This is the results for round 2.27 and the start for round 2.27.
Round 2.27
This round was Two Headed Monster.
This week, we combined two creatures into one for half of our deck.
The Entries
01 Feyd_Ruin :: Soul Reaver Phyrexian Crusader+Nether Spirit / Innocent Blood After much deliberation, I went with something that skirted almost all removal, had a fast 3-hit clock, could tie out a lot of other clocks, and had anti-anti-removal removal.
02 Reyemile :: Invisible Jerk Invisible Stalker+Riptide Pilferer / Path to Exile Your three key pieces - discard, removal, antiremoval, all served you well many times. The faster clocks with antiremoval (like Elderwrithe) is what kept you down. Over a 3rd of the field planned to stop Path.
03 Draco9 :: Torpid Elder Spikeshot Elder+Torpid Moloch / Exploration Although you just broke even, this did extremely well when you take into account that it didn't pack a removal spell or any antiremoval. I expect you feared bridge decks, which I also somewhat expected. If you could have sped this up one more turn (not sure if that's even possible), you'd have garnered several more wins.
04 faradan :: Tumbly Rumbler Boldwyr Heavyweights+Rakdos Pit Dragon / Kira, Great Glass-Spinner Your antiremoval was an epic choice. Not a single player killed your Tumbly Rumbler after he hit the table. What kept you down was your win was a 5th turn slugger swing, in a field with 3rd and 4th turn wins.
05 Niv :: Goblin Goblin Goblin Lackey+Goblin Guide / Siege-Gang Commander When I considered lackey, I considered what creature combo he would put in play, rather than comboing himself. His haste gave you many wins on the play, since a single removal spell didn't stop you.
06 Keitaru :: Oxidda Engine Wurmcoil Engine+Oxidda Golem / Nature's Claim Nature's claim was a very intersting choice. Although only one Bridge showed up, it still had many uses, such as against exploration, anti-path removal, and Bitterblossom. It gave you several wins that path wouldn't (although Path may have given you more).
07 LSK :: Savage Spawn Spawnwrithe+Force of Savagery / City of Traitors This was a hard hitting Spawnwrithe. What it lost in protection it made up for in speed. I find it odd that PtE didn't have a larger showing. It's lack of a massive presence helped out quite considerably.
08 carolingian_tortoise :: Elderwrithe Spawnwrithe+Dungrove Elder / Exploration Exploration was a nice way to make him bigger and bigger. It came into play a few times, as it shows in your slightly higher placing then the other Elderwrithe. However, this lost you a speed in doing so, which kept you from pulling away too far.
09 Anaklusmos :: Blighted Stalker Blighted Agent+Invisible Stalker / Mindbreak Trap Dissipate would have given you several more points over Mindbreak Trap, but your little Stalker was resilient. Only a couple of cards got rid of him.
10 VikingMetal4L :: Iona's Big Sister Voidstone Gargoyle+World Queller / Mana Vault This was a very "Mogg" deck, if I'm allowed to say so. It was meddling mage on crack. Dodged removal if it needed to, stopped everything but 1st turn drops, and could tie out some of those by World Queller's sac ability. Naming Removal, and sac'ing lands was only used once, so hopefully people won't yell at you.
11 ajfirecracker :: True Tails True Believer+Eight-and-a-Half-Tails / Diabolic Edict Edict was a nice choice against all the hexproof. It performed better then Path actually. It's only drawback was that it was a turn late on the draw against most Spawnrithes. True Tails did decently, dodging removal and such, if just a little slow.
12 Madmanquail :: Unabomber Spikeshot Elder+Norin the Wary / Bitterblossom As of this writing, your new deck scores exactly 1 point higher then your old deck. I won't spoil the strategy, should you want to use it next round - but it worked decently. As for this deck, Norin was a nice way to bump up Spikeshot and let him skirt removal. Blossom was also good this round. The lack of a game against Writhe did you in (stupid trample), as well as the lack of speed. You get style points for using Norin, though.
13 Mogg :: Voice of a Few Dozen Emeria Angel+Voice of All / Path to Exile Voice coming down on 4th (or 5th against Edict/Blood) was what hurt you. Path worked well, but it being targetted hurt a bit, with there being 9 different creatures that could get around it. Had you gone with nontargetted (Innocent Blood), you could use the Angel's token to survive it and stop all the shrouders. It would have pushed you to the top. Personally, I think you knew all this and just wanted to make me say something other then "metagame genius" for once
14 Antonia :: Okay Lumberjack Orcish Lumberjack+Spikeshot Elder / Ensnaring Bridge Your new deck performed much better then your old deck, as you can no doubt tell from your high placing, compared to the other spawnwrithe decks. Bridge was nice, and being able to drop it on 2nd gave you plenty of spawnwrithe wins. Even against removal, you could wait a hundred turns, drop him and shoot your opponent to death IRSP to removal. Nice go.
15 AtheistGod :: Elderwrithe Spawnwrithe+Dungrove Elder / Hall of the Bandit Lord Interestingly, Hall gave you a win over City (Innocent Blood), but a half loss to the Voidstone and Chant decks. You scored right in the middle of the Writhe decks. Had there been more sorcery removal that you meta'd against, you would have faired better.
16 Tane :: Bob, Serra's Great and Powerful Duelist Kor Duelist+Serra Ascendant / Bonesplitter At first, I saw this as a random scrub deck, until I realized that it won on 3rd, rather then 4th. With lifelink, it gave a full 40 life differential by 3rd turn. Unfortunately, he was quite vulnerable. His first strike side of DS meant you could tie all nongrowing writhes by sitting with a 4/2.
17 WhammWhamme :: Piper of the Apocalypes Skyshroud Cutter+Elvish Piper / Emrakul, the Aeons Torn The Cutter/Piper combo eluded me completely (I might have actually banned Piper for Iona), and was a great find. The only things that kept you down were Piper's vulnerability, and the lack of stopping a 3rd turn win on your draw.
18 Lord Gilgamesh :: Sir Bloodghast Bloodghast+Black Knight / Geth's Verdict Prowhite with recursion was a great way to make sure he stuck around. Only the Spikeshot guys were able to kill your threat. Verdict was also nice, although being a 2 cost hurt several times.
19 DragonDart :: Drubbowon, the Muck Sage Muck Drubb+Anowon, the Ruin Sage / Lion's Eye Diamond By this point, I was hoping no one would play LED so I could lay down massive beats next round. Anowon was awesome at stopping writhes, and packed quite a punch. If he could have survived removal, he'd have gone all the way. Your love of Braids effects warms my heart, btw.
Next Round will be 'Two Headed Monster Redux'.
Entries are due Saturday Night at Midnight.
Two Headed Monster Redux
We're doing another back-to-back week. This round is the same as last week, except that all cards used this week are banned for next week. (This includes both heads of all monsters, everyone's regular card.)
One of your two cards this week will be a "Two Headed Monster." This two headed monster will be the combination of any two creature with the exact same mana cost.
Your Two Headed Monster will have all abilities and types of each of those two creatures. It's power and toughness will be equal to the combined power and toughness, respectfully, of those two creatures. Its Mana cost will be equal to the mana cost that your two creatures share (not combined).
Combinations that create any infinite or "near infinite" loops and combos are banned, as determined by the moderator's judgement
Additionally, no Transform, Level Up, or Flip creatures are allowed. Braids, Cabal Minion may also not be used in your creatures creation.
This is due to a couple of power level issues, and some rather complex interactions.
The mana cost for the two headed monster is the same as the cost you picked for your two creatures.
A Llanowar Elf with a Birds of Paradise still costs
Yes, this means the creature would be Mythic Rare quality and better.
Your monster's power is equal to the combined power of the two, and its toughness is equal to the combined toughness of the two.
A 1/3 and a 4/1 would make a 5/4. A 2/1 and a 3/1 would make a 5/2.
Infinite combos are illegal if they result solely from your creature combination.
Horseshoe Crab can combine with Prodigal Sorcerer just fine. You're limited by needing to pay one blue each time, so it's not infinite. You can only "ping" five times on 5th turn.
However, Wirewood Channeler cannot combine with Simic Ragworm, since it generates infinite mana. (Even if you don't plan an abusing it)
In Example: Being able to do something 50 times in one turn is acceptable, assuming you're not limited just because your opponent doesn't have more life. However, being able to do something a million times is not.
However, this is only based on your creature combination. Refellos-Umbral Mantle is still legal this round, for example. You just can't use Refellos for infinite mana via his other head.
The creature is treated as if it was printed this way at all times.
It retains everything in all zones, etc.
It would be able to be named with Meddling Mage, if Mage was legal.
You may not select the same creature twice.
Remember that just as in normal magic, many abilities are redundant when repeated. Having Lifelink twice is exactly the same as having it once.
However, you could combine it with the old "Spirit Link" as in El-Hajjâj.
You are encouraged to suggest a name for your monster. I may rename it.
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.
A List of All Creatures Made
Below is a list of the creatures made this round.
It's an interesting list, not to mention we need it to calculate >_<
Soul Reaver1BB
Creature - Zombie Spirit Knight, 4/4
First Strike, Infect. Protection from Red and from White.
At the beginning of your upkeep, if ~ is the only creature card in your graveyard, you may return ~ to the battlefield.
Invisible Jerk1U
Creature: Human Merfolk Rogue, 2/2
Hexproof, unblockable, morph U
When ~ deals damage to a player, that player discards a card.
Torpid ElderR
Creature: Goblin Lizard, 4/3
Defender
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
Sacrifice three lands: ~ loses defender until end of turn.
Tumbly Rumbler2RR
Creature - Gaint Dragon Warrior, 11/11
Trample
{R}{R}: ~ gains flying until end of turn.
{R}: ~ gets +1/+0 until end of turn.
When ~ enters the battlefield, each opponent may search his or her library for a creature card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it.
Hellbent - ~ has double strike as long as you have no cards in hand.
Goblin GoblinR
Creature - Goblin Scout, 3/3
Haste
Whenever ~ attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.
Whenever ~ deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield.
Oxidda Engine6
Creature - Wurm Golem, 9/8
Affinity for mountains.
Haste, Deathtouch, Lifelink
When ~ dies, put a 3/3 colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm artifact creature token with lifelink onto the battlefield.
Savage Spawn2G
Creature - Elemental, 10/2
Trample
Whenever ~ deals combat damage to a player, put a token that's a copy of ~ onto the battlefield.
Elderwrithe2G
Creature - Elemental Treefolk, */*
Hexproof, Trample
Elderwrithe's power and toughness are each equal to the number of Forests you control plus 2.
Whenever ~ deals combat damage to a player, put a token that's a copy of ~ onto the battlefield.
Blighted Stalker1U
Creature - Human Rogue, 2/2
Hexproof, Infect
Blighted Stalker is unblockable.
Iona's Big Sister3WW
Creature - Avatar Gargoyle, 7/7
Flying
As ~ enters the battlefield, name a nonland card. The named card can't be cast. Activated abilities of sources with the chosen name can't be activated.
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
True TailsWW
Legendary Creature -Human Cleric 4/4
You have shroud.
{1}{W}: Target permanent you control gains protection from white until end of turn.
{1}: Target spell or permanent becomes white until end of turn.
UnabomberR
Creature - Human Goblin Warrior Shaman, 3/2
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
When a player casts a spell or a creature attacks, exile ~. Return it to the battlefield under its owner's control at the beginning of the next end step.
Voice of A Few Dozen2WW
Creature - Angel, 5/5
Flying
As ~ enters the battlefield, choose a color.
~ has protection from the chosen color.
Landfall - Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield.
Okay LumberjackR
Creature - Goblin Orc Shaman, 2/2
{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
Bob, Serra's Great and Powerful DuelistW
Creature - Human Kor Soldier Monk, 2/2
Lifelink
As long as ~ is equipped, it has double strike.
As long as you have 30 or more life, ~ gets +5/+5 and has flying.
Piper of the Apocalypse3G
Creature - Elf Beast Shaman, 2/2
If you control a Forest, rather than pay ~'s mana cost, you may have each other player gain 5 life.
{G}, {T}: You may put a creature card from your hand onto the battlefield.
Sir BloodghastBB
Creature - Human Knight, 4/3
First Strike, Protection from White
~ Can't Block
~ has haste as long as an opponent has 10 or less life.
Landfall - Whenever a land enters the battlefield under your control, you may return ~ from your graveyard to the battlefield.
Drubbowon, the Muck Sage3BB
Legendary Creature - Vampire Beast Shaman, 7/6
Madness {2}{B}
Flash, Flying
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
When ~ enters the battlefield, change the target of target spell that targets only a single creature to Muck Drubb.
Bringer of Ink7UU
Creature - Leviathan Bringer, 12/16
You may pay {W}{U}{B}{R}{G} rather than pay ~'s mana cost.
Islandwalk, trample, shroud
At the beginning of your upkeep, you may draw two cards.
Augur of All Skeletal Parts, Not Just Skulls1B
Creature - Skeleton Warrior Wizard, 2/2
{1}{B}: Regenerate ~.
{1}{B}: Return ~ from your graveyard to the battlefield tapped.
Sacrifice ~: Target player discards two cards. Activate this ability only during your upkeep.
Arsonist of Urabrask2R
Creature - Human Cleric Soldier, 3/2
{1}, Sacrifice two lands: Destroy target land.
When ~ enters the battlefield, add {R}{R}{R} to your mana pool.
Saint Anger, the Profit
Legendary Creature - Human Spirit Cleric Rogue, 4/4
Hexproof
Whenever ~ attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card.
Creatures with bribery counters on them can't attack or block.
Kung-Fu Frog2G
Legendary Creature - Human Frog Beast Samurai, 5/4
~ can't be countered.
Bushido 2, Protection from black
{2}: Regenerate target Samurai.
At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
Ulamog, the Conjoined11
Creature - Eldrazi, 19/19
When you cast ~, destroy target permanent.
Annihilator 3, Annihilator 4, Indestructible
~ can't be blocked except by three or more creatures.
When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
Island6WWW
Legendary Creature - Angel, 12/13
Flying
As ~ enters the battlefield, choose a color.
Your opponents can't cast spells of the chosen color.
Creatures can't attack you.
Two Headed Monster Redux Banned List
The following cards were used this round and cannot be used next round:
I'm very torn on fnord's deck.
(Play Island, Retraced Image his "Island" creature onto the field)
It was not stated within the rules of the format, but it's a fundamental part of magic that two cards can't have the same name. It causes a lot of random conflicts. As to whether this unspecified rule should at all invalidate his entry.. I'm leaving that up to discussion.
Although it breaks "magic," the rule was not stated in any way, and I personally think it was a hellaciously insightful way to break the game and think outside the box.
I'm very torn on fnord's deck.
(Play Island, Retraced Image his "Island" creature onto the field)
It was not stated within the rules of the format, but it's a fundamental part of magic that two cards can't have the same name. It causes a lot of random conflicts. As to whether this unspecified rule should at all invalidate his entry.. I'm leaving that up to discussion.
Although it breaks "magic," the rule was not stated in any way, and I personally think it was a hellaciously insightful way to break the game and think outside the box.
I feel it should be disqualified for the first reason - two cards can't have the same name.
The new card's name should "A+B", so his should be "Iona, Shield of Emeria + Blazing Archon"
It was an unintended consequence of the special format, so I guess it's my fault, not his.
It was definitely out of the box thinking, and very ingenious. I'm just not sure how legal it really is.
For now, his entry will be listed.
I guess it needs a good discussion.
NOTE:
This is exactly why you need to submit as early as you can.
OR submit a backup entry if it has to be last minute.
I would have outright rejected this had he not submitted at the last second.
But now he has no time to resubmit, so I'm letting discussion decide.
It was not stated within the rules of the format, but it's a fundamental part of magic that two cards can't have the same name. It causes a lot of random conflicts. As to whether this unspecified rule should at all invalidate his entry.. I'm leaving that up to discussion.
One of the neat things about Magic is that rules — even fundamental rules — can be changed/overridden. A year ago, "each card has only 1 face" was a fundamental rule of Magic. That's no longer the case today.
Two cards with the same name would not break Magic. Would it cause problems? Absolutely, but so did DFCs (interactions with copy cards and morphs, for example, plus the whole playing-without-sleeves issue). There aren't any problems which couldn't be dealt with.
Besides, there were other important unwritten rules which were broken this round. "No 2/2s for 1 mana without a drawback" has never been violated. It's a different kind of rule, but development rules are just as important to the game as design rules.
You are encouraged to name your monster. It's name will be your deck title.
While the quoted rule doesn't specifically state that the combined card has this given name, it is heavily implied, since the card presumably has some name.
So, there is a rule stating that a characteristic of fnord's card can be to have the name "Island". There is no rule stating that a characteristic of fnord's card can't be to have the name "Island".
The interaction that the deck is trying to use should be legal.
Since he named his card "Island", does this mean Islands can't be played next round?
Umm sure.. you can't submit an island...
But really.. (someone would take that seriously) just his two creature heads can't be used.
Edit:
My next round's anticheat:
Everyone needs Firm, Lush Warmups before They Exercise.
Edit:
Also note, I need to update a couple of comments.
There were a couple more Writhes in the lineup originally.
Then people swapped decks out, and I never caught up the comments.
While in pure theory, Fnord's deck is legal imo, it's 100% against the spirit of of this game.
if Fnord takes this as a win, I will be very disappointed. it's a very dick move, and this issue should not have ever came up.
so, dispite the fact, that this deck is "legal" in pure theory, I don't think it should be legal.
the fact that he did it as:
a) a last minute submission
and
b) without a backup submission
tells me it was even more of a dick move. had he submitted it sooner, you could have caught this mistake
I also ask this question: dispite the fact that this "was legal" does anyone actually think that had this been noticed when we were discussion banning for this round it "should" have been legal? The fact that Fnord knew of this interaction, and didn't propose it as something that should be banned plays even more to my "dick move" explanation.
so, I ask one more question: in the spirit of the game, are we not supposed to point out when discussing the next round when we see something that should clearly be banned, or does all the onus fall on Feyd and the good Samaritans that want this game to be good?
on the play, I win on T3, before his engine ever hits play. on the draw, I put him to 10 (have to leave 1 of my token goblins back) before it ever drops can block it with a goblin if it ever swings, and sac it to siege gang pre damage, to his dome, to stop the lifelink, and then just swing next turn past the tapped engine for the win. if he then never swings, I wait till T10 and just blow up 5 goblins to his face.
Versus
10 VikingMetal4L :: Iona's Big Sister
Voidstone Gargoyle+World Queller / Mana Vault
posted 2 - 2
suggested 4 - 1
on the play: I get him to 9 before his thing ever drops. then T3, I beat with everything, he blocks the the 3/3, putting him to 4. his vault puts him to 3 on his turn, since he can't untap it on his T3, and I just swing with everything next turn and overwhelm.
on the draw: I still get to blow my load, and get him to 17 on T1. his T2 he drops his beast. his vault will still hit him for 1, so 16. my horde hits for 8, his thing for 7, so, as said, we stare at each other.
on the play: I get him to 9 on T2. his T2 he plays his thing. my T3, I swing with everything. if he blocks anthing other than a 1/1, he can't give his thing protection, and it dies to a blown up goblin + combat damage. if he just blocks a 1/1, he goes to 2, and dies to me still having 3 creatures next turn even after the edict.
on the draw: neither of us can ever swing.
17 WhammWhamme :: Piper of the Apocalypes
Skyshroud Cutter+Elvish Piper / Emrakul, the Aeons Torn
posted 3 - 3
suggested 6 - 0 3 - 3
on the draw: If he plays his thing T1 he can trade with my 3/3, but then I'll just win on a hard casted siege. If he doesn't trade, I still drop my load. he's at 17. T2 he can't even block a 1/1 or his thing will die to a goblin blowing up on it, he's at 9. T3 same issues. if he blocks anything, his piper dies, he goes to 1 and dies to goblin to the face.
on the draw: He plays his thing T1 he can trade with my 3/3, but then I'll just win on a hard casted siege, so I get my load out. he cheats emmy out on his T2 and proceeds to win. my bad
21 Parsley :: Augur of All Skeletal Parts, Not Just Skulls
Reassembling Skeleton+Augur of Skulls / Path to Exile
suggested 3 - 3
on the play: I drop my load on T1, and put him to 17. his T1 is him killing either siege gang or the 3/3. if he kills the siege he takes 6 next turn going to 11. he then plays skeleton. when I beat on T3, if he blocks the 3/3, he takes three going to 8, and loses the race from there due to his guy coming back tapped. if he blocks a 1/1 each turn, he takes 5 that turn going to 6, 4 the next turn, going to 2, and 3 the next turn, killing him. so he can't kill siege and win.
If he kills the 3/3 instead, he takes 5 dmg on T2, going to 12. on T3, if I beat with everything, he would trade with the siege, and I'd lose the race. if I beat with just the 1/1s, the first turn, I blow up the one he blocks at his thing, and he takes 2, goes to 10. his skeleton is then tapped next turn, and I can safely beat for 4 this turn, he goes to 6. from there, I could just throw goblins at the face for the win.
on the Draw: I lose to path.
22 Catmurderer :: Arsonist of Urabrask
Keldon Arsonist+Priest of Urabrask / Exploration
Suggested 6 - 0
on the draw: I still get my T1, since his thing doesn't hit till T2. he locks me out of lands though still. I can however just swing with the 3/3 every turn alone to win. if he ever trades, he loses to the other creatures. so, he just roles over dead.
On the draw: I have 2 lands when his guy hits, and it only has 2 toughness, and dies to siege gang. I then win.
23 greentea9 :: Saint Anger, the Profit
Geist of Saint Traft+Gwafa Hazid, Profiteer / Shizo, Death's Storehouse
Suggested 3 - 3
on the play: I get him to 9 before his thing hits on his T2. he can never swing, cause I then just win. if he's gonna try to bribe my guys EoT, I just win blowing up a goblin every turn. if he doesn't I still win on blowing up goblins.
on the draw: Is still get my board out T1. and put him to 17. T2 he has his guy. I get can beat with everything but siege and get in 3 dmg, +2 more sacing the 3/3, he goes to 12. next turn I can beat in for 2 more combat dmg, and sac the blocked goblin to the dome. he's at 8. he bribes something EoT, and I wind up 2 dmg short of killing him.
on the draw: he chants me T1, but I still blow out on T2. he's at 17. his T3 he plays his guy. I beat with the 3/3 and the commander and the 1/1s. if he blocks either the 2/2 or the 3/3, his guy dies to not having mana open to regenerate, so he blocks a 1/1, which gets saced to his dome. he takes 9, goes to 8. from here though, I can just block - sac a creature if he ever attacks and win on the heals of siege gang dmg.
on the play: I win faster.
25 casual johnny :: Ulamog, the Conjoined
Pathrazer of Ulamog+Ulamog, the Infinite Gyre / Black Sun's Zenith
suggested 6 - 0
on the play: I win on T3 goldfish.
on the draw: I get in 3 dmg T1 and blow my load. he's at 17. T2 I get to attack with everything, and he goes to 9. on his T3 he goes zenith for 1, i sac a token in resp, he goes to 7. i lose my tokens, and have a 2/2 and 1/1 now. on my T4, I beat for 3, and sac the guide and the commander for lethal. Close.
26 fnord :: Island
Iona, Shield of Emeria+Blazing Archon / Retraced Image
suggested: Illegal deck.
Edit: for some reason I thought piper cost 4 to activate.
6 on play
T1: Mountain
T1: Forest, Hall
T2: Mountain
T2: Forest, Swing with Writhe for 4, 16 - 17
T3: Mountain Swing with Oxidda for 9, 25 - 8
T3: Swing with both Writhes for 10, 15 - 8
T4: Swing with Oxidda into block, 24 - 8
T4: Swing with all 3 Writhes, 6 - 8
T5: Swing with Oxidda into block, 15 - 8
T5: Swing with all 5 Writhes for lethal
If instead Oxidda plays defensively, Writhes can continue attacking, with 1 getting through each time for damage/copy. If Oxidda uses Nature's Claim turn 4 to block both, the damage will still trample over creating tokens and leaving 6 without any cards or board remaining.
15 vs 16
Should be 6-0 for 15
16 on the play
T1: Plains, Bob
T1: Forest, Hall
T2: Plains, equip swing for 8, 12 - 28
T2: Forest, Swing for 4, 9 - 24
T3: Swing for 8, 1 - 32
T3: Swing for 10, 1 - 22
T4: Swing into block, or not swinging, both end in loss
If instead the T3 Swing from 16 doesn't happen,
T3: Nothing, 9 - 24
T3: Swing with both into block, Writhe and Bob trade, 9 - 26; 3 Writhes vs no board
If instead the T2 Swing from 16 doesn't happen,
T2: Equip, 20 - 20
T2: Nothing, 20 - 20
T3: Nothing
T3: Cast Writhe and Swing, if blocked, 17 - 27; 1 Writhe vs no board
15 vs 19
Should be 1-4
With 15 on the play, on turn 4, where Muck would swing for lethal, the Writhe token can block and trade to end the game in a draw. If Muck doesn't swing in order to stop Writhe from duplicating, Writhe can wait until turn 4 or 5 to swing, either drawing or winning. I found a match that Hall helps that doesn't have Innocent Blood!
15 vs 20: Turn 4 win beats Turn 5 first move, 6 -0
15 vs 21: 4/4 Trampler with friends beats 2/2 regenerator, 6 -0
15 vs 22: 22 locks out on turn 2, 15 wins if Writhe gets cast, 3 - 3 ; Hall turns a draw into a loss here
15 vs 23: Turn 4 win vs Turn 5 win, 4 - 1; Win on play, on draw force a turn 2 trade
15 vs 24: Can't attack, can block starting turn 6, in time for turn 7 kill, 2 - 2 ; Chant leaves a hole either Turn 2 or Turn 3 to cast
15 vs 25: Tokens + Growth survives BSZ, 6 - 0
In Magic all cards have unique English names. The specific rule about naming never says that the name chosen becomes a characteristic of the card. Decks dependent on adding characteristics shouldn't be legal. For the same reason I couldn't say my combination is a vampire to beat #19, the name used by the game rules shouldn't be able to be manipulated.
While in pure theory, Fnord's deck is legal imo, it's 100% against the spirit of of this game.
if Fnord takes this as a win, I will be very disappointed. it's a very dick move, and this issue should not have ever came up. . .
so, I ask one more question: in the spirit of the game, are we not supposed to point out when discussing the next round when we see something that should clearly be banned, or does all the onus fall on Feyd and the good Samaritans that want this game to be good?
Openly questioning a person's character because of a rules disagreement is a dick move.
As for the spirit of the game - cleverness is definitely something we want to reward. When a strategy is obvious and overpowered, then banning it lets people be more clever, but no one has a duty to discard his or her ideas.
Voidstone Gargoyle doesn't depend on manipulating characteristics. All cards have a unique name, what that name is doesn't matter to voidstone, it can choose any arbitrary name the card may have. Note: in the event of players being able to manipulate the names of the cards Voidstone becomes useless. It can't actually name Island, or any land name a player may choose.
I did notice the idea of naming your card after something already in the game when this round was announced. I did not even feel it deserved mentioning since the rules of Magic do not allow it and Feyd's idea of naming your creature never expressly said that the name would be used for game rules.
Mogg, by your logic, Feyd has not duty to discard his ideas either when he thinks that something's broken in a round either. this strategey goes against the spirit of magic and the spirit of this game/round.
When something goes against the spirit of the game, it goes on the perma banned list. when something goes against the spirt of an individual round, It's banned for that round.
had this been notice by anyone, at anytime prior to the round, it would have been banned.
so, here is the real question: does anyone actually think that this shouldn't have been banned to start the round? I don't think anyone in their right mind could say no. it was then submitted. If Fnord really came up with the idea last minute, fine, it's still a dick move. If he really though this went along with the spirit of the round, I'm gonna openly question his sanity.
If me saying what I think is clearly the case in an open discussion is a "dick move", I guess we're just gonna disagree on that one.
Voidstone Gargoyle doesn't depend on manipulating characteristics. All cards have a unique name, what that name is doesn't matter to voidstone, it can choose any arbitrary name the card may have.
True. What I meant to point, though, was that Voidstone Gargoyle depends on the card having a name, and that name has to come from somewhere.
The specific rule about naming never says that the name chosen becomes a characteristic of the card.
When I read the rule, "You are encouraged to name your monster. It's name will be your deck title.", along with the Meddling Mage example and the sample card with a made-up name, I infer that the creator-given name becomes the card name.
I'm (weakly) in favor of keeping fnord's deck legal/functional, per Mogg's reasoning that the monster's name is (heavily implied to be) the name of the monster card. I am also sympathetic to Niv's "dick move"/"last minute" argument, but I think Mogg's argument is more relevant. I think AtheistGod's argument/example is incorrect: naming your monster "Vampire" does not make it a Vampire creature (hence does not protect it from Anowon).
Since the naming rule was somewhat underspecified, let's make sure we go into round 2 with no ambiguity (even if there are no more Retraced Images out there, this could be relevant in resolving situations involving the legend rule). So Feyd_Ruin, do we have complete freedom to name out monsters whatever we want round 2, or shall we adopt some other official rule, for example LSK's suggestion?
Side note: today I learned that the legend rule doesn't apply in the situation where a legendary permanent shares a name (such as "Island") with a non-legendary permanent (comprehensive rules 420.5e).
Finally, for the first time in recent history, I checked over my results and have a few suggestions:
05 Niv: 1-4
(As noted above by Niv, although I actually never have to take damage from Mana Vault, thanks to World Queller eating artifacts if desired.)
06 Keitaru: 2-2
Iona's Big Sis comes down T3 when playing aroud Nature's Claim. On the play, this bans "Oxidda Engine". On the draw, World Queller can trade monsters, but then the Wurm tokens get me.
16 Tane: 4-1
On the play, ban Bonesplitter. On the draw, I take 8 before playing Iona's Big Sis. When Tane attacks again T3, I have to block the deadly 4+9 damage, trading my 7/7 for his 9/7.
19 DragonDart: 0-6
I can't stop T1 Anowon, and if I ever play Iona's Sis, Anowon kills her first.
23 greentea9: 4-1
On the play, ban "Saint Anger". On the draw, ban its ability and World-Quell to trade.
24 Personman: 6-0
Chant means Iona's Big Sis comes down T3 (banning Chant). Anurid then sacrifices itself due to empty graveyard (World Queller is eating artifacts/enchantments/planeswalkers, not lands).
"There will never be another card named Lightning Bolt.
One card, one name. That's the rule. A card's name is its fingerprint—it's the distinguishing feature that separates one card in Oracle from another."
I really think that this question does need to be answered, and no one is answering it:
Does anyone actually think that this should have been legal? I find it hard to believe that anyone could say yes with a good conscience, Fnord included.
This is the results for round 2.27 and the start for round 2.27.
Round 2.27 Next Round : 2.27 Resources
No longer staff here.
Below is a list of the creatures made this round.
It's an interesting list, not to mention we need it to calculate >_<
Soul Reaver 1BB
Creature - Zombie Spirit Knight, 4/4
First Strike, Infect. Protection from Red and from White.
At the beginning of your upkeep, if ~ is the only creature card in your graveyard, you may return ~ to the battlefield.
Invisible Jerk 1U
Creature: Human Merfolk Rogue, 2/2
Hexproof, unblockable, morph U
When ~ deals damage to a player, that player discards a card.
Torpid Elder R
Creature: Goblin Lizard, 4/3
Defender
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
Sacrifice three lands: ~ loses defender until end of turn.
Tumbly Rumbler 2RR
Creature - Gaint Dragon Warrior, 11/11
Trample
{R}{R}: ~ gains flying until end of turn.
{R}: ~ gets +1/+0 until end of turn.
When ~ enters the battlefield, each opponent may search his or her library for a creature card and put it onto the battlefield. Then each player who searched his or her library this way shuffles it.
Hellbent - ~ has double strike as long as you have no cards in hand.
Goblin Goblin R
Creature - Goblin Scout, 3/3
Haste
Whenever ~ attacks, defending player reveals the top card of his or her library. If it's a land card, that player puts it into his or her hand.
Whenever ~ deals damage to a player, you may put a Goblin permanent card from your hand onto the battlefield.
Oxidda Engine 6
Creature - Wurm Golem, 9/8
Affinity for mountains.
Haste, Deathtouch, Lifelink
When ~ dies, put a 3/3 colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm artifact creature token with lifelink onto the battlefield.
Savage Spawn 2G
Creature - Elemental, 10/2
Trample
Whenever ~ deals combat damage to a player, put a token that's a copy of ~ onto the battlefield.
Elderwrithe 2G
Creature - Elemental Treefolk, */*
Hexproof, Trample
Elderwrithe's power and toughness are each equal to the number of Forests you control plus 2.
Whenever ~ deals combat damage to a player, put a token that's a copy of ~ onto the battlefield.
Blighted Stalker 1U
Creature - Human Rogue, 2/2
Hexproof, Infect
Blighted Stalker is unblockable.
Iona's Big Sister 3WW
Creature - Avatar Gargoyle, 7/7
Flying
As ~ enters the battlefield, name a nonland card. The named card can't be cast. Activated abilities of sources with the chosen name can't be activated.
At the beginning of your upkeep, you may choose a card type. If you do, each player sacrifices a permanent of that type.
True Tails WW
Legendary Creature -Human Cleric 4/4
You have shroud.
{1}{W}: Target permanent you control gains protection from white until end of turn.
{1}: Target spell or permanent becomes white until end of turn.
Unabomber R
Creature - Human Goblin Warrior Shaman, 3/2
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
When a player casts a spell or a creature attacks, exile ~. Return it to the battlefield under its owner's control at the beginning of the next end step.
Voice of A Few Dozen 2WW
Creature - Angel, 5/5
Flying
As ~ enters the battlefield, choose a color.
~ has protection from the chosen color.
Landfall - Whenever a land enters the battlefield under your control, you may put a 1/1 white Bird creature token with flying onto the battlefield.
Okay Lumberjack R
Creature - Goblin Orc Shaman, 2/2
{T}, Sacrifice a Forest: Add three mana in any combination of {R} and/or {G} to your mana pool.
{1}{R}{R}: ~ deals damage equal to its power to target creature or player.
Bob, Serra's Great and Powerful Duelist W
Creature - Human Kor Soldier Monk, 2/2
Lifelink
As long as ~ is equipped, it has double strike.
As long as you have 30 or more life, ~ gets +5/+5 and has flying.
Piper of the Apocalypse 3G
Creature - Elf Beast Shaman, 2/2
If you control a Forest, rather than pay ~'s mana cost, you may have each other player gain 5 life.
{G}, {T}: You may put a creature card from your hand onto the battlefield.
Sir Bloodghast BB
Creature - Human Knight, 4/3
First Strike, Protection from White
~ Can't Block
~ has haste as long as an opponent has 10 or less life.
Landfall - Whenever a land enters the battlefield under your control, you may return ~ from your graveyard to the battlefield.
Drubbowon, the Muck Sage 3BB
Legendary Creature - Vampire Beast Shaman, 7/6
Madness {2}{B}
Flash, Flying
At the beginning of your upkeep, each player sacrifices a non-Vampire creature.
When ~ enters the battlefield, change the target of target spell that targets only a single creature to Muck Drubb.
Bringer of Ink 7UU
Creature - Leviathan Bringer, 12/16
You may pay {W}{U}{B}{R}{G} rather than pay ~'s mana cost.
Islandwalk, trample, shroud
At the beginning of your upkeep, you may draw two cards.
Augur of All Skeletal Parts, Not Just Skulls 1B
Creature - Skeleton Warrior Wizard, 2/2
{1}{B}: Regenerate ~.
{1}{B}: Return ~ from your graveyard to the battlefield tapped.
Sacrifice ~: Target player discards two cards. Activate this ability only during your upkeep.
Arsonist of Urabrask 2R
Creature - Human Cleric Soldier, 3/2
{1}, Sacrifice two lands: Destroy target land.
When ~ enters the battlefield, add {R}{R}{R} to your mana pool.
Saint Anger, the Profit
Legendary Creature - Human Spirit Cleric Rogue, 4/4
Hexproof
Whenever ~ attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at end of combat.
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card.
Creatures with bribery counters on them can't attack or block.
Kung-Fu Frog 2G
Legendary Creature - Human Frog Beast Samurai, 5/4
~ can't be countered.
Bushido 2, Protection from black
{2}: Regenerate target Samurai.
At the beginning of your upkeep, sacrifice Anurid Scavenger unless you put a card from your graveyard on the bottom of your library.
Ulamog, the Conjoined 11
Creature - Eldrazi, 19/19
When you cast ~, destroy target permanent.
Annihilator 3, Annihilator 4, Indestructible
~ can't be blocked except by three or more creatures.
When Ulamog is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library.
Island 6WWW
Legendary Creature - Angel, 12/13
Flying
As ~ enters the battlefield, choose a color.
Your opponents can't cast spells of the chosen color.
Creatures can't attack you.
Two Headed Monster Redux Banned List
The following cards were used this round and cannot be used next round:
No longer staff here.
Just the last few lines to do.
---
I'm very torn on fnord's deck.
(Play Island, Retraced Image his "Island" creature onto the field)
It was not stated within the rules of the format, but it's a fundamental part of magic that two cards can't have the same name. It causes a lot of random conflicts. As to whether this unspecified rule should at all invalidate his entry.. I'm leaving that up to discussion.
Although it breaks "magic," the rule was not stated in any way, and I personally think it was a hellaciously insightful way to break the game and think outside the box.
No longer staff here.
I feel it should be disqualified for the first reason - two cards can't have the same name.
The new card's name should "A+B", so his should be "Iona, Shield of Emeria + Blazing Archon"
It was definitely out of the box thinking, and very ingenious. I'm just not sure how legal it really is.
For now, his entry will be listed.
I guess it needs a good discussion.
NOTE:
This is exactly why you need to submit as early as you can.
OR submit a backup entry if it has to be last minute.
I would have outright rejected this had he not submitted at the last second.
But now he has no time to resubmit, so I'm letting discussion decide.
No longer staff here.
Almost all of my intended round 2 cards were used.
Especially my beloved bloodghast :sob:
No longer staff here.
One of the neat things about Magic is that rules — even fundamental rules — can be changed/overridden. A year ago, "each card has only 1 face" was a fundamental rule of Magic. That's no longer the case today.
Two cards with the same name would not break Magic. Would it cause problems? Absolutely, but so did DFCs (interactions with copy cards and morphs, for example, plus the whole playing-without-sleeves issue). There aren't any problems which couldn't be dealt with.
There also is a sort of precedent in Diligent Farmhand and Pardic Firecat.
Besides, there were other important unwritten rules which were broken this round. "No 2/2s for 1 mana without a drawback" has never been violated. It's a different kind of rule, but development rules are just as important to the game as design rules.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Also I should have gone with pro-white over greedy land destruction...
While the quoted rule doesn't specifically state that the combined card has this given name, it is heavily implied, since the card presumably has some name.
So, there is a rule stating that a characteristic of fnord's card can be to have the name "Island". There is no rule stating that a characteristic of fnord's card can't be to have the name "Island".
The interaction that the deck is trying to use should be legal.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I guess it should stand, and you all can flame me for breaking the game.
Note: This isn't doable next round.
No longer staff here.
Umm sure.. you can't submit an island...
But really.. (someone would take that seriously) just his two creature heads can't be used.
Edit:
My next round's anticheat:
Everyone needs Firm, Lush Warmups before They Exercise.
Edit:
Also note, I need to update a couple of comments.
There were a couple more Writhes in the lineup originally.
Then people swapped decks out, and I never caught up the comments.
Also:
No longer staff here.
if Fnord takes this as a win, I will be very disappointed. it's a very dick move, and this issue should not have ever came up.
so, dispite the fact, that this deck is "legal" in pure theory, I don't think it should be legal.
the fact that he did it as:
a) a last minute submission
and
b) without a backup submission
tells me it was even more of a dick move. had he submitted it sooner, you could have caught this mistake
I also ask this question: dispite the fact that this "was legal" does anyone actually think that had this been noticed when we were discussion banning for this round it "should" have been legal? The fact that Fnord knew of this interaction, and didn't propose it as something that should be banned plays even more to my "dick move" explanation.
so, I ask one more question: in the spirit of the game, are we not supposed to point out when discussing the next round when we see something that should clearly be banned, or does all the onus fall on Feyd and the good Samaritans that want this game to be good?
-----
05 Niv :: Goblin Goblin
Goblin Lackey+Goblin Guide / Siege-Gang Commander
Versus
06 Keitaru :: Oxidda Engine
Wurmcoil Engine+Oxidda Golem / Nature's Claim
posted: 0 - 6
Sudgested: 6 - 0
on the play, I win on T3, before his engine ever hits play. on the draw, I put him to 10 (have to leave 1 of my token goblins back) before it ever drops can block it with a goblin if it ever swings, and sac it to siege gang pre damage, to his dome, to stop the lifelink, and then just swing next turn past the tapped engine for the win. if he then never swings, I wait till T10 and just blow up 5 goblins to his face.
Versus
10 VikingMetal4L :: Iona's Big Sister
Voidstone Gargoyle+World Queller / Mana Vault
posted 2 - 2
suggested 4 - 1
on the play: I get him to 9 before his thing ever drops. then T3, I beat with everything, he blocks the the 3/3, putting him to 4. his vault puts him to 3 on his turn, since he can't untap it on his T3, and I just swing with everything next turn and overwhelm.
on the draw: I still get to blow my load, and get him to 17 on T1. his T2 he drops his beast. his vault will still hit him for 1, so 16. my horde hits for 8, his thing for 7, so, as said, we stare at each other.
11 ajfirecracker :: True Tails
True Believer+Eight-and-a-Half-Tails / Diabolic Edict
posted 2 - 2
suggested 4 - 1
on the play: I get him to 9 on T2. his T2 he plays his thing. my T3, I swing with everything. if he blocks anthing other than a 1/1, he can't give his thing protection, and it dies to a blown up goblin + combat damage. if he just blocks a 1/1, he goes to 2, and dies to me still having 3 creatures next turn even after the edict.
on the draw: neither of us can ever swing.
17 WhammWhamme :: Piper of the Apocalypes
Skyshroud Cutter+Elvish Piper / Emrakul, the Aeons Torn
posted 3 - 3
suggested
6 - 03 - 3on the draw: If he plays his thing T1 he can trade with my 3/3, but then I'll just win on a hard casted siege. If he doesn't trade, I still drop my load. he's at 17. T2 he can't even block a 1/1 or his thing will die to a goblin blowing up on it, he's at 9. T3 same issues. if he blocks anything, his piper dies, he goes to 1 and dies to goblin to the face.on the draw: He plays his thing T1 he can trade with my 3/3, but then I'll just win on a hard casted siege, so I get my load out. he cheats emmy out on his T2 and proceeds to win. my bad
21 Parsley :: Augur of All Skeletal Parts, Not Just Skulls
Reassembling Skeleton+Augur of Skulls / Path to Exile
suggested 3 - 3
on the play: I drop my load on T1, and put him to 17. his T1 is him killing either siege gang or the 3/3. if he kills the siege he takes 6 next turn going to 11. he then plays skeleton. when I beat on T3, if he blocks the 3/3, he takes three going to 8, and loses the race from there due to his guy coming back tapped. if he blocks a 1/1 each turn, he takes 5 that turn going to 6, 4 the next turn, going to 2, and 3 the next turn, killing him. so he can't kill siege and win.
If he kills the 3/3 instead, he takes 5 dmg on T2, going to 12. on T3, if I beat with everything, he would trade with the siege, and I'd lose the race. if I beat with just the 1/1s, the first turn, I blow up the one he blocks at his thing, and he takes 2, goes to 10. his skeleton is then tapped next turn, and I can safely beat for 4 this turn, he goes to 6. from there, I could just throw goblins at the face for the win.
on the Draw: I lose to path.
22 Catmurderer :: Arsonist of Urabrask
Keldon Arsonist+Priest of Urabrask / Exploration
Suggested 6 - 0
on the draw: I still get my T1, since his thing doesn't hit till T2. he locks me out of lands though still. I can however just swing with the 3/3 every turn alone to win. if he ever trades, he loses to the other creatures. so, he just roles over dead.
On the draw: I have 2 lands when his guy hits, and it only has 2 toughness, and dies to siege gang. I then win.
23 greentea9 :: Saint Anger, the Profit
Geist of Saint Traft+Gwafa Hazid, Profiteer / Shizo, Death's Storehouse
Suggested 3 - 3
on the play: I get him to 9 before his thing hits on his T2. he can never swing, cause I then just win. if he's gonna try to bribe my guys EoT, I just win blowing up a goblin every turn. if he doesn't I still win on blowing up goblins.
on the draw: Is still get my board out T1. and put him to 17. T2 he has his guy. I get can beat with everything but siege and get in 3 dmg, +2 more sacing the 3/3, he goes to 12. next turn I can beat in for 2 more combat dmg, and sac the blocked goblin to the dome. he's at 8. he bribes something EoT, and I wind up 2 dmg short of killing him.
24 Personman ::
Anurid Scavenger+Isao, Enlightened Bushi / Orim's Chant
suggested 6 - 0
on the draw: he chants me T1, but I still blow out on T2. he's at 17. his T3 he plays his guy. I beat with the 3/3 and the commander and the 1/1s. if he blocks either the 2/2 or the 3/3, his guy dies to not having mana open to regenerate, so he blocks a 1/1, which gets saced to his dome. he takes 9, goes to 8. from here though, I can just block - sac a creature if he ever attacks and win on the heals of siege gang dmg.
on the play: I win faster.
25 casual johnny :: Ulamog, the Conjoined
Pathrazer of Ulamog+Ulamog, the Infinite Gyre / Black Sun's Zenith
suggested 6 - 0
on the play: I win on T3 goldfish.
on the draw: I get in 3 dmg T1 and blow my load. he's at 17. T2 I get to attack with everything, and he goes to 9. on his T3 he goes zenith for 1, i sac a token in resp, he goes to 7. i lose my tokens, and have a 2/2 and 1/1 now. on my T4, I beat for 3, and sac the guide and the commander for lethal. Close.
26 fnord :: Island
Iona, Shield of Emeria+Blazing Archon / Retraced Image
suggested: Illegal deck.
Edit: for some reason I thought piper cost 4 to activate.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
Should be 6-0 in favor of 15
T1: Mountain
T1: Forest, Hall
T2: Mountain
T2: Forest, Swing with Writhe for 4, 16 - 17
T3: Mountain Swing with Oxidda for 9, 25 - 8
T3: Swing with both Writhes for 10, 15 - 8
T4: Swing with Oxidda into block, 24 - 8
T4: Swing with all 3 Writhes, 6 - 8
T5: Swing with Oxidda into block, 15 - 8
T5: Swing with all 5 Writhes for lethal
If instead Oxidda plays defensively, Writhes can continue attacking, with 1 getting through each time for damage/copy. If Oxidda uses Nature's Claim turn 4 to block both, the damage will still trample over creating tokens and leaving 6 without any cards or board remaining.
15 vs 16
Should be 6-0 for 15
T1: Plains, Bob
T1: Forest, Hall
T2: Plains, equip swing for 8, 12 - 28
T2: Forest, Swing for 4, 9 - 24
T3: Swing for 8, 1 - 32
T3: Swing for 10, 1 - 22
T4: Swing into block, or not swinging, both end in loss
If instead the T3 Swing from 16 doesn't happen,
T3: Nothing, 9 - 24
T3: Swing with both into block, Writhe and Bob trade, 9 - 26; 3 Writhes vs no board
If instead the T2 Swing from 16 doesn't happen,
T2: Equip, 20 - 20
T2: Nothing, 20 - 20
T3: Nothing
T3: Cast Writhe and Swing, if blocked, 17 - 27; 1 Writhe vs no board
15 vs 19
Should be 1-4
With 15 on the play, on turn 4, where Muck would swing for lethal, the Writhe token can block and trade to end the game in a draw. If Muck doesn't swing in order to stop Writhe from duplicating, Writhe can wait until turn 4 or 5 to swing, either drawing or winning. I found a match that Hall helps that doesn't have Innocent Blood!
15 vs 20: Turn 4 win beats Turn 5 first move, 6 -0
15 vs 21: 4/4 Trampler with friends beats 2/2 regenerator, 6 -0
15 vs 22: 22 locks out on turn 2, 15 wins if Writhe gets cast, 3 - 3 ; Hall turns a draw into a loss here
15 vs 23: Turn 4 win vs Turn 5 win, 4 - 1; Win on play, on draw force a turn 2 trade
15 vs 24: Can't attack, can block starting turn 6, in time for turn 7 kill, 2 - 2 ; Chant leaves a hole either Turn 2 or Turn 3 to cast
15 vs 25: Tokens + Growth survives BSZ, 6 - 0
In Magic all cards have unique English names. The specific rule about naming never says that the name chosen becomes a characteristic of the card. Decks dependent on adding characteristics shouldn't be legal. For the same reason I couldn't say my combination is a vampire to beat #19, the name used by the game rules shouldn't be able to be manipulated.
Openly questioning a person's character because of a rules disagreement is a dick move.
As for the spirit of the game - cleverness is definitely something we want to reward. When a strategy is obvious and overpowered, then banning it lets people be more clever, but no one has a duty to discard his or her ideas.
Do you take issue with Voidstone Gargoyle?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Feyd, where did you make your card... the one I used is kinda terrible.
Voidstone Gargoyle doesn't depend on manipulating characteristics. All cards have a unique name, what that name is doesn't matter to voidstone, it can choose any arbitrary name the card may have. Note: in the event of players being able to manipulate the names of the cards Voidstone becomes useless. It can't actually name Island, or any land name a player may choose.
I did notice the idea of naming your card after something already in the game when this round was announced. I did not even feel it deserved mentioning since the rules of Magic do not allow it and Feyd's idea of naming your creature never expressly said that the name would be used for game rules.
When something goes against the spirit of the game, it goes on the perma banned list. when something goes against the spirt of an individual round, It's banned for that round.
had this been notice by anyone, at anytime prior to the round, it would have been banned.
so, here is the real question: does anyone actually think that this shouldn't have been banned to start the round? I don't think anyone in their right mind could say no. it was then submitted. If Fnord really came up with the idea last minute, fine, it's still a dick move. If he really though this went along with the spirit of the round, I'm gonna openly question his sanity.
If me saying what I think is clearly the case in an open discussion is a "dick move", I guess we're just gonna disagree on that one.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
True. What I meant to point, though, was that Voidstone Gargoyle depends on the card having a name, and that name has to come from somewhere.
True. However, the rules of 2CB use the rules of Magic only as a base. Round rules can change the rules of Magic.
When I read the rule, "You are encouraged to name your monster. It's name will be your deck title.", along with the Meddling Mage example and the sample card with a made-up name, I infer that the creator-given name becomes the card name.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Since the naming rule was somewhat underspecified, let's make sure we go into round 2 with no ambiguity (even if there are no more Retraced Images out there, this could be relevant in resolving situations involving the legend rule). So Feyd_Ruin, do we have complete freedom to name out monsters whatever we want round 2, or shall we adopt some other official rule, for example LSK's suggestion?
Side note: today I learned that the legend rule doesn't apply in the situation where a legendary permanent shares a name (such as "Island") with a non-legendary permanent (comprehensive rules 420.5e).
Finally, for the first time in recent history, I checked over my results and have a few suggestions:
05 Niv: 1-4
(As noted above by Niv, although I actually never have to take damage from Mana Vault, thanks to World Queller eating artifacts if desired.)
06 Keitaru: 2-2
Iona's Big Sis comes down T3 when playing aroud Nature's Claim. On the play, this bans "Oxidda Engine". On the draw, World Queller can trade monsters, but then the Wurm tokens get me.
16 Tane: 4-1
On the play, ban Bonesplitter. On the draw, I take 8 before playing Iona's Big Sis. When Tane attacks again T3, I have to block the deadly 4+9 damage, trading my 7/7 for his 9/7.
19 DragonDart: 0-6
I can't stop T1 Anowon, and if I ever play Iona's Sis, Anowon kills her first.
23 greentea9: 4-1
On the play, ban "Saint Anger". On the draw, ban its ability and World-Quell to trade.
24 Personman: 6-0
Chant means Iona's Big Sis comes down T3 (banning Chant). Anurid then sacrifices itself due to empty graveyard (World Queller is eating artifacts/enchantments/planeswalkers, not lands).
http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/stf/125
"There will never be another card named Lightning Bolt.
One card, one name. That's the rule. A card's name is its fingerprint—it's the distinguishing feature that separates one card in Oracle from another."
Still think it should be thrown out.
How about we put the decision up for vote?
Does anyone actually think that this should have been legal? I find it hard to believe that anyone could say yes with a good conscience, Fnord included.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC