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Stock Market Mayhem
Signups
A recession is underway. We hear daily about growing concerns of tariffs, inflation, layoffs, product scarcity. How will you gain an advantage in this climate? Pick one of four card groups and build decks for your prosperity.
Sign-up deadline: May 18
Match phase: May 19 - June 1June 8
Rules
You will play each opponent once (round robin) in a play-exactly-5-games match.
When you sign up, you will pick between one of the given groups. Send your selection to asdw152 when you sign up.
Selections will be announced at the start of the match phase.
Deck Building
Players must pick one of the four groups below.
Players may not access cards from the other three non-picked groups.
You can only play card in your group and other cards in the game not in the non-picked groups
Players start with zero deck upgrades
The only way to upgrade cards is by playing a card from your group
You receive +3 deck upgrades for any copy of a card from your group

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legal, 9 stockpile group cards, 27 upgrades

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legal, 10 stockpile group cards, 30 ups, can play fewer ups if you want

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legal, 0 group cards, 0 ups

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ilegal, 9 stockpile group cards, 27 ups, too many ups

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ilegal, stockpile group correct ups, but space whale is restricted

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Rewards
The winner is the player with the most match wins. If two more players tie on match wins, we look at h2h record of the players that tied to determine placement. If 3 players are headlocked (1 win, 1 loss vs. the other 2), then whoever has the most game wins is the winner. If still tied, we'll examine community blessed options like a head to head final rematch.
1st Place: 30000 Gold + Shiny Nymph Code + Mark Code
2nd Place: 25000 Gold + Shiny Nymph Code
3rd Place: 20000 Gold + Shiny rare Code
Participant: 15000 Gold
Signups:
1. Serprex Optimistic
2. BigDieck Optimistic
3. Ponderous Wild
4. Timpa Wild
5. Pimpollo Optimistic
6.
7.
...
Any questions, just ask them here or message me on Discord.
General Info on PvP
PvP Integrity
1. Strive for good sportsmanship at all times
2. Many issues can be resolved and discussed before "accepting turn". For example, if you speedbuilt a deck and didn't change the mark code, ask your opponent if you can fix the deck mark and replay before you accept your turn. If you continue on with the game, it is up to the other player to decide if they will replay or not. Do not pressure them into a replay. It is you who made a careless mistake and also didn't notice the error until too late. Additionally, if your opponent notices an issue before 'accepting turn', it is most sportsmanlike to allow them to fix the issue and replay.
3. Players may copy the 'replay' code of a game for 'viewing' later on in openEtG's custom section. To maintain PvP integrity, please use the replay only as a reference for game issues (i.e. one player disconnected) and to analyze your own game later. Players should strive to do their own work. Their decks should be self-built. Players are welcome to gain insight from the community (forums, discussions, asking questions, etc.) but should refrain from simply copying another player's deckcode mid-match. If you like your opponent's strategy G1, for example, you are welcome to speedbuild a deck like that for G2. Make sure it is your own work though.
PvP Issues
1. Stuck Screens: Sometimes players enter a pvp duel and cannot accept their turn. It looks like one is "stuck" on that screen with the only option to press the resign button. One fix to get 'unstuck' is to to use the L keyboard shortcut to reload game state. Communicate with your opponent to see if they're 'in' and 'connected' to you. To help avoid this issue, before starting any PvP match, both players can relog and test dummy decks to ensure they can connect.
2. Deck not loaded properly: Another common problem is a player will enter a pvp duel and they notice their newly chosen deck is not loaded and instead their last played deck is loaded and active. In these cases, let your opponent know and ask if it is okay for a replay before accepting your turn and playing any cards. This issue happens when your opponent sends you a duel invite, and you accept while you are still in the deck editing screen. Technically, you need to exit the deck editing screen and then accept the invite.
3. Lost connection/power: There are times where players lose internet connection to the game, lose power, etc. Players should take a screen shot and save the game replay. Both players then should discuss if they should replay or if it was very clear one player was going to win. When they are unable to decide, they may ask for a non-participating tournament host or non-playing arbiter to help decide. If both players feel comfortable with a replay, proceed.
4. Weird things happening on the screen: Take a screenshot when you see something odd happen. There can be some game bugs. Let the event host know about the issue. If it appears you can play the game through to the end, please do so and save a replay. If you believe the issue could have affected the match result, let both your opponent and the event host know.
Submitting Decks, Illegal Decks, Match IssuesSaving and submitting decks after a match
After each game, save a record of the deck you played vs. your opponent. Even better, also copy the 'replay code' of the game and store it for later recall; the replay code captures both players' decks and the match can be viewed later. Both players must submit either (a) the exact deck code they played - and label which game it was used (i.e. G3) - or (b) submit the replay code (copy/paste)
Posting decks after the event
After the event is completed in full, you may post deckcodes and match summaries to your match results post or a single new post with decks for all matches.
Illegal Decks
The only illegal decks for this event are (1) not playing one of your 10 decks or (2) playing one of your 10 decks more than once. The default ruling is that if one plays an illegal deck, the result is a game loss for the player with the illegal deck. Players could agree to a replay of the game with an illegal deck, but neither player should be pressured to do so even if the common perception is that there would be minimal impact.
Time between games; interrupted play; inactivity
1. The default time limit in between games is 5 minutes unless otherwise agreed upon by both players. If Player A notices Player B is repeatedly taking longer than 5 minutes, Player A should remind Player B of the time limit and ask if there's a particular reason they need more time. Some in between 'thinking' and 'adjustment' is absolutely fine. Spending 15 minutes mid-match to design a new deck is excessive. Study and prepare in advance, not during the exam!
2. Interrupted play - If you need to suddenly leave due mid-match to real life circumstances, please communicate this clearly to your opponent; make every effort to reschedule again and finish the match. If you are not able to connect again before the match deadline, your remaining games to be played will be forfeited; your opponent claims the wins that were not played due to your leaving the match mid-way.
3. Inactivity - Obviously, dropping out of an event after it has started is not ideal. It affects your opponents and the event overall. The participant pool allows for even matches per player per round. Dropping out will disrupt that consistency. Still, it can be hard to avoid real life issues. Do your best to communicate your upcoming withdrawal as soon as you can with the event host and any players you have outstanding matches with. If there is a reasonable chance for you to complete your matches, even if it means poor preparation and performance on your end, please do so. Avoiding playing simply to avoid losing results is poor sportsmanship.
4. When a player does drop out or is withdrawn mid-event, both completed match results and unplayed matches are voided for the player dropping out.
5. Matches not played - this will be dealt with on a case by case basis, typically by extension, withdrawal (see above), or other community blessed outcome
I phoned this one in a little, only made 4 decks. But was still in a lead for 3 way tie before pimpollo showed up after having excessive rng vs timpa. Maybe not having faith in sose for last game with pimpollo is what cost me

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This deck was supposed to just be a meme, but it performed pretty well. Tended to be hard countered

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Wand is busted, shouldn't be able to make every pillar draw live. Psionic works well with transforming itself, along with mutant working well with transform too. But it isn't particularly fast, so should be fine. This deck definitely isn't any proof

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Maybe I should've made this more of a rush
L sose vs wandguile, mulligan vs mulligan
W guilegive vs immoaxe, did they mulligan?
L wand vs disp/meta/sose, mulligan vs mulligan
L guilegive vs snowflake, they mulligan
W bond vs disp/meta/sose, I mulligan
W bond vs soi, they mulliganed to 4
W sose vs tessgon, they couldn't draw 2nd tidal
W guilegive vs balltal, sanct op
L bond vs tessgon, they drew 2nd tidal
L guilegive vs clepsydra, hard counter
W guilegive vs tesswhale, decked him out
W bond vs disstall, they mulliganed 3x
W wand vs defender, picked away while diss held off feng
W sose vs pixiegon, sose goose hatch purple nymph gg
W guilegive vs sopawarden, double combo to steal both wardens let nymph land, third combo sealed it
L guilegive vs dispmetastall
W sose vs ugwings, sose gave momentum
L wand vs mill, got them down to 2, bad shazams
W sose vs amberwhirl, early boar
L bond vs dispmetastall
this is a wip post, but here are all the decks I used.

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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vs

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(didn't save game, but deck was something puffer-fishy

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