Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule:
When submitting a hand, each players also chooses a basic land card.
Each player can play a land from outside the game only if it's his or her chosen land.
Be sure to review the rules and banned list(s) by clicking below.
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
Contents
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 – Hand Construction Rules.
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 by 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. An effect that would produce a random result produces the result that least benefits 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 all 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 would enable him or her 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 has passed – 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
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 has 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 Hand 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 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 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 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. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.6a. Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1.
7.7. (Bonus).
7.7a. A player earns bonus points if his or her hand meets specified requirements.
PHM Banned List_________________Land Rule Banned List
I've updated a few PHM rules, as outlined in the spoiler below. All changes are for the purpose of clarity only; these are not functional changes.
1) Rule 2.4
Was: "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."
Now:
"An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead."
The original wording was intended to cover a Squallmonger-type ability that would produce a random result, but the wording was ambiguous. Since no Squallmonger-type cards with random effects have been printed, this is a non-function change.
2) Rule 7.5b
Was: "A player must choose an opening hand that enables him or her to win both games of a match against at least one legal hand, irrespective of rule 7.5a."
Now: "Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule."
The original wording could be read as requiring a system of hands that could win and lose against each other. This wording clarifies that a player's hand can't rely on the life rule to win, but does so without implying that the hand it beats also must be able to win against some other hand.
Additionally, I added some of the language from the backbuild rules to clarify what it means that a hand must be able to win a match.
3) Rule 7.6a
Was: "Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing or drawing the game. Ignore rule 3.1."
Now: "Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1."
The previous wording erroneously defined "losing" as "losing or drawing".
"At the beginning of each player's upkeep, you may add or remove a +1/+1 counter, a -1/-1 counter, or a counter of a type a permanent you control could produce to/from a permanent you control. This ability can't be countered."
Hands have been posted!
Please take a look and score your row.
Also, please welcome new player Choptimist!
Choptimist and knobbodi submitted similar hands; which will prevail – experience or fresh perspective?
Personally, I had a lot of fun with this round. It approximated what a vanilla 3CH LR could look like, while being distinct nonetheless. Before reviewing submissions, I developed a quick list of representative hands, and was happy to see a significant amount of diversity. Between the format rule and recent bannings (Emrakul, Beast Within), my impression was that nothing too degenerate was available.
The spoiler below contains my gauntlet of hands and some matchup analysis. Of note, this selection of hands is not intended to represent an actual metagame, so archetypes may be significantly over/under-represented. Also, I tried to be accurate in general, but I didn't work thoroughly through some of the matches.
After I wrote the above, I started to look at some of the submissions – with six hands submitted, there were six archetypes, and I added four hands to my gauntlet. When there were nineteen hands in the gauntlet, two of those new hands became the best-scoring in the gauntlet.
These are some of the directions I considered:
1) Iona, Shield of Emeria / Lion's Eye Diamond / Unburial Rites
2) Lion's Eye Diamond / Progenitus / Shelldock Isle
3) Nature's Claim / Rofellos, Llanowar Emissary / Umbral Mantle
4) Council's Judgment / Karakas / Mangara of Corondor
5) Elixir of Immortality / Pithing Needle / Pox
6) Time Vault / Voltaic Key / Walking Ballista
7) Geth's Verdict / Isochron Scepter / Mana Drain
8) Foil / Guile / Island
9) Painter's Servant / Pyroblast / Red Elemental Blast
10) Ensnaring Bridge / Exploration / Helix Pinnacle
11) Mishra's Workshop / Phyrexian Dreadnought / Torpor Orb
12) Mana Drain / Riftwing Cloudskate / Wistful Thinking
13) Glacial Chasm / Jinxed Choker / Mana Crypt
14) Anvil of Bogardan / Council's Judgment / Figure of Destiny
15) Collective Defiance / Devil's Play / Figure of Destiny
I added the following hands to my gauntlet after I started reviewing submissions. The last one isn't based on a submission, but I decided it's different enough from Progenitus to be worth investigating.
16) Dark Depths / Sol Ring / Thespian's Stage
17) Balance / Greater Gargadon / Talisman of Progress
18) Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon
19) From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond
20) Kozilek, Butcher of Truth / Lion's Eye Diamond / Shelldock Isle
Paring down from the original list of fifteen to some of the top contenders leaves the following:
XX| 1 4 5 6 4 |
01| X 0 6 0 6 | 12
04| 6 X 0 1 1 | 08
05| 0 6 X 6 2 | 14
06| 6 4 0 X 1 | 11
14| 0 4 2 4 X | 10
I admittedly was surprised by the staying power of Elixir, even when not paired with Beast Within. I'll keep my eye on it.
Personman's submission was a hand I'd overlooked. Had I been aware of it, I would have chosen either Mangara or Pox over Choker-Chasm. Part of my reasoning for choosing Choker-Chasm was that it beats the big threats (especially Iona); unfortunately, it doesn’t beat Thespian's Stage.
1: 3: I can afford to take eight damage before my second turn, but Anachronity can deal 10. Playing first, Anachronity can burn his two LED's right away to remove counters from Choker or can wait as long as possible to gain as much life as possible with the Floorboards. Neither way lets Anachronity survive.
2: 6: Judgment can't exile Choker because it's a sorcery and Choptimist is never his own opponent.
3: 6: This version of the balance hand can't remove my Chasm.
4: 6: Judgment still can't exile Choker.
6: 0: Stage can copy Chasm.
7: 3: Anvil either discards on of my cards or it doesn't.
8: 6: I play Chasm on turn 2. At every opportunity, I add a counter to Choker and WhammeWhamme removes a counter. On my final turn, I let Chasm prevent damage from Choker, then don't pay cumulative upkeep. Playing second (one successful attack from Iona), I win on 2 life.
4) knobbodi
Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
VS:
1) Anachronity :: The Floorboard Horde
From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond || Swamp
--The zmobies are too fast for me 0-6
2) Choptimist
Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon || Plains
--[s]We can both eliminate wheel before it really gets going, and inkmoth wins on turn 11 to a 1-off gather's turn 12. You can wait til turn 4 to get 4 tokens over 2 turns, but on turn 7 I can wheel+judgment and still attack, and even on the draw that means I win the race at 1 life 6-0 [s] As per my later post, my original calculations had me casting an extra free Council's Judgment, which turns that game around 3-3
3) Feyd_Ruin :: Bringing Balance Back!
Balance / Pyramid of the Pantheon / Shrine of Loyal Legions || Wastes
--Being unable to cast Balance until your 3rd turn with no way to sac your lands is pretty rough 6-0
6) Personman
Dark Depths / Sol Ring / Thespian's Stage || Forest
--Even on the draw, I can block marit lage with inkmoth and shrink her, then council's judgment her and draw. And even if you copy inkmoth, I can take a few hits in order to have time to play wheel, so I can then block and redraw inkmoth and win from there. On the play, I can play wheel in time to be able to do that, so you just threaten to kill me and we pass forever. 2-2
7) tomsloger
Anvil of Bogardan / Kozilek, Butcher of Truth / Llanowar Mentor || Forest
--On the play, I can get down wheel before I have to discard to anvil for the first time, discard inkmoth until I've used judgment to kill mentor and anvil, then win with inkmoth and save judgment for kozilek. On the draw, I can't do much of anything 3-3
vs. 01 Anachronity: First to play theirs wins. 3-3
vs. 02 Choptimist: Ionalock 6-0
vs. 03 Feyd_Ruin: Ionalock 6-0
vs. 04 knobbodi: Ionalock 6-0
vs. 05 Mogg: I get Choked out just fast enough. 0-6
vs. 06 Personman: Can't beat Marit Lage. 0-6
vs. 07 tomsloger: Ionalock. 6-0
2) fast zombies get there OTP; OTD I can't ever get through for lethal due to Fateful Hour 3-3
3) OTP my zombies are too fast because of wastes instead of plains. OTD I play my diamonds and build up land until you cast balance and then I cast Floorboards off of the discard, then win with superior power. If you never cast Balance then I eventually get a lethal number of zombies and Floorboards at EoT then swing, forcing you to sac shrine. I always have only five more zombies than you have myr, so you follow up with Balance and it's a draw. ~ 4-1
4) 2fast2zombious ~ 6-0
5) Agree with Mogg ~ 3-3
6) OTP wins the race, due to lifegain from Floorboards ~ 3-3
7) I discard my hand faster than you discard yours! ~ 6-0
8) OTP wins ~ 3-3
On knoboddi's start, I believe he does win the race, but I might take a look later to see if I have another resource.
Probable 3-3
Yeah, in my sleep-addled state, I gave myself an extra free Council's Judgment. I think on the play I can get there, though. You can't cast wheel on 2 because I can just Judgment it, so your best bet is to wait til you can Wheel+Gather in the same turn. However, on my turn 4, before you can do that, I cast Wheel while still attacking, meaning if you use your turn 4 to do both I get to redraw my Judgment to win the race. Alterantively, if you take a turn off to Judgment my Wheel, I win the race from there.
In a totally-not-confusing fashion, going a win apiece is the same score as drawing both games. thus, 3-3 is actually worth 2 points per person. People just list '3' instead of '2' to differentiate at-a-glance whether the match was a total draw or one win each.
Well, this went pretty dang well! Nary a Path in sight. I'm glad a nice, flexible, tempting, expensive, sorcery speed version was printed! :D
6 | 3 6 6 2 6 6 6 | 34 | 486
6) Personman
Dark Depths / Sol Ring / Thespian's Stage || Forest
vs
1) Anachronity :: The Floorboard Horde
From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond || Swamp
As you said, the lifegain gets you there on the play. 3-3
2) Choptimist
Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon || Plains
On the play, I win before Judgment is available. On the draw, I make Marit in your end step and win. 6-0
3) Feyd_Ruin :: Bringing Balance Back!
Balance / Pyramid of the Pantheon / Shrine of Loyal Legions || Wastes
I make Marit in your end step and win. 6-0.
4) knobbodi
Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
On your play Inkmoth + Wheel is out in time to block Marit forever, which is neat. If you ever attack though, I make Marit in your end step and win. EDIT: On my play, as you mention below, you can forget about Wheel and block once, leaving Marit a 19/19 that you can cast Judgment upon from 1 life. 2-2.
4) knobbodi
Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
On your play Inkmoth + Wheel is out in time to block Marit forever, which is neat. If you ever attack though, I make Marit in your end step and win. 4-1.
Even on my draw, I can stop you. I don't need to block forever, I just need to block once, because Inkmoth has infect so Marit Lage becomes a 19/19 and I can Judgment her away at 1 life.
However, I am now realizing that I was operating under the old legend rule, and so you can remove all the Ice counters from the original Dark Depths which did not go anywhere, removing the last on my end step to prevent Judgment, and kill me on turn 10.
No, I can't get two Marits. If I keep the old one, the "if you do" clause will stop the Stage's trigger from making Marit, so I have to Legend Rule the real one and sac the Stage.
So you're right, it's 2-2.
I was considering submitting Stage / Depths / Wheel because of this, but decided to go all in on speed. In a meta where people are expecting this deck, the resilience of the Wheel version might be pretty important.
3CH LR Land Choice
Land Rule: Basic Land Rule.
Format Rule:
Each player can play a land from outside the game only if it's his or her chosen land.
Hands:
1) Anachronity :: The Floorboard Horde
From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond || Swamp
2) Choptimist
Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon || Plains
3) Feyd_Ruin :: Bringing Balance Back!
Balance / Pyramid of the Pantheon / Shrine of Loyal Legions || Wastes
4) knobbodi
Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
5) Mogg
Glacial Chasm / Jinxed Choker / Mana Crypt || Wastes
6) Personman
Dark Depths / Sol Ring / Thespian's Stage || Forest
7) tomsloger
Anvil of Bogardan / Kozilek, Butcher of Truth / Llanowar Mentor || Forest
8) WhammeWhamme
Iona, Shield of Emeria / Lion's Eye Diamond / Unburial Rites || Plains
Results:
X| 1 2 3 4 5 6 7 8
1| X 3 4 6 3 3 6 3 | 24 | 343
2| 3 X 6 3 0 0 4 0 | 14 | 200
3| 1 0 X 0 0 0 0 0 | 01 | 143
4| 0 3 6 X 0 2 3 0 | 12 | 171
5| 3 6 6 6 X 0 3 6 | 28 | 400
6| 3 6 6 2 6 X 6 6 | 34 | 486
7| 0 1 6 3 3 0 X 0 | 11 | 157
8| 3 6 6 6 0 0 6 X | 26 | 371
Personman wins!
Rules and Banned List
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 – Hand Construction Rules.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
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 by 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.
2.4. An effect that would produce a random result produces the result that least benefits 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 all 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 would enable him or her 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:
ii. Take an infinite number of turns.
iii. Cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1b. 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.
3.3. 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.
4.2b. 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
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.
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 Hand 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.
7.2b. 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.
7.3b. This is the extra land rule (ELR). Any player may play a basic land 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 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.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.7. (Bonus).
Beast Within________________________Beacon of Creation
Chancellor of the Annex_____________Black Lotus
Channel_____________________________Energy Field
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Fastbond____________________________Nezumi Shortfang
Flash_______________________________Red Sun's Zenith
Force of Will_______________________White Sun's Zenith
Ghost Quarter
Laboratory Maniac
Leyline of Anticipation
Leyline of Singularity
Leyline of the Meek
Magus of the Moon
Meddling Mage
Pact of Negation
Show and Tell
Strip Mine
The Rack
Trinisphere
Ulamog, the Infinite Gyre
Vampire Hexmage
Wasteland
Channel_____________________________Black Lotus
Fastbond
Flash
Show and Tell
Disruption
Beast Within________________________Balancing Act
Chancellor of the Annex_____________Energy Field
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory________________________Beacon of Creation
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Laboratory Maniac___________________Nezumi Shortfang
Leyline of the Meek_________________Red Sun's Zenith
Magus of the Moon___________________White Sun's Zenith
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Vampire Hexmage
Format Ideas?
Additional Resources
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Now:
"An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead."
The original wording was intended to cover a Squallmonger-type ability that would produce a random result, but the wording was ambiguous. Since no Squallmonger-type cards with random effects have been printed, this is a non-function change.
2) Rule 7.5b
Now: "Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule."
The original wording could be read as requiring a system of hands that could win and lose against each other. This wording clarifies that a player's hand can't rely on the life rule to win, but does so without implying that the hand it beats also must be able to win against some other hand.
Additionally, I added some of the language from the backbuild rules to clarify what it means that a hand must be able to win a match.
3) Rule 7.6a
Now: "Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1."
The previous wording erroneously defined "losing" as "losing or drawing".
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4CH Growth
Land Rule: None.
Format Rule:
Additional Bans: Goblin Bomb, Magosi, the Waterveil, Smokestack
Please post if you have any comments or suggestions!
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Please take a look and score your row.
Also, please welcome new player Choptimist!
Choptimist and knobbodi submitted similar hands; which will prevail – experience or fresh perspective?
Personally, I had a lot of fun with this round. It approximated what a vanilla 3CH LR could look like, while being distinct nonetheless. Before reviewing submissions, I developed a quick list of representative hands, and was happy to see a significant amount of diversity. Between the format rule and recent bannings (Emrakul, Beast Within), my impression was that nothing too degenerate was available.
The spoiler below contains my gauntlet of hands and some matchup analysis. Of note, this selection of hands is not intended to represent an actual metagame, so archetypes may be significantly over/under-represented. Also, I tried to be accurate in general, but I didn't work thoroughly through some of the matches.
After I wrote the above, I started to look at some of the submissions – with six hands submitted, there were six archetypes, and I added four hands to my gauntlet. When there were nineteen hands in the gauntlet, two of those new hands became the best-scoring in the gauntlet.
1) Iona, Shield of Emeria / Lion's Eye Diamond / Unburial Rites
2) Lion's Eye Diamond / Progenitus / Shelldock Isle
3) Nature's Claim / Rofellos, Llanowar Emissary / Umbral Mantle
4) Council's Judgment / Karakas / Mangara of Corondor
5) Elixir of Immortality / Pithing Needle / Pox
6) Time Vault / Voltaic Key / Walking Ballista
7) Geth's Verdict / Isochron Scepter / Mana Drain
8) Foil / Guile / Island
9) Painter's Servant / Pyroblast / Red Elemental Blast
10) Ensnaring Bridge / Exploration / Helix Pinnacle
11) Mishra's Workshop / Phyrexian Dreadnought / Torpor Orb
12) Mana Drain / Riftwing Cloudskate / Wistful Thinking
13) Glacial Chasm / Jinxed Choker / Mana Crypt
14) Anvil of Bogardan / Council's Judgment / Figure of Destiny
15) Collective Defiance / Devil's Play / Figure of Destiny
I added the following hands to my gauntlet after I started reviewing submissions. The last one isn't based on a submission, but I decided it's different enough from Progenitus to be worth investigating.
16) Dark Depths / Sol Ring / Thespian's Stage
17) Balance / Greater Gargadon / Talisman of Progress
18) Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon
19) From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond
20) Kozilek, Butcher of Truth / Lion's Eye Diamond / Shelldock Isle
XX| 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 |
01| X 6 6 0 6 0 6 0 6 2 0 6 0 6 6 0 6 6 3 0 | 64
02| 0 X 2 0 0 0 0 0 6 0 3 6 0 0 6 0 0 0 0 0 | 22
03| 0 2 X 0 0 2 3 0 3 6 6 0 6 1 0 0 3 3 3 3 | 35
04| 6 6 6 X 0 1 1 2 2 6 3 0 6 1 0 6 0 6 0 6 | 57
05| 0 6 6 6 X 6 2 6 3 6 3 0 6 2 6 6 6 3 0 6 | 77
06| 6 6 2 4 0 X 4 2 3 6 3 2 6 1 4 3 4 6 4 3 | 65
07| 0 6 3 4 2 1 X 6 3 0 3 2 0 2 0 3 6 0 0 3 | 39
08| 6 6 6 2 0 2 0 X 6 2 6 6 6 0 0 0 2 0 6 6 | 62
09| 0 0 3 2 3 3 3 0 X 0 3 0 6 3 0 0 3 0 0 3 | 24
10| 2 6 0 0 0 0 6 2 6 X 6 0 0 0 3 6 6 0 6 6 | 54
11| 6 3 0 3 3 3 3 0 3 0 X 0 3 3 6 0 3 3 0 3 | 34
12| 0 0 6 6 6 2 2 0 6 6 6 X 0 0 1 0 6 4 0 3 | 43
13| 6 6 0 0 0 0 6 0 0 6 3 6 X 4 6 0 0 0 3 0 | 44
14| 0 6 4 4 2 4 2 6 3 6 3 6 1 X 0 0 4 6 0 0 | 55
15| 0 0 6 6 0 1 6 6 6 3 0 4 0 6 X 0 3 1 0 0 | 46
16| 6 6 6 0 0 3 3 6 6 0 6 6 6 6 6 X 3 6 3 3 | 76
17| 0 6 3 6 0 1 0 2 3 0 3 0 6 1 3 3 X 0 3 0 | 34
18| 0 6 3 0 3 0 6 6 6 6 3 1 6 0 4 0 6 X 0 0 | 53
19| 3 6 3 6 6 1 6 0 6 0 6 6 3 6 6 3 3 6 X 3 | 73
20| 6 6 3 0 0 3 3 0 3 0 3 3 6 6 6 3 6 6 3 X | 58
Paring down from the original list of fifteen to some of the top contenders leaves the following:
XX| 1 4 5 6 4 |
01| X 0 6 0 6 | 12
04| 6 X 0 1 1 | 08
05| 0 6 X 6 2 | 14
06| 6 4 0 X 1 | 11
14| 0 4 2 4 X | 10
I admittedly was surprised by the staying power of Elixir, even when not paired with Beast Within. I'll keep my eye on it.
Personman's submission was a hand I'd overlooked. Had I been aware of it, I would have chosen either Mangara or Pox over Choker-Chasm. Part of my reasoning for choosing Choker-Chasm was that it beats the big threats (especially Iona); unfortunately, it doesn’t beat Thespian's Stage.
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5) Mogg
Glacial Chasm / Jinxed Choker / Mana Crypt || Wastes
X| 1 2 3 4 5 6 7 8 |
5| 3 6 6 6 X 0 3 6 | 28 | 400
1: 3: I can afford to take eight damage before my second turn, but Anachronity can deal 10. Playing first, Anachronity can burn his two LED's right away to remove counters from Choker or can wait as long as possible to gain as much life as possible with the Floorboards. Neither way lets Anachronity survive.
2: 6: Judgment can't exile Choker because it's a sorcery and Choptimist is never his own opponent.
3: 6: This version of the balance hand can't remove my Chasm.
4: 6: Judgment still can't exile Choker.
6: 0: Stage can copy Chasm.
7: 3: Anvil either discards on of my cards or it doesn't.
8: 6: I play Chasm on turn 2. At every opportunity, I add a counter to Choker and WhammeWhamme removes a counter. On my final turn, I let Chasm prevent damage from Choker, then don't pay cumulative upkeep. Playing second (one successful attack from Iona), I win on 2 life.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Yeah, that sounds right.
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Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
VS:
1) Anachronity :: The Floorboard Horde
From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond || Swamp
--The zmobies are too fast for me 0-6
2) Choptimist
Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon || Plains
--[s]We can both eliminate wheel before it really gets going, and inkmoth wins on turn 11 to a 1-off gather's turn 12. You can wait til turn 4 to get 4 tokens over 2 turns, but on turn 7 I can wheel+judgment and still attack, and even on the draw that means I win the race at 1 life 6-0 [s] As per my later post, my original calculations had me casting an extra free Council's Judgment, which turns that game around 3-3
3) Feyd_Ruin :: Bringing Balance Back!
Balance / Pyramid of the Pantheon / Shrine of Loyal Legions || Wastes
--Being unable to cast Balance until your 3rd turn with no way to sac your lands is pretty rough 6-0
5) Mogg
Glacial Chasm / Jinxed Choker / Mana Crypt || Wastes
--Can't judge something I control 0-6
6) Personman
Dark Depths / Sol Ring / Thespian's Stage || Forest
--Even on the draw, I can block marit lage with inkmoth and shrink her, then council's judgment her and draw. And even if you copy inkmoth, I can take a few hits in order to have time to play wheel, so I can then block and redraw inkmoth and win from there. On the play, I can play wheel in time to be able to do that, so you just threaten to kill me and we pass forever. 2-2
7) tomsloger
Anvil of Bogardan / Kozilek, Butcher of Truth / Llanowar Mentor || Forest
--On the play, I can get down wheel before I have to discard to anvil for the first time, discard inkmoth until I've used judgment to kill mentor and anvil, then win with inkmoth and save judgment for kozilek. On the draw, I can't do much of anything 3-3
8) WhammeWhamme
Iona, Shield of Emeria / Lion's Eye Diamond / Unburial Rites || Plains
--Turn 1 Iona is pretty good 0-6
X| 1 2 3 4 5 6 7 8 |
5| 0 3 6 X 0 2 3 0 | 12 | 171
vs. 01 Anachronity: First to play theirs wins. 3-3
vs. 02 Choptimist: Ionalock 6-0
vs. 03 Feyd_Ruin: Ionalock 6-0
vs. 04 knobbodi: Ionalock 6-0
vs. 05 Mogg: I get Choked out just fast enough. 0-6
vs. 06 Personman: Can't beat Marit Lage. 0-6
vs. 07 tomsloger: Ionalock. 6-0
2) fast zombies get there OTP; OTD I can't ever get through for lethal due to Fateful Hour 3-3
3) OTP my zombies are too fast because of wastes instead of plains. OTD I play my diamonds and build up land until you cast balance and then I cast Floorboards off of the discard, then win with superior power. If you never cast Balance then I eventually get a lethal number of zombies and Floorboards at EoT then swing, forcing you to sac shrine. I always have only five more zombies than you have myr, so you follow up with Balance and it's a draw. ~ 4-1
4) 2fast2zombious ~ 6-0
5) Agree with Mogg ~ 3-3
6) OTP wins the race, due to lifegain from Floorboards ~ 3-3
7) I discard my hand faster than you discard yours! ~ 6-0
8) OTP wins ~ 3-3
X| 1 2 3 4 5 6 7 8 |
1| X 3 4 6 3 3 6 3 | 24 | 343
EDIT: As Choptimist points out, I neglected to take Fateful Hour into account.
- Rabid Wombat
Yeah, in my sleep-addled state, I gave myself an extra free Council's Judgment. I think on the play I can get there, though. You can't cast wheel on 2 because I can just Judgment it, so your best bet is to wait til you can Wheel+Gather in the same turn. However, on my turn 4, before you can do that, I cast Wheel while still attacking, meaning if you use your turn 4 to do both I get to redraw my Judgment to win the race. Alterantively, if you take a turn off to Judgment my Wheel, I win the race from there.
inkmoth | plains
plains, attack 1 | plains
plains, attack 2 | plains
plains, attack 3, wheel | wheel, gather (2 tokens)
plains, attack 4, judgment wheel | draw gather, gather (4 tokens), judgment wheel, attack 18
attack 5, judgment token (3 tokens) | judgment wheel, attack 15
6 | 12
7 | 9
8 | 6
9 | 3
inkmoth | plains
plains, attack 1 | plains
plains, attack 2 | plains
plains, attack 3, wheel | judgment wheel
attack 4 | wheel, gather
attack 5, judgment wheel | attack 18
attack 6 | attack 14
7 | 10
8 | 6
9 | 2
In a totally-not-confusing fashion, going a win apiece is the same score as drawing both games. thus, 3-3 is actually worth 2 points per person. People just list '3' instead of '2' to differentiate at-a-glance whether the match was a total draw or one win each.
- Rabid Wombat
6 | 3 6 6 2 6 6 6 | 34 | 486
6) Personman
Dark Depths / Sol Ring / Thespian's Stage || Forest
vs
1) Anachronity :: The Floorboard Horde
From Under the Floorboards / Lion's Eye Diamond / Lion's Eye Diamond || Swamp
As you said, the lifegain gets you there on the play. 3-3
2) Choptimist
Council's Judgment / Gather the Townsfolk / Wheel of Sun and Moon || Plains
On the play, I win before Judgment is available. On the draw, I make Marit in your end step and win. 6-0
3) Feyd_Ruin :: Bringing Balance Back!
Balance / Pyramid of the Pantheon / Shrine of Loyal Legions || Wastes
I make Marit in your end step and win. 6-0.
4) knobbodi
Council's Judgment / Inkmoth Nexus / Wheel of Sun and Moon || Plains
On your play Inkmoth + Wheel is out in time to block Marit forever, which is neat. If you ever attack though, I make Marit in your end step and win. EDIT: On my play, as you mention below, you can forget about Wheel and block once, leaving Marit a 19/19 that you can cast Judgment upon from 1 life. 2-2.
5) Mogg
Glacial Chasm / Jinxed Choker / Mana Crypt || Wastes
My land can do anything yours can do, better! 6-0
7) tomsloger
Anvil of Bogardan / Kozilek, Butcher of Truth / Llanowar Mentor || Forest
On your play, I have to hold Sol Ring to ditch to Anvil, which means I don't get Marit until turn four. Oh no! 6-0
8) WhammeWhamme
Iona, Shield of Emeria / Lion's Eye Diamond / Unburial Rites || Plains
Who needs colors? Who needs spells? 6-0
Even on my draw, I can stop you. I don't need to block forever, I just need to block once, because Inkmoth has infect so Marit Lage becomes a 19/19 and I can Judgment her away at 1 life.
However, I am now realizing that I was operating under the old legend rule, and so you can remove all the Ice counters from the original Dark Depths which did not go anywhere, removing the last on my end step to prevent Judgment, and kill me on turn 10.
So you're right, it's 2-2.
I was considering submitting Stage / Depths / Wheel because of this, but decided to go all in on speed. In a meta where people are expecting this deck, the resilience of the Wheel version might be pretty important.
WhammeWhamme 27.75
Mogg 20
Personman 15.5
Feyd_Ruin 13.5
knobbodi 13
CalvinSchwa 12
Anachronity 11
psly4mne 6.5
tomsloger 4.75
Choptimist 3.5
Leaders by Average League Points:
WhammeWhamme 444
Mogg 301.75
Personman 227.75
Feyd_Ruin 207.5
CalvinSchwa 191.25
knobbodi 190.25
Anachronity 152.5
psly4mne 81.25
tomsloger 64.25
Choptimist 50