Hand Size: 3 cards.
Land Rule: Extra Land Rule.
Format Rule:
Each player may begin the game with any number of permanent cards with converted mana cost less than or equal to 4 from his or her hand on the battlefield.
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
Each player starts the game with three DOOM! counters and an emblem with "Whenever you lose life, you lose a DOOM! counter" and "When you have no DOOM! counters, you lose the game."
Please post if you have any comments or suggestions!
Wow I haven't been on here in ages but I used to play a bunch of XCB back around the time of Alara block and I found my way back thanks to posts on the /r/magicTCG subreddit. I may join in next round.
Y'know, couldn't the round rules technically allow you to start the game with an instant/sorcery on the battlefield, since it specifies any number of 'cards'? They'd probably be sent to graveyard, and this probably shouldn't affect the round in any meaningful way, but I just was curious whether it was technically a vulnerability.
EDIT: Also, I hate asking for rules advice, but would ETB effects still trigger for cards that 'begin the game on the battlefield'? They're not entering it under any normal means, and the phrasing almost leads me to think that they wouldn't; on the other hand, the comp rules for this list it as "103.5a: If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield," which suggests to me that ETB effects might trigger. In that case, though, I'm not sure if the triggered ability would be put on the stack until the first upkeep, or just immediately.
...anyway, if anyone knows I'd appreciate it.
"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.
I believe the relevant detail would be "how does Karn work?" since Karn (the Planeswalker) allows you to start with any permanent card ever printed in play (shenanigans may be required for some of them but I'm pretty sure it's always possible).
Now, AS I RECALL (may be invalid), ETB abilities don't trigger?
Y'know, couldn't the round rules technically allow you to start the game with an instant/sorcery on the battlefield, since it specifies any number of 'cards'? They'd probably be sent to graveyard, and this probably shouldn't affect the round in any meaningful way, but I just was curious whether it was technically a vulnerability.
That was an oversight but not one that had any impact on gameplay.
Instant and sorcery cards can't enter the battlefield per rules 304.4 and 307.4: "304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead."
I've added the word "permanent". Good catch.
EDIT: Also, I hate asking for rules advice, but would ETB effects still trigger for cards that 'begin the game on the battlefield'? They're not entering it under any normal means, and the phrasing almost leads me to think that they wouldn't; on the other hand, the comp rules for this list it as "103.5a: If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield," which suggests to me that ETB effects might trigger. In that case, though, I'm not sure if the triggered ability would be put on the stack until the first upkeep, or just immediately.
...anyway, if anyone knows I'd appreciate it.
Always ask. Thanks to WhammeWhamme for the Karn example; the abilities will trigger at the beginning of the first upkeep, though. See the fifth ruling (of eleven!!) on Gatherer for Karn Liberated.
As a side note, an ability will trigger as soon as its trigger condition is met, but that trigger won't be put onto the stack until the next time a player would receive priority. A classic example is Veiled Crocodile plus Windfall. The Crocodile's trigger condition is met during the resolution of Windfall, and its ability will trigger once the Windfall has finished resolving.
The most recent episode of Judgecast also touched briefly on this subject.
Wow I haven't been on here in ages but I used to play a bunch of XCB back around the time of Alara block and I found my way back thanks to posts on the /r/magicTCG subreddit. I may join in next round.
Welcome back! I think I remember you most distinctly for innovating on the Channel / Lich's Mirror archetype (this is Mogg posting, by the way).
For those who haven't seen it, that was one of the most degenerate hands ever. The most standard build was Black Lotus / Channel (banned) / Lich's Mirror / Pact of Negation (banned) / Rishadan Cutpurse. PHM has developed a bit further since then.
Wow I haven't been on here in ages but I used to play a bunch of XCB back around the time of Alara block and I found my way back thanks to posts on the /r/magicTCG subreddit. I may join in next round.
Welcome back! I think I remember you most distinctly for innovating on the Channel / Lich's Mirror archetype (this is Mogg posting, by the way).
For those who haven't seen it, that was one of the most degenerate hands ever. The most standard build was Black Lotus / Channel (banned) / Lich's Mirror / Pact of Negation (banned) / Rishadan Cutpurse. PHM has developed a bit further since then.
If by innovating you mean 'flailing around trying to find the right win condition for the hand', then yes, I did quite a bit of that. I think Rishadan Cutpurse is a lovely choice that came after my time. I was dinking around with Looter il-Kor and Riftwing Cloudskate if I recall correctly. Anyway it's nice to be remembered. I've submitted a deck for this week that I spent 5 whole minutes thinking about. I expect to be obliterated, but that's half the fun!
1: 6: Exile Merieke. Exile Muse, Exile Muse. If Merieke targets Wave in response to my activation, stack triggers to permanents exile Wave and Anachronity's creatures. If Merieke targets Venser, exile Venser, too; eot, exile Wave, then permanently exile all of Anachronity's creatures while they have summoning sickness.
2: 0: Venser can bounce Revoker, but then Aura destroys Wave. Lodestone applies enough pressure that I can't afford to hard-cast my spells later. I contemplated playing Humility / Living Plane / Opalescence but got confused; maybe it would have been better. EDIT: Upon finally realizing a significant flaw in my current hand, it definitely would have been better.
3: 6: Scales are irrelevant. Stack triggers to permanently exile Nyxathids.
4: 6: Stack triggers to permanently exile creatures.
5: 6: Without resorting to any tricks, I win this by racing.
7: 6: Wave exiles Gideon creatures or attacks Gideon planeswalkers. Venser can repeatedly bounce li'l Gideon.
8: 0: Nature's Claim gets Parallax Wave when it comes back summoning sick.
9: 6: Detailed breakdown provided in post #14.
So, up until having completed my line once, I didn't realize that Parallax Wave would come back from its self-imposed exile not only homesick but also summoning sick. The plan had been that I could infinitely flicker Venser in and out at a moment's notice to bounce all opponents' permanents and spells. That said, Parallax Wave isn't as good as Humility in the 2WW enchantment slot, but it acquitted itself well nonetheless.
1: 6: Bounce lock.
2: 0: Venser can bounce Revoker, but then Aura destroys Wave. Lodestone applies enough pressure that I can't afford to hard-cast my spells later.
3: 6: Bounce lock.
4: 6: Bounce lock.
5: 6: Bounce lock; start by bouncing Needle.
7: 6: Bounce lock.
8: 6: Bounce lock. Venser bounces Claim, or Wave protects itself.
9: 6: See post #14.
1) 0 - Thirteen damage per turn outraces my two poison.
2) 0 - Seven damage per turn outraces my two poison.
3) 0 - Fourteen damage per turn outraces my two to zero poison.
4) 0 - Nine damage per turn outraces my two damage. Turning off the sac outlet doesn't actually help me any.
6) 0 - Agreed. I don't see why Wave having summoning sickness would affect your results.
7) 0 - If Needle names Chad of the Trials, I get killed by Chad Ally of Zendikar whether I attack it or not thanks to Soldevi Digger. If Needle names Ally of Zendikar, the emblem and Soldevi Digger mean I can't win. If Needle names Soldevi Digger, nine damage per turn outraces my two poison.
8) 0 - Eight plus damage a turn outraces my two poison.
9) 6 - Pithing Needle stops Necrotic Sliver. Two damage per turn doesn't outrace my two poison.
So I was dumb this week and thought that you could start with any number of permanent cards with TOTAL converted mana cost less than or equal to 4 on the battlefield. I also wasn't 100% sure my hand worked when I submitted it, but I was busy last week and submitted the first decent hand I found. Plus I finally fulfilled my promise of playing infect!
So I was dumb this week and thought that you could start with any number of permanent cards with TOTAL converted mana cost less than or equal to 4 on the battlefield.
That definitely helps me understand your hand better. I also like that concept as a potential variant for some point down the line.
vs. 01 Anachronity: Sliver kills the Muses. 6-0
vs. 02 CalvinSchwa: I get answered by Revoker. 0-6
vs. 03 Feyd_Ruin: Sliver pops a thid, then can block for a bit, then pop. 6-0
vs. 04 knobbodi: Recurring removal is good. 6-0
vs. 05 Magus of the Aesthetic: I get answered by Needle. 0-6
vs. 06 Mogg: I pop Opalesence, lose Renewal, draw yeah. 2-2
vs. 07 MyNameIsFourteen: Pop Digger then pop the rest. 6-0
vs. 08 Personman: I can pop BB OTP before it gets a Faerie, then pop BH. 1-4
I activate Wave targeting Renewal (4 fade counters). WW responds with Sliver targeting Opalescence. I respond with Wave targeting Renewal (3 fade counters). I respond to that with Wave targeting Venser (3 fade counters). I let the activation targeting Venser resolve. I target Wave with Wave. Wave leaves, then Venser and Wave return. Venser triggers. I bounce Opalescence with Venser. The Wave activation targeting Renewal resolves and Renewal is permanently exiled. The Sliver activation and the first Wave activation are countered for lack of a legal target.
I control Wave (5 fade counters) and Venser, and I have Opalescence in my hand. WhammeWhamme has Necrotic Sliver in hand.
Now, the turns can play out as follows:
W: land (1)
M: land (1), 4 fade counters on Wave
W: land (2)
M: land (2), 3 fade counters on Wave
W: land (3), Sliver
M: land (3), 2 fade counters on Wave
W - option 1: land (4), sacrifice Sliver to destroy Venser.
M: land (4), 1 fade counter on Wave, cast Opalescence, activate Wave to exile itself and return itself with 5 fade counters, attack repeatedly with Wave
W - option 2: land (4), sacrifice Sliver to destroy Wave. I proceed to win with Venser.
--Merieke kills Aristocrat, I gain infinite life, then Merieke kills Melira, then Merieke kills Finks, then I die 0-6
2) CalvinSchwa
Aura of Silence / Lodestone Golem / Phyrexian Revoker
--Revoker names Aristocrat, but Finks and Melira hold off Golem and Revoker, and the vampire beats down 6-0
3) Feyd_Ruin
Culling Scales / Nyxathid / Nyxathid
--Scales targets Melira on the first upkeep and I gain infinite life and then sac Melira to Aristocrat, making it a 5/2. From there, you destroy Finks, Finks, Nyxathid before Aristocrat kills you 6-0
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
--I can't do anything about my creatures getting waved 0-6
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
--OTP, if you start with both Walkers in play, I just kill them both and kill you before you can buy them back. And if you don't start with them in play, I kill you before you can stabilize. OTD, baby Gideon can lock down Aristocrat and big Gideon can poop out an endless army of dudes. However, you can't stop me from gaining infinite life, so you can't win either 4-1
--I gain infinite life and then kill you with either Aristocrat or your own Bitterblossom 6-0
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
--I actually kill you before you can blow up all my creatures because of Melira, Persist, and Aristocrat's indestructibility:
OTP:
I attack with everything. If you block Finks and go to destroy Melira, I sac her and you go to 15, then you play plains, can't play sliver, and pass:
Attack with Finks+Aristocrat (7 life) | swamp, replay sliver without enough mana to activate
Attack with just Aristocrat (2 life) | from here you can't stop Aristocrat from killing you
Blocking Melira and destroying Finks doesn't accomplish anything besides preventing their damage, and on my next turn I attack you down to 7 again and it goes just like the first time but I have more creatures. Blocking Melira and letting them trade takes you down to 13, then you play plains, can't play sliver, and pass:
Attack with Finks+Aristocrat (6 life) | swamp, replay sliver without enough mana to activate
Attack with just Aristocrat (2 life) | from here you can't stop Aristocrat from killing you
OTD:
I attack without Melira so you can't block and trade with her, because that line lets you survive just long enough to kill everything. Destroying Finks or Aristocrat before my turn doesn't accomplish anything because of Melira. If you destroy Melira before my turn:
swamp, destroy Melira (sac to Aristocrat) | attack with 5/2 Aristocrat+Finks (12 life)
plains, Sliver | attack with Aristocrat (7 life)
swamp, sac targeting Aristocrat (sac Finks to save, persist), Sliver | attack (2 life). On your next turn you'll only have 7 mana so you can't destroy Aristocrat twice and so it kills you
If you wait til I attack and go to destroy Melira in combat:
swamp | attack without Melira (block Finks, Destroy melira), sac Melira to Aristocrat (15 life)
plains, Sliver | attack with Aristocrat (10 life). From here, you can't stop Aristocrat from attacking twice more
If you just block Finks without attempting to destroy Melira, on the first turn you go to 16 and then replay Sliver. Since Finks doesn't get the -1/-1 counter you can't do this forever because Aristocrat will kill you, so you need to kill Melira eventually. If you do it on your 2nd turn:
swamp | attack without Melira (block Finks) (16 life)
plains, Sliver | attack without Melira (no blocks) (9 life)
swamp, sac to destroy Melira (sac to Aristocrat), replay Sliver | attack with Aristocrat (4 life). From here, you can't stop Aristocrat.
If you wait til your 3rd turn, you can do it during combat:
swamp | attack without Melira (block Finks) (16 life)
plains, Sliver | attack without Melira (block Finks) (12 life)
First of all, thank you to the person behind @PerfectHandMagic (I think Mogg, right?) for that explanation. I didn't end up needing it but it was super helpful in figuring out what I was gonna be playing.
My original hand was Puka's Mischief / Illusions of Grandeur / ?Revoker?, but I decided not to after realizing what Aura of Silence and similar cards could do to it. Given the general lack of enchantment removal compared with what I was expecting, I almost feel like I should've gone for it! I expected relatively few creatures because I expected enchantments to be more powerful -- clearly, a mistake. Revoker and Aura were great, but neither Golem nor Aura's first ability turned out to be relevant; something big and dumb and a more versatile removal might've been better.
Hands:
1) Anachronity – 0-6
2 Muses is enough
3) Feyd_Ruin – 0-6
2 Nyxathids is enough
4) knobbodi 0-6
3 sufficiently large creatures, is enough
5) Magus of the Aesthetic 6-0
Kill Clout, race you
6) Mogg 6-0
Revoker + Aura can kill Wave, and Golem > Venser
7) MyNameIsFourteen 6-0
Aura Digger, Revoke Ally of Zendikar, and swing to kill them both.
8) Personman 0-6
Large creature is enough
9) WhammeWhamme 6-0
Revoker on the Sliver, Aura the Renewal, race with Golem.
| 0 X 0 0 6 6 6 0 6 | 24
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.
2) I steal the Golem and win.Derp, I don't steal Golem, but the Muses still race Golem while being able to block the Revoker. ~ 6-0
3) OTP Merieke grabs a Nyxathid in response to Scales targeting her, destroying both. Muses have higher CMC and race easily from there. ~ 6-0
4) Note that Merieke doesn't ever untap of her own accord. If I use Merieke first, you gain infinite life in response and win. If you try to gain infinite life first, I interrupt the combo with Merieke. I can't attack you unless both Finks and Aristocrat are tapped, but the triggered abilities of the Muses alone outrace the Aristocrat and also attacking with the Finks doesn't help. ~ 6-0
5) It didn't occur to me that auras would get to come in already attached to stuff. The Muses are a much faster wincon, though. ~ 6-0
6) I thought about Parallax Wave, but didn't think to combine it with Opalescence. Venser to stop Revokers/Needles is also neat. ~ 0-6
7) This is a fun hand but I was too scared of Revokers to play anything like it. The Muses are not kind to the Gideons. ~ 6-0
8) I steal the Heavyweights and win. ~ 6-0
9) You win with 1 life left OTP and OTD, which is impressively close, but no cigar. ~ 0-6
Been a while since I did this, hopefully the formatting comes out okay...
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
VS:
1) Anachronity
Lavaborn Muse / Lavaborn Muse / Merieke Ri Berit
--When I'm on the play Chad shuts down one Muse, but the remaining muse is still plenty to keep 2 chads dead. 0-6
2) CalvinSchwa
Aura of Silence / Lodestone Golem / Phyrexian Revoker
--Aura pops digger. Revoker shuts down Chad, Ally of Zendikar. When I'm on the play Chad of the Trials shuts off lodestone golemn but Revoker beatdown is sufficient. 0-6
--Natures claim shuts down digger before I can ever use it. Little chad tries to shut down the 8/8 but Bitterblossom tokens kill the Chads and me well in advance of it killing you. 0-6
Nature's Claim gets Parallax Wave when it comes back summoning sick.
Erm, Parallax Wave being summoning sick doesn't prevent it from exiling stuff, since it doesn't tap.
Oi, you're right, thanks! That said, I'm not sure whether I should feel better for having designed a better hand or worse for updating my results now for the second time (back to what they were originally).
@Anachronicity -- just wanna say... Revoker stops Merieke. You still win, I think, but just wanted to point that out in your matchup description.
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.
Nyxathid is a cute way to have a legal 2-turn clock, but I dunno about Scales with two 3-CMC guys. On your play, if you start with Scales I start with just Boldwyr. If you attack, I block one and win. If you don't, I just wait for Scales to eat your guys and itself. If you don't start with Scales, I start with Bitterblossom, and the 1/1s can chump if you attack. If you don't, they win in the air. On my play, I start with just Boldwyr, and if you don't start with Scales I can play Bitterblossom t2, and then if you play Scales I Claim it. If you do start with Scales, it's the same as on your play. 6-0.
I spent some time thinking about gaining infinite life, and some time thinking about Aristocrat as a sac outlet, but didn't quite make it here. This is very nice. 0-6.
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
As you say, 6-0.
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
Start with nothing, Claim Renewal, and then whichever of my threats survives is enough. Claim is an instant so you can't do anything fancy with holding Renewal. 6-0.
8 | 0 6 6 0 6 0 6 X 6 | 30 | 375
Private Mod Note
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3CH ELR Leyline CMC <= 4
Land Rule: Extra Land Rule.
Format Rule:
Hands:
1) Anachronity
Lavaborn Muse / Lavaborn Muse / Merieke Ri Berit
2) CalvinSchwa
Aura of Silence / Lodestone Goldem / Phyrexian Revoker
3) Feyd_Ruin
Culling Scales / Nyxathid / Nyxathid
4) knobbodi
Falkenrath Aristocrat / Kitchen Finks / Melira, Sylvok Outcast
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
6) Mogg
Opalescence / Parallax Wave / Venser, Shaper Savant
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
8) Personman
Bitterblossom / Boldwyr Heavyweights / Nature's Claim
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
X| 1 2 3 4 5 6 7 8 9
1| X 6 6 6 6 0 6 6 0 | 36 | 450
2| 0 X 0 0 6 6 6 0 6 | 24 | 300
3| 0 6 X 0 6 0 6 0 0 | 18 | 250
4| 0 6 6 X 6 0 4 6 6 | 34 | 425
5| 0 0 0 0 X 0 0 0 6 | 06 | 075
6| 6 0 6 6 6 X 6 6 6 | 36 | 525
7| 0 0 0 1 6 0 X 0 0 | 07 | 088
8| 0 6 6 0 6 0 6 X 6 | 30 | 375
9| 6 0 6 0 0 0 6 0 X | 18 | 250
Mogg 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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4CH DOOMED!
Land Rule: None.
Format Rule:
Please post if you have any comments or suggestions!
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EDIT: Also, I hate asking for rules advice, but would ETB effects still trigger for cards that 'begin the game on the battlefield'? They're not entering it under any normal means, and the phrasing almost leads me to think that they wouldn't; on the other hand, the comp rules for this list it as "103.5a: If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield," which suggests to me that ETB effects might trigger. In that case, though, I'm not sure if the triggered ability would be put on the stack until the first upkeep, or just immediately.
...anyway, if anyone knows I'd appreciate it.
--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.
Now, AS I RECALL (may be invalid), ETB abilities don't trigger?
Instant and sorcery cards can't enter the battlefield per rules 304.4 and 307.4: "304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead."
I've added the word "permanent". Good catch.
Always ask. Thanks to WhammeWhamme for the Karn example; the abilities will trigger at the beginning of the first upkeep, though. See the fifth ruling (of eleven!!) on Gatherer for Karn Liberated.
As a side note, an ability will trigger as soon as its trigger condition is met, but that trigger won't be put onto the stack until the next time a player would receive priority. A classic example is Veiled Crocodile plus Windfall. The Crocodile's trigger condition is met during the resolution of Windfall, and its ability will trigger once the Windfall has finished resolving.
The most recent episode of Judgecast also touched briefly on this subject.
Welcome back! I think I remember you most distinctly for innovating on the Channel / Lich's Mirror archetype (this is Mogg posting, by the way).
For those who haven't seen it, that was one of the most degenerate hands ever. The most standard build was Black Lotus / Channel (banned) / Lich's Mirror / Pact of Negation (banned) / Rishadan Cutpurse. PHM has developed a bit further since then.
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If by innovating you mean 'flailing around trying to find the right win condition for the hand', then yes, I did quite a bit of that. I think Rishadan Cutpurse is a lovely choice that came after my time. I was dinking around with Looter il-Kor and Riftwing Cloudskate if I recall correctly. Anyway it's nice to be remembered. I've submitted a deck for this week that I spent 5 whole minutes thinking about. I expect to be obliterated, but that's half the fun!
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Please take a look and score your row.
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6) Mogg
Opalescence / Parallax Wave / Venser, Shaper Savant
X| 1 2 3 4 5 6 7 8 9 |
6| 6 0 6 6 6 X 6 6 6 | 36 | 525
1: 6: Exile Merieke. Exile Muse, Exile Muse. If Merieke targets Wave in response to my activation, stack triggers to permanents exile Wave and Anachronity's creatures. If Merieke targets Venser, exile Venser, too; eot, exile Wave, then permanently exile all of Anachronity's creatures while they have summoning sickness.
2: 0: Venser can bounce Revoker, but then Aura destroys Wave. Lodestone applies enough pressure that I can't afford to hard-cast my spells later. I contemplated playing Humility / Living Plane / Opalescence but got confused; maybe it would have been better. EDIT: Upon finally realizing a significant flaw in my current hand, it definitely would have been better.
3: 6: Scales are irrelevant. Stack triggers to permanently exile Nyxathids.
4: 6: Stack triggers to permanently exile creatures.
5: 6: Without resorting to any tricks, I win this by racing.
7: 6: Wave exiles Gideon creatures or attacks Gideon planeswalkers. Venser can repeatedly bounce li'l Gideon.
8: 0: Nature's Claim gets Parallax Wave when it comes back summoning sick.
9: 6: Detailed breakdown provided in post #14.
So, up until having completed my line once, I didn't realize that Parallax Wave would come back from its self-imposed exile not only homesick but also summoning sick. The plan had been that I could infinitely flicker Venser in and out at a moment's notice to bounce all opponents' permanents and spells. That said, Parallax Wave isn't as good as Humility in the 2WW enchantment slot, but it acquitted itself well nonetheless.
1: 6: Bounce lock.
2: 0: Venser can bounce Revoker, but then Aura destroys Wave. Lodestone applies enough pressure that I can't afford to hard-cast my spells later.
3: 6: Bounce lock.
4: 6: Bounce lock.
5: 6: Bounce lock; start by bouncing Needle.
7: 6: Bounce lock.
8: 6: Bounce lock. Venser bounces Claim, or Wave protects itself.
9: 6: See post #14.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
1) 0 - Thirteen damage per turn outraces my two poison.
2) 0 - Seven damage per turn outraces my two poison.
3) 0 - Fourteen damage per turn outraces my two to zero poison.
4) 0 - Nine damage per turn outraces my two damage. Turning off the sac outlet doesn't actually help me any.
6) 0 - Agreed. I don't see why Wave having summoning sickness would affect your results.
7) 0 - If Needle names Chad of the Trials, I get killed by Chad Ally of Zendikar whether I attack it or not thanks to Soldevi Digger. If Needle names Ally of Zendikar, the emblem and Soldevi Digger mean I can't win. If Needle names Soldevi Digger, nine damage per turn outraces my two poison.
8) 0 - Eight plus damage a turn outraces my two poison.
9) 6 - Pithing Needle stops Necrotic Sliver. Two damage per turn doesn't outrace my two poison.
So I was dumb this week and thought that you could start with any number of permanent cards with TOTAL converted mana cost less than or equal to 4 on the battlefield. I also wasn't 100% sure my hand worked when I submitted it, but I was busy last week and submitted the first decent hand I found. Plus I finally fulfilled my promise of playing infect!
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vs. 01 Anachronity: Sliver kills the Muses. 6-0
vs. 02 CalvinSchwa: I get answered by Revoker. 0-6
vs. 03 Feyd_Ruin: Sliver pops a thid, then can block for a bit, then pop. 6-0
vs. 04 knobbodi: Recurring removal is good. 6-0
vs. 05 Magus of the Aesthetic: I get answered by Needle. 0-6
vs. 06 Mogg: I pop Opalesence, lose Renewal, draw yeah. 2-2
vs. 07 MyNameIsFourteen: Pop Digger then pop the rest. 6-0
vs. 08 Personman: I can pop BB OTP before it gets a Faerie, then pop BH. 1-4
I activate Wave targeting Renewal (4 fade counters). WW responds with Sliver targeting Opalescence. I respond with Wave targeting Renewal (3 fade counters). I respond to that with Wave targeting Venser (3 fade counters). I let the activation targeting Venser resolve. I target Wave with Wave. Wave leaves, then Venser and Wave return. Venser triggers. I bounce Opalescence with Venser. The Wave activation targeting Renewal resolves and Renewal is permanently exiled. The Sliver activation and the first Wave activation are countered for lack of a legal target.
I control Wave (5 fade counters) and Venser, and I have Opalescence in my hand. WhammeWhamme has Necrotic Sliver in hand.
Now, the turns can play out as follows:
W: land (1)
M: land (1), 4 fade counters on Wave
W: land (2)
M: land (2), 3 fade counters on Wave
W: land (3), Sliver
M: land (3), 2 fade counters on Wave
W - option 1: land (4), sacrifice Sliver to destroy Venser.
M: land (4), 1 fade counter on Wave, cast Opalescence, activate Wave to exile itself and return itself with 5 fade counters, attack repeatedly with Wave
W - option 2: land (4), sacrifice Sliver to destroy Wave. I proceed to win with Venser.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Falkenrath Aristocrat / Kitchen Finks / Melira, Sylvok Outcast
VS:
Lavaborn Muse / Lavaborn Muse / Merieke Ri Berit
--Merieke kills Aristocrat, I gain infinite life, then Merieke kills Melira, then Merieke kills Finks, then I die 0-6
2) CalvinSchwa
Aura of Silence / Lodestone Golem / Phyrexian Revoker
--Revoker names Aristocrat, but Finks and Melira hold off Golem and Revoker, and the vampire beats down 6-0
3) Feyd_Ruin
Culling Scales / Nyxathid / Nyxathid
--Scales targets Melira on the first upkeep and I gain infinite life and then sac Melira to Aristocrat, making it a 5/2. From there, you destroy Finks, Finks, Nyxathid before Aristocrat kills you 6-0
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
--Bonus melira power: I can't be poisoned 6-0
6) Mogg
Opalescence / Parallax Wave / Venser, Shaper Savant
--I can't do anything about my creatures getting waved 0-6
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
--OTP, if you start with both Walkers in play, I just kill them both and kill you before you can buy them back. And if you don't start with them in play, I kill you before you can stabilize. OTD, baby Gideon can lock down Aristocrat and big Gideon can poop out an endless army of dudes. However, you can't stop me from gaining infinite life, so you can't win either 4-1
8) Personman
Bitterblossom / Boldwyr Heavyweights / Nature's Claim
--I gain infinite life and then kill you with either Aristocrat or your own Bitterblossom 6-0
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
--I actually kill you before you can blow up all my creatures because of Melira, Persist, and Aristocrat's indestructibility:
OTP:
Attack with Finks+Aristocrat (7 life) | swamp, replay sliver without enough mana to activate
Attack with just Aristocrat (2 life) | from here you can't stop Aristocrat from killing you
Blocking Melira and destroying Finks doesn't accomplish anything besides preventing their damage, and on my next turn I attack you down to 7 again and it goes just like the first time but I have more creatures. Blocking Melira and letting them trade takes you down to 13, then you play plains, can't play sliver, and pass:
Attack with Finks+Aristocrat (6 life) | swamp, replay sliver without enough mana to activate
Attack with just Aristocrat (2 life) | from here you can't stop Aristocrat from killing you
OTD:
swamp, destroy Melira (sac to Aristocrat) | attack with 5/2 Aristocrat+Finks (12 life)
plains, Sliver | attack with Aristocrat (7 life)
swamp, sac targeting Aristocrat (sac Finks to save, persist), Sliver | attack (2 life). On your next turn you'll only have 7 mana so you can't destroy Aristocrat twice and so it kills you
If you wait til I attack and go to destroy Melira in combat:
swamp | attack without Melira (block Finks, Destroy melira), sac Melira to Aristocrat (15 life)
plains, Sliver | attack with Aristocrat (10 life). From here, you can't stop Aristocrat from attacking twice more
If you just block Finks without attempting to destroy Melira, on the first turn you go to 16 and then replay Sliver. Since Finks doesn't get the -1/-1 counter you can't do this forever because Aristocrat will kill you, so you need to kill Melira eventually. If you do it on your 2nd turn:
swamp | attack without Melira (block Finks) (16 life)
plains, Sliver | attack without Melira (no blocks) (9 life)
swamp, sac to destroy Melira (sac to Aristocrat), replay Sliver | attack with Aristocrat (4 life). From here, you can't stop Aristocrat.
If you wait til your 3rd turn, you can do it during combat:
swamp | attack without Melira (block Finks) (16 life)
plains, Sliver | attack without Melira (block Finks) (12 life)
swamp, Sliver | attack without Melira (block Finks, destroy Melira), sac Melira (7 life)
plains, Sliver | attack with Aristocrat (2 life) EOT, sac Sliver to destroy Aristocrat (sac Finks, persist)
swamp, Sliver, sac to destroy Aristocrat (sac Finks to save it), replay Sliver. | attack for lethal with Aristocrat
X| 1 2 3 4 5 6 7 8 9 |
4| 0 6 6 X 6 0 4 6 6 | 34 | 425
My original hand was Puka's Mischief / Illusions of Grandeur / ?Revoker?, but I decided not to after realizing what Aura of Silence and similar cards could do to it. Given the general lack of enchantment removal compared with what I was expecting, I almost feel like I should've gone for it! I expected relatively few creatures because I expected enchantments to be more powerful -- clearly, a mistake. Revoker and Aura were great, but neither Golem nor Aura's first ability turned out to be relevant; something big and dumb and a more versatile removal might've been better.
Hands:
1) Anachronity – 0-6
2 Muses is enough
3) Feyd_Ruin – 0-6
2 Nyxathids is enough
4) knobbodi 0-6
3 sufficiently large creatures, is enough
5) Magus of the Aesthetic 6-0
Kill Clout, race you
6) Mogg 6-0
Revoker + Aura can kill Wave, and Golem > Venser
7) MyNameIsFourteen 6-0
Aura Digger, Revoke Ally of Zendikar, and swing to kill them both.
8) Personman 0-6
Large creature is enough
9) WhammeWhamme 6-0
Revoker on the Sliver, Aura the Renewal, race with Golem.
| 0 X 0 0 6 6 6 0 6 | 24
--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.
I steal the Golem and win.Derp, I don't steal Golem, but the Muses still race Golem while being able to block the Revoker. ~ 6-03) OTP Merieke grabs a Nyxathid in response to Scales targeting her, destroying both. Muses have higher CMC and race easily from there. ~ 6-0
4) Note that Merieke doesn't ever untap of her own accord. If I use Merieke first, you gain infinite life in response and win. If you try to gain infinite life first, I interrupt the combo with Merieke. I can't attack you unless both Finks and Aristocrat are tapped, but the triggered abilities of the Muses alone outrace the Aristocrat and also attacking with the Finks doesn't help. ~ 6-0
5) It didn't occur to me that auras would get to come in already attached to stuff. The Muses are a much faster wincon, though. ~ 6-0
6) I thought about Parallax Wave, but didn't think to combine it with Opalescence. Venser to stop Revokers/Needles is also neat. ~ 0-6
7) This is a fun hand but I was too scared of Revokers to play anything like it. The Muses are not kind to the Gideons. ~ 6-0
8) I steal the Heavyweights and win. ~ 6-0
9) You win with 1 life left OTP and OTD, which is impressively close, but no cigar. ~ 0-6
X| 1 2 3 4 5 6 7 8 9 |
4| X 6 6 6 6 0 6 6 0 | 36 | 450
- Rabid Wombat
Erm, Parallax Wave being summoning sick doesn't prevent it from exiling stuff, since it doesn't tap.
- Rabid Wombat
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
VS:
Lavaborn Muse / Lavaborn Muse / Merieke Ri Berit
--When I'm on the play Chad shuts down one Muse, but the remaining muse is still plenty to keep 2 chads dead. 0-6
2) CalvinSchwa
Aura of Silence / Lodestone Golem / Phyrexian Revoker
--Aura pops digger. Revoker shuts down Chad, Ally of Zendikar. When I'm on the play Chad of the Trials shuts off lodestone golemn but Revoker beatdown is sufficient. 0-6
3) Feyd_Ruin
Culling Scales / Nyxathid / Nyxathid
--Culled. 0-6
4) knobbodi
Falkenrath Aristocrat / Kitchen Finks / Melira, Sylvok Outcast
--I agree with your analysis. 1-4
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
--Chads narrowly defeat the deck that misread the format. 6-0
6) Mogg
Opalescence / Parallax Wave / Venser, Shaper Savant
--Chad is perplexed and overwhelmed by this sweet pre-mending combo. 0-6
8) Personman
Bitterblossom / Boldwyr Heavyweights / Nature's Claim
--Natures claim shuts down digger before I can ever use it. Little chad tries to shut down the 8/8 but Bitterblossom tokens kill the Chads and me well in advance of it killing you. 0-6
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
--Vindicated 0-6
X| 1 2 3 4 5 6 7 8 9 |
7| 0 0 0 1 6 0 X 0 0 | 7 | 100
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
--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.
Mistakes were made!
Updated.
- Rabid Wombat
Bitterblossom / Boldwyr Heavyweights / Nature's Claim
vs.
1) Anachronity
Lavaborn Muse / Lavaborn Muse / Merieke Ri Berit
Muse is a pretty sweet find. 0-6.
2) CalvinSchwa
Aura of Silence / Lodestone Goldem / Phyrexian Revoker
As you say. 6-0.
3) Feyd_Ruin
Culling Scales / Nyxathid / Nyxathid
Nyxathid is a cute way to have a legal 2-turn clock, but I dunno about Scales with two 3-CMC guys. On your play, if you start with Scales I start with just Boldwyr. If you attack, I block one and win. If you don't, I just wait for Scales to eat your guys and itself. If you don't start with Scales, I start with Bitterblossom, and the 1/1s can chump if you attack. If you don't, they win in the air. On my play, I start with just Boldwyr, and if you don't start with Scales I can play Bitterblossom t2, and then if you play Scales I Claim it. If you do start with Scales, it's the same as on your play. 6-0.
4) knobbodi
Falkenrath Aristocrat / Kitchen Finks / Melira, Sylvok Outcast
I spent some time thinking about gaining infinite life, and some time thinking about Aristocrat as a sac outlet, but didn't quite make it here. This is very nice. 0-6.
5) Magus of the Aesthetic :: Look Ma, No Lands!
Blighted Agent / Clout of the Dominus / Pithing Needle
As you say. 6-0.
6) Mogg
Opalescence / Parallax Wave / Venser, Shaper Savant
Very cool combo. Results as you say, 0-6.
7) MyNameIsFourteen :: Chad Tribal
Gideon of the Trials / Gideon, Ally of Zendikar / Soldevi Digger
As you say, 6-0.
9) WhammeWhamme
Enduring Renewal / Necrotic Sliver / Thran Dynamo
Start with nothing, Claim Renewal, and then whichever of my threats survives is enough. Claim is an instant so you can't do anything fancy with holding Renewal. 6-0.