This is the results for round 2.33 and the start for round 2.34.
Round 2.33
This round was Timmy Likes Lands.
This was a round of epic spells. We started with 5 mana (WUBRG), and had to play with cards 6cc+.
The Entries
01 Feyd_Ruin :: "Drain you for 20" Vish Kal, Blood Arbiter / Magister Sphinx My main goal was to stop Beacon of Immortality, survive a Bringer of the Red Dawn, and have life gain against a quick 20 - all the while playing something Fun, rather then strictly competitive. This round had little of what I prepared for, but I still love the concept of my deck. I really wanted to run Kaervek the Merciless for fun, but he seemed too short sighted to do much.
02 Draco9 :: "The Immortal Sphyx" Beacon of Immortality / Sphinx-Bone Wand The Bone Wand was a comical and intuitive way to make Beacon a kill card. Beacon was great at hosing quick damage, but the wand was so slow anyone with an answer could stop it, leading to ties-a-lot syndrome. I believe Storm Herd would have scored higher, but it would have lost a lot of the coolness factor.
03 BronYAur :: "Poisonous Roots" Root Elemental / Blightsteel Colossus With Emrakul no longer annihilating, Blightsteel was the next logical choice. I like that Root Elemental was a good 6/5 backup beatstick, rather then shooting for an all-in way to cast Blightsteel. This deck was fun and interesting, but had a rough meta.
04 faradan :: "Cage the Elephant" Caged Sun / Storm Herd Cage was a great last-minute upgrade, and put a full 40 damage on the board 2nd turn. If people couldn't Memnarch you first or drop mass destruction, the game was usually short lived in your favor.
05 Antonia :: "I'm Sorry, where you playing something?" Barren Glory / Jokulhaups I loved that this round let us use cards we've always thought about, but didn't have time to get to cast. Glory was a great way of "I don't care what you do, I'll just win 3rd". As you would expect, this won anything that couldn't stop what you were doing right away.
06 AtheistGod :: "13 Ways to Bleed on Stage" Confiscate / Army of the Damned I didn't ban confiscate, since it was basically just a Time Stretch with more potential. Army pushed its power level to the limits. The most comical matchup was biddin, whos deck was like one of those irl tournament entries that was like "I'm just here to beat affinity." And you played affinity.
07 Reyemile :: "My Pet Robot" Austere Command / Memnarch I overlooked Memnarch when attempting to solidify the "you'll get some mana" rules. On the upside, everyone got to at least 7 mana, so it was much better then a normal-round Mana Vortex matchup. Austere Command was an epic destruction card as well.
08 ajfirecracker :: "Electronic Voice Phenomenon" Chancellor of the Tangle / Memnarch This was the entry that made me go "argh. Ld, still?" At least there are a lot of viable 6cc options that can kill a memnarch and not be too narrow to be otherwise playable. Again, this felt better then Mana Vortex. Pushing him out a turn early had a huge swing on what you could stop.
09 casual johnny :: "Subdued" Ritual of Subdual / Tangle Golem Mana denial is wrong, and bad. There should be a new, stronger word for mana denial like badwrong or badong. YES, mana denial is badong. You're were able to stop quite a few players from doing anything with just enough time.
10 benbuzz790 :: "Despair" Angel of Despair / Angel of Despair I love the simple, elegant nature of your deck. On one side, it feels like a newbie player who sees a fat card and says "Ohhh. This card is good, I'll just run lots of him!" On the other side, Angel really is that good, and was a great way to curve around the metagame.
11 Mogg :: "Sorin's Pet Sphynx" Sorin's Vengeance / Magister Sphinx Our decks compared: Drop them to 10 with a Sphinx? Check. Drain them for 10 on the next turn? Check. Same matchups? Not at all. You could actually hit 15 damage in a turn, and didn't have to try to swing through anything, or hope your killer didn't get Memnarch'd. That helped you out a lot.
12 Parsley :: "All Too Easy" Wurmcoil Engine / Nicol Bolas, Planeswalker Bolas was a beast, and I expected more of him. Combined with the lifelink from Wurmcoil, you could actually postpone most 3rd turn wins on your draw and still have him drop to take control of the game. Very elegant.
13 biddin :: "AtheistGod is going DOWN!" Elesh Norn, Grand Cenobite / Terminus Terminus was a very confusing choice. I'm sure there are matchups where it helps, but I believe Austere Command was almost always better. I wonder if there was something specific you were aiming for. On the other hand, Elesh Norn was great at stopping Storm Herds and and Zombie Armies, but was a little lacking otherwise. It beat a 6/6, but tied a 7/7.
14 VikingMetal4L :: "2CB MUD" Steel Hellkite / Memnarch This seemed like a finely tuned deck for a new format. Hellkite came down on first turn to kill anything too fast for memnarch to steal, and then Memnarch came down to seal the deal. Well played, sir.
15 fnord :: "Ohh. That's a Nice little creature you got there…" Vish Kal, Blood Arbiter / Bringer of the Red Dawn I expected to see more red Bringers, and Vish Kal was a nice combination. It really focused on destroying creature decks, and there were definitely a multitude of those this round. Good call.
16 psly4mne :: "Stealing Steel" Steel Hellkite / Take Possession Hellkite was great at hitting anything the opponent dropped, and Take Possession was a beast at removing anything that could stop Hellkite from getting through. Much like the other Hellkite deck, this felt very refined for the first round.
17 Niv :: "Urza's Foreign Legion" Reaper King / Coalition Victory Like faradan, this deck pushed for a "Your beats don't matter" win. Unfortunately, Reaper King was slightly more fragile than Barren Glory. It was still nice that Coalition Victory was playable this round, and could actually win.
18 WhammWhamme :: "The Legacy of Progenitus" Legacy Weapon / Progenitus Legacy Weapon was a beast at what it does, but a little slow. On your draw, you couldn't use it before a 3rd turn kill hit you. It also had trouble dealing with tokens, etc. With your kill being Prog, you were unfortunately completely reliant on Legacy Weapon controlling the game.
There were 18 players with 153 matches and 306 total games.
30 hands ended in a draw. 12 matches had at least one draw.
That's 10% of all games, averaging 1.7 games per player.
The following player(s) had the most drawn games, with 12 total draws: Reyemile
38 matches were a 3-3 split.
That's 25% of all matches, averaging 4.2 matches per player.
The following player(s) had the most split matches, with 7 total splits: faradan : Parsley
100 matches were a 6-0 sweep.
That's 65% of all matches, averaging 5.6 matches per player.
This means players also had an average of 5.6 0-6 losses.
The following player(s) had the most 6-0 match sweeps, at 13 total sweeps: AtheistGod
There were 30 unique cards submitted, out of 36 total.
5 card(s) were repeated:
Next Round will be 'Two-Headed Giant'.
Entries are due Saturday Night at Midnight.
Two-Headed Giant
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 round will be Two-Headed Giant.
This round was chosen by Athiest God as a belated winning of PotM March.
[We had April booked up for the "Custom Card" theme]
Two Headed Giant Week
This week you will submit three unique cards to be used in two decks in a game of two headed giant.
You will be the player of both "heads" of your team.
Your decks will be "[Card 1] / [Card 2]" and "[Card 2] / [Card 3]."
Thus, card2 will be shared by both decks, and card1 and card3 can't be the same card.
Do the two decks need to individually satisfy rule 2.2b, or does your four-card submission count as one "deck" for that purpose?
Rule 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.
Good point.
Your entire entry must satisfy all rules.
This means both decks combined must be able to win, but they can't win/discard/etc before the end of your opponent's second turn, and so on.
Hopefully I got this right... I rushed most of them, and maybe missed something in the memnarch matches. Keep in mind that, play or draw, my opponent only has 7 (at most) mana to do something before I can cast angel because of the "first player's skips his first untap step" rule.
Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
Feyd, your deck doesn't actually beat Beacon, it's an instant and so they can cast it after Magister sphinx to bounce between 10 and 20 life forever.
The Beacon deck I had planned was Beacon of Immortality/Pestilence Demon. The weakness of Beacon is that your threat doesn't have any support and my plan was Pestilence Demon serving double duty as wrath and wincon that dodged removal.
I can't seem to avoid losing to deck 6, let alone 6-0 it. On the play, if I drop Memnarch turn 7, it gets confiscated; I have to blow up Enchantments and small creatures with Austere command to get it back on my turn 8, and have no answer to AtheistGod's turn 9 swing with lots of zombies.
That seems like an out. I didn't go through the entire matchup. Just saw that Austere Command wrecks me in most lines of play and that Memnarch can keep me off non-accelerated Army. Hadn't realized the turn spent bringing Memnarch back would allow me to cast Army.
This means the only deck that beats me when I'm on the play is "AtheistGod is going DOWN!"
08 ajfirecracker :: "Electronic Voice Phenomenon" Chancellor of the Tangle / Memnarch This was the entry that made me go "argh. Ld, still?" At least there are a lot of viable 6cc options that can kill a memnarch and not be too narrow to be otherwise playable. Again, this felt better then Mana Vortex. Pushing him out a turn early had a huge swing on what you could stop.
9: Ritual of Subdual / Tangle Golem
I win this one 6-0. Memnarch is colorless to cast, can be played turn 1 despite the ritual, and trades with the Tangle Golem. This leaves me with a threat and my opponent (eventually) with nothing.
Suggested: 6-0
10: Angel of Despair x2
I win this one 6-0. When I'm on the play, no Angel ever hits play. If I'm on the draw, I don't need to drop until my opponent does, or I get to 14 mana. Once I get to 14 mana, I can play Memnarch and steal an Angel in response to the trigger. My Angel will attack for the win unless the second Angel comes down, at which point my Reach-Vigilance Chancellor can come down and clean up. If an Angel comes down quickly, I play the Chancellor, then lose it to the second Angel and take 5, then play Memnarch and take 10, then steal an Angel pre-combat to block and subsequently win at 5 life points.
Suggested: 6-0
11: Sorin's Vengeance / Magister Sphinx
On the play, I stop either card from resolving. On the draw, I die miserably.
Suggested: 3-3
12: Wurmcoil Engine / Nicol Bolas, Planeswalker
On the play, I have time to steal Wurmcoil and steal stop Bolas. On the draw, I ignore Wurmcoil for a while, until I can steal it and still stop Bolas from being cast. I go all the way down to 2 life, but manage to sneak out the win.
Suggested: 6-0
13: Elesh Norn, Grand Cenobite / Terminus
Terminus doesn't actually kill my guys. Chancellor and Elesh can bash into each other forever, so Memnarch eventually wins.
Suggested: 6-0
14: Steel Hellkite / Memnarch
On the play, I simply drop Memnarch T1 and each turn take Hellkite if you've played it or a land if you haven't. Since your Memnarch legend-rules with mine, this leads to a victory. On the draw, I play Chancellor of the Tangle Turn 1 and Memnarch Turn 2, leading quite directly to a draw.
Suggested: 4-1
15: Vish Kal, Blood Arbiter / Bringer of the Red Dawn
On the play, your creatures have no effect before being stolen. On the draw, you can steal Memnarch and give it to yourself, or bash me down quite severely. Either leads to my immediate death.
Suggested: 3-3
16: Steel Hellkite / Take Possession
On the play, I play Memnarch and then each turn take Steel Hellkite if possible and a land otherwise. This leads quite directly to a win. On the draw, my position is hopeless.
Suggested: 3-3
17: Reaper King / Coalition Victory
Play or draw, I can stop you from hitting 8 mana, or simply steal the 'King.
Suggested: 6-0
18: Legacy Weapon / Progenitus
Even on the draw, I can steal Legacy Weapon before it does any real harm, and can readily race Progenitus or stop him from reaching the board.
Suggested: 6-0
On 7's draw:
7 Saves Austere command to blow up Steel Hellkite, whenever it drops. Thats all the game ever is.
If he doesn't Command to kill Hellkite, Hellkite kills before memnarch can drop and steal (11 mana)
If hellkite doesn't drop, on turn bajillion, he drops Memnarch. Next turn its confiscated, he then UUD, Austere to kill enchantments. Memnarch steal mana for hellkite.
(No player can win)
Note: Memn is a 4/5, hellkite 5/5. Mem can't block and live, and hellkite can always pay 7 to kill memnarch.
Thus, dropping memnarch at any point kills memnarch, since he can't hit 11 mana before he dies.
16v8
Listed: 0-6 and 3-3
Actually: 3-3
8's play:
Memnarch drops, then steals lands until hellkite drops.
Steal hellkite.
Confiscate hellkite=resteal.
Confiscate memnarch = hellkite swing + blow up memnarch.
8 wins.
16's play:
Drop hellkite.
If memnarch drops, swing and destroy.
Kills before the 11 mana Memnarch+Steal.
How does perfect information work with Liliana of the Veil, when an opponent chooses a card do we know exactly which was chosen at that time?
My interpretation: you know what your opponent chooses, but you choose first so it doesn't matter. The relevant rules for normal Magic are: 101.4 (APNAP order rule), 101.4a (APNAP applied to hidden zones), and 805.6 (APNAP applied to teams). The only change in 2CB is that the card is visible when it is chosen (101.4a).
Relevant rules excerpts are included in the spoiler.
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then each of the nonactive players, in turn order, chooses a creature he or she controls. Then all creatures chosen this way are sacrificed simultaneously.
101.4a If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card he or she is choosing.
805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.
EDIT: References are from Comp Rules updated September 2011, so the rule numbers may be out-dated.
I disagree with some of what Feyd's got so far for Casual Johnny's grid (and I really like his deck), so I'm going to post my thoughts on each of Johnny's matchups.
01 Feyd_Ruin :: "Drain you for 20"
Vish Kal, Blood Arbiter / Magister Sphinx
The hard lock stops any shenanigans - or any plays whatsoever.
Suggested: 6-0
02 Draco9 :: "The Immortal Sphyx"
Beacon of Immortality / Sphinx-Bone Wand
With Johnny on the play, Beacon never gets cast. On the draw, it gets cast once, surviving long enough to outlast the cumulative upkeep and win.
Suggested: 3-3
03 BronYAur :: "Poisonous Roots"
Root Elemental / Blightsteel Colossus
On the play, Johnny can play Golem first and Ritual later. The morph doesn't ever flip, but can chump-block. This is a turn shy of allowing Blightsteel to come down and win. On the draw, that extra turn makes all the difference.
Suggested: 3-3
04 faradan :: "Cage the Elephant"
Caged Sun / Storm Herd
Faradan does nothing at all without colored mana on the 2nd or later turn. Johnny simply drops the mana lock, then the Golem, and wins.
Suggested: 6-0
05 Antonia :: "I'm Sorry, where you playing something?"
Barren Glory / Jokulhaups
Play or draw, Johnny simply locks out the Jokulhaups and beats for 20 with a Golem.
Suggested: 6-0
06 AtheistGod :: "13 Ways to Bleed on Stage"
Confiscate / Army of the Damned
With Johnny on the play, Atheists' cards are both uncastable. With Johnny on the draw, a wild Zombie Army appears before the lock can come down.
Suggested: 3-3
07 Reyemile :: "My Pet Robot"
Austere Command / Memnarch
Austere is locked out if it can do anything. Similarly, Memnarch can't steal anything without blue mana. The two robots simply run into each other and die, regardless of who has the play.
Suggested: 2-2
08 ajfirecracker :: "Electronic Voice Phenomenon"
Chancellor of the Tangle / Memnarch
Memnarch trades with Tangle Golem, then Chancellor of the Tangle comes in and cleans up, regardless of who has the play.
Suggested: 0-6
09 casual johnny :: "Subdued"
Ritual of Subdual / Tangle Golem
Suggested: X-X
10 benbuzz790 :: "Despair"
Angel of Despair / Angel of Despair
Both of BenBuzz's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
11 Mogg :: "Sorin's Pet Sphynx"
Sorin's Vengeance / Magister Sphinx
Both of Mogg's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
12 Parsley :: "All Too Easy"
Wurmcoil Engine / Nicol Bolas, Planeswalker
Wurmcoil simply trumps Johnny's entire deck.
Suggested: 0-6
13 biddin :: "AtheistGod is going DOWN!"
Elesh Norn, Grand Cenobite / Terminus
Biddin's cards both require white mana. Both get locked out before they can be (profitably) cast.
Suggested: 6-0
15 fnord :: "Ohh. That's a Nice little creature you got there…"
Vish Kal, Blood Arbiter / Bringer of the Red Dawn
The locks works swimmingly on the play, and not at all on the draw.
Suggested: 3-3
17 Niv :: "Urza's Foreign Legion"
Reaper King / Coalition Victory
On the play, Reaper King can be cast for 10 just in time to win. On the draw, he gets cast a lot sooner.
Suggested: 0-6
18 WhammWhamme :: "The Legacy of Progenitus"
Legacy Weapon / Progenitus
Both of these cards require all sorts of colored mana to work, and neither is really quick enough to do so. Johnny simply locks them out and wins with Tangle Golem.
Suggested: 6-0
I disagree with some of what Feyd's got so far for Casual Johnny's grid (and I really like his deck), so I'm going to post my thoughts on each of Johnny's matchups.
01 Feyd_Ruin :: "Drain you for 20"
Vish Kal, Blood Arbiter / Magister Sphinx
The hard lock stops any shenanigans - or any plays whatsoever.
Suggested: 6-0
02 Draco9 :: "The Immortal Sphyx"
Beacon of Immortality / Sphinx-Bone Wand
With Johnny on the play, Beacon never gets cast. On the draw, it gets cast once, surviving long enough to outlast the cumulative upkeep and win.
Suggested: 3-3
03 BronYAur :: "Poisonous Roots"
Root Elemental / Blightsteel Colossus
On the play, Johnny can play Golem first and Ritual later. The morph doesn't ever flip, but can chump-block. This is a turn shy of allowing Blightsteel to come down and win. On the draw, that extra turn makes all the difference.
Suggested: 3-3
04 faradan :: "Cage the Elephant"
Caged Sun / Storm Herd
Faradan does nothing at all without colored mana on the 2nd or later turn. Johnny simply drops the mana lock, then the Golem, and wins.
Suggested: 6-0
05 Antonia :: "I'm Sorry, where you playing something?"
Barren Glory / Jokulhaups
Play or draw, Johnny simply locks out the Jokulhaups and beats for 20 with a Golem.
Suggested: 6-0
06 AtheistGod :: "13 Ways to Bleed on Stage"
Confiscate / Army of the Damned
With Johnny on the play, Atheists' cards are both uncastable. With Johnny on the draw, a wild Zombie Army appears before the lock can come down.
Suggested: 3-3
07 Reyemile :: "My Pet Robot"
Austere Command / Memnarch
Austere is locked out if it can do anything. Similarly, Memnarch can't steal anything without blue mana. The two robots simply run into each other and die, regardless of who has the play.
Suggested: 2-2
08 ajfirecracker :: "Electronic Voice Phenomenon"
Chancellor of the Tangle / Memnarch
Memnarch trades with Tangle Golem, then Chancellor of the Tangle comes in and cleans up, regardless of who has the play.
Suggested: 0-6
09 casual johnny :: "Subdued"
Ritual of Subdual / Tangle Golem
Suggested: X-X
10 benbuzz790 :: "Despair"
Angel of Despair / Angel of Despair
Both of BenBuzz's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
11 Mogg :: "Sorin's Pet Sphynx"
Sorin's Vengeance / Magister Sphinx
Both of Mogg's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
12 Parsley :: "All Too Easy"
Wurmcoil Engine / Nicol Bolas, Planeswalker
Wurmcoil simply trumps Johnny's entire deck.
Suggested: 0-6
13 biddin :: "AtheistGod is going DOWN!"
Elesh Norn, Grand Cenobite / Terminus
Biddin's cards both require white mana. Both get locked out before they can be (profitably) cast.
Suggested: 6-0
15 fnord :: "Ohh. That's a Nice little creature you got there…"
Vish Kal, Blood Arbiter / Bringer of the Red Dawn
The locks works swimmingly on the play, and not at all on the draw.
Suggested: 3-3
17 Niv :: "Urza's Foreign Legion"
Reaper King / Coalition Victory
On the play, Reaper King can be cast for 10 just in time to win. On the draw, he gets cast a lot sooner.
Suggested: 0-6
18 WhammWhamme :: "The Legacy of Progenitus"
Legacy Weapon / Progenitus
Both of these cards require all sorts of colored mana to work, and neither is really quick enough to do so. Johnny simply locks them out and wins with Tangle Golem.
Suggested: 6-0
I'm glad you like the deck. =) even if subdual wasn't quite as good as I'd hoped with the Hellkites and Memnarchs present I'm still pleased I managed to make it work at all.
your results look right for me, (though remember 3s count for 2).
your reasoning vs 3 was a bit off though.
If I play golem before subdual he can can cast a 6/5 which trades with my golem and eventually blightsteel comes down and kills me. I actually play subdual first T1 as normal vs his T1 morph. the morph is forced to block to prevent a turn 6 loss. Ritual gets foreclosed on turn 7 but the morph is gone and blightsteel isn't out yet. So I squeak in lethal damage turn 7 before blightsteel can come down.
what feyd probably missed is that I only need to win turn 6 vs instant speed answers/threats . I can sacrifce subdual and win turn 7 vs sorcery speed spells.
P.S am I the only one who expected more haste this round?
This is the results for round 2.33 and the start for round 2.34.
Round 2.33 Next Round : 2.34 Resources
No longer staff here.
This round was chosen by Athiest God as a belated winning of PotM March.
[We had April booked up for the "Custom Card" theme]
Two Headed Giant Week
This week you will submit three unique cards to be used in two decks in a game of two headed giant.
You will be the player of both "heads" of your team.
Your decks will be "[Card 1] / [Card 2]" and "[Card 2] / [Card 3]."
Thus, card2 will be shared by both decks, and card1 and card3 can't be the same card.
No longer staff here.
Last time I did, it was 40 life with quite different rules.
..that changed 5 years ago :/
No longer staff here.
Rule 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.
Good point.
Your entire entry must satisfy all rules.
This means both decks combined must be able to win, but they can't win/discard/etc before the end of your opponent's second turn, and so on.
Thus: Darksteel Pendant / Mishra's Bauble \ Ophidian is legal.
But a turn 3 win on deck1 with a Timewalk in deck2 (if it were legal) is illegal, since it wins before end of op's 2nd.
Decks Posted!
No longer staff here.
Apparently a turn 3 win, almost-no-interaction deck gets a lot of splits. Who knew?
0 | 6 2 6 6 6 0 2 6 0 X 0 6 6 6 6 2 6 6 | 72 | 400
AHHH, got it backwards. Most of those are probably wrong...
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
More facts of magic
My grid:
6 | 6 4 6 6 6 X 6 6 3 6 6 6 0 6 6 3 6 6 | 86 | 506
I'm somewhat surprised no one else played Confiscate, it was in the group of obviously good cards with Beacon of Immortality, Memnarch, and Steel Hellkite.
Feyd, your deck doesn't actually beat Beacon, it's an instant and so they can cast it after Magister sphinx to bounce between 10 and 20 life forever.
The Beacon deck I had planned was Beacon of Immortality/Pestilence Demon. The weakness of Beacon is that your threat doesn't have any support and my plan was Pestilence Demon serving double duty as wrath and wincon that dodged removal.
Voltaic Key/Inkmoth Nexus // Inkmoth Nexus/Time Vault would be legal otherwise.
I can't seem to avoid losing to deck 6, let alone 6-0 it. On the play, if I drop Memnarch turn 7, it gets confiscated; I have to blow up Enchantments and small creatures with Austere command to get it back on my turn 8, and have no answer to AtheistGod's turn 9 swing with lots of zombies.
This means the only deck that beats me when I'm on the play is "AtheistGod is going DOWN!"
My unlisted matches:
9: Ritual of Subdual / Tangle Golem
I win this one 6-0. Memnarch is colorless to cast, can be played turn 1 despite the ritual, and trades with the Tangle Golem. This leaves me with a threat and my opponent (eventually) with nothing.
Suggested: 6-0
10: Angel of Despair x2
I win this one 6-0. When I'm on the play, no Angel ever hits play. If I'm on the draw, I don't need to drop until my opponent does, or I get to 14 mana. Once I get to 14 mana, I can play Memnarch and steal an Angel in response to the trigger. My Angel will attack for the win unless the second Angel comes down, at which point my Reach-Vigilance Chancellor can come down and clean up. If an Angel comes down quickly, I play the Chancellor, then lose it to the second Angel and take 5, then play Memnarch and take 10, then steal an Angel pre-combat to block and subsequently win at 5 life points.
Suggested: 6-0
11: Sorin's Vengeance / Magister Sphinx
On the play, I stop either card from resolving. On the draw, I die miserably.
Suggested: 3-3
12: Wurmcoil Engine / Nicol Bolas, Planeswalker
On the play, I have time to steal Wurmcoil and steal stop Bolas. On the draw, I ignore Wurmcoil for a while, until I can steal it and still stop Bolas from being cast. I go all the way down to 2 life, but manage to sneak out the win.
Suggested: 6-0
13: Elesh Norn, Grand Cenobite / Terminus
Terminus doesn't actually kill my guys. Chancellor and Elesh can bash into each other forever, so Memnarch eventually wins.
Suggested: 6-0
14: Steel Hellkite / Memnarch
On the play, I simply drop Memnarch T1 and each turn take Hellkite if you've played it or a land if you haven't. Since your Memnarch legend-rules with mine, this leads to a victory. On the draw, I play Chancellor of the Tangle Turn 1 and Memnarch Turn 2, leading quite directly to a draw.
Suggested: 4-1
15: Vish Kal, Blood Arbiter / Bringer of the Red Dawn
On the play, your creatures have no effect before being stolen. On the draw, you can steal Memnarch and give it to yourself, or bash me down quite severely. Either leads to my immediate death.
Suggested: 3-3
16: Steel Hellkite / Take Possession
On the play, I play Memnarch and then each turn take Steel Hellkite if possible and a land otherwise. This leads quite directly to a win. On the draw, my position is hopeless.
Suggested: 3-3
17: Reaper King / Coalition Victory
Play or draw, I can stop you from hitting 8 mana, or simply steal the 'King.
Suggested: 6-0
18: Legacy Weapon / Progenitus
Even on the draw, I can steal Legacy Weapon before it does any real harm, and can readily race Progenitus or stop him from reaching the board.
Suggested: 6-0
Suggested grid: 8 | 6 6 6 3 3 0 2 X 6 6 3 6 6 4 3 3 6 6 | 70
Doesn't this add up to 54, and not 74?
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/
There was extramarital poking going on in the union beyond the door.
No longer staff here.
Iona, Shield of Emeria is banned.
First turn Ionas are too harsh.
--
Corrections:
7v17: listed 0-6 and 2-2
Actually: 2-2
On 7's draw:
7 Saves Austere command to blow up Steel Hellkite, whenever it drops. Thats all the game ever is.
If he doesn't Command to kill Hellkite, Hellkite kills before memnarch can drop and steal (11 mana)
If hellkite doesn't drop, on turn bajillion, he drops Memnarch. Next turn its confiscated, he then UUD, Austere to kill enchantments. Memnarch steal mana for hellkite.
(No player can win)
Note: Memn is a 4/5, hellkite 5/5. Mem can't block and live, and hellkite can always pay 7 to kill memnarch.
Thus, dropping memnarch at any point kills memnarch, since he can't hit 11 mana before he dies.
16v8
Listed: 0-6 and 3-3
Actually: 3-3
8's play:
Memnarch drops, then steals lands until hellkite drops.
Steal hellkite.
Confiscate hellkite=resteal.
Confiscate memnarch = hellkite swing + blow up memnarch.
8 wins.
16's play:
Drop hellkite.
If memnarch drops, swing and destroy.
Kills before the 11 mana Memnarch+Steal.
No longer staff here.
My interpretation: you know what your opponent chooses, but you choose first so it doesn't matter. The relevant rules for normal Magic are: 101.4 (APNAP order rule), 101.4a (APNAP applied to hidden zones), and 805.6 (APNAP applied to teams). The only change in 2CB is that the card is visible when it is chosen (101.4a).
Relevant rules excerpts are included in the spoiler.
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then each of the nonactive players, in turn order, chooses a creature he or she controls. Then all creatures chosen this way are sacrificed simultaneously.
101.4a If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card he or she is choosing.
805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
01 Feyd_Ruin :: "Drain you for 20"
Vish Kal, Blood Arbiter / Magister Sphinx
The hard lock stops any shenanigans - or any plays whatsoever.
Suggested: 6-0
02 Draco9 :: "The Immortal Sphyx"
Beacon of Immortality / Sphinx-Bone Wand
With Johnny on the play, Beacon never gets cast. On the draw, it gets cast once, surviving long enough to outlast the cumulative upkeep and win.
Suggested: 3-3
03 BronYAur :: "Poisonous Roots"
Root Elemental / Blightsteel Colossus
On the play, Johnny can play Golem first and Ritual later. The morph doesn't ever flip, but can chump-block. This is a turn shy of allowing Blightsteel to come down and win. On the draw, that extra turn makes all the difference.
Suggested: 3-3
04 faradan :: "Cage the Elephant"
Caged Sun / Storm Herd
Faradan does nothing at all without colored mana on the 2nd or later turn. Johnny simply drops the mana lock, then the Golem, and wins.
Suggested: 6-0
05 Antonia :: "I'm Sorry, where you playing something?"
Barren Glory / Jokulhaups
Play or draw, Johnny simply locks out the Jokulhaups and beats for 20 with a Golem.
Suggested: 6-0
06 AtheistGod :: "13 Ways to Bleed on Stage"
Confiscate / Army of the Damned
With Johnny on the play, Atheists' cards are both uncastable. With Johnny on the draw, a wild Zombie Army appears before the lock can come down.
Suggested: 3-3
07 Reyemile :: "My Pet Robot"
Austere Command / Memnarch
Austere is locked out if it can do anything. Similarly, Memnarch can't steal anything without blue mana. The two robots simply run into each other and die, regardless of who has the play.
Suggested: 2-2
08 ajfirecracker :: "Electronic Voice Phenomenon"
Chancellor of the Tangle / Memnarch
Memnarch trades with Tangle Golem, then Chancellor of the Tangle comes in and cleans up, regardless of who has the play.
Suggested: 0-6
09 casual johnny :: "Subdued"
Ritual of Subdual / Tangle Golem
Suggested: X-X
10 benbuzz790 :: "Despair"
Angel of Despair / Angel of Despair
Both of BenBuzz's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
11 Mogg :: "Sorin's Pet Sphynx"
Sorin's Vengeance / Magister Sphinx
Both of Mogg's cards cost 7 or more and require colored mana, meaning that they're locked out play or draw.
Suggested: 6-0
12 Parsley :: "All Too Easy"
Wurmcoil Engine / Nicol Bolas, Planeswalker
Wurmcoil simply trumps Johnny's entire deck.
Suggested: 0-6
13 biddin :: "AtheistGod is going DOWN!"
Elesh Norn, Grand Cenobite / Terminus
Biddin's cards both require white mana. Both get locked out before they can be (profitably) cast.
Suggested: 6-0
14 VikingMetal4L :: "2CB MUD"
Steel Hellkite / Memnarch
Steel Hellkite trumps Johnny's entire deck.
Suggested: 0-6
15 fnord :: "Ohh. That's a Nice little creature you got there…"
Vish Kal, Blood Arbiter / Bringer of the Red Dawn
The locks works swimmingly on the play, and not at all on the draw.
Suggested: 3-3
16 psly4mne :: "Stealing Steel"
Steel Hellkite / Take Possession
Steel Hellkite trumps Johnny's entire deck.
Suggested: 0-6
17 Niv :: "Urza's Foreign Legion"
Reaper King / Coalition Victory
On the play, Reaper King can be cast for 10 just in time to win. On the draw, he gets cast a lot sooner.
Suggested: 0-6
18 WhammWhamme :: "The Legacy of Progenitus"
Legacy Weapon / Progenitus
Both of these cards require all sorts of colored mana to work, and neither is really quick enough to do so. Johnny simply locks them out and wins with Tangle Golem.
Suggested: 6-0
From Feyd:
9 | 6 . 0 6 . 3 0 0 X . . . . . . 0 . . | 14 | 200
Suggested:
9 | 6 3 3 6 6 3 2 0 X 6 6 0 6 0 3 0 0 6 | 52 | 200
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/
I'm glad you like the deck. =) even if subdual wasn't quite as good as I'd hoped with the Hellkites and Memnarchs present I'm still pleased I managed to make it work at all.
your results look right for me, (though remember 3s count for 2).
your reasoning vs 3 was a bit off though.
If I play golem before subdual he can can cast a 6/5 which trades with my golem and eventually blightsteel comes down and kills me. I actually play subdual first T1 as normal vs his T1 morph. the morph is forced to block to prevent a turn 6 loss. Ritual gets foreclosed on turn 7 but the morph is gone and blightsteel isn't out yet. So I squeak in lethal damage turn 7 before blightsteel can come down.
what feyd probably missed is that I only need to win turn 6 vs instant speed answers/threats . I can sacrifce subdual and win turn 7 vs sorcery speed spells.
P.S am I the only one who expected more haste this round?
re: Liliana -Mogg has it. The team using Liliana's ability decides first, so there's a lot less "if he choses X, I choose Y" etc.
No longer staff here.
Awaiting corrections
Edit:
I also finally fixed the Statistics after the rebuild.
So they're accurate again.
No longer staff here.