| TURNABOUT IS FAIR PLAY 4 - Final Report (GenCon 1999) |
Dominick Riesland
I. Apologies for the Delay
Let me begin by offering my sincere apologies for getting
this out a month after the event. (Scary, this sounds like
how I started last year's report!) Anyway, I *thought* this
had gone out about three weeks ago, but it ended up lost in
the Aether Storm. Oh well, here we go again. I've put in a
couple redundancy switches to make sure it goes out, or at
the very least make sure I know if it didn't.
II. Brief history of TURNABOUT
The format idea was the result of an idea that was bouncing
in my head early in 1996. I originally wanted to do
something that approximated the team events of duplicate
bridge. There, one pair of players play several hands taking
the "North and South" cards while their teammates play the
same hands taking the "East and West" cards. Since Magic is
played with individuals as opposed to partners, the idea was
to have two players, one playing with his or her own deck and
against his or her partner's deck. When the realization hit
that the same effect could be done simply by trading decks
after the first game, TURNABOUT was born.
The first TURNABOUT at GenCon '96 ran with two qualifying
sessions and a final on the third day. The Thursday session
had 17 players and the Friday session had 7. Twelve eager
finalists got to see Brett de Jesus and his "broken deck"
take the finals. (Under those rules, you played your own
deck first. The winning deck could only deal damage by
casting Psychic Venom on the opponent's lands and then
tapping them with Power Sink and Twiddle. When the deck was
handed over, he simply never played a land with the
opponent's deck and let his deck (in his opponent's hands)
die by decking itself.
GenCon '97 saw three major changes in the event. First, the
order of deck play was reversed so that you played the
opponent's deck first. This was done to fix the "broken
deck" syndrome. Second, in response to expectations of those
who were at GenCon '96, sideboards were allowed. Finally,
the event was moved from the morning slot to the 8pm slot.
The first change was necessary and fun, the second change was
non-committal, and the third change was beyond my control and
killed the attendance, to the point where only six people
showed up for the finals, as most of the people were locked
into other events by then. In fact, neither of the daily
leaders attended the finals.
There were three changes made in 1998's format. The first
was a change back to the morning slot, which works out better
as a general rule. The second was a cosmetic deck
construction limitation of 100 cards total. Some people had
threatened to bring their entire collections as their
"sideboard" and this rule was put in to eliminate that. The
final change was an elimination of the final round, running
three single sessions instead. This was not planned, but a
scheduling misfire kept me from running a final. This will
not happen again.
III. New for 1999
In the continuing effort to keep the environment simple, yet
challenging and fun, the banned list added Unglued cards (it
would take forever to come up with real rulings for cards
that weren't supposed to have any) and Ring of Ma'Ruf (which
is broken in this format). Also, this year marked the first
time that two qualifying sessions were run in the same day.
I had run a qualifier and a final in the same day, but never
two qualifiers.
IV. TURNABOUT -- Day by Day
IVA. Thursday: "The Magic Number is..."
This was the first time in the history of TURNABOUT that any
session ended in a tie for the top. Ties for lower positions
are far more common, as there are more combinations which
produce the Victory Point numbers associated with those
positions, and there is usually a "pack" in the middle of
the field. Joseph Schreiner's Donate/Forbidden Crypt deck,
Brian Oliver's Yawgmoth's Bargain variant souped-up by TURNABOUT rules
(i.e.
no four-card limit) were responsible
for this moment in TURNABOUT history, each ending on a total
of 94 Victory Points. Along with the 3rd and 4th place
finishers, these competitors took home the first ever "Turnabouts signed
by
the TURNABOUT Guy."
Results (4 Rounds Played)
Rank Name Score Rating Pts.
-------------------------------------------
1.5 Joseph Schreiner 94 20
1.5 Brian Oliver 94 16*
3 Mark Drapac 88 12*
4 Jason Bargender 65 12*
5 Paula Hiller 58 6*
6 Edward Blair 57 4
7 Rob Bradley 54 6
8 Andrew Kraus 49 4*
9 Christopher Sherman 47 2
10 "Ryoga" (Paul) 28 2
11 Alex Dickerson drop 2
*Total Rating Points affected by finals participation
IVB. Friday Morning: "Like Sands through the Mana Vault..."
The winner of this session played a Type I Tolarian Academy
deck to another score of 94. But the most interesting deck
was the second place deck, run by Kurt Kostrzewa. He had a
deck that used Mana Vaults, Thawing Glaciers, and Sands of
Time to get lots of land out, a large amount of life gain, and survive
long
enough to spit out a Sacred Mesa and start
generating a horde of Pegasi. He had a situation where his
deck would put the Sacred Mesa trigger on the stack at the
beginning of upkeep, followed by the triggers from multiple
Sands of Time, and respond to each trigger by tapping out to
gain life off of Fountain of Youth, make some Pegasi (and
Kjeldoran Outpost soldier tokens), fire Thawing Glaciers to put even more
land out, and then, after all that, feed one of
them to the Mesa to pay for its upkeep.
Results (4 Rounds Played)
Rank Name Score Rating Pts.
---------------------------------------------------
1 Royal Rosario 94 25*
2 Kurt Kostrzewa 90 16
3.5 Tim Werner 70 10.5
3.5 Vince Naples 70 7.5
5 Andrew Kraus 69 5*
6 Scot Wilson 61 8
7 Mike Wessel 47 5
8 Nate Kast 38 4
9 Erick Cobb 32 2
10 Michelle LeVan 30 2
*Total Rating Points affected by finals participation
IVC. Friday evening: "Card Advantage is King"
For the first time in the qualifiers, the winner did not get
a score of 94. In fact, no one even broke the 90 Victory
Point barrier. Tim Martoni led all competitors with a blue
and black card advantage deck (I draw cards, you discard).
Stuart Kahler was in this session, with last year's dominant
deck. However, as I had suspected beforehand, one of the
most interesting aspects of the TURNABOUT metagame is that
the deck which wins one year probably did so because of a
surprise factor (no one knows what to do with it, for
example). Once that surprise factor is gone, chances are
the deck will finish near the middle of the pack.
This was the first evening session I ran since the '97
debacle. This year, however, I decided to start it a 5:00
as opposed to 8:00, and 11 people showed up, which is about
the same as the earlier qualifiers.
Results (4 Rounds Played)
Rank Name Score Rating Pts.
-------------------------------------------
1 Tim Martoni 85 22*
2 Brian Harrington 78 14*
3 Ryan Kmieciak 77 12*
4 John Williams 75 10.5*
5 Rob Shoemaker 73 8
6 Stuart Kahler 62 6
7 Alan Bargender 61 6
8 Steve Huebner 56 5
9 Mike Tannhauser 45 2
10 Richard Stern 44 2*
11 Bob Avers drop 1
*Total Rating Points affected by finals participation
IVD. Sunday Morning: "Why are we here?"
Well, if you thought last year's disaster of getting a total
of 6 people was bad enough, just try doing anything at the
8 a.m. Sunday slot at GenCon. We had a grand total of 4(!)
people, and with each session qualifying four for the finals,
that effectively translated into a bye for each of them. Of
course everyone was allowed to play each other, just to get
the feel for the system, and since 4 people doing a round
robin is fewer rounds than any of the Swiss events I had been
doing, the players were able to play and take time to run
errands before jumping headlong into the finals.
Results (3 Rounds Played)
Rank Name Score Rating Pts.
-------------------------------------------
1 Ed Mitchell 62 16*
2 Brian Schultz 54 9*
3 Joseph G. Wright 35 4*
4 Paula Hiller 19 2*
*Total Rating Points affected by finals participation
IVE. Finals: "It's All Academic"
(Did the decks make the experts? Or did the experts make the
decks? Or were they simply made for each other?)
For the most part, the combo decks which we have seen arise
in the past year rose to the top in the finals. This, to
some degree, is understandable. The only people who are
willing to play combo decks are usually those who can take
apart a deck at a glance and decipher what it is supposed to
do. Since that is the skill rewarded the most by this
format, it would make sense for those kinds of players to do
well. As such, the top four decks were Power Monolith (Power
Artifact on Grim Monolith = unbounded mana), Academy, Zvi
Bargain and Draw-Go, in that order.
I added a 14th player halfway into the first round, after he
agreed to take a loss in the first round. Before then, there
were 13 people, and surprisingly enough the player with the
bye ended up in last place for the session. For sticking it
out, that player was rewarded with a Snow-Covered Swamp
which I had asked all the participants in the finals to sign
beforehand.
Results (4 Rounds Played)
Rank Name Score Rating Pts.
-------------------------------------------
1 Brian Harrington 101 56(o)
2 Royal Rosario 81 51(o)
3 John Williams 79 27.5(o)
4 Jason Bargender 75 32.5(o)
5 Brian Oliver 74 10.5(s)
6 Tim Martoni 65 9(s)
7 Mark Drapac 62 9(s)
8 Joseph G. Wright 53 7.5(s)
9 Paula Hiller 50 13.5(o)
10 Ed Mitchell 47 6(s)
11 Richard Stern 45 9(o)
12 Brian Schultz 43 4(s)
13 Ryan Kmieciak 34 4(s)
14 Andrew Kraus 31 4(s)
(o)Overall Rating (replaces Session ratings)
(s)Session Rating (combines with previous sessions)
V. So what do these numbers mean, anyway?
VA. Scoring the match and the event
Each game of the two-game match was scored as follows: The
winner of the game (if any) gets 30 points for the win. The
loser gets a score between 0 and 19 for "net damage
inflicted." This is found by taking 20 and subtracting from
it the winner's final life total, adjusting the score to be
within the range. The person who scores the most is the
winner of the match, and the match result is then converted
to Victory Points on the following scale:
Match difference: Winner's VP Loser's VP
0 (tie) 15 15
1-3 16 14
4-6 17 13
7-9 18 12
10-12 19 11
13-15 20 10
16-18 21 9
19-21 22 8
22-25 23 7
26-30 24 6
31-35 25 5
36-40 26 4
41-45 27 3
46-50 28 2
51-55 29 1
56-60 30 0
Victory Points were the sole determinant for rankings. In
the case where people had the same final VP total, the
ranking places were averaged (see Thursday and Friday results for
examples).
Because the players on Sunday played one less match, they
were given an extra 33% of their score for purposes of
comparing across the three days.
VB. The Rating Points
Within each event, Rating Points were awarded to any player
who won or tied a match, and any player who played in all
rounds, regardless of whether they won or tied a match.
Rating Points are determined by the number of players in the
event, the number of matches won, and that player's eventual
ranking.
To determine the Rating Points, first determine the number of
match wins. If the person played all scheduled rounds, add
one match win to that player's total. This is then
multiplied by a factor based on the number of players and the
final place. Thursday's and Friday's sessions qualified for a
base multiplier of 5; Saturday's base multiplier was 4. The
day's winner got the full multiplier, second place got one
less than the base, 3rd and 4th got two less, 5th - 8th got 3
less, and 9th - 16th got 4 less than the base.
For those who placed in the finals, two calculations were
made. First, the day was calculated as if it were the only
event that person played in, at a base multiplier of 6, and
then added to the points won in qualifying sessions. Then
the total number of wins (without a +1 adjustment) from one
qualifying session were added to the wins from the final (with the +1
adjustment) and calculated from that at a base
multiplier of 7. Whichever method yielded the best result
was used for that player's final rating.
VI. Comments from the TURNABOUT Guy.
This, though not as well attended as last year (36 vs. 42),
was more enjoyable from my end. I believe I have developed
the format to a point where it needs only minor tweaks from
now on.
The presence of Combo Winter made itself known, but in the
end, everything balances itself out in TURNABOUT. I've seen
every deck type win here, and expect to see that continue
into the future, as this event is all about play skill. This
event, GenCon's longest running Magic event, will not be
going away any time soon.
Dominick Riesland,
"The TURNABOUT Guy"
Almost Official Milwaukee M:tG Rules Guru
Judge Advocate Team HKMC
Inventor of the Chicken Track
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