Set #2
Challenge #1: Super Mulligan
(You: start life 24, AI start life 20. Yes, 24; jatill had mercy)
This is easily one of the most difficult challenges of all. You start with a zero card hand, and otherwise play normally against a random gauntlet of 10 challenge mode decks.
However, there is a trick to this challenge to make it (slightly) easier...
When you start the match, you will get dealt a hand of seven cards as usual, and get to mulligan if desired. When your upkeep comes along, your hand will be reduced to 0 cards. However, the cards you had in hand -will be the cards placed back on top of your library.- This means that you know what your first several draws are, and can mulligan appropriately, hoping to draw something you can use.
- example of this | Open
- Suppose you draw and keep the following hand:
(top)
Masticore
Sorrow's Path
Wood Elemental
One With Nothing
Divine Intervention
Great Wall
Adventurer's Guildhouse
(bottom)
You will draw the cards in the following order:
(first) Adventurer's Guildhouse
Great Wall
Divine Intervention
One With Nothing
Wood Elemental
Sorrow's Path
Masticore (seventh)
(You win a cookie if you can figure out which highly rated card I think is a total pile of shit)
Another trick for this challenge is that you should ALWAYS select 'draw first'.
- example of why | Open
- Suppose you play first:
Your first turn is: PASS (obviously; you have no hand :p)
The AIs first turn is: DRAW, and then do stuff
Your second turn is: DRAW, and then do stuff
Suppose you draw first:
The AIs first turn is: (SKIP draw, do stuff)
Your first turn is: DRAW, and then do stuff
So by DRAWING FIRST, you are denying the AI one card. Not much, but it's absolutely free, every time, since you can't make use of playing first.
Given the nature of this strategy, you need something very fast that requires very few actual cards to pull off. I recommend a dredge deck, but since that seems to lock up my computer, the next best deck is an Oath deck.
Sadly, I tried to use a 40 card deck but it was disallowed.
The deck I built for this challenge:
- Gayest Oath Deck EVER | Open
- .1902 4 Oath of Druids
.1789 4 Havenwood Battleground
.1784 4 Geothermal Crevice
.1893 4 Forbidden Orchard
.1787 4 Irrigation Ditch
.17 1 Black Lotus
.540 4 Urza's Bauble
.200 4 Emrakul, the Aeons Torn*
.373 4 Gaea's Blessing
.91 23 Forest
.402 4 Sensei's Divining Top
Just keep mulliganing until you see that you can get an Oath on turn 2 or 3. If you can't get it that early, you've almost certainly lost. If you mulligan down to too few cards, play it anyway. You won't know what you are drawing into, but you might get lucky. If you have it, use
Serum Powder. If you can run dredge without freezing your computer, use that deck instead, and just mulligan until you see bazaar of baghdad in your first few cards.
Run #1: (loss) Lost on round 1 to the elf deck. Never got to cast Oath.
Run #2: (loss) Beat the monored vise/winter orb deck on round 1 easily, beat the sliver deck on round 2 with a miracle topdeck of
Oath of Druids in and cast it by saccing
Geothermal Crevice, my only land in play, but then lost on round 3 due to the flip side of the saclands, where because they come into play tapped, I was one turn too slow. (and would have won otherwise, but wouldn't have advanced past round 2 had they all been forests, so I'm not sure whether I should keep the saclands or use all forests)
Run #3: (loss) Beat the fog deck easily and then beat slivers because it got a slow start, then lost to the WRG weenie deck without seeing Oath at all.
Switching to the dredge deck I used in previous challenges:
Run #4: (loss) Made it to round 3, but got killed by the affinity deck. It had 25 power worth of creatures on turn 4.
Run #5: (bug) Made it to round 5 and then got stuck when I used a bazaar, discarded the two cards, and the program wanted me to discard a third card, which I did not have. (I think this happened because U used
Unmask right before, and it thought I had the card I pitched to it) I also had some issues in a few games where sacrificed Nacromoebas to
Dread Return did not go to the graveyard right away as they should have, but it never impacted any game results. The games were going slowly, but not nearly as bad as they had been in shandalar 2.0, where they were unplayable for me.
Changed the dredge deck slightly, as I think
Unmask is bugged slightly in that it doesn't calculate hand size correctly after casting, so I removed them in place of more petrified fields, a platinum angel, and a squee. Also removed 4x
Pact of Negation, which I never used once, for 4x
Nether Shadow. (Dunno how I missed using those)
- dredge deck revised | Open
- .398 4 Bazaar of Baghdad
.684 4 Golgari Grave-Troll
.678 4 Golgari Thug
.680 4 Stinkweed Imp
.681 4 Narcomoeba
.705 4 Bridge From Below
.700 4 Dread Return*
.666 4 Cabal Therapy
.1531 1 Angel of Despair
.675 4 Flame-Kin Zealot
.691 4 Ichorid
.449 4 Contagion
.120 1 Iona, Shield of Emeria
.576 4 Petrified Field
.1913 4 Dryad Arbor
.171 4 Nether Shadow
.1308 1 Platinum Angel
.1925 1 Squee, Goblin Nabob
Run #6: (lockup) froze on game 1 when I attacked for the win
Run #7: (loss) Never got a bazaar, lost game 1.
Run #8: (loss) Mulliganed to 0 on round 2, then didn't draw a bazaar until my last turn, when it was too late.
Run #9: (loss) Monored direct damage was so bad in game 1 that I beat it without getting a bazaar all game :p Lost game 2 because the AI cheated by imprinting
Lodestone Golem onto
Chrome Mox, letting it cast two
Cathodion Golem that I couldn't handle.
Run #10: (lockup) Got all the way to round 7, then my game locked up on the final attack.
Run #11: (loss) Got owned on round 1 by the white weenie shadow deck. A turn 4 bazaar was too late.
Run #12: (loss) Lost to slivers on round 3
Run #13: (lockup) Had to concede because Bazaar wanted me to discard a card when I had nothing in hand. Fortunately, only was on round 2.
Run #14: (loss) Lost on round 2 to elves, never got a bazaar.
Changed the deck a bit again to include crop rotation:
- Dredge with crop rotation | Open
- .398 4 Bazaar of Baghdad
.684 4 Golgari Grave-Troll
.678 4 Golgari Thug
.680 4 Stinkweed Imp
.681 4 Narcomoeba
.705 4 Bridge From Below
.700 4 Dread Return*
.666 4 Cabal Therapy
.1531 1 Angel of Despair
.675 4 Flame-Kin Zealot
.691 4 Ichorid
.120 1 Iona, Shield of Emeria
.1913 4 Dryad Arbor
.171 4 Nether Shadow
.1308 1 Platinum Angel
.1925 1 Squee, Goblin Nabob
.390 4 Crop Rotation
.12 4 Bayou
Took out the contagions and petrified fields for bayous and crop rotations. I have used the field once in 15 runs, and contagion is hard to use when you have no hand (same with unmask) so I just got rid of it.
Run #15: (loss) Lost on round 1. Turn 4 bazaar via crop of rotation is no match for relentless rats with 2 moxes by turn 2.
Run #16: (loss) Lost on round 5 against the spawnwrithe deck; a turn 4 bazaar was just that bit too late. One turn earlier and I'd have been fine.
I'm going to take a break from this challenge for now and work on the next ones.
edit: (Feb 8, 2011) As of this date, jatill has made this challenge easier. Your starting hand is now TWO cards instead of ZERO cards. I will try to beat it with the old version a few more times, then switch.
Run #17: (still using dredge w/crop rotation since it seems to work well) (loss) Got pwned on round 3 by the affinity deck.
Run #18: (loss) Lost on round 1 to the black/green tournament runner-up deck when my
Dryad Arbor got hit with
Shriekmaw and I had no access to green mana for
Crop Rotation and no bazaar in sight.
Run #19: (loss) Lost on round 2 to the black/blue artifact deck. I had a turn 1 Bazaar, but AI had a turn 2
Wasteland and knew what to do with it

Then it Tinkered for
Inkwell Leviathan on turn 4...
Run #20: (loss) Lost on round 5 to the zombie deck. Turn 4 bazaar was too slow... I shouldn't have kept that, but I did.
Run #21: (loss) Lost on round 4 to the WRG zoo deck, as I mulliganed to zero without a bazaar and never saw one.
Without
Serum Powder, this is EXTREMELY hard, so I am going to install the new version of this challenge, and play where I can keep 2 cards.
It turns out that the two cards you keep in hand are the BOTTOM two cards in your hand, so plan accordingly. In the earlier example, your hand would be
Great Wall and Adventurer's Guildhouse, and your top card in library would be
Wood Elemental. Also, if you take mulligans, you will still end up with a starting base hand of two cards, whichever two were the last two in hand. (or unknown ones off the top if you mulligan to 1 or less)
Run #22: (run #1 under the new 2-card super mulligan) (win) Well... mostly; I got a video of the game crashing during the winning attack of round 10, and by damn, that will have to be good enough! :p
It's absolutely amazing how much more consistent the deck is when you get those two cards, because you don't have to throw as many hands away that have bazaars that are too deep in the library. It would be even better if you have
Street Wraith or
Serum Powder unlocked. I was only able to beat the 0-card super mulligan by including those two cards in dredge back when this challenge was introduced.
http://uploading.com/files/b7mebcce/supermulligan.avi/