3 Halinn – Calciform Pools / Lava Tubes / Slay / Steeling Stance / Sustaining Spirit I was impressed by how much better the slow-deck strategy was in this format compared to traditional backbuild. Slay was also a great way to include a dead card.
Five Card Blind (5CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit five-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1.2. Players' decks contain exactly five cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
2. Tournament Rules
2.1. Players submit their decks to the 5CB moderator (Mogg).
2.1a. The moderator acknowledges submissions and informs players of mistakes in a timely manner.
2.1b. A player may submit multiple decks, but only the most recent is counted.
2.1c. If a player's final deck is illegal, the moderator replaces cards in the deck with Library of Alexandria until the deck is made legal. Replacements are made such that the revised deck functions as closely as possible to the original.
2.2. A player may not submit a deck that can – against any deck – win the game or force more than one card in an opponent's hand to change zones before an opponent's second turn.
For example, Cabal Therapy + Swamp x4 is illegal because an opponent's deck may have duplicates of a card, but Cabal Therapy + Subterranean Hangar x4 is legal because Cabal Therapy can't be played until the third turn.
2.3. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information.
2.4a. If no player can win, the game is a draw.
2.4b. A player that can't win or draw plays to extend the game.
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.5a. For each match, a player earns 3 points per game win and 1 point per drawn game. However, a player that wins one game and loses the other earns only 2 points.
2.5b. A table of match results is posted each round. Its rows represent players and its columns represent opponents. Match results reflect the combined result of both games played in a match; 3 is a game win, 1 a drawn game, and 0 a game loss. A player's points are listed at the end of his or her row.
2.6. In rounds of twenty or more players, players are divided randomly into equally-sized heats of n players, where n is the number of players divided by ten (rounded down).
For example, twenty-five players are divided into heats of twelve and thirteen.
2.6a. A player only plays against players in his heat.
2.6b. The top four players of each heat advance to the finals, where they play again (with the same decks).
2.6c. Tiebreakers for heats are as follows: number of matches in which a player wins both games, number of game wins, points scored against higher-scoring decks. If a tie is unresolved, both tied decks advance.
2.7. The player with the most POTM points over the course of a month becomes the Player of the Month.
2.7a. A month includes all rounds for which decks are due during that month.
2.7b. The top eight players of rounds of less than twenty players and all players in the finals of rounds of twenty or more players earn POTM points according to their rank; The player with the lowest score earns 1 POTM point, and each subsequent player earns one more POTM point than the previous player. Tied players earn equal POTM points but are counted as separate players when calculating the POTM points of other players.
2.7c. Tiebreakers for top eight are as follows: number of matches in which a player wins both games, number of game wins, points scored against higher-scoring decks. If a tie is unresolved, both tied decks are counted.
Deck Submission Deadline:
Friday, August 14th, 2:00 pm PST.
Please use this thread to discuss any aspect of 5CB. Also, consider a subscription to 5CB. Subscribed players who have not already submitted a deck receive a reminder PM about two days before deadline. PM me to subscribe.
I'm surprised I made the finals. I was shooting for an update of Draco Malfoy (Mana Cache-Black Vise-Draco), but more people played man-lands than I'd expected. In retrospect, the best deck would have probably been just two Vesuvas and three Blinkmoth Infusions.
it's both fun and frustrating to see my idea make it to the finals, but in someone elses hands. After submitting I realized that although I had a good game against the finalists of last week, I wouldn't have a very strong all around one.
A couple corrections, which I think put me in the finals (Sorry Mogg!):
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
Shogun17 – Glacial Chasm / Gods' Eye, Gate to the Reikai / Halls of Mist / Oasis / Watery Grave
He can easily play God's Eye, then sac it to Chasm, then not pay for Chasm before I can do anything. If he wants to take even less damage, he can play and not pay for Halls as well.
Should be 0-6 instead of 6-0.
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
bman65 – Impatience / Rite of Flame / Rite of Flame / Seal of Fire / Simian Spirit Guide
As you mentioned in the comments, Seal means I have to have two spells - on two different turns. But Celestial Dawn turns my storage land into a Plains, so unless I float the mana I can never cast more than one spell, and unless this was secretly Upwelling week too, that means I can never cast a spell after the turn I play Celestial Dawn. So I'm pretty sure I lose this one.
If I ever do make my 1/1, he just shoots it with the Mouth, then eventually attacks and kills me. If I don't make my 1/1, then he just attacks and kills me.
I knew Vesuva would be great, but I didn't think I'd actually win, not to mention by that much... Sweet.
Before submitting my final deck, I agonized over whether it was more important to include 4 basic land types or if all Vales would be better. It seems like an awareness of Mask of Intolerance has been enough to make that deck near-unplayable because of just the few people who will play enough land types to lose to you.
I only really enjoy 5CB when it's backbuild, but I understand why it'd be less than exciting to do it more frequently, as there are only so many archetypes that really stand a chance. That said, it would be interesting to see a round where Impatience is banned... I ended up going with it because no matter what I tried I couldn't seem to find anything more efficient at losing and drawing in this format... in any case, I'll be waiting for the next time backbuild comes around.
Thanks for the update Mogg - and here are some more corrections for the finals. Aren't I just your favorite?
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
Madmanquail – Bottomless Vault / Mouth of Ronom / Sanctum Plowbeast / Snow-Covered Forest / Svogthos, the Restless Tomb
I can't see how this is different at all from my match aganst domogrue in my heat, where it was a tie. He activates Svogthos for 0 on turn 6, I can only hit him for 18, and he can't do anything to me.
Should be 2-2 instead of 6-0.
EDIT: Past idiocy preserved in spoilers for posterity. The following is false:
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
joedredd – Blinkmoth Nexus / City of Brass / Deathmark / Rainbow Vale / Rainbow Vale
This is a correction in my heat as well. If he never attacks, and always gives me both Rainbow Vales, I can never hit him for more than 12. Of course, if he starts attacking he'll get down to 12, so he doesn't. So this should be a tie as well.
After two horrible performances in this format all I can say is that I'm glad to be going back to conventional formats where I try to win rather than lose.
The only way for me to survive the Blood Oaths is for me to get rid of at least 2 lands and take no more than 1 damage in the process. My deck has no way of getting rid of three lands (Rainbow Vale is one, and then I have mana to sac one more to Rath's Edge). If I just get rid of the Vale then I still take 24 and die. However, if I ever sac anything to Rath's Edge, the only way to generate enough mana is to use the Ancient Tomb, which brings me down to 18 (or lower if I also use the Nomad Stadium), meaning the 18 from Sunder + 2x Blood Oath kills me. There is no way for my deck to get rid of more than 2 lands.
Krashbot: True that. And I think that marks the first 5CB correction involving one of my decks that was not in my favor Well done. Luckily for me, I gain 8 points against MMQ and joedredd, and lose 2 to you, which just barely lets me squeak into 2nd with 2 more points than Halinn.
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
joedredd – Blinkmoth Nexus / City of Brass / Deathmark / Rainbow Vale / Rainbow Vale
This is a correction in my heat as well. If he never attacks, and always gives me both Rainbow Vales, I can never hit him for more than 12. Of course, if he starts attacking he'll get down to 12, so he doesn't. So this should be a tie as well.
Should be 2-2 instead of 6-0.
Even if he gives you the Vales, they still return to his hand when you cast Sunder, since he is their owner.
You'd definitely want a different benchmark deck, though. Run that format with the Dryad Arbor deck and every single submission would be Foil-based!
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5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
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I think a link to MMQ's article there should be added to the article section in the 5CB posts from now on. That was extremely helpful in wrapping my brain around normal 5CB. In the past, I've only really been able to grasp backbuild. Maybe I'll give this a shot...
Wow, way to go MMQ. I don't quite have time to read all of that right now, but that's an impressive amount of work, and it looks like it's already been pretty useful!
My process thus far has been 'look at previous weeks results, pick a deck that was very good but didn't quite win, then modify it to beat the deck that did win'. This worked quite well for me in my first round, where I tied for first, and less well in my second. We'll see how I do this week! (I haven't actually really even started thinking, which is kinda bad. I should get on that.)
8 lOput – Barbarian Ring / Cephalid Coliseum / Desecration Elemental / Mana Crypt / Quicksilver Amulet
Though winning on 2 against Arbor makes your opponent effectively very fast, you're generally still faster.
does anyone want to share some of their insight into how they actually go about preparing for/attacking a "normal round"
I'm much less inclined towards deck classification than you. For me, it's all about specific dominant decks. This inevitably results in me metagaming more than I should. When the field's broadly as I expect, I do well. When it's not, I get hosed!
For me, Rakdos does not epitomise the all-in deck. My benchmark is always my beloved Lattice/Song deck (with varying fifth cards). That's not to say I run it much in modern 5CB, but it's always an auto-include in my gauntlet. Similarly I rarely run Foil but always consider it.
What I'm always most interested in is small tweaks to existing decks or attempts to find new cards worthy of regular 5CB play (but seldom new archetypes). Because I play quite a bit of Limited and EDH I tend to explore both new and old cardpools quite extensively, which lends itself to this approach.
My biggest weakness in 5CB is a tendency to miss when "known good" decks are actually likely to suck in a particular context and submit them anyway. The amount of time I devote to 5CB rounds varies a lot and it's the underprepared rounds where I tend to miss this kind of problem.
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Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
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Here is my longer response to Madmanquail, which includes my thoughts about 5CB strategy.
Below is a draft of an article that I intended to post shortly after bateleur's, but never finished. Some of my perceptions have changed since writing this, which I'll explain in the second spoiler, along with specific responses to some of MMQ's ideas.
5CB: Basic Strategy
This is not a Five-Color Bloodbraid primer. 5CB is Five Card Blind. If that isn't familiar, I recommend this introductory article. Rules are explained in the spoiler below.
0. Overview
Five Card Blind (5CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit five-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1.2. Players' decks contain exactly five cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
2. Tournament Rules
2.1. Players submit their decks to the 5CB moderator (Mogg).
2.1a. The moderator acknowledges submissions and informs players of mistakes in a timely manner.
2.1b. A player may submit multiple decks, but only the most recent is counted.
2.1c. If a player's final deck is illegal, the moderator replaces cards in the deck with Library of Alexandria until the deck is made legal. Replacements are made such that the revised deck functions as closely as possible to the original.
2.2. A player may not submit a deck that can, against any deck, win the game or force more than one card in an opponent's hand to change zones before an opponent's second turn.
For example, Cabal Therapy + Swamp x4 is illegal because an opponent's deck may have duplicates of a card, but Cabal Therapy + Subterranean Hangar x4 is legal because Cabal Therapy can't be played until the third turn.
2.3. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information (a player that can't win or draw plays to not lose for as many turns as possible).
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.5a. For each match, a player earns 3 points per game win and 1 point per drawn game. However, a player that wins one game and loses the other earns only 2 points.
2.5b. A table of match results is posted each round. Its rows represent players and its columns represent opponents. Match results reflect the combined result of both games played in a match; 3 is a game win, 1 a drawn game, and 0 a game loss. A player's points are listed at the end of his or her row.
2.6. The player with the most points over the course of a month becomes the Player of the Month.
Fundamentally, 5CB differs from traditional Magic by only one rule: Players' decks contain exactly five cards, which begin the game in hand. Other rules simply balance the format and make it practical as a forum game. The fundamental rule signifies two changes. First, players start with two fewer cards. Second, players don't draw cards. Resources start scarce and don't increase. Consequently, board development is rapid rather than gradual, simplifying endgames and emphasizing openings; 5CB develops like Chess without pawns.
Consider the opening dynamic in Magic. The starting player can attack and play key spells first, but the second player is compensated with an extra draw – both an extra resource and mulligan insurance. In 5CB, lacking draws and randomness, the second player lacks compensation. With strong mana sources and spells, the starting player has a pure and significant advantage. Typically, he wins by pressing his advantage, and his opponent wins by resisting. The starting player's advantage favors beatdown (seeks to end the game) and forces the opponent to play control (seeks to prolong the game); To win, the second player must not lose to the starting player's tempo advantage and disruption.
Decks can focus their resources toward either role. Beatdown decks are consistent. They maximize the starting player advantage at the expense of a control plan and consequently split most matches. By contrast, control decks tend to win or lose outright. They are more likely to score high, but also more likely to finish last. A strong and consistent deck maximizes its sum effectiveness playing both roles, ideally so that a shift toward either role would yield a diminished marginal return.
The beatdown-control dichotomy is characterized by different types of disruption. Disruption minimizes the ways an opponent can meaningfully interact, a simplification of all Magic strategy. It is the component of a deck that is irrelevant against an unresisting opponent - any card, trait, or effect that does not deal damage or provide the mana to do so. Disruption can be proactive, reactive, or inherent.
Proactive disruption (PD) is irrelevant after an opponent resists, and reactive disruption (RD) is irrelevant before. Examples of PD include Chalice of the Void, Meddling Mage, and Thoughtseize. Examples of RD include Chain of Vapor, Oblivion Ring, and Vindicate. PD is non-interactive and RD tries to gainfully interact; PD characterizes beatdown and RD characterizes control.
Generally, PD is much stronger than RD. It is cheaper (Seize vs. Ring) and can more easily negate an entire strategy (Mage naming Lotus). Furthermore, RD allows PD to be relevant regardless of turn order (Vindicate lets an opponent tap for Thoughtseize). Competitive RD is usually an RD-PD hybrid. Examples include Foil, Karakas, Powder Keg, and Smokestack. These cards – excluding Foil – can be played before an opponent's turn, but are effective regardless of turn order. Foil is a hybrid because it is relevant regardless of turn order but, like PD, negates the entire effect of a card and allows its controller to tap out.
Inherent disruption – resilience – is a trait of control. It is disruption that only disrupts disruption. For example, five-land, Soldevi Digger, and Yawgmoth's Will decks are resilient against Thoughtseize and Foil, and Kodama of the North Tree is resilient against Chain of Vapor and blocking Mishra's Factories. Because games are often decided by the impact of first-turn disruption, resilience is critical. However, resilience is not practically feasible against beatdown decks, such as [alink=Lattice]Lattice[/alink]. SpiritGuides add resilience, but at a significant cost to other matches. Inherent disruption should integrate naturally.
Strong consistent decks balance immediate relevance with resilience. Once you can identify the elements of each trait, you are ready to build a deck. The simplest approach is to consider a core of generally two or three cards, which can be either a mana source or an effect. The core gives direction. Aggressive decks tend to play more, less resilient, mana sources. Resilient decks tend to play fewer, more resilient, mana sources (Current five-land decks actually depend on one mana source, Urborg, Tomb of Yawgmoth). With the mana approach, look for the best spells at a given cost that match the mana source's tendencies. With the effect approach, look for efficient mana and balanced effects. Below are several example decks from different archetypes, with brief analysis.
Foil Anurid Scavenger / Black Lotus / Foil / Orim's Chant / Tundra
There are three Foil archetypes: Lotus, Daze [alink=1][sup][1][/sup][/alink], and Storage Land [alink=2][sup][2][/sup][/alink]. Black Lotus is the best one-use mana source in the format and, consequently, produces the best Foil decks. To strong control it adds explosiveness, tending to get cards banned (Scavenger was banned, Magus [alink=3][sup][3][/sup][/alink] is banned). I include Chant instead of Misguided Rage or Wipe Away because it improves beatdown more these improve control. Core: Foil / Lotus or Foil / Daze or Foil / Storage.
Storage Land Control Beacon of Destruction / Energy Field / Molten Slagheap / Thoughtseize / Underground Sea
Storage lands are resilient; they are non-spell mana that completely circumvents Sphere of Resistance effects. The classic mistake in storage land decks is to devote the rest of the deck too strongly to control [alink=4][sup][4][/sup][/alink] [alink=5][sup][5][/sup][/alink]. This build succeeds through fast disruption. Core: Dual / Storage or Storage.
Three-Card Combo Black Lotus / Black Lotus / Black Lotus / Coercion / Rakdos, the Defiler
3CC improves 4CC. The lock is minimally weakened in exchange for a second independent mana source, which lets combo beat Foil. Core: Lotus / Lotus / Lotus or Lotus / Lotus / Land [alink=7][sup][7][/sup][/alink] or Lotus / Lotus / Will [alink=8][sup][8][/sup][/alink] [alink=9][sup][9][/sup][/alink] or Lotus / Lotus / Threat [alink=10][sup][10][/sup][/alink].
Digger Black Lotus / City of Traitors / Powder Keg / Soldevi Digger / Voidstone Gargoyle
Like Foil, Digger couples well with Lotus. A frequent debate is Keg versus Lotus-based disruption (Pillage with Gargoyle, Aura of Silence with Kodama [alink=11][sup][11][/sup][/alink]). I prefer Keg (with Gargoyle) for resilience against Mage and Chalice. Core: City / Digger / Lotus or City / Digger [alink=12][sup][12][/sup][/alink].
Karakas Cenn’s Tactician / Karakas / Leyline of Singularity / Meddling Mage / Mox Sapphire
This deck evenly balances its roles. Mage is proactive, and Karakas is hybrid. The redundant, land-based, win condition adds resilience [alink=13][sup][13][/sup][/alink]. The deck also illustrates a significant point; the core that creates a deck can differ from the core that best groups it with similar decks. Core: either Karakas / Leyline (effect) or Land + One-Use Acceleration (mana) [alink=14][sup][14]/sup][/alink].
One-Mana Control Chain of Vapor / Mishra’s Factory / Nezumi Shortfang / Thoughtseize / Underground Sea
Sleeper improves classic One-Mana Control [alink=15][sup][15][/sup][/alink]. By trading a spell for a land, it gains much greater resilience and stronger win conditions. Core: One-Mana Land.
Stack Chalice of the Void / Epochrasite / Mishra’s Workshop / Smokestack / Sol Ring
Stack splits more matches than any other deck on this list, and Chalice is the culprit. Chalice's disruption, by itself, is only marginally weaker than 4CC, but Stack playing second plays 4CB. Stack is better than other Shop decks [alink=16][sup][16][/sup][/alink] [alink=17][sup][17][/sup][/alink] because, like Sleeper, it adds a mana source for more powerful disruption. Core: either Stack (effect) or Shop / Repeat Artifact Mana (mana).
Five-Land Dust Bowl / Maze of Ith / Mishra's Factory / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
The pinnacle of resilience. Most disruption targets spells, and Five-Land is invulnerable. Five-land's disruption is hybrid and fast, but narrow; Five-Land is the only deck on this list that loses totally to 4CC or Stack, but a concession to beatdown provides some remedy [alink=18][sup][18][/sup]. Core: Tabernacle / Dust Bowl.
Lastly, after constructing one or several decks, you must choose a deck. Your choice is determined by the perceived metagame, through analysis of a gauntlet of possible decks. The final deck should be effective both broadly and against the best decks; avoid playing cards that are only narrowly relevant. Because 5CB is round-robin rather than Swiss, you benefit less from beating specific decks. The following steps create a methodical approach to metagaming:
1. Compile a list of all decks which you consider to be good or decent, including any variations of a deck that you think might be good. Twenty to thirty decks is an ideal starting point.
2. Play every deck against every other deck and compute the results. A deck's total score at this point is irrelevant.
3. Group similar decks and eliminate any deck which is clearly inferior to other decks in its group. Similarity is determined by how decks score against other decks; So, while decks sharing a core clearly belong together, you may be surprised which other decks are similar.
4. You probably won't find each group's best deck in one step. Eliminate decks in small batches and trends will become clearer. Repeat as many times as necessary. Stop when none of the remaining decks significantly overlap. You should be left with fifty to sixty percent of your starting decks. Note each deck's total score.
5. Note which decks score significantly below the average, and eliminate these decks one at a time, starting with the deck that has the lowest score. Decks which initially appear poor but are exceptional against the format's better decks should be spared. You should be left with about a third of your starting decks. Note each deck's total score.
6. Normalize each deck's scores from steps 4 and 5, then average the two. The decks that score best are strong both in general and against the format's best decks.
Deckbuilding is hard. You need to understand rules, fundamental concepts, and metagames. You need a method to generate and test new ideas, and your deck needs to carry all the weight of each game; You can't compensate with playskill. My advice: try some decks in a gauntlet, get experience calculating match results, and start to notice subtle interactions that you can exploit.
I'll have to test your method of categorization. I'm initially skeptical because you have so few categories. As a result, it seems like it should work in only one direction. That is, the categories are useful once you have a deck, but not for creating new decks.
My original explanation of deck construction was a bit off, as it valued mana bases too equally with other factors. I think the best way to start construction is to pick a concept and build around it. However, mana bases are one of the best ways to group finished decks and are useful considerations for tuning.
These are the archetypes I see (in no particular order): Foil (includes Commandeer), Storage Land, One Lotus, Two Loti, Digger, Repeat mana source with single-use mana source, One Land, Smokestack, Mishra's Workshop, Four Land
Unlike in the article, Shop is listed by itself. I've come to agree with bateleur that Smokestack does create differnent decks than Mishra's Workshop, though they can overlap.
On metagaming: The method I described is laborious and I've never used it exactly as described. I think it gives good results, but with some experience shortcuts can be taken.
I consider weekly metagame shifts less than I think most people do. I do assume that the previous week's winning deck will receive somewhat more hate, and so generally try not to be too similar to it. To me, a lot of metagames still appear very random, so I value consistency higher than any feeling of a "read" on the metagame.
The most common mistake I see is narrow cards. You addressed this somewhat in your own section on deckbuilding mistakes, but I have a more specific qualm: cards that are in decks solely to beat specific strategies. Remember: 5CB is more round robin than swiss. In cases where a deck is extremely powerful, it's possibly justified, but every time I've tried it I've failed (specifically: Misdirection).
Two minor points where I disagree with you:
Symbiotic Wurm shouldn't be grouped with all-in. Barring Foil (which is only a weakness of the one-lotus all-in), the dominant feature of Wurm is resilience. It's win condition isn't all that good, but it dodges common proactive disruption.
Second, the deck tests. It doesn't make sense to me that you should mandate resilience to specific effects unless those effects are really dominant. Thoughtseize and Daze should be thought of in the context of decks in a gauntlet rather than omnipresent disasters.
Lastly, I include the start of my own gauntlet which includes many archetypes, but also many similar variations. I was especially interested in learning more about Foil.
This week's format was Backbuild, Part Three:
Before each match, you trade decks with your opponent (your score counts the points listed in your column, rather than your row).
The deck you submit must always win against the following deck:
Plains / Island / Swamp / Mountain / Dryad Arbor
The normal banned list does not apply. Dryad Arbor and Planar Overlay are banned.
Rule 2.2 (restrictions on winning and discard) does not apply.
Heat 1
1 Mogg – City of Brass / Forest / Ghitu Encampment / Rainbow Vale / Rainbow Vale
I didn't want to kill things. I considered Hypergenesis and some combination of Nefarious Lich with Meteor Crater or Serra Sanctum but couldn't get it to work.
2 FuriouslySleepingIdea – Badlands / Blinkmoth Nexus / Final Fortune / Plateau / Tropical Island
Final Fortune was nice, but evasion is powerful.
3 IBjeremy – Blood Crypt / Breeding Pool / Hallowed Fountain / Rath's Edge / Spawning Pool
Hard to win, but between infinite regen-blocking and creature kill, hard to lose.
4 jordman – Desecration Elemental / Forbidden Orchard / Forbidden Orchard / Forbidden Orchard / Forbidden Orchard
People were fairly ready this time. Additionally, I still don't understand the four-Orchard approach; no deck will have enough power so quickly to actually race you, and Orchard doesn't accelerate them as Vale would.
5 dethwing – Badlands / Gods' Eye, Gate to the Reikai / Lotus Vale / Rath's Edge / Savannah
A drawback of Gods' Eye is that it doesn't tie up your mana attacking, so you can attack with your cannon at the ready.
6 math_geek – Dreadship Reef / Eon Hub / Slay / Tidewalker / Tundra
Slay was quite good this round. Take a look at Halinn's deck for a slower base.
7 Shogun17 – Glacial Chasm / Gods' Eye, Gate to the Reikai / Halls of Mist / Oasis / Watery Grave
A stronger blocker is better than removal, so this worked.
8 bman65 – Impatience / Rite of Flame / Rite of Flame / Seal of Fire / Simian Spirit Guide
Seal of Fire seems an odd choice here, since doming it forces them to have two spells. You also suffered splash-damage of the shift against Elemental.
9 joedredd – Blinkmoth Nexus / City of Brass / Deathmark / Rainbow Vale / Rainbow Vale
Winning and one life, with an inability to kill man-lands made you very consistent and powerful. Deathmark was a good choice.
10 Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
I love that this kills exactly one turn before Arbor kills you. That one turn was relevant against #2.
11 domogrue – Jungle Weaver / Mouth of Ronom / Snow-Covered Forest / Subterranean Hangar / Svogthos, the Restless Tomb
While it's hard to actually win against man-lands when your shooting and attacking mana is the same, shooting them for four makes them very dead.
12 Farik – Boseiju, Who Shelters All / Rath's Edge / Tinder Farm / Tinder Farm / Vitu-Ghazi, the City-Tree
One benefit of Vitu-Ghazi (compared to Gods') is its weakness to green creature destruction effects.
13 WhammWhamme – Deserted Temple / Deserted Temple / Forbidding Watchtower / Fountain of Cho / Sorrow's Path
You probably would have done better if I'd noticed your mistake earlier. That said, 1/5 vigilance is too strong against Rath's Edge and 1/1's.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3
1| X 3 2 0 0 6 6 0 6 6 2 0 0 | 36
2| 3 X 2 0 0 6 6 0 2 6 2 0 6 | 32
3| 2 2 X 2 2 6 2 0 2 0 2 2 2 | 30
4| 6 6 2 X 6 0 6 2 6 0 6 6 6 | 16
5| 6 6 2 0 X 6 2 0 6 6 2 2 0 | 26
6| 0 0 0 6 0 X 0 6 2 6 2 2 0 | 48
7| 0 0 2 0 2 6 X 0 6 6 0 2 2 | 38
8| 6 6 6 2 6 0 6 X 6 6 6 6 0 | 14
9| 0 2 2 0 0 2 0 0 X 0 2 2 0 | 52
0| 0 0 6 6 0 0 0 0 6 X 2 0 6 | 44
1| 2 2 2 0 2 2 6 0 2 2 X 2 0 | 34
2| 6 6 2 0 2 2 2 0 2 6 2 X 0 | 30
3| 6 0 2 0 6 6 2 6 6 0 6 6 X | 22
Heat 2
1 Xyre – Angelic Shield / Dark Suspicions / Hypergenesis / Lotus Bloom / Ward of Bones
This wins for most cards I had to look up (3). I wonder if there might have been a way to make this completely non-interactive; Angelic Shield was strong removal.
2 Magus819 – City of Brass / Icatian Store / Karoo / Orzhova, the Church of Deals / Rath's Edge
Unlike Xyre's deck, this one needs more interaction. Orzhova could completely ignore opponents' removal.
3 Halinn – Calciform Pools / Lava Tubes / Slay / Steeling Stance / Sustaining Spirit
I was impressed by how much better the slow-deck strategy was in this format compared to traditional backbuild. Slay was also a great way to include a dead card.
4 bateleur – Ancient Tomb / Ancient Tomb / Glacial Chasm / Gods' Eye, Gate to the Reikai / Rath's Edge
This has the same problem of the many other decks like this: good removal.
5 CanadianGreenBeret – Altar Golem / Blinkmoth Infusion / Fungal Reaches / Teferi's Isle / Soldevi Digger
This time, you weren't quite slow enough, and your recursion made you too resilient.
6 DragonDart – Impatience / Rainbow Vale / Rainbow Vale / Rainbow Vale / Vesuva
I was surprised that you switched from your first deck, but I can't fault you for it. Vesuva was by far the best creature removal. Congratulations on the win.
DragonDart's first deck was: Hollow Trees / Koskun Keep / Pendelhaven / Treacherous Urge / Vesuva.
7 Niv – Calciform Pools / Fungal Reaches / Squee, Goblin Nabob / Test of Endurance / Worthy Cause
Test was rarely relevant, because without it you had a fast, recursive, 1/1.
8 lOput – Barbarian Ring / Cephalid Coliseum / Desecration Elemental / Mana Crypt / Quicksilver Amulet
Though winning on 2 against Arbor makes your opponent effectively very fast, you're generally still faster.
9 YuanTi – City of Brass / City of Brass / City of Brass / Political Trickery / Word of Command
Sure, it can't easily win, but Word of Command messes with people.
10 Madmanquail – Bottomless Vault / Mouth of Ronom / Sanctum Plowbeast / Snow-Covered Forest / Svogthos, the Restless Tomb
See 1-11. Defender was a nice touch.
11 Krashbot – Ancient Tomb / Nomad Stadium / Rainbow Vale / Rath's Edge / Vitu-Ghazi, the City-Tree
Losing to Slay was key.
12 ced395 – Abandoned Outpost / Blood Crypt / Gods' Eye, Gate to the Reikai / Rath's Edge / Yavimaya Hollow
Broad removal that doesn't interfere with your win condition is still too strong.
13 bmh – Ancient Tomb / Boseiju, Who Shelters All / Gods' Eye, Gate to the Reikai / Hall of the Bandit Lord / Rath's Edge
The pain-lands were an interesting idea, but ultimately didn't matter much in this type of deck. See #12.
X| 1 2 3 4 5 6 7 8 9 0 1 2 3
1| X 0 6 2 0 2 0 0 2 2 2 2 2 | 38
2| 6 X 6 6 6 6 0 0 2 6 6 6 6 | 14
3| 0 0 X 0 0 6 0 6 2 2 6 0 0 | 46
4| 2 0 6 X 0 6 0 0 6 2 2 2 2 | 34
5| 6 0 6 6 X 6 0 6 2 6 6 6 6 | 14
6| 2 0 0 0 0 X 0 2 2 0 0 0 0 | 60
7| 6 6 6 6 6 6 X 6 6 6 6 6 6 | 0
8| 6 6 0 6 0 2 0 X 0 6 6 6 6 | 26
9| 2 2 2 0 2 2 0 6 X 2 2 2 2 | 30
0| 2 0 2 2 0 6 0 0 2 X 2 2 2 | 38
1| 2 0 0 2 0 6 0 0 2 2 X 2 2 | 42
2| 2 0 6 2 0 6 0 0 2 2 2 X 2 | 36
3| 2 0 6 2 0 6 0 0 2 2 2 2 X | 36
Finals
1 math_geek – Dreadship Reef / Eon Hub / Slay / Tidewalker / Tundra
2 Shogun17 – Glacial Chasm / Gods' Eye, Gate to the Reikai / Halls of Mist / Oasis / Watery Grave
3 joedredd – Blinkmoth Nexus / City of Brass / Deathmark / Rainbow Vale / Rainbow Vale
4 Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
5 Xyre – Angelic Shield / Dark Suspicions / Hypergenesis / Lotus Bloom / Ward of Bones
6 Halinn – Calciform Pools / Lava Tubes / Slay / Steeling Stance / Sustaining Spirit
7 DragonDart – Impatience / Rainbow Vale / Rainbow Vale / Rainbow Vale / Vesuva
8 Madmanquail – Bottomless Vault / Mouth of Ronom / Sanctum Plowbeast / Snow-Covered Forest / Svogthos, the Restless Tomb
9 Krashbot – Ancient Tomb / Nomad Stadium / Rainbow Vale / Rath's Edge / Vitu-Ghazi, the City-Tree
X| 1 2 3 4 5 6 7 8 9
1| X 0 0 6 6 6 6 2 2 | 16
2| 6 X 6 6 2 6 6 0 2 | 10
3| 6 0 X 0 6 6 6 2 2 | 16
4| 0 0 6 X 2 0 6 2 6 | 22
5| 0 2 0 2 X 6 2 2 2 | 22
6| 0 0 0 6 0 X 6 2 6 | 26
7| 0 0 0 0 2 0 X 0 0 | 46
8| 2 6 2 2 2 2 6 X 2 | 14
9| 2 2 2 0 2 0 6 2 X | 22
1 DragonDart (7): 46
2 Halinn (6): 26
3 Krashbot (9): 22
3 Personman (4): 22
3 Xyre (5): 22
6 joedredd (3): 16
6 math_geek (1): 16
8 Madmanquail (8): 14
9 Shogun17 (2): 10
DragonDart wins 5CB #92.
0. Overview
Five Card Blind (5CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit five-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the Magic: The Gathering Comprehensive Rules.
1.2. Players' decks contain exactly five cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
2. Tournament Rules
2.1. Players submit their decks to the 5CB moderator (Mogg).
2.2. A player may not submit a deck that can – against any deck – win the game or force more than one card in an opponent's hand to change zones before an opponent's second turn.
2.3. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information.
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.6. In rounds of twenty or more players, players are divided randomly into equally-sized heats of n players, where n is the number of players divided by ten (rounded down).
2.7. The player with the most POTM points over the course of a month becomes the Player of the Month.
Season 1
March 2005
Round 1 r_x, Greebo, zorbop
Round 2 Ankh-Morpokian
Round 3 Greebo
Round 4 Chimpanzee
POTM: Greebo
April 2005
Round 5 help im a bug, Draco9_1_1 (Only Creatures)
Round 6 Greebo (Only Creatures)
Round 7 spuzzem king
Round 8 bateleur
POTM: spuzzem king
May 2005
Round 9 Feyd_Ruin (Only Multicolor)
Round 10 jcsuperstar (Only Multicolor)
Round 11 Lone Warrior
Round 12 Wanderer359
POTM: WhammWhamme
June 2005
Round 13 Silver Seraph, Greebo (Titania's Song)
Round 14 WhammWhamme (Titania's Song)
Round 15 Tahn (Artist Tribute)
Round 16 Lone Warrior (Artist Tribute)
POTM: bateleur, Greebo
July 2005
Round 17 Shadowlord
Round 18 bateleur
Round 19 Shadowlord (Pay 19: Add 1)
Round 20 Greebo (Pay 19: Add 1)
POTM: Shadowlord
August 2005
Round 21 Greebo
Round 22 Greebo
Round 23 spuzzem king (One-Million Life)
Round 24 WhammWhamme (One-Million Life)
POTM: Greebo
September 2005
Round 25 Chimpanzee, Shadowlord
Round 26 dasheiff
Round 27 Chimpanzee (Orrery)
Round 28 Halinn (Orrery)
POTM: jcsuperstar
October 2005
Round 29 Beaker
Round 30 Feuerdrache, Wanderer359
Round 31 r_x (Dream Halls)
Round 32 Puzzle (Dream Halls)
POTM: Chimpanzee
November 2005
Round 33 bateleur
Round 34 Shadowlord
Round 35 jcsuperstar (Backbuild)
Round 36 jcsuperstar (Backbuild)
POTM: bateleur
December 2005
Round 37 bateleur
Round 38 Wanderer359
Round 39 WhammWhamme (Ban a Card)
Round 40 dasheiff, Lone Warrior (Ban a Card)
POTM: Beaker
January 2006
Round 41 Lone Warrior
Round 42 Silver Seraph
Round 43 Trojan (1984)
Round 44 Beaker (1984)
POTM: Lone Warrior
February 2006
Round 45 bateleur
Round 46 Halinn
Round 47 bateleur (7 Life)
Round 48 Chimpanzee (7 Life)
POTM: bateleur
March 2006
Round 49 armlx
Round 50 bateleur
Round 51 armlx (Leyline)
Round 52 Chimpanzee, Greebo (Leyline)
POTM: armlx
April 2006
Round 53 jcsuperstar
Round 54 armlx
Round 55 bateleur (Epic)
Round 56 Xyre (Epic)
POTM: jcsuperstar
May 2006
Round 57 jcsuperstar
Round 58 Pingele_Pats (Banathon)
Round 59 Amadi (Banathon)
Round 60 Solitaire (Banathon)
POTM: Pingele_Pats
June 2006
Round 61 Farik (One-Million Life)
Round 62 Wrath_of_Dog, zu_Faul (Leyline)
Round 63 Beaker (7 Life)
POTM: silicon
July 2006
Round 64 Pingele_Pats (Multi-Set)
Round 65 WhammWhamme, zu_Faul (Extended)
POTM: None
September 2007
Round 1 (Introduction)
Round 2 andelijah
POTM: None
October 2007
Round 3 Mogg
Round 4 Chimpanzee (Lorwyn)
Round 5 Meat Popsicle (Repeat Letters)
Round 6 Mogg (10 Life)
POTM: Mogg
November 2007
Round 7 Death_By_Beebles
Round 8 jcsuperstar (Mindslaver)
Round 9 Mogg (Thanksgiving Special)
Round 10 Mogg (Thanksgiving Special, Part Two)
POTM: Mogg
December 2007
Round 11 carrion pigeons
Round 12 Mogg (Later Alphabet)
Round 13 Mogg (Backbuild)
Round 14 Xyre (Backbuild)
POTM: Mogg
January 2008
Round 15 armlx
Round 16 Chimpanzee (Auras)
Round 17 Mogg (Doubling Season)
Round 18 carrion pigeons, Chimpanzee (Doubling Season)
Round 19 WhammWhamme (31 Bans)
POTM: Mogg
February 2008
Round 20 Chimpanzee
Round 21 Mogg (Combat)
Round 22 Mogg (Combat)
Round 23 Knowledge
POTM: Mogg
March 2008
Round 24 Mogg (Consecutive Names)
Round 25 Chimpanzee (Consecutive Names)
Round 26 The Mad Tapper
Round 27 The Mad Tapper
POTM: The Mad Tapper
April 2008
Round 28 The Mad Tapper (DC5)
Round 29 jcsuperstar (DC5)
Round 30 jcsuperstar (< 20)
Round 31 bateleur
POTM: bateleur
May 2008
Round 32 WhammWhamme (Leyline)
Round 33 Silver Seraph (Mana Market)
Round 34 bateleur (Helm of Awakening and Mirari)
Round 35 Alfred (Pre-entered Decks)
POTM: bateleur
June 2008
Round 36 bateleur, YuanTi
Round 37 WhammWhamme (Favorite Colors)
Round 38 YuanTi (Lotus)
Round 39 Mogg (Mogg Week)
POTM: WhammWhamme
July 2008
Round 40 bateleur (Mulligans)
Round 41 Mogg
Round 42 Chimpanzee
Round 43 ced395 (Even)
POTM: Mogg
August 2008
Round 44 WhammWhamme (Odd)
Round 45 Farik (No Bans)
Round 46 Mogg
POTM: Error1
September 2008
Round 47 ghweiss (Low-Scoring)
Round 48 theeguy (Backbuild, Part Two)
Round 49 Mogg
Round 50 Mogg (50 Life)
Round 51 Error1 (Landline)
POTM: Mogg
October 2008
Round 52 Shogun17 (Exploration)
Round 53 MT_Gunn (Multicolor Discount)
Round 54 Silkenfist (2-2)
Round 55 bateleur, WhammWhamme
POTM: Error1
November 2008
Round 56 Error1 (Colorless Creatures)
Round 57 Knowledge, Silkenfist (Legendary Creatures)
POTM: None
December 2008
Round 58 (Introduction)
Round 59 Halinn
Round 60 Halinn
Round 61 ced395 (Christmas Special)
Round 62 MyNameIsFourteen (New Year's Special)
POTM: None
January 2009
Round 63 Mogg
Round 64 Mogg (Nemesis)
Round 65 MyNameIsFourteen (Nemesis)
Round 66 Mogg
POTM: Mogg
February 2009
Round 67 Chimpanzee
Round 68 MyNameIsFourteen (Lovely Letters)
Round 69 Naphtali (Lovely Letters, Part 2)
Round 70 bateleur
POTM: bateleur
March 2009
Round 71 ced395, Chimpanzee
Round 72 ced395 (Activated)
Round 73 WhammWhamme (Activated)
Round 74 bateleur
POTM: Chimpanzee
April 2009
Round 75 Xyre
Round 76 Mogg, ngollon (Landline-Orrery)
Round 77 Mogg (Landline-Orrery)
Round 78 Mogg
POTM: Mogg
May 2009
Round 79 bateleur
Round 80 ced395 (Upwelling)
Round 81 Mogg (Upwelling)
Round 82 Halinn
Round 83 r_x_
New Player Round math_geek
POTM: Mogg
June 2009
Round 84 Kekekekeke (Block Party)
Round 85 FuriouslySleepingIdea (Block Party)
Round 86 Mogg
Round 87 Farik
POTM: Mogg
July 2009
Round 88 bateleur, dethwing (Infinite Cards)
Round 89 Farik, lOput (Infinite Cards)
Round 90 Farik, Mogg, Personman
Round 91 Madmanquail
Round 92 bateleur (Backbuild, Part Three)
POTM: Madmanquail
August 2009
Round 93 DragonDart (Backbuild, Part Three)
Rounds
Mogg: 24
bateleur: 18
Chimpanzee: 12
WhammWhamme: 10
Greebo: 8
jcsuperstar: 8
ced395: 5
Farik: 5
Halinn: 5
armlx: 4
Lone Warrior: 4
Shadowlord: 4
Beaker: 3
MyNameIsFourteen: 3
r_x_: 3
Silver Seraph: 3
The Mad Tapper: 3
Wanderer359: 3
Xyre: 3
carrion pigeons: 2
dasheiff: 2
Error1: 2
Knowledge: 2
Pingele_Pats: 2
Silkenfist: 2
spuzzem king: 2
YuanTi: 2
zu_Faul: 2
Alfred: 1
Amadi: 1
andelijah: 1
Ankh-Morpokian: 1
Death By Beebles: 1
dethwing: 1
Draco9_1_1: 1
DragonDart: 1
Feuerdrache: 1
Feyd_Ruin: 1
FuriouslySleepingIdea: 1
ghweiss: 1
help im a bug: 1
Kekekekeke: 1
lOput: 1
Madmanquail: 1
Meat Popsicle: 1
MT Gunn: 1
Naphtali: 1
ngollon: 1
Personman: 1
Puzzle: 1
Shogun17: 1
Solitaire: 1
Tahn: 1
theeguy: 1
Trojan: 1
Wrath_of_Dog: 1
zorbop: 1
POTM
Mogg: 11
bateleur: 6
Greebo: 3
Chimpanzee: 2
Error1: 2
jcsuperstar: 2
WhammWhamme: 2
armlx: 1
Beaker: 1
Lone Warrior: 1
Madmanquail: 1
Pingele_Pats: 1
Shadowlord: 1
silicon: 1
spuzzem king: 1
The Mad Tapper: 1
Dom Camus
Five Card Blind
Nick Chandler-Klein:
Three Card Blind: A Whole Different Format (Part 1)
Three Card Blind: A Whole Different Format (Part 2)
Three Card Blind: A Whole Different Format (Part 3)
Alex Hoffman:
Going Blind: A First Look at Lands
Going Blind: A Non-Basic Approach
Going Blind: Metagaming – Being Overly Analytical
Going Blind: Metagaming #2 – All Decked Out
Going Blind: XCB Metagaming – A Prolonged Conclusion
Deck Submission Deadline:
Friday, August 14th, 2:00 pm PST.
Please use this thread to discuss any aspect of 5CB. Also, consider a subscription to 5CB. Subscribed players who have not already submitted a deck receive a reminder PM about two days before deadline. PM me to subscribe.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Except for being illegal.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Fattycakes Zombie of Clan Limited
Durr.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
Shogun17 – Glacial Chasm / Gods' Eye, Gate to the Reikai / Halls of Mist / Oasis / Watery Grave
He can easily play God's Eye, then sac it to Chasm, then not pay for Chasm before I can do anything. If he wants to take even less damage, he can play and not pay for Halls as well.
Should be 0-6 instead of 6-0.
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
bman65 – Impatience / Rite of Flame / Rite of Flame / Seal of Fire / Simian Spirit Guide
As you mentioned in the comments, Seal means I have to have two spells - on two different turns. But Celestial Dawn turns my storage land into a Plains, so unless I float the mana I can never cast more than one spell, and unless this was secretly Upwelling week too, that means I can never cast a spell after the turn I play Celestial Dawn. So I'm pretty sure I lose this one.
Should be 0-6 instead of 2-2.
vs.
11 domogrue – Jungle Weaver / Mouth of Ronom / Snow-Covered Forest / Subterranean Hangar / Svogthos, the Restless Tomb
is marked as 2-2, but I think it should be 0-6.
If I ever do make my 1/1, he just shoots it with the Mouth, then eventually attacks and kills me. If I don't make my 1/1, then he just attacks and kills me.
I knew Vesuva would be great, but I didn't think I'd actually win, not to mention by that much... Sweet.
Before submitting my final deck, I agonized over whether it was more important to include 4 basic land types or if all Vales would be better. It seems like an awareness of Mask of Intolerance has been enough to make that deck near-unplayable because of just the few people who will play enough land types to lose to you.
I only really enjoy 5CB when it's backbuild, but I understand why it'd be less than exciting to do it more frequently, as there are only so many archetypes that really stand a chance. That said, it would be interesting to see a round where Impatience is banned... I ended up going with it because no matter what I tried I couldn't seem to find anything more efficient at losing and drawing in this format... in any case, I'll be waiting for the next time backbuild comes around.
Personman – Blood Oath / Celestial Dawn / Icatian Store / Regrowth / Sunder
vs.
Madmanquail – Bottomless Vault / Mouth of Ronom / Sanctum Plowbeast / Snow-Covered Forest / Svogthos, the Restless Tomb
I can't see how this is different at all from my match aganst domogrue in my heat, where it was a tie. He activates Svogthos for 0 on turn 6, I can only hit him for 18, and he can't do anything to me.
Should be 2-2 instead of 6-0.
EDIT: Past idiocy preserved in spoilers for posterity. The following is false:
vs.
joedredd – Blinkmoth Nexus / City of Brass / Deathmark / Rainbow Vale / Rainbow Vale
This is a correction in my heat as well. If he never attacks, and always gives me both Rainbow Vales, I can never hit him for more than 12. Of course, if he starts attacking he'll get down to 12, so he doesn't. So this should be a tie as well.
Should be 2-2 instead of 6-0.
9 Krashbot - Ancient Tomb / Nomad Stadium / Rainbow Vale / Rath's Edge / Vitu-Ghazi, the City-Tree
The only way for me to survive the Blood Oaths is for me to get rid of at least 2 lands and take no more than 1 damage in the process. My deck has no way of getting rid of three lands (Rainbow Vale is one, and then I have mana to sac one more to Rath's Edge). If I just get rid of the Vale then I still take 24 and die. However, if I ever sac anything to Rath's Edge, the only way to generate enough mana is to use the Ancient Tomb, which brings me down to 18 (or lower if I also use the Nomad Stadium), meaning the 18 from Sunder + 2x Blood Oath kills me. There is no way for my deck to get rid of more than 2 lands.
Winner of the Weekly Signature & Avatar Contest Weeks 51, 59, 78, & 118.
I don't care if I was framed for murder if I only got a warning I would let it go.
Even if he gives you the Vales, they still return to his hand when you cast Sunder, since he is their owner.
You'd definitely want a different benchmark deck, though. Run that format with the Dryad Arbor deck and every single submission would be Foil-based!
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
My process thus far has been 'look at previous weeks results, pick a deck that was very good but didn't quite win, then modify it to beat the deck that did win'. This worked quite well for me in my first round, where I tied for first, and less well in my second. We'll see how I do this week! (I haven't actually really even started thinking, which is kinda bad. I should get on that.)
You force him to play Mana Crypt.
@ MMQ:
Bravo. I'll have more to say later today, because there's a lot of good stuff in your post.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm much less inclined towards deck classification than you. For me, it's all about specific dominant decks. This inevitably results in me metagaming more than I should. When the field's broadly as I expect, I do well. When it's not, I get hosed!
For me, Rakdos does not epitomise the all-in deck. My benchmark is always my beloved Lattice/Song deck (with varying fifth cards). That's not to say I run it much in modern 5CB, but it's always an auto-include in my gauntlet. Similarly I rarely run Foil but always consider it.
What I'm always most interested in is small tweaks to existing decks or attempts to find new cards worthy of regular 5CB play (but seldom new archetypes). Because I play quite a bit of Limited and EDH I tend to explore both new and old cardpools quite extensively, which lends itself to this approach.
My biggest weakness in 5CB is a tendency to miss when "known good" decks are actually likely to suck in a particular context and submit them anyway. The amount of time I devote to 5CB rounds varies a lot and it's the underprepared rounds where I tend to miss this kind of problem.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Below is a draft of an article that I intended to post shortly after bateleur's, but never finished. Some of my perceptions have changed since writing this, which I'll explain in the second spoiler, along with specific responses to some of MMQ's ideas.
5CB: Basic Strategy
This is not a Five-Color Bloodbraid primer. 5CB is Five Card Blind. If that isn't familiar, I recommend this introductory article. Rules are explained in the spoiler below.
0. Overview
Five Card Blind (5CB) is a weekly Magic tournament, run entirely within this forum. To compete, players submit five-card decks which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
1. Game Rules
1.1. Except for the changes described in these rules, games follow the Magic: The Gathering Comprehensive Rules.
1.2. Players' decks contain exactly five cards, which begin the game in hand. Players do not mulligan or sideboard.
1.3. Players' libraries begin the game empty. A player does not lose the game as a result of being unable to draw a card.
1.4. A random effect produces the result that least benefits the owner of the source of the effect.
2. Tournament Rules
2.1. Players submit their decks to the 5CB moderator (Mogg).
2.2. A player may not submit a deck that can, against any deck, win the game or force more than one card in an opponent's hand to change zones before an opponent's second turn.
2.3. A deck may include any number of any card legal in Vintage (Type 1), with the exception of the following banned cards:
2.4. Each player plays one match, consisting of two games, against each other player. Each player is the starting player once per match. Results assume optimal play and perfect information (a player that can't win or draw plays to not lose for as many turns as possible).
2.5. Points determine tournament standings. Players are ranked, first to last, in order of decreasing number of points.
2.6. The player with the most points over the course of a month becomes the Player of the Month.
Consider the opening dynamic in Magic. The starting player can attack and play key spells first, but the second player is compensated with an extra draw – both an extra resource and mulligan insurance. In 5CB, lacking draws and randomness, the second player lacks compensation. With strong mana sources and spells, the starting player has a pure and significant advantage. Typically, he wins by pressing his advantage, and his opponent wins by resisting. The starting player's advantage favors beatdown (seeks to end the game) and forces the opponent to play control (seeks to prolong the game); To win, the second player must not lose to the starting player's tempo advantage and disruption.
Decks can focus their resources toward either role. Beatdown decks are consistent. They maximize the starting player advantage at the expense of a control plan and consequently split most matches. By contrast, control decks tend to win or lose outright. They are more likely to score high, but also more likely to finish last. A strong and consistent deck maximizes its sum effectiveness playing both roles, ideally so that a shift toward either role would yield a diminished marginal return.
The beatdown-control dichotomy is characterized by different types of disruption. Disruption minimizes the ways an opponent can meaningfully interact, a simplification of all Magic strategy. It is the component of a deck that is irrelevant against an unresisting opponent - any card, trait, or effect that does not deal damage or provide the mana to do so. Disruption can be proactive, reactive, or inherent.
Proactive disruption (PD) is irrelevant after an opponent resists, and reactive disruption (RD) is irrelevant before. Examples of PD include Chalice of the Void, Meddling Mage, and Thoughtseize. Examples of RD include Chain of Vapor, Oblivion Ring, and Vindicate. PD is non-interactive and RD tries to gainfully interact; PD characterizes beatdown and RD characterizes control.
Generally, PD is much stronger than RD. It is cheaper (Seize vs. Ring) and can more easily negate an entire strategy (Mage naming Lotus). Furthermore, RD allows PD to be relevant regardless of turn order (Vindicate lets an opponent tap for Thoughtseize). Competitive RD is usually an RD-PD hybrid. Examples include Foil, Karakas, Powder Keg, and Smokestack. These cards – excluding Foil – can be played before an opponent's turn, but are effective regardless of turn order. Foil is a hybrid because it is relevant regardless of turn order but, like PD, negates the entire effect of a card and allows its controller to tap out.
Inherent disruption – resilience – is a trait of control. It is disruption that only disrupts disruption. For example, five-land, Soldevi Digger, and Yawgmoth's Will decks are resilient against Thoughtseize and Foil, and Kodama of the North Tree is resilient against Chain of Vapor and blocking Mishra's Factories. Because games are often decided by the impact of first-turn disruption, resilience is critical. However, resilience is not practically feasible against beatdown decks, such as [alink=Lattice]Lattice[/alink]. Spirit Guides add resilience, but at a significant cost to other matches. Inherent disruption should integrate naturally.
Strong consistent decks balance immediate relevance with resilience. Once you can identify the elements of each trait, you are ready to build a deck. The simplest approach is to consider a core of generally two or three cards, which can be either a mana source or an effect. The core gives direction. Aggressive decks tend to play more, less resilient, mana sources. Resilient decks tend to play fewer, more resilient, mana sources (Current five-land decks actually depend on one mana source, Urborg, Tomb of Yawgmoth). With the mana approach, look for the best spells at a given cost that match the mana source's tendencies. With the effect approach, look for efficient mana and balanced effects. Below are several example decks from different archetypes, with brief analysis.
Foil
Anurid Scavenger / Black Lotus / Foil / Orim's Chant / Tundra
There are three Foil archetypes: Lotus, Daze [alink=1][sup][1][/sup][/alink], and Storage Land [alink=2][sup][2][/sup][/alink]. Black Lotus is the best one-use mana source in the format and, consequently, produces the best Foil decks. To strong control it adds explosiveness, tending to get cards banned (Scavenger was banned, Magus [alink=3][sup][3][/sup][/alink] is banned). I include Chant instead of Misguided Rage or Wipe Away because it improves beatdown more these improve control. Core: Foil / Lotus or Foil / Daze or Foil / Storage.
Storage Land Control
Beacon of Destruction / Energy Field / Molten Slagheap / Thoughtseize / Underground Sea
Storage lands are resilient; they are non-spell mana that completely circumvents Sphere of Resistance effects. The classic mistake in storage land decks is to devote the rest of the deck too strongly to control [alink=4][sup][4][/sup][/alink] [alink=5][sup][5][/sup][/alink]. This build succeeds through fast disruption. Core: Dual / Storage or Storage.
Four-Card Combo
Black Lotus / Channel / March of the Machines / Mycosynth Lattice / Shattering Spree
Four-Card Combo usually wins on the play, but loses going second to most common disruption. Playing 4CC to win matches is like driving a Mustang for the gas mileage. Core: Lotus / Channel or Eureka / Lotus / Land [alink=6][sup][6][/sup][/alink].
Three-Card Combo
Black Lotus / Black Lotus / Black Lotus / Coercion / Rakdos, the Defiler
3CC improves 4CC. The lock is minimally weakened in exchange for a second independent mana source, which lets combo beat Foil. Core: Lotus / Lotus / Lotus or Lotus / Lotus / Land [alink=7][sup][7][/sup][/alink] or Lotus / Lotus / Will [alink=8][sup][8][/sup][/alink] [alink=9][sup][9][/sup][/alink] or Lotus / Lotus / Threat [alink=10][sup][10][/sup][/alink].
Digger
Black Lotus / City of Traitors / Powder Keg / Soldevi Digger / Voidstone Gargoyle
Like Foil, Digger couples well with Lotus. A frequent debate is Keg versus Lotus-based disruption (Pillage with Gargoyle, Aura of Silence with Kodama [alink=11][sup][11][/sup][/alink]). I prefer Keg (with Gargoyle) for resilience against Mage and Chalice. Core: City / Digger / Lotus or City / Digger [alink=12][sup][12][/sup][/alink].
Karakas
Cenn’s Tactician / Karakas / Leyline of Singularity / Meddling Mage / Mox Sapphire
This deck evenly balances its roles. Mage is proactive, and Karakas is hybrid. The redundant, land-based, win condition adds resilience [alink=13][sup][13][/sup][/alink]. The deck also illustrates a significant point; the core that creates a deck can differ from the core that best groups it with similar decks. Core: either Karakas / Leyline (effect) or Land + One-Use Acceleration (mana) [alink=14][sup][14]/sup][/alink].
One-Mana Control
Chain of Vapor / Mishra’s Factory / Nezumi Shortfang / Thoughtseize / Underground Sea
Sleeper improves classic One-Mana Control [alink=15][sup][15][/sup][/alink]. By trading a spell for a land, it gains much greater resilience and stronger win conditions. Core: One-Mana Land.
Stack
Chalice of the Void / Epochrasite / Mishra’s Workshop / Smokestack / Sol Ring
Stack splits more matches than any other deck on this list, and Chalice is the culprit. Chalice's disruption, by itself, is only marginally weaker than 4CC, but Stack playing second plays 4CB. Stack is better than other Shop decks [alink=16][sup][16][/sup][/alink] [alink=17][sup][17][/sup][/alink] because, like Sleeper, it adds a mana source for more powerful disruption. Core: either Stack (effect) or Shop / Repeat Artifact Mana (mana).
Five-Land
Dust Bowl / Maze of Ith / Mishra's Factory / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
The pinnacle of resilience. Most disruption targets spells, and Five-Land is invulnerable. Five-land's disruption is hybrid and fast, but narrow; Five-Land is the only deck on this list that loses totally to 4CC or Stack, but a concession to beatdown provides some remedy [alink=18][sup][18][/sup]. Core: Tabernacle / Dust Bowl.
Lastly, after constructing one or several decks, you must choose a deck. Your choice is determined by the perceived metagame, through analysis of a gauntlet of possible decks. The final deck should be effective both broadly and against the best decks; avoid playing cards that are only narrowly relevant. Because 5CB is round-robin rather than Swiss, you benefit less from beating specific decks. The following steps create a methodical approach to metagaming:
Deckbuilding is hard. You need to understand rules, fundamental concepts, and metagames. You need a method to generate and test new ideas, and your deck needs to carry all the weight of each game; You can't compensate with playskill. My advice: try some decks in a gauntlet, get experience calculating match results, and start to notice subtle interactions that you can exploit.
Decks
1. Daze / Foil / Nether Spirit / Thallid / Tropical Island
2. Energy Field / Foil / Guile / Island / Saprazzan Cove
3. Black Lotus / Foil / Glowrider / Island / Magus of the Moon (Illegal)
4. Commandeer / Energy Field / Palinchron / Saprazzan Cove / Snapback
5. Dread / Dreadship Reef / Scrubland / Thoughtseize / Vindicate
6. Black Lotus / City of Traitors / Eureka / Illusions of Grandeur / Sky Swallower
7. Barren Glory / Black Lotus / Black Lotus / Flagstones of Trokair / Orim's Chant (Illegal)
8. Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Mesmeric Fiend
9. Black Lotus / Black Lotus / Blood Moon / Preacher / Yawgmoth's Will
10. Black Lotus / Black Lotus / Glowrider / Magus of the Moon / Preacher (Illegal)
11. Aura of Silence / Black Lotus / City of Traitors / Kodama of the North Tree / Soldevi Digger
12. Chalice of the Void / City of Traitors / Mishra's Factory / Powder Keg / Soldevi Digger
13. Black Lotus / Karakas / Leyline of Singularity / Leyline of the Void / Opalescence
14. Ajani Vengeant / Black Lotus / Chain of Vapor / Daze / Tundra
15. Chain of Vapor / Raze / Thallid / Thoughtseize / Undiscovered Paradise
16. Anvil of Bogardan / Chalice of the Void / Ensnaring Bridge / Mishra's Workshop / The Rack
17. Anvil of Bogardan / Chalice of the Void / Mishra's Workshop / The Rack / The Rack
18. Dust Bowl / Mishra's Factory / The Tabernacle at Pendrell Vale / Thoughtseize / Urborg, Tomb of Yawgmoth
I'll have to test your method of categorization. I'm initially skeptical because you have so few categories. As a result, it seems like it should work in only one direction. That is, the categories are useful once you have a deck, but not for creating new decks.
My original explanation of deck construction was a bit off, as it valued mana bases too equally with other factors. I think the best way to start construction is to pick a concept and build around it. However, mana bases are one of the best ways to group finished decks and are useful considerations for tuning.
These are the archetypes I see (in no particular order): Foil (includes Commandeer), Storage Land, One Lotus, Two Loti, Digger, Repeat mana source with single-use mana source, One Land, Smokestack, Mishra's Workshop, Four Land
Unlike in the article, Shop is listed by itself. I've come to agree with bateleur that Smokestack does create differnent decks than Mishra's Workshop, though they can overlap.
On metagaming: The method I described is laborious and I've never used it exactly as described. I think it gives good results, but with some experience shortcuts can be taken.
I consider weekly metagame shifts less than I think most people do. I do assume that the previous week's winning deck will receive somewhat more hate, and so generally try not to be too similar to it. To me, a lot of metagames still appear very random, so I value consistency higher than any feeling of a "read" on the metagame.
The most common mistake I see is narrow cards. You addressed this somewhat in your own section on deckbuilding mistakes, but I have a more specific qualm: cards that are in decks solely to beat specific strategies. Remember: 5CB is more round robin than swiss. In cases where a deck is extremely powerful, it's possibly justified, but every time I've tried it I've failed (specifically: Misdirection).
Two minor points where I disagree with you:
Symbiotic Wurm shouldn't be grouped with all-in. Barring Foil (which is only a weakness of the one-lotus all-in), the dominant feature of Wurm is resilience. It's win condition isn't all that good, but it dodges common proactive disruption.
Second, the deck tests. It doesn't make sense to me that you should mandate resilience to specific effects unless those effects are really dominant. Thoughtseize and Daze should be thought of in the context of decks in a gauntlet rather than omnipresent disasters.
1 – Abolish / Anurid Scavenger / Black Lotus / Foil / Tundra
2 – Anurid Scavenger / Aura of Silence / Black Lotus / Foil / Island
3 – Anurid Scavenger / Black Lotus / Foil / Island / Pillage
4 – Anurid Scavenger / Black Lotus / Foil / Island / Misguided Rage
5 – Anurid Scavenger / Black Lotus / Foil / Island / Wipe Away
6 – Anurid Scavenger / Black Lotus / Chain of Vapor / Foil / Island
7 – Anurid Scavenger / Black Lotus / Flame Javelin / Foil / Island
8 – Anurid Scavenger / Black Lotus / Foil / Lightning Bolt / Volcanic Island
9 – Anurid Scavenger / Black Lotus / Foil / Orim's Chant / Tundra
10 – Black Lotus / Foil / Indentured Djinn / Island / Nether Spirit
11 – Daze / Foil / Nether Spirit / Thallid / Tropical Island
12 – Commandeer / Energy Field / Palinchron / Saprazzan Cove / Snapback
13 – Beacon of Destruction / Energy Field / Molten Slagheap / Thoughtseize / Underground Sea
14 – Aura of Silence / Black Lotus / Black Lotus / Empty the Warrens / Yawgmoth's Will
15 – Black Lotus / Black Lotus / Empty the Warrens / Viridian Zealot / Yawgmoth's Will
16 – Black Lotus / Black Lotus / Empty the Warrens / Mesmeric Fiend / Yawgmoth's Will
17 – Black Lotus / Black Lotus / Blood Moon / Glowrider / Preacher
18 – Black Lotus / Black Lotus / Blood Moon / Preacher / Yawgmoth's Will
19 – Black Lotus / Black Lotus / Black Lotus / Coercion / Rakdos, the Defiler
20 – Black Lotus / City of Traitors / Dramatic Entrance / Progenitus / Soldevi Digger
21 – Black Lotus / Channel / Decree of Silence / Lich's Mirror / Rishadan Brigand
22 – Black Lotus / City of Traitors / Powder Keg / Soldevi Digger / Voidstone Gargoyle
23 – Black Lotus / City of Traitors / Pillage / Soldevi Digger / Voidstone Gargoyle
24 – Chalice of the Void / City of Traitors / Mishra's Factory / Powder Keg / Soldevi Digger
25 – City of Traitors / Mox Ruby / Painter's Servant / Red Elemental Blast / Soldevi Digger
26 – Ajani Vengeant / Black Lotus / Chain of Vapor / Daze / Tundra
27 – Cenn's Tactician / Karakas / Leyline of Singularity / Meddling Mage / Mox Sapphire
28 – Chain of Vapor / Mishra's Factory / Nezumi Shortfang / Thoughtseize / Underground Sea
29 – Mishra's Factory / Nezumi Shortfang / Swamp / The Rack / Thoughtseize
30 – Beckon Apparition / Mishra's Factory / Snuff Out / Thoughtseize / Urborg, Tomb of Yawgmoth
31 – Karakas / Leyline of Singularity / Mana Tithe / Mishra's Factory / Mishra's Factory
32 – Chalice of the Void / Eater of Days / Gods' Eye, Gate to the Reikai / Mishra's Workshop / Smokestack
33 – Chalice of the Void / Epochrasite / Mishra's Workshop / Smokestack / Sol Ring
34 – Epochrasite / Mishra's Workshop / Smokestack / Sol Ring / Sphere of Resistance
35 – Anvil of Bogardan / Chalice of the Void / Ensnaring Bridge / Mishra's Workshop / The Rack
36 – Anvil of Bogardan / Chalice of the Void / Mishra's Workshop / The Rack / The Rack
37 – Dark Depths / Dust Bowl / Maze of Ith / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
38 – Dust Bowl / Maze of Ith / Mishra's Factory / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
39 – Dark Depths / Dust Bowl / The Tabernacle at Pendrell Vale / Thoughtseize / Urborg, Tomb of Yawgmoth
40 – Dust Bowl / Mishra's Factory / The Tabernacle at Pendrell Vale / Thoughtseize / Urborg, Tomb of Yawgmoth
X| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
1| X 0 2 2 0 0 0 0 2 0 0 2 3 2 0 0 0 0 0 6 6 4 6 6 3 0 0 3 6 0 3 3 4 3 4 4 0 2 3 4 | 76
2| 6 X 6 6 2 1 2 1 4 1 0 2 3 4 3 3 3 3 3 6 6 4 6 3 3 0 0 1 6 0 0 4 2 3 4 3 0 2 3 4 | 102
3| 2 0 X 2 0 0 0 0 2 0 0 2 6 2 0 0 0 0 0 6 6 4 6 1 3 0 2 2 6 0 0 3 2 3 4 3 6 6 4 4 | 83
4| 2 0 2 X 0 0 0 0 2 2 1 2 6 2 6 0 0 2 4 6 6 1 6 0 0 2 0 2 6 0 0 0 2 0 4 3 6 6 3 3 | 84
5| 6 2 6 6 X 1 1 1 6 6 3 2 6 2 6 0 0 2 4 6 6 0 6 0 0 2 0 1 2 0 0 0 2 0 4 3 6 2 3 3 | 102
6| 6 4 6 6 4 X 3 1 6 6 3 2 6 4 6 0 6 6 4 6 6 6 6 0 0 2 0 1 2 0 0 0 2 0 4 3 0 2 3 1 | 119
7| 6 2 6 6 4 3 X 3 6 6 3 2 2 2 6 0 0 6 0 6 6 0 6 0 3 2 0 1 6 0 0 0 2 0 4 3 6 6 3 4 | 115
8| 6 4 6 6 4 4 3 X 6 0 3 2 4 4 6 0 6 6 0 6 6 0 6 0 3 0 0 3 6 0 0 0 4 0 4 3 6 6 3 4 | 124
9| 2 1 2 2 0 0 0 0 X 0 3 2 0 4 3 3 3 3 3 6 6 3 6 1 3 0 0 1 1 0 0 3 4 3 4 3 0 2 3 1 | 69
0| 6 4 6 2 0 0 0 6 6 X 3 0 0 4 6 0 6 6 0 6 6 3 6 3 0 0 0 0 3 0 0 0 4 2 3 3 0 0 0 0 | 88
1| 6 6 6 4 3 3 3 3 3 3 X 2 0 4 3 3 3 3 3 3 6 1 3 0 0 3 0 0 0 0 0 0 4 4 4 3 0 0 0 0 | 77
2| 2 2 2 2 2 2 2 2 2 6 2 X 2 6 6 0 2 2 2 6 6 6 6 6 6 0 2 0 0 1 2 0 6 0 2 0 2 0 2 0 | 99
3| 3 3 0 0 0 0 2 1 6 6 6 2 X 3 3 0 3 0 3 6 3 2 1 6 0 3 4 1 1 4 6 3 3 3 4 4 0 0 0 0 | 84
4| 2 1 2 2 2 1 2 1 1 1 1 0 3 X 3 3 3 6 3 3 3 1 3 3 3 6 3 4 4 3 3 3 3 3 3 3 0 2 0 2 | 77
5| 6 3 6 0 0 0 0 0 3 0 3 0 3 3 X 1 3 6 3 3 0 0 3 0 3 6 3 6 6 6 3 3 3 3 3 3 0 0 0 0 | 77
6| 6 3 6 6 6 6 6 6 3 6 3 6 6 3 4 X 3 6 3 3 3 3 3 3 6 6 0 6 6 6 0 3 3 3 3 3 0 0 0 0 | 132
7| 6 3 6 6 6 0 6 0 3 0 3 2 3 3 3 3 X 6 3 3 3 1 3 3 0 3 3 3 0 3 4 3 3 3 3 3 6 6 3 3 | 101
8| 6 3 6 2 2 0 0 0 3 0 3 2 6 0 0 0 0 X 6 3 0 1 3 1 0 0 3 6 0 6 6 3 3 3 1 1 6 6 6 6 | 94
9| 6 3 6 1 1 1 6 6 3 6 3 2 3 3 3 3 3 0 X 3 3 3 3 3 6 1 3 3 3 3 3 3 3 3 3 3 1 2 4 3 | 97
0| 0 0 0 0 0 0 0 0 0 0 3 0 0 3 3 3 3 3 3 X 0 3 3 3 3 3 3 6 6 3 6 3 3 3 0 3 6 6 3 3 | 70
1| 0 0 0 0 0 0 0 0 0 0 0 0 3 3 6 3 3 6 3 6 X 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 6 6 3 3 | 74
2| 1 1 1 4 6 0 6 6 3 3 4 0 2 4 6 3 4 4 3 3 3 X 3 6 3 0 1 4 6 4 2 3 3 3 4 4 0 2 3 4 | 110
3| 0 0 0 0 0 0 0 0 0 0 3 0 4 3 3 3 3 3 3 3 3 3 X 3 3 0 0 4 3 3 6 3 3 3 3 3 6 6 4 4 | 72
4| 0 3 4 6 6 6 6 6 4 3 6 0 0 3 6 3 3 4 3 3 3 0 3 X 3 0 3 2 1 4 6 3 1 1 2 2 0 2 0 2 | 101
5| 3 3 3 6 6 6 3 3 3 6 6 0 6 3 3 0 6 6 0 3 3 3 3 3 X 0 3 6 3 0 6 3 1 3 1 0 6 6 6 6 | 120
6| 6 6 6 2 2 2 2 6 6 6 3 6 3 0 0 0 3 6 4 3 3 6 6 6 6 X 6 0 1 3 0 3 3 3 3 1 6 6 3 3 | 128
7| 6 6 2 6 6 6 6 6 6 6 6 2 1 3 3 6 3 3 3 3 3 4 6 3 3 0 X 4 3 1 1 3 3 3 3 3 0 2 3 3 | 123
8| 3 4 2 2 4 4 4 3 4 6 6 6 4 1 0 0 3 0 3 0 3 1 1 2 0 6 1 X 1 4 0 1 3 3 4 3 0 0 1 1 | 86
9| 0 0 0 0 2 2 0 0 4 3 6 6 4 1 0 0 6 6 3 0 3 0 3 4 3 4 3 4 X 6 6 0 3 3 6 3 2 2 3 4 | 95
0| 6 6 6 6 6 6 6 6 6 6 6 4 1 3 0 0 3 0 3 3 3 1 3 1 6 3 4 1 0 X 2 3 3 3 1 1 0 0 0 0 | 108
1| 3 6 6 6 6 6 6 6 6 6 6 2 0 3 3 6 1 0 3 0 3 2 0 0 0 6 4 6 0 2 X 0 3 1 3 0 0 0 6 2 | 110
2| 3 1 3 6 6 6 6 6 3 6 6 6 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 4 6 3 6 X 3 0 4 6 6 6 3 3 | 131
3| 1 2 2 2 2 2 2 1 1 1 1 0 3 3 3 3 3 3 3 3 3 3 3 4 4 3 3 3 3 3 3 3 X 2 3 3 6 6 3 3 | 83
4| 3 3 3 6 6 6 6 6 3 2 1 6 3 3 3 3 3 3 3 3 3 3 3 4 3 3 3 3 3 3 4 6 2 X 3 3 6 6 3 3 | 117
5| 1 1 1 1 1 1 1 1 1 3 1 2 1 3 3 3 3 4 3 6 3 1 3 2 4 3 3 1 0 4 3 1 3 3 X 3 6 6 4 4 | 84
6| 1 3 3 3 3 3 3 3 3 3 3 6 1 3 3 3 3 4 3 3 3 1 3 2 6 4 3 3 3 4 6 0 3 3 3 X 6 6 4 4 | 103
7| 6 6 0 0 0 6 0 0 6 6 6 2 6 6 6 6 0 0 4 0 0 6 0 6 0 0 6 6 2 6 6 0 0 0 0 0 X 2 2 2 | 110
8| 2 2 0 0 2 2 0 0 2 6 6 6 6 2 6 6 0 0 2 0 0 2 0 2 0 0 2 6 2 6 6 0 0 0 0 0 2 X 6 2 | 86
9| 3 3 1 3 3 3 3 3 3 6 6 2 6 6 6 6 3 0 1 3 3 3 1 6 0 3 3 4 3 6 0 3 3 3 1 1 2 0 X 0 | 97
0| 1 1 1 3 3 4 1 1 4 6 6 6 6 2 6 6 3 0 3 3 3 1 1 2 0 3 3 4 1 6 2 3 3 3 1 1 2 2 6 X | 102
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