Two Card Blind (2CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other. 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 rules of Magic.
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. Each player owns an infinite supply of Basic Lands of each type outside the game. These may be played as if they were in his or her hand.
1.4b. You may play only one land from your hand in addition to only one land from outside the game during your turn; however, continuous effects may increase these numbers (if a card states that you may play an additional land this turn, you may play one from your hand, one from outside the game and one from either your hand or outside the game).
1.4b'. Playing lands from your hand will make you a better person. Officially.
1.5. A random effect produces the result that least benefits the owner of the source of the effect.
1.6. Each player plays two games (one match) against each other player.
1.6a. Each player is the starting player once per match.
1.6b. If no player can win, the game is a draw.
1.6c. Games are played with perfect information.
1.6d. Games are played optimally; players attempt to win, draw, or extend the game – in that order.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator.
2.1a. A player may submit multiple decks, but only the most recent deck is counted.
2.1b. An illegal deck is not counted. The removal of an illegal deck does not affect deck distribution (see Rule 2.4).
2.1b'. If an illegal deck is submitted, the deck may be editted at the moderator's discretion (i.e.: If a deck is submitted with a banned card, but can still be considered a legal deck--such as being able to win against a goldfish deck--without that card, the deck may still be included, but without the offending card).
2.1c. The moderator determines the result of each match. Players may challenge results, but not after the results of the first round belonging to a new month have been posted (see Rule 2.5a).
2.1d. A player may name his or her deck. If a player does not, the moderator may name it.
2.2. Decks are subject to some restrictions.
2.2a. A player may not submit a deck that can – against any deck – force any card in an opponent's hand to change zones or Win the Game before an opponent's second turn.
2.2b. A player may not submit a deck that can't win both games of a match against at least one deck satisfying 2.2a and 2.2c.
2.2c. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.2d. A deck may include any number of any card that will become legal in Vintage upon release of a set that has been revealed fully and officially since the start of the round.
2.3. Points determine tournament standings.
2.3a. Players are ranked – first to last – in order of decreasing number of points.
2.3b. For each match, a player earns 3 points per game win and 1 point per drawn game. However, a player earns only 2 points for a split match (one win, one loss).
2.3c. 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; 6 is a match win, 2 a drawn or split game, and 1 or 4 a draw/loss or draw/win respectively. A player's points are listed at the end of his or her row.
2.5. The player with the most PotM points over the course of a month is the Player of the Month.
2.5a. A month includes all rounds for which decks are due during that month.
2.5b. Each round, each player receives PotM points equal to their average match result for that round, rounded down to 1 decimal place. For example, a player scoring 6-6-6-6-X-0-0-0 in a round with 8 decks receives 3.4 points (24/7).
2.5c. Each week, .5 PotM points will be given to the deck deemed most creative and original.
2.5d. Each week, after the grid is posted, the first player to able to post a deck that can successfully go 6-0 over every deck in the grid will also receive 1 PotM point.
1 Heart of Draco- King Nothing Elixir of Immortality / Felidar Sovereign
An alternate win was cool, as was strong lifegain and recursion, but I lose to tokens and Shortfang...a bad plan.
2 Error1- R(one) and Hydra! Molten Hydra / Rock Hydra
Rock Hydra was essentially 11 ones on a warm body. It only really came up twice or so. Molten on teh other hand might actually be a legitimate 2CB card. Made me laugh though.
3 Some One- Sour Flower Bitterblossom / Bitterblossom
This would have been alright, but but starting at 11 and using 2 cards that kill you almost as fast as you kill them was not the correct decision. Hope to see another shot next week.
4 Draco9- There Can Only Be One!* Squandered Resources / Door to Nothingness
Squandered Resources was a Legitimate ramp card, but I think Emploration would have been a strictly better (though I'm not sure that came up) choice. The fast, alternate kill would have been great were it not for a bit of counter and discard.
5 WhammWhamme- Why Mess With a Winning Formula?* Syncopate / Lich Lord of Unx
Because you'll end up with an ok score instead of a winning one. Good choices though. Syncopate worked well, and the exile part came up more than once. The life loss was effective this week.
6 Benbuzz790- Dirty Rat Nezumi Shortfang / Plaguespitter
Great choices. You shut down tokens and hands, and there wasn't much else there this week. Congrats!
7 LSK- Long Walk on the Beast Time Walk / Anurid Scavenger
This combo is starting to irk me, as there are few weeks it doesn't work for. 3rd isn't exactly dominating, but you make a point for a plausible ban.
8 VikingMetal4L- Antipoke Angel Elixir of Immortality / Guardian Seraph
Very techy choice. You prettymuch only beat "dumb aggro" and token decks, but I have to compliment your rules use in this deck. You also received the creativity bonus (though I don't like giving to the 2 time champ, you earned it by thinking this deck out).
9 Feyd_Ruin- Whichipate? Not Datipate. Dissipate / Inkmoth Nexus
Good way of implementing both the recent counter-bans and the land rule. Like Syncopate, Dissipate's exile clause makes it better in a format with heavy recursion themes.
10 Antonia- Don't Mourn For Target Permanent. Vindicate / Nezumi Shortfang
Handling both the field and the hand was hard to beat for most decks. The one drawback to this deck was no second threat.
11 Shogun17- Shogun's Thematically Appropriate Pet Deck Exploration / Beacon of Creation
Your pet deck might not be around much longer, as that card is almost as bad as RSZ, being recurrable and scaling all at once.
12 TANE- Still Alive Pestilence / Stillmoon Cavelier
I liked this deck (I have a pauper deck based around this theme with Order of Leitbur), but it was just too slow. The deck I thought it would simply ace (tokens) even beat it by just going faster. The protection came up a couple times though. You get a bonus for the construction though.
13 DragonDart- Beacon of Negation Negate / Beacon of Creation
Good take on the token theme. The biggest use for this was against all in decks and as a counter-counter, and it was marginally more effective than the speedy tokens build.
14 Personman- Hesitation and Nezumi Shortfang.dec Hesitation / Nezumi Shortfang
It was amusingly sinister to watch people have to tap out for one spell, only to lose the other to discard. I don't thing Hesitation is a great card, but this was a good home for it.
15 Thundersnow- Redundent Master Transcendent Master / Transcendent Master
I can't say a slow fatty was good when it only does 1 damage, but I'd really like to see this card in a normal week. Also, if something beats your card, and you include two of the same, it beats your deck. Food for thought.
Ones:
Error1.................21! (Way to live up to your name!)
Thundersnow.......10
Some One............8
Benbuzz790..........7
Personman...........6
Antonia...............6
Feyd_Ruin............5
TANE..................4
WhammWhamme...3
DragonDart...........3
VikingMetal4L........2
Shogun17.............2
Heart of Draco.......1
Draco9.................1 (I guess both Dracos wanted to go for the Meta-One)
LSK......................1
Error1 gets the Bonus point for not only beating out everyone, but beating out any 2 other people. If you add up the 8 lowest out of 15, they add up to 17...which is still 4 points short. In fact, his card with fewer ones would have tied for first by itself.
Alternate Land Rule
If you would draw a card while your library has no cards in it, put a basic land card of your choice from outside the game into your hand instead.
Note: You draw on your first turn even when on the play.
This essentially negates the Extra Land Rule, as both lands from outside the game and in your deck would both be from your hand. This is instead of the land rules normally used. Please post any other questions you might have.
Hypothesized: 6-0
1. Elixir
1.
2. Pop. 25.
2. Shortfang
3. Play elixir, Pop? 30
3. make discard sov, flip
4. play elixir, pop 35
4. 32, swing, 31, play hesitation
5. draw sov
5. 29, swing, 28
6. draw elixir, pop hesitation
6. 25
7. Cast Sovereign. Proceed to gain 1 per turn while losing 3, or 0 while losing 2.
Checking alt turn 3:
3. keep in hand
3. discard sov
4. cast/use elixir 30
4. activate/flip, cast hesitation
5. Draw sov
5. 28, attack, 27
6. same as before
6-0
vs. 2: 0-6
He gets to shoot even a flipped shortfang way before it wins.
EDIT: Listed as 1-4 in the grid, but I don't understand why. T2 hesitation, t2 throws RH into it, t3 shortfang, t3 hydra, three turns and he can kill it, leaving him with a threat and me with none.
vs. 3:
vs. 4:
6-0, discard wins.
vs. 11: listed as 1-4, should be 3-3
T1: Ex
T1:
T2: Beacon 4
T2: Shortfang
T3: Beacon 6, swing 4
T3: 16. Hesitation, but I obviously lose to 10 power.
T1:
T1: Ex
T2: Hesitation, draw.
T2: Shortfang
T2: Beacon 4
T3: Hesitation
T3: Swing 4
T4: 16. Activate, flip
T4: Swing 4.
T5: 12. Drain 2.
T5: Swing 4, but one dies. I take 3 + 2 + 1 = 6 more damage, leaving me at 6 before I win.
I am so very, very against banning Beacon of Creation. I guess my judgment could be warped since I'm used to it in a format with plentiful 2-mana counterspells, but man, it's such a staple, and so easy to shut down... and part of what makes Lich Lord of Unx so cool...
I don't really understand why Shortfang wasn't played and then banned ages ago; that happened in the original 2CB quite quickly.
Time Walk.. enh. Leaves Anurid/Chant as a not-as-good version, so I guess I'm okay with it. I do really think Anurid should be part of the game.
That's a very good land rule. I think one land per turn should be used under it too.
Also Time Walk shouldn't be banned the problem is Anurid Scavenger.
I support all of those bans... like usual.
I prefer banning the card that is useless without the other card, so that a lesser version of the deck can be played (like Gargabalance). If multiple cards are problems, I'll ban Scavenger.
I am so very, very against banning Beacon of Creation. I guess my judgment could be warped since I'm used to it in a format with plentiful 2-mana counterspells, but man, it's such a staple, and so easy to shut down... and part of what makes Lich Lord of Unx so cool...
I don't really understand why Shortfang wasn't played and then banned ages ago; that happened in the original 2CB quite quickly.
Time Walk.. enh. Leaves Anurid/Chant as a not-as-good version, so I guess I'm okay with it. I do really think Anurid should be part of the game.
Shortfang takes time to get going, and that time can really cost it, especially in what you can combine with. It still might make the ban list.
Beacon has been one of the top few decks from several weeks. It's almost identical to Red Sun's, but situationally better or worse. Like RSZ, it is both recurring and scaling, which I don't think is legit.
I agree about Time Walk, and would not be surprised to see Chant banned as well, whereas I think there are other fun things to do with Scavenger.
I'd rather see Scavenger banned than Time Walk + Chant. We can't ban just Time Walk because Anurid / Chant is still quite strong, and Chant should be definitely be legal for non-combo uses.
Actually Elixir of Immortality is also tech against discard (it could have been good against counters except that all the good ones that are still legal exile the spell!).
Anyway, I think both VM4L and HoD should 6-0 all the Nezumi Shortfang decks (Benbuzz, Antonia, Personman). I wrote out results for one of the closer races:
HoD vs Personman, Personman on play
1P
1H Elixir
2P Nezumi
2H shuffle (HoD 16)
3P Nezumi discards Sovereign, flips.
3H (HoD 13), Elixir shuffle (HoD 18)
4P Attack (HoD 17), Hesitation
4H (HoD 14) draw a card
5P Attack (HoD 13)
5H (HoD 11), draw second card
6P attack (HoD 10)
6H (HoD 9) pitch Sovereign to Hesitation
7P attack (HoD 8)
7H (HoD 6) Elixir shuffle (HoD 11)
8P attack (HoD 10)
8H (HoD 7) If HoD draws Elixir, he can net +1 life/turn to stabilize and win. So suppose instead HoD draws and plays Sovereign.
9P no attack
9H (HoD 4) Draws Elixer, nets his +1 life/turn to stablize and win
Also: was it decided that the perfect deck bonus was worth a full point rather than 1/2?
Though I'm a fan of Hesitation and Nezumi Shortfang.dec. Also, Countersun 2: Feline Bugaloo
Haha, yeah. I laughed when I read that second one.
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Actually Elixir of Immortality is also tech against discard (it could have been good against counters except that all the good ones that are still legal exile the spell!).
Anyway, I think both VM4L and HoD should 6-0 all the Nezumi Shortfang decks (Benbuzz, Antonia, Personman). I wrote out results for one of the closer races:
HoD vs Personman, Personman on play
1P
1H Elixir
2P Nezumi
2H shuffle (HoD 16)
3P Nezumi discards Sovereign, flips.
3H (HoD 13), Elixir shuffle (HoD 18)
4P Attack (HoD 17), Hesitation
4H (HoD 14) draw a card
5P Attack (HoD 13)
5H (HoD 11), draw second card
6P attack (HoD 10)
6H (HoD 9) pitch Sovereign to Hesitation
7P attack (HoD 8)
7H (HoD 6) Elixir shuffle (HoD 11)
8P attack (HoD 10)
8H (HoD 7) If HoD draws Elixir, he can net +1 life/turn to stabilize and win. So suppose instead HoD draws and plays Sovereign.
9P no attack
9H (HoD 4) Draws Elixer, nets his +1 life/turn to stablize and win
Actually, vs. Personman:
1VM: Elixir
1P:
2VM: Shuffle (16)
2P: Nezumi
3VM: Elixir
3P: Hesitation
4VM: Seraph--countered
4PM: If Elixir is ever used, VM will draw it, and be forced to discard. I didn't realize that you and I could just not play spells and force the draw.
1P:
1VM: Elixir
2P: Nezumi
2VM: Shuffle (16)
3P: Hesitation
3VM: Regardless of which spell you play, the other is discarded.
4-1 Personman
vs. Benbuzz790
1VM: Elixir
1BB:
2VM: Shuffle (16)
2BB: Nezumi
3VM: Elixir
3BB: If VM Shuffles, activate Nezumi during draw step. If Elixir is discarded, Nezumi races Seraph. If VM doesn't shuffle, the process repeats, ending in a draw.
4VM: Discard Seraph. Play Elixir. (21 from EOT shuffle).
VM forces win by going to Infinite life and racing.
It actually goes the same on the draw.
6-0 VM+HoD
vs. Antonia
Can't stop the Elixir Shuffle, but even if VM/HoD gains Infinite Life, they still can't stop the Shortfang Discard. If they ever choose the threat over the Elixir, it gets vindicated.
2-2
I'll reflect all of these changes. I didn't use the Elixir creatively enough.
Blah, reading is also tech. I incorrectly assumed Nezumi Shortfang belonged to the long line of Disrupting Scepter descendants which can only be activated on one's own turn.
Blah, reading is also tech. I incorrectly assumed Nezumi Shortfang belonged to the long line of Disrupting Scepter descendants which can only be activated on one's own turn.
Those cards are worded that way so that you can't lock out your opponents by making them discard during draw step.
Nezumi can't do that because it flips, so it can feel free to activate anytime.
This concept led me to put the most evil creature on a Mimic Vat. Before Innistrad, I would put Liliana's Specter in a Vat and lock out my opponent by making them discard every card during draw step while blocking their existing creatures using the token.
HoD, could you start posting special format rules in the results thread? It makes checking results much, much nicer. Thanks!
Seconded. I'd really like if all of the XCB games started doing this. It's a pain to have to find last week's thread to figure out how the matches play out.
9 vs. 11 (Dissipate / Inkmoth Nexus)
Listed as 6-0, should be 2-2.
When I go first, I cast turn 2 Beacon which he can't counter yet. My 4 guys outrace his Nexus.
11 vs. 14 (Hesitation / Nezumi Shortfang)
Listed as 4-1, should be 2-2.
When he goes first, he uses Nezumi on my upkeep 3rd turn. I hit him for 4 on the third turn (7). After that he leaves Stabwhisker back to block. He takes 3 and eats a guy (4). He takes 2 and eats a guy (2). He takes 1 and eats a guy (1). Now I only have 1 guy and he can block it, leaving me dead from his other ability.
Seconded. I'd really like if all of the XCB games started doing this. It's a pain to have to find last week's thread to figure out how the matches play out.
9 vs. 11 (Dissipate / Inkmoth Nexus)
Listed as 6-0, should be 2-2.
When I go first, I cast turn 2 Beacon which he can't counter yet. My 4 guys outrace his Nexus.
11 vs. 14 (Hesitation / Nezumi Shortfang)
Listed as 4-1, should be 2-2.
When he goes first, he uses Nezumi on my upkeep 3rd turn. I hit him for 4 on the third turn (7). After that he leaves Stabwhisker back to block. He takes 3 and eats a guy (4). He takes 2 and eats a guy (2). He takes 1 and eats a guy (1). Now I only have 1 guy and he can block it, leaving me dead from his other ability.
You forgot to add a clause to the special week indicating that whoever goes first gets to draw a card on their first turn (and thus, gets to play a land other than one in their 2-card opening hand).
Since I can't win Card Blinds worth a damn, might as well post some more special format ideas.
Timed Attack
Your deck must win the game on turn X (a particular turn, or a range of turns) against a blank deck.
Early Harvest
Players begin the game with five basic lands of his or her choice on the battlefield, and five basic land cards of his or her choice in hand.
Poisonous Magic
Whenever a permanent becomes tapped, that permanent's controller loses 2 life and gets a poison counter.
Mental Magic (a.k.a. Give Heart of Draco a headache)
Players may play nonland cards as though they were other nonland cards of his or her choice among the submitted cards if they share the same mana cost. Your deck can't have two cards with the same mana cost.
For example: Player A submits Reverberate and Kamahl, Pit Fighter. Player B submits Pithing Needle and Akoum Boulderfoot. Player A can cast his Kamahl as Akoum Boulderfoot if he or she desires, or any other card submitted by other players that costs :4mana::symr::symr:.
You only decide which one it is when that spell would leave your hand or if it would otherwise effect the game (You can't forecast a Steeling Stance, then play Transcendent Master).
I'll call it Second Thoughts Magic. Or Not Completely Mental Magic.
I'd just need people to help do their own results.
I have some disagreements with how my deck was scored,
noting that the 1 damage at a time rule applied only to damage dealt to players and also that combat damage is dealt simultaneously by all attacking creatures.
This changes the result of me vs Dragondart to a draw, because I can either block a saproling and gain a bunch of life (doing damage to a creature), which it would take a bunch of turns to deal back to me or I can attack with an indestructible dude and force a block to gain a bunch of life.
I would do my full results if I actually had time.
I have some disagreements with how my deck was scored,
noting that the 1 damage at a time rule applied only to damage dealt to players and also that combat damage is dealt simultaneously by all attacking creatures.
This changes the result of me vs Dragondart to a draw, because I can either block a saproling and gain a bunch of life (doing damage to a creature), which it would take a bunch of turns to deal back to me or I can attack with an indestructible dude and force a block to gain a bunch of life.
I would do my full results if I actually had time.
This is a very unfortunate misunderstanding. Your reading of the rules there is correct, so I can't really rule against you, however, the intent, how many other people submitted decks, and how I scored them all act as if there was a clause stipulating that all but 1 damage from each source is prevented. Additionally, the Bitterblossom deck would be an illegal submission.
I'd like to get some suggestions as to how to fix this, as every possible solution I see shafts someone.
Anyone?
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0. Overview
Two Card Blind (2CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit two-card decks which are played against each other. 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 rules of Magic.
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. Each player owns an infinite supply of Basic Lands of each type outside the game. These may be played as if they were in his or her hand.
1.4b. You may play only one land from your hand in addition to only one land from outside the game during your turn; however, continuous effects may increase these numbers (if a card states that you may play an additional land this turn, you may play one from your hand, one from outside the game and one from either your hand or outside the game).
1.4b'. Playing lands from your hand will make you a better person. Officially.
1.5. A random effect produces the result that least benefits the owner of the source of the effect.
1.6. Each player plays two games (one match) against each other player.
2. Tournament Rules
2.1. Players submit their decks to the 2CB moderator.
2.2. Decks are subject to some restrictions.
2.3. Points determine tournament standings.
2.5. The player with the most PotM points over the course of a month is the Player of the Month. 2.5c. Each week, .5 PotM points will be given to the deck deemed most creative and original.
2.5d. Each week, after the grid is posted, the first player to able to post a deck that can successfully go 6-0 over every deck in the grid will also receive 1 PotM point.
November 2011- ???
11/11/11-???
Batman 1 Week Special- WhamWhamme
October (Batman) 2011- VikingMetal4L
10/28/11 (Joker Week)- VikingMetal4L
10/21/11 (Mr. Freeze Week)- Antonia
10/15/11 (BANE Week)- DragonDart
10/9/11 (Two-Face Week)- Feyd_Ruin
September 2011- VikingMetal4L
9/30/11 (Innistrad Week)- Benbuzz790
9/23/11 (Normal Week)- Personman
9/16/11 (Normal Week)- VikingMetal4L
Decks:
1 Heart of Draco- King Nothing
Elixir of Immortality / Felidar Sovereign
An alternate win was cool, as was strong lifegain and recursion, but I lose to tokens and Shortfang...a bad plan.
2 Error1- R(one) and Hydra!
Molten Hydra / Rock Hydra
Rock Hydra was essentially 11 ones on a warm body. It only really came up twice or so. Molten on teh other hand might actually be a legitimate 2CB card. Made me laugh though.
3 Some One- Sour Flower
Bitterblossom / Bitterblossom
This would have been alright, but but starting at 11 and using 2 cards that kill you almost as fast as you kill them was not the correct decision. Hope to see another shot next week.
4 Draco9- There Can Only Be One!*
Squandered Resources / Door to Nothingness
Squandered Resources was a Legitimate ramp card, but I think Emploration would have been a strictly better (though I'm not sure that came up) choice. The fast, alternate kill would have been great were it not for a bit of counter and discard.
5 WhammWhamme- Why Mess With a Winning Formula?*
Syncopate / Lich Lord of Unx
Because you'll end up with an ok score instead of a winning one. Good choices though. Syncopate worked well, and the exile part came up more than once. The life loss was effective this week.
6 Benbuzz790- Dirty Rat
Nezumi Shortfang / Plaguespitter
Great choices. You shut down tokens and hands, and there wasn't much else there this week. Congrats!
7 LSK- Long Walk on the Beast
Time Walk / Anurid Scavenger
This combo is starting to irk me, as there are few weeks it doesn't work for. 3rd isn't exactly dominating, but you make a point for a plausible ban.
8 VikingMetal4L- Antipoke Angel
Elixir of Immortality / Guardian Seraph
Very techy choice. You prettymuch only beat "dumb aggro" and token decks, but I have to compliment your rules use in this deck. You also received the creativity bonus (though I don't like giving to the 2 time champ, you earned it by thinking this deck out).
9 Feyd_Ruin- Whichipate? Not Datipate.
Dissipate / Inkmoth Nexus
Good way of implementing both the recent counter-bans and the land rule. Like Syncopate, Dissipate's exile clause makes it better in a format with heavy recursion themes.
10 Antonia- Don't Mourn For Target Permanent.
Vindicate / Nezumi Shortfang
Handling both the field and the hand was hard to beat for most decks. The one drawback to this deck was no second threat.
11 Shogun17- Shogun's Thematically Appropriate Pet Deck
Exploration / Beacon of Creation
Your pet deck might not be around much longer, as that card is almost as bad as RSZ, being recurrable and scaling all at once.
12 TANE- Still Alive
Pestilence / Stillmoon Cavelier
I liked this deck (I have a pauper deck based around this theme with Order of Leitbur), but it was just too slow. The deck I thought it would simply ace (tokens) even beat it by just going faster. The protection came up a couple times though. You get a bonus for the construction though.
13 DragonDart- Beacon of Negation
Negate / Beacon of Creation
Good take on the token theme. The biggest use for this was against all in decks and as a counter-counter, and it was marginally more effective than the speedy tokens build.
14 Personman- Hesitation and Nezumi Shortfang.dec
Hesitation / Nezumi Shortfang
It was amusingly sinister to watch people have to tap out for one spell, only to lose the other to discard. I don't thing Hesitation is a great card, but this was a good home for it.
15 Thundersnow- Redundent Master
Transcendent Master / Transcendent Master
I can't say a slow fatty was good when it only does 1 damage, but I'd really like to see this card in a normal week. Also, if something beats your card, and you include two of the same, it beats your deck. Food for thought.
THE GRID: (coming sometime soonish)
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5
1 | X 6 6 0 0 6 0 6 0 0 2 6 0 0 6 38 2.7
2 | 0 X 6 0 6 2 0 0 2 2 0 6 0 4 2 30 2.1
3 | 0 0 X 0 0 0 0 0 6 0 0 0 0 0 0 06 0.4
4 | 6 6 6 X 6 0 0 6 0 0 0 6 0 1 6 43 3.1
5 | 6 0 6 0 X 2 2 6 2 2 0 6 0 2 6 40 2.9
6 | 0 2 6 6 2 X 2 0 6 2 6 6 6 4 6 54 3.9
7 | 6 6 6 6 2 2 X 6 0 2 2 6 4 2 4 54 3.9
8 | 0 6 6 0 0 6 0 X 0 2 6 2 6 0 6 40 2.9
9 | 6 2 0 6 2 0 6 6 X 1 2 6 0 2 6 45 3.2
0 | 2 2 6 6 2 2 2 2 4 X 2 6 6 4 6 52 3.7
1 | 6 6 6 6 6 0 2 0 2 2 X 6 2 2 6 52 3.7
2 | 0 0 6 0 0 0 0 2 0 0 0 X 0 0 4 12 0.9
3 | 6 6 6 6 6 0 1 0 6 0 2 6 X 0 6 51 3.6
4 | 6 1 6 4 2 1 2 6 2 1 2 6 6 X 6 51 3.6
5 | 0 2 6 0 0 0 1 0 0 0 0 1 0 0 X 10 0.7
Benbuzz790 and LSK are #1 on 11/11/11 week!
This Weeks's Standings:
Benbuzz790.........54 3.9
LSK....................54 3.9
Antonia...............52 3.7
Shogun17............52 3.7
DragonDart..........51 3.6
Personman...........51 3.6
Feyd_Ruin............45 3.2
Draco9................43 3.1
WhammWhamme...40 2.9
VikingMetal4L.......40 2.9
Heart of Draco......38 2.7
Error1.................30 2.1
TANE..................12 0.9
Some One.............6 0.4
Ones:
Error1.................21! (Way to live up to your name!)
Thundersnow.......10
Some One............8
Benbuzz790..........7
Personman...........6
Antonia...............6
Feyd_Ruin............5
TANE..................4
WhammWhamme...3
DragonDart...........3
VikingMetal4L........2
Shogun17.............2
Heart of Draco.......1
Draco9.................1 (I guess both Dracos wanted to go for the Meta-One)
LSK......................1
Error1 gets the Bonus point for not only beating out everyone, but beating out any 2 other people. If you add up the 8 lowest out of 15, they add up to 17...which is still 4 points short. In fact, his card with fewer ones would have tied for first by itself.
Card Frequencies:
Nezumi Shortfang: 3
Elixir of Immortality: 2
Beacon of Creation: 2
Bitterblossom x2
Transcendent Master x2
POTM- November
Benbuzz790.........4.4
LSK....................3.9
Antonia...............3.7
DragonDart..........3.6
Personman...........3.6
Feyd_Ruin............3.5
Shogun17............3.4
Draco9................3.2
Error1.................3.1
VikingMetal4L.......3.4
WhammWhamme...2.9
Heart of Draco......2.7
TANE..................1.4
Some One............0.4
Next Week is Normal Week With The Exception of Using Draco9's Land Rule Week
Note: You draw on your first turn even when on the play.
This essentially negates the Extra Land Rule, as both lands from outside the game and in your deck would both be from your hand. This is instead of the land rules normally used. Please post any other questions you might have.
Md5: 34d8b7cfbc61d52e08f1d9e3d767e832
Last Week:
King Nothing
Notes:
Time Walk, Beacon of Creation, and Nezumi Shortfang are next on the chopping block. A poll is going up to see what people think about them.
vs 1: 6-0
Hypothesized: 6-0
1. Elixir
1.
2. Pop. 25.
2. Shortfang
3. Play elixir, Pop? 30
3. make discard sov, flip
4. play elixir, pop 35
4. 32, swing, 31, play hesitation
5. draw sov
5. 29, swing, 28
6. draw elixir, pop hesitation
6. 25
7. Cast Sovereign. Proceed to gain 1 per turn while losing 3, or 0 while losing 2.
Checking alt turn 3:
3. keep in hand
3. discard sov
4. cast/use elixir 30
4. activate/flip, cast hesitation
5. Draw sov
5. 28, attack, 27
6. same as before
6-0
He gets to shoot even a flipped shortfang way before it wins.
EDIT: Listed as 1-4 in the grid, but I don't understand why. T2 hesitation, t2 throws RH into it, t3 shortfang, t3 hydra, three turns and he can kill it, leaving him with a threat and me with none.
vs. 3:
vs. 4:
6-0, discard wins.
vs. 11: listed as 1-4, should be 3-3
T1: Ex
T1:
T2: Beacon 4
T2: Shortfang
T3: Beacon 6, swing 4
T3: 16. Hesitation, but I obviously lose to 10 power.
T1:
T1: Ex
T2: Hesitation, draw.
T2: Shortfang
T2: Beacon 4
T3: Hesitation
T3: Swing 4
T4: 16. Activate, flip
T4: Swing 4.
T5: 12. Drain 2.
T5: Swing 4, but one dies. I take 3 + 2 + 1 = 6 more damage, leaving me at 6 before I win.
1 2 3 4 5 6 7 8 9 0 1 2 3 4 5
6 0 6 3 X 3 3 6 0 3 6 6 6 6 3
I think that's right, anyway.
Also Time Walk shouldn't be banned the problem is Anurid Scavenger.
I support all of those bans... like usual.
I don't really understand why Shortfang wasn't played and then banned ages ago; that happened in the original 2CB quite quickly.
Time Walk.. enh. Leaves Anurid/Chant as a not-as-good version, so I guess I'm okay with it. I do really think Anurid should be part of the game.
I prefer banning the card that is useless without the other card, so that a lesser version of the deck can be played (like Gargabalance). If multiple cards are problems, I'll ban Scavenger.
Shortfang takes time to get going, and that time can really cost it, especially in what you can combine with. It still might make the ban list.
Beacon has been one of the top few decks from several weeks. It's almost identical to Red Sun's, but situationally better or worse. Like RSZ, it is both recurring and scaling, which I don't think is legit.
I agree about Time Walk, and would not be surprised to see Chant banned as well, whereas I think there are other fun things to do with Scavenger.
*Takes a Bow*
Though I'm a fan of Hesitation and Nezumi Shortfang.dec. Also, Countersun 2: Feline Bugaloo
Anyway, I think both VM4L and HoD should 6-0 all the Nezumi Shortfang decks (Benbuzz, Antonia, Personman). I wrote out results for one of the closer races:
HoD vs Personman, Personman on play
1P
1H Elixir
2P Nezumi
2H shuffle (HoD 16)
3P Nezumi discards Sovereign, flips.
3H (HoD 13), Elixir shuffle (HoD 18)
4P Attack (HoD 17), Hesitation
4H (HoD 14) draw a card
5P Attack (HoD 13)
5H (HoD 11), draw second card
6P attack (HoD 10)
6H (HoD 9) pitch Sovereign to Hesitation
7P attack (HoD 8)
7H (HoD 6) Elixir shuffle (HoD 11)
8P attack (HoD 10)
8H (HoD 7) If HoD draws Elixir, he can net +1 life/turn to stabilize and win. So suppose instead HoD draws and plays Sovereign.
9P no attack
9H (HoD 4) Draws Elixer, nets his +1 life/turn to stablize and win
Also: was it decided that the perfect deck bonus was worth a full point rather than 1/2?
HoD, could you start posting special format rules in the results thread? It makes checking results much, much nicer. Thanks!
Haha, yeah. I laughed when I read that second one.
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
Actually, vs. Personman:
1VM: Elixir
1P:
2VM: Shuffle (16)
2P: Nezumi
3VM: Elixir
3P: Hesitation
4VM: Seraph--countered
4PM: If Elixir is ever used, VM will draw it, and be forced to discard. I didn't realize that you and I could just not play spells and force the draw.
1P:
1VM: Elixir
2P: Nezumi
2VM: Shuffle (16)
3P: Hesitation
3VM: Regardless of which spell you play, the other is discarded.
4-1 Personman
vs. Benbuzz790
1VM: Elixir
1BB:
2VM: Shuffle (16)
2BB: Nezumi
3VM: Elixir
3BB: If VM Shuffles, activate Nezumi during draw step. If Elixir is discarded, Nezumi races Seraph. If VM doesn't shuffle, the process repeats, ending in a draw.
4VM: Discard Seraph. Play Elixir. (21 from EOT shuffle).
VM forces win by going to Infinite life and racing.
It actually goes the same on the draw.
6-0 VM+HoD
vs. Antonia
Can't stop the Elixir Shuffle, but even if VM/HoD gains Infinite Life, they still can't stop the Shortfang Discard. If they ever choose the threat over the Elixir, it gets vindicated.
2-2
I'll reflect all of these changes. I didn't use the Elixir creatively enough.
Which? The Bugaloo one or the very descriptive one?
Forgot I changed the value on that!
Well Benbuzz790, you're still winning, but not by a huge amount anymore.
Time Walk
Nezumi Shortfang
Beacon of Creation
Anvil of Bogardan
I'm not feeling as pro-ban after the large bans after last month, so there would have to be a larger majority against these cards to ban them.
Those cards are worded that way so that you can't lock out your opponents by making them discard during draw step.
Nezumi can't do that because it flips, so it can feel free to activate anytime.
This concept led me to put the most evil creature on a Mimic Vat. Before Innistrad, I would put Liliana's Specter in a Vat and lock out my opponent by making them discard every card during draw step while blocking their existing creatures using the token.
Seconded. I'd really like if all of the XCB games started doing this. It's a pain to have to find last week's thread to figure out how the matches play out.
Also, I have a few corrections to my scoring:
4 vs. 11 (Squandered Resources / Door to Nothingness vs. Exploration / Beacon of Creation)
Listed as 2-2, should be 0-6.
I kill on my 4th turn. He can't activate Door until his 6th turn.
9 vs. 11 (Dissipate / Inkmoth Nexus)
Listed as 6-0, should be 2-2.
When I go first, I cast turn 2 Beacon which he can't counter yet. My 4 guys outrace his Nexus.
11 vs. 14 (Hesitation / Nezumi Shortfang)
Listed as 4-1, should be 2-2.
When he goes first, he uses Nezumi on my upkeep 3rd turn. I hit him for 4 on the third turn (7). After that he leaves Stabwhisker back to block. He takes 3 and eats a guy (4). He takes 2 and eats a guy (2). He takes 1 and eats a guy (1). Now I only have 1 guy and he can block it, leaving me dead from his other ability.
Yep.
Here are this week's top decks by deck type:
1st: Nezumi Shortfang/Plaguespitter (54)
1st: Anurid Scanveger+Time Walk (54)
3rd: Shortfang/Vindicate (52)
3rd: Beacon of Creation/Exploration (52)
4th: Beacon/Negate (51)
4th: Shortfang/Hesitation (51)
Every deck above 60 points is the same as every deck that used a card on the chopping block.
Timed Attack
Your deck must win the game on turn X (a particular turn, or a range of turns) against a blank deck.
Early Harvest
Players begin the game with five basic lands of his or her choice on the battlefield, and five basic land cards of his or her choice in hand.
Poisonous Magic
Whenever a permanent becomes tapped, that permanent's controller loses 2 life and gets a poison counter.
Mental Magic (a.k.a. Give Heart of Draco a headache)
Players may play nonland cards as though they were other nonland cards of his or her choice among the submitted cards if they share the same mana cost. Your deck can't have two cards with the same mana cost.
For example: Player A submits Reverberate and Kamahl, Pit Fighter. Player B submits Pithing Needle and Akoum Boulderfoot. Player A can cast his Kamahl as Akoum Boulderfoot if he or she desires, or any other card submitted by other players that costs :4mana::symr::symr:.
Ahahahahaha! haha hah ha ha ahahaha ha!
I love it.
Let's not do it.
What he said.
However, I wouldn't mind doing a variant, where you submit a normal deck, but each card has an alternate usage as another card, which you also submit.
Example:
I submit Cenn's Tactitian, which I want to be able to double as Path to Exile, and Lich Lord of Unx, which I want to be able to double as Consult the Necrosages.
You only decide which one it is when that spell would leave your hand or if it would otherwise effect the game (You can't forecast a Steeling Stance, then play Transcendent Master).
I'll call it Second Thoughts Magic. Or Not Completely Mental Magic.
I'd just need people to help do their own results.
noting that the 1 damage at a time rule applied only to damage dealt to players and also that combat damage is dealt simultaneously by all attacking creatures.
This changes the result of me vs Dragondart to a draw, because I can either block a saproling and gain a bunch of life (doing damage to a creature), which it would take a bunch of turns to deal back to me or I can attack with an indestructible dude and force a block to gain a bunch of life.
I would do my full results if I actually had time.
This is a very unfortunate misunderstanding. Your reading of the rules there is correct, so I can't really rule against you, however, the intent, how many other people submitted decks, and how I scored them all act as if there was a clause stipulating that all but 1 damage from each source is prevented. Additionally, the Bitterblossom deck would be an illegal submission.
I'd like to get some suggestions as to how to fix this, as every possible solution I see shafts someone.
Anyone?