2+1 Infinite Shadows over Innistrad Block
Players may only submit cards printed in Shadows over Innistrad or Eldritch Moon. Players libraries consist of an infinite number of copies of the third card submitted. Pick the Brain and Invasive Surgury are able to remove any number of cards from the library, but not infinitely many, so the delirium effect is practically useless.
Deck Size: 3 Land Rule: Basic Land Rule Additional Banned list: None (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
There are lots of cool things to do in this format. Nearly every color has great synergies, and a pile of Thraben Inspectors might get there.
Call the Bloodline was a favorite, and I'm surprised that Liliana's Elite didn't see more play. It is similar to Thalia's Lieutenant in power, but lands large on an empty board. Declaration in Stone was also surprisingly underrepresented.
3mederer: Descend upon the Fishermen Epitaph Golem / Sinister Concoction // Descend upon the Sinful
You are well set up to handle certain types of threats, but you are limited to only having one creature in play at a time. The Abyss doesn't do as much when topdecks are assured.
4nerdyjoe : Yep, they're there! Rise From the Tides / Invasive Surgery // Take Inventory
Take Inventory allows for exponential growth, but the one-shot effect of Rise From the Tides may hold you back.
7Reyemile : Modal draws Cryptbreaker / Haunted Dead // Declaration in Stone
Declaration in Stone is amazing in this format. Unlimited copies is even better. And you can do other things with them, which makes it even better.
8tomsloger : "entry" call the bloodline / call the bloodline // avacyn's judgment
If both bloodlines get removed, you're at risk of losing, otherwise this looks good. It is only linear growth, but it can keep the quadratic growth decks in check.
9WhammeWhamme : Calling for Judgement Anguished Unmaking / Call the Bloodline // Avacyn's Madnessavacyn's judgment
Nearly the same deck as tom, with the added benefit of being able to take care of problem permanents.
Next Week's Format
Next week's format will be decided shortly. Apologies for the lack of a poll!
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday July 19.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
Contents
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.3a. A player doesn't lose the game as a result of being unable to draw a card.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
i. win the game
ii. take an infinite number of turns
iii. cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.
3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.
3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.
3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.
3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
5.3. The player with the most League points at the end of League play is the PHM League winner.
5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
6.3a. Players are encouraged to determine or verify additional match results.
6.3b. An undetermined match result is counted as a loss for both players in that match.
6.3c. A player may challenge any result until the moderator announces that the result is final.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.
7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.
7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
7.3. Land Rule Variant.
7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.
7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.
7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
7.4a. Only cards contained in sets legal in the named format may be submitted.
7.5. Life Rule (LF).
7.5a. If neither player would win otherwise, then the player who maintains the higher life total wins the game.
7.5b. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
7.6. Backbuild.
7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
7.7. Bonus Points.
7.7a. A player earns bonus points if his or her hand meets specified requirements.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
The rules say "Pick the Brain and Invasive Surgery would be able to remove all infinite copies of a card from the library with delirium.", but that's not true. They only allow you to search for "any number" of cards. If you want it to be true, we could just have libraries have 10^100 copies of the card instead.
Format suggestion: Scripted
5CH LR
For each card submitted, the submitter specifies a turn of the game with respect to the submitting player, e.g. "Black Lotus (My T1)", or "Wood Elemental (Opponent's T86)".
All submitted cards have "Play this card and activate its activated abilities only on the specified turn."
If the round rules said "The mana costs of all spells are reduced by 1. Therefore, tapping two swamps is sufficient to cast Necropotence", would you also think that was true because the round rules said it? Or would you ask for a clarification about the rule?
There's no reason we can't have consistent rules. There's also no reason why those cards ought to be able to exile entire infinite libraries, but if we really want them to, making the libraries finite seems like the only reasonable way. I mean I guess we could also just errata the cards to say "any number or all cards with the same name", but if we're going to errata cards to do things they don't do, it seems like we might as well buff all the other cards anyone thinks are cool that aren't otherwise good enough to see play, too.
After giving it some consideration, Personman is right. Unbounded and infinite are different. Pick the Brain and Invasive Surgery can only exile an unbounded number of cards, but not all infinite cards. Pick the Brain is now Night Terrors and Invasive Surgery is Envelope. The only card in the format to be effected by the delirium effect is Eternal Scourge.
vs 1 and 2: It's a race! does thalia's lt. get there fast enough?
vs 3: I can hold up counterspell for the first fisherman, and get there.
vs 5: It's a race!
vs 6: It's a race!
vs 7: If you only had one Declaration, I'd be fine.
vs 8 and 9: You don't do enough.
1: Unlimited Declarations wipes out all threats. 6-0
2. Oh heaven help me. Lieutenants never get there, but this deck can generate a lot of 1/1s from my Declarations. I'm gonna say this is a 6-0 since my 2/2s beat his 1/1s and I can periodically sweep the tokens up with a spare Declaration (Cryptbreaker means I won't ever run out of removal), but I might be wrong. 6-0
3. We both have infinite answers and finite threats. 2-2
4. Two Declarations are enough to win. 6-0
5. Vessel always hits two Declarations, so Concoction can only hit one threat. I can clean up as many wolves as he can play. 6-0
6. All creatures loses to unlimited removal. 6-0
8. Cryptbreaker gets burned away and Haunted Dead can't come close to racing Judgements. 0-6
9. As above but worse, since Haunted Dead gets exiled. 0-6.
vs. 01 BronYAur: Can unmake Call and pick off the creatures. 6-0
vs. 02 HerziQuerzi: Unmake Mysteries and pick off the Lieutenants. 6-0
vs. 03 mederer: Creature removal doesn't really bother me... 6-0
vs. 04 nerdyjoe: Goldfish speed matters* 3-3
vs. 05 Personman: He can't swing until turn 4, and starting turn 5 I can block+burn to kill a Prototype (and double block/burn on turn 4). 6-0, I think?
vs. 06 pops: Infinite burn > infinite creatures. 6-0
vs. 07 Reyemile: Infinite burn >>> infinite creature removal. 6-0
vs. 08 tomsloger: It's a mirror match in all ways that count. 3-3
*
T2: Call the Bloodline
T3: Make a token (1), burn for 1 (19)
T4: Swing for 1, make a token (2), burn for 2 (16)
T5: Swing for 2, make a token (3), burn for 3 (11)
T6: Swing for 3, make a token (4), burn for 4 (4)
T7: Swing for 4, make a token (5), burn for 5 (-6; note that this means one burn spell is unneeded)
So OTP, countering doesn't matter and he can't block (my T7 happens before he can swing).
Now OTD: Can he one-shot me with his tokens? Dunno, let's math him:
T1: 2 CiH
T2: Draw and cycle (3 CiH)
T3: Draw, +1 CiH (5 CiH)
T4: Draw, +2 CiH, +3 CiH (11 CiH, discard 4)
T5: Draw, +4 CiH, +5 CiH (17 CiH, discard 10)
T6: RISE! (make 19 tokens)
...okay, I can survive ONE turn of that, but can't swing and survive, so 3-3.
I noticed that too - the wording is pretty unclear, but in the past I think it's always been just in the deck. That was certainly my assumption when I submitted. But it would be good to know what other people thought/what was intended.
The wording wasn't clear, looking back on it, but I interpreted it as players submit hands as normal, but the third also gets infinite copies in the deck. So you could play a cutthroat on turn 1.
I calculated my win on the play being based on additional copy of Vampire Cutthroat being in my opening hand. I thought that was how this worked. My deck is reaaaally bad if it can't do that haha, and pretty likely doesn't win on the play even against Bronyaur without it.
My deck is significantly worse under this interpretation, but it sounds like people who didn't have the past to trick them read it as being in hand, so I think we should go with that.
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2+1 Infinite Shadows over Innistrad Block
Players may only submit cards printed in Shadows over Innistrad or Eldritch Moon. Players libraries consist of an infinite number of copies of the third card submitted. Pick the Brain and Invasive Surgury are able to remove any number of cards from the library, but not infinitely many, so the delirium effect is practically useless.
Deck Size: 3
Land Rule: Basic Land Rule
Additional Banned list: None (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
There are lots of cool things to do in this format. Nearly every color has great synergies, and a pile of Thraben Inspectors might get there.
Call the Bloodline was a favorite, and I'm surprised that Liliana's Elite didn't see more play. It is similar to Thalia's Lieutenant in power, but lands large on an empty board. Declaration in Stone was also surprisingly underrepresented.
Submissions
1BronYAur: Eldrich Who?
Asylum Visitor / Call the Bloodline // Thalia's Lieutenant
Thalia's Lieutenant is part of a family of quadraticly growing threats. Call the Bloodline is a good way to diversify.
2HerziQuerzi: Investigate Thalia
Ongoing Investigation / Ulvenwald Mysteries // Thalia's Lieutenant
Thalia's Lieutenant is an acceptable choice, clues open you up to faster quadratic growth.
3mederer: Descend upon the Fishermen
Epitaph Golem / Sinister Concoction // Descend upon the Sinful
You are well set up to handle certain types of threats, but you are limited to only having one creature in play at a time. The Abyss doesn't do as much when topdecks are assured.
4nerdyjoe : Yep, they're there!
Rise From the Tides / Invasive Surgery // Take Inventory
Take Inventory allows for exponential growth, but the one-shot effect of Rise From the Tides may hold you back.
5Personman : Howling Concoction
Sinister Concoction / Vessel of Malignity // Lupine Prototype
You've given up late-game power for speed. I'm not sure you're fast enough though, especially on the draw.
6pops : Vampire tribal
Stromkirk Condemned / Asylum Visitor // Vampire Cutthroat
Lifelink is probably good. Relying entirely on creatures is risky.
7Reyemile : Modal draws
Cryptbreaker / Haunted Dead // Declaration in Stone
Declaration in Stone is amazing in this format. Unlimited copies is even better. And you can do other things with them, which makes it even better.
8tomsloger : "entry"
call the bloodline / call the bloodline // avacyn's judgment
If both bloodlines get removed, you're at risk of losing, otherwise this looks good. It is only linear growth, but it can keep the quadratic growth decks in check.
9WhammeWhamme : Calling for Judgement
Anguished Unmaking / Call the Bloodline //
Avacyn's Madnessavacyn's judgmentNearly the same deck as tom, with the added benefit of being able to take care of problem permanents.
Next Week's Format
Next week's format will be decided shortly. Apologies for the lack of a poll!
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday July 19.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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Format suggestion: Scripted
5CH LR
For each card submitted, the submitter specifies a turn of the game with respect to the submitting player, e.g. "Black Lotus (My T1)", or "Wood Elemental (Opponent's T86)".
All submitted cards have "Play this card and activate its activated abilities only on the specified turn."
There's no reason we can't have consistent rules. There's also no reason why those cards ought to be able to exile entire infinite libraries, but if we really want them to, making the libraries finite seems like the only reasonable way. I mean I guess we could also just errata the cards to say "any number or all cards with the same name", but if we're going to errata cards to do things they don't do, it seems like we might as well buff all the other cards anyone thinks are cool that aren't otherwise good enough to see play, too.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Or can I alternate colors?
Land Rule means you can choose any basic land each turn - there are 11 to choose from: the normal 5, the snow-covered Basics, and Wastes.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Rise From the Tides / Invasive Surgery // Take Inventory
X | 1 2 3 4 5 6 7 8 9 | PT | Points
4 | ? ? 6 X ? ? 0 3 3 |
vs 1 and 2: It's a race! does thalia's lt. get there fast enough?
vs 3: I can hold up counterspell for the first fisherman, and get there.
vs 5: It's a race!
vs 6: It's a race!
vs 7: If you only had one Declaration, I'd be fine.
vs 8 and 9: You don't do enough.
Races:
7 | 6 6 2 6 6 6 x 0 0 | 32 400
2. Oh heaven help me. Lieutenants never get there, but this deck can generate a lot of 1/1s from my Declarations. I'm gonna say this is a 6-0 since my 2/2s beat his 1/1s and I can periodically sweep the tokens up with a spare Declaration (Cryptbreaker means I won't ever run out of removal), but I might be wrong. 6-0
3. We both have infinite answers and finite threats. 2-2
4. Two Declarations are enough to win. 6-0
5. Vessel always hits two Declarations, so Concoction can only hit one threat. I can clean up as many wolves as he can play. 6-0
6. All creatures loses to unlimited removal. 6-0
8. Cryptbreaker gets burned away and Haunted Dead can't come close to racing Judgements. 0-6
9. As above but worse, since Haunted Dead gets exiled. 0-6.
vs. 02 HerziQuerzi: Unmake Mysteries and pick off the Lieutenants. 6-0
vs. 03 mederer: Creature removal doesn't really bother me... 6-0
vs. 04 nerdyjoe: Goldfish speed matters* 3-3
vs. 05 Personman: He can't swing until turn 4, and starting turn 5 I can block+burn to kill a Prototype (and double block/burn on turn 4). 6-0, I think?
vs. 06 pops: Infinite burn > infinite creatures. 6-0
vs. 07 Reyemile: Infinite burn >>> infinite creature removal. 6-0
vs. 08 tomsloger: It's a mirror match in all ways that count. 3-3
*
T2: Call the Bloodline
T3: Make a token (1), burn for 1 (19)
T4: Swing for 1, make a token (2), burn for 2 (16)
T5: Swing for 2, make a token (3), burn for 3 (11)
T6: Swing for 3, make a token (4), burn for 4 (4)
T7: Swing for 4, make a token (5), burn for 5 (-6; note that this means one burn spell is unneeded)
So OTP, countering doesn't matter and he can't block (my T7 happens before he can swing).
Now OTD: Can he one-shot me with his tokens? Dunno, let's math him:
T1: 2 CiH
T2: Draw and cycle (3 CiH)
T3: Draw, +1 CiH (5 CiH)
T4: Draw, +2 CiH, +3 CiH (11 CiH, discard 4)
T5: Draw, +4 CiH, +5 CiH (17 CiH, discard 10)
T6: RISE! (make 19 tokens)
...okay, I can survive ONE turn of that, but can't swing and survive, so 3-3.