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  • posted a message on Perfect Hand Magic League 41:01 - Naturalised - round complete - whammewhamme flawless victory
    Can we make this 5-card if for no other reason than I love the 5-card hand I found? >.<
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:04 - Decisions, Decisions - Round Complete - mogg wins
    Quote from Mogg »

    8: 6-0: Bloom -> Tradewinds bounces Bolas, then Sneak wins.

    You have to Tradewinds a permanent of your own. That's gonna be a land. (If you Eureka'd out Chancellor, Nicol stole it; if you Eureka's out Sneak, Nicol killed it; if you Eureka'd out both, Nicol killed Sneak, which kills your combo.) Doing so sets you a turn back. Which is just enough time for me to get in a lethal attack.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:04 - Decisions, Decisions - Round Complete - mogg wins
    Didn't really explore the format. (Didn't really have the time.) Chancellor/Eureka has been a favorite of mine for years when it's applicable. Never did find a last card I liked for all of the counter-magic I knew was coming my way. City of Solitude was mostly irrelevant, though it won me a game. Probably should have just diversified my threats; who knew the counter-magic was gonna be so slow?

    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT
    8 | 6 S 6 6 S 0 0 X 6 6 6 0 6 | 46

    8v1: I get to cast Eureka either way. You actually have more options on the draw since you can cast Beast Within after Eureka happens, so let's start there. At that point, you have 2 Chancellors and Thrun to my 4 Chancellors (1 stolen) and Nicol Bolas. You cast Beast Within on Nicol. My turn, I swing with 4 Chancellors, holding the beast token back. At this point, you can (A) block two Chancellors with your own Chancellors and take 12, or (B) block 1 Chancellor with 2 Chancellors, taking 18 and killing a Chancellor, or (C) double block a Chancellor with Thrun+Chancellor and single block another, taking 12 and losing Thrun. If you choose A, I attack with everything the next turn (token included) and you take 9-12 more, which kills you. If you choose B, I attack with everything the next turn (token included) and you take 3, losing. If you choose C, I attack with everything (token included) and you take 9, losing. Beast Within's token actually puts you out of range to effectively defend. When you're on the play, I get two Bolas activations which is just too much to handle. (6-0)

    8v2: On the play, I Eureka out and it's game over. On the draw, I play City of Solitude first turn, which you Decay on your turn two. From there, Dack should eat my hand alive. (3-3)

    8v3: I Eureka on the play and the draw before you have counters up. From there it's academic. (6-0)

    8v4: Neither of your counters even target Eureka. (6-0)

    8v5: Summer Bloom + Thwart is awesome. When you're on the play, that combination prevents Eureka from happening and you just win before I even start rolling. When I'm on the play, I cast Eureka free and clear, getting 3 Chancellors and Nicol Do-Nothing; you play nothing from fear of me eating or killing whatever you play. On your turn, things become tricky. You play Bloom (exiling Thwart), play 3 lands (4 total), and cast Tradewinds (exiling Chancellor) on Nicol and one of your own lands. But doing so sets you back to 3 lands. I swing for 18, your next turn you cast Sneak without being able to activate it, and I win. (3-3)

    8v6: I get Eureka through on the play or draw. But should I? If I do, you end up with 17 tokens: 2 originals, 5 from the first Chancellor ETB trigger, and 10 from the second trigger. That's too much for me to handle. So I just lose. Chancellor of the Forge in multiples is a perfect hose to my deck. (0-6)

    8v7: I can't Eureka. If I do, I die to two Progenitus swings. It's the only thing you'd have to play. You shouldn't cast Eureka on the first turn, since my getting the first attack would force you into a required blocking scenario, which I would eventually Bolas out of. The good thing for you is that you can pretty much wait to cast Eureka for the full Spirit Guide value: on turn four, you cast Eureka, exiling Emrakul. All your Guides come out, ready for chump blocking. On my turn, I steal one and swing with all my Chancellors. You chump two and eat one. Then you swing at me with Progenitus for two turns, which I can't race. (0-6)

    8v9: Containment Priest can't be cast in time to stop my Eureka'd creatures from hitting the table. Thus I steamroll. If Karn comes out, I destroy it with Nicol. (6-0)

    8v10: None of your cards really interact with my cards, so I win with a bunch of fatties and a big planeswalker. (6-0)

    8v11: You don't have time to counter my Eureka. From there, I have enough big things to get around the nuisance that is True-Name. (6-0)

    8v12: I just can't ever beat Progenitus. (0-6)

    8v13: On the play, it's academic: I Eureka and Nicol the best thing you decided to let through. On the draw, it gets tricky. On the draw, City allows me to cast Eureka on turn 4, whether you counter it or not. In order to get in that position, you have to cast Azusa and leave up Thwart, which means one of your chancellors gets exiled. So when I Eureka on turn 4, it's my lone Chancellor and Nicol against your Azusa, Chancellor, Elesh, and Emrakul. Nicol steals the best thing you let through; if that's Emrakul, you're dead. If that's Elesh, Azusa is dead. So, I still win, the slow and steady way. In that span of time, you do get to Elesh if you want, exiling Thwart. That gives you attacks of 1, 3, and 7, which isn't enough to change the outcome. (6-0)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:04 - Decisions, Decisions - Round Complete - mogg wins
    3 Card Playsets
    Players have four of each card in their hand. There is no maximum hand size. (ex. If your deck is Island, Plains, Forest, your starting hand is 4x Island, 4x Plains, 4x Forest.)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:04 - Decisions, Decisions - Round Complete - mogg wins
    Sure, ban Leyline. No one wants to play that deck anyway.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:03 - snakes on a planeswalker. entries posted. score your row now.
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT
    7 | 1 6 S 0 6 0 X S 0 2 4 6 2 6 | 37

    Forgot to look at changelings, even after making the Ultimus comment. Oops. Not my favorite format. The pun was almost worth it, though I think using an actual plane would have been funnier.

    7v1: I name Xenagos with my Needle either way since I can't grow Mamba to 4 fast enough. On the play, that threat forces Needle onto my Ajani and I threaten chump-block eating. On the draw, you Needle my Mamba and that forces me to hold back, allowing you to build up the mana needed for a series of lethal attacks. (1-4)

    7v2: I Needle Koth and wait to cast Ajani until I also have regeneration mana up. Then I can block forever while building my creature and planeswalker. (6-0)

    7v3: I Needle Karn going either way. On the play, Mamba sneaks under counter-magic and eats you alive. On the draw, I hold Mamba and cast Ajani turn 3, which you can ignore. Casting an EOT Snake on my fourth turn gives you the free moment to enter your threat, and from there you hold Drain for my Mamba while slowly eating Ajani away, followed my a Rush second course. (3-3)

    7v4: If I name Ajani, Kaseto puts on a really quick beating. If I name Kaseto, either I block-regenerate, tap from regen, and get tapped down forever or I race and get tapped down forever. (0-6)

    7v5: Dack does nothing. Pyroblast does nothing. Those were some very narrow card choices. I sit back pumping Mamba until I feel like swinging for the win. (6-0)

    7v6: Kaseto was good this round. I set it aside early on, but it gets big and bad and unblockable and that's rough. Anyway, it kills me clean. Or Vraska does. (0-6)

    7v8: On the play, Mamba sneaks under counters. On the draw, you just have to counter Mamba; Snake can take care of Ajani from the battlefield. (3-3)

    7v9: Denial keeps my Ajani in check. An unimproved Mamba is slow and loses to the super-pumping Kaseto. (0-6)

    7v10: Answers for threats, Needle for your Karn. (2-2)

    7v11: On the play, all of my cards come down under your counter-measures. On the draw, you Wistful away my Ajani and a staring contest ensues. (4-1)

    7v12: Needle Nicol, Mamba + Ajani outmatch Cobra. (6-0)

    7v13: Nice deck. Grin You're faster than I am, so I have to shut off our Ajanis. (2-2)

    7v14: On the play, I got Needle turn 1, Mamba turn 2, and wait until turn 5 to cast Ajani, holding up regen mana the entire time. That way, if you aim Downfall at my Mamba, I can regenerate it. If you aim it at Ajani, I still get 1 counter on Mamba, which wins a race against your 1/1. On the draw, I cast Mamba on turn 4 instead and do the same thing. (6-0)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:03 - snakes on a planeswalker. entries posted. score your row now.
    4-Card Leyline
    One card in your starting hand must a Leyline enchantment.

    Possible bans: Karakas (because Singularity/Karakas is old, boring, predictable, and possibly stifling on the format), Leyline of Anticipation (I personally think it could be fun, but it's obviously insane with fast mana; maybe a reason to make this an alt-land round)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League Holiday Special - White Christmas - entries posted. score your row now
    In the end, I couldn't get any of my deck ideas to a place I actually wanted. Here are the decks I was thinking about:

    Shield Sphere/Coldsteel Heart/Enduring Renewal/Thermopod/Lava Burst
    Four turn infinite damage combo. Felt way too fragile, though.

    Orcish Squatters
    An early Squaters is very threatening, since it'll just eat up all the lands. I just didn't find the full deck. Orcish Lumberjack lets it come down turn two and was probably the best route.

    Necropotence/Soledevi Digger/Dark Ritual
    I worked on this for a LONG time before I realized that it wasn't huge mana, just huge storm. Tried something similar with Thrumming Stone, but the trigger time doesn't quite work.

    Anyway, definitely didn't wanna do all the Digging math, so I stayed away from it. On to the matchups.

    7v1: Well, this certainly is a thematic first deck to face. Counters weren't all that great this week in my mind, since landing an early Digger invalidates them so much. Outpost was also a sneaky way around counters. Alas, I'm on the wrong end of the meta. None of my cards get past a Denial. 0-6

    7v2: Killing Cauldron, Farmer, and Chasm does it. 0-6

    7v3: Once I assemble Cauldron + Stormbind + Night, I never have lands on the battlefield for Cold Snap to punish. Glacial Crevasses was a similar card I liked for a deck like yours.6-0

    7v4: Take your pick: Dragon locks down Famer; Denial counters Cauldron. It's all bad. 0-6

    7v5: Dies to removal. 0-6

    7v6: Denial, blah blah. 0-6

    7v8: Dies to removal. 0-6

    7v9: Dies to removal. 0-6

    7v10: Dies to removal. 0-6

    7v11: Dies to removal. 0-6

    Had I know this week would be so boring, I would have played lands.dec. *sigh*
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:03 - snakes on a planeswalker. entries posted. score your row now.
    Quote from Madmanquail »
    The snake card must have the type 'snake' in the type line, OR it has the changeling ability which means it is a snake in your hand.

    Or (for completion's sake) Mistform Ultimus. :p
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:02 - 6 Card Basic Land - Round Complete - piato wins!
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 |
    8 | 4 0 0 0 6 2 0 X 0 6 0 0 0 0 6 | 24



    8v1: On the play, I reanimate Iona and she kills you. On the draw, you have to leave up Blast for LED and need to leave Shaman back to block Memnites. But I can never break through. (4-1)

    8v2: I can't beat Foil or Daze. (0-6)

    8v3: I can't beat Leyline. (0-6)

    8v4: I can't ever pay for Daze nor get around Zendikon. (0-6)

    8v5: Iona locks you out. (6-0)

    8v6: It's your 2/2 against at least two of my 1/1s. SO neither are breaking through. And I certainly can't cast Return. (2-2)

    8v7: Leyline owns me. (0-6)

    8v9: Leyline owns me. (0-6)

    8v10: I'm just way too fast for Factory or Anvil shenanigans. (6-0)

    8v11: Can't beat Tabernacle. (0-6)

    8v12: Can't beat Tabernacle. (0-6)

    8v13: Can't beat Leyline. (0-6)

    8v14: Can't beat Foil or Iona. (0-6)

    8v15: Iona on black locks this one up. (6-0)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:02 - 6 Card Basic Land - Round Complete - piato wins!
    I always forget that Foil is legal. I'm so used to it being banned elsewhere.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:02 - 6 Card Basic Land - Round Complete - piato wins!
    4 Card Speed
    Each player's deck must be able to win the game by their fourth turn.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:01 - 5 Card Backbuild Inevitability - Entries posted - score your row now.
    Quote from piato »
    12. Teferi's Isle/Lotus Petal/Lotus Petal/Eureka/Nature's Revolt
    vs
    16. tabernacle at pendrell vale / forbidden orchard / helix pinnacle / dream halls / argentum armor


    This is actually super complicated and fascinating, I think? To try to win, Team Tabernacle has to play out both its lands. So it does. That means that following happens when Team Revolt casts Nature's Revolt:
    Tabernacle untaps and two triggers go on the stack.
    TeamTabernacle can:
    i) Sacrifice both and lose.
    ii) Pay for tabernacle (giving away a spirit). Isle phases out, spirit dies, next turn tabernacle kills itself. Teferi's Isle romps home for the win.
    iii) Pay for Orchard to stick around (giving away a spirit). We now have a race - 1/1 spirit and episodic island vs consistent 2/2. It's really close - I don't know who wins!

    I missed this line of play. Isle!creature + token wins the race by a single turn. That means, of course, that I just never play Tabernacle, but the score does end up 3-3.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:01 - 5 Card Backbuild Inevitability - Entries posted - score your row now.
    Quote from nerdyjoe »
    vs12: Can't win, but can stall you out. 3-3

    Because of phasing, Helix activations can be sequenced to get the win before the emblems decide the game.

    1A: Rhystic Cave, Helix Pinnacle
    1B: Teferi's Isle
    2A: ...
    2B: Isle phases out (EOT, counter on Helix [1])
    3A: Counter on Helix [2]
    3B: Isle phases in
    4A: ...
    4B: Isle phases out (EOT, counter on Helix [3])
    5A: Counter on Helix [4]

    And so on.

    Quote from Grumsh »
    #12 Revolt- We each have 1 land. You can’t stack pinnacle without getting attacked. Tied 1-1

    Playing out Revolt is a losing proposition; because Isle!creature phases, it only gets half the attacks that Cave!creature would. So you just never play Revolt. Helix can in fact play around Isle's phasing to get all the counters it needs. (The sequence is described right above this quote.)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 40:01 - 5 Card Backbuild Inevitability - Entries posted - score your row now.
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 |
    12| 6 6 6 3 6 6 6 3 0 6 3 X 6 6 6 3 6 | 76

    12. Teferi's Isle/Lotus Petal/Lotus Petal/Eureka/Nature's Revolt

    There's a chance I'm oversimplifying some of these match-ups. I just realized, for example, that I'm not considering whether the choices change once we get into emblem mode.

    12v1: If you ever play out Revolt, you lose to the greater land presence. I can't ever play Arena, because that will give you an extra token. I can play Jwar Isle Refuge, though, which gives me the win on both the play and the draw. (6-0)

    12v2: You can't play Revolt, because I have two lands to your one. I can wait for Isle's proper phasing point before casting Pact. (6-0)

    12v3: You can't play Revolt because I have more lands. I can just cast Heroes' Reunion and wait for the emblem to kill you. (6-0)

    12v4: You can't play Revolt because I have more lands. I can't Soldier because you'll just eat it with Isle and proceed to Revolt. So we stare at each other until emblems kill us.(3-3)

    12v5: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)

    12v6: If you go for Revolt, my Confluence!creature will out-race your Isle!creature. I go for my Gambit loop and kill you in good time. (6-0)

    12v7: You can't play Revolt since I have 3 lands to your 1. I make Church Deals until you're dead, without interference. (6-0)

    12v8: You can't play Revolt since I have more lands. I can't cast Elemental since it'll die to Petal and give up all of my Vales to your Revolting ways. Thus, we emblem to death. (3-3)

    12v9: This one is tricky. If I play out Persecutor, your best bet is to just make the permanent count odd, which Petals make easy. But if you play out Revolt, I can wait for the proper part of Isle's phasing cycle to cast Auction. That said, I think you just wait until the life loss kicks in for a while, long enough that Auction mana can't be saved up before emblem death. Then you got for Eureka. If I put Persecutor onto the battlefield, I automatically lose. If I don't, Isle!creature will sneak by for the kill. (0-6)

    12v10: If you play Revolt, my Cave will get in more attacks than your phasing Isle. I can sequence my Helix triggers around your phasing Isle. When it phases on your turn, I activate Helix. Then I activate it on my turn. Then we skip the next round of turns. Then repeat. Thus, Helix gets activated every round of turns, winning the game before life loss kicks closes things out. (6-0)

    12v11: You can't initially play Revolt; two animated Vales beat one animated Isle. I can't play Manticore; you'll always have mana available to kill it. So we split. (3-3)

    12v13: You can't Revolt because I have more lands than you. I just Reaver you do death. (6-0)

    12v14: You can't play Revolt because I have more lands than you. I eventually beat you down with Lurking Evil. (6-0)

    12v15: You can't initially Revolt; my Farm would get twice as many attacks. I cast Myr to beat down with, and the counter-measures are fruitless. (6-0)

    12v16: You can't Revolt; Orchard!creature would kill faster than Isle!creature. While Isle is phased in, I can activate Helix on your turn, then on my turn. Then Isle phases out, and Tabernacle kills both Spirit tokens. Rinse and repeat and Helix wins the game. (6-0)

    12v17: You can't cast Eureka. Otherwise Chancellor comes out and ruins everything. My Brawlers can attack on turns 2, 3, 5, 7, and 9, just enough to kill before dying to my own Vaults. (6-0)
    Posted in: Forum Magic
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