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DiceDiceKitty

Tournament Report! September 17, 2016 - Lockout League Week One

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Greetings Fellow Dice Fans!

We decided to do our own Lockout League; called Supremacy or Legacy in other locations. We chose to call it Lockout League because you 'lockout' certain cards each week. We have lots of Magic: The Gathering players at our FLGS so we didn't feel right using the term Legacy because it's an official format in MtG.

Each week, the ten cards on the winning team are added to a Lockout List (ban list). At the end of four weeks, we erase the Lockout List and either begin a new Lockout League or continue with other formats. We decided to try four weeks for our first Lockout League to see how much diversity we would see by the fourth week.

We decided to give additional prizes, beyond the regular OP prizes. Players may pay a five dollar entry fee that will cover them for the length of the current Lockout League. Each victory will earn them three points, and each loss will earn them one point. We then distribute booster prizes based on entries to players in order of total points earned. Not all players are required to pay in, but players must pay in the first week they play. If a player decides to not pay in for additional prizes, they can still play in the League play, but must follow all League rules. We had eight players playing this week and six that paid in for this event. We had a few players out this week that plan to enter next week since they didn't play this week.

My Team

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You can find my team here, on DM Retrobox.

I decided to play the classic Bard Blitz in an effort to get the cards locked out early. I replaced Doomcaliber Knight: Fiendish Fighter with Rip Hunter's Chalkboard: "Only Zatara Can Reach the POINT" because I thought it would be a little better for the local meta. The rest of the team is the same as the standard Blitz build.

Round One

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I went first against my husband's Flying Sidekick variant. I wasn't able to get an early victory, and the longer the game went on, the more characters he was able to get into the Field Zone. I kept finding myself just short of lethal damage, even with Cloudkill. When I knew I was going to draw a Cloudkill on my next turn, I used Chalkboard and then purchased a second Cloudkill so I would have two for my next turn. Many of my opponent's characters had a defense of one or two, and I knew I could get lethal damage if I could get around them. Even with his Constantine: Antihero, I was able to get two Cloudkill Actions to KO most of his fielded characters. He paid his one energy to block with his remaining character (Green Goblin), but it wasn't enough. I saw what mistakes I had made in this game, like purchasing a Bard on turn one, and corrected my play for the next round.

Record after Round One: 1-0-0

Round Two

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I went first again in round two and found myself against another Flying Sidekick variant. I knew what I needed to do this time, so I purchased a Miri with a Wild and Mask and then saved the two remaining Masks for PXG. My second turn, I used Blue-Eyes to KO a Sidekick, used Chalkboard, and then purchased a Bard. I saved two Masks for PXG. On my third turn, I rolled Bard and Miri on character sides, purchased a Morphing Jar, Fielded Miri to get my Jar into the Field Zone, fielded two Sidekicks and then attacked for my round two victory. My opponent didn't have any blockers in the Field Zone which left me the window I needed for such a quick victory. It was a textbook third turn KO for Blitz, just with the use of Chalkboard instead of Resurrection for better control over the dice that went to the Prep Area.

Record after Round Two: 2-0-0

Round Three

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I went second against a fellow Blitz variant player. This game went on for a while before either of us purchased a Cloudkill because we were hoping to race the other to a early KO. I wasn't able to get my Cloudkill dice before my opponent got his. He was able to roll up two Cloudkill Actions and practically clear my Field Zone of characters and then attack for the victory. I used Parallax and played the lottery too much trying to get additional characters in the Field Zone instead of buying Cloudkill sooner.

This team was the winning team which means all ten cards are added to the Lockout List and are not allowed to be used in any Lockout League tournament for the next several weeks.

Record after Round Three: 2-1-0
Final Standing: 2nd


Final Thoughts

I do not like playing Blitz. I don't like teams that can obliterate an opponent in three turns. I didn't feel good at all after defeating my second round opponent. I wanted to see Bard get locked out early and that's why I played it the first week - in hopes I'd win and Bard would be out. Even though I didn't win, a Blitz team did so I don't have to worry about Bard for at least three more weeks. I'm planning on playing either Vicious Struggle or Mask Ring next week in an attempt to get some of those cards locked out. I'm more looking forward to the final week of Lockout League when we will probably see a more diverse list of cards. Our regular weekly OP events don't normally see so many Blitz/Rush and Flying Ninja/Sidekick teams. While the Lockout League seems fun, I think it needs some additional lockout list tweaks early on if you're only playing four or five weeks in the Lockout League. I like the idea of the Lockout League and so far, the locals seem to like it too. I can't wait to see what teams they come up with as the Lockout continues!

Current Lockout List:

Character Slot Cards
Miri Riam: Beacon in the Dark
Half-Elf Bard: Master Lords' Alliance
Morphing Jar: Canopic Jar
Elf Thief: Lesser Harper
Rip Hunter's Chalkboard: "Only Zatara Can Reach the POINT"
Giant Spider: Greater Beast
Parallax: Source of Terror
Blue-Eyes White Dragon: Monstrous Dragon

Basic Action Cards
Cloudkill
Resurrection

What would you expect to see at your local Lockout League?
Has your FLGS already done a Lockout League?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!
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Special thanks to The Reserve Pool for the use of their site!


Roll on, Dice Masters!

Comments

  1. Jwannabe's Avatar
    I may have to finally make a trip to your store for one of these. This would be my favorite format I believe.

    I think 6 weeks would probably be the optimal time to run this league. Then at the end of it, I would vote 10 cards out of the 6 winners team to begin the next lockout league. That way you don't have completely reset each time. That would also fit nicely into releases between sets and you could change the locked cards as different ones become dominant.

    Thanks for all your blogs once again!
  2. DiceDiceKitty's Avatar
    Quote Originally Posted by Jwannabe
    I may have to finally make a trip to your store for one of these. This would be my favorite format I believe.

    I think 6 weeks would probably be the optimal time to run this league. Then at the end of it, I would vote 10 cards out of the 6 winners team to begin the next lockout league. That way you don't have completely reset each time. That would also fit nicely into releases between sets and you could change the locked cards as different ones become dominant.

    Thanks for all your blogs once again!
    I love the way you think! I wanted to start each Lockout League with a list of pre-locked cards, but was trying to figure out the best way to do it. And six weeks does feel very appropriate. We'll be doing four weeks of regular constructed after the Lockout League, then we'll either start another Lockout or do one of the other League Events I've cooked up.

    I'd love an opportunity to play against you again! I thought Big Bang was in for this first round of WKOs but doesn't look like it now, unless something changes.

    Thanks for reading and your kind words. :3