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PostPosted: Wed Jan 31, 2018 3:13 pm 
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As the winner of round 6, Haven_PT has announced that Sunscorched Desert will be our card dujour for round 7. I approve of this choice. It is janky as heck, common so easier to build around, and a permanent so there are ways to use it repeatedly. BUT... my one qualm is that the Spikes might not be able to resist the temptation to just go aggro and use it as an extra point of damage to close out tight games. That's no good! This is a break the card contest! So I'm throwing a little kink in the aggro-plan. In addition to running a full playset of the Deserts, you are FORBIDDEN from using MORE THAN 4 BASIC LANDS! BWAHAHAHAHAA!!!! :laugh: Initially I was gonna ban basics altogether but after reflecting on the idea for a while, I decided that giving your opponents a free turn was a surefire way to make this round impossible. 4 basics means you can still use a set of fetch lands and all the checklands to hopefully plan your early turns and hit untapped mana on the turns you need it. Plus it opens up more room for non-basics which might mean that some of the other weirdo lands get a little love. Bonus, right?

See rule revision 1 below.


The rules:
0. The deck must contain a full playset of Sunscorched Deserts.
1. The deck must attempt to break the chosen card in some way, where “breaking” is defined as finding a combination of cards that work with the chosen card in such a way as to provide value beyond its base effects. The base effects in this case are tapping for colorless and doing a single point of damage. At a bare minimum, any landfall mechanism or any mechanism that allows you to play the land more than once (returning it to hand, sacking it and retrieving it from gy, etc.) but ideally a good break the card build should make these mechanisms a core part of the deck rather than a token inclusion.
2. Puppies are evil and don't let you sleep for more than 3 hrs at a time.
3. The building part of the contest will last for a week. After that, I'll still consider submissions, but probably with some sort of late penalty.
4. Submissions must be sent by PM. For this round, submissions will NOT be anonymous.
5.a. Judging is open to anyone who tries each submission. Judges can use any pertinent scoring criteria they choose but must submit their final score in a ranking format as follows:
Last place gets 0 points
2nd to last gets 1 point
...
First place gets n-1 points where n is the number of submissions.
In case of ties, add together the points for the ranks that the tied submissions would occupy if not tied and then split the results as follows:
Tie for last place would get (0 + 1)/2 = 0.5 points each.
After the judging period is over, I will tally all the points given and announce the winner(s).
5.b. Anyone who chooses to participate in the judging MUST PM me their final results. Additionally, I require that they list the decks in the same order that I post them, rather than ordered by their ranking. This is because trying to tally the scores is much simpler if the lists are all in the same order. When I post the decks to start the judging round, I typically list them in the order that I received them. I also update the OP with the same list in the same order.
6. The winner of each round gets to pick a card or theme for the next round (provided their choice doesn't totally suck).

The deadline for submissions for this round shall be... the 11th of February or anytime before I eventually post the builds on the 12th. Good luck! :evil:

I think the new rules must have gimped participation this time - not many entries. Welp, at least testing will be easier.

Here are our submissions for this round:
Cucho Lambreta:
"Landslide"


CardboardNomad:
"One If By Sand, Two If By Sea"


bzzt:
"Sunscorched Vortex"


TheFlakyMage:
"Enter Sandman"


I'll go ahead and give a full week (or two) for testing, so Monday, Feb 19th. If the judges finish up earlier than that, I'll call it early and we can start the next round!

Well, things got a little behind schedule there, but the results are in. CardboardNomad winds soundly with 13 points. Congrats, Nomad!

Here is the breakdown of final scores:
Cucho's Landslide: 3.5
Cucho: 2
Barney: 0
bzzt: 0
Nomad: 1.5
TFM: 0

CardboardNomad's One of by Sand, Two if by Sea: 13
Cucho: 3
Barney: 2
bzzt: 2
Nomad: 3
TFM: 3

bzzt's Sunscorched Vortex: 4
Cucho: 1
Barney: 1
bzzt: 1
Nomad: 0
TFM: 1

TFM's Enter Sandman: 9.5
Cucho: 0
Barney: 3
bzzt: 3
Nomad: 1.5
TFM: 2

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Last edited by TheFlakyMage on Wed Feb 28, 2018 1:33 am, edited 5 times in total.

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PostPosted: Wed Jan 31, 2018 3:38 pm 
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Prepare to foil a 1-0 champ Barns

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PostPosted: Wed Jan 31, 2018 3:59 pm 
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Ugh!! No kidding!

I hate this anti spike rule :(
My poor ranking

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PostPosted: Wed Jan 31, 2018 5:34 pm 
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Location: noun, a particular place or position
Identity: Protozoan
Preferred Pronoun Set: Soup/Soup's/Soupself
I'm not saying that I want to see Barney lose and suffer, but I am saying that I will take a celebratory drink of fine, aged malt liquor every time he loses. I expect to be pretty drunk this time around.

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PostPosted: Wed Jan 31, 2018 6:13 pm 
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PostPosted: Thu Feb 01, 2018 2:00 am 
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Oh my flaky, I think you've overdone it...

Looks like mono-colorless Eldrazi/Artifacts is probably the only thing you can build that won't get you mana/color screwed 90% of the time. Now how to break the Desert with Eldrazi-artifacts?

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PostPosted: Thu Feb 01, 2018 12:28 pm 
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This damn rule might end up pushing the spikes up coz the downside is too big, hell I was even thinking to build a 4C Pws deck... which I hate and has nothing to do with landfall, lands in general or that desert.
My other pile is a RDW with all the stupid lands that doesn’t come tapped if you have a mountain.

I liked my golgari ramp pile it was Janky fun and stupid it even had 4 fogging fogs but you cant ramp with 4 basics...

I just wanna say that Flaky the sadistic bastard must be oblied to test all the submissions and play at least 5 games with each... as a punishment for all the ranks that will be lost.
Hell I can’t even imagine poor Nomad testing this piles and going 1-6... at least I will delete them fast enough.

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PostPosted: Thu Feb 01, 2018 1:24 pm 
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Good God, what have you done? Look at this nonsense!

Awaken Bake
2 x Jaddi Offshoot
2 x Blossoming Defense
2 x Selfless Spirit
2 x Sylvan Advocate
1 x Ayli, Eternal Pilgrim
2 x Eldrazi Displacer
3 x Wall of Resurgence
1 x Nissa, Vastwood Seer
1 x Rhonas the Indomitable
2 x Tireless Tracker
1 x Stoic Builder
1 x Retreat to Hagra
3 x Retreat to Kazandu
3 x Gift of Paradise
1 x Rising Miasma
1 x Archangel Avacyn
1 x Embodiment of Insight
1 x The Gitrog Monster
1 x Tamiyo's Journal
1 x Nissa, Vital Force
1 x Ulvenwald Hydra
2 x Emeria Shepherd
1 x Sandwurm Convergence
1 x Plains
3 x Forest
2 x Hissing Quagmire
2 x Shambling Vent
2 x Canopy Vista
2 x Woodland Cemetery
2 x Isolated Chapel
2 x Sunpetal Grove
2 x Drownyard Temple
1 x Rogue's Passage
2 x Aether Hub
4 x Sunscorched Desert


So repeatedly bounce your wall to make a giant desert I guess? And durdle around in the graveyard cause why not.


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PostPosted: Thu Feb 01, 2018 4:26 pm 
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Holy crap, those mana bases are a nightmare! You're a sadist flaky!

Here's my first go:

Desert Rock

Creature(20)
2 x Walking Ballista
1 x Merchant's Dockhand
3 x Runed Servitor
2 x Scrapheap Scrounger
2 x Scrap Trawler
3 x Chief of the Foundry
3 x Foundry Inspector
1 x Padeem, Consul of Innovation
1 x Thought-Knot Seer
2 x Reality Smasher

Instant(3)
3 x Spatial Contortion

Enchantment(3)
3 x Tezzeret's Touch

Planeswalker(1)
1 x Tezzeret the Schemer

Artifact(10)
2 x Smuggler's Copter
1 x Heart of Kiran
2 x Aethersphere Harvester
2 x Cultivator's Caravan
2 x Fleetwheel Cruiser
1 x Skysovereign, Consul Flagship

Land(23)
2 x Island
2 x Sunken Hollow
2 x Swamp
2 x Drowned Catacomb
4 x Submerged Boneyard
2 x Inventors' Fair
2 x Foundry of the Consuls
2 x Westvale Abbey
4 x Sunscorched Desert
1 x Aether Hub

To view this deck go to: https://www.magicduelshelper.com/deckli ... f9163381f1

Created using Magic Duels Helper: http://www.magicduelshelper.com

I kind of cheated, because I just a deck I had tried out for the mechanised production round.

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Last edited by Haven_pt on Thu Feb 01, 2018 4:44 pm, edited 1 time in total.

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PostPosted: Thu Feb 01, 2018 4:42 pm 
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Lol @Mowie’s post! Pretty much, yeah.

But if y’all really don’t like this rule I’ll scratch it - this is supposed to be fun first and foremost. I might put a “must make an honest attempt to actually break the card” rule in its stead tho. And for the record, I got no beef with Spikes. I just want to stay true to the spirit of the Break the Card theme instead of seeing who can make the best rdw (sorry Barney).

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PostPosted: Thu Feb 01, 2018 5:00 pm 
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You could ban mono color aggro.
And maybe each submission should clarify how is it that the deck breaks the card.
Say my ramp deck makes it deal 2 damage and gain one life when you convined it with that Janky Black enchantment with landfall -I don’t know the name in English- wich also adds life gain to the ramp strategy and makes Ballista a headshot machinegun!
Edit: this makes a clear statement that the deck is more built around that enchantment than the desert... but hey you can tap it for colorless mana too!

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PostPosted: Thu Feb 01, 2018 5:57 pm 
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Haven_pt wrote:
Holy crap, those mana bases are a nightmare! You're a sadist flaky!

Here's my first go:

Desert Rock

Creature(20)
2 x Walking Ballista
1 x Merchant's Dockhand
3 x Runed Servitor
2 x Scrapheap Scrounger
2 x Scrap Trawler
3 x Chief of the Foundry
3 x Foundry Inspector
1 x Padeem, Consul of Innovation
1 x Thought-Knot Seer
2 x Reality Smasher

Instant(3)
3 x Spatial Contortion

Enchantment(3)
3 x Tezzeret's Touch

Planeswalker(1)
1 x Tezzeret the Schemer

Artifact(10)
2 x Smuggler's Copter
1 x Heart of Kiran
2 x Aethersphere Harvester
2 x Cultivator's Caravan
2 x Fleetwheel Cruiser
1 x Skysovereign, Consul Flagship

Land(23)
2 x Island
2 x Sunken Hollow
2 x Swamp
2 x Drowned Catacomb
4 x Submerged Boneyard
2 x Inventors' Fair
2 x Foundry of the Consuls
2 x Westvale Abbey
4 x Sunscorched Desert
1 x Aether Hub

To view this deck go to: https://www.magicduelshelper.com/deckli ... f9163381f1

Created using Magic Duels Helper: http://www.magicduelshelper.com

I kind of cheated, because I just a deck I had tried out for the mechanised production round.

Speaking of mechanized production, if you animated a Desert and used Saheeli's Artistry on it, would you get an artifact land token or what?


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PostPosted: Thu Feb 01, 2018 6:47 pm 
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that Janky Black enchantment with landfall


retreat to hagra - love that thing!

@ Nomad's awakened artistry - your blatant attempt to lure me into a jeskai procession/artistry/injury/desert plan with just 4 basics will almost certainly not tempt me into spending any more than a day on it!


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PostPosted: Fri Feb 02, 2018 1:06 am 
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Ok, heads up, ppl. Due to a surfluence of weeping, gnashing of teeth, and tearing out of hair of biblical proportions, I’m going to strike the 4 lands rule and implement the following rule instead:

1. The deck must have a strong focus on attempting to utilize the chosen card in a creative way. If the card is too weak to break, the deck should at least incorporate it into a broader strategy that plays to the card’s effects.

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PostPosted: Fri Feb 02, 2018 1:41 am 
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Gee, and I just came up with a deck that is effective and only has 4 basic lands.

Back to the drawing board...maybe

Desert Storm

Creature(21)
2x Dread Wanderer
2x Scrapheap Scrounger
2x Asylum Visitor
2x Glint-Sleeve Siphoner
3x Forerunner of Slaughter
2x Eldrazi Obligator
2x Matter Reshaper
2x Thought-Knot Seer
2x Glorybringer
2x Reality Smasher

Instant(6)
3x Fatal Push
3x Unlicensed Disintegration

Split(2)
2x Cut

Artifact(7)
2x Smuggler's Copter
2x Cultivator's Caravan
2x Aethersphere Harvester
1x Skysovereign, Consul Flagship

Land(24)
2x Smoldering Marsh
2x Swamp
2x Mountain
2x Dragonskull Summit
4x Cinder Barrens
1x Evolving Wilds
4x Crumbling Vestige
3x Aether Hub
4x Sunscorched Desert

To view this deck go to: https://www.magicduelshelper.com/deckli ... 782b2103f9

Created using Magic Duels Helper: http://www.magicduelshelper.com

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PostPosted: Fri Feb 02, 2018 8:34 am 
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I love it

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PostPosted: Fri Feb 02, 2018 10:39 am 
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So far it has tested well. 6-2 with the losses coming vs Mono Red agro on the play and Mardu Vehicles on the play (Beat that deck in the rematch.

The only questionable card is the Obligator, but it did win me one game (Or sped it up by a turn, I was already ahead, but I guess he could have stabilized).

Visitor was the last add, mainly because of 3 power and ability to draw cards. Mostly okay, but there were a few games where the card draw really turned the game.

The least useful care so far has been matter reshaper, which kind of surprised me. Not that it has been bad, but so far I have yet to use the draw on death from it, so it has just been a 3/2 for me most game. Of course, I guess that just means I have been ahead all the games it has shown up.

Anyway, even with the more lenient land, I may keep this as is. It doesn't break Desert like I wanted to, but *in the voice of Frito from Idiocracy* I like winning.

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PostPosted: Fri Feb 02, 2018 10:48 am 
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Wintervoid wrote:
Gee, and I just came up with a deck that is effective and only has 4 basic lands.

Back to the drawing board...maybe

Desert Storm

Creature(21)
2x Dread Wanderer
2x Scrapheap Scrounger
2x Asylum Visitor
2x Glint-Sleeve Siphoner
3x Forerunner of Slaughter
2x Eldrazi Obligator
2x Matter Reshaper
2x Thought-Knot Seer
2x Glorybringer
2x Reality Smasher

Instant(6)
3x Fatal Push
3x Unlicensed Disintegration

Split(2)
2x Cut

Artifact(7)
2x Smuggler's Copter
2x Cultivator's Caravan
2x Aethersphere Harvester
1x Skysovereign, Consul Flagship

Land(24)
2x Smoldering Marsh
2x Swamp
2x Mountain
2x Dragonskull Summit
4x Cinder Barrens
1x Evolving Wilds
4x Crumbling Vestige
3x Aether Hub
4x Sunscorched Desert

To view this deck go to: https://www.magicduelshelper.com/deckli ... 782b2103f9

Created using Magic Duels Helper: http://www.magicduelshelper.com


See, with the new rule you will be able to build almost anything you want! Except that.

I love it


I realize that the new rule is a little nebulous, especially compared to the last one but this is a great litmus test. When in doubt, ask if Barney would love it. If so, prolly not a good idea.

Teasing aside, I don't actually want to hose mono and bi color decks - just keep the emphasis on creatively exploiting bad cards (as per a Break the Card style contest). I liked the land rule because it is specific - no guesswork on whether your deck is compliant or not - but I figured it would probably just tempt ppl to build aggro anyway out of spite and it needlessly limits building options.

I'm tacking on an extra 3 days to the deadline to make up for the time spent fiddling with the 4 basics rule.

Edit: ninja'd me there, Wintervoid. But this deck doesn't break Desert at all! Like, not even a token Slab Hammer or anything...

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PostPosted: Fri Feb 02, 2018 11:22 am 
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I'm thinking about a Simic build around this package:
1 x Retreat to Coralhelm
1 x Slab Hammer
1 x Skyline Cascade
1 x Weaver of Currents
1 x Swell of Growth


Retreat can tap opponent's creatures, setting them up for a Skyline lockdown, OR it can ramp with the Weaver (or Druids if I can fit them in). Worst case, its still a scry. Hammer sets up recursion. Swell plays well with Hammer. Might splash :r: for Mina and Devour in Flames. That's probably overextending the deck tho, especially if I try to utilize the ramp with a few big bombs.

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PostPosted: Fri Feb 02, 2018 12:01 pm 
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Ah well. I figured that the deck would fall under " If the card is too weak to break, the deck should at least incorporate it into a broader strategy that plays to the card’s effects." Basically, I figured that the damage component of course plays to agro (Which I generally don't like) and I tried to take advantage of the cards secondary ability of producing Diamond Mana. That is why I went heavy Eldrazi.

Back to the drawing board.

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