It's an emblem and not a card. nothing can interact with an emblem.
about round 16 (Q): isn't head to head the same thing as turtle round from last season?
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They prevent abilities from "sources with the chosen name", not cards. If the emblem has the same name as a card that is legal to choose, the ability will be shut down. Emblems don't have names, but it would absolutely be possible to interact with one that does in this way.
CR 114. Emblems
114.1 Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.
114.2 An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.
114.3 An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color.
114.4 Abilities of emblems function in the command zone.
114.5 An emblem is neither a card nor a permanent. Emblem isn’t a card type.
Yes, sort of. I believe it was silk who mentioned that he wanted it to be 5 turns each, and in single player mode instead of what we did.
I posted then that I would add it to the ideas for next season, so here it is.
The cancelling alternate wincons for the starting at 100 life round is mostly to stop cards from winning you the game if you have X life or more.
I don't know all of them, but there are several.
Edited. I wasn't sure about the second half, so that's mostly there just in case. I could cut it, if people prefer.
Five responses so far, including mine. Don't forget to vote!
Hi guys,
I am a new player who will take part to the next season. Thats why I replied to the survey.
A few times during this season i found myself wishing my creatures had haste.
Should we consider a round where ALL creatures have haste?
A Concordant Crossroads round could be a fun one
Concerning plans for next season
About half of our regulars have voted for what they want and don't want.
Those who haven't voted yet please do so still: https://docs.google.com/forms/d/e/1F...vvRcw/viewform
(Plans are descibed in more detail here.)
PS. By habit I was deleting a few PMs, as my inbox usually could contain 100 messages max, which is tight if you run a competition via PM.
So I get a glimpse of the bar at the bottom which indicates how much free space I have. It's nearly all green.
Apparently we can now have 10,000 messages instead of 100! Nice! :smile:
Should we discuss order too?
For instance I think Fateful hour could be nice if it happened in the second half of the season, but I definitely not wish to see it as a first round.
Otherwise, regarding the similarity of Turtle-up and solitaire, I regard them as completely different: Turtle-up was basically a fight with hate (resistors, meddling mage, moon) and infect as a surprise guest, not completely unlike a traditional round, solitaire should be entirely something else.
And welcome mattamort!
Not everybody has replied to the form, but I'm cutting it off.
And the clear losers are the first and last one on the list of ideas.
There's no clear third to cut, so the all creatures gain haste idea we'll park until a later season.
So out are:
A- Fateful Hour: Players start at 5 life. Temporary banning: Chancellor of the Dross
Q- Temporary Solitaire: Each player plays their first five turns in single player mode (with no opponent to interact with or to win the game from). Afterwards both players join the head-to-head game and continue with the then current game state for both players. Note: You can lose the game in single player mode. If you do, you will join the head-to-head having lost the game, so you would immediately lose the head-to-head game before any player would get priority.
And I'll shuffle the others around so we get a cool season with some changes of pace and a hopefuly exciting end.
Stay tuned as I edit all the things and launch the season. I'll need some time still, so the first deadline will be next week.
Fateful Hour is really 3CB thanks to Providence.
3CB loses hard to Simian Spirit Guidex2, Lightning Boltx2
Which is the kind of decks that made me say that fateful hour should be fun, but only if in the later half of the season (I don't see ssg staying more than 3-4 rounds). I ended up voting for it, also because almost all rounds sound fun :D
Temporary solitaire sounded like the most interesting to me.
Yeah, I would have liked Temporary Solitaire as well.
Fateful Hour sounds fun in theory but I think will just devolve into players racing to come up with ways to win on turn 0 or cheese each others' turn 1 wins. Having it lower in the order could help remove some of the cheese. Fateful Hour makes Dash Hopes hilarious in a fair deck. If only.
4 CARD BLIND - SEASON 10 - DEVIANT LEGACY BANNATHON
This season, we play 15 rounds of Legacy, but with two twists: every round has a special rule which changes how Magic (and possibly 4CB) would normally work. Also, we turn this season into a bannathon, where the cards from the top-3 scoring decks each round get banned for the remainder of the season. Basic lands are excluded from there bannings. We start with the original Legacy 4CB banned list, and will be adding to it after each round.
You will find the banned list in the second post of this thread.
For this season, we again stick to the scoring system from previous seasons:
All players score season points for all rounds they play. Season points for each round equal total points scored for the round, divided by the number of opponents in that round.
The tournament organizer will make calculations (or have Google Spreadsheet figure that stuff out) and keep track of standings below. Note: season points are always rounded to one decimal.
You will find the Google Spreadsheet for season 10 here: https://docs.google.com/spreadsheets...it?usp=sharing
The schedule:
1. Pillow Fight: Creatures have indestructible and hexproof.
2. Phyrexian mana: All colored mana symbols in costs can also be paid with 2 life.
3. Mythic Mayhem: All cards in your deck must be Mythic Rare, and have only been printed as Mythic Rare. Note: basic lands are not legal. Zendikar Rising mythic modal lands take their place in the rulings for illegal cards. Zendikar Rising mythic modal lands are exempted from the bannathon before this round.
4. Duplicity: Whenever a nontoken creature enters the battlefield, its controller creates a token that’s a copy of that creature.
5. Persistence: All creatures have Persist. Effects that prevent counters being placed on creatures don't cause creatures to fail to return to play when their Persist ability resolves.
6. Antagonism: At the beginning of each player’s end step, that player loses 2 life unless one of their opponents lost life that turn.
7. Magical Metal: When an artifact enters the battlefield, it's controller may add one mana of the color of his or her choice to their mana pool.
8. Cornucopia: Non-land cards in each deck must in total contain at least 3 different colored mana symbols. Hybrid mana symbols count for 1.
9. Go Big Or Go Home: All non-land cards in your deck must have mana value 3 or greater.
10. Peacekeeper: Creatures can't attack.
11. Sudden Death: After 10 turns (from both players), the player with the highest life total wins the game.
12. The Wheel: If a card would be put into a player's graveyard from anywhere, instead that card is put on the bottom of that player's library.
13. The Long Haul: Players start at 100 life. Effects that would make you win the game immediately instead do nothing.
14. Vials Galore: Each player starts the game with an Aether Vial emblem in play that has "During your upkeep, you may put a Vial counter on this emblem." and has "(0): Put a creature card from your hand with converted mana cost equal to the number of Vial counters on this emblem onto the battlefield. You can use this ability only once per turn, and then not anymore until your next turn." Additional banning: Suppression Field
15. Sphere of Resistance: All spells cost one additional generic mana to cast.
I'll be creating my deck soon, so stay tuned. Round 1 will open for submissions shortly. :smile:
I like the theme of effects that break Backbuild, but without the Backbuild.
I understand the reason for the restriction, but the mana is going to be awful because the land options basically don't exist (they don't put duals at only mythic rare for a reason).
This actually doesn't work because of one subtle reason: creatures can't exist in hands, so you want creature cards. (Also, the emblem should have no name, otherwise you run into Phyrexian Revoker and Pithing Needle breaking the round, and they will do so if you allow it.)
Fixed the wording for the Vial.
And Mythic will remain as is. I know for the Mythic round lands will be rough, but there are cards Mythic Rare in weird sets that are uncommon in their original printing, which could make the round stupid.
I could also overcomplicate the round by allowing rare lands, but I don't think that'll be necessary. There are Mythic lands we can use, so we should be good.
Also, I created my own deck for round 1, so let's go.
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ROUND ONE OF SEASON 10: DEVIANT LEGACY BANNATHON has started.
This round we play Pillow Fight: Creatures have indestructible and hexproof.
I have PM'ed myself my deck for round 1, so you can start sending me your decks.
DEADLINE: Wednesday the 19th of May at 11:00AM Central European Time.
(That's my time zone. Pacific Time it'll probably be something like Tuesday night a bit past midnight, so keep that in mind.)
PLEASE NOTE:
The way you send your deck to me matters. Please send it in the way described below, so it doesn't cost me an hour of editing before I can post all the decks.
Please send your deck as follows: Urborg, Snow-Covered Swamp, Terror, Black Knight.
So with card tags around each card, and not above eachother, and with your Username and 4CB S10R01 in the topic.
Don't forget to keep an eye on the banned list. You'll find it in the second post of the thread, or in our Google Spreadsheet.
After the deadline has passed, I will post all decks on the forum here, and you can start puzzling out your scores.
If you have any questions, please read the first two posts of this thread first. If you can't find the answer there, drop a message here. We'll answer a.s.a.p.
Also, if you've been lurking on this thread and looking to join, you can step in anytime, any round. That's no problem at all. Just send me your deck before the deadline, and I'll add you to the competition. :smile:
EDIT: Maybe the restriction on "should only have been printed as a mythic" is not a good idea because there is indeed a big restriction on lands.
However, we still have the 5 lands from Zendikar available.
I think the distinction between basics and boltlands is pretty minor, especially when I imagine almost everyone will be taking 3 damage from one in every game. Whether you want to risk taking another 3 is a deckbuilding choice. Although, if anyone manages to get all the boltlands banned, then I think there's no castable win condition, so we might want to reconsider then. :p
I'd be more concerned about the meta being super-centralised, there's not that many castable cards, and I think there are a couple that are basically unbeatable by anything else as things stand. Of course, they're also among the most likely to be banned in the next twelve rounds.
Basic lands have to be legal at all times because that is the replacement procedure for submitting an illegal card, and it would be bad form to replace an illegal card with another illegal card.
I definitely expected that Basic Lands would be legal for that round as well. Maybe we need to clarify there? Or go back to the illegal deck = 0 points rule for 1 round?
In order to keep the flavour of the round, I would suggest we allow illegal cards to be replaced with the Zendikar Rising mythic land/spell modals.
(To make this work we may need to specifically unban these for that particular round, in case someone manages to get one banned before the round happens.)
Allowing cards that are mythic in any set gives us several uncommons and even a common. I feel like we shouldn't go there.
Also, I don't think we should discuss for three weeks which sets count for rarity and which don't, either.
If nobody likes the mythic round as is, I suggest we replace it with another idea entirely.
We still have silks idea for all creatures have haste. I am willing to swap it to that, if enough people are in favour.
EDIT: Alternatively, we could move the mythic round up in the schedule, so we have less cards banned before it starts.
For instance, I could slot it into round 3, so we still have quite a pile of Mythics to play.
Let's call swap for Hasty round option A, and move Mythic up in the schedule option B.
You can also vote option C, which is "don't like either of these options", or option D: "I don't care either way".
Let me know what you guys would prefer.
A for me.
D
B
D
B
I don't know, I guess B though.
I like option C: replace with Temporary Solitaire, but I don't think that'll happen, so
A. (Although Hasty wasn't my idea. I think it might have been Serguei's.)
B is likely boring, and A is probably just normal Legacy in disguise but since we're banning things it beats the boring mythic round so A wins.
Deadline has passed.
For the round, I'm missing an entry by maxx! I'll give you a bit more time to send your deck.
For the vote, we are now tied between A and B. So I'll again give the ones who haven't voted a chance to chime in.
B
Edit: I choose C if Solitaire is an option.