There were 10 players with 45 matches and 90 total games.
18 hands ended in a draw. 9 matches had at least one draw.
That's 20% of all games, averaging 1.8 games per player.
The following player(s) had the most drawn games, with 6 total draws: aurorasparrow
8 matches were a 3-3 split.
That's 18% of all matches, averaging 0.8 matches per player.
The following player(s) had the most split matches, with 2 total splits: Mogg : Grolleter
32 matches were a 6-0 sweep.
That's 71% of all matches, averaging 3.2 matches per player.
The following player(s) had the most 6-0 match sweeps, at 5 total sweeps: bateleur : aurorasparrow : Grolleter
There were 45 unique cards submitted, out of 60 total.
11 card(s) were repeated:
If a player would draw a card from an empty library, that player puts a copy of his or her chosen card from outside the game into his or her hand instead.
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 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 explanation.
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 the 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.
The prize will be 3 DRM-free PC games (English version), supplied by Clairval.
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.
Sorry for the delay in posting this round, but I believe that all of the current decks are legal.
I'm happy with how the format turned out. I think a lot of my format ideas are bad, but this one was interesting.
I haven't worked out the match results. I'll work on that, but you're also welcome to figure things out.
There was some discussion of the banned list last week, because new rules cause Thespian's Stage to combo with Dark Depths. Ultimately, I've decided to leave the banned list as is for now; that is, Vampire Hexmage is still banned, but Thespian's Stage is legal. Of course, that's just for the long-term banned list. For individual rounds – like this one – Stage may still be banned. Basically, the idea is that it's much easier to ban a card than unban it, so we should at least give Thespian's Stage a chance.
Assuming I've processed it correctly, that's not bad at all.
03 bateleur :: ""
Black Lotus / Eureka / Gods' Eye, Gate to the Reikai / Mycosynth Lattice / Titania's Song / Tyrant of Discord
A quick general word on how the combo works: Lattice and Song combine to make all lands (and CMC-0 artifacts) instantly die from being 0/0 creatures. This means when I resolve Eureka the opponent instantly sacs their entire board to Tyrant unless they're untargetable.
So, on to actual matches...
vs
01 Mogg :: ""
Black Lotus / Chain of Vapor / Frost Titan / Gods' Eye, Gate to the Reikai / Island / Mana Vault
6-0 Chain of Vapor can be used during my combo to remove either Tyrant or the other two threats, but then I win with whatever remains.
02 Clairval :: "Is it a metaphor for sand?"
Beast Within / Elixir of Immortality / Inkmoth Nexus / Maze of Ith / Saltcrusted Steppe / The Tabernacle at Pendrell Vale
6-0 Combo ends the game.
04 aurorasparrow :: ""
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
6-0 Chain of Vapor can be used during my combo to remove either Tyrant or the other two threats, but then I win with whatever remains.
05 Reyemile :: ""
Leyline of Lifeforce / Leyline of Sanctity / Leyline of the Meek / Leyline of the Meek / Serra's Sanctum / Springjack Shepherd
4-1 My opponent's deck contains seven white mana symbols, so it makes seven 2/3 goats plus a 1/2 Shepherd on turn one. That's not enough to attack past my 7/7, 6/6 and 4/4, but it is enough to prevent me from attacking for the win. (When I play first Shepherd never gets cast.)
06 tomsloger :: ""
Bitterblossom / Dust Bowl / Maze of Ith / Mishra's Factory / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
08 Grolleter :: ""
Gibbering Descent / Glacial Chasm / Khalni Garden / Leyline of Sanctity / Leyline of the Void / Lion's Eye Diamond
6-0 This one's interesting. On the play I win easily. On the draw, Leyline means that Gibbering Descent stays in play. However, I can discard Tyrant to the effect and then my 6/6 and 4/4 still win the race once lands aren't an option anymore.
09 Hinotama :: ""
Dust Bowl / Maze of Ith / Mishra's Factory / Tomb of Urami / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
6-0 (See 06.)
10 Rush_Clasic :: ""
Firemane Angel / Gods' Eye, Gate to the Reikai / It That Betrays / Kederekt Leviathan / Lion's Eye Diamond / Unburial Rites
6-0 He can get something into play, but none of his numerous options actually do anything to disrupt the combo.
Private Mod Note
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
04 aurorasparrow ::
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
4 | ? 6 1 X 6 0 6 6 2 6 |
vs 01: ?
Mogg first: If Mogg goes for t1 Titan, Tabernacle kills it. Therefore he plays a land and passes. // I play Paradise. // Mogg plays second land, Black Lotus (saccing Gods' Eye), Mana Crypt (saccing token), Frost Titan (saccing Crypt). I'm pretty sure I can't bounce in response to any of these plays, but does anybody know for sure?
Me first: Mogg still can't win if he plays T1 Titan. With 3 mana I can bounce his Titan, forcing a draw.
vs 02: 6-0
Back to Basics means Clarival can't cast Beast Within.
vs 03: 1-4
On the play, I float and bounce Song after Eureka is done. Then I play Tabernacle.
vs 05: 6-0
On the draw, he plays his hand. // I play Tabernacle. // He pays for 4 Goats, attacks for 8. // I play Paradise. // He pays for 4 Goats, attacks for 8. // I play Ancient Tomb and Back to Basics. // He sacrifices his creatures.
If he opts not to play his hand, I can Chain of Vapor an enchantment so he can't.
vs 06: 0-6
Tabernacles cancel each other. Bitterblossom wins.
vs 07: 6-0
Back to Basics means Vault never untaps.
vs 08: 6-0
I can bounce Gibbering Descent.
vs 09: 2-2
If I play Back to Basics and hold my Tabernacle, neither of us can win.
vs 10: 6-0
Tabernacle, sac Ancient Tomb for Helix. Leviathan bounces Helix then dies to Tabernacle. Sacrifice Tabernacle to replay Helix.
Assuming I've processed it correctly, that's not bad at all.
03 bateleur :: ""
Black Lotus / Eureka / Gods' Eye, Gate to the Reikai / Mycosynth Lattice / Titania's Song / Tyrant of Discord
A quick general word on how the combo works: Lattice and Song combine to make all lands (and CMC-0 artifacts) instantly die from being 0/0 creatures. This means when I resolve Eureka the opponent instantly sacs their entire board to Tyrant unless they're untargetable.
So, on to actual matches...
vs
04 aurorasparrow :: ""
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
6-0 Chain of Vapor can be used during my combo to remove either Tyrant or the other two threats, but then I win with whatever remains.
6-0 -> 4-1: aurorasparrow floats mana and sacrifices a nonland permanent to bounce Lattice. After that, aurorasparrow plays Tabernacle.
08 Grolleter :: ""
Gibbering Descent / Glacial Chasm / Khalni Garden / Leyline of Sanctity / Leyline of the Void / Lion's Eye Diamond
6-0 This one's interesting. On the play I win easily. On the draw, Leyline means that Gibbering Descent stays in play. However, I can discard Tyrant to the effect and then my 6/6 and 4/4 still win the race once lands aren't an option anymore.
6-0 -> 0-6: Leyline prevents Gods' Eye from triggering, so you can't combo.
10 Rush_Clasic :: ""
Firemane Angel / Gods' Eye, Gate to the Reikai / It That Betrays / Kederekt Leviathan / Lion's Eye Diamond / Unburial Rites
6-0 He can get something into play, but none of his numerous options actually do anything to disrupt the combo.
6-0 -> 2-2: Leviathan off of Eureka bounces everything.
Applying the suggested corrections, your line becomes:
It is. It was also in effect for this last round (see last week's opening post).
04 aurorasparrow ::
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
4 | ? 6 1 X 6 0 6 6 2 6 |
vs 01: ?
Mogg first: If Mogg goes for t1 Titan, Tabernacle kills it. Therefore he plays a land and passes. // I play Paradise. // Mogg plays second land, Black Lotus (saccing Gods' Eye), Mana Crypt (saccing token), Frost Titan (saccing Crypt). I'm pretty sure I can't bounce in response to any of these plays, but does anybody know for sure?
Me first: Mogg still can't win if he plays T1 Titan. With 3 mana I can bounce his Titan, forcing a draw.
You don't get a chance to bounce. After each of my spells resolves, I get priority again, and I sacrifice the newest nonland permanent as a cost to pay for the next spell.
vs 06: 0-6
Tabernacles cancel each other. Bitterblossom wins.
0-6 -> 2-2: As noted above, the new legend rule was in effect last week. Back to Basics locks things down, but Dust Bowl destroys Undiscovered Paradise.
I didn't realize that T2 kills had been outlawed. My original deck made infinite tokens and created an infinite Mindslaver loop, both of which Mogg wagged the proverbial finger at. The deck I submitted was something I'd tossed around in my head but never tested. It That Betrays was just to be cute. This is how I see the match-ups rolling, but I'm slightly busy so I'm bound to miss things.
10v1 - (0-6) I think you win this. I knew to submit an untargetable threat, or at least Iona, and just plain decided not to. I can't get a creature into play without it being bounced, so my only hope is for a tie. When I got to combo, the token enters the battlefield before LED resolves, giving you just enough time to bounce it and crush my dreams. I'm guessing this will become a theme. That's what happens when you choose bad threats.
10v2 - (0-6) I can't beat Tabernacle. I specifically chose threats that couldn't, apparently.
10v3 - (6-0) If you combo out, Leviathan bounces everything and I combo the next turn. If I combo out, it's for It That Betrays. You sacrifice Gods' Eye, which I steal. You sacrifice Lotus, which I steal after everything resolves. (Otherwise, I'd choose it as the target for Tyrant and sacrifice it in response to fizzle the ability.) We both play everything. Levithan's trigger sits on top of the stack and bounces everything except the Gods' Eye. Tyrant's ability resolves after, making me sac the Leviathan and the Gods' Eye. The 1/1 token comes out after all the mess has cleared a proceeds to ping away to victory.
10v4 - (0-6) See 10v1.
10v5 - (2-2) You can't win because Leviathan ruins everything. I can't win because you have enough goodies to sacrifice around It That Betrays, and none of the other creatures I chose can race you.
10v3 - (6-0) If you combo out, Leviathan bounces everything and I combo the next turn. If I combo out, it's for It That Betrays. You sacrifice Gods' Eye, which I steal. You sacrifice Lotus, which I steal after everything resolves. (Otherwise, I'd choose it as the target for Tyrant and sacrifice it in response to fizzle the ability.) We both play everything. Levithan's trigger sits on top of the stack and bounces everything except the Gods' Eye. Tyrant's ability resolves after, making me sac the Leviathan and the Gods' Eye. The 1/1 token comes out after all the mess has cleared a proceeds to ping away to victory.
I missed It That Betrays stealing the land. Good catch.
10v5 - (2-2) You can't win because Leviathan ruins everything. I can't win because you have enough goodies to sacrifice around It That Betrays, and none of the other creatures I chose can race you.
You win this one. After Leviathan returns Leylines, Reyemile can't tap Sanctum for mana.
I've finished the grid and updated the standings, but there are probably still some corrections that need to be made.
And on 10v3, I got the reasoning wrong, but the outcome is the same:
Gods' Eye becomes a 0/0 creature after all the triggers are put on the stack, then the token trigger gets put on, then it resolves. But since the Tyrant's targeting is random, I get to choose the target. I choose It That Betrays, which gets bounced before the trigger resolves, which fizzles it. So, I still win, but not the way I wrote above. (The token getting bounced is the crux to the original plan.)
And on 10v3, I got the reasoning wrong, but the outcome is the same:
Gods' Eye becomes a 0/0 creature after all the triggers are put on the stack, then the token trigger gets put on, then it resolves. But since the Tyrant's targeting is random, I get to choose the target. I choose It That Betrays, which gets bounced before the trigger resolves, which fizzles it. So, I still win, but not the way I wrote above. (The token getting bounced is the crux to the original plan.)
Or to be more precise: it targets opponents not the things it destroys.
Regarding the land steal (which I also missed), the sequence is as follows with It That Betrays out:
* Gods' Eye, tap.
* Sac Eye for Black Lotus, ItB trigger resolves so Eye is in play for Rush.
* Sac Eye token and Lotus for Eureka, Lotus also ends up in play for Rush.
* Eureka resolves, we both drop stuff.
* Targets are chosen and Enters The Battlefield triggers go on the stack.
* State Based Effects are checked and Gods' Eye dies.
* Gods' Eye Trigger goes on the stack and therefore gets resolved first.
Result: there is not, in fact, a 1/1 token in play on Rush's side at the end.
Private Mod Note
():
Rollback Post to RevisionRollBack
--
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Or to be more precise: it targets opponents not the things it destroys.
Regarding the land steal (which I also missed), the sequence is as follows with It That Betrays out:
* Gods' Eye, tap.
* Sac Eye for Black Lotus, ItB trigger resolves so Eye is in play for Rush.
* Sac Eye token and Lotus for Eureka, Lotus also ends up in play for Rush.
* Eureka resolves, we both drop stuff.
* Targets are chosen and Enters The Battlefield triggers go on the stack.
* State Based Effects are checked and Gods' Eye dies.
* Gods' Eye Trigger goes on the stack and therefore gets resolved first.
Result: there is not, in fact, a 1/1 token in play on Rush's side at the end.
This is incorrect. State-based effects will be checked before triggers are put onto the stack.
If Rush_Clasic starts with It That Betrays, he won't be able to put anything onto the battlefield via Eureka, because Leviathan and Angel will have been discarded to LED. Rush_Clasic gets bateleur's Gods' Eye and Lotus via It That Betrays, but these are sacrificed as a state-based effect after Eureka resolves. State-based effects cause Gods' Eye to trigger, so Rush_Clasic gets a 1/1. After that, Tyrant triggers and removes everything, so the best course of action for Rush_Clasic is to not cast anything, and have access to the Leviathan trigger. bateleur won't cast anything either.
This thread contains the results for week 2 of All Blind Tournament #9 and is the start of week 3 of ABT#9.
Week 2 of ABT#9 Next Round : Week 3 of ABT#9 Information
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm happy with how the format turned out. I think a lot of my format ideas are bad, but this one was interesting.
I haven't worked out the match results. I'll work on that, but you're also welcome to figure things out.
There was some discussion of the banned list last week, because new rules cause Thespian's Stage to combo with Dark Depths. Ultimately, I've decided to leave the banned list as is for now; that is, Vampire Hexmage is still banned, but Thespian's Stage is legal. Of course, that's just for the long-term banned list. For individual rounds – like this one – Stage may still be banned. Basically, the idea is that it's much easier to ban a card than unban it, so we should at least give Thespian's Stage a chance.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Assuming I've processed it correctly, that's not bad at all.
03 bateleur :: ""
Black Lotus / Eureka / Gods' Eye, Gate to the Reikai / Mycosynth Lattice / Titania's Song / Tyrant of Discord
A quick general word on how the combo works: Lattice and Song combine to make all lands (and CMC-0 artifacts) instantly die from being 0/0 creatures. This means when I resolve Eureka the opponent instantly sacs their entire board to Tyrant unless they're untargetable.
So, on to actual matches...
vs
01 Mogg :: ""
Black Lotus / Chain of Vapor / Frost Titan / Gods' Eye, Gate to the Reikai / Island / Mana Vault
6-0 Chain of Vapor can be used during my combo to remove either Tyrant or the other two threats, but then I win with whatever remains.
02 Clairval :: "Is it a metaphor for sand?"
Beast Within / Elixir of Immortality / Inkmoth Nexus / Maze of Ith / Saltcrusted Steppe / The Tabernacle at Pendrell Vale
6-0 Combo ends the game.
04 aurorasparrow :: ""
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
6-0 Chain of Vapor can be used during my combo to remove either Tyrant or the other two threats, but then I win with whatever remains.
05 Reyemile :: ""
Leyline of Lifeforce / Leyline of Sanctity / Leyline of the Meek / Leyline of the Meek / Serra's Sanctum / Springjack Shepherd
4-1 My opponent's deck contains seven white mana symbols, so it makes seven 2/3 goats plus a 1/2 Shepherd on turn one. That's not enough to attack past my 7/7, 6/6 and 4/4, but it is enough to prevent me from attacking for the win. (When I play first Shepherd never gets cast.)
06 tomsloger :: ""
Bitterblossom / Dust Bowl / Maze of Ith / Mishra's Factory / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
6-0 Yup, that's the deck I was expecting!
07 WhammWhamme :: ""
Bazaar of Baghdad / Bottomless Vault / Ensnaring Bridge / Faerie Macabre / Mishra's Workshop / Ulamog, the Infinite Gyre
6-0 Combo ends the game.
08 Grolleter :: ""
Gibbering Descent / Glacial Chasm / Khalni Garden / Leyline of Sanctity / Leyline of the Void / Lion's Eye Diamond
6-0 This one's interesting. On the play I win easily. On the draw, Leyline means that Gibbering Descent stays in play. However, I can discard Tyrant to the effect and then my 6/6 and 4/4 still win the race once lands aren't an option anymore.
09 Hinotama :: ""
Dust Bowl / Maze of Ith / Mishra's Factory / Tomb of Urami / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
6-0 (See 06.)
10 Rush_Clasic :: ""
Firemane Angel / Gods' Eye, Gate to the Reikai / It That Betrays / Kederekt Leviathan / Lion's Eye Diamond / Unburial Rites
6-0 He can get something into play, but none of his numerous options actually do anything to disrupt the combo.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
04 aurorasparrow ::
Ancient Tomb / Back to Basics / Chain of Vapor / Helix Pinnacle / The Tabernacle at Pendrell Vale / Undiscovered Paradise
4 | ? 6 1 X 6 0 6 6 2 6 |
vs 01: ?
Mogg first: If Mogg goes for t1 Titan, Tabernacle kills it. Therefore he plays a land and passes. // I play Paradise. // Mogg plays second land, Black Lotus (saccing Gods' Eye), Mana Crypt (saccing token), Frost Titan (saccing Crypt). I'm pretty sure I can't bounce in response to any of these plays, but does anybody know for sure?
Me first: Mogg still can't win if he plays T1 Titan. With 3 mana I can bounce his Titan, forcing a draw.
vs 02: 6-0
Back to Basics means Clarival can't cast Beast Within.
vs 03: 1-4
On the play, I float and bounce Song after Eureka is done. Then I play Tabernacle.
vs 05: 6-0
On the draw, he plays his hand. // I play Tabernacle. // He pays for 4 Goats, attacks for 8. // I play Paradise. // He pays for 4 Goats, attacks for 8. // I play Ancient Tomb and Back to Basics. // He sacrifices his creatures.
If he opts not to play his hand, I can Chain of Vapor an enchantment so he can't.
vs 06: 0-6
Tabernacles cancel each other. Bitterblossom wins.
vs 07: 6-0
Back to Basics means Vault never untaps.
vs 08: 6-0
I can bounce Gibbering Descent.
vs 09: 2-2
If I play Back to Basics and hold my Tabernacle, neither of us can win.
vs 10: 6-0
Tabernacle, sac Ancient Tomb for Helix. Leviathan bounces Helix then dies to Tabernacle. Sacrifice Tabernacle to replay Helix.
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Applying the suggested corrections, your line becomes:
3 | 6 6 X 4 4 6 6 0 6 2 | 40
I think that puts your line as follows:
4 | 1 6 1 X 6 2 6 6 2 6 | 36
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
10v1 - (0-6) I think you win this. I knew to submit an untargetable threat, or at least Iona, and just plain decided not to. I can't get a creature into play without it being bounced, so my only hope is for a tie. When I got to combo, the token enters the battlefield before LED resolves, giving you just enough time to bounce it and crush my dreams. I'm guessing this will become a theme. That's what happens when you choose bad threats.
10v2 - (0-6) I can't beat Tabernacle. I specifically chose threats that couldn't, apparently.
10v3 - (6-0) If you combo out, Leviathan bounces everything and I combo the next turn. If I combo out, it's for It That Betrays. You sacrifice Gods' Eye, which I steal. You sacrifice Lotus, which I steal after everything resolves. (Otherwise, I'd choose it as the target for Tyrant and sacrifice it in response to fizzle the ability.) We both play everything. Levithan's trigger sits on top of the stack and bounces everything except the Gods' Eye. Tyrant's ability resolves after, making me sac the Leviathan and the Gods' Eye. The 1/1 token comes out after all the mess has cleared a proceeds to ping away to victory.
10v4 - (0-6) See 10v1.
10v5 - (2-2) You can't win because Leviathan ruins everything. I can't win because you have enough goodies to sacrifice around It That Betrays, and none of the other creatures I chose can race you.
10v6 - (0-6) See 10v2.
10v7 - (0-6)I can't beat Faerie Macabre.
10v8 - (0-6) I can't beat Leyline of the Void.
10v9 - (0-6) See 10v2.
Well, that was mediocre.
I've finished the grid and updated the standings, but there are probably still some corrections that need to be made.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
And on 10v3, I got the reasoning wrong, but the outcome is the same:
Gods' Eye becomes a 0/0 creature after all the triggers are put on the stack, then the token trigger gets put on, then it resolves. But since the Tyrant's targeting is random, I get to choose the target. I choose It That Betrays, which gets bounced before the trigger resolves, which fizzles it. So, I still win, but not the way I wrote above. (The token getting bounced is the crux to the original plan.)
Tyrant doesn't target.
Or to be more precise: it targets opponents not the things it destroys.
Regarding the land steal (which I also missed), the sequence is as follows with It That Betrays out:
* Gods' Eye, tap.
* Sac Eye for Black Lotus, ItB trigger resolves so Eye is in play for Rush.
* Sac Eye token and Lotus for Eureka, Lotus also ends up in play for Rush.
* Eureka resolves, we both drop stuff.
* Targets are chosen and Enters The Battlefield triggers go on the stack.
* State Based Effects are checked and Gods' Eye dies.
* Gods' Eye Trigger goes on the stack and therefore gets resolved first.
Result: there is not, in fact, a 1/1 token in play on Rush's side at the end.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
This is incorrect. State-based effects will be checked before triggers are put onto the stack.
vs.
10 Rush_Clasic - Firemane Angel / Gods' Eye, Gate to the Reikai / It That Betrays / Kederekt Leviathan / Lion's Eye Diamond / Unburial Rites
I've put this back to 2-2.
If Rush_Clasic starts with It That Betrays, he won't be able to put anything onto the battlefield via Eureka, because Leviathan and Angel will have been discarded to LED. Rush_Clasic gets bateleur's Gods' Eye and Lotus via It That Betrays, but these are sacrificed as a state-based effect after Eureka resolves. State-based effects cause Gods' Eye to trigger, so Rush_Clasic gets a 1/1. After that, Tyrant triggers and removes everything, so the best course of action for Rush_Clasic is to not cast anything, and have access to the Leviathan trigger. bateleur won't cast anything either.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy