So what are the chances that the round 3 scores will be finalized before round 4 is over? If we don't have this done soon, it might be able to interfere with starting Season 4.
Oh yeah, I never really made this clear: There's going to be a week off in between seasons, just to make sure we have time to score the last round and let the winners make their banning decisions.
If that all gets done quickly, I might put up the thread early, but I don't want to change the schedule on you guys, so regardless of when Season 4 actually beings, its first round will end on Wednesday, March 11th.
There might be a better way to do this that avoids having a week off between each season, but in order to not change the prize structure midseason, we'll have to take a break at least this once. I'm thinking of maybe filling the gap with something silly that doesn't count for anything, but I'm not sure what.
Oh yeah, I never really made this clear: There's going to be a week off in between seasons, just to make sure we have time to score the last round and let the winners make their banning decisions.
If that all gets done quickly, I might put up the thread early, but I don't want to change the schedule on you guys, so regardless of when Season 4 actually beings, its first round will end on Wednesday, March 11th.
There might be a better way to do this that avoids having a week off between each season, but in order to not change the prize structure midseason, we'll have to take a break at least this once. I'm thinking of maybe filling the gap with something silly that doesn't count for anything, but I'm not sure what.
Joined: Oct 17, 2013 Posts: 3486
Preferred Pronoun Set: He
Randomization is still in favor of your opponent though, so everyone must play Dryad Arbor, Memnite or Simian Spirit Guide (there are a few other options), or take a 20 turns to do anything.
Checking my math on 6v19, the last square to be filled AFAIK:
Spoiler
6 on the play is fairly simple, play both meddling mages and lock 19 out.
19 on the play is somewhat more complicated... First, for the sake of being thorough try Red Bringer. 19.1: Red Bringer, pass. EOT, 6 plays Surrak.(6:20, 19:20) 6.1: Meddling Mage naming Green Bringer, Metamorph copying Red Bringer, attack with Surrak. 19 is forced to let it through. (6:18, 19:14) 19.2: Red Bringer threatens Surrak, then attacks with Surrak only. Trading Red Bringers with 6 leads to losing. (6:12, 19:14) Or... 19.2.5: Red Bringer threatens MetaBringer, attack with both. (6:8, 19:14) 6.2: MetaBringer threatens Red Bringer, attacks for lethal. (6:12/8, 19:-4)
Now, try Green Bringer. 19.1: Green Bringer, pass. EOT, 6 plays Surrak.(6:20, 19:20) 6.1: Meddling Mage naming Green Bringer, Metamorph copying Meddling Mage naming Red Bringer, attack with Surrak. 19 is forced to let it through. (6:18, 19:14) 19.2: Make 3/3, attack with Green Bringer. 6 achieves nothing by blocking. (6:13, 19:14) 6.2: If Surrak attacks, the chump bock resets the board to 6.1 with 19 taking no damage, so attacking with Surrak loses. If Surrak does not attack, 6 gets overwhelmed by 3/3s. No winning line.
One last try by 6 to beat Green Bringer... 19.1: Green Bringer, pass. EOT, 6 plays Surrak.(6:20, 19:20) 6.1: Meddling Mage naming Green Bringer(naming Red Bringer fails to a too-fast swarm of 3/3s), Metamorph copying Green Bringer, attack with Surrak. Blocking leaves 19 with just Red Bringer to play, which leads to worse version of above line, so he lets it through.(6:18, 19:14)
Then things get really convoluted... We'll try not attacking first. 19.2: Make 3/3, play Red Bringer, pass. (6:18, 19:14) 6.2: Make 3/3, attack with Surrak. Any other attack results in a loss, and at this point the decision trees start to branch quite wide, but I'm pretty sure all lanes lead to draw. Either Surrak gets chumped by MetaBringer's 3/3s on one side and Green Bringer's 3/3s on the other, or Surrak trades for Red Bringer on 6's turn. Infinite 3/3s in step with each other draws the board due to summoning sickness.
Now we'll try attacking on turn 2. 19.2.5: Make 3/3, play Red Bringer, attack with Green Bringer. Trading with MetaBringer leaves 19 up a 3/3 but no way to punch through, leading to a win for 19 by repeatedly threatening Surrak, and trample makes blocking with the 3/3 a bad option, so he lets it through. (6:13, 19:14) 6.3.5: Make 3/3, but all of 6's attacks are bad and he can't go for lethal. The most he can do is attack with Surrak, giving either a trade with Red Bringer (which leads to a draw as above) or more damage, which results in (6:13, 19:8) 19.3.5: Make 3/3, threaten MetaBringer (threatening Surrak is still a draw), attack with everyone. If I have my math right, 6 is forced to block Red Bringer and the two tokens, or he takes lethal. This frees up 19 to play his second Green Bringer, leaving 6 with just Surrak. 19 wins.
3-3, but pleeease check this. Too many permanents to hold in my head, I think.
Randomization is still in favor of your opponent though, so everyone must play Dryad Arbor, Memnite or Simian Spirit Guide (there are a few other options), or take a 20 turns to do anything.
I believe 60CM would still be limited to starting the game with 7 cards... in XCM for X<7 we start with our entire deck in hand because our deck is under 7 cards so our initial draw draws it all. Doesn't mean we'd draw 60 in 60CM. And with opponent controlling the shuffle, we're NOT getting chancellors and leylines in our initial 7.
4 of rule wouldn't stop ~20 turns of nothing (in fact, it likely stops the only viable deck, a deckful of manlands)... opponent could stack either all the mana sources / things that can be played without mana, or all the things that require mana, at the top of the deck and most decks would be stuck doing nothing until they draw ~20 times.
4 of rule wouldn't stop ~20 turns of nothing (in fact, it likely stops the only viable deck, a deckful of manlands)... opponent could stack either all the mana sources / things that can be played without mana, or all the things that require mana, at the top of the deck and most decks would be stuck doing nothing until they draw ~20 times.
no, 4-of rule would guarantee 20 turns of nothing. that's the point.
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