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
For those unfamiliar with Backbuild: Your deck must be able to beat the listed decks above. This ensures your deck can actually win the game. After that, however, you want your deck to be as bad as possible. Your opponent will be playing your deck, and you will be playing your opponent's deck. So you want the deck you give to your opponent to be worse than the one he gives you.
Please post if you have any comments or suggestions!
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
--Bridge stops Marit Lage but you can use stage to copy megaliths. Marit Lage is still a threat so I still have to cast bridge, meaning that OTP you get the first activation. 3-3
7) tomsloger : Path to the Mayor's Office
Mayor of Avabruck / Path to Exile
--Bridge stops mayor 6-0
8) CalvinSchwa : The Tong Song
Scalding Tongs / Collective Defiance
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
vs.
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
Hippo is nifty, and quite fast, but not fast enough. It only taps one land on turn 2 on the play, which I can untap, and drop a second + stage and go off. 6-0.
1) I lose to a speedy hippo. ~ 0-6
2) Vraska crosses bridges which no squire would dare! ~ 6-0
4) Titan destroys me well before Vraska hits play. ~ 0-6
5) OTPI still have 2 life when I re-play Vraska; OTD she's too late. ~ 3-3
6) Marit Lage emerges from her icy tomb before Vraska can be bothered to help. ~ 0-6
7) OTD I am eaten by wolves, but OTP Vraska manages to kill them one-by-one because the round rule slows them down. ~ 3-3
8) Vraska defies Defiance. ~ 6-0
7)
0-6 WhammeWhamme : Hippo outraces Tongs, and I can never cast Defiance.
6-0 Knoboddi : Tongs are faster, and I can get 3 more ahead from Defiance too.
0-6 Anachronity : Yeah, I can deal 3 to Vraska, or Wheel her away, but I can't both kill her and wheel her away. Concealing murder is always such a hassle.
0-6 Feyd_Ruin : Hot dang. That's a fast Titan.
0-6 Choptimist : Yeah, just counter Defiance and you got it.
0-6 Personman : Gross indeed.
3-3 tomsloger : Yeah, it's whether or not the Wolf token can get me.
0 6 0 0 0 0 3 X | 8
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.
Feyd thinks 1 vs. 4 is 0-6, WhammWhamme has it as 3-3. I think 0-6 is right:
1: Hippo
1: Swamp
2: Hippo attacks, tapping Swamp
2: Untap Swamp, Swamp, float BB, Lake sacrificing one for etb re, one for BBBB, Titan.
Feyd and Choptimist think 3 vs. 5 is 6-0, Anachronity has it as 3-3. I believe 3-3 is correct: Scute Mob kills on turn 8, while Vraska can also be replayed on turn 8. On the play it's down first and kills Mob.
Feyd thinks 3 vs. 7 is 0-6, Anachronity has it as 3-3. tomsloger hasn't posted results. I actually thought it might be 6-0 and did it out, but it's just barely not – one counter on Vraska or the ability to replay it on 7 instead of 8 would do it. 3-3 looks right.
2: Mayor
2: Bauble
3: Attack for 1
3: -, mayor flips
4: Attack for 3 (4 total), make wolf
4: -
5: Attack for 6 (10 total), make wolf
5: Vraska mayor
6: a) Attack for 4 or b) 2 + kill Vraska
6a: 14 total
6: +1 Vraska
7: Untap 1 wolf, attacking Vraska is pretty bad, because there are only 2 wolves total, which won't be enough to finish both Vraskas, so 16 total.
7: Vraska wolf, Bauble Vraska but can't quite replay it
8: Untap last wolf, attack, 18 total
8: Replay Vraska and kill wolf, win.
6b: 12 total.
6: Bauble Vraska, can't replay yet
7: untap 1 wolf, attack, 14 total
7: can't replay yet
8: 16 total
8: Replay Vraska, +1 (because if you kill a wolf, the other one kills Vraska and wins)
9: 18 total (because if you spend a wolf to put Vraska at 4, she kills the other)
9: Kill a wolf, but it's too late.
2CH ELR Super Static Orb
Land Rule: Extra Land Rule.
Format Rule:
Entries
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
2) Knoboddi : Megalithic Bridge
Ensnaring Bridge / Keldon Megaliths
3) Anachronity : Vraska. No, really. Vraska.
Conjurer's Bauble / Vraska the Unseen
4) Feyd_Ruin : Should have gone with Sorin
Lake of the Dead / Grave Titan
5) Choptimist : Cute Mob
Scute Mob / Arcane Denial
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
7) tomsloger : Path to the Mayor's Office
Mayor of Avabruck / Path to Exile
8) CalvinSchwa : The Tong Song
Scalding Tongs / Collective Defiance
Results:
X| 1 2 3 4 5 6 7 8
1| X 3 6 0 0 0 0 6 | 14 | 200
2| 3 X 0 6 6 3 6 0 | 22 | 314
3| 0 6 X 0 3 0 3 6 | 16 | 229
4| 6 0 6 X 3 0 0 6 | 20 | 286
5| 6 0 3 3 X 0 1 6 | 17 | 243
6| 6 3 6 6 6 X 0 6 | 32 | 457
7| 6 0 3 6 4 6 X 3 | 26 | 371
8| 0 6 0 0 0 0 3 X | 08 | 114
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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5 Card Backbuild
Hand Size: 5 cards.
Land Rule: None.
Format Rule:
Players exchange hands before the start of each match. See rule 7.6
Entries must be able to beat (6-0) each of the following decks:
1. Plains / Island / Swamp / Mountain / Forest
2. Providence / Ancestral Vision / Ancestral Vision / Ancestral Vision / Ancestral Vision
3. Memnite / Evermind / Evermind / Evermind / Evermind
Additional Bans: Blood Oath / Desecration Elemental
For those unfamiliar with Backbuild: Your deck must be able to beat the listed decks above. This ensures your deck can actually win the game. After that, however, you want your deck to be as bad as possible. Your opponent will be playing your deck, and you will be playing your opponent's deck. So you want the deck you give to your opponent to be worse than the one he gives you.
Please post if you have any comments or suggestions!
Follow me to be notified when weekly Perfect Hand Magic results are posted
No longer staff here.
Here's a partial grid feyd was working on. cant really attest to its accuracy
X | 1 2 3 4 5 6 7 8
1 | X 3 6 0 0 0 0 6
2 | 3 X 0 6 6 3 6 0
3 | 0 6 X 0 6 0 0 6
4 | 6 0 6 X 3 0 0 6
5 | 6 0 0 3 X 0 1 6
6 | 6 3 6 6 6 X 0 6
7 | 6 0 6 6 4 6 X 3
8 | 0 6 0 0 0 0 3 X
Follow me to be notified when weekly Perfect Hand Magic results are posted
Ensnaring Bridge / Keldon Megaliths
VS:
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
--OTP I can get bridge down before hippo locks me down. OTD I cannot 3-3
3) Anachronity : Vraska. No, really. Vraska.
Conjurer's Bauble / Vraska the Unseen
--Vraska is pretty good 0-6
4) Feyd_Ruin : Should have gone with Sorin
Lake of the Dead / Grave Titan
--Bridge stops Titan 6-0
5) Choptimist : Cute Mob
Scute Mob / Arcane Denial
--Denial > bridge but megaliths > scute mob 6-0
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
--Bridge stops Marit Lage but you can use stage to copy megaliths. Marit Lage is still a threat so I still have to cast bridge, meaning that OTP you get the first activation. 3-3
7) tomsloger : Path to the Mayor's Office
Mayor of Avabruck / Path to Exile
--Bridge stops mayor 6-0
8) CalvinSchwa : The Tong Song
Scalding Tongs / Collective Defiance
--Tongs is faster than megaliths 0-6
X | 1 2 3 4 5 6 7 8 |
2 | 3 X 0 6 6 3 6 0 | 22 | 314
6 | 6 3 6 6 6 X 0 6 | 32 | 457
6) Personman : Wait, what?
Thespian's Stage / Dark Depths
vs.
1) WhammeWhamme : Hungry Hungry Hippo
Chancellor of the Tangle / Pygmy Hippo
Hippo is nifty, and quite fast, but not fast enough. It only taps one land on turn 2 on the play, which I can untap, and drop a second + stage and go off. 6-0.
2) Knoboddi : Megalithic Bridge
Ensnaring Bridge / Keldon Megaliths
3-3. On the play I just attack on turn 3, you don't have time to play bridge.
3) Anachronity : Vraska. No, really. Vraska.
Conjurer's Bauble / Vraska the Unseen
Vraska doesn't do anything until turn 5. 6-0.
4) Feyd_Ruin : Should have gone with Sorin
Lake of the Dead / Grave Titan
I don't really care about any of the words or numbers on Grave Titan. 6-0.
5) Choptimist : Cute Mob
Scute Mob / Arcane Denial
Casting spells is for n00bs. 6-0.
7) tomsloger : Path to the Mayor's Office
Mayor of Avabruck / Path to Exile
Path is good. 0-6.
8) CalvinSchwa : The Tong Song
Scalding Tongs / Collective Defiance
Defiance isn't fast enough. Tongs very isn't fast enough. 6-0
Because of ELR I can cast Bridge on turn 2 even on the draw. However, as I mentioned in my post, we still go 3-3 because you copy megaliths
HIPPO!
vs. 02 Knobbodi: OTP Hippo'd. 3-3
vs. 03 Anachronity: Hippo. 6-0
vs. 04 Feyd_Ruin: OTP Hippo'd. 3-3
vs. 05 Choptimist: Scute Mob is cheap. 0-6
vs. 06 Personman: Slow Hippo . 0-6
vs. 07 tomsloger: Hippo gets Pathed. 0-6
vs. 08 CalvinSchwa: Hippo'd. 6-0
Not quite. We get to 2 mana against hippo, but not 3.
I can untap the swamp, play swamp 2. Then Lake provides the other 4.
No longer staff here.
2) Vraska crosses bridges which no squire would dare! ~ 6-0
4) Titan destroys me well before Vraska hits play. ~ 0-6
5) OTPI still have 2 life when I re-play Vraska; OTD she's too late. ~ 3-3
6) Marit Lage emerges from her icy tomb before Vraska can be bothered to help. ~ 0-6
7) OTD I am eaten by wolves, but OTP Vraska manages to kill them one-by-one because the round rule slows them down. ~ 3-3
8) Vraska defies Defiance. ~ 6-0
7)
X | 1 2 3 4 5 6 7 8 |
2 | 0 6 X 0 3 0 3 6 | 16 | 229
- Rabid Wombat
6-0 Knoboddi : Tongs are faster, and I can get 3 more ahead from Defiance too.
0-6 Anachronity : Yeah, I can deal 3 to Vraska, or Wheel her away, but I can't both kill her and wheel her away. Concealing murder is always such a hassle.
0-6 Feyd_Ruin : Hot dang. That's a fast Titan.
0-6 Choptimist : Yeah, just counter Defiance and you got it.
0-6 Personman : Gross indeed.
3-3 tomsloger : Yeah, it's whether or not the Wolf token can get me.
0 6 0 0 0 0 3 X | 8
--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.
Feyd thinks 1 vs. 4 is 0-6, WhammWhamme has it as 3-3. I think 0-6 is right:
1: Hippo
1: Swamp
2: Hippo attacks, tapping Swamp
2: Untap Swamp, Swamp, float BB, Lake sacrificing one for etb re, one for BBBB, Titan.
Feyd and Choptimist think 3 vs. 5 is 6-0, Anachronity has it as 3-3. I believe 3-3 is correct: Scute Mob kills on turn 8, while Vraska can also be replayed on turn 8. On the play it's down first and kills Mob.
Feyd thinks 3 vs. 7 is 0-6, Anachronity has it as 3-3. tomsloger hasn't posted results. I actually thought it might be 6-0 and did it out, but it's just barely not – one counter on Vraska or the ability to replay it on 7 instead of 8 would do it. 3-3 looks right.
2: Mayor
2: Bauble
3: Attack for 1
3: -, mayor flips
4: Attack for 3 (4 total), make wolf
4: -
5: Attack for 6 (10 total), make wolf
5: Vraska mayor
6: a) Attack for 4 or b) 2 + kill Vraska
6a: 14 total
6: +1 Vraska
7: Untap 1 wolf, attacking Vraska is pretty bad, because there are only 2 wolves total, which won't be enough to finish both Vraskas, so 16 total.
7: Vraska wolf, Bauble Vraska but can't quite replay it
8: Untap last wolf, attack, 18 total
8: Replay Vraska and kill wolf, win.
6b: 12 total.
6: Bauble Vraska, can't replay yet
7: untap 1 wolf, attack, 14 total
7: can't replay yet
8: 16 total
8: Replay Vraska, +1 (because if you kill a wolf, the other one kills Vraska and wins)
9: 18 total (because if you spend a wolf to put Vraska at 4, she kills the other)
9: Kill a wolf, but it's too late.
Also, can I get my name in the title? :D
Anachronity 27.5
WhammeWhamme 22.75
Personman 19
knobbodi 17
Feyd_Ruin 15.25
Mogg 13
tomsloger 12.25
Choptimist 11.75
CalvinSchwa 9
psly4mne 6.5
Leaders by Average League Points:
Anachronity 395.75
WhammeWhamme 327.25
Personman 284.75
Feyd_Ruin 237.25
knobbodi 233.75
Choptimist 178.5
Mogg 175
tomsloger 171.25
CalvinSchwa 126.25
psly4mne 81.25