3CH LR Tribal Legends
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule:
"When submitting a hand, each player also chooses one of the following creature cards:
That card is included in that player's hand (in addition to his or her other three cards).
For each card in a player's hand:
1) Every color in that card's color identity must be found in the color identity of his or her chosen card and;
2a) That card shares a creature type with his or her chosen card or;
2b) That card's rules text contains a creature type of his or her chosen card or;
2c) That card's rules text contains the phrase "choose a creature type".
If an effect has a player choose a creature type, that player chooses a creature type of his or her chosen card.
Spells and abilities an opponent controls can't cause cards to leave a player's hand or counter spells that player controls."
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 her 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 result 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 typically 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.
Tentatively, next week's format will be 3CH LR Countdown:
3CH LR Countdown
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: Except for the first spell each player casts, each player can cast only spells with converted mana cost less than the last spell he or she cast.
Bans: Dark Depths
Please post if you have any comments or suggestions either for this format or for future formats!
Hands have been posted!
Please take a look and score your row.
I was pretty happy with how this format turned out – Wort was clearly the legend to beat, but every legend was represented, and the strategies seemed pretty well thought-out.
1: rhys
2: rofellos
3: hermit, symbiote, return hermit to untap rofellos, elf token [5 tokens]
4: hermit, return hermit to untap rofellos, double tokens [18 tokens]
5: hermit, return hermit to untap rofellos, hermit, return hermit on opponent's turn to untap rofellos, double tokens [52 tokens]
6: hermit, double tokens, return hermit to untap rofellos, opponent's turn return a token to untap rhys, double tokens [222 tokens]
7: hermit, double tokens, return hermit to untap rofellos, opponent's turn return a token to untap rhys, double tokens [902 tokens]
8: hermit, double tokens, return hermit to untap rofellos, hermit, opponent's turn return hermit to untap rhys, double tokens [3,632 tokens]
9: double tokens, return a token to untap rhys, double tokens, opponent's turn return a token to untap rhys, double tokens [29,050 tokens]
10: double tokens, return rofellos to untap rhys, rofellos, double tokens, opponent's turn return a token to untap rhys, double tokens [232,398 tokens]
11: double tokens, return rofellos to untap rhys, rofellos, double tokens, opponent's turn return a token to untap rhys, double tokens [1,859,182 tokens]
by turn 14, I can cast Deranged Hermit twice per turn, and double tokens three times per turn cycle, such that the number of tokens at end of turn is 8N + 48 [(4 x 2 + 4) x 2 x 2], where N is the number of tokens at the start of the turn.
12: hermit, double tokens, return hermit to untap rhys, double tokens, opponent's turn return a token to untap rhys,
double tokens [14,873,486 tokens]
14: hermit, double tokens, return hermit to untap rhys, hermit, double tokens, opponent's turn return hermit to untap rhys, double tokens [951,903,408 tokens; almost a billion!]
Basically, I was planning for a format that was a bit slower and more controlling than what it ended up being - Azusa -> Kumano was intended to go over the top of the removal the black hands would have access to, while Kumano could also provide at least a modicum of disruption playing first against the fastest hands (I didn't see any options for turn 3 wins; if anyone else did, I'd be interested in knowing, but I expect it would have ended up as a submission).
1: 3: Anachronity combos t4. When I start, t4 Kumano shoots Mimic. Anachronity can sacrifice Chirurgeon to regenerate, but without a sacrfice outlet, he can't combo on t4, and I can untap and kill Mimic.
2: 6: Grave-Storm. Kumano comes down before Storm, and I have at least 11 lands. If Grimgrin drops, I kill Grimgrin when it drops.
3: -
4: 3: On the play, Feyd_Ruin has t4 Rhys, Priest, Voice, 6 1/1 tokens, and one 7/7 token. I cast Kumano and shoot Rhys. Feyd_Ruin makes another 7/7 and swings with the first – I fall to 13 life. I go up to 11 lands, shoot Voice, and cast Stangg. Feyd_Ruin swings with the team. Stangg, Twin, and Safekeeper, block a 7/7. Kumano blocks Priest, and Azusa blocks a 1/1 token – I fall to 1 life. I go up to 14 lands. Feyd_Ruin swings with the team. I can block the elemental with Kumano Azusa, shoot the 7/7 twice, and shoot the five tokens, but one damage tramples over nevertheless.
When I start, t4 Kumano and shoot Rhys then Voice after it makes one 7/7 leads pretty simply to a win.
5: 6: Safekeeper saves my creatures from Swap. With my mana advantage, Kumano easily outpaces Sygg's protection. Kumano outraces TNN.
6: 6: knobbodi's clock is slow, and I can play more lands per turn than he can cast removal spells. Eventually, Kumano kills Wort, and that's that.
7: 3: With Tom starting, Tom casts Rabblemaster and attacks me to 19 (1 token). I cast Azusa (5 lands). Tom kills it with Tarfire and attacks me down to 13 (2 tokens). I cast Kumano and Safekeeper. At this point, Tom makes me sacrifice Safekeeper. I cast Kumano which shoots down the follow-up Wort, but Rabblemaster and tokens attack for 7 + 7 to win.
When I start, I cast Safekeeper (dies to Tarfire), then Azusa (dies to Weirding), and then Kumano comes down before Wort and cleans up the game, killing Wort, then Rabblemaster (I take 1 + 5 + 5, dropping me to 9).
8: 3: With WW starting, Safekeeper and a land trade for Lackey and Tarfire. WW makes t4 Wort and I make t4 Azusa, going up to 5 lands. WW returns Tarfire and can either kill Azusa or cast Siege-Gang.
If WW kills Azusa, then I cast Kumano (6 lands). WW returns Tarfire; he can't cast Siege-Gang until he has seven lands, or Kumano would kill and exile Siege-Gang. Kumano kills Wort, then kills Siege-Gang when it's cast. WW can wait for eight mana to sac a goblin cast Tarfire to kill Kumano, but Kumano kills everything except one token, and then Stangg beats the token.
If WW casts Siege-Gang, then I cast Stangg (8 lands). WW returns Lackey, uses Tarfire to kill Azusa, and casts Lackey. I attack with Stangg and Twin. I can cast Kumano, but it would die to Siege-Gang sacrificing Siege-Gang and Lackey. WW would untap, return Siege-Gang, and win easily. Unfortunately, I can't very well wait multiple turns to cast Kumano; in the meantime, WW will kill Stangg and make more tokens with Siege-Gang (if Kumano doesn't come down, Lackey drops Siege-Gang every turn).
When I start, the sequence starts largely the same, except my t4 Azusa comes down before his t4 Wort. I cast t5 Kumano and it gets to untap with free reign to wreck WW's board.
Also, I love this hand. Lackey is not a card I would have thought to play in a creature-heavy format, but the hand makes so much sense. Lackey into Siege-Gang on the play is pretty much impossible to beat without Tarfire or two pieces of removal. Even then, the fact that a one-drop is a must-kill threat means Wort is more likely to survive, and Wort plus Siege-Gang is definitely powerful. On top of all that, the hand can kill on t4 and can disrupt opponent's combos, too!
vs. 01 Anachronity: Burn trumps combo. 6-0
vs. 02 CalvinSchwa: I goldfish on turn 4. 6-0
vs. 03 Mogg: Mogg has laid this out very nicely. 3-3
vs. 04 Feyd_Ruin: Tarfire and Lackey = dead Priest and Rhys, then Wort wins. 6-0
vs. 05 Jantesviker: I can push through OTP* 4-1
vs. 06 knobbodi: I get out-recurred. 0-6
vs. 07 tomsloger: Tarfire Rabblemaster, SGC/Wort on turn 5/6) beats him. 6-0
* Observe:
W: Lackey
J: Land
W: Swing for (19), SGC
J: Land, Sygg (eot tarfired)
W: Swing for 6 (13), Wort
J: TNN
W: Recur Tarfire. Swing with all; SGC gets blocked, throws self + Lackey. (3)
J: will die to Tarfire/swing with all.
--2 instant speed removal spells mean you can't combo me, and unless there's a line I'm missing, even if you lead with redcap and wort I still stabilize with enough life 6-0
2) CalvinSchwa :: Just You Wait
Gravecrawler / Grimgrin, Corpse-Born / Noxious Ghoul / Rooftop Storm
--You don't play anything until turn 6, and Rooftop Storm -> Noxious Ghoul -> Gravecrawler -> Grimgrin means that Grimgrin survives with 1 health left even if I respond to the sacrifice of Gravecrawler with both removal spells 0-6
3) Mogg
Azusa, Lost but Seeking / Kumano, Master Yamabushi / Stangg / Sylvan Safekeeper
--Sylvan safekeeper+Azusa means my removal spells don't do enough 0-6
4) Feyd_Ruin :: Obvious Elves are Obvious
Hunting Triad / Priest of Titania / Rhys the Redeemed / Voice of the Woods
--If you play out Rhys and Priest on curve I just murder them, then Wort+recurring removal makes short work of you. Reinforce doesn't get you there either, because even on the draw I can double removal spell whatever you target and still have rites to buy back one early 6-0
My original hand before I found the goblin combo, for anyone curious...
Steely Resolve / Azusa, Lost but Seeking / Squirrel Wrangler / Stangg
I liked this hand because it was faster than the best elf hand I could figure out, and with a similar strategy. It also won against Wort removal-based hands unless they ran multiple copies of Warren Weirding. Plus, squirrels are stylish.
This hand is better against removal but can't beat combo due to lack of interactivity.
In the end, I figured it was better to go combo since it was faster and less specific to the opponent. It seems I drastically underestimated the amount of removal.
2) Nothing to stop my combo before it goes off. ~ 6-0
3) Agree with Mogg's assessment. ~ 3-3
4) No interaction and not fast enough. ~ 6-0
5) Temporal Adept wins with you OTP. OTD you need to skip playing a T3 creature so that you can Crib Swap my Mimic before combos happen, so I play Wort before you play Nemesis. Redcap helps win that race by forcing you to play Sygg late, in addition to stopping the Adept. ~ 3-3
6) I can kill Wort once, but not twice ~ 0-6
7) You can't kill my Wort, but Redcap + Chirurgeon can kill yours. Rabblemaster can force through a lot of damage though, I want to work this one out more
8) You win OTD due to lackey, but if I'm OTP you can only kill my Mimic; Lackey can't get past Chirurgeon. I definitely win from there; Siege-Gang is too slow and I end up with Redcap + Chirurgeon to keep him dead until I can kill your Wort. ~ 3-3
EDIT: Finished all of my matchups but the one with Tomsloger. My results disagree with Knobbodi's and WhammeWhamme's.
1) Anachronity 0-6 :: Faster combo!
3) Mogg 0-6 :: Agreed.
4) Feyd_Ruin 3-3 :: OTD you put me at too low before I Noxious Ghoul, and there's Voice and 7/7s left. OTP I kill most your board then combo next turn.
5) Jantesviker 0-6 :: Temporal Adept is cool!
6) knobbodi 6-0 :: Agreed.
7) tomsloger 0-6 :: I think, even with Ghoul, that I'm too slow. If I play Ghoul you can double-Tarfire, and otherwise I die.
8) WhammeWhamme 0-6 :: Agreed.
| 0 X 0 3 0 6 0 0 |
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.
6) I don't need to play anything until you play Wort, since you can't win without her. Once she's in play, I can play Redcap followed by Chirurgeon, ensuring that Redcap deals a total of 3 damage to Wort regardless of your instant-speed removal.
From there it gets complicated, but I've worked through it and there's not any way for me to win either. Whoever plays a card first loses here. ~ 2-2
Yeah you kill Wort, then I buy her back with birth rite and win from there.
Oh also, is there any chance we can do like a monthly or similar running total? It doesn't have to mean anything, I just ideally would like to be able to see how I've done the past 4 weeks
Oh also, is there any chance we can do like a monthly or similar running total? It doesn't have to mean anything, I just ideally would like to be able to see how I've done the past 4 weeks
I have no immediate plan to do so myself but could see doing so again at a time when I'm actively updating the PHM Repository.
In the meantime, I welcome any independent effort to track the weekly totals across a four-week stretch, as we've done previously.
I've scored a few remaining matches and added some corrections to the grid. See below. I trust Anachronity or tomsloger will analyze their match.
It's actually possible that I could win this round, so the scoring definitely bears some scrutinizing.
1-8: 0/3: Agree with Anachronity's analysis.
4-5: 0/3: otp, Feyd_Ruin makes two 7/7's before Jantesviker can bounce the first (t3 swap rhys, t4 adept, t5 bounce).
5-7: 2/0: Weirding only creates tokens if a goblin is sacrificed. tomsloger casts Wort into Swap to get an extra token.
7-8: 0/3: Lackey and Tarfire trade. Rabblemaster and Tarfire trade. Tom casts t4 Wort. Weirding would trade with WW's Wort, so WW passes. Tom casts Rabblemaster and attacks for 4 (W 16). WW casts Siege-Gang. Tarfire kills Siege-Gang. Tom attacks for 10 (W 6; could block with at most one token, otherwise upkeep return fire, kill remaining token, then Warren Weirding kills Wort). WW casts Wort. Tom returns Tarfire and attacks for 12. A token can chump Rabblemaster; any further blocks result in the death of Wort; WW either takes too much damage or loses Wort.
1 vs. 7 is potentially more complicated than what I want to analyze.
You have a week to score your match, and then I'm posting the final grid.
EDIT:
1-7:
Anachronity's line is t4 Wort, t5 Redcap & Chirurgeon, t6 Mimic. tomsloger has t4 Wort and Tarfires Redcap such that Anachronity is forced to sacrifice Redcap to start the combo. On t7, Anachronity returns Redcap, but tomsloger has Tarfire & Warren Weirding in response to force Anachronity to lose two out of three of Chirurgeon, Mimic, and Wort, such that Anachronity can't rebuild. Eventually, tomsloger wins by looping Tarfires and/or Rabblemasters.
3CH LR Tribal Legends
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule:
"When submitting a hand, each player also chooses one of the following creature cards:
Sygg, River Guide (WU, Merfolk Wizard)
Grimgrin, Corpse-Born (UB, Zombie Warrior)
Wort, Boggart Auntie (BR, Goblin Shaman)
Stangg (RG, Human Warrior)
Rhys the Redeemed (GW, Elf Warrior)
That card is included in that player's hand (in addition to his or her other three cards).
For each card in a player's hand:
1) Every color in that card's color identity must be found in the color identity of his or her chosen card and;
2a) That card shares a creature type with his or her chosen card or;
2b) That card's rules text contains a creature type of his or her chosen card or;
2c) That card's rules text contains the phrase "choose a creature type".
If an effect has a player choose a creature type, that player chooses a creature type of his or her chosen card.
Spells and abilities an opponent controls can't cause cards to leave a player's hand or counter spells that player controls."
Hands:
1) Anachronity
Goblin Chirurgeon / Metallic Mimic / Murderous Redcap / Wort, Boggart Auntie
2) CalvinSchwa :: Just You Wait
Gravecrawler / Grimgrin, Corpse-Born / Noxious Ghoul / Rooftop Storm
3) Mogg
Azusa, Lost but Seeking / Kumano, Master Yamabushi / Stangg / Sylvan Safekeeper
4) Feyd_Ruin :: Obvious Elves are Obvious
Hunting Triad / Priest of Titania / Rhys the Redeemed / Voice of the Woods
5) Jantesviker
Crib Swap / Sygg, River Guide / Temporal Adept / True-Name Nemesis
6) knobbodi
Boggart Birth Rite / Nameless Inversion / Tarfire / Wort, Boggart Auntie
7) tomsloger
Goblin Rabblemaster / Tarfire / Warren Weirding / Wort, Boggart Auntie
8) WhammeWhamme
Goblin Lackey / Siege-Gang Commander / Tarfire / Wort, Boggart Auntie
Results:
X| 1 2 3 4 5 6 7 8 |
1| X 6 3 6 3 0 0 3 | 18 | 257
2| 0 X 0 3 0 6 0 0 | 08 | 114
3| 3 6 X 3 6 6 3 3 | 26 | 371
4| 0 3 3 X 3 0 0 0 | 08 | 114
5| 3 6 0 3 X 6 0 1 | 17 | 243
6| 6 0 0 6 0 X 6 6 | 24 | 343
7| 6 6 3 6 6 0 X 3 | 28 | 400
8| 3 6 3 6 4 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 her 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 result 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 typically 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
Beast Within
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory
Emrakul, the Aeons Torn
Laboratory Maniac
Leyline of the Meek
Magus of the Moon
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
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
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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3CH LR Countdown
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: Except for the first spell each player casts, each player can cast only spells with converted mana cost less than the last spell he or she cast.
Bans: Dark Depths
Please post if you have any comments or suggestions either for this format or for future formats!
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Please take a look and score your row.
I was pretty happy with how this format turned out – Wort was clearly the legend to beat, but every legend was represented, and the strategies seemed pretty well thought-out.
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Aphetto Alchemist / Crib Swap / Sygg, River Guide / Wake Thrasher (t4 kill & unblockable if opponent only has one color of creature)
Army of the Damned / Grimgrin, Corpse-Born / Nameless Inversion / Relentless Dead (alternatively, Fleshbag Marauder in place of Army of the Damned)
Boggart Birth Rite / Nameless Inversion / Siege-Gang Commander / Wort, Boggart Auntie
Chameleon Colossus / Rhys the Redeemed / Rofellos, Llanowar Emissary / Wirewood Symbiote (t4 kill; alternatively, Deranged Hermit in place of Chameleon Colossus; less resilient by far but greater growth – 1,859,182 tokens by turn 11; 951,903,408 tokens by turn 14)
2: rofellos
3: hermit, symbiote, return hermit to untap rofellos, elf token [5 tokens]
4: hermit, return hermit to untap rofellos, double tokens [18 tokens]
5: hermit, return hermit to untap rofellos, hermit, return hermit on opponent's turn to untap rofellos, double tokens [52 tokens]
6: hermit, double tokens, return hermit to untap rofellos, opponent's turn return a token to untap rhys, double tokens [222 tokens]
7: hermit, double tokens, return hermit to untap rofellos, opponent's turn return a token to untap rhys, double tokens [902 tokens]
8: hermit, double tokens, return hermit to untap rofellos, hermit, opponent's turn return hermit to untap rhys, double tokens [3,632 tokens]
9: double tokens, return a token to untap rhys, double tokens, opponent's turn return a token to untap rhys, double tokens [29,050 tokens]
10: double tokens, return rofellos to untap rhys, rofellos, double tokens, opponent's turn return a token to untap rhys, double tokens [232,398 tokens]
11: double tokens, return rofellos to untap rhys, rofellos, double tokens, opponent's turn return a token to untap rhys, double tokens [1,859,182 tokens]
by turn 14, I can cast Deranged Hermit twice per turn, and double tokens three times per turn cycle, such that the number of tokens at end of turn is 8N + 48 [(4 x 2 + 4) x 2 x 2], where N is the number of tokens at the start of the turn.
12: hermit, double tokens, return hermit to untap rhys, double tokens, opponent's turn return a token to untap rhys,
double tokens [14,873,486 tokens]
13: hermit, double tokens, return rofellos to untap rhys, rofellos, double tokens, opponent's turn return hermit to untap rhys, double tokens [118,987,920 tokens]
14: hermit, double tokens, return hermit to untap rhys, hermit, double tokens, opponent's turn return hermit to untap rhys, double tokens [951,903,408 tokens; almost a billion!]
My line:
X| 1 2 3 4 5 6 7 8 |
3| 3 6 X 3 6 6 3 3 | 26 | 371
3) Mogg
Azusa, Lost but Seeking / Kumano, Master Yamabushi / Stangg / Sylvan Safekeeper
1: 3: Anachronity combos t4. When I start, t4 Kumano shoots Mimic. Anachronity can sacrifice Chirurgeon to regenerate, but without a sacrfice outlet, he can't combo on t4, and I can untap and kill Mimic.
2: 6: Grave-Storm. Kumano comes down before Storm, and I have at least 11 lands. If Grimgrin drops, I kill Grimgrin when it drops.
3: -
4: 3: On the play, Feyd_Ruin has t4 Rhys, Priest, Voice, 6 1/1 tokens, and one 7/7 token. I cast Kumano and shoot Rhys. Feyd_Ruin makes another 7/7 and swings with the first – I fall to 13 life. I go up to 11 lands, shoot Voice, and cast Stangg. Feyd_Ruin swings with the team. Stangg, Twin, and Safekeeper, block a 7/7. Kumano blocks Priest, and Azusa blocks a 1/1 token – I fall to 1 life. I go up to 14 lands. Feyd_Ruin swings with the team. I can block the elemental with Kumano Azusa, shoot the 7/7 twice, and shoot the five tokens, but one damage tramples over nevertheless.
When I start, t4 Kumano and shoot Rhys then Voice after it makes one 7/7 leads pretty simply to a win.
5: 6: Safekeeper saves my creatures from Swap. With my mana advantage, Kumano easily outpaces Sygg's protection. Kumano outraces TNN.
6: 6: knobbodi's clock is slow, and I can play more lands per turn than he can cast removal spells. Eventually, Kumano kills Wort, and that's that.
7: 3: With Tom starting, Tom casts Rabblemaster and attacks me to 19 (1 token). I cast Azusa (5 lands). Tom kills it with Tarfire and attacks me down to 13 (2 tokens). I cast Kumano and Safekeeper. At this point, Tom makes me sacrifice Safekeeper. I cast Kumano which shoots down the follow-up Wort, but Rabblemaster and tokens attack for 7 + 7 to win.
When I start, I cast Safekeeper (dies to Tarfire), then Azusa (dies to Weirding), and then Kumano comes down before Wort and cleans up the game, killing Wort, then Rabblemaster (I take 1 + 5 + 5, dropping me to 9).
8: 3: With WW starting, Safekeeper and a land trade for Lackey and Tarfire. WW makes t4 Wort and I make t4 Azusa, going up to 5 lands. WW returns Tarfire and can either kill Azusa or cast Siege-Gang.
If WW kills Azusa, then I cast Kumano (6 lands). WW returns Tarfire; he can't cast Siege-Gang until he has seven lands, or Kumano would kill and exile Siege-Gang. Kumano kills Wort, then kills Siege-Gang when it's cast. WW can wait for eight mana to sac a goblin cast Tarfire to kill Kumano, but Kumano kills everything except one token, and then Stangg beats the token.
If WW casts Siege-Gang, then I cast Stangg (8 lands). WW returns Lackey, uses Tarfire to kill Azusa, and casts Lackey. I attack with Stangg and Twin. I can cast Kumano, but it would die to Siege-Gang sacrificing Siege-Gang and Lackey. WW would untap, return Siege-Gang, and win easily. Unfortunately, I can't very well wait multiple turns to cast Kumano; in the meantime, WW will kill Stangg and make more tokens with Siege-Gang (if Kumano doesn't come down, Lackey drops Siege-Gang every turn).
When I start, the sequence starts largely the same, except my t4 Azusa comes down before his t4 Wort. I cast t5 Kumano and it gets to untap with free reign to wreck WW's board.
Also, I love this hand. Lackey is not a card I would have thought to play in a creature-heavy format, but the hand makes so much sense. Lackey into Siege-Gang on the play is pretty much impossible to beat without Tarfire or two pieces of removal. Even then, the fact that a one-drop is a must-kill threat means Wort is more likely to survive, and Wort plus Siege-Gang is definitely powerful. On top of all that, the hand can kill on t4 and can disrupt opponent's combos, too!
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 02 CalvinSchwa: I goldfish on turn 4. 6-0
vs. 03 Mogg: Mogg has laid this out very nicely. 3-3
vs. 04 Feyd_Ruin: Tarfire and Lackey = dead Priest and Rhys, then Wort wins. 6-0
vs. 05 Jantesviker: I can push through OTP* 4-1
vs. 06 knobbodi: I get out-recurred. 0-6
vs. 07 tomsloger: Tarfire Rabblemaster, SGC/Wort on turn 5/6) beats him. 6-0
* Observe:
W: Lackey
J: Land
W: Swing for (19), SGC
J: Land, Sygg (eot tarfired)
W: Swing for 6 (13), Wort
J: TNN
W: Recur Tarfire. Swing with all; SGC gets blocked, throws self + Lackey. (3)
J: will die to Tarfire/swing with all.
Boggart Birth Rite / Nameless Inversion / Tarfire / Wort, Boggart Auntie
VS:
1) Anachronity
Goblin Chirurgeon / Metallic Mimic / Murderous Redcap / Wort, Boggart Auntie
--2 instant speed removal spells mean you can't combo me, and unless there's a line I'm missing, even if you lead with redcap and wort I still stabilize with enough life 6-0
2) CalvinSchwa :: Just You Wait
Gravecrawler / Grimgrin, Corpse-Born / Noxious Ghoul / Rooftop Storm
--You don't play anything until turn 6, and Rooftop Storm -> Noxious Ghoul -> Gravecrawler -> Grimgrin means that Grimgrin survives with 1 health left even if I respond to the sacrifice of Gravecrawler with both removal spells 0-6
3) Mogg
Azusa, Lost but Seeking / Kumano, Master Yamabushi / Stangg / Sylvan Safekeeper
--Sylvan safekeeper+Azusa means my removal spells don't do enough 0-6
4) Feyd_Ruin :: Obvious Elves are Obvious
Hunting Triad / Priest of Titania / Rhys the Redeemed / Voice of the Woods
--If you play out Rhys and Priest on curve I just murder them, then Wort+recurring removal makes short work of you. Reinforce doesn't get you there either, because even on the draw I can double removal spell whatever you target and still have rites to buy back one early 6-0
5) Jantesviker
Crib Swap / Sygg, River Guide / Temporal Adept / True-Name Nemesis
--My grip of removal spells don't do anything to TNN + Sygg 0-6
7) tomsloger
Goblin Rabblemaster / Tarfire / Warren Weirding / Wort, Boggart Auntie
--Tarfire for Rabblemaster pre-combat, Nameless Inversion for Wort, and Birth Rites to get back my Wort if needed 6-0
8) WhammeWhamme
Goblin Lackey / Siege-Gang Commander / Tarfire / Wort, Boggart Auntie
--Tarfire for Lackey, Nameless Inversion for Wort, and Birth Rite to get back one of them to kill Siege-Gang, then my own Wort lets me clean up 6-0
X| 1 2 3 4 5 6 7 8 |
6| 6 0 0 6 0 X 6 6 | 24 | 343
Looks like being grindier than all the other Wort decks mostly paid off
I liked this hand because it was faster than the best elf hand I could figure out, and with a similar strategy. It also won against Wort removal-based hands unless they ran multiple copies of Warren Weirding. Plus, squirrels are stylish.
This hand is better against removal but can't beat combo due to lack of interactivity.
In the end, I figured it was better to go combo since it was faster and less specific to the opponent. It seems I drastically underestimated the amount of removal.
1) Wort, Boggart Auntie / Goblin Chirurgeon / Metallic Mimic / Murderous Redcap
Because elves have Safehold Elite, but no sac outlet!
2) Nothing to stop my combo before it goes off. ~ 6-0
3) Agree with Mogg's assessment. ~ 3-3
4) No interaction and not fast enough. ~ 6-0
5) Temporal Adept wins with you OTP. OTD you need to skip playing a T3 creature so that you can Crib Swap my Mimic before combos happen, so I play Wort before you play Nemesis. Redcap helps win that race by forcing you to play Sygg late, in addition to stopping the Adept. ~ 3-3
6) I can kill Wort once, but not twice ~ 0-6
7) You can't kill my Wort, but Redcap + Chirurgeon can kill yours. Rabblemaster can force through a lot of damage though, I want to work this one out more
8) You win OTD due to lackey, but if I'm OTP you can only kill my Mimic; Lackey can't get past Chirurgeon. I definitely win from there; Siege-Gang is too slow and I end up with Redcap + Chirurgeon to keep him dead until I can kill your Wort. ~ 3-3
EDIT: Finished all of my matchups but the one with Tomsloger. My results disagree with
Knobbodi's andWhammeWhamme's.- Rabid Wombat
3) Mogg 0-6 :: Agreed.
4) Feyd_Ruin 3-3 :: OTD you put me at too low before I Noxious Ghoul, and there's Voice and 7/7s left. OTP I kill most your board then combo next turn.
5) Jantesviker 0-6 :: Temporal Adept is cool!
6) knobbodi 6-0 :: Agreed.
7) tomsloger 0-6 :: I think, even with Ghoul, that I'm too slow. If I play Ghoul you can double-Tarfire, and otherwise I die.
8) WhammeWhamme 0-6 :: Agreed.
| 0 X 0 3 0 6 0 0 |
--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.
Yeah you kill Wort, then I buy her back with birth rite and win from there.
Ohh... for some reason I was reading Birth Rite as Warren Weirding.
Yeah, you have it then. Updated my matches.
- Rabid Wombat
I have no immediate plan to do so myself but could see doing so again at a time when I'm actively updating the PHM Repository.
In the meantime, I welcome any independent effort to track the weekly totals across a four-week stretch, as we've done previously.
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It's actually possible that I could win this round, so the scoring definitely bears some scrutinizing.
X| 1 2 3 4 5 6 7 8 |
1| X 6 3 6 3 0 0 3 | 18 | 257
2| 0 X 0 3 0 6 0 0 | 08 | 114
3| 3 6 X 3 6 6 3 3 | 26 | 371
4| 0 3 3 X 3 0 0 0 | 08 | 114
5| 3 6 0 3 X 6 0 1 | 17 | 243
6| 6 0 0 6 0 X 6 6 | 24 | 343
7| 6 6 3 6 6 0 X 3 | 28 | 400
8| 3 6 3 6 4 0 3 X | 22 | 314
1-8: 0/3: Agree with Anachronity's analysis.
4-5: 0/3: otp, Feyd_Ruin makes two 7/7's before Jantesviker can bounce the first (t3 swap rhys, t4 adept, t5 bounce).
5-7: 2/0: Weirding only creates tokens if a goblin is sacrificed. tomsloger casts Wort into Swap to get an extra token.
7-8: 0/3: Lackey and Tarfire trade. Rabblemaster and Tarfire trade. Tom casts t4 Wort. Weirding would trade with WW's Wort, so WW passes. Tom casts Rabblemaster and attacks for 4 (W 16). WW casts Siege-Gang. Tarfire kills Siege-Gang. Tom attacks for 10 (W 6; could block with at most one token, otherwise upkeep return fire, kill remaining token, then Warren Weirding kills Wort). WW casts Wort. Tom returns Tarfire and attacks for 12. A token can chump Rabblemaster; any further blocks result in the death of Wort; WW either takes too much damage or loses Wort.
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You have a week to score your match, and then I'm posting the final grid.
EDIT:
1-7:
Anachronity's line is t4 Wort, t5 Redcap & Chirurgeon, t6 Mimic. tomsloger has t4 Wort and Tarfires Redcap such that Anachronity is forced to sacrifice Redcap to start the combo. On t7, Anachronity returns Redcap, but tomsloger has Tarfire & Warren Weirding in response to force Anachronity to lose two out of three of Chirurgeon, Mimic, and Wort, such that Anachronity can't rebuild. Eventually, tomsloger wins by looping Tarfires and/or Rabblemasters.
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