Sumbissions must include at least one card from the above list.
Deck Size: 3 Land Rule: Basic Land Rule Additional Banned list: Meddling Kids, Richard Garfield, Ph.D. (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
There are a few cards that may need errata to bring them to mordern templating, if you have any questions, please ask.
There are some very powerful cards in here, Timmy Power Gamer, Gleemax, Mox Lotus, Blacker Lotus, Ambiguity, Common Courtesy. Figuring out which ones to use, or not, is up to you.
Overall, the community did not follow the rules of the round, which were in fact not ambiguous. Unbalanced, certainly. This is why the list rounds don't do as well. Even though there was an explicit list, it wasn't followed. As a moderator, I apologize. The summer is nearly over, and you will all be able to go back to your regularly scheduled moderator. The sumbissions below are unedited. Psly4mne also submitted this list, in the case of Blacker lotus being legal: Blacker Lotus / Voidstone Gargoyle / Mental Misstep. As a community, it seems that you decided Blacker lotus shouldn't be legal, so I included the other submission.
Next Week's Format
Eldrazi Madness 3CB, no land rule. When a card is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. Discuss this format, and any potential banned cards below. 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 August 9.
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.
I'm not sure Meddling Kids needs to be banned, given that it's a turn 4 play.
My proposal for the format was that holiday promos were also legal and the submitted hand must consist of either (a) three silver bordered cards or (b) one silver bordered card and one non-silver bordered card. That way silver bordered cards would be incentivized but a mix could be viable. I would also require submissions to specify what printing of each card they're playing, for purposes of artist-matters, or mention that the first printing will be assumed if not specified.
If it matters, in true Un-Spirit, you should split the difference (so if it's the difference between 3-3 or 2-2 and 6-0, you get 4-1, if it's the difference between 6-0 and 0-6 you get 3-3, if it's the difference between 4-1 and 6-0 you get 5-0.5).
I was going to say all games are played independently (so no game is before or after any other game), but I think playing the match both ways and taking the average is funnier, and therefore correct for this week. It also opens interesting lines of play with those cards so I'm in favor of it.
Did anyone play any of those cards in the LAST un-round? I might need to plan against it.
Also, amusing combo this week, probably not good enough but pretty funny: Wordmail on Lone Rider makes it big enough to flip to a 9/9 It That Rides As One.
Was there a previous un-round? I don't remember one.
On further consideration, Evil Presents doesn't really need to be banned, but a creature attacking its controller is just going to be an unfulfillable requirement. I also think banning Meddling Kids is actually reasonable. I'll just update the second post.
I avoided Artist-matters and set-matters cards, and some of the dice cards, as well as the physical dexderity and real-world atribute cards (avatar of the me). If there are any cards I missed that should be allowed, let me know.
As for minimum un-submissions, I'm open to suggustion. As written, it was just 3 cards, and un-cards are legal, but requiring at least one un-card seems like a good minimum entry. The original post will be updated.
I'm not seeing a reason to ban any of those things. I think it's within the spirit of PHM to assume that players are capable of all physical actions, the rules already handle all the dice cards, and cards do have artists. At a glance, you also excluded perfectly reasonable things like Shoe Tree and "Ach! Hans, Run!". I think the only problematic cards are the ones I listed. EDIT: Just noticed you wanted to allow Blacker Lotus when Black Lotus is banned in LR. Blacker Lotus obviously needs banning.
My original suggestion for minimum un-cards is above (2cb with minimum 1 un-card; 1 bonus card if you play all un-cards). Minimum 1 in 3cb is a lot less, but reasonable too.
Before it's too late, can the ban list be fixed to what I listed? It's kind of weird to have 2 cards banned and then 100+ cards randomly not listed as in the format, and also to have Blacker Lotus legal in LR.
I would like to voice my support for psly4mne's version of the format, at least as far as permissable cards go. I'm ambivalent about the deck requirement part.
1: On the play, Denied counters either Warden or Wordmail. On the draw, Feyd leads with Warden, then Mom, then Wordmail, so I never get to Denied a relevant spell. Wordmail kills me on turn 4, one turn before I can defend myself with pigeon.
3-3.
2: Pigeon stops BFM.
6-0
3: On the play, Denied shoots down Exploration. The alternate line of leading Valakut, Island, Forest, Exploration with Denied backup is WAY too slow. On the draw, lines are complicated by Un-text. I believe, based on the line in Clay Pigeon about "returning it to play", that I can activate it in response to it being targeted to fizzle the effect? If so, I play it on turn 6 with Denied and two mana up, and for the rest of the game activate it twice every turn to either blink it from being zapped or prevent damage to myself.
6-0
4: On the play: My copy of Denied sets back Nevermore long enough for me to resolve Pigeon, which stalemates with Guildmage because its damage prevention ability costs less than Guildmage's counter. I can't win the counter war though, so Guildmage resolves and Nevermore blanks Symbol Status.
On the draw: If you play a T3 guildmage, I'll counter it, you'll counter back, and I'll play a turn 3 pigeon, you'll nevermore Status, and we draw. The alternate line is T4 nevermore with counter backup to stop Pigeon. Our counters trade, then Guildmage comes down turn 5 and starts swinging turn 6. At some point I can make 11-12 tokens, then try to attack through--I *think* I win that race? Math is hard.
2-2?
6: On the play, I Denied a lotus, play a turn 3 Pigeon, and play a turn 5 Symbol Status for 6 the turn before you Gargoyle. I get two pigeon hits in putting you to 18, then swing with tokens for 6, 5, 4, and 3.
On the draw, you combo off but can't kill me fast enough to avoid a pigeon stalemate.
4-1
7: Lose. Also, this deck should not be legal (it is, though)
0-6
v.s 01 Feyd_Ruin: Nothing to stop The Cheese. 6-0
vs. 02 Infinite Nutshell: Slower than The Cheese. 6-0
vs. 03 Personman: Denied! can stop the Mana Vault, but not The Cheese. 6-0
vs. 04 psly4mne: On the play, psly4mne can't stop Vault or The Cheese. 3-3
vs. 05 Reyemile: Denied! can stop the Mana Vault, but not The Cheese. 6-0
vs. 06 tomsloger: ...yep, can't do much 'bout this. 0-6
...and yeah, this deck should not have been legal. But, well, it was. Silver Border Barren Glory: Just as silly as the regular one.
tomsloger, I think you missed that your deck includes Blacker Lotus! Clay Pigeon and Symbol Status weren't on the list of legal cards. I probably confused matters by suggesting an alternative format? I was assuming it would be settled definitively in time.
tomsloger's deck includes Blacker Lotus, so I'm scoring my Blacker Lotus submission:
vs Feyd_Ruin: Misstep one creature, ban the other 6-0
vs InfiniteNutshell: Ban Sneak 6-0
vs Personman: Can't answer Valakut 0-6
vs Reyemile: Ban Clay Pigeon and race in the air. 6-0
vs tomsloger: Mirror match! 3-3
vs WhammeWhamme: Ban Gargadon 6-0
4 | 6 6 0 X 6 3 6
If Blacker Lotus is banned:
vs Feyd_Ruin: On his play, if I deny Wordmail he can only get me to 2 before I can double tap. 6-0
vs InfiniteNutshell: Guildmage takes it 6-0
vs Personman: Lose to valakut 0-6
vs Reyemile: What he said. Guildmage can't hold off tokens if Status resolves late. 2-2
vs WhammeWhamme: Nevermore and Cheese are both turn 3. 3-3
tomsloger, I think you missed that your deck includes Blacker Lotus! Clay Pigeon and Symbol Status weren't on the list of legal cards. I probably confused matters by suggesting an alternative format?
You did. I was working for your legal/banned list and didn't at all realize it was not the one we were using.
Silver Boarder Land
The following selection of Un-cards are legal in addition to all cards normally legal:
Deck Size: 3
Land Rule: Basic Land Rule
Additional Banned list: Meddling Kids, Richard Garfield, Ph.D. (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
There are a few cards that may need errata to bring them to mordern templating, if you have any questions, please ask.
There are some very powerful cards in here, Timmy Power Gamer, Gleemax, Mox Lotus, Blacker Lotus, Ambiguity, Common Courtesy. Figuring out which ones to use, or not, is up to you.
Overall, the community did not follow the rules of the round, which were in fact not ambiguous. Unbalanced, certainly. This is why the list rounds don't do as well. Even though there was an explicit list, it wasn't followed. As a moderator, I apologize. The summer is nearly over, and you will all be able to go back to your regularly scheduled moderator. The sumbissions below are unedited. Psly4mne also submitted this list, in the case of Blacker lotus being legal: Blacker Lotus / Voidstone Gargoyle / Mental Misstep. As a community, it seems that you decided Blacker lotus shouldn't be legal, so I included the other submission.
Sumbissions
1Feyd_Ruin : Protection
Wordmail / Mother of Runes / Warden of the First Tree
2InfiniteNutshell : Sneaky Monster
B.F.M / Sneak Attack
3Personman : Valakut
Denied! / Exploration / Valakut, the Molten Pinnacle
4psly4mne : None of that
Nevermore / Azorius Guildmage / Denied![/quote]
5Reyemile : Can't touch this
Denied! / Clay Pigeon / Symbol Status
6tomsloger : Totally not broken
blacker lotus / blacker lotus / nullstone gargoyle
7WhammeWhamme : I am all alone
Greater Gargadon / The Cheese Stands Alone / Mana Vault
Next Week's Format
Eldrazi Madness 3CB, no land rule. When a card is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library. Discuss this format, and any potential banned cards below. 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 August 9.
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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That makes the full list of additional legal cards:
I'm not sure Meddling Kids needs to be banned, given that it's a turn 4 play.
My proposal for the format was that holiday promos were also legal and the submitted hand must consist of either (a) three silver bordered cards or (b) one silver bordered card and one non-silver bordered card. That way silver bordered cards would be incentivized but a mix could be viable. I would also require submissions to specify what printing of each card they're playing, for purposes of artist-matters, or mention that the first printing will be assumed if not specified.
Or ban it for confusingness.
Also, amusing combo this week, probably not good enough but pretty funny: Wordmail on Lone Rider makes it big enough to flip to a 9/9 It That Rides As One.
On further consideration, Evil Presents doesn't really need to be banned, but a creature attacking its controller is just going to be an unfulfillable requirement. I also think banning Meddling Kids is actually reasonable. I'll just update the second post.
As for minimum un-submissions, I'm open to suggustion. As written, it was just 3 cards, and un-cards are legal, but requiring at least one un-card seems like a good minimum entry. The original post will be updated.
Follow me to be notified when weekly Perfect Hand Magic results are posted
My original suggestion for minimum un-cards is above (2cb with minimum 1 un-card; 1 bonus card if you play all un-cards). Minimum 1 in 3cb is a lot less, but reasonable too.
Follow me to be notified when weekly Perfect Hand Magic results are posted
1: On the play, Denied counters either Warden or Wordmail. On the draw, Feyd leads with Warden, then Mom, then Wordmail, so I never get to Denied a relevant spell. Wordmail kills me on turn 4, one turn before I can defend myself with pigeon.
3-3.
2: Pigeon stops BFM.
6-0
3: On the play, Denied shoots down Exploration. The alternate line of leading Valakut, Island, Forest, Exploration with Denied backup is WAY too slow. On the draw, lines are complicated by Un-text. I believe, based on the line in Clay Pigeon about "returning it to play", that I can activate it in response to it being targeted to fizzle the effect? If so, I play it on turn 6 with Denied and two mana up, and for the rest of the game activate it twice every turn to either blink it from being zapped or prevent damage to myself.
6-0
4: On the play: My copy of Denied sets back Nevermore long enough for me to resolve Pigeon, which stalemates with Guildmage because its damage prevention ability costs less than Guildmage's counter. I can't win the counter war though, so Guildmage resolves and Nevermore blanks Symbol Status.
On the draw: If you play a T3 guildmage, I'll counter it, you'll counter back, and I'll play a turn 3 pigeon, you'll nevermore Status, and we draw. The alternate line is T4 nevermore with counter backup to stop Pigeon. Our counters trade, then Guildmage comes down turn 5 and starts swinging turn 6. At some point I can make 11-12 tokens, then try to attack through--I *think* I win that race? Math is hard.
2-2?
6: On the play, I Denied a lotus, play a turn 3 Pigeon, and play a turn 5 Symbol Status for 6 the turn before you Gargoyle. I get two pigeon hits in putting you to 18, then swing with tokens for 6, 5, 4, and 3.
On the draw, you combo off but can't kill me fast enough to avoid a pigeon stalemate.
4-1
7: Lose. Also, this deck should not be legal (it is, though)
0-6
6tomsloger : Totally not broken
blacker lotus / blacker lotus / nullstone gargoyle
Wordmail / Mother of Runes / Warden of the First Tree
0-6 lifelink
2InfiniteNutshell : Sneaky Monster
B.F.M / Sneak Attack
6-0 nullstoned
3Personman : Valakut
Denied! / Exploration / Valakut, the Molten Pinnacle
3-3 on the play, get stuff down and outrace valakut.
on the draw, not so much
4psly4mne : None of that
Nevermore / Azorius Guildmage / Denied![/quote]
0-6 guildmage is good
5Reyemile : Can't touch this
Denied! / Clay Pigeon / Symbol Status
6-0 agreed
7WhammeWhamme : I am all alone
Greater Gargadon / The Cheese Stands Alone / Mana Vault
6-0 outrace
vs. 02 Infinite Nutshell: Slower than The Cheese. 6-0
vs. 03 Personman: Denied! can stop the Mana Vault, but not The Cheese. 6-0
vs. 04 psly4mne: On the play, psly4mne can't stop Vault or The Cheese. 3-3
vs. 05 Reyemile: Denied! can stop the Mana Vault, but not The Cheese. 6-0
vs. 06 tomsloger: ...yep, can't do much 'bout this. 0-6
...and yeah, this deck should not have been legal. But, well, it was. Silver Border Barren Glory: Just as silly as the regular one.
tomsloger's deck includes Blacker Lotus, so I'm scoring my Blacker Lotus submission:
vs Feyd_Ruin: Misstep one creature, ban the other 6-0
vs InfiniteNutshell: Ban Sneak 6-0
vs Personman: Can't answer Valakut 0-6
vs Reyemile: Ban Clay Pigeon and race in the air. 6-0
vs tomsloger: Mirror match! 3-3
vs WhammeWhamme: Ban Gargadon 6-0
4 | 6 6 0 X 6 3 6
If Blacker Lotus is banned:
vs Feyd_Ruin: On his play, if I deny Wordmail he can only get me to 2 before I can double tap. 6-0
vs InfiniteNutshell: Guildmage takes it 6-0
vs Personman: Lose to valakut 0-6
vs Reyemile: What he said. Guildmage can't hold off tokens if Status resolves late. 2-2
vs WhammeWhamme: Nevermore and Cheese are both turn 3. 3-3
4 | 6 6 0 X 2 3