07 bateleur :: "Einstein" Chancellor of the Tangle / Eureka / Tyrant of Discord Eureka-Tyrant is a great synergy combo. You were correct that most people didn't drop lands. The biggest problem you had was that Chancellor forced you to drop eureka on 1st turn. Given Tyrant's board clearing ability, dropping late is acceptable. If you had used Boseiju, for instance, you would have scored significantly higher, both for uncounterability, and for being able to force a tie by dropping after your op played out.
09 VikingMetal4L :: "Field of Dreams" Energy Field / Shivan Gorge / Sphere of Resistance Energy Field was truly powerful this round. I was lenient on the ban list, and field came in to play. Sphere was just as instrumental for you this round, however. Not only could it stop the 3 drop removal, it stopped permission from hitting Field to begin with. Your kill was decent, with it maintining the necessity of noncreature direct damage. Very few things got around your lock, and only a couple stopped your wincon.
There were 15 players with 105 matches and 210 total games.
30 hands ended in a draw. 15 matches had at least one draw.
That's 14% of all games, averaging 2 games per player.
The following player(s) had the most drawn games, with 13 total draws: WhammWhamme
12 matches were a 3-3 split.
That's 11% of all matches, averaging 0.8 matches per player.
The following player(s) had the most split matches, with 3 total splits: Grolleter
84 matches were a 6-0 sweep.
That's 80% of all matches, averaging 5.6 matches per player.
The following player(s) had the most 6-0 match sweeps, at 9 total sweeps: Mogg : fnord : Parsley
There were 40 unique cards submitted, out of 45 total.
5 card(s) were repeated:
Next Round will be '5CB Freedom Round'.
Entries are due Sunday Night at Midnight.
5CB Freedom Round
Description:
What is the greatest gift anyone could receive?
That's right... Freedom.
It is both free, and quite costly.
This round, I give you about as much freedom as I can, without breaking the game.
I give you a round without banned lists.
Deck size:
20
5 cards.
Land Rule:
20
NONE.
Special Rules:
The rules governing the ban list are null and void this round.
You may submit any cards that are legal in Vintage.
You can't win or cause discard before your opponent has started atleast 2 turns.
Additional Banned List
nothing is banned.
Ignore even the permanently banned list.
Information
What is Blind Magic?
Blind Magic is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.
What is the All Blind Tournament?
The All Blind Tournament is a four week quadrathlon XCB tournament, which spans all card blind formats and embraces a progressive anti-metagame. For each week of the four week tournament, a new XCB format is announced for players to enter. Players compete for points (similiar to the PotM points for previous XCB games) each round. At the end of the four week tournament, the player who has accumulated the most points over the four weeks wins the tournament, and receives a real-world prize.
Basic Rules of All Blind Tournament
Below lies the rules of ABT written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explination.
Overview
The All Blind Tournament (ABT) is a Magic tournament that consists of four rounds of X Card Blind (XCB), run entirely within this forum. To compete, entrants submit decks containing X cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Deck Construction Rules
1. A deck must contain exactly X cards.
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the ABT Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
Deck Submission Rules
6. An entrant submits his or her deck to the ABT moderator by private message (pm).
Playing the Decks
7. Entrants don't actually play their decks, because game results can be determined theoretically.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Points
13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
14. The entrant with the most points in the four rounds comprising the ABT is the tournament winner.
Extra Rules
15. Some optional rules may be used; see Optional Rules.
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Optional Rules
Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Expanded Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
Alternative Land Rule
If a player would draw a card from an empty library, that player puts a basic land card of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
Sanctioned Magic Format
A deck may contain only cards contained in sets legal in the specified format.
Counter Rule
Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
Life Rule
If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
Special Format
Other rules are specified.
XCB Comprehensive Rules
Below lies the comprehensive rules system for all XCBs, including ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1a. X is a number.
1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.4a. A player's opening hand contains the cards in his or her deck.
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.5. Players' libraries begin the game empty.
1.5a. A player doesn't lose the game as a result of being unable to draw a card.
1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
1.7. Some versions of XCB use a land rule.
1.7a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land.
1.7b. This is the expanded land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand.
1.7c. This is the alternative land rule (ALR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn.
1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.9. Some versions of XCB use the counter rule.
1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
1.10. Some versions of XCB use a life rule.
1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11. Each player plays one match against each other player.
1.11a. Each match has two games.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. If a game would continue indefinitely, then the game is a draw.
Tournament Rules
2.1. Entrants compete in a competition.
2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.
2.2. An entrant submits his or her deck to the ABT moderator.
2.2a. An entrant submits his or her deck by private message (pm).
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
2.3. Decks are subject to some restrictions.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in that card changing zones. Ignore this rule in the following cases:
i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4. Points determine round standings.
2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3. Prize Rules
3.1. A prize shall be given to the tournament winner.
3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2. As a prized tournament, special scoring rules and practices are in place.
3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
This tournament, Feyd_Ruin has graciously donated the prize up for grabs.
Players will be playing for a FOIL Boros Reckoner.
Player Standings
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.
Please note some changes have been made to the rules starting this round.
Most have simply been reworded or clarified.
The only real noticeable change is that the "discard" rule has been changed to refer to when a player actually "loses" a card.
This means Timetwister and Stronghold Gambit is generally legal, since the cards would go back to their hand, or to the battlefield.
Feel free to ask for clarification, understanding, etc.
Going in depth can cause you some confusion, but we honestly didn't have answers to situations.
Now we do.
To accommodate the wordiness and length of the rules, we've instated a "basic rules" which lays things out nice and neat, without delving into lawyer-speak and corner cases.
It's there for basic understanding, with the comprehensive rules being the actual rulebook.
d1 haze
t1 beast within haze
d2 rsz for 2, swing 3 20-15
t2 assassin
d3 rsz for 2, swing 3 20-10
t3 omnath, swing 2 18-10
d4 rsz for 2, swing 2 18-5
t4 swing 2, omnath is a 4/4 16-5
d5 rsz for 2, cant attack 16-3
t5 assassin kills beast, swing 7 9-3
d6 rsz for 2, 9-1
t6 swing 10, win
so draco has to rsz omnath on turn 4 in order to not lose. i respond by assassinating my own omnath and paying the recover cost, fizzling rsz.
assassin gets recast the next turn, takes out the beast token and we draw
09 VikingMetal4L :: "Field of Dreams" Energy Field / Shivan Gorge / Sphere of Resistance
listed 0-6, suggested 3-3
when i go first, i lead with omnath. which means i can store mana to play stuff later. like a beast within on shivan gorge, which kills enery field.
on the draw, not so much
11 benbuzz790 :: "Its-so-wrong Sceptor" Garza's Assassin / Isochron Scepter / Selesnya Charm
listed 2-2, suggested 6-0
our assassins cant touch eachother, but mine can come back when omnath dies. or you can just lose to omnath. your call.
14 fnord :: "Sneaksy lil' drazzieses" Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
6-0
that turn 1 is tough, but i can beast within sneak attack and assassinate the beast before emrakul gets redrawn or i lose
04 vs. 05 0-6 --> 3-3
Turn 1: Annex
Turn 1: Inkmoth, Stag
Turn 2: Swing (15), one counter on land
Turn 2: Phyrexian, swing with stag (17)
Turn 3: Swing (10), two counters on land
Turn 3: Swing all in (14, 3 poison)
Turn 4: Hellion, swing (1)
04 vs. 06 4-1 to 6-0
On the play, he throws away Ascetic to be able to counter my Angel, then looses to Crucible.
04 vs. 11 6-0 to 0-6
Me on the play:
Turn 1: Angel
Turn 1: Garza (countered)
Turn 2: swing (15) Counter (1)
Turn 2: Scepter (Charm)
Turn 3: Swing (10) Counter (2)
Turn 3: Charm (exile Angel)
Turn 4: Make Hellion, swing (6)
Turn 4: Turn 4: make Knight
Turn 5: Swing, knight blocks, recover Assassing
3 WhammWhamme - Dust Bowl / Nether Spirit / Smokestack
vs.
12 Mogg - Elixir of Immortality / Oblivion Ring / Phyrexian Crusader
2-2 -> 0-6: WW casts Stack. I cast Elixir and sacrifice it. I can repeat this process. At some point, WW casts Spirit or I cast Crusader and WW responds by casting Spirit. Either way, I cast O-Ring exiling Spirit. With Spirit exiled, I cast Crusader, if I haven't already. WW is forced to add a counter to Smokestack.
Once WW is forced to add a counter to Smokestack, I can exile Spirit intermittently with O-Ring. On any of WW's turns that he doesn't have Spirit, he's forced to sacrifice a permanent, until he sacrifices Smokestack. I'll be forced to sacrfice O-Ring, but I can return it with Elixir to repeat. Eventually, Crusader wins against an empty board.
9 VikingMetal4L - Energy Field / Shivan Gorge / Sphere of Resistance
vs.
13 Lithel - Ajani Vengeant / Karakas / Mangara of Corondor
3-3 -> 0-6: Gorge doesn't kill creatures. Karakas gets Mangara through Sphere, and Mangara + bounce wins.
404 vs. 06 4-1 to 6-0
On the play, he throws away Ascetic to be able to counter my Angel, then looses to Crucible.
Ascetic isn't counterable, so it gets through Chancellor.
He then races a 4/4, so you hold to block a tie.
EDIT:
Actually you race if you just go for the crucible.
(3rd turn hasted 4/4 kills on 7th, ascetic on his 8th)
I thought he could Angel's grace a tie, forgetting he doesn't have mana on your turn.
3 WhammWhamme - Dust Bowl / Nether Spirit / Smokestack
vs.
12 Mogg - Elixir of Immortality / Oblivion Ring / Phyrexian Crusader
2-2 -> 0-6: WW casts Stack. I cast Elixir and sacrifice it. I can repeat this process. At some point, WW casts Spirit or I cast Crusader and WW responds by casting Spirit. Either way, I cast O-Ring exiling Spirit. With Spirit exiled, I cast Crusader, if I haven't already. WW is forced to add a counter to Smokestack.
Once WW is forced to add a counter to Smokestack, I can exile Spirit intermittently with O-Ring. On any of WW's turns that he doesn't have Spirit, he's forced to sacrifice a permanent, until he sacrifices Smokestack. I'll be forced to sacrfice O-Ring, but I can return it with Elixir to repeat. Eventually, Crusader wins against an empty board.
3v12:
WW can't win, so he plays to draw.
WW drops Smokestack. Puts a counter on it, and casts Nether Spirit.
He sacs spirit, and then it's : Upkeep - Return Spirit. Sac Spirit.
He keeps this up forever, which locks you out.
If you oblivion ring smokestack, then ring stays put, and spirit infiblocks crusader.
If you oblivion ring Nether Spirit after his turn 2, then you have to sac it to smokestack. Specifically, you have to sac either Crusader/Elixir first (in which case he sac's Dust Bowl), or go straight for the ORing sac. Either way his spirit comes back in time for smokestack.
Your line of play doesn't work because Nether Spirit won't be there for you to ORing away. Once he starts the upkeep return/sac, the only ORing target is smokestack, which puts it in an infiblock tie instead.
Sorry
You still win the round though
9v13 taken.
______
I really thought VM4L had this, but his deck faltered on just the last few.
Great Sable Stag may not have been such a good idea; I played it to deal with double Chancellor of the Annex, or with blue or black creatures or point removal (as well as counterspells, though I expected to see few if any of those). Very little of that seems to have shown up, and there are matches where a Viridian Corrupter would have done wonders for me.
Incidentally, I considered submitting City of Traitors / Donate / Illusions of Grandeur. Would that have been against the spirit of the "can't win before your opponent's second turn" rule? I partly decided against it because it seemed to be skirting the edge of the rules ... but also partly because it seemed way too easy to disrupt.
I have a couple possible corrections (in addition to Reyemile's, which has already been dealt with):
vs. 02 Draco9 :: "Red Haze"
Paradox Haze / Red Sun's Zenith / Soul Conduit
Listed: 6-0
Suggested: 3-3
Since neither of us can interfere with each other's win conditions, we both spend our first turn setting up (dropping either Haze or Crusader+Nexus) and then hitting the opponent as hard as possible. This lets either of us win on our fifth turn (four rounds of 5 normal damage or 3 poison damage), so whoever is on the play wins.
vs. 06 Antonia :: "You Keep it So Ascetic"
Angel's Grace / Pact of negation / Troll Ascetic
Listed: 6-0
Suggested: 3-3
This matchup basically turns into a race of Antonia's Troll Ascetic against my Great Sable Stag. My Crusader is guaranteed to be countered if I try to play it, and my Nexus by itself takes 3 more turns to kill than either the troll or the stag. If I'm on the draw, I can't win the ground race and (since Antonia can regenerate Ascetic when it attacks) I can't force a trade. I don't see any way for me to stall the Ascetic for the three turns or so that I would need in order to win with Nexus.
For the last two that don't seem to have been listed yet:
vs. 14 fnord :: "Sneaksy lil' drazzieses"
Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
Suggested: 0-6
I can't block a flyer, nor can I kill fast enough to outrace fnord's deck even if it weren't for annihilator.
(Incidentally, Crystal Vein is a brilliant way to get around the two-turn win restriction.)
vs. 15 Parsley :: "Arc of the Covetted"
Arc Blade / Crack the Earth / Elixir of Immortality
Suggested: 0-6
I need one. more. turn. to kill him with Crusader before Crack the Earth kills all my stuff:
P1 if on the play: suspend Arc Blade (can't play Elixir until after Crack). Since Arc Blade can't kill any of my stuff, this isn't really relevant until after I can't win anymore anyway.
G1: Nexus, Crusader
P1 or 2: Crack (kills Nexus); play Elixir
G2: Swing (2 poison); play Stag
P2 or 3: Crack Elixir in upkeep; draw Elixir
G3: Swing (4 poison)
P3 or 4: Draw and play Crack (kills Stag); play Elixir
G4: Swing (6 poison)
P4 or 5: Crack Elixir in upkeep; draw Elixir
G5: Swing (8 poison)
P5 or 6: Draw and play Crack (kills Crusader)
I have no board left, so Arc Blade kills me eventually.
If I'm right, this puts my row at: X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT | TPs
5 | 0 3 2 3 X 3 0 0 0 0 6 6 6 0 0 | 26 | 188
Incidentally, I considered submitting City of Traitors / Donate / Illusions of Grandeur. Would that have been against the spirit of the "can't win before your opponent's second turn" rule?
It wouldn't have been. Contrast the current wording - "before an opponent's second turn" - with the wording that some other formats have used - "before each player has completed two turns".
I may have been better off with a utility land and a different charm. The highest of fives to whomever can figure out the best Isochron Scepter deck this week. Maybe Scepter + Inkmoth nexus + Simic charm? It's a little all-in, maybe bitterblossom would have just been better.
02 Draco9 :: "Red Haze" Paradox Haze / Red Sun's Zenith / Soul Conduit
Haze was a good call! If I'm on the play, I'm lethal on turn 6. You are lethal on turn 5. I don't really see how I win this one.
0-6
03 WhammWhamme :: "3CB Stax" Dust Bowl / Nether Spirit / Smokestack
On the play, I can get Scepter down and start making tokens before smokestack can do anything. On the draw you have to keep stack on one and continuously sac the nether spirit.
06 Antonia :: "You Keep it So Ascetic" Angel's Grace / Pact of negation / Troll Ascetic I cast scepter, you counter. It doesn't etb, so I still have charm. I play out charm and assassin. Troll is lethal on turn 8. When I cast assassin on turn 3, it will be lethal on turn 8 as well. I will win if I'm on the play because you can't regenerate on my turn and I will win the race. If I am on the draw, we get to a point where I have 2 life left, with 2 creatures, and you have 6 life left with one creature. You win.
Can't cast charm without scepter
0-6
07 bateleur :: "Einstein" Chancellor of the Tangle / Eureka / Tyrant of Discord
Yeah selesnya charm. Finally did what I had been planning it to do. Eureka was a good choice, and tyrant was crazy this round!
6-0
08 tomsloger :: "Omnomnomnath" Beast Within / Garza's Assassin / Omnath, Locus of Mana You need to play beast within on scepter or you'll lose. Then you need to kill the beast token with garza's assassin. Then you play omnath. If I kill it, you get assassin back and win. Instead, I do not play scepter. Our assassins stare at each other. If you play omnath, I exile it without playing scepter.
Can't cast charm without scepter
0-6
14 fnord :: "Sneaksy lil' drazzieses" Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack YES. Finally, an emrakul deck. This is what the assassin was for. If you're on the play, you get to slam on turns 1 and 3. I will kill emrakul on turn 3 with assassin. Then you win on turn 4. Oh, I guess that didn't really work out.
0-6
15 Parsley :: "Arc of the Covetted" Arc Blade / Crack the Earth / Elixir of Immortality
You get to crack every other turn. If I can get a scepter active, the tokens will overtake you (I think). If I play assassin, then scepter, I can sac the assassin and make a token. From there I can make more tokens. I think I win the race against arc blade?
6-0
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.
06 Antonia :: "You Keep it So Ascetic" Angel's Grace / Pact of negation / Troll Ascetic
[i][size=-2]
I cast scepter, you counter. It doesn't etb, so I still have charm. I play out charm and assassin. Troll is lethal on turn 8. When I cast assassin on turn 3, it will be lethal on turn 8 as well. I will win if I'm on the play because you can't regenerate on my turn and I will win the race. If I am on the draw, we get to a point where I have 2 life left, with 2 creatures, and you have 6 life left with one creature. You win.
3-3
08 tomsloger :: "Omnomnomnath" Beast Within / Garza's Assassin / Omnath, Locus of Mana
[i][size=-2]
You need to play beast within on scepter or you'll lose. Then you need to kill the beast token with garza's assassin. Then you play omnath. If I kill it, you get assassin back and win. Instead, I do not play scepter. Our assassins stare at each other. If you play omnath, I exile it without playing scepter.
2-2
i think its important to note, in these two matchups, that you cant cast charm without it being on scepter.
and also, that i can stop adding green mana when omnath is a 4/4 and make it untargetable
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.
11 benbuzz790 – Garza's Assassin / Isochron Scepter / Selesnya Charm
vs.
15 Parsley – Arc Blade / Crack the Earth / Elixir of Immortality
0-6->6-0: Assassin is sacrificed to Crack. benbuzz790 casts Scepter, Parsley returns Elixir, and Scepter makes a token before Parsley casts Crack a second time. As in 1-15, benbuzz790's token per turn outraces Parsley Crack every other turn and Blade every three turns.
Shivan gorge is legendary, neither of us can win with it. I could destroy mine for a 3/3(on the play) but it'd be useless against his field and I'd lose to his gorge. So the lands go bye-bye and we draw.
I would like to submit a correction to another matchup though:
Vs
06 Antonia :: "You Keep it So Ascetic"
Angel's Grace / Pact of negation / Troll Ascetic
listed 6-0
suggested 4-1
On the Play I force a draw by beasting my gorge which races his troll. this means he either trades his troll with my token, or counters my beast within letting me play bridge which means we draw that game. (I just realized if he counters beast within I can win with gorge, but it doesn't matter he can still draw by trading.)
This thread contains the results for week 3 of All Blind Tournament #4 and is the start of week 4 of ABT#4.
Week 3 of ABT#4 Next Round : Week 4 of ABT#4 Information
No longer staff here.
Assuming above stands correct, we are at:
No longer staff here.
Please note some changes have been made to the rules starting this round.
Most have simply been reworded or clarified.
The only real noticeable change is that the "discard" rule has been changed to refer to when a player actually "loses" a card.
This means Timetwister and Stronghold Gambit is generally legal, since the cards would go back to their hand, or to the battlefield.
Feel free to ask for clarification, understanding, etc.
Going in depth can cause you some confusion, but we honestly didn't have answers to situations.
Now we do.
To accommodate the wordiness and length of the rules, we've instated a "basic rules" which lays things out nice and neat, without delving into lawyer-speak and corner cases.
It's there for basic understanding, with the comprehensive rules being the actual rulebook.
No longer staff here.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
You MAY submit 2x Black Lotus.
I'll reword it to "Submit any cards that are legal in Vintage"
No longer staff here.
02 Draco9 :: "Red Haze"
Paradox Haze / Red Sun's Zenith / Soul Conduit
listed 0-6, suggested 2-2
d1 haze
t1 beast within haze
d2 rsz for 2, swing 3 20-15
t2 assassin
d3 rsz for 2, swing 3 20-10
t3 omnath, swing 2 18-10
d4 rsz for 2, swing 2 18-5
t4 swing 2, omnath is a 4/4 16-5
d5 rsz for 2, cant attack 16-3
t5 assassin kills beast, swing 7 9-3
d6 rsz for 2, 9-1
t6 swing 10, win
so draco has to rsz omnath on turn 4 in order to not lose. i respond by assassinating my own omnath and paying the recover cost, fizzling rsz.
assassin gets recast the next turn, takes out the beast token and we draw
09 VikingMetal4L :: "Field of Dreams"
Energy Field / Shivan Gorge / Sphere of Resistance
listed 0-6, suggested 3-3
when i go first, i lead with omnath. which means i can store mana to play stuff later. like a beast within on shivan gorge, which kills enery field.
on the draw, not so much
11 benbuzz790 :: "Its-so-wrong Sceptor"
Garza's Assassin / Isochron Scepter / Selesnya Charm
listed 2-2, suggested 6-0
our assassins cant touch eachother, but mine can come back when omnath dies. or you can just lose to omnath. your call.
14 fnord :: "Sneaksy lil' drazzieses"
Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
6-0
that turn 1 is tough, but i can beast within sneak attack and assassinate the beast before emrakul gets redrawn or i lose
15 Parsley :: "Arc of the Covetted"
Arc Blade / Crack the Earth / Elixir of Immortality
0-6
04 vs. 05 0-6 --> 3-3
Turn 1: Annex
Turn 1: Inkmoth, Stag
Turn 2: Swing (15), one counter on land
Turn 2: Phyrexian, swing with stag (17)
Turn 3: Swing (10), two counters on land
Turn 3: Swing all in (14, 3 poison)
Turn 4: Hellion, swing (1)
04 vs. 06 4-1 to 6-0
On the play, he throws away Ascetic to be able to counter my Angel, then looses to Crucible.
04 vs. 11 6-0 to 0-6
Me on the play:
Turn 1: Angel
Turn 1: Garza (countered)
Turn 2: swing (15) Counter (1)
Turn 2: Scepter (Charm)
Turn 3: Swing (10) Counter (2)
Turn 3: Charm (exile Angel)
Turn 4: Make Hellion, swing (6)
Turn 4: Turn 4: make Knight
Turn 5: Swing, knight blocks, recover Assassing
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT
9| 6 6 1 6 6 6 6 3 X 2 6 2 0 3 0 | 51
2| 2 6 6 0 0 6 6 6 2 6 6 X 6 6 6 | 64
3 WhammWhamme - Dust Bowl / Nether Spirit / Smokestack
vs.
12 Mogg - Elixir of Immortality / Oblivion Ring / Phyrexian Crusader
2-2 -> 0-6: WW casts Stack. I cast Elixir and sacrifice it. I can repeat this process. At some point, WW casts Spirit or I cast Crusader and WW responds by casting Spirit. Either way, I cast O-Ring exiling Spirit. With Spirit exiled, I cast Crusader, if I haven't already. WW is forced to add a counter to Smokestack.
Once WW is forced to add a counter to Smokestack, I can exile Spirit intermittently with O-Ring. On any of WW's turns that he doesn't have Spirit, he's forced to sacrifice a permanent, until he sacrifices Smokestack. I'll be forced to sacrfice O-Ring, but I can return it with Elixir to repeat. Eventually, Crusader wins against an empty board.
9 VikingMetal4L - Energy Field / Shivan Gorge / Sphere of Resistance
vs.
13 Lithel - Ajani Vengeant / Karakas / Mangara of Corondor
3-3 -> 0-6: Gorge doesn't kill creatures. Karakas gets Mangara through Sphere, and Mangara + bounce wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Ascetic isn't counterable, so it gets through Chancellor.
He then races a 4/4, so you hold to block a tie.
EDIT:
Actually you race if you just go for the crucible.
(3rd turn hasted 4/4 kills on 7th, ascetic on his 8th)
I thought he could Angel's grace a tie, forgetting he doesn't have mana on your turn.
So it is 6-0 you.
Others accepted as well.
3v12:
WW can't win, so he plays to draw.
WW drops Smokestack. Puts a counter on it, and casts Nether Spirit.
He sacs spirit, and then it's : Upkeep - Return Spirit. Sac Spirit.
He keeps this up forever, which locks you out.
If you oblivion ring smokestack, then ring stays put, and spirit infiblocks crusader.
If you oblivion ring Nether Spirit after his turn 2, then you have to sac it to smokestack. Specifically, you have to sac either Crusader/Elixir first (in which case he sac's Dust Bowl), or go straight for the ORing sac. Either way his spirit comes back in time for smokestack.
Your line of play doesn't work because Nether Spirit won't be there for you to ORing away. Once he starts the upkeep return/sac, the only ORing target is smokestack, which puts it in an infiblock tie instead.
Sorry
You still win the round though
9v13 taken.
______
I really thought VM4L had this, but his deck faltered on just the last few.
No longer staff here.
Sure he is. Perhaps you're thinking about Thrun?
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Inkmoth Nexus and Phyrexian Crusader, on the other hand, did surprisingly well.
Incidentally, I considered submitting City of Traitors / Donate / Illusions of Grandeur. Would that have been against the spirit of the "can't win before your opponent's second turn" rule? I partly decided against it because it seemed to be skirting the edge of the rules ... but also partly because it seemed way too easy to disrupt.
I have a couple possible corrections (in addition to Reyemile's, which has already been dealt with):
vs. 02 Draco9 :: "Red Haze"
Paradox Haze / Red Sun's Zenith / Soul Conduit
Listed: 6-0
Suggested: 3-3
Since neither of us can interfere with each other's win conditions, we both spend our first turn setting up (dropping either Haze or Crusader+Nexus) and then hitting the opponent as hard as possible. This lets either of us win on our fifth turn (four rounds of 5 normal damage or 3 poison damage), so whoever is on the play wins.
vs. 06 Antonia :: "You Keep it So Ascetic"
Angel's Grace / Pact of negation / Troll Ascetic
Listed: 6-0
Suggested: 3-3
This matchup basically turns into a race of Antonia's Troll Ascetic against my Great Sable Stag. My Crusader is guaranteed to be countered if I try to play it, and my Nexus by itself takes 3 more turns to kill than either the troll or the stag. If I'm on the draw, I can't win the ground race and (since Antonia can regenerate Ascetic when it attacks) I can't force a trade. I don't see any way for me to stall the Ascetic for the three turns or so that I would need in order to win with Nexus.
For the last two that don't seem to have been listed yet:
vs. 14 fnord :: "Sneaksy lil' drazzieses"
Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
Suggested: 0-6
I can't block a flyer, nor can I kill fast enough to outrace fnord's deck even if it weren't for annihilator.
(Incidentally, Crystal Vein is a brilliant way to get around the two-turn win restriction.)
vs. 15 Parsley :: "Arc of the Covetted"
Arc Blade / Crack the Earth / Elixir of Immortality
Suggested: 0-6
I need one. more. turn. to kill him with Crusader before Crack the Earth kills all my stuff:
P1 if on the play: suspend Arc Blade (can't play Elixir until after Crack). Since Arc Blade can't kill any of my stuff, this isn't really relevant until after I can't win anymore anyway.
G1: Nexus, Crusader
P1 or 2: Crack (kills Nexus); play Elixir
G2: Swing (2 poison); play Stag
P2 or 3: Crack Elixir in upkeep; draw Elixir
G3: Swing (4 poison)
P3 or 4: Draw and play Crack (kills Stag); play Elixir
G4: Swing (6 poison)
P4 or 5: Crack Elixir in upkeep; draw Elixir
G5: Swing (8 poison)
P5 or 6: Draw and play Crack (kills Crusader)
I have no board left, so Arc Blade kills me eventually.
If I'm right, this puts my row at:
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT | TPs
5 | 0 3 2 3 X 3 0 0 0 0 6 6 6 0 0 | 26 | 188
It wouldn't have been. Contrast the current wording - "before an opponent's second turn" - with the wording that some other formats have used - "before each player has completed two turns".
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Garza's Assassin / Isochron Scepter / Selesnya Charm
I may have been better off with a utility land and a different charm. The highest of fives to whomever can figure out the best Isochron Scepter deck this week. Maybe Scepter + Inkmoth nexus + Simic charm? It's a little all-in, maybe bitterblossom would have just been better.
Reported: 1 | 6 1 4 6 0 0 6 0 0 0 X 0 0 . . | 23 | 192
Suggested: 1 | 6 0 4 6 0 0 6 0 0 0 X 0 0 0 6 | 28 | ?
My backup deck (and what I thought everyone was going to submit): Shifty Doppelganger / Island / Emrakul, the Aeon's torn.
And here's just one I thought was interesting:
Smokestack / Eater of Days / God's Eye, Gate to Reikai
01 Feyd_Ruin :: "Behold! Gond!"
Intruder Alarm / Presence of Gond / Shield Sphere
Garza!
6-0
02 Draco9 :: "Red Haze"
Paradox Haze / Red Sun's Zenith / Soul Conduit
Haze was a good call! If I'm on the play, I'm lethal on turn 6. You are lethal on turn 5. I don't really see how I win this one.
0-6
03 WhammWhamme :: "3CB Stax"
Dust Bowl / Nether Spirit / Smokestack
On the play, I can get Scepter down and start making tokens before smokestack can do anything. On the draw you have to keep stack on one and continuously sac the nether spirit.
4-1
04 Reyemile :: "Annex'd"
Black Lotus / Chancellor of the Annex / Hellion Crucible
6-0
05 Grolleter :: "Eggs are Poison to Gnomes"
Great Sable Stag / Inkmoth Nexus / Phyrexian Crusader
This matchup was confusing until I realized I can't block crusader.
0-6
06 Antonia :: "You Keep it So Ascetic"
Angel's Grace / Pact of negation / Troll Ascetic
I cast scepter, you counter. It doesn't etb, so I still have charm. I play out charm and assassin. Troll is lethal on turn 8. When I cast assassin on turn 3, it will be lethal on turn 8 as well. I will win if I'm on the play because you can't regenerate on my turn and I will win the race. If I am on the draw, we get to a point where I have 2 life left, with 2 creatures, and you have 6 life left with one creature. You win.Can't cast charm without scepter
0-6
07 bateleur :: "Einstein"
Chancellor of the Tangle / Eureka / Tyrant of Discord
Yeah selesnya charm. Finally did what I had been planning it to do. Eureka was a good choice, and tyrant was crazy this round!
6-0
08 tomsloger :: "Omnomnomnath"
Beast Within / Garza's Assassin / Omnath, Locus of Mana
You need to play beast within on scepter or you'll lose. Then you need to kill the beast token with garza's assassin. Then you play omnath. If I kill it, you get assassin back and win. Instead, I do not play scepter. Our assassins stare at each other. If you play omnath, I exile it without playing scepter.Can't cast charm without scepter
0-6
09 VikingMetal4L :: "Field of Dreams"
Energy Field / Shivan Gorge / Sphere of Resistance
0-6
10 casual johnny :: "Bridge to Terabeasty"
Beast Within / Ensnaring Bridge / Shivan Gorge
0-6
12 Mogg :: "Immortal Musings"
Elixir of Immortality / Oblivion Ring / Phyrexian Crusader
0-6
13 Lithel :: "Vengeant isn't a word"
Ajani Vengeant / Karakas / Mangara of Corondor
0-6
14 fnord :: "Sneaksy lil' drazzieses"
Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
YES. Finally, an emrakul deck. This is what the assassin was for. If you're on the play, you get to slam on turns 1 and 3. I will kill emrakul on turn 3 with assassin. Then you win on turn 4. Oh, I guess that didn't really work out.
0-6
15 Parsley :: "Arc of the Covetted"
Arc Blade / Crack the Earth / Elixir of Immortality
You get to crack every other turn. If I can get a scepter active, the tokens will overtake you (I think). If I play assassin, then scepter, I can sac the assassin and make a token. From there I can make more tokens. I think I win the race against arc blade?
6-0
-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
i think its important to note, in these two matchups, that you cant cast charm without it being on scepter.
and also, that i can stop adding green mana when omnath is a 4/4 and make it untargetable
RIGHT. I forgot about that.
Wait, you can only add in multiples of 3 right? Not that it matters here, but I think omnath can only be... oh, wait, 4/4 or 7/7... Gotcha.
-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
last lines finished.
Leafy Gofer Lion
No longer staff here.
14 fnord :: Crystal Vein / Emrakul, the Aeons Torn / Sneak Attack
vs.
09 VikingMetal4L :: Energy Field / Shivan Gorge / Sphere of Resistance
Listed 3-3, Suggested 6-0.
I have a spare mana to pay for Sphere and annihilator trumps field.
13 Lithel :: Ajani Vengeant / Karakas / Mangara of Corondor
Listed 0-6, Suggested 3-3.
On the play, I can kill Mangara before he can activate it, since I can resneak Emrakul if he bounces it.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
14v9
Taken. Not sure how I messed that up.
14v13
Forgot the floating mana lets you resneak and still declare him as attacking.
No longer staff here.
vs.
15 Parsley – Arc Blade / Crack the Earth / Elixir of Immortality
0-6->6-0: Assassin is sacrificed to Crack. benbuzz790 casts Scepter, Parsley returns Elixir, and Scepter makes a token before Parsley casts Crack a second time. As in 1-15, benbuzz790's token per turn outraces Parsley Crack every other turn and Blade every three turns.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
No longer staff here.
Energy Field / Shivan Gorge / Sphere of Resistance
vs
10 casual johnny :: "Bridge to Terabeasty"
Beast Within / Ensnaring Bridge / Shivan Gorge
listed 2-2, should be 1-4
johnny on the play:
vm4l1: gorge, activate 19-19
cj2: activate 19-18
vm4l2: activate 18-18
...
cj19: activate 1-2
vm4l19: energy field
cj20: bridge
vm4l20: activate 1-1
cj21: beast within targetting gorge, destroys energy field
vm4l21: ...
cj22 activate, win
on the draw, johnny has to pull the trigger earlier and doesnt get to destroy energy field.
I would like to submit a correction to another matchup though:
Vs
06 Antonia :: "You Keep it So Ascetic"
Angel's Grace / Pact of negation / Troll Ascetic
listed 6-0
suggested 4-1
On the Play I force a draw by beasting my gorge which races his troll. this means he either trades his troll with my token,
or counters my beast within letting me play bridgewhich means we draw that game. (I just realized if he counters beast within I can win with gorge, but it doesn't matter he can still draw by trading.)