01 Feyd_Ruin :: Bad Deck.dec Necrotic Sliver / Serendib Djinn I had totally meant to ban Bitterblossom to diversify the round, but forgot to put it on there. I didn't realize it until I got the first three entries. By then it was too late As such, I did horribly.
02 Sir Mu :: Drive-By Bitterblossom / Hit // Run Hit was a suprisingly good card. Killing a single token proved pivitol against even first turn Blossom matchups. Run was never cast.
03 Draco9 :: Blasphemy! Innocent Blood / Preacher If this had been a mayor round, you would have done well. I knew blossoms would see a lot of play when I forgot to ban it.. But not to this extent…
04 Error1 :: Augur Faeries Bitterblossom / Augur of Skulls Augur was a suprising beast this round. His regeneration made you beat through opposing Blossoms, and discard helped a couple of times.
05 Antonia :: The Other 3rd-Turner Rofellos, Llanowar Emissary / Umbral Mantle A third turn kill that beats an unassisted Blossom play and draw.. Very nice. Unfortunately, most blossoms came with backup or speed, which made you 3-3 most of the field.
06 WhammWhamme :: I'll still play half my deck! Vhitu-Ghazi, the City Tree / Path to Exile You lost to bitterblossom. That accounted for 2/3rds of your matches this round. Feel free to curse me for forgetting to ban it for diversity sake.
07 Reyemile :: Lilliana's Faeries Bitterblossom / Lilliana of the Veil The ability to make your opponent sac a single creature was pivitol against Blossom matchups. Liliana served you well.
08 VikingMetal4L :: Blightning Fast Faeries Bitterblossom / Blightning The discard came into play a few times, but it was the lightning bolt portion that gave you wins against blossoms the most.
09 Catmurderer :: Faeries of the Township Hypergenesis / Emrakul, the Aeons Torn You went from easily winning the round, to doing not so well with us having to revert your deck. Your comical losses were to discard. Emrakul was in your library when 'genesis went off
10 TANE :: Virulent Faeries Bitterblossom / Virulent Swipe Virulent Swipe gave you a couple of wins, but was otherwise a let down.
11 benbuzz790 :: Hey Look.. More Faeries Bitterblossom / Contested War Zone The War Zone gave you 1 win (Emrakul), but would have otherwise begged to be any other land. I'm surprised no one tried Pendelhaven.
12 Mogg :: Port of the Faeries Bitterblossom / Rishadan Port A first turn Blossom only barely beats a 2nd turn blossom. Porting it to 3rd gave you pivitol turn on your play. On your draw, you still tied out.
13 fnord :: Faeries Sanctuary Bitterblossom / Island Sanctuary Sanctuary came into play once. I expect you expected nonblossom fat, which would have served you well. Unfortunately, it was mostly unused.
14 Personman :: OMG Stop with the Faeries already! Bitterblossom / Arcane Denial Arcane Denial actually helped a bit this round. Against an unassisted blossom, you could win instead of drawing, since you slowrolled and countered their opposing blossom.
15 Parsley :: Faeries? Pft. I like WOLVES! Sol Ring / Garruk Relentless This deck.. Confuses me. It's quite the headache to calculate against Blossoms. I'll comment again later.. Lol
There were 15 players with 105 matches and 210 total games.
14 hands ended in a draw. 11 matches had at least one draw.
That's 7% of all games, averaging 1 games per player.
The following player(s) had the most drawn games, with 6 total draws: Mogg
14 matches were a 3-3 split.
That's 13% of all matches, averaging 2 matches per player.
The following player(s) had the most split matches, with 5 total splits: Antonia
66 matches were a 6-0 sweep.
That's 63% of all matches, averaging 4.7 matches per player.
The following player(s) had the most 6-0 match sweeps, at 9 total sweeps: Error1 : VikingMetal4L
There were 22 unique cards submitted, out of 30 total.
1 cards were repeated:
Next Round will be 'Enlightened Tutor Week'.
Entries are due Saturday Night at Midnight.
Enlightened Tutor Week
Nonartifact, nonechantment cards are banned this week. If Enlightened Tutor can't search it out, you can't submit it.
NOTE: I will be moving next weekend, so this next round may be a day or two late.
Resources
Basic 2CB Rules
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.
Unlike normal Magic, 2CB uses a "land rule" to allow players to cast their spells; players have access to basic lands of their choice to play each turn, and each player may play an additional land each turn from his or her hand.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the rules for a normal game 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 number of basic land cards outside of the game. A player may play one of these lands any time he or she could normally play a land. A player may play one additional land each turn from his or her hand.
1.5. Until each player has completed two turns, cards in a player's hand can't be moved by effects of sources an opponent owns, and spells can't by countered by effects of sources an opponent owns. The effected player may choose to ignore these effects if they are beneficial to him.
1.6. A random effect produces the result that least benefits the owner of the source of the effect.
1.7. Each player plays two games (one match) against each other player.
1.7a. Each player is the starting player once per match.
1.7b. If no player can win, then the game is a draw.
1.7c. Games are played with perfect information.
1.7d. 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. Players submit their decks by private message (pm).
2.1b. A player may submit multiple decks, but only the most recent deck is counted.
2.1c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any offending cards have been removed or replaced.
2.1d. 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 2.4a).
2.1e. A player may name his or her deck. If a player does not, then the moderator may name it.
2.2. Decks are subject to some restrictions.
2.2a. A player may not submit a deck that can win the game before the end of 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 all rules.
2.2c. A deck may include any number of any card legal in Vintage (Type 1).
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.
2.2e. A deck may not include any cards on the 2CB Banned List.
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 (a win and a loss).
2.3c. The combined result of both games in a match is called a "match result". Possible match results are: 6 – two game wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, and 1 – a draw and a loss.
2.3d. A table of match results is posted each round. Its rows represent players and its columns represent opponents. A player's points are listed at the end of his or her row.
2.4. The player with the most Player of the Month (POTM) points over the course of a month is the Player of the Month.
2.4a. A month includes all rounds for which decks are due during that month.
2.4b. Each round, each player receives POTM points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer. For example, a player scoring 6-6-6-6-X-0-0-0 in a round with 8 decks receives 340 POTM points (24 / 7 x 100).
2.4c. Each round, 50 POTM points may be awarded to the player who submitted the most creative deck, as determined by the moderator or by poll.
2.4d. Each round, for one week after the submitted decks have been posted, 50 POTM points will be awarded to the first player to post a deck that scores 6 points against each submitted deck.
Wait a minute... if we are playing to lose against Antonia...do we also have to lose against her deck submission that only Feyd knows about? :confused:... And Antonia has to submit a deck that loses to herself...which magically gives WhammWhamme a clone of his girlfriend. Mind. Blown. Shouldn't it be Straw-woman?
So what is the final verdict on the counterspell rule?
Wait a minute... if we are playing to lose against Antonia...do we also have to lose against her deck submission that only Feyd knows about? :confused:... And Antonia has to submit a deck that loses to herself...which magically gives WhammWhamme a clone of his girlfriend. Mind. Blown. Shouldn't it be Straw-woman?
So what is the final verdict on the counterspell rule?
The deck is posted below the special rules
I'd still like the counterspell rule to be in 2.2a.
For now, until a better answer presents itself, counterspelling and discard is part of 1.5.
1.5. Until each player has completed two turns, cards in a player's hand can't be moved by effects of sources an opponent owns, and spells can't by countered by effects of sources an opponent owns.
So wait, Thoughsieze, Hymn to Tourach, etc., are legal now--we just don't get any effect from them if we play them early?
Actually, that's interesting since it makes a bunch of new cards playable...
Edit: actually, that's kinda dangerous.
Previously, you could wipe out an opponent's hand on the play after their turn 2, meaning they would never get to cast 3-drops. But they would at least be able to play their 3-cost spells when you were on the draw. Now, however, you can play Hymn or Gerard's Verdict or whatever and hit them after their turn 2 on the play OR on the draw. That changes the metagame significantly, although whether that change is for the better or for the worse remains to be seen...
Edit edit: As written, Land/Tempting Wurm seems like a good deck, since you get an early 5/5 with no drawback--it's effect can't "move" cards from the opponent's hand!
So wait, Thoughsieze, Hymn to Tourach, etc., are legal now--we just don't get any effect from them if we play them early?
Actually, that's interesting since it makes a bunch of new cards playable...
Edit: actually, that's kinda dangerous.
Previously, you could wipe out an opponent's hand on the play after their turn 2, meaning they would never get to cast 3-drops. But they would at least be able to play their 3-cost spells when you were on the draw. Now, however, you can play Hymn or Gerard's Verdict or whatever and hit them after their turn 2 on the play OR on the draw. That changes the metagame significantly, although whether that change is for the better or for the worse remains to be seen...
Edit edit: As written, Land/Tempting Wurm seems like a good deck, since you get an early 5/5 with no drawback--it's effect can't "move" cards from the opponent's hand!
Each player has to have completed 2 full turns, including you. Hymn to tourach still has no effect until your third turn, play or draw. It is no faster then Blightning.
The only real way to abuse this is with Leyline of Anticipation, netting you a half turn advantage.. but then you don't have anything to kill with.
There may need to be a "Your opponent may ignore this rules" or something in there against tempting wurm type cards.
I'm still wanting both rules within 2.2a.
We just can't find a clean wording.
-----------------
Decks Posted
Plenty left to calculate, unfortunately
Edit: My noncheat: The Discreditable Duke Neuters a Rope
----------
Matchup notes:
Blossom v Blossom (without mitigating factors) would be 3-3.
You each die to your suicide on your play.
So, since you would lose playing blossom first, you hold.
So they hold, or they die.
So it's 2-2.
If the 2nd card can deal 1 damage, it's often 6-0 or 3-3
Note: Coercion has technically been illegal all along, just because of Eladamri's Vineyard. It is why a reworking on permission and discard is needed, and why rule 1.5 exists in the meantime.
I considered submitting this deck before coming to the conclusion that it was illegal because it won on the play. Am I mistaken?
It'll be one Summon-Sick token ahead at all times.
However, the deathtouch keeps him from killing through.
The Lifelink makes Antonia survive and the Township deck suicide itself.
It'll be one Summon-Sick token ahead at all times.
However, the deathtouch keeps him from killing through.
The Lifelink makes Antonia survive and the Township deck suicide itself.
You're forgetting something--Township goes live one turn before Vault. It's possible I miscounted, but I thought the one big swing with three 2/2's into 3 1/1's put it ahead.
You're forgetting something--Township goes live one turn before Vault. It's possible I miscounted, but I thought the one big swing with three 2/2's into 3 1/1's put it ahead.
She swings with 14 guys. Lifelink / deathtouch. He blocks 13, saves two 15/15s. (this is the part I missed. He doesn't have to block all of them.)
She goes to 15, he goes to 4.
She has 1 token (1/1), he has 2 tokens (15/15).
17 (Life: 3 v 15) (Tokens: 2 x 15/15 vs one 1/1) Swing. Chump 1.
Antonia's dead.
I guess catmurderer's deck doesn't work.
I'll have to revert to his previous entry...
I considered submitting this deck before coming to the conclusion that it was illegal because it won on the play. Am I mistaken?
I came to the same conclusion while considering decks. My explanation is in the spoiler.
Decks are denoted as follows:
1: Bitterblossom / Gavony Township
2: Bitterblossom / Vault of the Archangel
1: Township, Bitterblossom
2: Vault, Bitterblossom
1: 19, 1x 1/1
2: 19, 1x 1/1
1: 18, 1x 1/1, attacks with one Faerie (blocked)
2: 18, 1x 1/1
1: 17, 2x 2/2, attacks with one Faerie (no block)
2: 15, 2x 1/1
At this point, the Vault deck needs to gain life to win. Suppose the Vault player attacks with everything when that player is at 1 life and the Township player is at 3 (going to 2 on upkeep). The Township player blocks all but one token, going to 1 on upkeep. Then, the Township player counter-attacks with his or her two biggest tokens, both of which have power equal to 1 + the amount of life that the Vault player gained. The Vault player only has one blocker, so one token gets through, and the Township player wins.
That's what's going to happen if we continue this in LabCB. Banning similar cards is a good idea too, but I'm sure some will slip through the cracks. If bitterblossom hadn't been banned, what would everyone have submitted? I probably would have gone with something like exploration / Avenger of Zendikar, or Fleshbag marauder / sun titan, in anticipation of big creatures that can be chumped by bitterblossom, and attempting to beat them.
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
I don't think banning the card helps that much. There are enough cards in magic that you can almost always find something similar.
I would have gone with something like Goblin Assault / Augur of Skulls
I think if we use my deck for next week it would be pretty interesting. The difference between a deck doing everything T1 and one doing it much later should force better strategy to come into play
Note: Coercion has technically been illegal all along, just because of Eladamri's Vineyard. It is why a reworking on permission and discard is needed, and why rule 1.5 exists in the meantime.
I don't think that's correct. Unless you can also force the opponent to play Eladamri's Vineyard they can simply choose to not play it.
This is the results for round 2.20 and the start for round 2.21.
Round 2.20 Next Round : 2.21 Resources
No longer staff here.
So what is the final verdict on the counterspell rule?
sorry. it was accepted.
The deck is posted below the special rules
I'd still like the counterspell rule to be in 2.2a.
For now, until a better answer presents itself, counterspelling and discard is part of 1.5.
No longer staff here.
Actually, that's interesting since it makes a bunch of new cards playable...
Edit: actually, that's kinda dangerous.
Previously, you could wipe out an opponent's hand on the play after their turn 2, meaning they would never get to cast 3-drops. But they would at least be able to play their 3-cost spells when you were on the draw. Now, however, you can play Hymn or Gerard's Verdict or whatever and hit them after their turn 2 on the play OR on the draw. That changes the metagame significantly, although whether that change is for the better or for the worse remains to be seen...
Edit edit: As written, Land/Tempting Wurm seems like a good deck, since you get an early 5/5 with no drawback--it's effect can't "move" cards from the opponent's hand!
Each player has to have completed 2 full turns, including you. Hymn to tourach still has no effect until your third turn, play or draw. It is no faster then Blightning.
The only real way to abuse this is with Leyline of Anticipation, netting you a half turn advantage.. but then you don't have anything to kill with.
There may need to be a "Your opponent may ignore this rules" or something in there against tempting wurm type cards.
I'm still wanting both rules within 2.2a.
We just can't find a clean wording.
-----------------
Decks Posted
Plenty left to calculate, unfortunately
Edit: My noncheat: The Discreditable Duke Neuters a Rope
----------
Matchup notes:
Blossom v Blossom (without mitigating factors) would be 3-3.
You each die to your suicide on your play.
So, since you would lose playing blossom first, you hold.
So they hold, or they die.
So it's 2-2.
If the 2nd card can deal 1 damage, it's often 6-0 or 3-3
No longer staff here.
Does that work?
The "without help" should stop Eladamri's Vineyard from making Coercion or Vex illegal.
Note: Coercion has technically been illegal all along, just because of Eladamri's Vineyard. It is why a reworking on permission and discard is needed, and why rule 1.5 exists in the meantime.
No longer staff here.
It'll be one Summon-Sick token ahead at all times.
However, the deathtouch keeps him from killing through.
The Lifelink makes Antonia survive and the Township deck suicide itself.
No longer staff here.
You're forgetting something--Township goes live one turn before Vault. It's possible I miscounted, but I thought the one big swing with three 2/2's into 3 1/1's put it ahead.
Note listen to my gut next time.:)
let's break it down.
1 Township / Blossom
1 Vault / Blossom
2 19 1t
2 19 1t
3 18 2
3 18 2
4 17 3. Pump. Swing with 2 2/2s. (1 is summonsick)
4 13 3
5 16 4. +3
5 12 4
6 15 5 +4
6 11 5
7 14 6 +5
7 10 6
8 13 7 +6
8 9 7
9 12 8 +7
9 8 8
10 11 9 +8
10 7 9
11 10 10 +9
11 6 10
12 9 11 +10
12 5 11
13 8 12 +11
13 4 12
14 7 13 +12
14 3 13
15 6 14 +13
15 2 14
16 5 15 +14
16 1 15
She swings with 14 guys. Lifelink / deathtouch.
He blocks 13, saves two 15/15s. (this is the part I missed. He doesn't have to block all of them.)
She goes to 15, he goes to 4.
She has 1 token (1/1), he has 2 tokens (15/15).
17 (Life: 3 v 15) (Tokens: 2 x 15/15 vs one 1/1) Swing. Chump 1.
Antonia's dead.
I guess catmurderer's deck doesn't work.
I'll have to revert to his previous entry...
Catmurderer : Hypergenesis / Emrakul, the Aeons Torn
T1: land : land/vault2/bb
T2: land : land 3/ fae1 19
T3: land/ Hyper3 : fae2 18,19/land4
T4: hyper2: fae 3, 17, 17/land 5 19,17
T5: Hyper1: fae 4, 18, 14 / land 6 21, 14
T6: Hyper0, Emmy: fae 5, 20, 10 / land 7 20, 10 (can’t use vault… have to use it to block emmy)
T7: Emmy swing, sac 6 lands, cept for vault, activate vault, block with 1fae, kill emmy
T8: swing with 4 fae, at 6 – hyper possibly at 3
T9: swing with 5 fae, at 1 – hyper possibly at 2
T10: swing with 6 fae, --- hyper possibly at 1
No longer staff here.
And yeah, I was going to do Bitterblossom Township originally, but I calculated it out and it wins against the strawman.
I came to the same conclusion while considering decks. My explanation is in the spoiler.
Decks are denoted as follows:
1: Bitterblossom / Gavony Township
2: Bitterblossom / Vault of the Archangel
1: Township, Bitterblossom
2: Vault, Bitterblossom
1: 19, 1x 1/1
2: 19, 1x 1/1
1: 18, 1x 1/1, attacks with one Faerie (blocked)
2: 18, 1x 1/1
1: 17, 2x 2/2, attacks with one Faerie (no block)
2: 15, 2x 1/1
At this point, the Vault deck needs to gain life to win. Suppose the Vault player attacks with everything when that player is at 1 life and the Township player is at 3 (going to 2 on upkeep). The Township player blocks all but one token, going to 1 on upkeep. Then, the Township player counter-attacks with his or her two biggest tokens, both of which have power equal to 1 + the amount of life that the Vault player gained. The Vault player only has one blocker, so one token gets through, and the Township player wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
edit:
Only 34 more matchups to go.I may have to take a break.
Only Parsley's matchups to go...and they're not easy :/
Grid calculated.
I expect corrections.
Too many Blossom variations; easily confusable.
No longer staff here.
I'd rather give up points.
If we ban the cards used in the test deck, then the format should be must better.
-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
I would have gone with something like Goblin Assault / Augur of Skulls
(that said augur of skulls might need a ban lol)
I don't think that's correct. Unless you can also force the opponent to play Eladamri's Vineyard they can simply choose to not play it.
R1:
A1: Bitterblossom
R2: Bitterblossom
A2: get a token
R3: get a token, play Liliana, kill Antonia's token
Liliana is in no danger, so Reyemile can charge her up and kill more tokens later.
1.
1. bb
2. bb
2. t=1 L=19
3. t=1 l=19, Lilliana, c=4
3. t=2 L=18 attack for 1, block
4. t=1 l=18 c=5
4. t=2 L=17 attack for 1, block, gain 1, L=18/18
5. t=1 l=17 c=6
5. t=2 L=17 attack for 1, block, gain 1, L=17/18
6. t=1 l=16 c=7
6. t=2 L=17 attack for 1, block, gain 1, L=16/18
7. t=1 l=15, Liliana ultimate c=1, put Bitterblossom and all lands but vault and in one pile, put all tokens and vault in the other. Ether way he loses
7. t=1 L=17
8. t=2 l=14, attack for 1, block c=2
8. t=1 L=16
9. t=2 l=13, attack for 1, block c=3
9. t=1 L=15
10. t=2 l=12 sac a creature, attack for 1, L=12/14, c=1
10. t=1 L=13
11. t=3 l=11 attack for 2, block 1 L=11/12 c=2
11. t=1 L=11
12. t=3 l=10 sac a creature, attack for 2 L=10/9