Doing this a bit quick, will re-address in the future as comments come up, most looked pretty straight forward to me
4| 6 6 6 X 6 0 3 | 26
1) HerziQuerzi :: Pls No Inkmoth
Angel's Grace / Valakut, the Molten Pinnacle
- 6-0: Lightning Helix remains on par with Valakut on my life, eventually I EoT Helix you for kill, you Angels Grace, I untap draw Helix and Finish you.
2) Subtle_Relevance
Rith's Charm / Slaughter Games
- 6-0: This one is a bit more tricky, once we get to 3 mana if you are on play you can force a Rith's Charm through, I can Helix a token. Then You are forced to Slaughter Games, which I Spell Queller, Spell Queller + Lightning Helix outpaces token growth barely, go life gain.
3) Sizel :: Fuse!
Catch // Release / Turn // Burn
- 6-0: Lightning Helix beats your deck unless I am missing something
5) ManyCookies
Kologhan's Command / Council of the Absolute
- 6-0: I can sit back till I have 3 mana even if you are on play, I will jist be down 2 life. Then if you play command I can spell queller it, and outrace Council by 1 turn, if you play Council I queller it and outrace pretty fast
- 0-6: This match is super complex, as I need to quell the Helix, but then the chamber sentry can kill my queller, which gives you a free Helix cast, then I am back to square 1, I am pretty sure I am just a turn or 2 too slow to get proper control and win.
7) Anachronity
Conjurer's Ban / Dragonlord Dramoka
- 3-3: On the play I get in a Helix t2, t3 I land queller, t4 - t6 I can helix and attack for 15 total damage over those 3 turns putting you at 2, then helix you out before the Dragonlord can attack. On the Draw I am one turn too slow
2) Danxor3
Exploration / Exploration / Nexus of Fate
Results
VS 1) Mother Mamba: Time Vault / Voltaic Key / Vindicate - 3-3 whoever hits turn 3 first goes infinite.
VS 3) Feyd_Ruin: Mox Emerald / Root Maze / Tsabo's Web - 0-6 I count I am 3 damage short on play due to getting off to a faster start but only doing 2 a turn vs your 3.
VS 4) xStormaggedonx: Exploration / Root Maze / Winter Orb - 3-3 On play I out pace you quickly, on draw you disrupt me too much
VS 5) ManyCookies: Geist of Saint Traft / Witchbane Orb / Witchbane Orb - 6-0 I win t3, witchbane orb costs 4 mana
1. 6-0 I force Maniac
2. 6-0 I force Barren Glory.
3. 6-0 I force the first threat, mage the 2nd
4. 0-6 Assassin wrecks me
5. X
6. 0-6 Therapy gets me
7. 0-6 Force Fastbond, t2 I drop mage, takes me 10 turns to kill, too slow
8. 0-6 I lose to 1 drop
9. 6-0 Force Burning, Mage Bloodline
Double Mage was planned to if I didn't need to blow Force immediately, I could mage 2 cards then force the last card hard cast, clearly this was a dumb idea and I should have varied my card to remove to force or add a real threat as I was pure disruption
Convoy, I would love to take a just win, but I don't.
Yes Sacred Mesa does slowly kill Pegasus's but on the play, you get out 1 on turn 4, then on turn 5 you make 2 more and choose to sacrifice the Mesa instead of a Pegasus, so you then achieve stall.
1A: 0-6 : Too Slow
1B: 4-1 : On Play (Mesa comes down on 3, 1 token on 4, turn 5 Gargolye locks out), on Draw, 3 tokens and Gargoyle stare at each other
2A: 0-6 : Too Slow
2B: 6-0 : Lockout and win
4A: 0-6 : Too slow/small
4B: 3-3 : Agreed on tradsies
5A: 0-6 : Too Slow
5B: 0-6 : Too Slow
6A: 4-1 : On Play (Mesa comes down on 3, 1 token on 4, turn 5 Gargolye locks out), on Draw, 3 tokens and Gargoyle stare at each other * This is a disagreement
6B: 6-0 : Turns off Vraska
7A: 0-6 : Too Slow
7B: 6-0 : On Draw he gets in 3 swings before I am down 20hp to 14, then I get in my 7th swing first
8A: 6-0 : Turns off and kills
8B: 6-0 : Bigger and outraces
4| 6 6 6 X 6 0 3 | 26
1) HerziQuerzi :: Pls No Inkmoth
Angel's Grace / Valakut, the Molten Pinnacle
- 6-0: Lightning Helix remains on par with Valakut on my life, eventually I EoT Helix you for kill, you Angels Grace, I untap draw Helix and Finish you.
2) Subtle_Relevance
Rith's Charm / Slaughter Games
- 6-0: This one is a bit more tricky, once we get to 3 mana if you are on play you can force a Rith's Charm through, I can Helix a token. Then You are forced to Slaughter Games, which I Spell Queller, Spell Queller + Lightning Helix outpaces token growth barely, go life gain.
3) Sizel :: Fuse!
Catch // Release / Turn // Burn
- 6-0: Lightning Helix beats your deck unless I am missing something
5) ManyCookies
Kologhan's Command / Council of the Absolute
- 6-0: I can sit back till I have 3 mana even if you are on play, I will jist be down 2 life. Then if you play command I can spell queller it, and outrace Council by 1 turn, if you play Council I queller it and outrace pretty fast
6) Mother Mamba
Chamber Sentry / Warleader's Helix
- 0-6: This match is super complex, as I need to quell the Helix, but then the chamber sentry can kill my queller, which gives you a free Helix cast, then I am back to square 1, I am pretty sure I am just a turn or 2 too slow to get proper control and win.
7) Anachronity
Conjurer's Ban / Dragonlord Dramoka
- 3-3: On the play I get in a Helix t2, t3 I land queller, t4 - t6 I can helix and attack for 15 total damage over those 3 turns putting you at 2, then helix you out before the Dragonlord can attack. On the Draw I am one turn too slow
I was expecting counterspellsto the strong Planeswalkers instead of removal due to them discarding.
Submitting a deck that can't beat Liliana was a mistake.
3 | 0 0 X 2 | 2
On the play
0: Dross does 3 damage,
t1: Storm World (does 1 damage on opponents upkeep.
t2: Storm World (does 1 damage on opponents upkeep.
Opponent loses before they can finish 2nd turn in a goldfish scenario.
2) Danxor3
Exploration / Exploration / Nexus of Fate
Results
VS 1) Mother Mamba: Time Vault / Voltaic Key / Vindicate - 3-3 whoever hits turn 3 first goes infinite.
VS 3) Feyd_Ruin: Mox Emerald / Root Maze / Tsabo's Web - 0-6 I count I am 3 damage short on play due to getting off to a faster start but only doing 2 a turn vs your 3.
VS 4) xStormaggedonx: Exploration / Root Maze / Winter Orb - 3-3 On play I out pace you quickly, on draw you disrupt me too much
VS 5) ManyCookies: Geist of Saint Traft / Witchbane Orb / Witchbane Orb - 6-0 I win t3, witchbane orb costs 4 mana
1. 6-0 I force Maniac
2. 6-0 I force Barren Glory.
3. 6-0 I force the first threat, mage the 2nd
4. 0-6 Assassin wrecks me
5. X
6. 0-6 Therapy gets me
7. 0-6 Force Fastbond, t2 I drop mage, takes me 10 turns to kill, too slow
8. 0-6 I lose to 1 drop
9. 6-0 Force Burning, Mage Bloodline
Double Mage was planned to if I didn't need to blow Force immediately, I could mage 2 cards then force the last card hard cast, clearly this was a dumb idea and I should have varied my card to remove to force or add a real threat as I was pure disruption
Yes Sacred Mesa does slowly kill Pegasus's but on the play, you get out 1 on turn 4, then on turn 5 you make 2 more and choose to sacrifice the Mesa instead of a Pegasus, so you then achieve stall.
0 4 0 6 X X 0 3 0 0 4 6 0 6 6 6 | 41
1A: 0-6 : Too Slow
1B: 4-1 : On Play (Mesa comes down on 3, 1 token on 4, turn 5 Gargolye locks out), on Draw, 3 tokens and Gargoyle stare at each other
2A: 0-6 : Too Slow
2B: 6-0 : Lockout and win
4A: 0-6 : Too slow/small
4B: 3-3 : Agreed on tradsies
5A: 0-6 : Too Slow
5B: 0-6 : Too Slow
6A: 4-1 : On Play (Mesa comes down on 3, 1 token on 4, turn 5 Gargolye locks out), on Draw, 3 tokens and Gargoyle stare at each other * This is a disagreement
6B: 6-0 : Turns off Vraska
7A: 0-6 : Too Slow
7B: 6-0 : On Draw he gets in 3 swings before I am down 20hp to 14, then I get in my 7th swing first
8A: 6-0 : Turns off and kills
8B: 6-0 : Bigger and outraces
3B: Putrid Leech
1A: 0-6 : Lose
1B: 0-6 : Lose
2A: 0-6 : Lose
2B: 0-6 : Lose
4A: 0-6 : Lose
4B: 0-6 : Lose
5A: 0-6 : Lose
5B: 0-6 : Lose
6A: 0-6 : Lose
6B: 0-6 : Lose
7A: 0-6 : Lose
7B: 2-2 : Trade / Stall
8A: 0-6 : Lose
8B: 2-2 : Staring contest