There were 14 players with 91 matches and 182 total games.
6 hands ended in a draw. 3 matches had at least one draw.
That's 3% of all games, averaging 0.4 games per player.
The following player(s) had the most drawn games, with 2 total draws: Mogg : benbuzz790
44 matches were a 3-3 split.
That's 48% of all matches, averaging 3.1 matches per player.
The following player(s) had the most split matches, with 6 total splits: fnord
66 matches were a 6-0 sweep.
That's 73% of all matches, averaging 4.7 matches per player.
The following player(s) had the most 6-0 match sweeps, at 8 total sweeps: Reyemile
There were 19 unique cards submitted, out of 28 total.
6 card(s) were repeated:
Next Round will be '3.5CB'.
Entries are due Monday Night at Midnight.
3.5CB
Description:
3.5CB (or 3 1/2 CB) is a fairly basic game type that we haven't explored yet. It's been played on our forums for a bit before, but it's mainly disappeared into obscurity. The concept is simple, and it was one of the first extension of 3CB. You submit 4 cards. The first two are always part of your deck. The 3rd is part of your deck on the play, and the 4th is part of your deck on the draw. Hence, it's 4 cards, but it's really only "three and a half".
Deck size:
20
4 cards (See Special)
Land Rule:
20
None
Special Rules:
20
Entrants submit 4 cards as follows:
40
Card 1 / Card 2 / Card 3A / Card 3B
20
Player's starting the game on the play will have Card 1, Card 2, and Card 3A as their deck.
20
Player's starting the game on the draw will have Card 1, Card 2, and Card 3B as their deck.
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 either that card changing zones or that player losing the game before his or her second turn. 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* Abrupt Decay.
Additionally, there is a Mogg Challenge this round, for a potential *FOIL* Akroma, Angel of Wrath.
Read about the Mogg Challenge Here.
(Note the Akroma is part of the Mogg Challenge)
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.
I'm surprised by all the exploration/maze but only one Azusa/Maze.
I didn't look that deeply into this format, but running a creature felt like extra risk for not a lot of reward. Though it didn't really seem to matter here.
How do you decide the banned list? Council of the Absolute seems rather underwhelming at stopping anything but Lotus decks.
0-6 -> 3-3: If VM4L casts Deed before turn 5, then Vindicate destroys it. Feyd_Ruin Vindicates a land on turn 5, and the follow-up Deed can't be activated until turn 6. Feyd_Ruin wins on turn 6.
1. Savageborn Hydra / Vindicate
vs.
7. Far // Away / Lich Lord of Unx
2-2 -> 0-6: Away removes Hydra, and Tom plays Lord with eighty mana open to drain twenty times.
1. Savageborn Hydra / Vindicate
vs.
14. Ætherling / Exploration
6-0 -> 3-3: Aetherling can attack unblocked, and then block without consequence. Feyd_Ruin must make Hydra a 10/10, and then use Vindicate to temporarily remove Aetherling. fnord casts Aetherling on turn 4 – to avoid Vindicate – and he can win on turn 7. Hydra will not be a 10/10 until Feyd_Ruin's turn 7, so fnord wins on the play.
6. Aetherling / Pernicious Deed
vs.
11. Mayor of Avabruck / Savageborn Hydra
2-2 -> 3-3: If Clairval leads with Mayor, then VM4L can only survive by using Deed, then blocking Hydra with Aetherling, and letting Aetherling die. On the play, VM4L can delay Mayor's flip, and he has sufficient time to let Aetherling survive.
7. Far // Away / Lich Lord of Unx
vs.
8. Azusa, Lost but Seeking / Maze's End
0-6 -> 3-3: Away kills Azusa. End would win on turn 9, but Lord wins on turn 8 (4: lord, 5: token, 6: attack (1), token, drain (3), 7: attack (2), token, drain (4), 8: attack (5), 2x drain (8)).
7. Far // Away / Lich Lord of Unx
vs.
11. Mayor of Avabruck / Savageborn Hydra
0-6 -> 3-3: If Clairval casts turn 2 Mayor, then Away removes it and Lord beats Hydra. If Clairval casts turn 3 Hydra and turn 4 Mayor, then Far bounces Hydra and Away removes Mayor.
7. Far // Away / Lich Lord of Unx
vs.
12. Putrefy / Mayor of Avabruck
1-4 -> 3-3:Tom casts Lord with mana open to drain twenty times.
11. Mayor of Avabruck / Savageborn Hydra
vs.
13. Council of the Absolute / Deadly Recluse
0-6 -> 6-0: I assume this was a typo.
11. Mayor of Avabruck / Savageborn Hydra
vs.
14. Ætherling / Exploration
6-0 -> 3-3: Mayor wins turn 6 at the earliest. Aetherling blocks Hydra and wins turn 6.
11. Mayor of Avabruck / Savageborn Hydra
vs.
12. Putrefy / Mayor of Avabruck
2-2 -> 0-6: Putrefy kills Mayor and Mayor beats Hydra.
tomsloger vs 04 Grolleter
Orcish Lumberjack / Possibility Storm
listed 0-6, suggested 3-3
when im on the play, far bounces lumberjack on my turn 2, and i play lich lord before he can get possibility storm into play
I can't find a time to cast Putrefy which wins it.
benbuzz790 casts Putrefy on his fifth turn, then attacks for 9 to drop you to 8. On his sixth turn, he attacks with Mayor and three tokens. Aetherling can block something, but you'll take 9 and lose.
I generally ban the broken stuff and things I think might cause problems or make things unfun. Especially the unfun part. The ability to stop a lotus on the play and switch to something more aggressive on the draw makes him worthy of banning. The same goes with several of the additions. They are usually underwhelming, but the ability to take a slot only on the play makes them less then fun to try and battle. I don't want to force everyone to go with storage lands, etc.
I generally ban the broken stuff and things I think might cause problems or make things unfun. Especially the unfun part. The ability to stop a lotus on the play and switch to something more aggressive on the draw makes him worthy of banning. The same goes with several of the additions. They are usually underwhelming, but the ability to take a slot only on the play makes them less then fun to try and battle. I don't want to force everyone to go with storage lands, etc.
I just feel it's inclusion over some other cards looks weird, but that's fine. At CMC 4, it really shoes you into one way to play.
I didn't look that deeply into this format, but running a creature felt like extra risk for not a lot of reward. Though it didn't really seem to matter here.
I chose Azusa specifically because it 6-0's Exploration; with three Exploration/Maze's End decks, I metagamed correctly
I chose Azusa specifically because it 6-0's Exploration; with three Exploration/Maze's End decks, I metagamed correctly
So you did. When I look at formats, I realize that creature removal doesn't actually come around that often. But when I quick submit, I forget. Azusa isn't affected by Bridge and other means that were more likely to show up, so I was obviously wrong on that account.
This thread contains the results for week 3 of All Blind Tournament #6 and is the start of week 4 of ABT#6.
Week 3 of ABT#6 Next Round : Week 4 of ABT#6 Information
No longer staff here.
This week is posted.
Apologies for all the delays.
No longer staff here.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT
0| 0 6 6 6 0 0 4 3 6 X 6 4 6 6 | 52
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
The sheer number of Maze's End decks is DISGUSTING! And they all beat me, too, because I totally didn't tech for the mirror match.
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT | TPs
5 | 0 0 0 6 X 0 0 0 0 6 6 0 6 6 | 30 | ???
I fully expect some corrections, as it was semi rushed.
(The majority should be accurate though :))
I'm surprised by all the exploration/maze but only one Azusa/Maze.
EDIT:
Minor Correction. I actually 3-3 Clairval.
Savageborn Hydra's don't tie out, mine grows past his and swings through.
No longer staff here.
How do you decide the banned list? Council of the Absolute seems rather underwhelming at stopping anything but Lotus decks.
1. Savageborn Hydra / Vindicate
vs.
6. Aetherling / Pernicious Deed
0-6 -> 3-3: If VM4L casts Deed before turn 5, then Vindicate destroys it. Feyd_Ruin Vindicates a land on turn 5, and the follow-up Deed can't be activated until turn 6. Feyd_Ruin wins on turn 6.
1. Savageborn Hydra / Vindicate
vs.
7. Far // Away / Lich Lord of Unx
2-2 -> 0-6: Away removes Hydra, and Tom plays Lord with eighty mana open to drain twenty times.
1. Savageborn Hydra / Vindicate
vs.
14. Ætherling / Exploration
6-0 -> 3-3: Aetherling can attack unblocked, and then block without consequence. Feyd_Ruin must make Hydra a 10/10, and then use Vindicate to temporarily remove Aetherling. fnord casts Aetherling on turn 4 – to avoid Vindicate – and he can win on turn 7. Hydra will not be a 10/10 until Feyd_Ruin's turn 7, so fnord wins on the play.
6. Aetherling / Pernicious Deed
vs.
11. Mayor of Avabruck / Savageborn Hydra
2-2 -> 3-3: If Clairval leads with Mayor, then VM4L can only survive by using Deed, then blocking Hydra with Aetherling, and letting Aetherling die. On the play, VM4L can delay Mayor's flip, and he has sufficient time to let Aetherling survive.
7. Far // Away / Lich Lord of Unx
vs.
8. Azusa, Lost but Seeking / Maze's End
0-6 -> 3-3: Away kills Azusa. End would win on turn 9, but Lord wins on turn 8 (4: lord, 5: token, 6: attack (1), token, drain (3), 7: attack (2), token, drain (4), 8: attack (5), 2x drain (8)).
7. Far // Away / Lich Lord of Unx
vs.
11. Mayor of Avabruck / Savageborn Hydra
0-6 -> 3-3: If Clairval casts turn 2 Mayor, then Away removes it and Lord beats Hydra. If Clairval casts turn 3 Hydra and turn 4 Mayor, then Far bounces Hydra and Away removes Mayor.
7. Far // Away / Lich Lord of Unx
vs.
12. Putrefy / Mayor of Avabruck
1-4 -> 3-3:Tom casts Lord with mana open to drain twenty times.
11. Mayor of Avabruck / Savageborn Hydra
vs.
13. Council of the Absolute / Deadly Recluse
0-6 -> 6-0: I assume this was a typo.
11. Mayor of Avabruck / Savageborn Hydra
vs.
14. Ætherling / Exploration
6-0 -> 3-3: Mayor wins turn 6 at the earliest. Aetherling blocks Hydra and wins turn 6.
11. Mayor of Avabruck / Savageborn Hydra
vs.
12. Putrefy / Mayor of Avabruck
2-2 -> 0-6: Putrefy kills Mayor and Mayor beats Hydra.
Suggested Grid:
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT
1| X 6 6 0 6 3 0 6 6 6 3 1 6 3 | 49
2| 0 X 3 6 6 6 6 0 3 0 0 3 6 3 | 38
3| 0 3 X 6 6 6 6 0 3 0 0 3 6 3 | 38
4| 6 0 0 X 0 6 6 0 0 0 0 3 0 6 | 26
5| 0 0 0 6 X 0 0 0 0 6 6 0 6 6 | 30
6| 3 0 0 0 6 X 6 0 0 6 3 6 6 0 | 34
7| 6 0 0 0 6 0 X 3 0 1 3 3 6 0 | 25
8| 0 6 6 6 6 6 3 X 6 3 3 0 6 6 | 54
9| 0 3 3 6 6 6 6 0 X 0 0 3 6 3 | 38
0| 0 6 6 6 0 0 4 3 6 X 6 4 6 6 | 52
1| 3 6 6 6 0 3 3 3 6 0 X 0 6 3 | 40
2| 4 3 3 3 6 0 3 3 3 1 6 X 6 6 | 41
3| 0 0 0 6 0 0 0 0 0 0 0 0 X 0 | 6
4| 3 3 3 0 0 6 6 0 3 0 3 0 6 X | 28
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Random grid error, I'd assume. 12v8 should be 6-0 in 12's favor.
(Putrefy hits Azusa after she drops. He gets 2 lands from her, but Mayor races)
Everything taken
No longer staff here.
vs.
05 WhammWhamme (Ensnaring Bridge / Maze's End)
0-6 -> 6-0
Ætherling can get past the bridge by going to 0 power before attacking.
10 Mogg (Figure of Destiny / Ral Zarek)
0-6 -> 3-3
t1: exploration
t1: Figure
t2:
t2: pump, swing (18)
t3: Ætherling
t3: pump
t4: swing (12)
t4: ral, tap, swing (14)
t5: swing (4)
t5: tap, swing (10)
t6: win
12 benbuzz790 :: (Putrefy / Mayor of Avabruck)
0-6 -> 3-3
t1: Exploration
t1:
t2:
t2: mayor
t3:
t3: mayor clips, swing (17), token
t4: Ætherling
t4: token (2)
t5: swing (12), blink
t5: token (3)
t6: swing (4)
t6: swing with 3 tokens, 1 blocked (11), token (3)
t7: swing, putrefy, blink
t7: swing, mayor blocked (12)
t8: swing for lethal
I can't find a time to cast Putrefy which wins it.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Orcish Lumberjack / Possibility Storm
listed 0-6, suggested 3-3
when im on the play, far bounces lumberjack on my turn 2, and i play lich lord before he can get possibility storm into play
benbuzz790 casts Putrefy on his fifth turn, then attacks for 9 to drop you to 8. On his sixth turn, he attacks with Mayor and three tokens. Aetherling can block something, but you'll take 9 and lose.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Yeah. But it'd be much cooler if you didn't
No longer staff here.
It did get overlooked
I generally ban the broken stuff and things I think might cause problems or make things unfun. Especially the unfun part. The ability to stop a lotus on the play and switch to something more aggressive on the draw makes him worthy of banning. The same goes with several of the additions. They are usually underwhelming, but the ability to take a slot only on the play makes them less then fun to try and battle. I don't want to force everyone to go with storage lands, etc.
No longer staff here.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy