This is the results for round 2.32 and the start for round 2.33.
Round 2.32
This round was Normal Week.
We did a plain old-fashioned vanilla normal week.
The Entries
01 Feyd_Ruin :: "The Student has become the Master" Student of Warfare / Vindicate I wanted to go with something different from my norm. I also wanted to punish any LD players this round. It turned out to be an LD free round, but I still did decent.
02 Draco9 :: "Lost Horizon" Bonfire of the Damned / Wheel of Sun and Moon Bonfire is nice, and Wheel'ing it into a RSZ type is great. However, if you had gone with Ember Storm over Bonfire, you would have swept the entire field 6-0.
03 ajfirecracker :: "The Army of Féth Fíada" Mistveil Plains / Gather the Townsfolk The Mistveil was a nice way to speed up and add recursion. Gather the Townsfolk was decent, but I wonder if Spectral Procession would have done better.
04 faradan :: "From the River Styx" Grave Titan / Lake of the Dead Grave Titan vs Dread is an interesting debate, and I believe the differences come down to a meta call. Dread's recursion gives him a better game version nonpath removal, but Titan is much faster and has a huger board presence.
05 BronYAur :: "Sin-Eater's Avatar" Immolating Souleater / Death's Shadow Against any slow deck, this was great. However, removal hurt considerably, and Souleater is kind of a one use trick who's slower then a 2/2.
06 benbuzz790 :: "Nachash Bare'ach" Kargan Dragonlord / Valakut, the Molten Pinnacle Dragonlord-Valakut is one of the most perfectly refined decks we have (which is interesting to note, given that this is a game of 2 card decks). It packs speed, resliliency, and power. This deck can't be improved upon; it's up to the metagods to decide its fate.
07 WhammWhamme :: "The Fall of the House of Usher" Greater Gargadon / Descent into Madness Descent was an interesting way to shoot for Gargabalance again. It's problem is speed, taking a full 9 turns to wipe player's boards and hands. That beats a 2/2, but loses to anything faster.
08 Catmurderer :: "Benjamin Franklin" Karakas / Mangara of Corondor Mangara tricks are great in every format he's playable in, including this one. It's really down to being a metacall as to how he does. This was a decent round for him.
09 VikingMetal4L :: "Lycaon" Mayor of Avabruck / Mutavault Mayor's been tried with about every land out there. Mutavault's interesting in that a surviving Mayor makes Vault the best "1cc" manland, at 3/3. Unabated, this wins 4th turn.
10 AtheistGod :: "Bolas Throws Strikes" Exploration / Nicol Bolas, Planeswalker All-in to cast Bolas on 4th and hope you can ride him to victory is a rough game plan. He's strong enough he can easily be worth it though. If bolas could be sped up any more at all, he'd probably dominate.
11 Reyemile :: "AVR Beats" Gloom Surgeon / Umezawa's Jitte I commend you for nerfing your deck just because you wanted to use an AVR card. Semi-casual decks in 2CB aren't very common, but they're absolutely hilarious when they do well. Playing just for fun seems like a lost art somedays, one that we all wish we could get back to.
12 fnord :: "Mayor of the Veil of Arryn" Liliana of the Veil / Mayor of Avabruck You scoring higher than the other Mayor deck speaks volumes as to Liliana's power, since the general focus of Mayor is generally to push him out early.
13 biddin :: "Student of Hermitville" Student of Warfare / Stirring Wildwood Speeding student up a turn, and giving yourself a secondary wincon was nice. However, removal seemed to be key this round.
14 Niv :: "Aug[e]r of your Wills" Augur of Skulls / Avatar of Will You had an explosive third turn play, which crushed any slow rolling decks. Against the faster decks, Augur was a descent wall too, as always. Unfortunately, there were a lot of quick plays and quick decks this round.
15 Mogg :: "Bacon of Destruction" Beacon of Destruction / Vindicate Comical that the first and last entry score the same and use the same key spot removal card, leaving it to Student vs Beacon, which have completely different meta scores. This round, they were equal, which speaks to the diversity of the round.
There were 15 players with 105 matches and 210 total games.
22 hands ended in a draw. 11 matches had at least one draw.
That's 10% of all games, averaging 1.5 games per player.
The following player(s) had the most drawn games, with 8 total draws: Feyd_Ruin
32 matches were a 3-3 split.
That's 30% of all matches, averaging 2.1 matches per player.
The following player(s) had the most split matches, with 5 total splits: ajfirecracker : Mogg
78 matches were a 6-0 sweep.
That's 74% of all matches, averaging 5.2 matches per player.
The following player(s) had the most 6-0 match sweeps, at 11 total sweeps: faradan
There were 27 unique cards submitted, out of 30 total.
3 card(s) were repeated:
Next Round will be 'Timmy Likes Lands'.
Entries are due Saturday Night at Midnight.
Timmy Likes Lands
Next week's rules and info are described in the post following this one.
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 Timmy Likes Lands Week. Otherwise known as "I'm tired of all this LD, and would love to be able to actually cast some big spells" week. It is a modified WUBRG special.
Timmy Likes Lands
Each player begins the game with a tapped Plains, Island, Swamp, Mountain, and Forest on the battlefield.
10
It's always WUBRG lands, you can't choose others.
All cards with converted mana cost of 5 or less are banned.
10
This includes additional lands.
Whenever an effect an opponent owns would cause a land you control to change zones, it instead doesn't.
10
They still die due to damage, etc.
10
This is just an easy way to prevent Realm Razor-styled shenanigans.
Remember to keep in mind that legality rules are turn-count.
10
Abyssal Horror is illegal this round, due to turn-count discard. It may be 6cc, but it still drops 1st turn.
[u]Timmy Likes Lands[/u]
[list][*]Each player begins the game with a tapped Plains, Island, Swamp, Mountain, and Forest on the battlefield. . .
[*]All cards with converted mana cost of 5 or less are banned.
Is there a reason for having the land enter tapped? Given that all the cheap cards are banned, it seems like the game effectively skips to the second player's first turn.
List tags are malformed.
Is there a reason for having the land enter tapped? Given that all the cheap cards are banned, it seems like the game effectively skips to the second player's first turn.
Not true; the first turn's untap step is almost always irrelevant, but still exists. The point is to make player 2 wait a turn and not cast an instant during player 1's upkeep, I presume.
Also, ban suggestion: given that Territorial Dispute is banned, Ward of Bones should probably get the ax, too. I haven't yet figured out how to break it but I'm sure there is a way.
Whenever an effect an opponent owns would cause a land you control to change zones, it instead doesn't.
10
They still die due to damage, etc.
10
This is just an easy way to prevent Realm Razor-styled shenanigans.
One more clarification: Can a player still choose a land as a sacrifice? For example, If I somehow controlled Smokestack, could my opponent choose to sacrifice a land (which wouldn't leave the battlefield regardless)?
One more clarification: Can a player still choose a land as a sacrifice? For example, If I somehow controlled Smokestack, could my opponent choose to sacrifice a land (which wouldn't leave the battlefield regardless)?
It would the way its worded. If it was can't be sacrificed then smokestack would just force other sacrifices, as is they are legal choices but won't be sacrificed because of the replacement effect.
Time Stop should be banned. It dodges the counterspell rule and so can exile turn 1 spells. Knowledge Pool seems similarly abusable.
Is there a reason for having the land enter tapped? Given that all the cheap cards are banned, it seems like the game effectively skips to the second player's first turn.
It prevents any shenanigans I miss that let a player cast a cmc>5 at instant speed for 5 or less mana before the op can go.
It's also the original wording of WUBRG week, that this is based on.
Each player gets to untap them during their first untap step, so Player1 can drop a land and have 6 open mana first turn.
(If by some odd chance the first turn player is suppose to skip his untap step, which I'm pretty sure he's not, we'll fix it to his lands don't enter tapped)
Also, ban suggestion: given that Territorial Dispute is banned, Ward of Bones should probably get the ax, too. I haven't yet figured out how to break it but I'm sure there is a way.
One more clarification: Can a player still choose a land as a sacrifice? For example, If I somehow controlled Smokestack, could my opponent choose to sacrifice a land (which wouldn't leave the battlefield regardless)?
You are correct. Against a Smokestack (that costs 6, obv), he can choose to sacrifice a land, it just won't leave the battlefield.
This is because "sacrifice a permanent" also reads as "choose a permanent, then sacrifice it". They choose their lands, then attempt to sacrifice it, but the "leaves the battlefield" is replaced.
I know it's slightly complicated, but the entire point of the round was lands, and I don't want a random card to slip by and rule the day with LD because I missed it.
It would the way its worded. If it was can't be sacrificed then smokestack would just force other sacrifices, as is they are legal choices but won't be sacrificed because of the replacement effect.
Time Stop should be banned. It dodges the counterspell rule and so can exile turn 1 spells. Knowledge Pool seems similarly abusable.
Players CAN choose for them to be sacrificed. They then attempt to sacrifice them, but they don't actually leave the battlefield.
This weakens only a few legal cards, like the Eldrazi.
BUT, it will ensure no one finds a way to haste an Eldrazi first turn (or something else nasty) and keep all ops off their mana.
Time Stop added.
Not sold on Knowledge Pool, but I'll add it to be safe.
Re: Sacrificing lands
The wording is not the same as "Effects your op.. can't cause you to sacrifice lands" which would put restrictions on not being able to choose a land as a sacrifice.
I believe the round's rule intent on this sacrifice is clear (atleast now), even if it needs rewording.
As such, I reserve the right to reword it to satisfy this stated intent.
So don't try to pull a fast one here
I'm basically trying to make people play along with the "Lets play big fat!" rather then go with "I'm suspending a weenie, and finding a way to blow up your lands so you can't have your big fat."
Kitchen table rules like "No LD" are too subjective. "But I didn't LD, I bounced and discarded!" etc.
Please play along
Edit: Additional Bans Added:
I decided to also ban Iona, who has a similar effect to permission.
I'm not sure if its possible to drop her first turn, but I know it is 2nd, so let's skip that.
This is because "sacrifice a permanent" also reads as "choose a permanent, then sacrifice it". They choose their lands, then attempt to sacrifice it, but the "leaves the battlefield" is replaced.
I figured as much. I just wanted to check before writing off Tyrant of Discord.
I was thinking about adding a special part to a round.
So we have a special round, the special round has special rules... like next week.
The added part is that a community deck is put into the grid with the rest of the decks.
Community deck is the best deck that the community has come up with.
Start with basic deck that goes with the rules.
Then if you post a deck that beats it 6-6, then your new community deck can replace it. (The new community decks must also follow da rules.)
Keep doing this until a day before the due date, say Friday.
Then we see what does better, individual decks or our community knowledge. Repeat a few times and take the average to really see results.
I was thinking about adding a special part to a round.
So we have a special round, the special round has special rules... like next week.
The added part is that a community deck is put into the grid with the rest of the decks.
Community deck is the best deck that the community has come up with.
Start with basic deck that goes with the rules.
Then if you post a deck that beats it 6-6, then your new community deck can replace it. (The new community decks must also follow da rules.)
Keep doing this until a day before the due date, say Friday.
Seems like it would turn into a who-can-post-last contest, as each person would want that deck to 0-6 their own deck.
11v2 is either rather complicated, or I'm missing something.
I THINK 2 can get it, because it gets 5 tokens later.
But at some point it needs to block, otherwise the +2's from jitte get it.
But it should still have enough tokens to win with.
May have to go turn by turn with block/noblock options :/
Faradan will almost certainly win it.
Interestingly, Faradan and Mogg both never had a single 0-6 loss.
Mogg did excellently; Faradan crushed the round.
Of interest to me, Path to Exile, which I considered in place of Vindicate, would have scored 58 - almost exactly the same.
I have two suggested corrections, with the net result that my total score doesn't change.
02 Draco9 – Bonfire of the Damned / Wheel of Sun and Moon
vs.
15 Mogg – Beacon of Destruction / Vindicate
3-3 -> 0-6
At the risk of fumbling another Wheel game, I think I win this one. What you might have overlooked is that any land played on a turn then Bonfire is played for its miracle cost can't be used to pay for that miracle cost. I've included a summary of the game in the spoiler below.
First number is land count, until life changes and first number becomes life total. Draco9 is on the play.
05 BronYAur – Immolating Souleater / Death's Shadow
vs.
15 Mogg – Beacon of Destruction / Vindicate
0-6 -> 3-3
On his third turn, BronYAur puts me at 8 (1 + 9 life pumps + 2 mana pumps) and casts Death's Shadow (11/11). I Vindicate Shadow but die to Souleater for 4 and 5 on the following turns.
02 Draco9 :: "Lost Horizon" Bonfire of the Damned / Wheel of Sun and Moon Bonfire is nice, and Wheel'ing it into a RSZ type is great. However, if you had gone with Ember Storm over Bonfire, you would have swept the entire field 6-0.
W:oAH!
Ember Storm is AWESOME! I didn't know that card existed! I'm gonna put that card in all my decks from now on.
11v2 is either rather complicated, or I'm missing something.
I THINK 2 can get it, because it gets 5 tokens later.
But at some point it needs to block, otherwise the +2's from jitte get it.
But it should still have enough tokens to win with.
May have to go turn by turn with block/noblock options :/
11v3?
Also, I am exceedingly glad I have you to calculate this out so I don't have to. Thank you!
I used Gather over Procession almost solely due to the much-better game against LD.
Listed 6-0, should be 0-6
Bonfire can't use the land on the turn it's cast for miracle, so it wins turn 8ish. Thanks to Jitte pumping my invincible Gloom Surgeon, I have a 6-turn clock and race even on the draw.
03 vs. 11 is 3-3
I definitely lose on the draw. 03 makes 6 tokens by the time I've equipped Surgeon. If I hold back to block, he makes inf. tokens and kills me; if I swing, he lets me through, I kill two and he makes two every turn, and he has four tokens left to race my 2-1
On the play, I win. He gets to four tokens before my first equipped attack, and I murder two. If he ever blocks, he runs out of white permanents for Mistveil Plains. And since we're trading two damage/turn, the first attack (me) wins.
05 vs. 11 listed 2-2, should (maybe?) 0-6
I'm not 100% convinced, but I'm He can never attack with his Souleater or the Surgeon blocks and kills it. Once I get surgeon equipped, I can attack and murder the Souleater, leaving one counter on Jitte. Depending on his life total after the attack (he doesn't block with Souleater, that just gives me a free counter. His life total is whatever he wants it to be anyway)
10 life = 3/3 shadow. I attack, if he blocks, Jitte kills shadow. Otherwise, he goes to 8. 5/5 shadow attacks. I'm at 15. Attack him for 2. He's at 6, shadow at 7/7. I can make Gloom Surgeon an 8/7; he has to block, shadow dies, I win a few turns later.
8 life = 5/5 shadow. I attack. If he blocks, Jitte kills Shadow. He takes the damage, goes to 6, 7/7 shadow. I can make Gloom Surgeon an 8/7; he has to block, shadow dies, I win a few turns later.
6 life, 7/7 shadow. Shadow can survive a block. However, block or no block, he's dead to the next gloom surgeon attack and can't one-shot kill me. He holds back Shadow, i keep attacking till I have enough counters to kill it.
4 life, 2 life, see above.
Finally, if he launches a suicide attack on the play against me on turn 4, before I can equip Jitte, I block and kill Souleater. A small Shadow does little enough damage that the plan above still kills him. If goes down to 4 or 6 life, I ALMOST die in two swings--but I can gain enough life of the Jitte to survive.
09 vs. 11 6-0
No changes here, just frustrating how close I come to at least drawing on the play
Turn 1: land
Turn 1: land, vault, mayor
Turn 2: Surgeon
Turn 2: pass, flip mayor
Turn 3: Jitte
Turn 3: Attack with Mayor and Vault (me: 17), make Wolf 1
Turn 4: Equip, attack (him: 18)
Turn 4: Attack with mayor, Vault, Wolf (me: 8), make Wolf 2
Turn 5: Attack, kill Mayor, 1 counter on Jitte.
Turn 6: Attack with Vault, Wolfs, (Me: 2)
Turn 6: Gain 2 life (Me: 4)
Turn 7: attack to kill me exactly, I die to state-based effects before I can use the counters to gain enough life to live.
11 v. 12 0-6
I lose to non-damage removal
11 v. 13 6-0
When I'm on the draw, he gets one attack with a 3/3 student before I get my guy down. Then, after I play Jitte, he attacks with Wildwood and the 3/3 Student (putting me to 14, I block one.) I equip and attack. He pumps student to max and attacks me for 8, putting me to 6. I attack and have enough counters to murder Student. Wildwood swings for 3, I gain 4/turn, I win.
11 v. 14 3-3
If he can make me discard either card, I lose; if I get both down, he does. Isn't that how Augur always plays out?
03 vs. 11 is 3-3
I definitely lose on the draw. 03 makes 6 tokens by the time I've equipped Surgeon. If I hold back to block, he makes inf. tokens and kills me; if I swing, he lets me through, I kill two and he makes two every turn, and he has four tokens left to race my 2-1
On the play, I win. He gets to four tokens before my first equipped attack, and I murder two. If he ever blocks, he runs out of white permanents for Mistveil Plains. And since we're trading two damage/turn, the first attack (me) wins.
We're not trading 2 per turn, I eventually get to make 5 tokens per turn.
Private Mod Note
():
Rollback Post to RevisionRollBack
I am the author of the "Resource Advantage in Magic" series over on EternalCentral.com
We're not trading 2 per turn, I eventually get to make 5 tokens per turn.
You never get to make 5 tokens when i'm on the play.
Turn 2: Surgeon
Turn 2: Gather
Turn 3: attack (you: 18) Jitte
Turn 3: Upkeep: mistveil, Attack (Me: 18) gather, 4 dudes
Turn 4: attack (you: 16, blocking makes you run out of white permanents). Two counters. Kill two tokens.
Turn 4: Upkeep: veil, attack (Me: 16), gather.
.....
Turn X: Attack (you: 6) DON'T kill two tokens.
You: mistveil, attack w/4 tokens (me: 4) Gather.
Turn x + 1: Attack with two tokens on Jitte. you MUST block or die. One of your tokens dies in combat. 4 counters on Jitte. Kill four tokens. You have one token left and cannot Mistveil. Your one token dies next turn whether it attacks or blocks, and I finish you.
This is the results for round 2.32 and the start for round 2.33.
Round 2.32 Next Round : 2.33 Resources
No longer staff here.
Timmy Likes Lands
No longer staff here.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
2CB of course o_0
I won't admit to making that error.... >_<
No longer staff here.
Millionaires, I hear it's good Music (Disclaimer: lyrics not PG-13) Thanks, CC
Already is, since it has cmc<=5.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Is there a reason for having the land enter tapped? Given that all the cheap cards are banned, it seems like the game effectively skips to the second player's first turn.
List tags are malformed.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Not true; the first turn's untap step is almost always irrelevant, but still exists. The point is to make player 2 wait a turn and not cast an instant during player 1's upkeep, I presume.
One more clarification: Can a player still choose a land as a sacrifice? For example, If I somehow controlled Smokestack, could my opponent choose to sacrifice a land (which wouldn't leave the battlefield regardless)?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
It would the way its worded. If it was can't be sacrificed then smokestack would just force other sacrifices, as is they are legal choices but won't be sacrificed because of the replacement effect.
Time Stop should be banned. It dodges the counterspell rule and so can exile turn 1 spells. Knowledge Pool seems similarly abusable.
I'm working on it, slowly.
I may have more time coming up to finish it.
It prevents any shenanigans I miss that let a player cast a cmc>5 at instant speed for 5 or less mana before the op can go.
It's also the original wording of WUBRG week, that this is based on.
Each player gets to untap them during their first untap step, so Player1 can drop a land and have 6 open mana first turn.
(If by some odd chance the first turn player is suppose to skip his untap step, which I'm pretty sure he's not, we'll fix it to his lands don't enter tapped)
Ward of Bones added.
You are correct. Against a Smokestack (that costs 6, obv), he can choose to sacrifice a land, it just won't leave the battlefield.
This is because "sacrifice a permanent" also reads as "choose a permanent, then sacrifice it". They choose their lands, then attempt to sacrifice it, but the "leaves the battlefield" is replaced.
I know it's slightly complicated, but the entire point of the round was lands, and I don't want a random card to slip by and rule the day with LD because I missed it.
Players CAN choose for them to be sacrificed. They then attempt to sacrifice them, but they don't actually leave the battlefield.
This weakens only a few legal cards, like the Eldrazi.
BUT, it will ensure no one finds a way to haste an Eldrazi first turn (or something else nasty) and keep all ops off their mana.
Time Stop added.
Not sold on Knowledge Pool, but I'll add it to be safe.
Re: Sacrificing lands
The wording is not the same as "Effects your op.. can't cause you to sacrifice lands" which would put restrictions on not being able to choose a land as a sacrifice.
I believe the round's rule intent on this sacrifice is clear (atleast now), even if it needs rewording.
As such, I reserve the right to reword it to satisfy this stated intent.
So don't try to pull a fast one here
I'm basically trying to make people play along with the "Lets play big fat!" rather then go with "I'm suspending a weenie, and finding a way to blow up your lands so you can't have your big fat."
Kitchen table rules like "No LD" are too subjective. "But I didn't LD, I bounced and discarded!" etc.
Please play along
Edit: Additional Bans Added:
I decided to also ban Iona, who has a similar effect to permission.
I'm not sure if its possible to drop her first turn, but I know it is 2nd, so let's skip that.
Also axed Beacon of Tomorrows.
It's too obviously easy as 3rd turn win.
Herald of Leshrac is like LD.
No longer staff here.
I figured as much. I just wanted to check before writing off Tyrant of Discord.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
So we have a special round, the special round has special rules... like next week.
The added part is that a community deck is put into the grid with the rest of the decks.
Community deck is the best deck that the community has come up with.
Start with basic deck that goes with the rules.
Then if you post a deck that beats it 6-6, then your new community deck can replace it. (The new community decks must also follow da rules.)
Keep doing this until a day before the due date, say Friday.
Then we see what does better, individual decks or our community knowledge. Repeat a few times and take the average to really see results.
Seems like it would turn into a who-can-post-last contest, as each person would want that deck to 0-6 their own deck.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
I should have time to finish everything up later today.
Edit:
The shiv's silk pint is shaped like a hexagram.
[/anticheat]
No longer staff here.
11v2 is either rather complicated, or I'm missing something.
I THINK 2 can get it, because it gets 5 tokens later.
But at some point it needs to block, otherwise the +2's from jitte get it.
But it should still have enough tokens to win with.
May have to go turn by turn with block/noblock options :/
Faradan will almost certainly win it.
Interestingly, Faradan and Mogg both never had a single 0-6 loss.
Mogg did excellently; Faradan crushed the round.
No longer staff here.
I have two suggested corrections, with the net result that my total score doesn't change.
02 Draco9 – Bonfire of the Damned / Wheel of Sun and Moon
vs.
15 Mogg – Beacon of Destruction / Vindicate
3-3 -> 0-6
At the risk of fumbling another Wheel game, I think I win this one. What you might have overlooked is that any land played on a turn then Bonfire is played for its miracle cost can't be used to pay for that miracle cost. I've included a summary of the game in the spoiler below.
First number is land count, until life changes and first number becomes life total. Draco9 is on the play.
1: 1
2: 1
1: 2, Wheel
2: 2
1: 3, Bonfire
2: 19, 3, Vindicate Wheel
1: 4
2: 19, 4
1: 5, Wheel, Bonfire
2: 18, 5, Beacon
1: 15, Bonfire, 6
2: 14, Beacon
1: 10, Bonfire, 7
2: 9, Beacon
1: 5, Bonfire, 8
2: 3, Beacon, Win
05 BronYAur – Immolating Souleater / Death's Shadow
vs.
15 Mogg – Beacon of Destruction / Vindicate
0-6 -> 3-3
On his third turn, BronYAur puts me at 8 (1 + 9 life pumps + 2 mana pumps) and casts Death's Shadow (11/11). I Vindicate Shadow but die to Souleater for 4 and 5 on the following turns.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
W:oAH!
Ember Storm is AWESOME! I didn't know that card existed! I'm gonna put that card in all my decks from now on.
11v3?
Also, I am exceedingly glad I have you to calculate this out so I don't have to. Thank you!
I used Gather over Procession almost solely due to the much-better game against LD.
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/
Listed 6-0, should be 0-6
Bonfire can't use the land on the turn it's cast for miracle, so it wins turn 8ish. Thanks to Jitte pumping my invincible Gloom Surgeon, I have a 6-turn clock and race even on the draw.
03 vs. 11 is 3-3
I definitely lose on the draw. 03 makes 6 tokens by the time I've equipped Surgeon. If I hold back to block, he makes inf. tokens and kills me; if I swing, he lets me through, I kill two and he makes two every turn, and he has four tokens left to race my 2-1
On the play, I win. He gets to four tokens before my first equipped attack, and I murder two. If he ever blocks, he runs out of white permanents for Mistveil Plains. And since we're trading two damage/turn, the first attack (me) wins.
05 vs. 11 listed 2-2, should (maybe?) 0-6
I'm not 100% convinced, but I'm He can never attack with his Souleater or the Surgeon blocks and kills it. Once I get surgeon equipped, I can attack and murder the Souleater, leaving one counter on Jitte. Depending on his life total after the attack (he doesn't block with Souleater, that just gives me a free counter. His life total is whatever he wants it to be anyway)
8 life = 5/5 shadow. I attack. If he blocks, Jitte kills Shadow. He takes the damage, goes to 6, 7/7 shadow. I can make Gloom Surgeon an 8/7; he has to block, shadow dies, I win a few turns later.
6 life, 7/7 shadow. Shadow can survive a block. However, block or no block, he's dead to the next gloom surgeon attack and can't one-shot kill me. He holds back Shadow, i keep attacking till I have enough counters to kill it.
4 life, 2 life, see above.
Finally, if he launches a suicide attack on the play against me on turn 4, before I can equip Jitte, I block and kill Souleater. A small Shadow does little enough damage that the plan above still kills him. If goes down to 4 or 6 life, I ALMOST die in two swings--but I can gain enough life of the Jitte to survive.
09 vs. 11 6-0
No changes here, just frustrating how close I come to at least drawing on the play
Turn 1: land, vault, mayor
Turn 2: Surgeon
Turn 2: pass, flip mayor
Turn 3: Jitte
Turn 3: Attack with Mayor and Vault (me: 17), make Wolf 1
Turn 4: Equip, attack (him: 18)
Turn 4: Attack with mayor, Vault, Wolf (me: 8), make Wolf 2
Turn 5: Attack, kill Mayor, 1 counter on Jitte.
Turn 6: Attack with Vault, Wolfs, (Me: 2)
Turn 6: Gain 2 life (Me: 4)
Turn 7: attack to kill me exactly, I die to state-based effects before I can use the counters to gain enough life to live.
11 v. 12 0-6
I lose to non-damage removal
11 v. 13 6-0
When I'm on the draw, he gets one attack with a 3/3 student before I get my guy down. Then, after I play Jitte, he attacks with Wildwood and the 3/3 Student (putting me to 14, I block one.) I equip and attack. He pumps student to max and attacks me for 8, putting me to 6. I attack and have enough counters to murder Student. Wildwood swings for 3, I gain 4/turn, I win.
11 v. 14 3-3
If he can make me discard either card, I lose; if I get both down, he does. Isn't that how Augur always plays out?
1 | 6 0 3 0 6 0 6 0 0 0 X 0 6 3 0 | 18 | 200
We're not trading 2 per turn, I eventually get to make 5 tokens per turn.
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/
Turn 2: Surgeon
Turn 2: Gather
Turn 3: attack (you: 18) Jitte
Turn 3: Upkeep: mistveil, Attack (Me: 18) gather, 4 dudes
Turn 4: attack (you: 16, blocking makes you run out of white permanents). Two counters. Kill two tokens.
Turn 4: Upkeep: veil, attack (Me: 16), gather.
.....
Turn X: Attack (you: 6) DON'T kill two tokens.
You: mistveil, attack w/4 tokens (me: 4) Gather.
Turn x + 1: Attack with two tokens on Jitte. you MUST block or die. One of your tokens dies in combat. 4 counters on Jitte. Kill four tokens. You have one token left and cannot Mistveil. Your one token dies next turn whether it attacks or blocks, and I finish you.