Minecraft Championship (MCC) is a monthly tournament in Minecraft that stars many popular Minecraft players as well as regularly bringing in other popular online content creators to spice things up every once in a while. Scott Smajor and the Noxcrew put the event together completely for free each month and handle everything from deciding who teams with who to coding the games themselves.
MCC is regarded as one of the best Minecraft tournaments in today's time, from chosing fun and interesting games to play to making sure that each team is balanced enough to where anyone could walk home a winner. Each participant of the winning team gets to take home a coin special to that season with the five-time winners getting a different prize once they win five separate times.
MCC is held monthly, and each participant is encouraged to stream. In order to keep track of the event, MCC has its own website with players, live coin tracker, and specific game records.
Artist currently unknown. |
The way that each MCC is numbered is MCC followed by the number (ie MCC 14) disregarding noncanonical events like MCC Pride, MCC Rising, All Stars, and Jingle Jam.
Fourty players are selected and placed onto teams of four for a grand total of ten teams each tournament.
Here are the ten teams and their mascots, who change for Halloween and Winter: | ||
Red Rabbits | ||
Orange Ocelots | ||
Yellow Yaks | ||
Lime Llamas | ||
Green Geckos | Also known as the Green Guardians in the past. | |
Cyan Coyotes | Also known as the Cyan Creepers in the past. | |
Aqua Axolotls | ||
Blue Bats | ||
Purple Pandas | ||
Pink Parrots |
There are also a list of games that rotate each MCC. If these games sound interesting, Noxcrew is currently working on a server for everyone to play on called MCC Island!
While not a game, the Decision Dome is how each game is selected to play next. There are only nine total slots for games to be played each MCC, and twelve games in the roster total, so there will always be two games that are skipped each MCC. There is a reason for the Decision Dome, as each game progresses, the coins have a multiplier. The first game is x1.0, the next game x1.25, then x1.5, and so on and so forth until the last game before dodgebolt is worth x3.0 coins.
Teams must evaluate what games they're good at and try to get them picked towards the end of the tournament in order to maximize their coins.
Games are picked by launching an egg into a roulette wheel and watching the egg crack into a chicken. The chicken has free reign to wander the wheel until the final few seconds where walls go up and lock the chickens in place. Teams must time their egg throws if they want their vote to count for the game they want to play.
However, in order to keep things fun and interesting, teams recieve powerups randomly assigned to a member from the 10th place team as well as additional random players. These powerups include glue that force chickens who step on the chosen tile to stay on the chosen tile for a few seconds, fire that instantly burns all chickens standing on that particular tile, a fox that will start attacking chickens randomly, swap where a player is swapped with their chicken and ends up in the roulette wheel as a vote themselves (they can also punch chickens out of a game they don't want to play), and dunk which when shot at a rival team, that team will fall into a pool of water far below (they will lose their opportunity to vote if they haven't already thrown their egg as well as not being able to see which game is going to be played).
Hole in the Wall starts everyone in the middle on a platform. Walls made out of slime blocks and fence posts slowly approach the players. The players must navigate the middle platform while also dodging the wall as the speed of the wall increases and the platform shrinks down. However, in order to make it more challenging, walls can come from each of the four cardinal directions, sometimes two directions at once! But no mater how many walls are coming closer, only one will ever pass over the platform at a given time. Any more and that might be too challenging!
Players earn coins everytime another player falls off the platform. So, the longer a player stays on, the more coins they get.
Each round lasts three minutes, and there can be multiple winners should they last all three minutes. Three rounds are played.
Good reaction times and navigation skills are a must in this game!
There really aren't any cool strategies for this game. However, there have been some issues where due to lag, some players glitch through the blocks and end up fine on the other side.
This is probably one of the most controversial MCC games still on the roster as half of the fanbase loves it while the other hates it. Big Sales at Buildmart (or simply just Buildmart) is a cooperative building game. When the timer starts, three simple Minecraft builds appear on the designated platforms. Players must quickly tally how many materials of each type is needed in order to construct the build. They then must go out of a portal into BuildMart, a shopping center for all your Minecraft needs. Each material in its rawest form is conveniently placed in large groups together and labeled to allow for easy navigation. Once the player receives the needed amount, they race back to their team's area to start crafting and building.
The faster a team collectively completes a build, the more coins they get. Remember, cooperation is key here. Coins are evenly given to each member of the team, so the goal is to build things faster than other teams. The top three teams who build the fastest get an added bonus. Every three builds, a golden build appears, giving the team more points should they finish building it. However, it usually is a bit trickier and will take longer.
This game favors players who aren't so good at the movement-based games but who are also good at remembering Minecraft recipes and long lists of random items.
This game takes ten minutes to play.
Some strategies for this game include the whole team focusing on one or two builds together and outright ignoring the third, separating the team so one person is in charge of a specific item like all woods or all stones, using the livechat to help remember what was needed, having a designated floater to make sure things were running smoothly, or even a combination of all the above.
Buildmart has undergone a lot of changes since its release in Season One MCC where it was literally a shopping mall. Notably, Technoblade found an exploit that caused Noxcrew to rewrite how the game was run. Techno noticed that each of the builds never changed from MCC to MCC. The order changed but none of the blocks in the actual builds changed. So he scrubbed through all previous MCC VODs to find every single possible build and compile what materials were needed to build it. At the end, he converted all materials into raw materials and added them together. He then sent a shopping list to his teammates and instructed them to grab exactly what was on their list. They were stressing out as teams were completing builds left and right, and they still hadn't even started building as they were still collecting their materials. However, once they got back and began construction, they quickly pulled into the lead in such a short amount of time that they earned quite a lot of coins and bonuses. Noxcrew then changed the game so that each build would remain familiar in layout but change color or types of wood each MCC so that this would never be exploitable again.
Sky Battle is the successor to SkyBlockle, as it improved on the game so much, they renamed it. Sky Battle is a fighting game that makes use of both pressure from surrounding teams as well as map pressures to force one team to come out victorious one way or another. Teams start out on individual islands equipped with unlimited concrete to build, a pickaxe, and an iron chest plate. There are some chests on the island, but most of the good loot and additional iron for swords and armor are on the inner tiers of islands. There is usually an additional ring of islands before the main circular structure. The majority of coins earned in this game are based on kills. The more people that are killed, the more coins are earned. There are a few coins earned for surviving a kill, though, so it is possible to passively earn coins in this game. The last player, or rare team, standing earns an additional sum of coins.
The islands are placed such that two neighboring teams have equal distance to it. Teams must chose directions wisely. If they happen to pick the same island as another team, they could be forced into combat before being prepared. However, they could also be placed next to a team that is not great with pvp and easily scoop up free coins from kills. This is also a game where you cannot pick up items off a dead body. Once someone dies with it, it's gone forever.
This game favors fighting and movement, general luck, and most of all, communication.
Each round is four minutes with a continuously shrinking border wall. Three rounds are played.
Some common strategies in Sky Battle include picking designating each member to gathering a specific resource at the start of each round to picking which team they'd most like to fight if worse came to worst. After that, it's mining the iron and sometimes diamond blocks to craft armor and weapons to distribute to the team as well as distributing the few resources found in chests around the arena.
When teams reach the middle main structure, most of the time, the priority is to get to the very top of the map and then gradually fall down in order to maximize TNT and creeper deaths from above. However, some teams prefer to mellow out in the middle sections and slowly bridge their way in to the middle, taking out other teams nearby who are also focused on bridging to the middle. Still, some teams who aren't as skilled at pvp bridge to the very center of the main structure where there is a small platform with lucrative items at the bottom of the map. They hide there until the main structure is blown apart and then fight whoever decides to jump down, allowing for a somewhat easy kill.
However, no matter what strategy a team might have going into Sky Battle, the majority of what happens is entirely up to luck and in-the-moment decisions leading to incredible plays and unpredictable winners.
Parkour Tag is a successor to Parkour Warrior, taking the same basic skills and making a more fun to play and fun to watch game entirely. Parkour Tag plays off the idea of parkour, or jumping on and around city structures, in a game of tag. At the beginning of each round, the two teams that are paired off can see who they're up against and choose a team player to act as the Hunter, or tagger. The other three will be Runners. The players are teleported into a small arena limited to just their Runners and the opposing team's Hunter. The team's Hunter must tag all of the opposing team's Runners before the opposing team's Hunter tags all of the team's Runners.
The map is set up as a parkour gym with different jumps players can make to keep their high ground and different ledges they can use to climb back up to that high ground. The map is specifically designed to where most jumps can be easily made and there are no spots runners can stop to catch their breath or take a break because the tagger isn't that good at parkouring.
The Hunter can see an outline of all the oppossing Runners at all times while the Runners have an item in their hotbar that when activated, they can see the Hunter's outline for a few seconds and then the item has a short cooldown.
Each round is a minute with nine rounds total for every team to play against every other team.
Runners earn coins for every ten seconds they stay alive and share an amount with their team if they last the whole time. Hunters earn coins for tagging all of the oppossing Runners as fast as they can, earning more coins the shorter amount of time they do it in and a sum at the end if they manage to tag all players before time runs out. There is also a coin bonus if your team tags all opposing Runners before the opposing team does.
This game favors movement, speed, and quick thinking.
There aren't too many strategies here other than picking your team's best Hunter for teams that are known for fast movement (like speedrunners) and your second or even third best Hunters for teams that are known for being more clumsy with movement. Each player can only Hunt a total of four times, so it's best to save the best Hunter for the hardest teams.
TGTTOSAWF, or TGTT, is a movement game where the goal is to get from one side to the other as fast as possible using whatever means necessary. In order to keep things fair, the finish line is not a line, per say, but a pool of idle Minecraft skins that were submitted by fans. In order to finish the round, players must hit one of the fans, as per the whack a fan line. Collision is also on, and players can hit each other out of the way.
There are six rounds, each giving players one and a half minutes to complete the round. Each round is differently themed but with all the same generic goal of to get to the other side.
Most of the maps are obstacle courses, either having the players parkour their way through them or using concrete to build platforms to the end line. However, there are some that break this formula, like Terra Swoop Force, an elytra-flying course, Boats, a boat race on an icy mario kart course, Siege, which is like Takeshi's Castle, and Launcher, which gives players a rocket spleef launcher. That being said, there are many different strategies and ways that players have found to technically complete the course without using the methods the developers have provided.
Coins are earned based on the speed by which they finish the course. First place gets the most for completion while fortieth gets the least. It is possible to not earn coins in this game for not completing a round. The first four full teams to finish also get team bonuses depending on how fast they finished. First full team gets the most coins, fourth full team gets the least coins.
This game favors movement and speed, particularly speed-bridging, and a some luck.
When people think of Minecraft Tournament, they usually thing of Survival Games thanks to the hundreds of thousands of videos made in 2013 surrounding Hunger Games in Minecraft as well as MCC's predecessor, Minecraft Mondays, almost exclusively using Hunger Games rounds in their tournament.
However, Survival Games isn't always about eliminating other teams, it's about surviving. At the beginning of the game, all teams are placed onto pedastles surrounding a fountain with chests of lucrative and essential items. Teams can choose to rush into the center to grab these items, or they can run into the map and find other items. The farther they go into the map, the better the items get. This is because there is a border that shrinks the map every few minutes or so and thus, makes it harder to grab the better gear. If they kill a player or come across a dead player's chest, they can loot their inventory for better things.
This game is a pvp/fighting game, but also requires immense communication as to who has what on them, how much health they have, if they see any opposing teams, etc.
Coins are earned from killing players, mining supply drops, and surviving kills passively. At the end of the round, teams recieve a shared amount of coins based on what order the team was eliminated in.
There is only one round lasting eleven minutes.
General strategies include passing off the strongest armor and weapons to the best fighter on the team, but not to neglect the other members; communication between everyone as to what is avaliable, where other players, teams, and items are, how close the border is, and health; and sticking together as a group of four as much as possible.
Sands of Time ranks as the favorite game within the fandom. It takes the general Minecraft skills of navigating an unfamiliar cave to find resources and to bring those resources back to your house without dying. However, since this is a tournament, it's more exciting.
It's called Sands of Time because each team is on a timer run by sand. Each block of sand is ten seconds, and they are scattered across the map.
Teams are sent to isolated copies of the map and are tasked to collect as many coins as they can without dying and without running out of sand in the timer. However they spend their time is up to them.
Each MCC, the Sands of Time map is randomized so it's always a mystery as to where things are located. There are four vaults, blue, red, green, and gold, each with a lucrative amount of coins inside. There are four keys scattered throughout the map as well that can open these vaults. The blue key is always under the sand timer. The red vault key is always locked behind a puzzle. The gold key is always behind tricky and dangerous parkour or behind a sand sacrifice worth four sand blocks. The green vault door is always somewhere near and close to the main room. The other keys and vaults are hidden away within the labyrinth.
Players are given basic armor and weapons as well as tiles that can be placed down to mark where they've been. They can also find torches, weapons, additional armor, coins, sand blocks, and rusty keys from exploring the labyrinth, too. Players need rusty keys to unlock doors to progress down the hallways they are currently exploring. They can pick up sand blocks to bring back to the main hub to keep the timer going. And of course, they can pick up coins to add to the total number of coins the team earns. Players can also earn coins by solving word puzzles, breaking mob spawners, opening sand sacrifices, or by testing their luck with parkour or pressing levers.
Sand is limited, however, so players have to make constant decisions as to how they spend both their time and their sand. They could choose to fight those mobs so when they come back, they have an easier time running through. Or they could leave those mobs there and deal with them as they run back. They could use those two sand blocks for this sand sacrifice and get some coins out of it, or they could use those twenty seconds in the timer.
If a player dies, everything that was in their inventory, including their coins, is dropped on the ground, and the player is sent back to the main room to jail. They can be released if someone else on the team deposits one sand block. The player can attempt to retrieve their belongings where they died, but twenty percent of their coins will be permanently gone.
Players can also cash their coins in the Sphinx if they need to attempt a risky jump or pass through a dangerous area. However, the Sphinx takes a twenty percent cut from the deposited coins.
Once a player is happy with the amount of coins they have, they can step through the portal to cash in those coins. However, they cannot step back through the portal. If a player does not step through the portal before the timer runs out, the player loses all coins on them, and they get sent to actual Sands of Time jail where players who did make it through can throw tomatoes at them.
Most teams utilize a Sandkeeper who stays in the main room and keeps an eye on the sand timer, letting their team know how much time is left. They can also distribute resources and tackle the few rooms and puzzles located very close by. The Sandkeeper is typically the person who is the worst mechanically at Minecraft as this game favors fighters, movement, and speed.
Rocket Spleef is not a new concept. Essentially, players are given elytra to fly around a map in, and a launcher to boost themselves off the map and into the air. However, as they launch themselves, they destroy the map underneath them. Rocket Speelf Rush adds moving bits of the map to help keep the game moving and prevent players from expoiting the game by causing server-client lag issues that were prevalent in the previous iteration, Rocket Spleef.
Players are given an item called Updraft that when used, pushes the player to a taller height regardless if they used their launcher or not. However, at some point during the round, the game takes the Updraft away after issuing a warning.
The launcher can store three launches and takes some time to recharge them. Players can shoot below themselves to launch themselves up or shoot at other players to break the blocks beneath them.
The moving blocks appear after an arrow, showing where the course is heading next. As more and more blocks appear, the previous blocks from earlier sets dissappear. They get faster as the round goes on.
This game heavily favors players who know how to use an elytra.
Coins are earned passively as players eventually fall off the map and also when you are responsible for a kill. The top ten players also recieve bonuses based on how they scored.
Height is a huge thing in this game. The winner is chosen based off of height, so if the round ends from the timer, the winner is whoever had more height at the time.
This game is played in three rounds of four minutes each.
Some strategies for this game include: not using your launches to mess up other opponents (it's pretty rare that you'd eliminate someone with it and you need those launches for when it starts to get faster-paced).
Ace Race, replacing Foot Race, is a classic race around a map using running, swimming, and flying. There are speed boosts, jump pads, and multiple shortcuts for those daring enough to try.
This one's pretty cut and dry.
Players must complete three laps in ten minutes.
This game favors movement and speed.
Coins are earned based on how fast players complete the game (first place gest most coins).
Wilbur Soot has an ongoing bit where he always monologues before and during Ace Race.
The newest game to the MCC lineup, Meltdown takes place on a map with rooms gridded off from each other. Teams each have their own entrances around the grid, with the main goal to earn the most coins and survive to the end. Players are armed with bows with ulimited shots, and if they shoot an opponent, their opponent is frozen. If all team members become frozen, they are out of the game. However, they can combat freezing by placing down heaters. Heaters slowly melt frozen players until they're ready for action again. Heaters can be picked up but they have a cooldown before they can be placed again. Opposing teams can destroy heaters, too. Once they're destroyed, they're gone.
Coins are earned by mining various coin crates hidden around the map as well as mining the large stashes of coin crates avaliable after a certain amount of time. Players can also earn coins from killing a player. Bonuses are given depending on team placement.
However, there is only one pickaxe that is shared amongst the team. Usually one member is delegated to mine the coin crates while the other three protect them.
As the game progresses, the bordering rooms begin to melt into lava pits and containment doors start to lower. Teams must escape the melting rooms and clear the closing doors in order to stay in the game.
This game has three rounds lasting five minutes each.
In the very center of the map is the largest coin stash of all, but it's surrounded by tall scaffolding that is easy to shoot from.
This game favors communication and those who are straight-shooters.
This game is too new to have strategies.
Grid Runners is a team-based communication game where the team must progress through a series of rooms, completing each objective as fast as they can. Each room contains some level of communication needed, as well as other general Minecraft skills like parkour, movement, basic item knowledge, basic crafting knowledge, basic redstone knowledge, and basic memory skills.
Teams that do well here are teams that can easily convey ideas both through their microphones but also through their player's body language.
Coins are earned based on how fast individual rooms are completed as well as how fast the team completed the course overall.
Teams have fifteen minutes to finish ten rooms and cross the finish line.
General strategies include: timing a jump correctly so it launches players as close as they can be at the start of the game, assigning numbers to teammates so there is no wasted time scrambling over picking a door to stand in at the start of a room.
Battle Box is a pvp game that pits each team directly against each other. The main goal is to break the white wool placed in the center square and replace it with your team's wool. However, the other team is gunning to do the same. Players can fight each other in order to gain kills and make filling in the wool easier.
At the beginning of each round, players can select additional items to help them out: a stronger sword, TNT, a healt potion, more arrows, etc. These items are only given to the player who selects it and no other player on the team can select the same item.
Coins are earned by winning the round, as determined by having more wool placed in the box than the opposing team, and by getting kills.
This game is played in nine rounds, for each team to be paired up, lasting one minute each.
This game favors players who are strong fighters but also players who are good strategists.
Strategy for this game is probably the most consistent out of the twelve. Depending on team balance, some will work better for others. If there is a good fighter, oftentimes it's easiest to send in the fighter to the opposing team's starting point to catch them off guard and pick them off one-by-one as the other team members keep them distracted. If the team is not a fighting team and is considered a weak team overall, then immediately rushing the middle and placing wool will often net them the most coins and the most wins. Some teams that are more evenly distributed will have three members fight the best they can and defend a fourth (usually a weaker fighter) as they fill in the middle box. Strategies are endless here, and largely depend on who is on which team.
Dodgebolt is the only game that is played every MCC. This is the decision-maker as to who wins the tournament. As this is the last game played, the top two teams coin-wise are sent to the Dodgebolt arena.
Dodgebolt is played very similarly to dodgeball. There are two arrows. At the beginning of a round, each side recieves one or one side recieves both depending on who is ahead. Players must shoot their arrow and hit a player on the opposing team. Once hit, that player is out for the round.
Usually, most teams try to hit the other team's best shooter first so that they have a better chance at surviving.
Because the map is made out of ice, it's very slippery. It helps randomize the player's movements to help them dodge the arrows, but since it's ice, they players don't have complete control of their movments.
The arena steadily shrinks, forcing the two teams closer and closer together and making the shots easier to make and harder to dodge. Players also cannot cross a line on the opposing side, otherwise players would run up to each other and shoot.
Strategies here include funneling arrows to the best shooter on the team to blocking arrows meant for a different player (usually the best player on the team).
Since Dodgebolt takes the top two teams, it's anyone's guess as to who will win the tournament.
In order to win, teams must win three games out of five.
Once three games have won, players are teleported onto the stage where a digital MCC coin floats in space. Crowns are added onto the players that will remain on their skins while in the MCC hub until the next Dodgebolt.
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