This is the results for round 2.28 and the start for round 2.29.
Round 2.28
This round was Two Headed Monster.
This week, we combined two creatures into one for half of our deck, like we did the week before. This week, we had to be more original and not use anything from last week.
Next Round will be 'My Own Planeswaler'.
Entries are due Saturday Night at Midnight.
My Own Planeswaler
This week we will be building our own planeswalker to use. The full round's rules and description is below this post.
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.
Next week will be "My Own Planeswalker" as described below:
My Own Planeswalker
This round, half of your deck will be a custom planeswalker, created by you, made out of three instant or sorcery cards as its abilities.
That Planeswalker also has an additional ability to help protect it from anti-planeswalker shenanigans, detailed below (under "Planeswalker Protection").
The following cards are banned this round, both as cards and for planeswalker creation:
To make your planeswalker, you just need to choose 3 cards, as follows:
Card 1: Any instant or sorcery card with converted mana cost (1).
Card 2: Any instant or sorcery card with converted mana cost (1) or (2).
Card 3: Any instant or sorcery card with converted mana cost (3), (4), or (5).
Your planeswalker would then become:
Planeswalker's Name (Mana cost = Card1 + Card2)
+1 : Spell effect of Card 1.
-2 : Spell Effect of Card 2.
-5 : Spell effect of card 3.
Loyalty: 3
Greshtok, the Not So Good1RR
Planeswalker - Greshtok
+1: Switch target creature's power and toughness until end of turn.
-2: Destroy target artifact.
-5: Destroy target artifact, creature, or land. ~ deals 3 damage to you.
Loyalty: 3
Some restrictions and notes on the cards you can pick.
These may make it sound a little complicated, but its not if you stick to fairly basic spells.
All spells with "additional costs" and/or restrictions are unusable for this.
You may still use X cards, for whatever reason. You just can't pay X.
If your effect would shuffle the "spell card" in, it shuffles your planeswalker in instead.
10
This is because all instances of "CARDNAME" are replaced with "PLANESWALKERNAME"
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IE: Beacon of Destruction reads "[This planeswalker] deals 5 damage to target creature or player. Shuffle [this planeswalker] into its owner's library."
Be careful to remember that your abilities must have legal targets.
10
If you use Erase for your +1, you will never be able to +1 unless there's a targetable enchantment.
You would never be able to use Dissipate ability, since it will never have a target, as well.
Planeswalker Protection
Each planeswalker made this way also has the following lines of text:
"Hexproof."
"If a spell or an effect an opponent controls would cause this card to change zones, from any zone, it instead doesn't."
"Noncombat damage can't be redirected to this planeswalker."
This stops discard, counter spells, exiling effects, bounce effects, etc.
Basically, all of the shenanigans that try to keep you from getting and using your planeswalker.
There would be over 500 million unique planeswalkers possible, by the way.
Are split cards simply illegal? Or do you specify a half?
Scar is legal. Your planeswalker will have a hybrid mana cost symbol.
Gut shot is similiar. You PW will be + whatever.
The cost looks at the total converted mana cost of the card.
Split cards have a total converted mana cost of their combined costs.
IE: You could do Wax // Wane (2 cmc) as your -2.
IE: Spite // Malice is too big even for your -5 ultimate.
An applicable split card would read as a modal ability.
(ie: Choose one - Target creature gets +2/+2 or destroy target artifact)
Scar is legal. Your planeswalker will have a hybrid mana cost symbol.
Gut shot is similiar. You PW will be + whatever.
The cost looks at the total converted mana cost of the card.
Split cards have a total converted mana cost of their combined costs.
IE: You could do Wax // Wane (2 cmc) as your -2.
IE: Spite // Malice is too big even for your -5 ultimate.
An applicable split card would read as a modal ability.
(ie: Choose one - Target creature gets +2/+2 or destroy target artifact)
So a PW with Gut Shot, Wax/Wane, and Time Warp would cost GW?
And Pact of the Titan et al are simply illegal as Planeswalker components?
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I am the author of the "Resource Advantage in Magic" series over on EternalCentral.com
Their CMC is 0, so I assume that alone rules them out.
It was my hope that this was simply an oversight (and not intentional), and that by asking sufficiently early these spells could be included as options.
What about Beacons and Zeniths? Does the PW get shuffled in?
You can't pay additional mana as you use the ability, so Kicker, etc, won't be usable.
So spells with optional additional costs (such as kicker) are legal? In other words, I can use Bold Defense; I just never get the kicker bonus. But I can use and kick Bog Down, since the kicker cost is nonmana.
So spells with optional additional costs (such as kicker) are legal? In other words, I can use Bold Defense; I just never get the kicker bonus. But I can use and kick Bog Down, since the kicker cost is nonmana.
No. As the spell is not cast, kicker costs cannot be paid, no matter what they are. A PW will just create a copy of the spell and put it on the stack, and once the spell is on the stack like that, you are beyond the point of being able to pay any kicker costs.
A PW will just create a copy of the spell and put it on the stack, and once the spell is on the stack like that, you are beyond the point of being able to pay any kicker costs.
Actually, you design three activated abilities for the planeswalker. Each activated ability matches an instant or sorcery spell in wording, but the planeswalker itself doesn't cast copies of the spell.
Actually, you design three activated abilities for the planeswalker. Each activated ability matches an instant or sorcery spell in wording, but the planeswalker itself doesn't cast copies of the spell.
Fair enough, I should have said it that way. I just had it in my head as cards because that is what I was looking up, but they are all activated abilities.
Also, this week is a blast! Wish I had started playing 2CB sooner.
It was my hope that this was simply an oversight (and not intentional), and that by asking sufficiently early these spells could be included as options.
What about Beacons and Zeniths? Does the PW get shuffled in?
Allowing "0" cost would allow Hypergenesis and friends, so I just stuck with 1cc.
Yes, your planeswalker is shuffled in.
This could be a good thing or a bad thing, depending on how you roll.
So spells with optional additional costs (such as kicker) are legal? In other words, I can use Bold Defense; I just never get the kicker bonus. But I can use and kick Bog Down, since the kicker cost is nonmana.
They are perfectly legal.
You just can't kick them.
Storm cards are perfectly legal.
But you will never get the storm effect (you didn't "cast this spell")
Epic cards would be legal, if they were within cmc.
However, you can't copy the ability with epic, since its not a spell, so you're just stuck with not being able to cast a spell ever again with no good benefit.
Still, I have some doubts on some effects. What about Commands? (i.e. Cryptic Command). Can I use it and choose two effects each time I use it?
You may choose two.
Modal spells, such as commands and charms, are legal.
Cryptic Command at a -5:
+1: ?
-2: ?
-5: Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
Added all this in above post for clarification purposes.
On the Draw:
T2: Dread
T2: Nothing
T3: Swing would cause Dread to die, EOT Primus
T3: Swing with everything, If Primus is blocked, assign all damage to Dread (keeping Primus alive), Otherwise 18 damage get's dealt and Primus leaves behind 7 1/1s.
T4: Swing for 11
T4: Swing for lethal
1/3/4/6 vs 23
should be 4-1
On the Play:
T1:
T1: Tiger
T2:
T2: EOT Primus into StP
T3: Swing with all 7 to 6
T3:
T4: Swing with all 6 to 11
T4:
T5: Swing with all 5 to 15
T5:
T6: Swing with all 4 to 18
T6:
T7: Swing with all 3 to 20, lethal
On the draw, the Tiger can threaten lethal, causing 1 token to stay back, preventing enough damage to survive.
On the Draw:
T2: Dread
T2: Nothing
T3: Swing would cause Dread to die, EOT Primus
T3: Swing with everything, If Primus is blocked, assign all damage to Dread (keeping Primus alive), Otherwise 18 damage get's dealt and Primus leaves behind 7 1/1s.
T4: Swing for 11
T4: Swing for lethal
T2: Dread
T2: Flash.
T3: Swing 13 (FEAR). 7 life.
T3: Swing 19. 1 life. All die, 7 more tokens.
T4: Swing to kill.
On the Play:
T1:
T1: Tiger
T2:
T2: EOT Primus into StP
T3: Swing with all 7 to 6
T3:
T4: Swing with all 6 to 11
T4:
T5: Swing with all 5 to 15
T5:
T6: Swing with all 4 to 18
T6:
T7: Swing with all 3 to 20, lethal
On the draw, the damage comes up too short and so the tokens just sit back waiting to trade.
Swords and Lake were my top two contenders before I settled on my deck. I can't believe I didn't keep reading and find (or just remember the existence of) Nimble Mongoose... :/
Anyway, here are my matches:
01: 3-3
02: 6-0
03: 3-3
04: 3-3
05: 6-0
06: 3-3
07: 4-1
08: 6-0
09: 6-0
10: 3-3
11: 3-3
12: 1-4
13: 3-3
14: 4-1
15: 6-0
16: 0-6 SAD FACE WHY DIDN'T I KEEP READING THE LIST OF DUDES THAT COST G
17: 6-0
18: 6-0
19: 6-0
20: That's me!
21: 3-3
22: 3-3
23: 0-6
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This is the results for round 2.28 and the start for round 2.29.
Round 2.28 Next Round : 2.29 Resources
No longer staff here.
Next week will be "My Own Planeswalker" as described below:
My Own Planeswalker
This round, half of your deck will be a custom planeswalker, created by you, made out of three instant or sorcery cards as its abilities.
That Planeswalker also has an additional ability to help protect it from anti-planeswalker shenanigans, detailed below (under "Planeswalker Protection").
The following cards are banned this round, both as cards and for planeswalker creation:
To make your planeswalker, you just need to choose 3 cards, as follows:
Your planeswalker would then become: As an example, if we created a planeswalker with About Face, Ancient Grudge, and Aftershock. It would look like:
Some restrictions and notes on the cards you can pick.
These may make it sound a little complicated, but its not if you stick to fairly basic spells.
Planeswalker Protection
Each planeswalker made this way also has the following lines of text:
This stops discard, counter spells, exiling effects, bounce effects, etc.
Basically, all of the shenanigans that try to keep you from getting and using your planeswalker.
There would be over 500 million unique planeswalkers possible, by the way.
No longer staff here.
This means you may go ahead and enter for next week if you're itching to do so.
No longer staff here.
Scar is a legal card, right?
What about Gut Shot?
Are split cards simply illegal? Or do you specify a half?
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/
Scar is legal. Your planeswalker will have a hybrid mana cost symbol.
Gut shot is similiar. You PW will be + whatever.
The cost looks at the total converted mana cost of the card.
Split cards have a total converted mana cost of their combined costs.
IE: You could do Wax // Wane (2 cmc) as your -2.
IE: Spite // Malice is too big even for your -5 ultimate.
An applicable split card would read as a modal ability.
(ie: Choose one - Target creature gets +2/+2 or destroy target artifact)
No longer staff here.
So a PW with Gut Shot, Wax/Wane, and Time Warp would cost GW?
And Pact of the Titan et al are simply illegal as Planeswalker components?
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/
Their CMC is 0, so I assume that alone rules them out.
It was my hope that this was simply an oversight (and not intentional), and that by asking sufficiently early these spells could be included as options.
What about Beacons and Zeniths? Does the PW get shuffled in?
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/
In general, we need to know how to read CARDNAME on a component spell.
So spells with optional additional costs (such as kicker) are legal? In other words, I can use Bold Defense; I just never get the kicker bonus. But I can use and kick Bog Down, since the kicker cost is nonmana.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
No. As the spell is not cast, kicker costs cannot be paid, no matter what they are. A PW will just create a copy of the spell and put it on the stack, and once the spell is on the stack like that, you are beyond the point of being able to pay any kicker costs.
Actually, you design three activated abilities for the planeswalker. Each activated ability matches an instant or sorcery spell in wording, but the planeswalker itself doesn't cast copies of the spell.
Fair enough, I should have said it that way. I just had it in my head as cards because that is what I was looking up, but they are all activated abilities.
Also, this week is a blast! Wish I had started playing 2CB sooner.
He matches his casting cost.
IE: A PW with a cost of :1mana::symbw::symgr: would be white, black, red, and green.
NOTE: This means your -5 ultimate can easily be off color. But its an ultimate and you get any lands you want, so pft with the colorpie this round.
Exactly right on the cost
Pacts are not able to be chosen by any of the 3 abilities.
So they are "illegal" in that they aren't an option.
Allowing "0" cost would allow Hypergenesis and friends, so I just stuck with 1cc.
Yes, your planeswalker is shuffled in.
This could be a good thing or a bad thing, depending on how you roll.
"CARDNAME" will always read as "PLANESWALKER NAME"
I believed we covered that in the old thread.
You may never name your card an existing card name.
If you try, I will rename it "Hi, I'm a guy trying to cause problems. I suck"
They are perfectly legal.
You just can't kick them.
Storm cards are perfectly legal.
But you will never get the storm effect (you didn't "cast this spell")
Epic cards would be legal, if they were within cmc.
However, you can't copy the ability with epic, since its not a spell, so you're just stuck with not being able to cast a spell ever again with no good benefit.
You may choose two.
Modal spells, such as commands and charms, are legal.
Cryptic Command at a -5:
-2: ?
-5: Choose two - Counter target spell; or return target permanent to its owner's hand; or tap all creatures your opponents control; or draw a card.
No longer staff here.
Should be 6-0
T2: Dread
T2: Nothing
T3: Swing would cause Dread to die, EOT Primus
T3: Swing with everything, If Primus is blocked, assign all damage to Dread (keeping Primus alive), Otherwise 18 damage get's dealt and Primus leaves behind 7 1/1s.
T4: Swing for 11
T4: Swing for lethal
1/3/4/6 vs 23
should be 4-1
T1:
T1: Tiger
T2:
T2: EOT Primus into StP
T3: Swing with all 7 to 6
T3:
T4: Swing with all 6 to 11
T4:
T5: Swing with all 5 to 15
T5:
T6: Swing with all 4 to 18
T6:
T7: Swing with all 3 to 20, lethal
On the draw, the Tiger can threaten lethal, causing 1 token to stay back, preventing enough damage to survive.
T2: Dread
T2: Flash.
T3: Swing 13 (FEAR). 7 life.
T3: Swing 19. 1 life. All die, 7 more tokens.
T4: Swing to kill.
Fear hurts
T2: Flash Primus. STP.
T3:
T3: Swing with 7 1/1s. Block 1. Take 6=14.
T4: Swing (4 poison)
T4: Swing. 6=8
T5: Swing (8 Poison)
T5: Swing 6=2
T6: Swing. (Dead from poison)
(STP removes fat. Blocking one is a 4 swing kill vs a 3 swing kill)
So tokens hold back to block a tie, play or draw.
No longer staff here.
The tokens can hold 1 back to chump on T5.
I did forget about Fear.
ah thank you.
I missed that.
No longer staff here.
Against 12, you lose 0-6.
He can sac his guy to make you sac your guy.
Then he recurs (and recurs through Edict).
Against 14, its a tie 2-2.
You can edict his creature, and he can Runed Halo yours.
309 PotM.
You made a winning deck
---
Also:
No longer staff here.
I thought we were all going to facepalm at not a single one showing up.
..till the last stinkin' entry by fnord
No longer staff here.
In example: Path to Exile is a great card, but if you put it at +1, you're in trouble.
If your opponent doesn't drop a lot of creatures, your loyalty won't grow.
Also note, this would even make an illegal deck by itself if card #2 isn't a wincon.
If you choose a card with multiple targets, ALL targets must be chosable to use the ability.
No longer staff here.
Anyway, here are my matches:
01: 3-3
02: 6-0
03: 3-3
04: 3-3
05: 6-0
06: 3-3
07: 4-1
08: 6-0
09: 6-0
10: 3-3
11: 3-3
12: 1-4
13: 3-3
14: 4-1
15: 6-0
16: 0-6 SAD FACE WHY DIDN'T I KEEP READING THE LIST OF DUDES THAT COST G
17: 6-0
18: 6-0
19: 6-0
20: That's me!
21: 3-3
22: 3-3
23: 0-6