5CH Regrowth
Hand size: 5 cards.
Land rule: None.
Round rule: Each player starts the game with an emblem with "{0}: Return target card from your graveyard to your hand. Activate this ability only once each game."
Rules and banned list
Be sure to review the rules and regular banned list by clicking below. In addition, be sure to review the "Land Rule" banned list as well.
Format ideas?
If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!
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.
Reminder: Submissions are due in just under two days.
Tentatively, next weeks format will be 3CH LR City of Solidarity:
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: Players can cast spells and activate abilities only during their opponents' turns.
Please share any ideas you have for improvements to the format or ideas for other formats. Thanks!
1: 6: Updated per comments by Anachronity and knobbodi.
2: 0: The Druid can afford to visit the Tabernacle.
3: 0: Emblem returns City.
4: 6: The goblins try to check out of the Tabernacle, but they can't leave. They stab each other with their steely knives but they can't turn two kill with beasts.
5: -
6: 1: Claim Factory, Bomb Void, Sinkhole Nexus twice. Nexus wins the race playing first.
7: 0: I can't salvage a win.
8: 0: WhammeWhamme is a formidable opponent.
vs. 01 Anachronity: If Commandeer didn't have CMC 7, I could win this. 0-6
vs. 02 CalvinSchwa: Chalice for 2 on turn 1, eventually Form FTW. 6-0
vs. 03 dethwing00: Chalice for 1 off Lotus (regrow, replay if countered), eventually Form FTW. 6-0
vs. 04 Feyd_Ruin: OTP, Chalice for 0. OTD, he can Erase Form. 3-3
vs. 05 Mogg: First turn Form (off Lotus regrow Lotus) FTW. 6-0
vs. 06 knobbodi: I lose the race by 1-2 turns even OTP. 0-6
vs. 07 tomsloger: My win-con costs too much mana OTD. OTP Chalice for 0 FTW. 3-3
Moral of story: Chalice was excellent tech, the rest of my deck needed to be a faster win-con than FoTD.
-- Tabernacle prevent dryad arbor from ever tapping for mana except to save itself, so no needle 6-0
2) CalvinSchwa :: The Prodigal Sun Returns
Approach of the Second Sun / Devoted Druid / Mox Pearl / Wooded Bastion / Vizier of Remedies
-- Can't do anything about the second sun 0-6
3) dethwing00
City of Traitors / Mox Ruby / Pyroblast / Painter's Servant / Soldevi Digger
-- Pyroblast kills Leyline, and Nexus doesn't kill fast enough to outrace all my lands being blown up, even slowed down by having to pay for tabernacle 0-6
4) Feyd_Ruin :: Leyline of No Wait I'll Let You
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erase
-- Tabernacle > a bunch of goblins 6-0
5) Mogg
Mishra's Factory / Ratchet Bomb / Sinkhole / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
-- Not sure how you have me winning on the play, since you can still bomb leyline and sinkhole nexus twice even when I'm on the play to force a draw 2-2 On the play, I win the race against you so I can sea's claim urborg. On the draw, I sea's claim factory to force you to a draw. 4-1
7) tomsloger
Auriok Salvagers / Black Lotus / Foil / Island / Legacy Weapon
-- Leyline stops your shennannigans so it's just a race between Salvagers and Inkmoth. On the play, I outrace you. On the draw, if you attack I block to shrink Salvagers, rebuy nexus, and easily win the race from there, which means I get to attack first, winning the race. 6-0
8) WhammeWhamme
Black Lotus / Chalice of the Void / Dwarven Hold / Form of the Dragon / Karakas
2) *Commandeer on Mox prevents you from playing any cards ~ 6-0
3) City + Painter's alone always lets you win by 1 life, since I can't block and can't stop painter. ~ 0-6
4) I steal a Warrens but it's still 16 vs 3 ~ 0-6
5) Dryad Arbor is subject to summoning sickness, so I can never cast Needle before Tabernacle comes down. After that I'm stuck tapping the Arbor to pay for itself before my main phase. ~ 0-6
6) I lose again to Tabernacle. ~ 0-6
7) EDIT: the actual best line of play is for me to Misstep your Lotus, then for you to call me a scrub for not reading the card. Embarrassed, I sheepishly take the Misstep back into my hand while you lay down your island and play Salvagers since I can't Commandeer a creature. You would then optimally not play Legacy Weapon, because it's better than I deserve, and beat me down with Salvagers past my pitiful 1/1. ~ 0-6
8) Commandeer is a guaranteed win. ~ 6-0
1 | X 6 0 0 0 0 0 6 | 12
EDIT: Well, still better than last time.
EDIT: revised my matchup vs. tomsloger for my misunderstanding of Mental Misstep
1. 6-0 : If he commandeers EtW, I regrow and play again. My 2 extra tokens wins over his 1 extra dryad.
2. 3-3 : Both win turn 3
3. 6-0 : Get 10-12 tokens. Races Pyro kill.
4. ---
5. 0-6 : Tabernacle
6. 0-6 : tabernacle
7. 0-6 : Infinite Legacy weapon kills army
8. 3-3 : Chalice or Tokens + Erase
1) Anachronity 0-6: Commandeer Pearl, I can't play anything. Commandeer was a cool idea this week! Mental Misstep is never going to counter a Mox (or Lotus), though; you might be thinking of Nix.
3) dethwing00 0-6: Pretty sure this works: you can Blast-counter Druid, Vizier, or OTD Pearl, which forces me to use the buyback, then either counter the 2nd Ascension or kill one of my creatures, then you win from there.
4) Feyd_Ruin 3-3: I have blockers, I gain life, and I have no enchantments. Those round rules, eh? Yeah, tie.
5) Mogg 6-0: By the time you can fully cut off my white mana, I'm Already Gone.
6) knobbodi: 6-0: I can pay for Tabernacle, and Pearl provides white mana.
7) tomsloger 0-6: Foil Pearl, I buy it back, you hit all my things with the Legacy Weapon. I think.
8) WhammeWhamme 0-6: Chalice on 2 should work.
0 X 0 3 6 6 0 0 | 15
Honestly, I didn't expect to get even this much; 'Second Sun's Zenith' is a great wincon that I've been waiting to use for weeks now, but getting the mana to turbo it out is hard. In hindsight, Icatian Store would've probably been better.
EDIT: Corrected Feyd's, made notes on Anachronicity.
"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.
5) Mogg
Mishra's Factory / Ratchet Bomb / Sinkhole / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
-- Not sure how you have me winning on the play, since you can still bomb leyline and sinkhole nexus twice even when I'm on the play to force a draw 2-2
Sea's Claim on Urborg, Tomb of Yawgmoth shuts off Sinkhole. I can't destroy Claim twice and destroy Leyline.
1) Anachronity 0-6: Commandeer Pearl, I can't play anything. Commandeer was a cool idea this week! Mental Misstep is never going to counter a Mox (or Lotus), though; you might be thinking of Nix.
Ah, no, I just didn't RTFC.
Thought it was "1 or less". That would explain why I don't see it in literally every hand ever.
I think that changes my matchup with tomsloger. I'll have to double-check.
5) Mogg
Mishra's Factory / Ratchet Bomb / Sinkhole / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
-- Not sure how you have me winning on the play, since you can still bomb leyline and sinkhole nexus twice even when I'm on the play to force a draw 2-2
Sea's Claim on Urborg, Tomb of Yawgmoth shuts off Sinkhole. I can't destroy Claim twice and destroy Leyline.
Ohhh, in that case I think I might actually be able to win OTD too. I can tap my tabernacle for black mana to activate inkmoth and then sea's claim your urborg, cutting you off of sinkhole entirely and not preventing me from attacking that turn. Then, I can turn the race around by blocking once and then rebuying inkmoth since I won't have to worry about sinkhole (or causing you to not attack for a turn, meaning I win the race anyway). If you take a turn off of attacking to cast ratchet bomb to get rid of the sea's claim in order to sinkhole, that means you're taking 2 turns off of attacking to my 1, which means I win that race too.
If you play sinkhole on your second turn before I can claim your urborg, I can just sea's claim your factory and I win that race too, since you have to take a turn off to play ratchet bomb.
Never mind, you could win that race by attacking, making me block and rebuy nexus, then use ratchet bomb + sinkhole to kill nexus. 4-1 for me it is.
So wait, how is it possible for anyone to score 3 points in a round?
I though symmetrical round results (e.g. win on play, lose on draw) were 2 points for each hand?
valid scores should be 1, 2, 4, or 6
You're correct. 3 is just short-hand for "one won, lost one" that helps to illustrate more specifically the outcome of a game (since games are worth three points apiece but any symmetrical result is scored as two).
5CH Regrowth
Hand size: 5 cards.
Land rule: None.
Round rule: Each player starts the game with an emblem with "{0}: Return target card from your graveyard to your hand. Activate this ability only once each game."
Hands:
1) Anachronity :: Arboring Doubts
Commandeer / Dryad Arbor / Mental Misstep / Misdirection / Pithing Needle
2) CalvinSchwa :: The Prodigal Sun Returns
Approach of the Second Sun / Devoted Druid / Mox Pearl / Wooded Bastion / Vizier of Remedies
3) dethwing00
City of Traitors / Mox Ruby / Pyroblast / Painter's Servant / Soldevi Digger
4) Feyd_Ruin :: Leyline of No Wait I'll Let You
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erase
5) Mogg
Mishra's Factory / Ratchet Bomb / Sinkhole / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
6) knobbodi :: Haterade
Inkmoth Nexus / Island / Leyline of the Void / Sea's Claim / The Tabernacle at Pendrell Vale
7) tomsloger
Auriok Salvagers / Black Lotus / Foil / Island / Legacy Weapon
8) WhammeWhamme
Black Lotus / Chalice of the Void / Dwarven Hold / Form of the Dragon / Karakas
Results:
X| 1 2 3 4 5 6 7 8
1| X 6 0 0 0 0 0 6 | 12 | 171
2| 0 X 0 3 6 6 0 0 | 14 | 200
3| 6 6 X 0 6 6 0 0 | 24 | 343
4| 6 3 6 X 0 0 0 3 | 16 | 229
5| 6 0 0 6 X 1 0 0 | 13 | 186
6| 6 0 0 6 4 X 6 6 | 28 | 400
7| 6 6 6 6 6 0 X 3 | 32 | 457
8| 0 6 6 3 6 0 3 X | 22 | 314
tomsloger wins!
Rules and banned list
Be sure to review the rules and regular banned list by clicking below. In addition, be sure to review the "Land Rule" banned list as well.
Format ideas?
If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!
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
Follow me to be notified when weekly Perfect Hand Magic results are posted
Tentatively, next weeks format will be 3CH LR City of Solidarity:
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: Players can cast spells and activate abilities only during their opponents' turns.
Please share any ideas you have for improvements to the format or ideas for other formats. Thanks!
Follow me to be notified when weekly Perfect Hand Magic results are posted
Please take a look and score your hands.
Follow me to be notified when weekly Perfect Hand Magic results are posted
5| 6 0 0 6 X 1 0 0 | 13 | 186
1: 6: Updated per comments by Anachronity and knobbodi.
2: 0: The Druid can afford to visit the Tabernacle.
3: 0: Emblem returns City.
4: 6: The goblins try to check out of the Tabernacle, but they can't leave. They stab each other with their steely knives but they can't turn two kill with beasts.
5: -
6: 1: Claim Factory, Bomb Void, Sinkhole Nexus twice. Nexus wins the race playing first.
7: 0: I can't salvage a win.
8: 0: WhammeWhamme is a formidable opponent.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 02 CalvinSchwa: Chalice for 2 on turn 1, eventually Form FTW. 6-0
vs. 03 dethwing00: Chalice for 1 off Lotus (regrow, replay if countered), eventually Form FTW. 6-0
vs. 04 Feyd_Ruin: OTP, Chalice for 0. OTD, he can Erase Form. 3-3
vs. 05 Mogg: First turn Form (off Lotus regrow Lotus) FTW. 6-0
vs. 06 knobbodi: I lose the race by 1-2 turns even OTP. 0-6
vs. 07 tomsloger: My win-con costs too much mana OTD. OTP Chalice for 0 FTW. 3-3
Moral of story: Chalice was excellent tech, the rest of my deck needed to be a faster win-con than FoTD.
6) knobbodi :: Haterade
Inkmoth Nexus / Island / Leyline of the Void / Sea's Claim / The Tabernacle at Pendrell Vale
VS:
1) Anachronity :: Arboring Doubts
Commandeer / Dryad Arbor / Mental Misstep / Misdirection / Pithing Needle
-- Tabernacle prevent dryad arbor from ever tapping for mana except to save itself, so no needle 6-0
2) CalvinSchwa :: The Prodigal Sun Returns
Approach of the Second Sun / Devoted Druid / Mox Pearl / Wooded Bastion / Vizier of Remedies
-- Can't do anything about the second sun 0-6
3) dethwing00
City of Traitors / Mox Ruby / Pyroblast / Painter's Servant / Soldevi Digger
-- Pyroblast kills Leyline, and Nexus doesn't kill fast enough to outrace all my lands being blown up, even slowed down by having to pay for tabernacle 0-6
4) Feyd_Ruin :: Leyline of No Wait I'll Let You
Black Lotus / Black Lotus / Black Lotus / Empty the Warrens / Erase
-- Tabernacle > a bunch of goblins 6-0
5) Mogg
Mishra's Factory / Ratchet Bomb / Sinkhole / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
--
Not sure how you have me winning on the play, since you can still bomb leyline and sinkhole nexus twice even when I'm on the play to force a draw 2-2On the play, I win the race against you so I can sea's claim urborg. On the draw, I sea's claim factory to force you to a draw. 4-17) tomsloger
Auriok Salvagers / Black Lotus / Foil / Island / Legacy Weapon
-- Leyline stops your shennannigans so it's just a race between Salvagers and Inkmoth. On the play, I outrace you. On the draw, if you attack I block to shrink Salvagers, rebuy nexus, and easily win the race from there, which means I get to attack first, winning the race. 6-0
8) WhammeWhamme
Black Lotus / Chalice of the Void / Dwarven Hold / Form of the Dragon / Karakas
-- Inkmoth outraces form 6-0
X| 1 2 3 4 5 6 7 8 |
6| 6 0 0 6 4 X 6 6 | 28
3) City + Painter's alone always lets you win by 1 life, since I can't block and can't stop painter. ~ 0-6
4) I steal a Warrens but it's still 16 vs 3 ~ 0-6
5) Dryad Arbor is subject to summoning sickness, so I can never cast Needle before Tabernacle comes down. After that I'm stuck tapping the Arbor to pay for itself before my main phase. ~ 0-6
6) I lose again to Tabernacle. ~ 0-6
7) EDIT: the actual best line of play is for me to Misstep your Lotus, then for you to call me a scrub for not reading the card. Embarrassed, I sheepishly take the Misstep back into my hand while you lay down your island and play Salvagers since I can't Commandeer a creature. You would then optimally not play Legacy Weapon, because it's better than I deserve, and beat me down with Salvagers past my pitiful 1/1. ~ 0-6
8) Commandeer is a guaranteed win. ~ 6-0
1 | X 6 0 0 0 0 0 6 | 12
EDIT: Well, still better than last time.
EDIT: revised my matchup vs. tomsloger for my misunderstanding of Mental Misstep
- Rabid Wombat
2. 3-3 : Both win turn 3
3. 6-0 : Get 10-12 tokens. Races Pyro kill.
4. ---
5. 0-6 : Tabernacle
6. 0-6 : tabernacle
7. 0-6 : Infinite Legacy weapon kills army
8. 3-3 : Chalice or Tokens + Erase
X | 1 2 3 4 5 6 7 8
4 | 6 3 6 X 0 0 0 3 | 16 | 229
No longer staff here.
3) dethwing00 0-6: Pretty sure this works: you can Blast-counter Druid, Vizier, or OTD Pearl, which forces me to use the buyback, then either counter the 2nd Ascension or kill one of my creatures, then you win from there.
4) Feyd_Ruin 3-3:
I have blockers, I gain life, and I have no enchantments.Those round rules, eh? Yeah, tie.5) Mogg 6-0: By the time you can fully cut off my white mana, I'm Already Gone.
6) knobbodi: 6-0: I can pay for Tabernacle, and Pearl provides white mana.
7) tomsloger 0-6: Foil Pearl, I buy it back, you hit all my things with the Legacy Weapon. I think.
8) WhammeWhamme 0-6: Chalice on 2 should work.
0 X 0 3 6 6 0 0 | 15
Honestly, I didn't expect to get even this much; 'Second Sun's Zenith' is a great wincon that I've been waiting to use for weeks now, but getting the mana to turbo it out is hard. In hindsight, Icatian Store would've probably been better.
EDIT: Corrected Feyd's, made notes on Anachronicity.
--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.
Sea's Claim on Urborg, Tomb of Yawgmoth shuts off Sinkhole. I can't destroy Claim twice and destroy Leyline.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Ah, no, I just didn't RTFC.
Thought it was "1 or less". That would explain why I don't see it in literally every hand ever.
I think that changes my matchup with tomsloger. I'll have to double-check.
EDIT: updated my matchup vs. tomsloger
- Rabid Wombat
Ohhh, in that case I think I might actually be able to win OTD too. I can tap my tabernacle for black mana to activate inkmoth and then sea's claim your urborg, cutting you off of sinkhole entirely and not preventing me from attacking that turn. Then, I can turn the race around by blocking once and then rebuying inkmoth since I won't have to worry about sinkhole (or causing you to not attack for a turn, meaning I win the race anyway). If you take a turn off of attacking to cast ratchet bomb to get rid of the sea's claim in order to sinkhole, that means you're taking 2 turns off of attacking to my 1, which means I win that race too.
If you play sinkhole on your second turn before I can claim your urborg, I can just sea's claim your factory and I win that race too, since you have to take a turn off to play ratchet bomb.
Never mind, you could win that race by attacking, making me block and rebuy nexus, then use ratchet bomb + sinkhole to kill nexus. 4-1 for me it is.
I though symmetrical round results (e.g. win on play, lose on draw) were 2 points for each hand?
valid scores should be 1, 2, 4, or 6
- Rabid Wombat
You're correct. 3 is just short-hand for "one won, lost one" that helps to illustrate more specifically the outcome of a game (since games are worth three points apiece but any symmetrical result is scored as two).
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