There were 12 players with 66 matches and 132 total games.
6 hands ended in a draw. 3 matches had at least one draw.
That's 5% of all games, averaging 0.5 games per player.
The following player(s) had the most drawn games, with 2 total draws: Reyemile
16 matches were a 3-3 split.
That's 24% of all matches, averaging 1.3 matches per player.
The following player(s) had the most split matches, with 3 total splits: tomsloger
55 matches were a 6-0 sweep.
That's 83% of all matches, averaging 4.6 matches per player.
The following player(s) had the most 6-0 match sweeps, at 7 total sweeps: Draco9 : Reyemile : VikingMetal4L
There were 20 unique cards submitted, out of 24 total.
3 card(s) were repeated:
Next Round will be '5CB Dream Laws'.
Entries are due Sunday Night at Midnight.
5CB Dream Laws
Description:
5CB is known for huge sweeping powerplays that combo out quickly for to settle the game as quickly as it starts.
This week, Draco9 says we need to slow things down a bit. He's graciously donated a Rule of Law and Orb of Dreams combo to each of us for a nice slower pace.
Deck size:
20
5 cards.
Land Rule:
20
NONE.
Special Rules:
20
Each player begins the game with an emblem that has the exact text of Rule of Law and Orb of Dreams.
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, Draco9 has graciously donated the prize up for grabs.
Players will be playing for the Steam game and content of thier choice, up to $30 in value..
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.
Been a busy week, so I haven't had a chance to do the grid before posting.
You like me anyways.
A couple of matches of mine are tricky / rulesy, so I'll list them here.
2: Halo stops your kill in its tracks. Halo stops damage from swings, and even targeting from ability.
3: Halo stops Assault. Can't even target with ability.
4: Halo can't name tokens, they overrun me.
5: Tokens are copies, thus keeps the name for halo to stop.
6: Halo can't name tokens, they overrun me.
7: Tokens are copies, thus keeps the name for halo to stop.
8: Gyre blows up Scroll if dropped, then sacs away the halo eventually.
.... If Scroll isn't dropped, hit Halo. Race.
.... If I hold both, I can't race against the sacs.
9: Foil stops halo; Assault races scroll.
0: On my play, I scroll Mayor before flip.
.... On draw, I drop Halo+Scroll on my 3rd.
.... He flips back on your upkeep. No spells.
.... He triggers to flip on my upkeep, I scroll him in response.
.... This lets me scroll the token next turn who's now a 2/2.
.... Halo always names your Jab to ensure there's no possible race.
1: Ludevic's other side is a nameable card. I had to look it up to be sure.
2: Student becomes a 3/3 before scroll can activate. I lose the race to the one I don't name.
06 blawa :: "The Necromancer's got worms in his tubes too…" Worm Harvest / Zombie Infestation
3-3. when blawa plays first he can chump everything when hes at 5 life and grow by one token a turn. leading to a turn 27 win. when i play first:
t1 land (6 cih)
b1 land (6 cih)
t2 land, pack rat (5)
b2 land, infestation, discard 4 lands for 2 2/2s (1)
t3 land, activate (4)
b3 land
t4 land, activate (3)
b4 land
t5 land, pack rat, activate, swing with 3 5/5s. chump blocks two. 15-20
b5 land, worm harvest for 4
t6 activate, swing with 5 6/6s. can chump 4 of them 9-20
b6 retrace, 5 tokens
t7 activate, swing with 6 7/7s can chump 5, 2-20
b8 retrace, 6 tokens
t8 activate, swing win
...so blawa doesnt chump on turn 5...
t5 land, pack rat, activate, swing with 3 5/5s. 5-20
b5 land, worm harvest for 4
t6 activate, swing with 5 6/6s. can chump all of them, and have one token left 5-20
b6 retrace, 5 tokens
t7 activate, swing with 6 7/7s can chump all of them exactly, 5-20
b8 retrace, 6 tokens
t8 activate, swing with one more than he can block. win.
10 casual johnny :: "Jabbing Mr. Mayor" Mayor of Avabruck / Flame Jab
6-0. i wait til 4th turn and cast both, which flips mayor. that ends up being surprisingly important.
Also, I think you forgot to include the last updates when you posted standings; last week's grid has you at 350 TP's.
I should have played what I thought was the obvious deck - Foil / Pack Rat; that would have 6-0'd everyone but VM4L, but I thought more people would see it and play around it.
My results if I've calculated correctly: 04 Grolleter :: "He's Got Worms in His Tubes!" Volition Reins / Worm Harvest
vs.
01 Feyd_Ruin :: "Cursed Angels" Cursed Scroll / Runed Halo
6-0: Halo doesn't stop tokens, and I can steal Scroll before it can kill me.
02 Draco9 :: "Eye Am Angry" Borborygmos Enraged / Reanimate
3-3: If I'm on the play, I can outrace him. If he's on the play ... I think he can pull out the win by killing Borborygmos with his own ability in response to Volition Reins, and then being careful with his attacks and with his use of lands to kill worms. There might be a line of play that lets me squeak out the win, but I haven't been able to find it after quite a bit of searching.
03 Reyemile :: "Land Shock" Seismic Assault / Wheel of Fortune
0-6: Reyemile can throw 12 lands at my face on turn 4, before I can do anything.
05 tomsloger :: "Hoarders" Pack Rat / Pack Rat
3-3
I disagree with tomsloger's assessment. If I'm on the play:
Turn 2 - he gets a rat
Turn 3 - he swings for 1 (I'm at 19) and copies his rat, leaving him with 3 lands left in hand
Turn 4 - he swings for 2 (I'm at 17), plays a land, and makes another token, leaving him with 3 rats and 2 lands in hand
Turn 5 - I play Worm Harvest with no lands in my graveyard. He swings for 3 (I'm at 14), plays a land, plays his second rat, and makes another token, leaving him with 5 rats and 1 land in hand
Turn 6 - I retrace Worm Harvest and get a token. He attacks with five rats; I block one, putting me at 10 life and no worms, and him at four rats. From this point on, he can only get one rat per turn - he doesn't have enough mana to make two unless he plays the last spare land from his hand. So he goes back to five rats.
Turn 7 - I make two worms. He attacks with five rats; I block two, putting me at 7 life and no worms, and him at three rats. He makes another rat, putting him to four.
Turn 8 - I make three worms. He attacks with four rats; I block three, putting me at 6 life and no worms, and him at one rat. He makes another rat, putting him to two.
Turn 9+ - My worm production now outstrips his rat production by enough that I will always be able to block his rats, and (at least eventually) attack back as well.
I'm pretty sure any other line of play by tomsloger just lets me stabilize at a higher life total.
If he's on the play, I can almost stabilize using the strategy that beats Mogg (see below), but tomsloger is one life point faster, which makes the difference in this case.
06 blawa :: "The Necromancer's got worms in his tubes too…" Worm Harvest / Zombie Infestation
0-6: The two tokens he gets on his second turn from Zombie Infestation deal a bunch of damage to me before I get going, and he can start casting Worm Harvest for profit sooner than I can.
07 Mogg :: "Oh Rats!" Pack Rat / Volrath's Stronghold
6-0: On my sixth turn, I steal a rat. On my next turn, I make two token copies of it. After that, I switch back to using Worm Harvest. This lets me stabilize at 1 even if Mogg is on the play:
T2: He gets a rat
T3: He swings (I'm at 19) and gets a second rat
T4: He swings (I'm at 17) and gets a third rat
T5: He swings (I'm at 14) and gets a fourth rat. I cast Worm Harvest but get no worms.
T6: He swings (I'm at 10) and gets a fifth and sixth rat, leaving him with no more spare cards in hand. I cast Volition Reins, leaving him with only five rats.
T7: He swings and I don't block (I'm at 5). He gets a sixth rat. I use my rat to make two tokens, putting me up to three rats (and putting two land cards in my graveyard).
T8: He swings with six rats and I block three of them; I'm at 2, he has three rats, and I have no creatures. He makes a fourth rat. I retrace Worm Harvest and get three worms.
T9: He swings with four rats, and I block three of them with worms; I'm at 1, he has one rat, and I have no creatures. He makes a second rat. I make four worms.
At this point, I produce more creatures than he does; I can always leave up enough to block with, and at some point I can start attacking at the same time.
08 WhammWhamme :: "Pox-a-lots" Pox / Ulamog, the Infinite Gyre
6-0: The discard effect of Pox is beneficial to Worm Harvest, the creature sacrifice only kills a fraction of my worms, and the life loss just makes me win faster.
09 VikingMetal4L :: "Foil-Assault" Foil / Seismic Assault
0-6: He can kill me on his ninth turn, but I can't kill him until my tenth. Volition Reins does nothing for me - by the time I can cast it, he can hardcast Foil and lose nothing.
10 casual johnny :: "Jabbing Mr. Mayor" Mayor of Avabruck / Flame Jab
0-6: The stream of 3/3s plus small pokes from Flame Jab kills me before I can cast anything except possibly a zero-worm Harvest.
11 benbuzz790 :: "Crumpled" Ludevic's Test Subject / Spell Crumple
0-6: Spell Crumple trumps either of my spells repeatedly. It would take me until at least turn 11 to do anything productive, by which time I would have lost the game several times over.
02 Draco9 :: "Eye Am Angry" Borborygmos Enraged / Reanimate
3-3: If I'm on the play, I can outrace him. If he's on the play ... I think he can pull out the win by killing Borborygmos with his own ability in response to Volition Reins, and then being careful with his attacks and with his use of lands to kill worms. There might be a line of play that lets me squeak out the win, but I haven't been able to find it after quite a bit of searching.
For here, and for future calculations.
Turn 1: Draw for turn. Draw 4 for trigger. 7 cards in hand.
Turn 2: Draw for turn. 8 Cards in hand. End -> Discard Borborygmos.
Turn 3: Swamp, Reanimate -> Borborygmos. Ditch 6 lands for 18 damage.
Turn 4: Ditch a land for burn kill. Attack for 28 total if needed.
Turn 1: Draw for turn. Draw 5 for trigger. 8 cards in hand. End -> Discard Borborygmos.
Turn 2: Swamp, Reanimate -> Borborygmos. Ditch 6 lands for 18 damage.
Turn 3: Ditch a land for burn kill. Attack for 28 total if needed.
Ah. Somehow I completely missed that possibility. In that case, I lose 0-6.
However, doesn't he have to wait until turn 2 to discard that way? (I thought we drew 4 additional cards on the first turn, not 5.)
Ah. Somehow I completely missed that possibility. In that case, I lose 0-6.
However, doesn't he have to wait until turn 2 to discard that way? (I thought we drew 4 additional cards on the first turn, not 5.)
Yeah, it's four. I misremembered. Apologies.
This delays it to a 4th turn kill.
10 casual johnny :: "Jabbing Mr. Mayor" Mayor of Avabruck / Flame Jab
6-0. i wait til 4th turn and cast both, which flips mayor. that ends up being surprisingly important.
Triple Flame Jab kills two Rats (2/2 becomes 1/1 when other dies).
05 tomsloger :: "Hoarders" Pack Rat / Pack Rat
3-3
I disagree with tomsloger's assessment. If I'm on the play:
Turn 2 - he gets a rat
Turn 3 - he swings for 1 (I'm at 19) and copies his rat, leaving him with 3 lands left in hand
Turn 4 - he swings for 2 (I'm at 17), plays a land, and makes another token, leaving him with 3 rats and 2 lands in hand
Turn 5 - I play Worm Harvest with no lands in my graveyard. He swings for 3 (I'm at 14), plays a land, plays his second rat, and makes another token, leaving him with 5 rats and 1 land in hand
Turn 6 - I retrace Worm Harvest and get a token. He attacks with five rats; I block one, putting me at 10 life and no worms, and him at four rats. From this point on, he can only get one rat per turn - he doesn't have enough mana to make two unless he plays the last spare land from his hand. So he goes back to five rats.
Turn 7 - I make two worms. He attacks with five rats; I block two, putting me at 7 life and no worms, and him at three rats. He makes another rat, putting him to four.
Turn 8 - I make three worms. He attacks with four rats; I block three, putting me at 6 life and no worms, and him at one rat. He makes another rat, putting him to two.
Turn 9+ - My worm production now outstrips his rat production by enough that I will always be able to block his rats, and (at least eventually) attack back as well.
I'm pretty sure any other line of play by tomsloger just lets me stabilize at a higher life total.
If he's on the play, I can almost stabilize using the strategy that beats Mogg (see below), but tomsloger is one life point faster, which makes the difference in this case.
07 Mogg :: "Oh Rats!" Pack Rat / Volrath's Stronghold
6-0: On my sixth turn, I steal a rat. On my next turn, I make two token copies of it. After that, I switch back to using Worm Harvest. This lets me stabilize at 1 even if Mogg is on the play:
T2: He gets a rat
T3: He swings (I'm at 19) and gets a second rat
T4: He swings (I'm at 17) and gets a third rat
T5: He swings (I'm at 14) and gets a fourth rat. I cast Worm Harvest but get no worms.
T6: He swings (I'm at 10) and gets a fifth and sixth rat, leaving him with no more spare cards in hand. I cast Volition Reins, leaving him with only five rats.
T7: He swings and I don't block (I'm at 5). He gets a sixth rat. I use my rat to make two tokens, putting me up to three rats (and putting two land cards in my graveyard).
T8: He swings with six rats and I block three of them; I'm at 2, he has three rats, and I have no creatures. He makes a fourth rat. I retrace Worm Harvest and get three worms.
T9: He swings with four rats, and I block three of them with worms; I'm at 1, he has one rat, and I have no creatures. He makes a second rat. I make four worms.
At this point, I produce more creatures than he does; I can always leave up enough to block with, and at some point I can start attacking at the same time.
Pack Rat doesn't stay at 1/1, and it activates before it attacks, so it wins turn 5.
first of all, i still havent found fnords line of play to beat me. because it hurts my head. im gonna tentatively count it as 6-0. decided to do some easier matchups instead.
@Mogg:
Are you sure we play 3-3?
I currently don't have the time to do all my matches, but since i play 3-3 vs dual rats shouldn't i be able to defeat single rat 6-0?
My deck is a slightly slower double-Rat. I have sufficient cards in hand to activate Rat twice on my sixth turn, while true double-Rat doesn't. However, I didn't appreciate the fact that getting the extra rat a turn earlier – meaning that you could never kill a rat in combat – would be relevant. The result should be 1-4 rather than 3-3.
Here's how the match could play out:
M: Rat, 2 (lands), 5 (cih)
B: Infestation, 2x 2/2, 2 (lands), 1 (cih)
M: 2x 2/2, 3, 4
B: 2x 2/2, 3, 1
M: 3x 3/3, 4, 3
B: 2x 2/2, 4, 1
M: 4x 4/4, 5, 2
B: Harvest, 2x 2/2, 4x 1/1 (+4 tokens) (after this turn, you cast Wurm Harvest every turn)
M: 6x 6/6 (after this turn, I activate Pack Rat once every turn)
B: 2x 2/2, 9x 1/1 (+5)
M: 7x 7/7, attack with 6x 7/7
You have to block at least four rats, so you have two options:
1. Block one rat with 2x 2/2, and 3x 1/1, and block three rats with 3x 1/1. This leaves you with 3x 1/1's and leaves me with 6 6/6's. Every turn, you will make exactly the number of tokens required to chump block each of my rats. However, your three extra tokens can't profitably attack into the one rat I have that doesn't attack.
2. Block four rats with 4x 1/1. This leaves you with 2x 2/2 and 5x 1/1. Choosing this option means that you won't produce as many new blockers each turn as I produce attackers. The game proceeds below assuming option 2.
B: 6 life, 2x 2/2, 11x 1/1 (+6), attack with 2x 2/2 and 4x 1/1 (2/2 blocked)
M: 14 life, 8x 8/8, attack with 7x 8/8 (block everyone each turn)
B: 6, 1x 2/2, 11x 1/1 (+7), attack with 1x 2/2 and 3x 1/1 (2/2 blocked) -> clearly, you'll run out of damage before I do.
Suppose you start attacking later, so that fewer tokens die to blocks:
B: 6 life, 2x 2/2, 11x 1/1 (+6)
M: 8x 8/8, attack with 7x 8/8 (block everyone each turn)
B: 6, 2x 2/2, 11x 1/1 (+7), attack with 2x 2/2 and 3x 1/1 (2/2 blocked) -> you lost a turn of attacks, during which an extra token died to chump blocks, so you don't do enough extra damage this way.
So, option 2 is a losing option, but option 1 lets you draw. Note that the result would be essentially the same if I started attacking a turn earlier, and you would win if I started attacking two turns earlier.
I don't know, but when I test it on Cocatrice, when you untap with 4 x 4/4 you have 3 Lands and 2 Cards in Hand, so you can't dual activate rats.
If you would have dropped lands, you stay with 1 land all the time and will never be able to activate rats twice.
Did you maybe calculate with putting 1 land into play in addition to drawing a land?
I start with five cards in hand that are neither Rat nor my land drop for the turn. So, playing a land each turn from turns one to six, I can activate Rat five times in those turns - once on turn 3, once on turn 4, once on turn 5, and twice on turn 6.
Ok I tried it again with the additional card, and now I'm sure it ends like the other Rats match: 3-3.
Your additional land is basicly the same as his 2nd rat...
Not exactly. The difference between my deck and Tom's is that against my deck you have time to block one of my rats with sufficient creatures to kill it. Then, you make 6 1/1's, I attack with 6 7/7's, you make 7 1/1's, I attack with 7 8/8's, and so on. Because one of my rats died, you keep pace. That's why the match is 1-4.
3-3 -> 6-0: See Feyd Ruin's breakdown of Draco9's deck.
6. Worm Harvest / Zombie Infestation
vs.
10. Mayor of Avabruck / Flame Jab
0-6 -> 6-0: See below.
c: 2 lands, mayor (5 cih)
b: 2, infestation (5)
c: 3 (5)
b: 3 (5) (transform)
c: 4, 1x 3/3 (5) (no attack; infestation would make two tokens and block; jab is a sorcery)
b: 4 (5)
c: 5, 2x 3/3 (no attack; trade 3/3 token and jab for 2/2 is bad)
b: 5, 2x 2/2, 4x 1/1, harvest
casual johnny can't do enough before blawa starts out-producing.
6. Worm Harvest / Zombie Infestation
vs.
11. Ludevic's Test Subject / Spell Crumple
6-0 -> 0-6: Crumple always counters Harvest. Test Subject wins on turn 6 or 7.
5. Pack Rat / Pack Rat
vs.
12. Beacon of Destruction / Student of Warfare
6-0 -> 3-3: See below.
First, let's assume you don't block until you're at 6 life.
f: student
t: 1 (6)
f: 2, 3/3
t: 17, 2, rat (5)
f: 3
t: 14, 3, 2x 2/2 (4)
f: 18, 4
t: 6, 4, 3x 3/3 (3), attack with one rat (if you attack with two, then beacon destroys blocker)
f: 17, beacon (to face), attack (block)
t: 1, 5, 4x 4/4; you can't deal enough damage to win before beacon kills you
Next, let's assume you block as soon as Student reaches its final stage.
f: student
t: 1 (6)
f: 2, 3/3
t: 17, 2, rat (5)
f: 3
t: 14, 3, 2x 2/2 (4)
f: 18, 4 (block)
t: 14, 4, 2x 2/2 (5) (no attack, or else beacon destroys blocker)
f: 18, beacon (rat), attack (block)
t: 14, 2x 2/2 (3)
f: 18, attack (no block, because then beacon would destroy your last rat), beacon (to face)
t: 1, you definitely can't deal enough damage to win before beacon kills you
11. Ludevic's Test Subject / Spell Crumple
vs.
12. Beacon of Destruction / Student of Warfare
1-4 -> 0-6: To survive, benbuzz790 must block with Test Subject on turn 5 and level twice. fnord responds to leveling with Beacon to kill Test Subject. benbuzz790 has insufficient mana to counter.
6-0 -> 0-6: Foil counters Infestation. Without discard from Infestation, Harvest wins turn 12, but Assault – discarding two lands to Foil – wins turn 11.
Harvest wins turn 10 if there's no assistance or interference.
T5: Cast Harvest with no lands in graveyard.
T6: Retrace Harvest, get one worm.
T7: Attack for 1 (opponent is at 19), retrace for two more worms (total 3).
T8: Attack for 3 (opponent is at 16), retrace for three more worms (total 6).
T9: Attack for 6 (opponent is at 10), retrace for four more worms (total 10).
T10: Attack for 10 and win.
Harvest wins turn 10 if there's no assistance or interference.
T5: Cast Harvest with no lands in graveyard.
T6: Retrace Harvest, get one worm.
T7: Attack for 1 (opponent is at 19), retrace for two more worms (total 3).
T8: Attack for 3 (opponent is at 16), retrace for three more worms (total 6).
T9: Attack for 6 (opponent is at 10), retrace for four more worms (total 10).
T10: Attack for 10 and win.
Good point. I calculated that match as though Harvest added only one point of damage per casting. I think this correction also implies that your match against VM4L (4-9) should be 3-3.
Good point. I calculated that match as though Harvest added only one point of damage per casting. I think this correction also implies that your match against VM4L (4-9) should be 3-3.
You're right. (I would wait until he's about to kill me to cast Reins, so that I get more attacks in with my first one or two batches of tokens, but it's not enough to speed up my clock; it just means he dies at -3 instead of 0.)
I was thinking that, because he can afford to wait to hardcast Foil against me, he would be able to kill me on turn 9. I forgot that he would need to play two Islands from his hand in order to do that in any case.
Deck 2 discards Borborygmos on turn 2. If it Reanimates on turn 3 after a land drop, it has 6 lands in hand and can only deal 18 damage. I go to 2, play Seismic Assualt, and throw three lands at Borborygmos, killing it.
Deck 2 therefore has to wait till turn 4 to play reanimate and instantly kill me with a grip of 7 lands. But that means that I can avoid losing by playing a turn 3 Wheel of Fortune, discarding both of our win conditions and forcing a draw.
Edit: I think this means VikingMetal and I tie for the round as well.
Deck 2 discards Borborygmos on turn 2. If it Reanimates on turn 3 after a land drop, it has 6 lands in hand and can only deal 18 damage. I go to 2, play Seismic Assualt, and throw three lands at Borborygmos, killing it.
Deck 2 therefore has to wait till turn 4 to play reanimate and instantly kill me with a grip of 7 lands. But that means that I can avoid losing by playing a turn 3 Wheel of Fortune, discarding both of our win conditions and forcing a draw.
Edit: I think this means VikingMetal and I tie for the round as well.
Bumping this because it looks like this change wasn't made, and final results for the month are about to be tabulated...
casual johnny's correction also needs to be added to the week 3 results (he loses to the other Gemstone Caverns deck). That change is included in the grid below:
This thread contains the results for week 2 of All Blind Tournament #5 and is the start of week 3 of ABT#5.
Week 2 of ABT#5 Next Round : Week 3 of ABT#5 Information
No longer staff here.
No longer staff here.
Been a busy week, so I haven't had a chance to do the grid before posting.
You like me anyways.
A couple of matches of mine are tricky / rulesy, so I'll list them here.
2: Halo stops your kill in its tracks. Halo stops damage from swings, and even targeting from ability.
3: Halo stops Assault. Can't even target with ability.
4: Halo can't name tokens, they overrun me.
5: Tokens are copies, thus keeps the name for halo to stop.
6: Halo can't name tokens, they overrun me.
7: Tokens are copies, thus keeps the name for halo to stop.
8: Gyre blows up Scroll if dropped, then sacs away the halo eventually.
.... If Scroll isn't dropped, hit Halo. Race.
.... If I hold both, I can't race against the sacs.
9: Foil stops halo; Assault races scroll.
0: On my play, I scroll Mayor before flip.
.... On draw, I drop Halo+Scroll on my 3rd.
.... He flips back on your upkeep. No spells.
.... He triggers to flip on my upkeep, I scroll him in response.
.... This lets me scroll the token next turn who's now a 2/2.
.... Halo always names your Jab to ensure there's no possible race.
1: Ludevic's other side is a nameable card. I had to look it up to be sure.
2: Student becomes a 3/3 before scroll can activate. I lose the race to the one I don't name.
No longer staff here.
05 tomsloger :: "Hoarders"
Pack Rat / Pack Rat
01 Feyd_Ruin :: "Cursed Angels"
Cursed Scroll / Runed Halo
0-6. runed halo is pretty effective
02 Draco9 :: "Eye Am Angry"
Borborygmos Enraged / Reanimate
0-6 thats actually well faster than me.
03 Reyemile :: "Land Shock"
Seismic Assault / Wheel of Fortune
0-6
04 Grolleter :: "He's Got Worms in His Tubes!"
Volition Reins / Worm Harvest
6-0
06 blawa :: "The Necromancer's got worms in his tubes too…"
Worm Harvest / Zombie Infestation
3-3. when blawa plays first he can chump everything when hes at 5 life and grow by one token a turn. leading to a turn 27 win. when i play first:
t1 land (6 cih)
b1 land (6 cih)
t2 land, pack rat (5)
b2 land, infestation, discard 4 lands for 2 2/2s (1)
t3 land, activate (4)
b3 land
t4 land, activate (3)
b4 land
t5 land, pack rat, activate, swing with 3 5/5s. chump blocks two. 15-20
b5 land, worm harvest for 4
t6 activate, swing with 5 6/6s. can chump 4 of them 9-20
b6 retrace, 5 tokens
t7 activate, swing with 6 7/7s can chump 5, 2-20
b8 retrace, 6 tokens
t8 activate, swing win
...so blawa doesnt chump on turn 5...
t5 land, pack rat, activate, swing with 3 5/5s. 5-20
b5 land, worm harvest for 4
t6 activate, swing with 5 6/6s. can chump all of them, and have one token left 5-20
b6 retrace, 5 tokens
t7 activate, swing with 6 7/7s can chump all of them exactly, 5-20
b8 retrace, 6 tokens
t8 activate, swing with one more than he can block. win.
07 Mogg :: "Oh Rats!"
Pack Rat / Volrath's Stronghold
3-3
08 WhammWhamme :: "Pox-a-lots"
Pox / Ulamog, the Infinite Gyre
6-0 pox on 3rd is sweet, but the second one not being until 7 is too slow.
09 VikingMetal4L :: "Foil-Assault"
Foil / Seismic Assault
0-6
10 casual johnny :: "Jabbing Mr. Mayor"
Mayor of Avabruck / Flame Jab
6-0. i wait til 4th turn and cast both, which flips mayor. that ends up being surprisingly important.
11 benbuzz790 :: "Crumpled"
Ludevic's Test Subject / Spell Crumple
6-0
12 fnord :: "Boros Goodies"
Beacon of Destruction / Student of Warfare
t1 land
f1 land, student
t2 land, pack rat
f2 land, level up twice, swing 3. 20-17
t3 land, activate, swing 2. 18-17
f3 land, level up thrice, swing 3. 18-14
t4 land, activate, swing 6. 12-14
f4 land, max level, swing 8 12-6
t5 land, pack rat, activate. swing 15, win
...so obviously fnord doesnt attack every turn...
still gotta figure out his optimal play
X| 1 2 3 4 5 6 7 8 9 0 1 2
7| 0 0 0 6 3 3 X 6 6 0 6 3 | 30
Also, I think you forgot to include the last updates when you posted standings; last week's grid has you at 350 TP's.
I should have played what I thought was the obvious deck - Foil / Pack Rat; that would have 6-0'd everyone but VM4L, but I thought more people would see it and play around it.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
04 Grolleter :: "He's Got Worms in His Tubes!"
Volition Reins / Worm Harvest
vs.
01 Feyd_Ruin :: "Cursed Angels"
Cursed Scroll / Runed Halo
6-0: Halo doesn't stop tokens, and I can steal Scroll before it can kill me.
02 Draco9 :: "Eye Am Angry"
Borborygmos Enraged / Reanimate
3-3: If I'm on the play, I can outrace him. If he's on the play ... I think he can pull out the win by killing Borborygmos with his own ability in response to Volition Reins, and then being careful with his attacks and with his use of lands to kill worms. There might be a line of play that lets me squeak out the win, but I haven't been able to find it after quite a bit of searching.
03 Reyemile :: "Land Shock"
Seismic Assault / Wheel of Fortune
0-6: Reyemile can throw 12 lands at my face on turn 4, before I can do anything.
05 tomsloger :: "Hoarders"
Pack Rat / Pack Rat
3-3
I disagree with tomsloger's assessment. If I'm on the play:
Turn 2 - he gets a rat
Turn 3 - he swings for 1 (I'm at 19) and copies his rat, leaving him with 3 lands left in hand
Turn 4 - he swings for 2 (I'm at 17), plays a land, and makes another token, leaving him with 3 rats and 2 lands in hand
Turn 5 - I play Worm Harvest with no lands in my graveyard. He swings for 3 (I'm at 14), plays a land, plays his second rat, and makes another token, leaving him with 5 rats and 1 land in hand
Turn 6 - I retrace Worm Harvest and get a token. He attacks with five rats; I block one, putting me at 10 life and no worms, and him at four rats. From this point on, he can only get one rat per turn - he doesn't have enough mana to make two unless he plays the last spare land from his hand. So he goes back to five rats.
Turn 7 - I make two worms. He attacks with five rats; I block two, putting me at 7 life and no worms, and him at three rats. He makes another rat, putting him to four.
Turn 8 - I make three worms. He attacks with four rats; I block three, putting me at 6 life and no worms, and him at one rat. He makes another rat, putting him to two.
Turn 9+ - My worm production now outstrips his rat production by enough that I will always be able to block his rats, and (at least eventually) attack back as well.
I'm pretty sure any other line of play by tomsloger just lets me stabilize at a higher life total.
06 blawa :: "The Necromancer's got worms in his tubes too…"
Worm Harvest / Zombie Infestation
0-6: The two tokens he gets on his second turn from Zombie Infestation deal a bunch of damage to me before I get going, and he can start casting Worm Harvest for profit sooner than I can.
07 Mogg :: "Oh Rats!"
Pack Rat / Volrath's Stronghold
6-0: On my sixth turn, I steal a rat. On my next turn, I make two token copies of it. After that, I switch back to using Worm Harvest. This lets me stabilize at 1 even if Mogg is on the play:
T2: He gets a rat
T3: He swings (I'm at 19) and gets a second rat
T4: He swings (I'm at 17) and gets a third rat
T5: He swings (I'm at 14) and gets a fourth rat. I cast Worm Harvest but get no worms.
T6: He swings (I'm at 10) and gets a fifth and sixth rat, leaving him with no more spare cards in hand. I cast Volition Reins, leaving him with only five rats.
T7: He swings and I don't block (I'm at 5). He gets a sixth rat. I use my rat to make two tokens, putting me up to three rats (and putting two land cards in my graveyard).
T8: He swings with six rats and I block three of them; I'm at 2, he has three rats, and I have no creatures. He makes a fourth rat. I retrace Worm Harvest and get three worms.
T9: He swings with four rats, and I block three of them with worms; I'm at 1, he has one rat, and I have no creatures. He makes a second rat. I make four worms.
At this point, I produce more creatures than he does; I can always leave up enough to block with, and at some point I can start attacking at the same time.
08 WhammWhamme :: "Pox-a-lots"
Pox / Ulamog, the Infinite Gyre
6-0: The discard effect of Pox is beneficial to Worm Harvest, the creature sacrifice only kills a fraction of my worms, and the life loss just makes me win faster.
09 VikingMetal4L :: "Foil-Assault"
Foil / Seismic Assault
0-6: He can kill me on his ninth turn, but I can't kill him until my tenth. Volition Reins does nothing for me - by the time I can cast it, he can hardcast Foil and lose nothing.
10 casual johnny :: "Jabbing Mr. Mayor"
Mayor of Avabruck / Flame Jab
0-6: The stream of 3/3s plus small pokes from Flame Jab kills me before I can cast anything except possibly a zero-worm Harvest.
11 benbuzz790 :: "Crumpled"
Ludevic's Test Subject / Spell Crumple
0-6: Spell Crumple trumps either of my spells repeatedly. It would take me until at least turn 11 to do anything productive, by which time I would have lost the game several times over.
12 fnord :: "Boros Goodies"
Beacon of Destruction / Student of Warfare
0-6: I die.
For here, and for future calculations.
Turn 1: Draw for turn. Draw 4 for trigger. 7 cards in hand.
Turn 2: Draw for turn. 8 Cards in hand. End -> Discard Borborygmos.
Turn 3: Swamp, Reanimate -> Borborygmos. Ditch 6 lands for 18 damage.
Turn 4: Ditch a land for burn kill. Attack for 28 total if needed.
No longer staff here.
Ah. Somehow I completely missed that possibility. In that case, I lose 0-6.
However, doesn't he have to wait until turn 2 to discard that way? (I thought we drew 4 additional cards on the first turn, not 5.)
Yeah, it's four. I misremembered. Apologies.
This delays it to a 4th turn kill.
No longer staff here.
Triple Flame Jab kills two Rats (2/2 becomes 1/1 when other dies).
Pack Rat doesn't stay at 1/1, and it activates before it attacks, so it wins turn 5.
2: Rat
3: activate, 2x 2/2, attack (18)
4: activate, 3x 3/3, attack (12)
5: activate, 4x 4/4, attack (0)
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Oh. Duh. I withdraw my "corrections". Mogg and tomsloger both beat me 6-0.
| 1 2 3 4 5 6 7 8 9 0 1 2 | PT
2 | 6 X 4 6 6 6 6 6 0 6 3 6 | 54
5 | 0 0 0 6 X 3 3 6 0 0 6 6 | 28
9 | 6 6 4 6 6 6 0 6 X 6 6 6 | 58
11| 0 3 3 6 0 6 0 6 0 0 X 1 | 23
wow. guess i should have played foil. did we all meta against meta-ing against it or something?
My deck is a slightly slower double-Rat. I have sufficient cards in hand to activate Rat twice on my sixth turn, while true double-Rat doesn't. However, I didn't appreciate the fact that getting the extra rat a turn earlier – meaning that you could never kill a rat in combat – would be relevant. The result should be 1-4 rather than 3-3.
Here's how the match could play out:
M: Rat, 2 (lands), 5 (cih)
B: Infestation, 2x 2/2, 2 (lands), 1 (cih)
M: 2x 2/2, 3, 4
B: 2x 2/2, 3, 1
M: 3x 3/3, 4, 3
B: 2x 2/2, 4, 1
M: 4x 4/4, 5, 2
B: Harvest, 2x 2/2, 4x 1/1 (+4 tokens) (after this turn, you cast Wurm Harvest every turn)
M: 6x 6/6 (after this turn, I activate Pack Rat once every turn)
B: 2x 2/2, 9x 1/1 (+5)
M: 7x 7/7, attack with 6x 7/7
You have to block at least four rats, so you have two options:
1. Block one rat with 2x 2/2, and 3x 1/1, and block three rats with 3x 1/1. This leaves you with 3x 1/1's and leaves me with 6 6/6's. Every turn, you will make exactly the number of tokens required to chump block each of my rats. However, your three extra tokens can't profitably attack into the one rat I have that doesn't attack.
2. Block four rats with 4x 1/1. This leaves you with 2x 2/2 and 5x 1/1. Choosing this option means that you won't produce as many new blockers each turn as I produce attackers. The game proceeds below assuming option 2.
B: 6 life, 2x 2/2, 11x 1/1 (+6), attack with 2x 2/2 and 4x 1/1 (2/2 blocked)
M: 14 life, 8x 8/8, attack with 7x 8/8 (block everyone each turn)
B: 6, 1x 2/2, 11x 1/1 (+7), attack with 1x 2/2 and 3x 1/1 (2/2 blocked) -> clearly, you'll run out of damage before I do.
Suppose you start attacking later, so that fewer tokens die to blocks:
B: 6 life, 2x 2/2, 11x 1/1 (+6)
M: 8x 8/8, attack with 7x 8/8 (block everyone each turn)
B: 6, 2x 2/2, 11x 1/1 (+7), attack with 2x 2/2 and 3x 1/1 (2/2 blocked) -> you lost a turn of attacks, during which an extra token died to chump blocks, so you don't do enough extra damage this way.
So, option 2 is a losing option, but option 1 lets you draw. Note that the result would be essentially the same if I started attacking a turn earlier, and you would win if I started attacking two turns earlier.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I start with five cards in hand that are neither Rat nor my land drop for the turn. So, playing a land each turn from turns one to six, I can activate Rat five times in those turns - once on turn 3, once on turn 4, once on turn 5, and twice on turn 6.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I assumed it was banned
Not exactly. The difference between my deck and Tom's is that against my deck you have time to block one of my rats with sufficient creatures to kill it. Then, you make 6 1/1's, I attack with 6 7/7's, you make 7 1/1's, I attack with 7 8/8's, and so on. Because one of my rats died, you keep pace. That's why the match is 1-4.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
X| 1 2 3 4 5 6 7 8 9 0 1 2 | PT
1| X 6 6 0 6 0 6 0 0 6 6 0 | 36
2| 0 X 3 6 6 6 6 6 0 6 3 6 | 46
3| 0 3 X 6 6 6 6 6 1 6 3 6 | 47
4| 6 0 0 X 0 0 0 6 3 0 0 0 | 14
5| 0 0 0 6 X 3 3 6 0 0 6 3 | 24
6| 6 0 0 6 3 X 4 6 6 6 0 0 | 36
7| 0 0 0 6 3 1 X 6 6 0 6 3 | 29
8| 6 0 0 0 0 0 0 X 0 3 0 0 | 8
9| 6 6 4 3 6 0 0 6 X 6 6 6 | 48
0| 0 0 0 6 6 0 6 3 0 X 6 6 | 32
1| 0 3 3 6 0 6 0 6 0 0 X 0 | 22
2| 6 0 0 6 3 6 3 6 0 0 6 X | 34
Suggested corrections are below. Bear in mind that conflicting results had been posted for some matches.
1. Cursed Scroll / Runed Halo
vs.
2. Borborygmos Enraged / Reanimate
0-6 -> 6-0: Halo beats Borborygmos.
2. Borborygmos Enraged / Reanimate
vs.
3. Seismic Assault / Wheel of Fortune
4-1 -> 3-3: Borboygmos isn't lethal on turn 3. Assault destroys it, then wins.
2. Borborygmos Enraged / Reanimate
vs.
4. Volition Reins / Worm Harvest
3-3 -> 6-0: See Feyd Ruin's breakdown of Draco9's deck.
6. Worm Harvest / Zombie Infestation
vs.
10. Mayor of Avabruck / Flame Jab
0-6 -> 6-0: See below.
c: 2 lands, mayor (5 cih)
b: 2, infestation (5)
c: 3 (5)
b: 3 (5) (transform)
c: 4, 1x 3/3 (5) (no attack; infestation would make two tokens and block; jab is a sorcery)
b: 4 (5)
c: 5, 2x 3/3 (no attack; trade 3/3 token and jab for 2/2 is bad)
b: 5, 2x 2/2, 4x 1/1, harvest
casual johnny can't do enough before blawa starts out-producing.
6. Worm Harvest / Zombie Infestation
vs.
11. Ludevic's Test Subject / Spell Crumple
6-0 -> 0-6: Crumple always counters Harvest. Test Subject wins on turn 6 or 7.
5. Pack Rat / Pack Rat
vs.
12. Beacon of Destruction / Student of Warfare
6-0 -> 3-3: See below.
First, let's assume you don't block until you're at 6 life.
f: student
t: 1 (6)
f: 2, 3/3
t: 17, 2, rat (5)
f: 3
t: 14, 3, 2x 2/2 (4)
f: 18, 4
t: 6, 4, 3x 3/3 (3), attack with one rat (if you attack with two, then beacon destroys blocker)
f: 17, beacon (to face), attack (block)
t: 1, 5, 4x 4/4; you can't deal enough damage to win before beacon kills you
Next, let's assume you block as soon as Student reaches its final stage.
f: student
t: 1 (6)
f: 2, 3/3
t: 17, 2, rat (5)
f: 3
t: 14, 3, 2x 2/2 (4)
f: 18, 4 (block)
t: 14, 4, 2x 2/2 (5) (no attack, or else beacon destroys blocker)
f: 18, beacon (rat), attack (block)
t: 14, 2x 2/2 (3)
f: 18, attack (no block, because then beacon would destroy your last rat), beacon (to face)
t: 1, you definitely can't deal enough damage to win before beacon kills you
11. Ludevic's Test Subject / Spell Crumple
vs.
12. Beacon of Destruction / Student of Warfare
1-4 -> 0-6: To survive, benbuzz790 must block with Test Subject on turn 5 and level twice. fnord responds to leveling with Beacon to kill Test Subject. benbuzz790 has insufficient mana to counter.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Harvest wins turn 10 if there's no assistance or interference.
T5: Cast Harvest with no lands in graveyard.
T6: Retrace Harvest, get one worm.
T7: Attack for 1 (opponent is at 19), retrace for two more worms (total 3).
T8: Attack for 3 (opponent is at 16), retrace for three more worms (total 6).
T9: Attack for 6 (opponent is at 10), retrace for four more worms (total 10).
T10: Attack for 10 and win.
Good point. I calculated that match as though Harvest added only one point of damage per casting. I think this correction also implies that your match against VM4L (4-9) should be 3-3.
5: Harvest
6: Reins (counter)
7: Harvest
8: Harvest, attack (19)
9: Harvest, attack (16)
10: Harvest, attack (10)
11: Harvest, attack (0)
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
You're right. (I would wait until he's about to kill me to cast Reins, so that I get more attacks in with my first one or two batches of tokens, but it's not enough to speed up my clock; it just means he dies at -3 instead of 0.)
I was thinking that, because he can afford to wait to hardcast Foil against me, he would be able to kill me on turn 9. I forgot that he would need to play two Islands from his hand in order to do that in any case.
Thanks to everyone, and especially Mogg for the grid work.
No longer staff here.
Deck 2 discards Borborygmos on turn 2. If it Reanimates on turn 3 after a land drop, it has 6 lands in hand and can only deal 18 damage. I go to 2, play Seismic Assualt, and throw three lands at Borborygmos, killing it.
Deck 2 therefore has to wait till turn 4 to play reanimate and instantly kill me with a grip of 7 lands. But that means that I can avoid losing by playing a turn 3 Wheel of Fortune, discarding both of our win conditions and forcing a draw.
Edit: I think this means VikingMetal and I tie for the round as well.
X | 1 2 3 4 5 6 7 8 9 0 1 | PT | TPs
1 | X 3 2 2 3 0 1 6 0 6 6 | 27 | 270
2 | 3 X 0 3 6 0 3 0 0 3 0 | 14 | 140
3 | 2 6 X 1 6 3 3 6 6 6 6 | 43 | 430
4 | 2 3 4 X 6 0 3 6 0 6 6 | 34 | 340
5 | 3 0 0 0 X 0 0 0 6 0 0 | 08 | 080
6 | 6 6 3 6 6 X 6 6 6 6 6 | 56 | 560
7 | 4 3 3 3 6 0 X 0 0 6 0 | 22 | 220
8 | 0 6 0 0 6 0 6 X 0 6 2 | 26 | 260
9 | 6 6 0 6 0 0 6 6 X 6 6 | 42 | 420
0 | 0 3 0 0 6 0 0 0 0 X 0 | 08 | 080
1 | 0 6 0 0 6 0 6 2 0 6 X | 26 | 260
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy