Difference between revisions of "Talk:Voltron Tournament"

From AmtWiki
(Draft)
 
(25 intermediate revisions by 2 users not shown)
Line 1: Line 1:
An explanation of the underlying philosophy behinh the scoring system:
+
<big>F.A.Q. for the [[Voltron Tournament]].</big>
  
Written by [[Kieran the Lucky]]:
+
====How does Poison/Infect work?====
 +
Infect is a form of damage. Infect-kills achieved through Combat count as Combat-kills, with a base value of 3pts. Infect-kills achieved through other means (such as Proliferate), count as ‘other’ kills with a base value of 1pt.
  
I've been an EDH player since the 2000s - '''before''' it was officially recognized by WoTC in 2010/2011. Since then, I have played in quite a number of tournaments. '''An important lesson I've come to learn from my decades playing this game''': '''all tournament metas eventually devolve into "combostax"'''.
+
====How To Resolve a Tie====
 +
<u>There are 2 instances where a tie may need to be resolved:</u>
 +
<br>&nbsp;• Determining entry into the final top-4 game
 +
<br>&nbsp;• Determining victory-order in the top-4 game
  
An [https://mtg.fandom.com/wiki/LGS LGS] may create a new EDH tourney, and for a time, there may be a healthy and interesting level of deck biodiversity. But on a long enough timescale: all competitive metas will eventually devolve into some form of combostax.
+
In the case of a tie: the following steps are taken until the tie is resolved.
 +
<br>'''(1) Costume:''' If one player has Look-The-Part and the other does not: '''The player with LTP wins.'''
 +
<br> > > ''If both/neither have LTP, proceed to step 2:''
 +
<br>'''(2) Commander-kills:''' If one player has more commander-kills than the other: '''That player wins'''
 +
''(using raw value of PLAYERS killed, not counting end-of-game bonuses.)''
 +
<br> > > If these numbers are equal: proceed to step 3:
 +
<br>'''(3) Combat-kills:''' If one player has more combat-damage kills than the other: '''that player wins'''
 +
<br> ''(using raw value of PLAYERS killed, not counting end-of-game bonuses)''
 +
<br> > > If these numbers are equal, proceed to step 4:
 +
<br>'''(4) 1v1 duel with single-sword.''' ''Best of 3.'' <br>The participants may mutually agree to use other weapons, but if no agreement is made: the default parameter is ‘single-short’.
  
Some decks may be 60/40 combostax, some may be 90/10 staxcombo, but combostax is the final evolution of every compeditive EDH meta at every LGS I've ever been a part of.
 
  
'''Another stark lession I've learned over my many year of MTG:'''
+
====Mulligans====
Most MTG players don't play in tournaments for this very reason. Combo/stax decks aren't particularly fun to play AGAINST, unless you yourself also run one of the few deck archetypes that can deal with it ''(and combostax is [arguably] the best way to counter other combostax decks)''.  
+
'''Mulligan Order is:''' 7,7,6,5,4,3,2,1. <br><i>Use of a LTP-Mulligan token will grant a 3rd 7.</i>
 +
<br>'''Method Method:''' use whatever is the current method is, as found on the Wizards of the Coast website (London Mulligan, as of this writing). <br>'''Optional:''' if all players in a pod agree: they may use whichever Mulligan rules they so choose (such as Partial Paris style).
  
The trouble is, in a combostax-heavy meta, 90% of the deck types are unplayable and overall. Anyone who plays them will be '''absolutely miserable.''' In this way: combostax is like [https://mtg.fandom.com/wiki/Glistening_oil phyrexian ichor]. Combostax is like a [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414467 Permeating Mass] that infects a meta. And that's boring.
 
  
This game's scoring system is designed to cultivate a meta ecosystem that never devolves into combostax. This scoring system tries to use the most minimal intervention, to achieve maximum results.
+
{{Template:Voltron}}
• there is no banned list beyond the official one
 
• there are no actual changes to game rules
 
• there is no negative reinforcement
 
 
 
The game uses positive reinforcement to reward the behavior it wants to see, without changing any acyual rules.
 
• look-the-part potions reqards costuming, which fosters a relaxed, silly admosphere
 
• look-the-part potions also incentivize players not to scoop, without actually making a game-rule against it
 
• the scoring system rewards non cEDH strategies, without punishing others (not-being-rewarded isn't the same thing as being punished)
 
• the one-hour time limit incentivizes faster gameplay, discouraging slower control decks or stax decks because such deck deny their owners the opportinuty to score
 
 
 
The tourney tries to use the minimum intervention, ONLY positive re-enforcement, and NO changes to the mtg-rules, to cultivate a friendly meta that never devolves into the same stale repetitive combostax meta that every other LGS's tourney scene seems to have.
 
 
 
 
 
 
 
If you like combostax matas: great. There are so many LGSs to choose from.
 
 
 
This is an attempt to
 
 
 
devolve into some combination of combo and stax
 
 
 
 
 
______________________________
 
 
 
==''"Game Design Philosophy"'' section==
 
''(OLD TEXT, from before re-write in june 2022):''
 
 
 
''Within the game of '''MTG Commander:''' the '''Commander card''' is supposed to represent '''the player''' playing the deck.''
 
 
 
This tourney was designed to encourage MTG players to conduct themselves with the '''honor''' and '''chivalrousness''' of a sword-knight. Winning a game of MTG with an ''"infinite-combo"'' is like a caster killing with verbals or spell-balls! But killing with ''21-commander-damage'' is like '''beating an opponent in 1v1 with single shorts'''. In this tourney: ''you must fight with the honor of a knight'', regardless of the belt color you wear.
 

Latest revision as of 22:39, 8 March 2024

F.A.Q. for the Voltron Tournament.

How does Poison/Infect work?

Infect is a form of damage. Infect-kills achieved through Combat count as Combat-kills, with a base value of 3pts. Infect-kills achieved through other means (such as Proliferate), count as ‘other’ kills with a base value of 1pt.

How To Resolve a Tie

There are 2 instances where a tie may need to be resolved:
 • Determining entry into the final top-4 game
 • Determining victory-order in the top-4 game

In the case of a tie: the following steps are taken until the tie is resolved.
(1) Costume: If one player has Look-The-Part and the other does not: The player with LTP wins.
> > If both/neither have LTP, proceed to step 2:
(2) Commander-kills: If one player has more commander-kills than the other: That player wins (using raw value of PLAYERS killed, not counting end-of-game bonuses.)
> > If these numbers are equal: proceed to step 3:
(3) Combat-kills: If one player has more combat-damage kills than the other: that player wins
(using raw value of PLAYERS killed, not counting end-of-game bonuses)
> > If these numbers are equal, proceed to step 4:
(4) 1v1 duel with single-sword. Best of 3.
The participants may mutually agree to use other weapons, but if no agreement is made: the default parameter is ‘single-short’.


Mulligans

Mulligan Order is: 7,7,6,5,4,3,2,1.
Use of a LTP-Mulligan token will grant a 3rd 7.
Method Method: use whatever is the current method is, as found on the Wizards of the Coast website (London Mulligan, as of this writing).
Optional: if all players in a pod agree: they may use whichever Mulligan rules they so choose (such as Partial Paris style).


Category: Voltron Tournament
Main Articles: Voltron Tournament Past Prizes
Lore: Gaily Forward Alchemy Boreal Emporium
Artifacts: Lefty's Legendary Longknife The Wrath of Roth Kitsune Claw of the Arrowfox Archmage's Dag'ger Devry's Pillar of Salt Duskwalker’s Saga of Kanphuzian & Enlightenment Indomitable Wand