I think these are off.
T1: Leechriddden Swamp; Rainbow Vale.
T2: Hangar; Vale, Soldier giving up a Vale.
T3: Hangar at 1 counter; Soldier attacks, Swamp and Vale give it -2/-2, and Vale on the other side gives it +1/+1. Vales are traded, and 1 damage gets in.
T4: Untap and kill Soldier with Swamp and Hangar (and you have a Vale too, but don't need it).
Then the question is whether 1 damage is enough to stop you. The turn you cast both black enchantments, you get to ping once. So you'll pass the turn at 19-19. When you untap at 1-1, you can ping with the Dawn of the Dead trigger on the stack. So this match is WD for the Leechridden Swamp.
Against Blessed Wine, you play your game the same as though Blessed Wine wasn't there. Suppose you start at 20 and Symbi starts at 21. Before Symbi can get 21 mana, you'll have started your pinging. You ping the turn it lands, so the life totals are 20-20. Whenever it's Symbi's turn, the life totals are equal, so a Bond of Agony for lethal would cost all of Symbi's life. Eventually at 1-1, Leechridden Swamp wins again with the Dawn trigger on the stack.
I had a few decks similar to the Leechridden Swamp deck but with only a charge land, and I really wanted to make sure that a single charge land could kill my threat before it gets in any damage.
Though actually, I think you beat the Lotus Petal + Flailing Solder deck too. If the Soldier is played turn 1 on the play, you play Gorge + Vault, then wait until the next turn when you can play Map and kill the soldier, taking only 3 damage in the process. Otherwise, you play turn 1 (Gorge + Vault + Map + Scry, 1 counter); Soldier; Scry 2; Soldier hits for 2; Scry, transform; Soldier hits for 2; take the turn off to kill Soldier, take 1 from Vault.
10 Raketenudo Depths of Desire, Mnemonic Wall, Bolas's Citadel, Sand Silos GT 190
Correction: MY GT should be at 187, not 190.
I was trying to maximize GT through expensive mana, and chose the solution that wold additionally take longest to deal damage for the first time.
1 dte (TO) mana vault, shivan gorge, hallowed ground, treasure map GT 189
0-6: I only need to deal 10 to you, which reduces my GT by 80 to 110. No further Interaction. WW
2 Asthereal City of Brass, Dreadship Reef, Aura Flux, Teferi's Imp GT c. 45
6-0: Our Decks don't interact direrctly. We can ignore Aura Flux. You deal 3 Damage to yourself to play Imp, but this doesn’t impact my GT.You then beat me to death in c. 40 additional turns. LL
3 alphastryk Land Cap, Mage-Ring Network, Diamond Kaleidoscope, Epic Struggle GT 189* --> overestimated, more in the 130s?
6-0: I calculated your GT @145. Our decks don't interact, so you're faster. LL
Calculation: You need 22 prism to win (20 for wincon, 2 for GG). Each prism costs 3 mana; 1 mana costs you 2 turns to produce. Add 6 Colorless for casting Kaleidoscope and Epic Struggle, plus 1 turn to play 2nd land = ( (3*22)+6 Mana ) * 2 Turns + 1 = 145 Turns
4 Dooey Roiling Vortex, Rainbow Vale, Rainbow Vale, One with Nothing GT 22
6-0: You play Roiling Vortex and win. I'm way too slow. LL
5 FourDogsinaHorseSuit Mercadian Bazaar, Aura Thief, Through The Breach, Arc Blade GT 54
6-0: Our Decks don’t interact. You win at your GT. LL
6 jfb1337 Leechridden swamp, Subterranean Hangar, Dawn of the dead, Nefarious Lich GT 48
6-0: even though you very much deal damage to yourself, I still ned 107 Turns for my first Bolas Citadel Activation. You’re faster. LL
7 Reeplcheep Detection Tower, Dreadship Reef, Copy Enchantment, Covetous Urge GT NA
2-2: You take Citadel from my hand, then we stare at each other for infinity. DD
8 FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor GT 447
0-6: We don’t really interact, so you win. WW
9 RoosterCocoa Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask GT 11
0-6:I can kill your Flailing Soldier, so I Win. WW
11 Wrath of Pie Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion GT 11
0-6: I can always kill Flailing Soldier and then win. WW
12 Symbi Land Cap, Dreadship Reef, Blessed Wine, Bond of Agony GT 44
6-0: We don’t interact, and your GT is faster (Gaining 1 Life would increase my GT to 267). LL
13 Silkster Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre GT 14
0-6: I can always kill the Ogre and win. WW
14 BirdsOfParadise Flailing Soldier, Lotus Petal, Phage the Untouchable, Phage the Untouchable GT 11
0-6: I can always kill the Soldier and win. WW
12x L, 12x W, 2x D
= 38 Pts
Bans: I’d like to keep all storage Lands in, as they are enablers. I’d like to see what they can enable down the road, when more and more obviously strong strategies are gone.
But damn, those flailing dudes need to leave, didn’t have them in my sight at all.
You kept a running total, but deprived yourself of 6 points here. I only noticed cause I was inputting your scores into the sheet. This puts you up to 44, but then I think you also 0-6 to Petal+Soldier, but 42 still gets banned.
I noticed this quickly because I had the same deck in my gauntlet, but with a different useless enchantment instead of Nefarious Lich, and I was really sad to notice that the deck actually goes ahead by 2 life.
@Alphastryke: You reported 6 points vs me; as you WW it should be 0
Upon closer Inspection, I think you calculated with W=3 L=0; but we#re playing Backbuild, so it's W=0 L=3
So I had the idea to build a deck that can't win if the opponent can deal 1 damage to it. Unfortunately, other people managed to do it better.
1. dte mana vault, shivan gorge, hallowed ground, treasure map: I can cast bond long before you can get my life total low enough. WW 0-6
2. Asthereal City of Brass, Dreadship Reef, Aura Flux, Teferi's Imp: Imp deals enough damage to prevent my win, even when accounting for city of brass. LL 6-0
3. alphastryk Land Cap, Mage-Ring Network, Diamond Kaleidoscope, Epic Struggle: I'm faster and you don't interact. WW 0-6
4. Dooey Roiling Vortex, Rainbow Vale, Rainbow Vale, One with Nothing: I cast wine and you can't win. WW 0-6
5. FourDogsinaHorseSuit Mercadian Bazaar, Aura Thief, Through The Breach, Arc Blade: You cast arc blade and I can't win. LL 6-0
6. jfb1337 Leechridden swamp, Subterranean Hangar, Dawn of the dead, Nefarious Lich: What silkster said. LL 6-0
7. Reeplcheep Detection Tower, Dreadship Reef, Copy Enchantment, Covetous Urge: You take my bond and neither of us can win. DD 2-2
8. FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor: You can deal 1 damage before I have the mana to cast bond, but your spirit dies and neither of us can win. DD 2-2
9. RoosterCocoa Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask: I kill your soldier before it can swing. WW 0-6
10. Raketenudo Depths of Desire, Mnemonic Wall, Bolas's Citadel, Sand Silos: I kill you before your first citadel activation. WW 0-6
11. Wrath of Pie Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion: I kill your soldier before it can swing. WW 0-6
12. Symbi Land Cap, Dreadship Reef, Blessed Wine, Bond of Agony: That's me!
13. Silkster Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre: I kill your ogre before it can swing. WW 0-6
14. BirdsOfParadise Flailing Soldier, Lotus Petal, Phage the Untouchable, Phage the Untouchable: OTP I kill your soldier before it can swing. OTD I can't kill the soldier before taking 1 damage then neither of us can win. WD 1-4
In total I score 23 points (6+6+6+2+2+1).
9 RoosterCocoa Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask GT 11
1 dte (TO) mana vault, shivan gorge, hallowed ground, treasure map GT 189
From your post, you go down to 8 in the process of winning. If I play Flailing Soldier before you tap mana vault, I lose since you can just kill it with Ranbow Vale and Shivan Gorge, tapping Mana Vault if I pump Soldier with my Rainbow Vale. This causes us to switch Vales, so you can use your new Vale to cast Treasure Map next turn, and end up only taking 2 extra damage from Mana Vault. If I play Soldier after you tap Mana Vault to play Treasure Map, you then untap and wait until my turn, when you use Shivan Gorge and the Rainbow Vale I gave you to give the Soldier -2/-2. In response I use my Rainbow Vale to pump it, leaving it a 1/1 and causing us to switch Rainbow Vales, so I only attack you for 1. You then untap and use Shivan Gorge and your new Rainbow Vale to kill the Soldier, so in total this causes you to take 1 damage from the Solider and 2 extra damage from Mana Vault by delaying you for 2 turns. If I wait until after you have untapped Mana Vault to play Flailing Soldier, you kill it the same way, and only take 1 damage from it attacking as a 1/1 once. At most I can cause you to lose 3 extra life on top of what you need to lose to Mana Vault, so I always lose. LL
2 Asthereal City of Brass, Dreadship Reef, Aura Flux, Teferi's Imp GT c. 45
You have enough mana to kill my Soldier, so I can't win. You take 1 damage tapping City of Brass to kill the Soldier, but I give you a Rainbow Vale use to make up for it. LL
3 alphastryk Land Cap, Mage-Ring Network, Diamond Kaleidoscope, Epic Struggle GT 189* --> overestimated, more in the 130s?
You kill my Soldier, then eventually win. LL
4 Dooey Roiling Vortex, Rainbow Vale, Rainbow Vale, One with Nothing GT 22
If you play Vortex, you lose, but if you don't you can immediately kill my Soldier and we draw. DD
5 FourDogsinaHorseSuit Mercadian Bazaar, Aura Thief, Through The Breach, Arc Blade GT 54
You produce enough mana to kill my Soldier, then eventually win. LL
6 jfb1337 Leechridden swamp, Subterranean Hangar, Dawn of the dead, Nefarious Lich GT 48
OTP I am too quick to deal damage so we draw, but OTD you barely get a win as explained by Silkster. DL
7 Reeplcheep Detection Tower, Dreadship Reef, Copy Enchantment, Covetous Urge GT NA
You easily kill my Soldier but can't win. DDI didn't notice that Covetous Urge could cast cards from my graveyard, so you either kill it and then cast it from my graveyard, or you take it from my hand. You have 2 lands, so you can easily prevent me from ever killing the Soldier once you get it, getting you the win. WW
8 FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor GT 447
You kill my Soldier and eventually win. LL
10 Raketenudo Depths of Desire, Mnemonic Wall, Bolas's Citadel, Sand Silos GT 190
You kill my Soldier and eventually win. LL
11 Wrath of Pie Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion GT 11
I think I always win, since you end up giving me a 1/1 at some point. WWI missed that the spirits don't have flying. I play my Soldier, then you play yours, giving me a spirit. If I attack with my Soldier, you block with yours and give it +1/+1, giving me a second spirit. If I try to give yours -1/-1, you just give it +1/+1 again and we swap Rainbow Vales, so my Soldier always ends up dying. I then am left with 2 1/1s and one Rainbow Vale, so if I attack with them you block one of them, then if I try to give your Soldier -1/-1 you use your Rainbow Vale to make sure it survives, and from then go on to win. If initially I decide to just attack with my 1/1 spirit instead of my Soldier, you block and if I use my Rainbow Vale on your Soldier, you protect it with yours, so we swap Vales and you are left in an improved position. Therefore I never attack, and you never attack into my better board position so we draw. DD
12 Symbi Land Cap, Dreadship Reef, Blessed Wine, Bond of Agony GT 44
You kill my Soldier and eventually win. LL
13 Silkster Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre GT 14
If I play my Soldier before you play Heartless Summoning, you win so I wait for you to make a move. However, if you do play your Ogre we are both left with identical boards, so we tie. DD
14 BirdsOfParadise Flailing Soldier, Lotus Petal, Phage the Untouchable, Phage the Untouchable GT 11
We stare or trade. DD
0W 9D 17L = 60
After I found Flailing Soldier, I knew I had to find a way to play a deck that couldn't beat a basic land. I threw in Ivory Mask in hopes that someone would have a list based on their opponent having an enchantment in hand, but I see I should have just gone with an expensive wincon that required a bunch of mana once in play to do anything.
Last edited by RoosterCocoa; 08-16-2022 at 08:04 PM.
11 Wrath of Pie Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion GT 11
I started with trying to win at 1 life, but everything I could come up with was way way too fast. Prison pieces were too good (no, seriously, Eon Hub was too good, which was hilarious), so I went to the classic Flailing Soldier plan. Unfortunately, using a single Rainbow Vale doesn't beat the sample hand* because Leyline of Sanctity is optional (this also foiled half of my ideas), so Forbidden Orchard was the compromise. (Also, I wanted two uncastable blanks, for obvious reasons.)
Now the worst part: figuring out what half the cards do.
Remember that hands are exchanged as per the first post, so WW is still desirable.
1 dte (TO) mana vault, shivan gorge, hallowed ground, treasure map GT 189 - WW - Winning at 8 life is a bit too good against flailing.
2 Asthereal City of Brass, Dreadship Reef, Aura Flux, Teferi's Imp GT c. 45 - WW
3 alphastryk Land Cap, Mage-Ring Network, Diamond Kaleidoscope, Epic Struggle GT 189* --> overestimated, more in the 130s? - WW
4 Dooey Roiling Vortex, Rainbow Vale, Rainbow Vale, One with Nothing GT 22 - DD? I want to say we stare, but this matchup is a mess.
5 FourDogsinaHorseSuit Mercadian Bazaar, Aura Thief, Through The Breach, Arc Blade GT 54 - WW - Arc Blade is way way too good for Backbuild.
6 jfb1337 Leechridden swamp, Subterranean Hangar, Dawn of the dead, Nefarious Lich GT 48 - DD
7 Reeplcheep Detection Tower, Dreadship Reef, Copy Enchantment, Covetous Urge GT NA - WW - This is brilliant. So brilliant I had to actually read Covetous Urge more than once. Unfortunately, I fear it's a bit too good against the other flailers because it can cast them after the exile from graveyard.
8 FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor GT 447 WW
9 RoosterCocoa Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask GT 11 - DD - Two Rainbow Vales does get there, unlike one.
10 Raketenudo Depths of Desire, Mnemonic Wall, Bolas's Citadel, Sand Silos GT 190
- WW - I tried to make Citadel work, but I couldn't get it to work with winning at 1 life.
12 Symbi Land Cap, Dreadship Reef, Blessed Wine, Bond of Agony GT 44 - WW
13 Silkster Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre GT 14 - DD - I wasn't expecting a Flailing Ogre sighting! We actually stare, because Heartless Summoning kills Spirits from Forbidden Orchard, but the result is the same.
14 BirdsOfParadise Flailing Soldier, Lotus Petal, Phage the Untouchable, Phage the Untouchable GT 11 - DD - In a surprise move, we stare.
18w8d = 62 points
I look forward to a lot less flailing in the future. (silkster was the best flailer, though.)
* I call it a hand because the cards start there and thus is more intuitive terminology. I'll try to spare everyone the essay.
8 FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor GT 447
Edit: Math added for future rounds' reference
425 mana & 447 turns to cast Spirit+Armor and attack 20 times as a 1/4.
113 mana & 125 turns to attack 10 times as a 2/5 with Green Scarab, racing the target deck if it tries to use Helix Pinnacle.
I originally submitted alphastryk's deck until I found a way to make this even slower deck race the target deck (Green Scarab). I thought slowest was better.
In general, the Spirit + Armor 1/4 costs n*(n+1) + 5 mana to kill an opponent at n life. With a storage land, that takes n*(n+2) + 7 turns.
Epic Struggle+Kaleidoscope was 3n+12 mana (n=20). Even with slow storage, that's just 6n+23 turns. O(n) instead of O(n^2).
But I did not consider how much faster Spirit gets vs opponents who drop their life very low. That mattered in 4 matchups!
1 dte (TO): If you tap Vault, you drop to 8 and Spirit races you (T87). WW 0-6
2 Asthereal: You slow down my clock by 40 turns!! No way I can race Imp. LL 6-0
3 alphastryk: Epic Struggle races me! If you hold it until the turn before you win, I can't use Green Scarab. LL 6-0
4 Dooey: If you play Vortex, Spirit+Armor can attack so Vortex kills you first. WW 0-6
5 FourDogsinaHorseSuit: Arc Blade races me. LL 6-0
6 jfb1337: If you play your cards, Spirit+Armor can attack twice so you die first. WW 0-6
7 Reeplcheep: You steal my Spirit but can't do much with it. DD 2-2
9 RoosterCocoa: I can kill Flailing Soldier. WW 0-6
10 Raketenudo: Too fast! Plus I can't even win through Depths of Desire killing my Aura. LL 6-0
11 Wrath of Pie: I can kill Flailing Soldier. WW 0-6
12 Symbi: To stop you from killing me, I can send Spirit at you before turn 20 but then I can't finish the job. DD 2-2
13 Silkster: I can kill Flailing Ogre. WW 0-6
14 BirdsOfParadise: I can kill Flailing Soldier. WW 0-6
26 points (8 loss, 2 draw, 14 win)
I missed the Flailing memo. Good tech vs Veldt.
Last edited by FTW; 08-18-2022 at 08:15 PM.
14 BirdsOfParadise Flailing Soldier, Lotus Petal, Phage the Untouchable, Phage the Untouchable GT 11
1 dte (TO) mana vault, shivan gorge, hallowed ground, treasure map
DD (2 pt)
2 Asthereal City of Brass, Dreadship Reef, Aura Flux, Teferi's Imp
LL (2 + 6 = 8 pt)
3 alphastryk Land Cap, Mage-Ring Network, Diamond Kaleidoscope, Epic Struggle
LL (8 + 6 = 14 pt)
4 Dooey Roiling Vortex, Rainbow Vale, Rainbow Vale, One with Nothing
DD (14 + 2 = 16 pt)
5 FourDogsinaHorseSuit Mercadian Bazaar, Aura Thief, Through The Breach, Arc Blade
LL (16 + 6 = 22 pt)
6 jfb1337 Leechridden swamp, Subterranean Hangar, Dawn of the dead, Nefarious Lich
DD (22 + 2 = 24 pt)
7 Reeplcheep Detection Tower, Dreadship Reef, Copy Enchantment, Covetous Urge
DD (24 + 2 = 26 pt)
8 FTW Fountain of Cho, Sustaining Spirit, Green Scarab, Empyrial Armor
LL (26 + 6 = 32 pt)
9 RoosterCocoa Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask
If I cast Soldier, you kill it with two Rainbow Vales. If you cast Soldier, I kill it with Lotus Petal and your Rainbow Vale.
DD (32 + 2 = 34 pt)
10 Raketenudo Depths of Desire, Mnemonic Wall, Bolas's Citadel, Sand Silos
LL (34 + 6 = 40 pt)
11 Wrath of Pie Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion
Wrath of Pie says it's DD. I feel like this is giving me too much credit, but it's hurting my head to work this one out. I'll take Wrath of Pie's DD unless someone shows this is incorrect.
DD (40 + 2 = 42 pt)
12 Symbi Land Cap, Dreadship Reef, Blessed Wine, Bond of Agony
DL (42 + 4 = 46 pt)
13 Silkster Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre
DD (46 + 2 = 48 pt)
Total = 48 pt
I saw your disagreement with Reeplcheep and so I read through your post more carefully to see where you went wrong, but you didn't! Which means that I get points against Reeplcheep too! (Likewise for Wrath of Pie and BirdsOfParadise.) All these newfangled cards are so confusing!
Also, it seems that I'm the only one who viewed the matches as trading decks. I'm not going to rewrite my post, but I'll do it the same as everyone else next time, where LL is 6-0.
I was looking over scores for Asthereal, and I think it should be: alphastryk 6 - 0 Asthereal. Actually, I think all of alphastryk's scores are backwards.
Last edited by silkster; 08-17-2022 at 02:07 AM.
Thanks all for filling up the spreadsheet!
So we already have the scores:
4,8 Wrath of Pie
4,8 Silkster
4,6 RoosterCocoa
3,7 BirdsOfParadise
2,9 dte (TO)
2,9 Dooey
2,9 Raketenudo
2,5 alphastryk
2,5 Reeplcheep
2,4 jfb1337
2,2 FTW
1,8 Symbi
0,5 Asthereal
0,0 FourDogsinaHorseSuit
So only the 4 flailing decks passed the banning threshold (congrats to the ones that saw how good it was vs a single veldt!), leading to these bans of the flailing strategy:
Rainbow Vale
Lotus Petal
Forbidden Orchard
Flailing Soldier
Flailing Ogre
Heartless Summoning
Flailing Manticore
Joining Helix pinnacle on the banlist.
The decks to beat for R2 will thus be one of these three:
Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask
Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion
Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre
I'll send myself a deck and open R2 very soon.
And R2 is open!
I PM’ed a deck to myself, deadline is August 23rd, 19h00 CEST (Central European Summer Time).
banlist:
Rainbow Vale
Lotus Petal
Forbidden Orchard
Flailing Soldier
Flailing Ogre
Heartless Summoning
Flailing Manticore
Helix pinnacle
decks to beat (one of your choice):
Rainbow Vale, Rainbow Vale, Flailing Soldier, Ivory Mask
Forbidden Orchard, Flailing Soldier, Archangel's Light, Blinkmoth Infusion
Timberland Ruins, Timberland Ruins, Heartless Summoning, Flailing Ogre
Why are Leyline of Sanctity and noxious revival not banned? I won many matches since I had to play detection tower.
Banning lotus petal but not timberland ruins doesn’t make sense to me.
I think we need to resolve the ban rules clearly before we move on to the next round
Lotus petal is a unique card, and playing it enables particular strategies. Banning timberlands ruins doesn't make sense to me, as there are many different cards that would be indistinguishable from it.
The round 2 has started and the rules are:
1) each round, cards would be banned to prevent an identical strategy as any deck that have been scoring over 3 SP. Banning system to be re-discussed after round 3.
2) if you play a card on the banning list, your deck is illegal.
The banning list is here:
Rainbow Vale
Lotus Petal
Forbidden Orchard
Flailing Soldier
Flailing Ogre
Heartless Summoning
Flailing Manticore
Helix pinnacle
When the rules say "Random are most benefitial to the opponent" which opponenet? The person I'm playing against, or the player who doesn't control the ability?
E: and because we're in buildback does it mean the opposite?
There are currently 1 users browsing this thread. (0 members and 1 guests)