Extort is an excellent mechanic especially late game in limited. May have some constructed use depending what it appears on. If this manages to get on some cheap non-creature permanents (an enchantment or two) it will be ridiculous.
Every spell you draw late game turns into an additional Blind Hunter effect. Also if you get a few more extort cards you can turn a 1cc spell into a player only version of blaze. Very useful also in aggro decks as it adds uncounterable reach to all their cards if they're out of gas.
Multiplayer wise I'd probably avoid it as it places a big target on your back since it says all opponents.
I've posted what I believe are the final results. Check your own games and let me know if there are any mistakes to be made.
I think the Barren Glory deck cannot win against anything that doesn't need lands because it will be stuck with Ghost Quarter in its hand, correct?
Ghost Quarter can target itself. Targets are selected before costs are paid, so it is a legal target even though the ability will subsequently be countered on resolution.
#8 vs #6: You have it listed as 0, but it should be 2 (1-1). Regardless of whether I'm on the play or the draw, I meddling mage naming nezumi shortfang on my first turn. Then he ghost quarters my island and I can't cast anything else. But, he can't win because all he has is dryad arbor vs my meddling mage, and I can't attack because he'll just block with arbor and then piracy charm my meddling mage, and win with shortfang. So we sit there, staring at each other. And we're both at 20, so neither of us get the win
Actually you win both games because you can attack before he gets the piracy charm online.
Going first you drop mage T1, if he drops Ghost quarter, you can swing on your turn and win due to the life total difference, if he drops the man land you can still swing since he has no blue mana access.
Going second yoda will have to lead with the man land. On your turn you play the mage again. On his second turn he must ghost quarter your land otherwise you can drop revoker. Either way he still has no blue source (and his only source enters play tapped) to play piracy charm, so you can swing on your turn and deal the winning damage.
I felt that it was unnecessary to award players extra for 2-0 your opponent. Unless you can show me why it was changed to 6 points, I will keep it how it is.
In the original 5CB the extra points were awarded to decks who could also win on the draw, forcing people away from all-in decks (ie 3 Lotus, Coercion, Rakdos the Defiler) that are awesome going first but substantially poorer going second. Giving 6-0 versus 3-3 (which only counted as 2 points) puts a much larger weight on winning outright rather than drawing.
Personally I liked the format. There were very few cards which were auto-includes or excludes and it made it very difficult to correctly choose a deck. There was also sufficient balance in the format that you couldn't just out bid and then out rush your opponent, forcing you to actually outplay you're opponent.
I was hoping you'd play something fatter to threaten and beat down with. Also shocking you're morph was a tough decision. If it was something with a flip ability I'd be screwed if I waited, but if I had let you flip the aven it would have been good times, as I just needed to remove the potential blocker.
I almost nearly bid 10 life for this deck as I had Astral Slide and Dragon Tyrant then I realized that the tyrant was not the dragon with morph.
I'm also kind of curious what people would do with my first pool:
Retrospectively I screwed it up and should have gone T4 Siege Gang and force my way that way.
Play a swamp.
Attack with all 3 creatures. Should you chose to block the Brigand I'll sac it to the Feeder prior to damage being dealt. If you block something else, I'll just let that creature die. This should ensure you take 3 damage.
Postcombat Tap GBB to cast Severed Legion leaving WR up.
I don't think you can do plainscycling in mindmaster
It should work.
From the Mindmaster general thread under Library Effects:
Library -> Hand: If it is a land, create a basic land and put it in your hand. These do not count towards you 10 land limit (e.g., Green Seeker). If it is a non-land, put it from graveyard to your hand (e.g., Mystical Teachings now says “Put target instant card or card with flash from your graveyard into your hand).
Every spell you draw late game turns into an additional Blind Hunter effect. Also if you get a few more extort cards you can turn a 1cc spell into a player only version of blaze. Very useful also in aggro decks as it adds uncounterable reach to all their cards if they're out of gas.
Multiplayer wise I'd probably avoid it as it places a big target on your back since it says all opponents.
Ghost Quarter can target itself. Targets are selected before costs are paid, so it is a legal target even though the ability will subsequently be countered on resolution.
Actually you win both games because you can attack before he gets the piracy charm online.
Going first you drop mage T1, if he drops Ghost quarter, you can swing on your turn and win due to the life total difference, if he drops the man land you can still swing since he has no blue mana access.
Going second yoda will have to lead with the man land. On your turn you play the mage again. On his second turn he must ghost quarter your land otherwise you can drop revoker. Either way he still has no blue source (and his only source enters play tapped) to play piracy charm, so you can swing on your turn and deal the winning damage.
In the original 5CB the extra points were awarded to decks who could also win on the draw, forcing people away from all-in decks (ie 3 Lotus, Coercion, Rakdos the Defiler) that are awesome going first but substantially poorer going second. Giving 6-0 versus 3-3 (which only counted as 2 points) puts a much larger weight on winning outright rather than drawing.
1 Carrion Feeder
1 Daru Lancer (Morph 542)
1 Elvish Pioneer
1 Goblin Brigand
1 Headhunter (Morph 678)
1 Kurgadon
1 Noble Templar
1 Severed Legion
1 Thundercloud Elemental
1 Accelerated Mutation
1 Oversold Cemetery
1 Shock
1 Threaten
I was hoping you'd play something fatter to threaten and beat down with. Also shocking you're morph was a tough decision. If it was something with a flip ability I'd be screwed if I waited, but if I had let you flip the aven it would have been good times, as I just needed to remove the potential blocker.
I almost nearly bid 10 life for this deck as I had Astral Slide and Dragon Tyrant then I realized that the tyrant was not the dragon with morph.
Pool below:
1 Carrion Feeder
1 Daru Lancer
1 Dragon Tyrant
1 Elvish Pathcutter
1 Elvish Pioneer
1 Goblin Brigand
1 Gustcloak Harrier
1 Headhunter
1 Karona's Zealot
1 Kurgadon
1 Mercurial Kite
1 Noble Templar
1 Rock Jockey
1 Severed Legion
1 Skirk Commando
1 Thundercloud Elemental
1 Zealous Inquisitor
1 Accelerated Mutation
1 Astral Slide
1 Astral Steel
1 Crown of Fury
1 Dispersal Shield
1 Naturalize
1 Oversold Cemetery
1 Profane Prayers
1 Reaping the Graves
1 Sea's Claim
1 Shock
1 Threaten
1 Uncontrolled Infestation
I'm also kind of curious what people would do with my first pool:
Retrospectively I screwed it up and should have gone T4 Siege Gang and force my way that way.
1 Ascending Aven
1 Coast Watcher
1 Daru Spiritualist
1 Daunting Defender
1 Elvish Aberration
1 Festering Goblin
1 Flamestick Courier
1 Krosan Groundshaker
1 Mercurial Kite
1 Mistform Warchief
1 Noble Templar
1 Rock Jockey
1 Siege-Gang Commander
1 Thoughtbound Primoc
1 Astral Steel
1 Break Asunder
1 Defensive Maneuvers
1 Demystify
1 Dragon Breath
1 False Cure
1 Frozen Solid
1 Lavamancer's Skill
1 Mistform Mask
1 Pemmin's Aura
1 Rush of Knowledge
1 Sandskin
1 Spark Spray
1 Syphon Mind
1 Barren Moor
1 Secluded Steppe
For the last two turns I've had ways to get you down to 1 life, but nothing that could do it without destroying my board position.
I'll have my deck up later.
1. Plains
2. Play Kurgadon
3. Play Oversold Cemetery
4. End my turn
Hand: 3
Life: 8
Lands:
--Tapped: Swamp, Swamp, Forest, Island, Mountain, Plains, Plains
--Untapped:
Creatures: , Elvish Pioneer, Severed Legion (pacified) Morph 542, Morph 678 (fatally mutated), Kurgadon
Other:Oversold Cemetery
Graveyard:Noble Templar, Carrion Feeder, shock, Goblin Brigand
Exile:
End of turn I'll your morph. I'm expecting it will die, if it doesn't (putrid raptor or zombie cutthroat, my turn changes)
Attack with my Brigand and my Pioneer.
Postcombat:
Drop two morphs 542, and 678.
End my turn
Hand: 5
Life: 11
Lands:
--Tapped: Swamp, Swamp, Forest, Island, Mountain, Plains
--Untapped:
Creatures: Goblin Brigand, Elvish Pioneer, Severed Legion (pacified) Morph 542, Morph 678
Other:-
Graveyard:Noble Templar, Carrion Feeder, shock
Exile:
Play a swamp.
Attack with all 3 creatures. Should you chose to block the Brigand I'll sac it to the Feeder prior to damage being dealt. If you block something else, I'll just let that creature die. This should ensure you take 3 damage.
Postcombat Tap GBB to cast Severed Legion leaving WR up.
End my turn.
Hand: 8
Life: 14
Lands:
--Tapped: Swamp, Swamp, Forest
--Untapped: Mountain, Plains
Creatures: Carrion Feeder, Goblin Brigand, Elvish Pioneer, Severed Legion
Other:-
Graveyard:Noble Templar + whatever dies in combat
Exile:
It should work.
From the Mindmaster general thread under Library Effects:
Forest,
Play Elvish Pioneer, respond to its trigger by cycling Noble Templar for a plains, and then putting it into play.
Attack with my dudes for 3.
End my turn.
Hand: 9
Life: 17
Lands:
--Tapped: Swamp, Mountain, Forest, Plains
--Untapped:
Creatures: Carrion Feeder, Goblin Brigand, Elvish Pioneer
Other:-
Graveyard:Noble Templar
Exile:-
End my turn.
Hand: 11
Life: 20
Lands:
--Tapped: Swamp, Mountain
--Untapped:
Creatures: Carrion Feeder, Goblin Brigand
Other:-
Graveyard:-
Exile:-
Mulliganed x2
Hand: 12
Life: 20
Lands:
--Tapped: Swamp
--Untapped:
Creatures: Carrion Feeder
Other:-
Graveyard:-
Exile:-