Each player starts the game with an emblem with "Any time you could activate a mana ability, you may pay 3 life. If you do, add one mana of any color to your mana pool." Deck Size: 5 Land Rule: none Additional Banned list:(Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Alright time to get broken. I considered making it 4, but it's been a long time since we've even done 3.
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.
vs. 01 CalvinSchwa: OTP, lead with Chant. Then Chant-lock. OTD... might be 4-1, but might be a very pathetic slow nibble of a Teferi and a Korlis that gets replayed every turn for the 6-0.
vs. 02 Convoy_Avenger: OTP, Korlis -> life total, Chant resp's to Savage and Misstep ensures Mirror. OTD lose? 3-3
vs. 03 Feyd_Ruin: Korlis allows casting Mirror. 2-2
vs. 04 HerziQuerzi: Misstep stops Silence. Every turn I reset to eleventy billion life and nibble with two guys. 6-0
vs. 05 NemataGG: OTP, Chant -> Lock. OTD, upkeep Teferi. If countered I beat with Child, so he resolves, Children -> much life. Misstep waits for the Seer. Mirror hits on my turn, chant-lock. 6-0
vs. 06 Nozdormu13: He gains as much life as he wants to, *once*. I can never die, so eventually Teferi goes all the way. 6-0
vs. 07 NTheo: Aren't Mindslaver effects illegal on turn one? It can make cards leave my hand for the graveyard on my first turn when OTP... 3-3 lock anyway.
vs. 08 tomsloger: OTP, Chant allows Korlis to resolve, gives me life total for Mirror. 1-4
4v1 - Silence to force Time Stop so I can Savage + Summon in response. Unsubstantiate stops Lich's Mirror combo. 6-0
4v2 - After Chancellors and Savage + Shadow, I have 5 life. Enough to survive one Angel of Jubilation swing. OTP or OTD, I get to swing twice before you do, winning the race. 6-0
4v3 - There's a variety of lines of play, but I'm pretty sure between Sanctity's trading, Silence + Unsubstantiate stalling, and Shadow being so much bigger than your stuff, I win. 6-0
X
4v5 - ??? There's so many lines of play here. I'm gonna have to come back to this when it isn't 3:20am.
4v6 - Unsubstantiate the Hellion in response to it's own trigger to mess up the lifelink means you die, so you just straight up can't cast it. Ever. Silence on your first upkeep delays Commander long enough for Shadow to beat down. 6-0
4v7 - I can outrace a Tablet and Unsubstantiate an Emrakul (you still get to mind control me, but when I cast everything on your turn, you can't mess me up much) 6-0
4v8 - Chancellor's bring me down to 8. Savage + Shadow gets past Mana Drain and brings me to 2, with a 12/12 Shadow. You casting a Chancellor brings you to 11, forcing you to chump. Or you cast nothing and I just beat down. Either way, victory. 6-0
4v9 - You lead with Children. I cast Silence in response to delay the Lich's Mirror (trying to Misstep would drop you to 15, leaving you unable to play Mirror anyway (and popping Children would let me Unsubstantiate Mirror with impunity)), then play Savage + Shadow. On my turn, either I swing for 3 or you pay 6 to Orim's Chant. Either way, your life total falls too low to cast Mirror on your next turn. And again, trying to pop Children just makes Unsubstantiate hard counter the Mirror combo. 6-0
This is looking pretty good. Can't wait to find out I misjudged all of these.
vs. 04 HerziQuerzi: Misstep stops Silence. Every turn I reset to eleventy billion life and nibble with two guys. 6-0
In order to cast Lich's Mirror, you need at least 16 life. Unsubstantiate forcing you to cast it twice means you can't cast it unless you already have Children of Korlis out to regain the life. If you Children, then I Silence in response to delay the Lich's Mirror, and you Mental Misstep the Silence, you go down to 15, thus unable to cast the Mirror without popping Korlis. But if Korlis is popped, Unsubstantiate gets through. So Silence resolves. On my turn, I can then either swing for 3 (getting you too low to cast Lich's Mirror), you can cast Orim's Chant (getting you too low to cast Lich's Mirror), or you chump block (getting Korlis out of the way and letting me Unsubstantiate)
Edit: On another note, the life for mana as worded is a special action, not an activated ability. You also aren't using the life to directly pay for spells, but to get mana to cast spells with. All this to say, Angel of Jubilation isn't anything special this round.
6-0, after Dross, and SS+Angel, the only thing relevant you can do is cast Capsize, which doesn't leave you with enough of anything to win.
You could cast Finks + Seer instead, but with Angel, can't activate him.
Nozdormu13 : hellscape
Nearheath Pilgrim / Volcano Hellion / Benalish Commander / leyline of the meek / leyline of sanctity
6-0, the 3 mana I leave you isn't enough to cast anything relevant.
NTheo : copper tablet
Black Lotus / Black Lotus / Second Sunrise / Emrakul, the Promised End / Copper Tablet
6-0. the 3 mana I leave you isn't enough to get there.
tomsloger : drossed
Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / mana drain
Great minds!
My dross beats your dross.
6-0
WhammeWhamme : lichfield
Children of Korlis / Lich's Mirror / Orim's Chant / Mental Misstep / Teferi, Mage of Zhalfir
This is the complicated one.
OTP, I leave you with 3 mana. I SS, and if you Chant, you have 2 mana, on your turn, casting Children will not recoup anything, and I win.
OTD, I leave you with 3 mana, I SS and you chant, then you Children, recoup life, and cast Mirror. I resolve Angel, you do nothing (Cause you have no life) and I kill you, leaving you with nothing. You resolve Mirror again, and we continue in this cycle ad nauseum.
4-1?
This week was awesome! I basically started out knowing I would use Lich's Mirror somehow, but it was really, really hard to make it a T3 combo rather than T1. (Seriously, literally everything either seems to be a T5 or a T1 kill.) At various times, my deck involved Providence, Plasm Capture on myself, and (before I saw no LR) Shimmer. My second pick would have been Lich's Mirror, Chancellor of Dross x 2 or 3, Char, but I thought the infinite Time Stop was cooler.
2Convoy_Avenger 0-6: If I TS CoD triggers then I can't stop Angel, if I don't then I don't have enough mana.
3Feyd_Ruin : 6-0: OTP, I combo and TS on upkeep. OTD, I just keep playing/attacking with GR while TS on your upkeep; you run out of blockers, and it doesn't matter if GR dies.
4HerziQuerzi : 0-6: If I resolve Mirror we tie no matter what, but you can pay 2 for Unsub., pay 3 for my Flusterstorm, and still have 1 left to play Shadow.
5NemataGG : 2-2: OTP I TS on upkeep and win handily. He can't burst Mirror and pay for Flusterstorm and he can't burst Time Stop, and Capsize does nothing. OTD He bursts Mirror
6Nozdormu13 : 6-0: He can't stop Mirror, so I just TS on upkeep to stop Commander and keep attacking till he has no blocks. He can only gain infinite once.
7NTheo : Illegal/4-1: Illegal for causing cards to leave hand. That said, OTP I TS upkeep a bunch, OTD I Time Stop either Emmy or Sunrise for the tie -- he needs to sunrise to be able to do Tablet before Emmy.
8tomsloger : 0-6: I Time Stop the Chancellor triggers, he Mana Drains it, and I kill myself with Wraith out of spite.
9WhammeWhamme : 0-6??: I'mma look at this one some more, but for now I think you'll prob. end up being right. Stay tuned! Or not.
| 0 6 0 2 6 (4) 0 0 | 14 |
Y'know, I think I figured out something about myself: For this game, I'm the Timmy. I go for the big, splashy play (usually a Johnny combo, but in this game everything's a Johnny combo) based around the round rule, my counterspells (Flusterstorm, the birds a few weeks back, etc.) are good against my deck but bad against others, and I usually lose to more controlling decks; that said, when I win, it's against the midrange decks.
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
My deck is slightly complicated to loop, but it does loop; first, Children hikes me above 20, then Chant gets Misstepped, then Mirror resets everything as I generate mana to suicide. Then the next iteration involves pulling ahead by gaining more life with Children so I end up with "enough" floated mana. Then I chant you in your upkeep with Teferi out so you can't play spells or attack.
So OTP vs. the sorcery speed decks they never get to play a blocker of any kind. I may still have made mistakes by doing my matchups in the middle of the night.
@Convoy Avenger: If you Savage Summoning, I can Misstep it just to pay the life so I can reset via Lich's Mirror and then Chant you, so I do manage to loop everything back into my hand. I think. I hate mana market weeks, my brain is trying to climb out my ears.
Hmmmm...
OTD, I leave you with 3 mana(11 life), I SS and you Misstep(which does nothing but costs 2/3 life? Doesn't seem to matter), then chant? (Leaving you at 5/6 life)
Then you Cast Children (down to 2/3), recoup life (20), and cast Mirror (5)(Can't suicide). I resolve Angel, you do nothing (Nothing Left to do) and I kill you.
Because of Angel, you can't sac your Children again, because of it's ability, so the best you can do is keep recasting Mirror over and over.
Unless I'm miscounting something? The problem is you need to cast and sac your Children before you can resolve your mirror which ruins your loop a bit.
EDIT: I imagine your loop works when you have the proper 20 life to start the game with, but you don't against me.
5 card mana market 3
Deck Size: 5
Land Rule: none
Additional Banned list: (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Alright time to get broken. I considered making it 4, but it's been a long time since we've even done 3.
Entries
1CalvinSchwa : Nearer Death Experience
Lich's Mirror / Street Wraith / Flusterstorm / Time Stop / Gaea's Revenge
2Convoy_Avenger : mean
Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / Savage Summoning / Angel of Jubilation
3Feyd_Ruin : enchantrix
Leyline of Sanctity / Leyline of Singularity / Serra's Sanctum / Black Lotus / Opalescence
4HerziQuerzi : LookAtMeI'mOnThePlayNow.dek
Silence / Savage Summoning / Death's Shadow / Unsubstantiate / Leyline of Sanctity
5NemataGG : combo burster
Melira, Sylvok Outcast / Kitchen Finks / Viscera Seer / Spell Burst / Capsize
6Nozdormu13 : hellscape
Nearheath Pilgrim / Volcano Hellion / Benalish Commander / leyline of the meek / leyline of sanctity
7NTheo : copper tablet
Black Lotus / Black Lotus / Second Sunrise / Emrakul, the Promised End / Copper Tablet
8tomsloger : drossed
Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / mana drain
9WhammeWhamme : lichfield
Children of Korlis / Lich's Mirror / Orim's Chant / Mental Misstep / Teferi, Mage of Zhalfir
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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vs. 01 CalvinSchwa: OTP, lead with Chant. Then Chant-lock. OTD... might be 4-1, but might be a very pathetic slow nibble of a Teferi and a Korlis that gets replayed every turn for the 6-0.
vs. 02 Convoy_Avenger: OTP, Korlis -> life total, Chant resp's to Savage and Misstep ensures Mirror. OTD lose? 3-3
vs. 03 Feyd_Ruin: Korlis allows casting Mirror. 2-2
vs. 04 HerziQuerzi: Misstep stops Silence. Every turn I reset to eleventy billion life and nibble with two guys. 6-0
vs. 05 NemataGG: OTP, Chant -> Lock. OTD, upkeep Teferi. If countered I beat with Child, so he resolves, Children -> much life. Misstep waits for the Seer. Mirror hits on my turn, chant-lock. 6-0
vs. 06 Nozdormu13: He gains as much life as he wants to, *once*. I can never die, so eventually Teferi goes all the way. 6-0
vs. 07 NTheo: Aren't Mindslaver effects illegal on turn one? It can make cards leave my hand for the graveyard on my first turn when OTP... 3-3 lock anyway.
vs. 08 tomsloger: OTP, Chant allows Korlis to resolve, gives me life total for Mirror. 1-4
Silence / Savage Summoning / Death's Shadow / Unsubstantiate / Leyline of Sanctity
4 | 6 6 6 X ? 6 6 6 6 | ##
4v1 - Silence to force Time Stop so I can Savage + Summon in response. Unsubstantiate stops Lich's Mirror combo. 6-0
4v2 - After Chancellors and Savage + Shadow, I have 5 life. Enough to survive one Angel of Jubilation swing. OTP or OTD, I get to swing twice before you do, winning the race. 6-0
4v3 - There's a variety of lines of play, but I'm pretty sure between Sanctity's trading, Silence + Unsubstantiate stalling, and Shadow being so much bigger than your stuff, I win. 6-0
X
4v5 - ??? There's so many lines of play here. I'm gonna have to come back to this when it isn't 3:20am.
4v6 - Unsubstantiate the Hellion in response to it's own trigger to mess up the lifelink means you die, so you just straight up can't cast it. Ever. Silence on your first upkeep delays Commander long enough for Shadow to beat down. 6-0
4v7 - I can outrace a Tablet and Unsubstantiate an Emrakul (you still get to mind control me, but when I cast everything on your turn, you can't mess me up much) 6-0
4v8 - Chancellor's bring me down to 8. Savage + Shadow gets past Mana Drain and brings me to 2, with a 12/12 Shadow. You casting a Chancellor brings you to 11, forcing you to chump. Or you cast nothing and I just beat down. Either way, victory. 6-0
4v9 - You lead with Children. I cast Silence in response to delay the Lich's Mirror (trying to Misstep would drop you to 15, leaving you unable to play Mirror anyway (and popping Children would let me Unsubstantiate Mirror with impunity)), then play Savage + Shadow. On my turn, either I swing for 3 or you pay 6 to Orim's Chant. Either way, your life total falls too low to cast Mirror on your next turn. And again, trying to pop Children just makes Unsubstantiate hard counter the Mirror combo. 6-0
This is looking pretty good. Can't wait to find out I misjudged all of these.
In order to cast Lich's Mirror, you need at least 16 life. Unsubstantiate forcing you to cast it twice means you can't cast it unless you already have Children of Korlis out to regain the life. If you Children, then I Silence in response to delay the Lich's Mirror, and you Mental Misstep the Silence, you go down to 15, thus unable to cast the Mirror without popping Korlis. But if Korlis is popped, Unsubstantiate gets through. So Silence resolves. On my turn, I can then either swing for 3 (getting you too low to cast Lich's Mirror), you can cast Orim's Chant (getting you too low to cast Lich's Mirror), or you chump block (getting Korlis out of the way and letting me Unsubstantiate)
Edit: On another note, the life for mana as worded is a special action, not an activated ability. You also aren't using the life to directly pay for spells, but to get mana to cast spells with. All this to say, Angel of Jubilation isn't anything special this round.
Just might mean Dross is my actual play and not the Angel, I have both options available to me.
Convoy_Avenger : mean
Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / Savage Summoning / Angel of Jubilation
Lich's Mirror / Street Wraith / Flusterstorm / Time Stop / Gaea's Revenge
6-0, I drain you low enough you can't do anything.
Leyline of Sanctity / Leyline of Singularity / Serra's Sanctum / Black Lotus / Opalescence
6-0, I drain you, then instant cast a Dross (Putting me at 5). My 7/7 Lifelinking Flyer is good on blocks, then can swing for the kill.
Silence / Savage Summoning / Death's Shadow / Unsubstantiate / Leyline of Sanctity
0-6, can't find other lines of play that win it for me.
Melira, Sylvok Outcast / Kitchen Finks / Viscera Seer / Spell Burst / Capsize
6-0, after Dross, and SS+Angel, the only thing relevant you can do is cast Capsize, which doesn't leave you with enough of anything to win.
You could cast Finks + Seer instead, but with Angel, can't activate him.
Nearheath Pilgrim / Volcano Hellion / Benalish Commander / leyline of the meek / leyline of sanctity
6-0, the 3 mana I leave you isn't enough to cast anything relevant.
Black Lotus / Black Lotus / Second Sunrise / Emrakul, the Promised End / Copper Tablet
6-0. the 3 mana I leave you isn't enough to get there.
Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / Chancellor of the Dross / mana drain
Great minds!
My dross beats your dross.
6-0
Children of Korlis / Lich's Mirror / Orim's Chant / Mental Misstep / Teferi, Mage of Zhalfir
This is the complicated one.
OTP, I leave you with 3 mana. I SS, and if you Chant, you have 2 mana, on your turn, casting Children will not recoup anything, and I win.
OTD, I leave you with 3 mana, I SS and you chant, then you Children, recoup life, and cast Mirror. I resolve Angel, you do nothing (Cause you have no life) and I kill you, leaving you with nothing. You resolve Mirror again, and we continue in this cycle ad nauseum.
4-1?
@WhammeWhamme contesting you, everything else seems fine.
2 | 6 X 6 0 6 6 6 6 4 | 40 |
2Convoy_Avenger 0-6: If I TS CoD triggers then I can't stop Angel, if I don't then I don't have enough mana.
3Feyd_Ruin : 6-0: OTP, I combo and TS on upkeep. OTD, I just keep playing/attacking with GR while TS on your upkeep; you run out of blockers, and it doesn't matter if GR dies.
4HerziQuerzi : 0-6: If I resolve Mirror we tie no matter what, but you can pay 2 for Unsub., pay 3 for my Flusterstorm, and still have 1 left to play Shadow.
5NemataGG : 2-2: OTP I TS on upkeep and win handily. He can't burst Mirror and pay for Flusterstorm and he can't burst Time Stop, and Capsize does nothing. OTD He bursts Mirror
6Nozdormu13 : 6-0: He can't stop Mirror, so I just TS on upkeep to stop Commander and keep attacking till he has no blocks. He can only gain infinite once.
7NTheo : Illegal/4-1: Illegal for causing cards to leave hand. That said, OTP I TS upkeep a bunch, OTD I Time Stop either Emmy or Sunrise for the tie -- he needs to sunrise to be able to do Tablet before Emmy.
8tomsloger : 0-6: I Time Stop the Chancellor triggers, he Mana Drains it, and I kill myself with Wraith out of spite.
9WhammeWhamme : 0-6??: I'mma look at this one some more, but for now I think you'll prob. end up being right. Stay tuned! Or not.
| 0 6 0 2 6 (4) 0 0 | 14 |
Y'know, I think I figured out something about myself: For this game, I'm the Timmy. I go for the big, splashy play (usually a Johnny combo, but in this game everything's a Johnny combo) based around the round rule, my counterspells (Flusterstorm, the birds a few weeks back, etc.) are good against my deck but bad against others, and I usually lose to more controlling decks; that said, when I win, it's against the midrange decks.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
So OTP vs. the sorcery speed decks they never get to play a blocker of any kind. I may still have made mistakes by doing my matchups in the middle of the night.
@Convoy Avenger: If you Savage Summoning, I can Misstep it just to pay the life so I can reset via Lich's Mirror and then Chant you, so I do manage to loop everything back into my hand. I think. I hate mana market weeks, my brain is trying to climb out my ears.
OTD, I leave you with 3 mana(11 life), I SS and you Misstep(which does nothing but costs 2/3 life? Doesn't seem to matter), then chant? (Leaving you at 5/6 life)
Then you Cast Children (down to 2/3), recoup life (20), and cast Mirror (5)(Can't suicide). I resolve Angel, you do nothing (Nothing Left to do) and I kill you.
Because of Angel, you can't sac your Children again, because of it's ability, so the best you can do is keep recasting Mirror over and over.
Unless I'm miscounting something? The problem is you need to cast and sac your Children before you can resolve your mirror which ruins your loop a bit.
EDIT: I imagine your loop works when you have the proper 20 life to start the game with, but you don't against me.
vs. HerziQuerzi:
You're correct. I need to submit less headachey decks... I swear I'm just missing details in these complicated stacks. >.<