9)
F: (5)
P: Sac lands to return puppet. Swing (F@5)
F: Guile (On my draw, I'm a land shy here and lose)
If he swings with Assassins or with both, I block Assassin, go to 2 (assuming both). Then if he swings, I can block, kill it, and get a swing in since it'll be summon sick next turn. But I can't swing, or he'll kill me, so we stalemate.
If he swings with just the puppets, he can neg Guile to a 2/2 with the assassins, and I chump. But then I draw him back up, play him, and we're here again.
Any way we go, it stalemates.
On my draw, I can't throw guile out fast enough. Skipping the deprive means puppets swing a turn earlier, and I'm already at 2 when he double swings for the kill.
Bloodhall Ooze / Odious Trow
3-3 :: On his play, he outraces me handily. On my play, he can drop either 1/1. But then I hit deprive mana before he can drop the other. With either one on the board, I'm facing a 1/1 that can't block guile. Guile hits turn 8, kills turn 12, with me still having 10 life.
Uril, the Miststalker / Scourge of the Nobilis
6-0 :: Save deprive for Uril.
Goblin Bombardment / Reassembling Skeleton
3-3 :: Guile hits turn 6, kills turn 10. His combo kills turn 10. We both get there first on our play. (Very inventive deck, btw. I like it!)
Creakwood Liege / Mirror Entity
0-6 :: No way out for me. They both outrace me.
Lore Broker / Guul Draz Assassin
2-2 :: Tie both games. Spoilered.
F: (2-@18)(3-@17)
C: Level(2,3@18) (3,4@17) Swing (F@16 / 13)
F: (3-@16)(4-@13)
C: Level4. Swing (12/9)
F: (4-@12)(5-@9)
C: Swing (8/5)
F: (5-@8) (6-@5) Guile at 5 life.
C: (8 Swing to 4)
F: or Guile at 4 life
Whether he plays or holds Lorebroker, I stage a stalemate by dropping Guile before assassin kills me. Depriving Lorebroker costs me a land, but it costs him a level at a crucial moment. At the end I can't afford to swing, and its suicide for him to, so we stalemate.
Dominating Licid / Deprive
0-6 :: Licid is a beast.
Drop of Honey / Phelddagriph
6-0 :: Save Deprive for the hippo, drop only cycles guile one time.
Kazandu Tuskcaller / Deprive
0-6 :: I agree with his results. Nice call with the tuskcaller.
Ashling, The Extinguisher / Beacon of Unrest
4-1 :: On my play I can outrace him. On my draw, we stalemate.
On my draw: Once I drop Guile, he just sits there. If he swings I can block and kill and then deprive the beacon.
If I start swinging, he can start swinging, and he'll win at 2 life. So we stare at eachother.
Obelisk of Alara / Nekrataal
6-0 :: Save deprive for Nekrataal.
Selesnya Guildmage / Vedalken Shackles
1-4 :: I agree with his assessment.
But how does that happen to begin with? In order to use that ability, Phelddagrif has to be on the battlefield, but if Ashling attacks, he needs to bounce Phelddagrif or else it gets killed, whether he uses it to block or not. Then, if Drop of Honey is out, Ashling will get killed by it and Drop of Honey will sacrifice. If there's already a hippo token out, then Drop of Honey won't be sacrificed, but the hippo will die instead of Ashling. Either way, the Phelldagrif has to be bounced each turn or else it gets either killed or sacrificed by the attacking Ashling.
Ashling on the play.
A1/H1/A2/H2/A3/H3: Nothing
A4: Ashling
H4: Hippo
A5: Attack, discard Drop
Turns into chain bounce forever. So you're right that one does draw.
Hippo on the play.
H1/A1/H2/A2/H3/A3: Nothing
H4: Hippo
A4: Ashling
H5: Drop of Honey
A5: Attack with Ashling, take it
H6: Drop kills Ashling, Hippo attacks
A6: If Resurrect ashling, then nothing and repeat turn 6. Otherwise, at eot, gain trample and give them a token.
So you're sorta right, I misread this a bit due to mana costs. =) So it's actually 4-1 to the Hippo.
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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
Next week is also Originality Week, and to answer the question I'm about to be asked in the next post, yes, the cards from this week are banned next week. The deadline is next Wednesday at 11:59PM EST.
Goblin Lackey & Siege-Gang Commander (0-6): Siege-Gang can destroy the Licid immediately, and makes it into play via the Lackey, so my counterspell is useless.
Windreaver & Deprive (2-2): Attempts to steal Windreaver end up with it in his hand, but then he just recasts it to block with. Windreaver can't ever attack since it ends up with summoning sickness every turn.
Coffin Puppets & Guul Draz Assassin (0-6): Assassin solos my deck.
Summer Bloom & Grave Titan (6-0): Counter Titan.
Bloodhall Ooze & Odious Trow (4-1): On the play, counter one guy, steal the other. On the draw, I steal the Trow and block and regenerate all day.
Uril, the Miststalker & Scourge of the Nobilis (6-0): Counter Uril
Guile & Deprive (6-0): Steal Guile.
Goblin Bombardment & Reassembling Skeleton (3-3): On the play, counter Bombardment. On the draw, get my licid blown up.
Creakwood Liege & Mirror Entity (6-0): Counter whichever one he plays first, steal the other one.
Lore Broker & Guul Draz Assassin (0-6): Assassin solos my deck.
Drop of Honey & Phelddagriph (2-2): Counter the drop. Trying to steal Phelddagriph puts it back in his hand, so I can't ever get it, but it never gets to attack either.
Kazandu Tuskcaller & Deprive (6-0): A bit interesting, but I can steal the tuskcaller early enough that I win even on the draw.
T1:
L1:
T2: Tuskcaller
L2:
T3: Can't level up, need to keep Deprive mana around, attack for 1 (L19)
L3:
T4: Level up once, attack for 1 (L18)
L4:
T5: Forget deprive since it no matter makes a difference, level up twice, make a token
L5: Licid
T6: Level up 3 times, make 2 tokens, attack for 3 (L15)
L6: Steal Tuskcaller
T7: Attack with 3 3/3s for 9 (L6)
L7: Make 2 tokens
T8: Attack with 3 3/3s, block 2, take 3 (L3)
L8: Make more tokens and win
Obelisk of Alara & Nekrataal (2-2): Counter Obelisk, stare down after that.
Selesnya Guildmage & Vedalken Shackles (6-0): Counter Shackles. The Guildmage is intersting in that, he can actually produce as many saporlings as he wants before I can steal it, however, as soon as I untap, I can steal it and also produce the same number of saporlings (or one less), so he actually can't win that way.
7 wins, 1 semi-win, 4 draws, 3 losses: 54 total
6-0
Shackles win.
Me v. Pyruset
6-0
Shackles win.
Me v. Tomslogger
6-0
His lack of trample lets my guildmage take it.
Me v. FeydRuin
4-1
If I get down a second turn guildmage, I win(I can force him to wait until turn 8 to to drop Guile, since he has to be able to counter shackles, and this will get me 6 tokens. Turns 9-11, I'll lose 3 tokens a turn for blocking and make 2 new ones, but turn 12 I'll start breaking even, and on turn 16 I'll be making an extra token each turn.
If he goes first, he can counter my turn 2 guildmage, so even though I get the turn three shackles, he can just never play the guile.
Me v. LSK
0-6
With Nekretall there to kill my guildmage if I play it out fast, Obelisk just eats me.
1-4 Goblin Lackey Siege-Gang Commanderedit, as explained by Brother Mojo
4-1 Windreaver Deprive playing 1cbb will improve your game.
2.
-- Tuskcaller, if he counters it, it's a draw
3.
-- add 1 level up counter, attack for 1 L=19
4.
-- add 1 level up counter c=2, make 3/3 T=1
5.
-- add 1 counter c=3, make 3/3 T=2 attack for 3 L=16
6.
-- add 3 counters c=6 make two tokens T=4, attack for 6 L=10
7. play Windreaver
-- attack for 3x4, 1x1 L=0
If I don't try to draw
4.
-- Tuskcaller
5.
-- add 1 level up counter, attack for 1 L=19
6.
-- add 2 level up counters c=3, make 3/3 T=1
7. play Windreaver
-- add 3 level up counters, make two tokens T=3
8. attack for 10 without vigilance L=13
-- make two tokens T=5 attack for 9 one is blocked L=10
9. attack for 10 L=0
on the play I win
2. Tuskcaller
3. add counter attack for 1 L=19
4. add two counters C=3, make 3/3 t=1
5. add counter C=4, make 3/3 t=2, attack for 3, L=16
6. add two counters C=6, make two 3/3 T=4, attack for 6 L=10
7. attack for 13
0-6 Coffin Puppets Guul Draz Assassin
6-0 Summer Bloom Grave Titan third turn titan is always countered
6-0 Bloodhall Ooze Odious Trow Tuskcaller can handle both creatures
2. Trow, attack for 1 L=19
-- Tuskcaller
3. Ooze 3/3 attack for 4 L=15
-- add counter, attack for 1 L=19
4. Ooze 5/5 attack for 6 L=10
-- add two counter make a token. t=1
5. Ooze 7/7 attack for 8 block the 1/1 who regens L=3
-- add two counters c=4, make a token. t=2
6. Ooze 9/9, attack for 10 block both creatures,
-- add two counters, make two tokens. t=3
from here I can chump his ooze every tun and still increase my tokens so I will eventually kill him in one attack.
6-0 Uril, the Miststalker Scourge of the Nobilis uril is always countered
6-0 Guile Deprive dag not another counter deck. I outrace him pretty easy
-- Tuskcaller
5.
-- add 2 level up counters, make a 3/3
6. sonic boom
-- add 3 level up counters c=5, make 3/3 T=2
7. attack for 6 L=14
-- add 1 level up counter, make two tokens T=5
8. attack, block with 3 tokens
-- make two tokens T=5 attack for 9 L=11
9. flash kick
-- attack for 16
3-3 Goblin Bombardment Reassembling Skeleton
on the play the bomb gets countered, on the draw I lose
6-0 Creakwood Liege Mirror Entity counter one of them, make tokens faster then, or chump the other one
-- play Tuskcaller
4. Liege
-- add counter c=1
5. make 3/3, attack for 2, L=18
-- add two counters c=3, make 3/3
6. t=2 attack for 3, trade
0-6 Lore Broker Guul Draz Assassin
0-6 Dominating Licid Deprive
6-0 Drop of Honey Phelddagriph I save counter mana for the drop and out race the anagram
-- Tuskcaller
5. attack for 4 L=16, bounce and replay
-- add counter c=1
6. attack for 4 L=12, bounce and replay
-- add 2 counters c=3, make token
7. if he attacks on the ground, I chump block all day and eventually win, so he attacks for in the air. L=10, bounce and replay
--. add 2 counters c=5, make token t=2
8. attack for 2 in the air L=8, bounce and replay
-- add counter c=6, make two tokens t=4
9. attack for 2 in the air L=6, bounce and replay
-- attack for 12, one is blocked L=11. make two tokens t=5
10. attack for 2 in the air L=4, bounce and replay
-- attack for 16
6-0 Ashling, The Extinguisher Beacon of Unrest
I chump block ashing all day
6-0 Obelisk of Alara Nekrataal I counter Nekrataal and out race obelisk
0-0 Selesnya Guildmage Vedalken Shackles man Idk, I don't think anyone wins when you have to do Guildmage calculations
edit
8x6 =48, + 4+1+2x2=57 me thinks, first decent score at 2cb in many weeks
so, Goblin Lackey / Siege-Gang Commander vs...
Windreaver / Deprive: 6-0. It's too slow.
Coffin Puppets / Guul Draz Assassin: 2-2. He can't afford to let the Lackey through, so the Assassin trades. Then, once Coffin Puppets and the SGC come out, neither of us can afford to attack.
Summer Bloom / Grave Titan: 0-6. Ugh.
Bloodhall Ooze / Odious Trow: 3-3. On the play, Lackey can either get out SGC or trade with one of the two and break the combo. On the draw, Trow can regenerate by the time Lackey can attack.
Uril, the Miststalker / Scourge of the Nobilis: 6-0. I can just barely outrace on the draw.
Guile / Deprive: 6-0. Too slow again.
Goblin Bombardment / Reassembling Skeleton: 0-6. He can kill the Commander on turn 4, and makes short work of everyone else after that.
Creakwood Liege / Mirror Entity: 6-0. They're too fragile.
Lore Broker / Guul Draz Assassin: 0-6. Assassin chumps the lackey, Lore Broker discards the Commander. Even worse for me on the draw.
Dominating Licid / Deprive: 6-0. As described by Lithel.
Drop of Honey / Phelldagrif: 0-6. Drop of Honey destroys my little goblin army well before they can do anything particularly impressive.
Kazandu Tuskcaller / Deprive: 4-1, as above...
Ashling, the Extinguisher / Beacon of Unrest: 6-0, but this one's pretty tricky. On the draw...
1: Lackey
2: -
2: Swing to 19, put SGC into play
3: -
3: Swing to 13
4: Ashling
4: -
5: Swing with Ashling, get chump blocked by a goblin token which is then sacrificed (11)
5: Swing with all but one goblin token, to 7
6: Swing with Ashling, etc. (5)
6: Swing with everyone, sacrifice a goblin for the win
If Ashling chooses not to attack, I can just wait for 10 mana, swing with just the 1/1s, sac whichever gets blocked (8), and then sacrifice my last four goblins after combat damage for the kill.
Selesnya Guildmage / Vedalken Shackles: 0-6. Even when I'm on the play, Shackles comes out on turn 3, and on turn 4, I sac SGC in response to their activation and then the Guildmage comes out. I get him down to 2 before he has Guildmage and one of my goblins against my last 2 goblins, at which point I have no way to win.
6 wins, 1 win/draw, 3 draws, 5 losses, 46 points.
Phelddagrif is very like Windreaver, in that it bounces for U, so I think this is 2/2 also.
RIP Krensae Fluidtail: Sleep well with the fish
Right you are.
Actually, it's 1-4. On the draw, he blocks with Ooze, then Trow can hold off SGC (if tokens swing, he blocks the token, otherwise he blocks the main man).
If Ooze trades with Lackey on turn 2, then on turn 5 he plays SGC. On his turn 6, he throws the 3 extra goblins at the ooze (which can only regenerate twice), and he'll kill it. So it's still 3-3, but for different reasons.
Questing Phelddagrif has been played, but never his less adventurous cousin.
That is a bit disturbing to read out of context.
RIP Krensae Fluidtail: Sleep well with the fish
Correction:
Should be 4-1.
If I'm on the draw, he can deprive the guildmage.
On the play, I go turn 2 guildmage. If he doesn't play turn 5/6 windreaver:
Then turn 3, I hit for 2.
Turn 4, hit for 2, make a token.
Turn 5, hit for 3, make a token.
Turn 6, hit for 7.
Turn 7, hit for 7.
So if he plays turn 5 windreaver.
At his turn 5, I've hit for 7, with two tokens on the board.
He plays windreaver.
My turn 6, I untap, play Shackles, steal windreaver(since he's tapped out)
So if he plays turn 6 windreaver.
At his turn 6, I've hit for 14, with two tokens on the board.
I play shackles, attempt to steal windreaver. He has to bounce it.
I then attack for 5, leaving him at 1. Kill next turn with an alpha strike.
Versus VikingMetal:
0-6. Goblin Bombardmant is painful.
Versus Naphati
6-0. Shackles+tokens=win.
Versus Ced(Lore Broker+Guuz Drul Assassin)
6-0. Shackles wins.
Versus Domogrue
6-0. Shackles wins.
Versus Thundersnow
6-0. Shackles wins.
Versus Error(Deprive+Kazandu Tuskcaller)
3-3
When I'm on the play:
Turn 2, I play guildmage.
Turn 2, he plays second island.
Turn 3, I swing for 2(18).
Turn 3, he plays a forest, pass (needs deprive to counter the shackles)
Turn 4, I swing for 2(16).
Turn 4, he plays a forest, tuskcaller. I make a token at Eot.(can't level up because he needs deprive for the shackles)
Turn 5, I swing for 3 (13).
Turn 5, he plays a forest, levels up(1). I make a saproling at Eot.
Turn 6, I swing for 4 (9).
Turn 6, he plays a forest, levels up(3). He makes an elephant, I make a saproling at eot(20-9; 3S/1E).
Turn 7, I pass.
Turn 7, he levels up(5; still can't level up more than twice because he needs deprive mana), makes an elephant. I make a saproling(20-9; 4S/2E).
Turn 8, I pump twice, swing with all. He blocks two things, but still takes three 3/3 saprolings, dies.
So I win on the play.
As for when I'm on the draw, I lose, since he gains a turn on me(which makes a huge difference).
Total:
6 Brothermojo
3(4-1) Tilde
6 Personman
2(3-3) LaurieCheers
6 Pyrusette
6 tomsloger
3(4-1) Feyd_Ruin
0 VikingMetal
6 Naphtali
6 ced
0 Lithel
6 domogrue
2 (3-3)Error
6 Thundersnow
0 LSK
Total: 58 points
All four decks with Deprive: 0-6.
Bombardment/Skeleton, Lackey/Siege Gang, Ooze/Trow, Uril/Scourge, Ashling/Beacon, Phelddagrif, Obelisk/Nekrataal: fairly trivial 6-0s.
Lore Broker/Assassin: 3-3. On the play he makes me discard Titan.
Liege/Entity: 3-3. Me on the play, he's dead on turn 5. Him on the play goes like this:
Turn 4: Liege
titan attacks, down to 10 life, 4 zombies
Turn 5: 1 worm
titan and 4 zombies attack; liege and entity block zombies, worm blocks titan, Entity makes them 5/5 (worm is 7/7); Titan, 2 zombies and worm die. 4 zombies left. 6-20.
I can push another 2 damage through, but no more. And he's getting more worms every turn.
Selesnya/Shackles: 3-3.
Me on the play:
3: Titan
Shackles
4: attack with titan+2 zombies, 10-20
he steals a zombie.
5: I attack with titan+3 zombies, zombie blocks Titan, 4-20, 5 zombies left.
on turn 6 he could use Guildmage, or forget guildmage and steal the Titan, but neither is enough.
Him on the play, he ignores the Guildmage and just plays Islands:
3: Shackles
Titan
4: he steals a zombie.
attack with titan+1 zombie, zombie blocks titan, 18-20, 3 zombies left.
5: he steals a zombie.
attack with titan+2 zombies, zombie blocks titan, 14-20, 4 zombies left.
6: [wait]
in my upkeep, he steals Titan.
I could wait, and when he attacks, kill it by blocking with 3 zombies... but then I'm only left with 1 zombie, which he steals.
So, I attack with 4 zombies. Titan blocks one, 8-20, 3 zombies left.
7: Titan attacks, 8-14. 2 vs 3 zombies.
attack with 3 zombies, 2 zombies block, 6-20. Now it's 1 zombie vs 1 Titan... I'm out of steam.
Puppets/Assassin: close, but 6-0.
Him on the play:
4: level 4 assassin
attack with Titan and 2 zombies, assassin blocks zombie, 12-20, 3 zombies left.
5: Coffin Puppets
attack with Titan and 3 zombies, Puppets block titan, assassin blocks zombie, 8-20, 4 zombies left.
6: Coffin Puppets return.
attack with Titan and 4 zombies, Puppets block titan, assassin blocks zombie, taps to give Titan -4/-4. Titan, puppets, and zombie die. 2-20, 5 zombies left.
7: can only stop 3 zombies.
57 points?
Too fast + my guys are too fragile
6-0 Deprive + Windreaver
20 20 U
20 20 W
20 20 UU
20 20 WG
20 20 UUW
20 20 WGG Entity (deprived)
20 20 UWW
20 20 WGGG Liege
20 20 UWWW
18 20 +1 worm attack(2)
20 20 UWWWW Windreaver
15 20 +1 (2) Attack(3), Reaver blocks Liege
17 13 UWWWWW Vigilance Pumpx4, switch, Attack(7)
9 13 +1 (3) Attack(6), Reaver blocks Liege
9 5 UWWWWWW V, Pumpx5 Attack(8)
! 5 +1 (4) Attack(9), Reaver blocks Liege
Not attacking and blocking doesn't help Windreaver's cause at all. As Power/Toughness switching always happens last it can only ever trade at best.
Choosing not to counter the entity results in the Entity racing before they can Deprive and Windreaver in the same turn... or the Liege joining the field when Deprive player is tapped out.
0-6 vs Coffin Puppets + Guul Draz Assassin
No answer to the Assassin.
3-3 vs Summer Bloom + Grave Titan
On the play
20 20 W
20 20 G
20 20 WG
20 20 GBBBB Bloom
20 20 WGG Entity
20 20 GBBBBB Titan +2 Zombies(2/2)(2)
20 20 WGGG Liege
20 10 Attack(10) +2(4)
20 10 WGGGG +1 Worm(3/3)(1)
20 10 Attack with Titan would be killed by 7/7 Worm.... could attack with 4 zombies as well, this gets 4 damage through and replaces the 2 zombies that get killed. Leaving 4x2/2 facing off against Mirror Entity, Liege +1 worm, with the situation getting worse for the zombies each turn.
From here I can keep amassing worms until I can alpha strike.
6-0 Bloodhall Ooze + Odious Trow
On the Draw
20 20 R Ooze
20 20 W -
20 19 RG Trow
20 19 WG -
20 15 Ooze++(3) attack(4)
20 15 WGG Entity
20 9 Ooze++(5) attack(6)
20 9 WGGG Liege
20 2 Ooze++(7) attack(7 - Liege would block Trow)
20 2 WGGGG +1 worm
20 2 Ooze++(9) can't attack as can gangblock to kill (5/5 entity and 7/7 worm) and still leave Liege on the board which would beat the Trow.
From here onward I can always gangblock the Ooze and leave the Liege alive. Eventually I build up enough worms to get the win.
6-0 vs Uril, The Miststalker + Scourge of the Nobilis
On the draw
20 20 W
20 20 W
20 20 WG -
20 20 WG -
20 20 WGR -
20 20 WGG Mirror Entity
20 20 WWGR -
19 20 WGGG Liege, attack(1)
19 20 WWWGR Uril(5/5)
19 20 WGGGG +1 Worm(3/3)
32 20 WWWWGR Scourge, Uril(10/10). pumpx3, attack(block with worm +13 life)
20 20 WGGGGG +Worm (Change=6) Attack(12)
36 20 WWWWWGR Pumpx6, attack(block with worm +16 life)
22 20 WGGGGGG +Worm (Change=7) Attack(14)
39 20 WWWWWGR Pumpx7 attack(block with worm +17 life)
23 20 WGGGGGG +Worm (Change=8) Attack(16)
etc.... I always have a blocker. My attacks are growing by 2 each turn. His life gain is increasing by 1. Eventually I win. If he holds back to block, I can just build up worms to eventually overrun.
2-2 vs Guile + Deprive
Deprive is always used on the Liege and Guile stabilises to infinite block the Entity at either 1 or 8 life.
0-6 vs Goblin Bombardment + Reassembling Skeleton
My guys are too fragile.
0-6 vs Lore Broke + Guul Draz Assassin
No answer for assassin.
0-6 vs Drop of Honey + Phelddagrif
Any way I play this through the Phelddagrif eventually beats me down by flying across, bouncing and being recast so it can block and do Drop of Honey shenanigans.
0-6 vs Kazandu Tuskcaller + Deprive
Deprive on the Liege kills me both times.
3-3 vs Ashling, the Extinguisher + Beacon of Unrest
On the play I can get Mirror Entity to 5/5 before Ashling can attack. On the draw I can't.
0-6 vs Obelisk of Alara + Nekrataal
Saves Nekrataal for the Mirror Entity, and Obelisk can kill the Liege, which neuters the worms, kills those, then uses direct damage from Obelisk to finish me off.
0-6 vs Selesnya Guildmage + Vedalken Shackles
Shackles takes whatever they want and whatever I have left can't win.
vs. Windreaver and Deprive:
He easily outraces me. 0-6.
vs. Coffin Puppets and Guul Draz Assassin:
I can't get Obelisk of Alara and Nektrataal out quickly enough to make use of the +4/+4 bonus. He gets me down to 3 before I can do that, and then he just attacks for 7. 0-6.
vs. Summer Bloom and Grave Titan: I'm outraced. 0-6.
vs. Bloodhall Ooze and Odious Trow: Easy match. 6-0.
vs. Uril and Scourge: 0-6.
vs. Guile and Deprive: 0-6.
vs. Bombardment / Skeleton: 6-0.
vs. Creakwood Liege / Mirror Entity: As described above, 6-0.
vs. Drop of Honey / Pheldagriff: Pheldagriff ain't black. 6-0.
vs. Tuskcaller / Deprive: He counters the Obelisk. 0-6.
vs. Ashling / Beacon: I gain lots of life then burn him out. 6-0.
Drop of Honey + Purple Hippopotamus lawl
vs.
Lackey + Commander = 6-0. Drop of Honey is good!
Windreaver + Deprive = 2-2. After my Drop gets countered, Pheldy and Reaver square off. Due to M10 rules, we're at a standstill.
Coffin Puppets + Gruul Draz Assassin = 6-0. If Guul Draz comes out I put out the drop on turn 3, killing it on my T4 upkeep then keeping the puppets at bay.
Summer Bloom + Grave Titan = 0-6. I can't keep up with so many zombies at once O_O.
Odious Trow + Bloodhall Ooze = 6-0. If you play any creatures, the drop comes down.
Uril, the Miststalker + Scourge of the Nobilis = 6-0. I love how Drop of Honey does not target. If I got Phelldy out and he's lowest power, I bounce him.
Guile + Deprive = 3-3. You probably counter my drop, then beat down with Guile. On the play I can race you, but not on the draw.
Goblin Bombardment + Reassembling Skeleton = 0-6. Being able to sacrifice your creatures in response to the drop trigger renders my hot tech as pretty useless.
Creakwood Liege + Mirror Entity = 0-6. I thought of using the Liege myself, but the Entity is a pretty neat trick. As I won't drop the honey until you play a creature, you'll get both liege and entity out, and drop might suppress your tokens but Phelldy is no match for the two creatures together.
Lore Broker + Guul Draz Assassin = 2-2. You drop the broker and I got to play the drop of honey. You get one activation out of broker after playing your assassin, getting rid of the purple hippo but Drop kills your dudes. If I hold onto drop on the play and discard it to broker, playing Pheldy on T4 I eventually have to bounce him every turn as Assassin will give him -4/-4 every time so its in my interest to tie here.
Dominating Licid + Deprive = 2-2 as stated.
Kazandu Tuskcaller + Deprive = 0-6 as stated. Counters and tokens messed me up, but this guy has both.
Ashling + Bacon of Unrest = 6-0. Kill your dude. Every turn. With Drop o' Honey.
Obelisk of Alara + Nekrataal = 0-6. The Nekrataal is fine, as I can bounce in response and drop can kill it. But the obelisk will always gain more life I can dish out, then eventually ping me to death. How many turns will it take it? Quite a few...
Selesnya Guildmade + Vedalken Shackles = 0-6, I think. Those two cards are very good and the shackles just keep on forcing me to bounce the griff, while the Guildmage can always make dudes to feed the honey. Ouch.
All in all, I wish I had the Questing Pheldaggriph, but drop of honey did surprisingly much better than I thought it would given its potential for awkward.
Fattycakes Zombie of Clan Limited
Doesn't actually have to happen, at his opponent's end of turn step, if he didn't resurrect Ashling, then Phelddagrif uses his "Gain trample and give the opponent a 1/1" ability. That 1/1 then gets killed by Drop of Honey instead.
Unfortunately for me (and the Liege) the tokens are 3/3 whilst the Liege is in play and the Liege is 2/2 even after using the Mirror Entity the tokens are X+2/X+2 to Liege's/Entity's X/X. So the Drop of Honey is going to take out the Liege before it can get to the tokens. All of which means I still don't see a way for me to win.
It should be 6-0 in my favor.
I hold the deprive for the hippo. I cast Guile on turn 8, saving deprive mana. You can then drop of honey. When it kills guile on your next turn, guile pops back into my library, and drop of honey is sac'd because there are no creatures in play. So I draw and cast him again, all the while holding UU open to deprive hippo whenever you try to drop him. So you'll never have a threat, and guile comes back from drop.
I'll edit in my other results in a few.
-=-=-=-=-=-=-=-=-=-
DEPRIVE + GUILE VS:
-=-=-=-=-=-=-=-=-=-
Goblin Lackey / Siege-Gang Commander
0-6 :: I lose pretty bad. Well.. pretty horribly, actually.
Windreaver / Deprive
0-6 :: Any way it goes down, we both end up with threats, and his outraces mine.
Coffin Puppets / Guul Draz Assassin
1-4 :: Tie on my play, lose on my draw. Spoilered.
F: (1)
P: Assassin
F: (2)
P: level 1. Swing (F@19)
F: (3)
P: Level 2. Swing (F@17)
F: (4)
P: Level 3, 4. Swing (F@13)
F: (5)
P: Coffin Puppets. Deprive (Back to 4 lands). Swing (F@9)
F: (5)
P: Sac lands to return puppet. Swing (F@5)
F: Guile (On my draw, I'm a land shy here and lose)
If he swings with Assassins or with both, I block Assassin, go to 2 (assuming both). Then if he swings, I can block, kill it, and get a swing in since it'll be summon sick next turn. But I can't swing, or he'll kill me, so we stalemate.
If he swings with just the puppets, he can neg Guile to a 2/2 with the assassins, and I chump. But then I draw him back up, play him, and we're here again.
Any way we go, it stalemates.
On my draw, I can't throw guile out fast enough. Skipping the deprive means puppets swing a turn earlier, and I'm already at 2 when he double swings for the kill.
Summer Bloom / Grave Titan
6-0 :: Counter the titan, swing.
Bloodhall Ooze / Odious Trow
3-3 :: On his play, he outraces me handily. On my play, he can drop either 1/1. But then I hit deprive mana before he can drop the other. With either one on the board, I'm facing a 1/1 that can't block guile. Guile hits turn 8, kills turn 12, with me still having 10 life.
Uril, the Miststalker / Scourge of the Nobilis
6-0 :: Save deprive for Uril.
Goblin Bombardment / Reassembling Skeleton
3-3 :: Guile hits turn 6, kills turn 10. His combo kills turn 10. We both get there first on our play. (Very inventive deck, btw. I like it!)
Creakwood Liege / Mirror Entity
0-6 :: No way out for me. They both outrace me.
Lore Broker / Guul Draz Assassin
2-2 :: Tie both games. Spoilered.
C: Assassin
F: (1)
C: level 1. Swing (F@19)
F: (2)
C: Lorebroker - Deprive. Swing (F18)
- or -
C: Level 2. Swing (F17)
F: (2-@18)(3-@17)
C: Level(2,3@18) (3,4@17) Swing (F@16 / 13)
F: (3-@16)(4-@13)
C: Level4. Swing (12/9)
F: (4-@12)(5-@9)
C: Swing (8/5)
F: (5-@8) (6-@5) Guile at 5 life.
C: (8 Swing to 4)
F: or Guile at 4 life
Whether he plays or holds Lorebroker, I stage a stalemate by dropping Guile before assassin kills me. Depriving Lorebroker costs me a land, but it costs him a level at a crucial moment. At the end I can't afford to swing, and its suicide for him to, so we stalemate.
Dominating Licid / Deprive
0-6 :: Licid is a beast.
Drop of Honey / Phelddagriph
6-0 :: Save Deprive for the hippo, drop only cycles guile one time.
Kazandu Tuskcaller / Deprive
0-6 :: I agree with his results. Nice call with the tuskcaller.
Ashling, The Extinguisher / Beacon of Unrest
4-1 :: On my play I can outrace him. On my draw, we stalemate.
On my draw: Once I drop Guile, he just sits there. If he swings I can block and kill and then deprive the beacon.
If I start swinging, he can start swinging, and he'll win at 2 life. So we stare at eachother.
Obelisk of Alara / Nekrataal
6-0 :: Save deprive for Nekrataal.
Selesnya Guildmage / Vedalken Shackles
1-4 :: I agree with his assessment.
No longer staff here.
Ashling on the play.
A1/H1/A2/H2/A3/H3: Nothing
A4: Ashling
H4: Hippo
A5: Attack, discard Drop
Turns into chain bounce forever. So you're right that one does draw.
Hippo on the play.
H1/A1/H2/A2/H3/A3: Nothing
H4: Hippo
A4: Ashling
H5: Drop of Honey
A5: Attack with Ashling, take it
H6: Drop kills Ashling, Hippo attacks
A6: If Resurrect ashling, then nothing and repeat turn 6. Otherwise, at eot, gain trample and give them a token.
So you're sorta right, I misread this a bit due to mana costs. =) So it's actually 4-1 to the Hippo.