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  • posted a message on Perfect Hand Magic League 30:03 - Infinite Tarkir - Round Complete
    Right, but if Regent is on the stack I can counter it fine (5 mana to cast +2 for each Scorn, while Command is 4 mana +1 vs each Scorn).

    I can exhaust your Scorns with EOT Commands until we're both out. On the draw, I draw my extra Command and immediately cast it for reanimate-draw and start chaining them. I'm reasonably sure the Prophet untap doesn't do much here since I'm all instant speed past t2.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 30:03 - Infinite Tarkir - Round Complete
    Results for 07 yarn Qarsi Sadist / Sidisi's Faithful / Ojutai's Command:

    01: 6-0 I can win if I remove your creatures in time due to lifegain. I bounce Spellsnatcher before you can morph, or I counter it (t4). I can also bounce Warden off Exploit/reanimate so I think I win here?
    02: 0-6 Can't beat Secure the Wastes.
    03: 0-6 My guess is this is too fast.
    04: 0-6 you can?t cast Ojutai or I can counter it (Scorn doesn?t trigger if the dragon is on the stack), but Empty the Pits is too fast.
    05: 6-0 Bile Blight is a good choice, though I think there were a lot more noncreature infinites. Rhinos get countered/bounced and Command gains life out of Claw's reach.
    06: 6-0 Interesting choice. Command lifegains out while Sadist does indirect lifeloss from reanimating exploit.
    07: That's me.
    08: 0-6 Dang Stockpile is a really nice find.
    09: 6-0 Would Ascendancy allow for an infinite with convoke? I think I can stall out the tokens while gaining life.
    10: 4-1 We stall each other out since Prophet stares at Sadist. If you cast Regent then Scorn becomes Force Spike, and I'm sure I can counter + pay. On the draw, I get an extra Command during my turn, which means you can't match me one-for-one to counter. I pull ahead from the draw Command eventually.
    11: 6-0 I believe Sadist wins off exploit while I can lifegain out of Kolaghan?s Command and dodge the discard(?).
    12: 0-6 I think you're way too fast.

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

    Main dispute is with 10Whammewhamme.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:04 - Forbidden Crypt v2.0 - Round Complete
    @notgreat So you're right.

    Updated scoreline for yarn:
    10 | 6 0 0 0 2 6 6 0 6 X 3 6 6 |

    Which naturally puts my week score down and psymunn wins the week alone! Smile
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:04 - Forbidden Crypt v2.0 - Round Complete
    My two cents:

    03 psymunn42 :: "Beast Bomber"
    Beast Within / Nihil Spellbomb

    01: 2-2 MMQ can’t win until threats are removed (BW races since Spellbomb exiles Cryptic if Macabre is on board). BW ties if there’s 0-2 tokens (exile BW, if Spellbomb draws BW, resp Cryptic bounce token draw, Cryptic exiled, exile Spellbomb, BW, exile BW, infinite chumps). MMQ can go for EOT bounce Spellbomb to exile BW freely, so BW isn’t cast. I'm putting this as a draw (but see below)
    02: 3-3 BW hits Exarch and exiles on the play; on the draw, upkeep Exarch to stop BW mana wins
    03: X
    04: 6-0 BW hits Assault and exiles
    05: 2-2 a t5 BW has two lands + Spellbomb, Stingscourger bounces. Can’t Sojourners exile since Spellbomb draws while exiling. No echo, and if Spellbomb exiles, Sojourner cycles to force a draw (Stingscourger bounce Beast/nothing, EOT BW, if swing then chump, else no echo, and repeat). If no exile, cycle repeats (every two turns since land + BW). Stingscourger in play can’t bounce, and Sojourners in play trades + exiled. Draw.
    06: 6-0 exile Invigorate to slow down Inky
    07: 6-0 exile Pox, draw cards
    08: 6-0 once Sojourners cycles to try and exile BW, Spellbomb exiles and it’s over
    09: 6-0 exile Spectral and outrace
    10: 6-0 BW races and Spellbomb prevents Charm to exile
    11:
    12: 2-2 BW gets Demonfire’d, Demonfire gets Spellbomb’d, Spellbomb gets Macabre’d. Macabre chumps the Beast and it’s a tie. If Demonfire isn’t exiled, it trades 1 for 1 until it hits face for 20
    13: 6-0 BW can trade with Tiger, Spellbomb mops up

    for 01 (MMQ), I’m not sure if the BW every two turns (keeping up Spellbomb) means that Macabre can outrace. I didn’t do 11 because counting sorry.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:04 - Forbidden Crypt v2.0 - Round Complete
    @Wildfire I think you're misreading Shrieking Affliction it only triggers at one card in hand, while The Rack is banned :/
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:04 - Forbidden Crypt v2.0 - Round Complete
    Bitterblossom was a way to beat creatures (in particular Dark Depths / Thespian’s Stage which I had in mind) and also win on its own. Ebony Charm was more disruption and the deck was built to operate on a minimal amount of land.

    Results for 10 yarn :: "Bitter Charm"
    Bitterblossom / Ebony Charm

    01: 6-0 Cryptic is pretty great actually with all relevant modes. Bitterblossom must be answered or it wins, and Cryptic to tapdown gets exiled.
    02: 0-6 Fast, simple, effective meta call.
    03: 0-6 Beast Within outraces me, and Spellbomb draw doesn't let me Charm.
    04: 0-6 I can't lifegain out of this. Neat deck!
    05: 2-2 Not sure what Stingscourger is meant to do but it isn't bad here! If I BB then I lose 1 life while you bounce. Charm gets exiled by Sojourners and I lose. However, if you want to swing with Stingscourger it lets me BB, and casting Sojourners means I can BB and exile Stingscourger. Thus a tie.
    06: 6-0 Fast, but BB lets me chump.
    07: 6-0 Affliction is a little unreliable in ALR but Pox is a fantastic card. I stick on 2 land 2 in hand until you cast Pox where I can exile it, and win from there.
    08: 0-6 Two cycles is good since Charm actually targets (in lategame). I think I win since if you Wave you miss a land, and if you Resound before t11 I get to exile it.
    09: 6-0 Nicely made deck only needing WWW. I exile Procession then Path, and my Faeries clean up.
    10: That's me.
    11: 6-0 Wurmcalling seems cool but there's a lot of numbers here. If I exile Calling then BB beats Macabre, but t5 1/1 Wurm (with buyback) is easily outraced I think.
    12: 6-0 Demonfire is a good find. I exile Demonfire and race with BB.
    13: 6-0 Interesting deck but the mana is tricky. I think I can outrace by exiling Verdict, doubleblock Tiger then exile. Tiger can swing from t2 unblocked. Faerie t3 meets Verdict, but I can upkeep Charm to drain then draw. This puts me at 13 on the draw. I offset BB with lifegain and have two Faeries ready soon enough.

    XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT | Points
    10 | 6 0 0 0 2 6 6 0 6 X 6 6 6 |

    Tricky week, wouldn't be surprised if a lot of disputes arise.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:03 - Gallywix
    Results for 04 yarn :: "Braidy Bunch"
    Braids, Cabal Minion / Chalice of the Void / Dark Ritual

    01: 6-0 nice creature suite.
    02: 6-0 I either get t1 or t2 Braids which stops the Bridge. This is my favourite deck here!
    03: 0-6 subtle use of round rules, and I can't beat the Sneak.
    04: X that's me.
    05: 3-3 On the play I Chalice@0 after Braids.
    06: 1-4 good call with Karakas. On the play I get to t3 Chalice@3.
    07: 3-3 same as 05.
    08: 0-6 also a great deck; land based seems to be great these few rounds.
    09: 2-2 Chalice@1 and I can't beat Karakas.
    10: 0-6 casting things gives Foil more fodder.

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

    @nerdyjoe I think that's right actually - let the Gallywix trigger resolve for a spell, then pitch to Foil.

    EDIT: new score line
    4 | 1 2 3 4 5 6 7 8 9 0 | PT
    4 | 6 1 0 X 3 1 3 0 1 0 |
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:02 - Prometheus
    Geez, there were a large amount of Foil decks. An all-land deck might have worked with Stage / Depths / Urborg / Mountain / Flamekin Village. Really I just wanted an excuse to play Booby Trap, though I’m susceptible to any non Angel’s Grace disruption (which did not see any play).

    Results for 13 yarn :: "Boobs on the Mind"
    City of Traitors / Mana Crypt / Mana Vault / Mindslaver / Booby Trap

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

    I outrace tom and lose to all the disruption. At least I’m not alone in my Grace hate hah!
    (NemataGG you have to Stifle if you want to keep a Bogle. If I do try to resolve stuff when you have Bogle, I take self damage. Otherwise Bogle beats.)
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    question: does winning count as preventing an opponent from drawing a card as per the new round rules?
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    I couldn't see many ways of breaking the format other than Dreadnaught so I just went ahead and anti-metagamed hard. Turns out there weren't any counters at all making Defense Grid absolutely useless - if it was a Pithing Needle I think the deck would have made a clean sweep (maybe not)!

    Results for 08 yarn :: "Bridge Tongs"
    Defense Grid / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs

    01: 0-6 This deck is pretty cool - I was wondering what Safe Haven was for.
    02: 6-0 Bridge Tongs
    03: 6-0 Bridge Tongs
    04: 6-0 Bridge Tongs
    05: 6-0 Magma Spray is a nice touch with exile
    06: 0-6 Bomb on three wins
    07: 6-0 Defense Grid does what it's meant to
    08: That's me
    09: 6-0 Bridge Tongs
    10: 6-0 Bridge Tongs
    11: 0-6 Ajani wins
    12: 6-0 I'm not sure Avacyn is the best to reanimate but not sure what else there is
    13: 6-0 Bridge Tongs

    There might be one or two mistakes here if some obscure creatures do extra things I didn't realise. Needle would have won three matches and lost the one against Foil. Shame.

    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 |
    8 | 0 6 6 6 6 0 6 X 6 6 0 6 6 |
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 28:04 - Siege
    Turns out I lose a lot of games on the draw, and I lose mainly to fair decks. Classic Death & Taxes really. Revoker was my answer to infinite turn/mana combos, Preacher to beat Emmy, and Foil for whatever else.

    Results for 08 yarn :: "Today's Sermon was Cancelled"
    Foil / Phyrexian Revoker / Preacher

    01: 6-0 I can answer all your threats with mine. Annul seems like a good meta call from my imagined meta and good here too!
    02: 0-6 Devil's Play is a very good threat choice. On the play I skip a landdrop if I want to cast an early Foil so I lose either way.
    03: 6-0 Foil Fireball.
    04: N/A Lotus Bloom is a t4 win but would get outclassed I think.
    05: 3-3 Words of Wind on the draw, Foil + Preacher on the play. This looks very well thought from the interactions and synergy.
    06: 6-0 Revoke/Foil Sneak, Preach to Emmy.
    07: 3-3 Non-spell Emmy! Foil LED and Preach on the play, lose on the draw.
    08: That's me.
    09: 6-0 Wow a third variation of the t3 win. Revoke Scepter and Preach.
    10: 6-0 Cool deck, but a tad slow. I get enough time to hold two lands (to Foil Drain) and play both creatures (Revoke + Preach).
    11: 6-0 Guildmage is fantastic for the format. I cast t4 Revoker t5 Preacher, you Foil and I Foil back. MBT can't be cast until later.
    12: 4-1 Limited Resources is great in this format too! Foiling LR discards Revoker, and I can steal Guildmage to beat Freyalise (eot Preach countered, untap Preach). Resolving LR means I counter Freyalise and it's a draw without mana.
    13: 3-3 Another neat monoblue deck! On the play I Revoke Crypt t2, Preacher t3 for t4 cast Foil. A t3 Capsize doesn't have buyback and taps out, while any later lets me Foil it and Preach. I lose on the draw.
    14: 6-0 A poor man's Exploration indeed. Revoke Assault and Preach.
    15: 6-0 Revoke Pinnacle before the infinite.
    16: 6-0 Revoke Scepter and counter Sigarda.
    17: 0-6 Can't beat Reach anyway.
    18: 0-6 I Revoke Elixir but I can only counter one walker.
    19: 3-3 t1 Eldrazi is good. Foil LED on the play, lose on the draw.

    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 | PT |
    8 | 6 0 6 - 3 6 3 X 6 6 6 4 3 6 6 6 0 0 3 |
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 28:03 - Backbuild!
    This is rather embarassing, but I believe my deck (Awakening Zone / Hickory Woodlot / The Tabernacle at Pendrell Vale / Uncle Istvan / Urborg, Tomb of Yawgmoth) doesn't actually work the way I intended. You can keep Istvan alive by simply tapping lands without the need for eating Eldrazi Spawn, making the deck horrendously fast. I'll edit my results in later anyway.

    Ps. I love the banner

    EDIT: I'm pretty sure I just lose everything.

    6 | 0 0 0 0 0 X 0 0 0 0 0 0 0 0 0 0 0 0 0 |
    Posted in: Forum Magic
  • posted a message on XCB gift exchange - decks posted
    Precursor Golem was to beat random 1/1s after Stifle, while also letting me win on the upkeep after my t6. Obviously I wasn't expecting the decks to be this fast, but that's innovation for you. With counters and LR comes a lot of decisionmaking...

    01v10: 3-3 A little lengthy. Correct me if I'm wrong.
    You want to Stifle Golem.
    If we fight over Horse (on the draw):
    T7 Horse, Slime, Drain
    Y7 Soldier#1, Golem, Stifle
    T8 20-20
    Y8 Soldier#2, Karona, swing for 5+(3+3)=11, no blocks or you lose a soldier, 20-9
    T9 If you swing, Horse dies on blocks and you die on the backswing. So you can only swing with one token at most and get outraced.
    It isn't optimal for you to fight over Horse.

    If we fight over Karona:
    On the play:
    Y5 Golem, Stifle
    T5 Horse
    Y6 Soldier#1
    T6 20-20
    Y7 #2
    T7 Block one, 19-20
    Y8 #3
    T8 17-20
    Y9 #4 Karona, Drain, Ooze. Swing for 11, block 6, #3soldiers left. 17-15
    T9 Alpha for 5+3x(1+3)=17. Block 5, no Horse. 5-15
    It isn't optimal for me to fight over Karona.

    3-3.
    03v10: 3-3 See 01.
    09v10: 4-1 Oh boy.
    On the play I can counter the Adept. Turn 4, Lammasu comes, Golem follows.
    M5: Swing in the air 15-20
    If Totem trades with a Golem:
    >Y6: Karona, swing for 5+4+2x(3+3)=21, block 6 lose Golem#1. 15-5
    >M6: Swing for (5+3)+5=13, no good.
    If Totem trades with Karona:
    >Y6: No attacks 15-20
    >M6: Swing for (5+3)+5=13, block 5, 7-20
    >Y7: Karona back. Swing for 5+3x(3+3)=23, no good either.

    On the draw countering Lammasu then. Adept can lock Karona out for a draw.
    Y5: Golem, 18-20
    M6: Bounce one.
    Y6: Karona, swing for 5+2x(3+3)=17. Clearly damage output is too great so MMQ bounces Karona.

    4-1.
    05v09: 0-6 Maths makes this hard. Why do creatures have to have numbers on them.
    Adept must be countered or Mayor gets bounced and Agent outraces itself.

    MMQ on the play:
    n2: Mayor, MMQ-notgreat 18-17
    M3: Adept, Denial, swing 16-14
    n3: Swing 14-14
    M4: Mayor flips, swing, Lammasu 14-11
    n4: Wolf#1
    M5: 5 in the air. Whatever is Totem'd can be swapped back so no point. 12-6
    n5: Swing 3+3+4=10. Agent trades with Mayor to block 3. 5-6 Lammasu is one off, and that's game. What if MMQ blocks at n3?

    n3: 16-17
    M4: Mayor flips, Lammasu 12-17
    n4: Wolf#1
    M5: 5 in the air, 10-12
    n5: Swing for 10, Agent trades again. 3-12 Even worse than before.

    0-6
    06v09: 0-6 MMQ can keep bouncing Agent for a draw. Otherwise:
    M4: Lammasu, MMQ-psly4mne 12-17
    M5: Bounce token, 10-17
    M6: Bounce Field, swing for 3+5=8, 8-9. Clearly MMQ outraces.



    I disagree with 09v10 (1-4) and 01v10 (3-3), which relates to 03v10 (3-3).
    My take on 05v09 (6-0) and 06v09 (0-6).
    Posted in: Forum Magic
  • posted a message on [Perfect Hand Magic League] ABT - T16W4 - Ancient Tomb Raiders
    In hindsight, Ronom Unicorn would have done loads better than ye olde Pridemage, but I was expecting a bunch more artifacts than well, zero. Plus, unicorn > cat.

    Results for:
    9yarn : benbuzz would be proud
    Anurid Scavenger / Esper Charm / Qasali Pridemage

    1tomsloger : instant army
    Bloom Tender / Bloom Tender / Patrol Signaler
    3-3 Pretty sweet t3 combo. I can break Signaler twice on the play but nonce on the draw.

    2psly4mne : fractured fairytales
    Ancient Tomb / Aura Fracture / Beacon of Destruction
    3-3 Charm beats Beacon on the play but not on the draw. QPM trades with Aura Fracture.

    3aurorasparrow : path to ascetisism
    Path to Exile / Path to Exile / Thrun, the Last Troll
    2-2 Charm always hits double path, Thrun walls.

    4Feyd_Ruin : ramp hard
    Ancient Tomb / Army of the Damned / Azusa, Lost but Seeking
    0-6 T3 Army is hard to beat especially with the redundancy. I can't win on the draw since QPM is too slow. On the play then:
    y1 land go
    f1 land, Tomb, Azusa, double land (5 mana) 18-20
    y2 land go (building up to Esper charm) 18-20
    f2 double land (7 mana) swing 18-19
    y3 Charm you 18-19
    f3 double land (9 mana) swing 18-18
    y4 Scavenger 18-18
    f4 double land (11 mana) Flashback Army 18-18
    y5 draw Charm, QPM 18-18
    f5 alpha strike for 27. I block two zombies and break one with QPM, nope. 18-0

    5draco9 : savage harpist
    Devout Harpist / Force of Savagery / Inkmoth Nexus
    6-0 Let's see. On the draw:
    d1 land, Inky, Harpist
    y1 land go
    d2 assuming you bestow Force, swing for 9 to 20-11
    y2 QPM 20-11 clearly you can't deal the 20 normal damage if I block, so going back.

    d2 animate, swing 20-19(1)
    y2 land go 20-19(1)
    d3 animate, swing 20-18(2)
    y3 Charm you to discard Force. From here I can use QPM or Charm with recursion to clear your board in time.

    6WhammeWhamme : the kitchen sink
    Spiketail Hatchling / Daring Apprentice / Volrath's Stronghold
    6-0 Yep, Charm lets me resolve Scavenger and I can stop you from chumping.

    7bateleur : The Biggest Enchantment of All
    Black Lotus / Eureka / Emrakul, the Aeons Torn
    6-0 QPM deals with Emmy Eureka or not, and Scavenger recurs it.

    8reyemile : bogle, cabal minion
    Exploration / Slippery Bogle / Braids, Cabal Minion
    3-3 Neat t2 lock! I get locked out on the draw. On the play QPM breaks Braids if you bestow, or I Charm her if you wait for t3.

    X | 1 2 3 4 5 6 7 8 9 |
    9 | 3 2 0 6 6 6 6 3 X | 30

    ==

    Also for 1-6 Whamme-Tom, I believe Tom can t3 Signaler (on the play) to avoid counters, then t5 double bestow and go off.
    Posted in: Forum Magic
  • posted a message on [Perfect Hand Magic League] ABT - T16W2 - Dial "M" for Mayor
    aurorasparrow:

    Quote from yarn
    Generally speaking, t4 Hippo; t5 swing, flying, pumpx0 minimising tokens (4 damage, 4); t6 swing, flying, pumpx3 (7 damage, 12); t7 swing, flying, pumpx5 (9 damage, 20). If QPM lands a hit and stays for exalted that's a t6 win.


    Quote from yarn
    12aurorasparrow : most p puns are very dirty
    Pernicious Deed / Platinum Angel
    4-1 you're right in that QPM-Deed and Hippo-Angel trade, but I win on my t7 if you don't have angel out (see my gameplan up top).
    Posted in: Forum Magic
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