By the rules above, Blightening should still be able to hit planeswalkers. The discard 2 cards is not part of a calculation or information used to determine damage. Its simply a secondary effect of the spell. A player with 0 cards in hand can be targeted and damaged by blightening so there is no reason a planeswalker couldn't be. And the discarding 2 cards has no affect or bearing on the damage done to the player. I guess we'll have to wait for the errata to be sure, but from the rules above, blightening should still hit planeswalkers.
This was a cool event. 14 was more than we usually get, so things were a bit hectic. It being a gorgeous day outside, the brewery was a bit more crowded than usual. Then, halfway through the tournament, a 55 passenger bus showed up to visit the brewery. All the additional commotion made for a cool hangout.
Dan's Reanimator deck was sweet. He says he's gonna tune it and try again and I'm excited to see that. Being on a UW control deck, I didn't really get to see it go off. Game 3, my 7 +next 2 were tundra, fetch, karakas, force, force, mana drain, misstep, swords, swords. Even without any sideboard cards, I managed to run him out of gas.
Blue Angels was fun to play and I think I could've done better. But there's some problems with that 75. I started with an old list and rebuilt from there. The combination of being an old list and me being forgetful means that there's some good stuff that should've made the cut. For example, Fragmentize almost certainly makes the cut over one of the 2 main / 2 side artifact removal spells.
Ghostly Prison in the sideboard was great. Swarm decks like Merfolk and Xerox were neutered in their ability to deal damage, allowing me further time to find my outs while restricting their ability to play more spells. One Merfolk opponent got stuck at 3 blue sources and had to make the decision every turn of casting another creature or attacking. I'd love to see the math on which is right and when. I even brought it in against Reanimator as his deck was light on permanent mana sources. I think I would cut the Moat for a second Prison on the next go around.
Moat was in the board for the large number of decks that want to win on the ground. Given my five fliers and equipment to make them faster, I figured it was a sure bet. After having played it, I'm not so sure. One Delver opponent proceeded to cast three Delvers in the four turns after I cast Moat. RIP me. I think I'd replace it with another Ghostly Prison.
Umezawa's Jitte is awesome. I'd like it main but I'd also like the other two equipment and I don't want to go up to three. Protip from someone who forgot: One of Jitte's abilities gains life. I lost to my own Mana Crypt while focusing on the beatdown instead of trying to stay alive.
Vendilion Clique was really interesting. I actually targeted myself a lot. When targeting opponents, I only once took something out of their hand.
It kind of came off like you were, so my apologies on misunderstanding.
I can't speak much about since the trials, as I really haven't had a chance or honestly, the drive to spend traveling all day to play vintage in months (it costs me 60+ dollars to play because of gas, food, and entry... and my whole Sunday). Only thinking about changing decks for vintage has gotten me interested in playing again. My 2 Card Monte deck is just sitting in a corner collecting dust. I thought it was the deck for me, but I'm getting the feeling it's not (I will always love the card Painter though). I want something more controlling, but that's another discussion and doesn't belong here.
Sure, these discussions are important, definitely not arguing that.
Stu approached several staff at the side events stage regarding starting Vintage as an On Demand Event. All staff told him that they couldn't do it but they'd be happy to allow him to play Vintage in "turbo town*"
A few hours after our annoyed tweet (and several more annoyed replies), CFB responded that they'd be happy to run Vintage. By then, most of us had either headed for food or signed up for other events.
So in any case, best of luck to those who wish to play Vintage at a grand prix.
* Turbo town - $5 entry, 10 prize tix participation, 20 prize tix to winner. Go again as often as you want. Basically cash games but for prize tix.