This is the results for round 2.22 and the start for round 2.23.
Round 2.22
This round was Manaverve.
Your starting life total was the total mana cost of cards in your deck. Fist of Suns, Show and Tell, and Sneak Attack were banned for this round.
02 Draco9 :: 05 :: Fateful Hour Gather the Townsfolk / Thraben Doomsayer Fatefoul hour was a nice trick. Swinging for 15 on 3rd is harsh, especially dodging spot removal and maze effects
03 ajfirecracker :: 08 :: The Red One Maze of Ith / Akroma, Angel of Fury Maze was a good call this round. Akroma was decent, but could have been better.
05 Error1 :: 14 :: Too Dross to party Chancellor of the Dross / Chancellor of the Dross Doulbe dross ensured several wins, but was often too slow when they didn't seal the deal turn 1.
06 Killer Of Giants :: 08 :: Furious Vengeance Planeswalker's Fury / Vengeful Pharaoh Fury was a very interesting call. I expect that you expected more double drosses and such.
07 Reyemile :: 06 :: Cryptic Cabal Cryptic Command / Cabal Interrogator This really punished the heavy-cmc players, but it was too slow for the fast-moving guys.
10 Antonia :: 13 :: Red Dawn Channel the Suns / Bringer of the Red Dawn Bringer was good, but the channel was unneeded. Although it pumped your life total up a bit, sacrificing a card for only a one turn difference hurt.
11 VikingMetal4L :: 11 :: 7 Minutes of Heaven Chancellor of the Dross / Fireblast 7 Damage on turn 2 gave you a small edge on double dross (atleast 1 more win), and hitting creatures was very relevant.
12 Catmurderer :: 11 :: Hue Hue Hue Iona, Shield of Emeria / Shining Shoal The Shining Shoal was great, atleast in theory. Didn't actually play out that well, but it was still quite awesome.
13 Niv :: 13 :: AVATAR (not the James Cameron one) Avatar of Will / Beacon of Destruction Avatar of Will should see more play. Beacon was nice this round. This was a very nice deck, it just needed a little more speed.
14 TANE :: 08 :: This ain't backbuild Near-Death! Protective Sphere / Near-Death Experience Interesting that this was the only deck that really tried to cheat with the life play.
16 fnord :: 02 :: One of Three Certianties Death's Shadow / Faith's Shield Its curious that no one put Death's Shadow with a 3-cost card that could deal damage to yourself (Porcelain Legionnaire or Volcanic Fallout?) That way you can win just as quickly, but survive 3 damage from Dross/Bolt/etc when needed.
There were 16 players with 120 matches and 240 total games.
7 hands ended in a draw. 5 matches had at least one draw.
That's 3% of all games, averaging 0.4 games per player.
The following player(s) had the most drawn games, with 4 total draws: Reyemile
6 matches were a 3-3 split.
That's 5% of all matches, averaging 0.8 matches per player.
The following player(s) had the most split matches, with 3 total splits: TANE
109 matches were a 6-0 sweep.
That's 91% of all matches, averaging 6.8 matches per player.
The following player(s) had the most 6-0 match sweeps, at 11 total sweeps: WhammWhamme : Mogg : fnord
There were 25 unique cards submitted, out of 32 total.
5 cards were repeated:
Next Round will be 'Normal'.
Entries are due Saturday Night at Midnight.
Normal
This week is a normal week. However, you will gain 10 bonus PotM points if you submit a deck with Chimney Imp in it. Additionally, you will earn the respect of the entire magic community if you do so and do even halfway decently. Good luck.
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. 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, then 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. 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 do any of the following before the end of an opponent's second turn, not counting any in-game assistance from an opponent:
20
1. Win the Game
20
2. Force a card in an opponent's hands to change zones.
20
3. Counter an opponent's cast spell. (Casting that spell is not considered assistance)
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.
(I believe)
My grid, deck 3:
0 0 X 6 4 6 3 0 0 6 6 6 0 3 0 6
Total: 44
I think I lose to Protective Sphere + Near-Death Experience when it is on the play, but I'm not 100% certain. When it's on the draw, my Morph is colorless beatdown with a threat to flip for the kill on T6.
Edit: Definitely 3-3 for that match.
Edit 2: I believe I beat double Chancellor of the Dross when I am on the play.
Turn 4: opp at 18 (after my swing)
Turn 5: 16
Turn 6: 10 (I un-morph and swing for 6)
Turn 7: -3 (just before he plays his first Chancellor, I swing for 13)
That's match 3 vs. 5, which you have posted as a pure draw. Perhaps you forgot about firebreathing?
Edit 3: I only 3-3 Reyemile since Cryptic can bounce lands. I thought it couldn't, which is why I had 4-1 before.
Wow, I totally somehow.. thought I had submitted.. but just didn't. I had all the time in the world last night, too :/ God damn it. I have to stop doing this if I ever want to win a POTM...
(I believe)
My grid: 0 0 X 6 2 6 4 6 6 6 6 6 0 3 0 6
I think I lose to Protective Sphere + Near-Death Experience when it is on the play, but I'm not 100% certain. When it's on the draw, my Morph is colorless beatdown with a threat to flip for the kill on T6.
Still really new to this, but how do I lose to you when I'm on the play? I can see it when you're on the play, but I've tried several times to see it when I'm on the play, and I can't.
Still really new to this, but how do I lose to you when I'm on the play? I can see it when you're on the play, but I've tried several times to see it when I'm on the play, and I can't.
As I said, I think I lose when you're on the play. I'm still figuring out for certain.
Edit: Yeah, the lines where I hold back the morph for a while don't work. This is definitely 3-3.
Also, how does this deck ever lose to Catmurderer's? I must be missing something...
You're right, he wins play/draw.
3's count for 2.
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).
Thank you all for calculating matches
I'll have to get the rest tomorrow, unfortunately.
..But its better then me having to post a day late, right?
Maze doesn't stop the annihilator trigger, and Emrakul shuffles back into my library after being sacrificed.
I don't play the Morph until I have 5 lands plus Maze of Ith or I've already been Emrakul'ed.
After being Emrakul'ed, I play lands until I flip the Morph over and swing for 6, then 13, then 14, etc. This kills you before you can hard-cast the Emrakul (with room to spare, as the 6-damage attack should be with you at 11 lands)
Also, the Morph can swing while face-down, so 6 + 13 is definitely enough.
I don't play the Morph until I have 5 lands plus Maze of Ith or I've already been Emrakul'ed.
After being Emrakul'ed, I play lands until I flip the Morph over and swing for 6, then 13, then 14, etc. This kills you before you can hard-cast the Emrakul (with room to spare, as the 6-damage attack should be with you at 11 lands)
Also, the Morph can swing while face-down, so 6 + 13 is definitely enough.
Doppleganger comes back. He dopplegang's Emrakul a second time on turn 5 and you die
I have a similar match-up vs. ajfirecracker, too. Through the Breach swings on turn 5 - which is still before aj can flip the morph - and then it's 1 land per turn vs. Annihilator 6 every second turn, which results in aj sacrificing everything and then dying before doing more than a few points of morph damage (to my 20pt life total)
I have a similar match-up vs. ajfirecracker, too. Through the Breach swings on turn 5 - which is still before aj can flip the morph - and then it's 1 land per turn vs. Annihilator 6 every second turn, which results in aj sacrificing everything and then dying before doing more than a few points of morph damage (to my 20pt life total)
So 6-0 to WhammWhamme as well.
Sigh... Emrakul, the Aeons Torn gets better every time I look at the card. You don't Annihilator me every turn, but it is every other turn. Somehow I forgot about his shuffle initially, and that it hits the whole graveyard.
0-6
Edit: Believe it or not, it was my belief that I'd 6-0 your exact deck that led me (in part) to pick mine.
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I am the author of the "Resource Advantage in Magic" series over on EternalCentral.com
As I said, I think I lose when you're on the play. I'm still figuring out for certain.
Edit: Yeah, the lines where I hold back the morph for a while don't work. This is definitely 3-3.
Nope, you were right. You still win even on my play.
You drop Akroma face down on your T3.
My Vengeful Pharaoh comes out on T5. My Planeswalker's Fury does nothing (first time I could use it is on my T4, and you would only have Maze of Ith in hand).
Your T5, you drop Maze of Ith, and you just keep sending Pharaoh back until you drop enough lands to morph. So, yeah, you 6-0.
oh he's not.
I forgot to edit that part out after remaking the post.
I never added a "Make sure the grid is complete before calc'ing winner" function, heh.
That is assuming that your hp is starting at below 20. If half of the assumption is that the enemy starts off at 20, why should you be considered differently?
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This is the results for round 2.22 and the start for round 2.23.
Round 2.22 Next Round : 2.23 Resources
No longer staff here.
I may or may not have time to work on the grid later.
If not, I'll get it tomorrow.
My anticheat for next week:
The Barefaced Church Censors The Rolls
(Hey bishop.. will you spread some butter on the ****s?)
No longer staff here.
My grid, deck 3:
0 0 X 6 4 6 3 0 0 6 6 6 0 3 0 6
Total: 44
I think I lose to Protective Sphere + Near-Death Experience when it is on the play, but I'm not 100% certain. When it's on the draw, my Morph is colorless beatdown with a threat to flip for the kill on T6.
Edit: Definitely 3-3 for that match.
Edit 2: I believe I beat double Chancellor of the Dross when I am on the play.
Turn 4: opp at 18 (after my swing)
Turn 5: 16
Turn 6: 10 (I un-morph and swing for 6)
Turn 7: -3 (just before he plays his first Chancellor, I swing for 13)
That's match 3 vs. 5, which you have posted as a pure draw. Perhaps you forgot about firebreathing?
Edit 3: I only 3-3 Reyemile since Cryptic can bounce lands. I thought it couldn't, which is why I had 4-1 before.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Still really new to this, but how do I lose to you when I'm on the play? I can see it when you're on the play, but I've tried several times to see it when I'm on the play, and I can't.
As I said, I think I lose when you're on the play. I'm still figuring out for certain.
Edit: Yeah, the lines where I hold back the morph for a while don't work. This is definitely 3-3.
Edit 2: Fnord's grid, as I am bored. It looks like he did really well, only losing to Maze of Ith and Chancellor of the Dross.
0 6 0 6 0 6 6 6 6 6 0 6 6 6 6 X
Edit 3: I don't think Iona, Shield of Emeria + Shining Shoal wins against Thraben Doomsayer + Gather the Townsfolk. It only redirects from a single source, and even if it didn't, you could always attack with only 3-4 power of tokens each turn, rather than the whole group of them.
Edit 4: I don't know how Bringer of the Red Dawn + Chancellor of the Dross ties against Chancellor of the Dross + Fireblast, since the blast doesn't do enough damage to kill Bringer.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 |
2 | 6 X 6 0 0 6 6 6 3 6 0 0 6 6 6 0 | 56
57? 6x9 = 54, 54+3=57?
Also, how does this deck ever lose to Catmurderer's? I must be missing something...
Edit: OIC. 3's count for 2... adjusting my total as well
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Also pretty surprised not to see Blazing Shoal + Chancellor of the Forge.
You're right, he wins play/draw.
3's count for 2.
Thank you all for calculating matches
I'll have to get the rest tomorrow, unfortunately.
..But its better then me having to post a day late, right?
No longer staff here.
Shadow+Rite is illegal since you can do 20 damage on t2.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
You're right about that. I missed that there's no "that player controls" or similar on Echoing Truth.
Need to get Feyd to fix this, as it looks like he took my earlier grid for you too seriously.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Maze of Ith / Akroma, Angel of Fury
vs.
09 Mogg :: 18 ::
Emrakul, the Aeons Torn / Shifty Doppelganger
6-0 -> 0-6
Maze doesn't stop the annihilator trigger, and Emrakul shuffles back into my library after being sacrificed.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I don't play the Morph until I have 5 lands plus Maze of Ith or I've already been Emrakul'ed.
After being Emrakul'ed, I play lands until I flip the Morph over and swing for 6, then 13, then 14, etc. This kills you before you can hard-cast the Emrakul (with room to spare, as the 6-damage attack should be with you at 11 lands)
Also, the Morph can swing while face-down, so 6 + 13 is definitely enough.
Further thought: You can Shifty Doppelganger again next turn... ouch.
You're right, it's 0-6. Darn.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Doppleganger comes back. He dopplegang's Emrakul a second time on turn 5 and you die
So 6-0 to WhammWhamme as well.
Sigh... Emrakul, the Aeons Torn gets better every time I look at the card. You don't Annihilator me every turn, but it is every other turn. Somehow I forgot about his shuffle initially, and that it hits the whole graveyard.
0-6
Edit: Believe it or not, it was my belief that I'd 6-0 your exact deck that led me (in part) to pick mine.
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/
Nope, you were right. You still win even on my play.
You drop Akroma face down on your T3.
My Vengeful Pharaoh comes out on T5. My Planeswalker's Fury does nothing (first time I could use it is on my T4, and you would only have Maze of Ith in hand).
Your T5, you drop Maze of Ith, and you just keep sending Pharaoh back until you drop enough lands to morph. So, yeah, you 6-0.
will finish the grid tomorrow still (sry! >_<)
No longer staff here.
Anyone find any decks that sweep the field yet?
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6
9| 6 3 6 0 6 6 3 6 X 6 6 6 6 6 6 0 | 70
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
oh he's not.
I forgot to edit that part out after remaking the post.
I never added a "Make sure the grid is complete before calc'ing winner" function, heh.
Edit:
Grid finished! :yay:
Mogg wins.
Life Total Statistics: Best I can tell is you need to go high or all-in-low.
No longer staff here.
It can be do a T2 kill... if the opponent's deck allows it or causes you to do it.
By itself it cannot do a T2 kill...
I'm confused and have been wondering about this. Personally I think it should be legal.
Also, I think for a special format like this Counter-spells should be legal earlier.
On the play:
Turn 1 cast Death's Shadow, which is a 10/10.
Turn 2, attack, then cast Rite of Consumption to finish off the opponent.
Right?
Check it out!
http://www.eternalcentral.com/resource-advantage-in-magic-part-1-one-shot-resources/
http://www.eternalcentral.com/resource-advantage-in-magic-part2-tempo/
I've also written a short primer on Manaless Dredge in Vintage:
http://www.eternalcentral.com/the-dredge-of-glory-an-introduction-to-manaless-dredge-in-vintage/