Each player starts the game with an emblem with "Whenever you tap a land for colored mana, add to your mana pool one mana of any type that land produced" and "Whenever any amount of mana empties from your mana pool, you lose that much life." (Spending mana causes it to empty from your mana pool.)
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
Hand Size: 3 cards
Land Rule: Basic Land Rule.
Format Rule:
Each player starts the game with an emblem with "At the beginning of your end step, you may exile target permanent you control, then return that card to the battlefield under your control. This ability can't be countered by spells or abilities."
Please post if you have any comments or suggestions!
I also want to thank superbajt for their feedback on the last format – essentially, that it was too complex and difficult to score. It informed my approach to choosing this week's format
I'm happy to have run the format. One player specifically noted while submitting their hand that they liked the format quite a bit, which is more feedback than I often get. That said, there were multiple matches that were needlessly complex, and in predictable ways. It's definitely possible to make intriguing formats that don't impose an undo burden during the scoring phase, and – especially when I haven't actually been playing for the last few rounds – it's really helpful to be notified when a format does become too complex.
On a separate topic, I like to keep the ban list as a short as is reasonable, which means there are usually some number of cards that I keep on an informal watch list. At the moment, that list consists of two cards:
1) Time Vault Time Vault / Voltaic Key shows up less than I expect it to, but the combo nonetheless makes me a bit nervous every time I run a land rule format with more than two cards (or two cards with a built-in win condition).
2) Dark Depths
Originally, Vampire Hexmage was banned instead, because – of the two cards – Depths is the one that could still see play. Depths does see play and does so more than I'd anticipated. That's not necessarily a problem, as its results are inconsistent. What I'm interested in is how players feel about the card; does it feel oppressive/stifling, or is it just a good win condition?
I'm interested in reading players' thoughts on these two cards. Also, are there any other cards that should be on my watch list?
Thanks!
On a separate topic, I like to keep the ban list as a short as is reasonable, which means there are usually some number of cards that I keep on an informal watch list. At the moment, that list consists of two cards:
1) Time Vault Time Vault / Voltaic Key shows up less than I expect it to, but the combo nonetheless makes me a bit nervous every time I run a land rule format with more than two cards (or two cards with a built-in win condition).
2) Dark Depths
Originally, Vampire Hexmage was banned instead, because – of the two cards – Depths is the one that could still see play. Depths does see play and does so more than I'd anticipated. That's not necessarily a problem, as its results are inconsistent. What I'm interested in is how players feel about the card; does it feel oppressive/stifling, or is it just a good win condition?
I'm interested in reading players' thoughts on these two cards. Also, are there any other cards that should be on my watch list?
Thanks!
I would love to see a Depths ban - or a Thespian's Stage ban if you really want to cling to the idea that paying 30 for Marit Lage might happen. I actually don't mind it in Vanilla sorts of rounds, but I hate that there's an obviously reasonable deck that gets around many of the special rules rounds that only impact spells.
I also want to belatedly second superbajt's comments that last week's format was too complex for me. I submitted Depths because I couldn't reason my way out of that set of rules and I just wanted to sidestep it - but I don't love that I had that option.
Isn't Vault/Key too fast in land rule, under 3.1.ii? T1 Key, T2 Vault + activate, T2b activate key and vault, etc?
imo Depths is definitely polarizing enough to be in the banning discussion, but I don't have strong feelings either way yet. I think it's ok for there to be a straightforward "i bet everyone forgot about this" button in the meta, and as far as those go, Depths is quite benign – Path and Judgment are good cards anyway, and being pushed to include one isn't a terrible cost.
I do agree with MyNameIsFourteen's comment regarding it being kind of restrictive on round design that there's a strong all-land deck. I think it's probably ok to deal with this by adding more riders to those rounds, or just one-time banning Depths during them.
I would love to see a Depths ban - or a Thespian's Stage ban if you really want to cling to the idea that paying 30 for Marit Lage might happen.
For what it's worth, that was the main win condition in five-land hands for a while, pre-legendary rules change: Dark Depths / Dust Bowl / Maze of Ith / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth.
Generally, about feedback: I consider myself quite good about giving a negative feedback, often with offering solutions, and quite bad in giving a positive one. If I didn't speak up, you should assume that I liked a format
About Depths: When constructing decks, I usually think: How is Depths positioned? Since I joined, it isn't often I decided that this deck is a major concern, and usually were right, there were better things to do than it. It never felt oppressive. It's possible that its existence prevents some format from being announced - maybe it should just be banned on a week basis?
About Time Vault: I never saw this deck submitted since I fairly recently joined. In most formats it wasn't legal, though. I don't feel a need to ban right now.
For my "main" format, Commander, I have a strong opinion that there should be much more bans to prevent broken stuff and preserve a fun of the format. Here, the fun IS doing broken stuff, because the games are only proxied and a marvel of one week is unplayable the next week anyway. I think that in this game having a deck that is a correct answer for a given format, or even multiple formats is the main reason to ban. Right now, I don't see it, so I don't see a need for a ban.
One other question that I'd like to raise is whether anyone who has experience with both formats has some degree of general preference for either of 2CH LR or 3CH LR.
Thoughts?
I even went and read the oracle text carefully to make sure I wasn't being an idiot. And somehow just.. ignored the first line. The multiplicity of ridiculous ways I can be wrong about things will never cease to amaze me!
preference for either of 2CH LR or 3CH LR
I think 3 is probably the right default, but I'd definitely like to see some 2s now and again. 3 allows for more differentiation on the individual level, but it also makes it easier to include catch-all answers alongside a powerful strategy, potentially reducing overall strategic diversity. For instance, last week we saw two Food Chain combo + Answer decks. In 2CH, you have to commit more strongly to a strategy, and that means that some interesting ideas that would be invalidated by the likely presence of cards like Unmaking have room to breathe.
Of course, this also means that 2CH is much more dependent on your meta-read, while 3CH rewards your ability to squeeze value out of the format.
I guess this actually leads me to an interesting idea – I'd been thinking for a while that it would be nice to repeat a format occasionally, to allow for meta development. But what if instead we tried two consecutive weeks in which we first do a format as 3CH, and then once people have seen what's out there, we run it again as 2CH?
I guess this actually leads me to an interesting idea – I'd been thinking for a while that it would be nice to repeat a format occasionally, to allow for meta development. But what if instead we tried two consecutive weeks in which we first do a format as 3CH, and then once people have seen what's out there, we run it again as 2CH?
I guess this actually leads me to an interesting idea – I'd been thinking for a while that it would be nice to repeat a format occasionally, to allow for meta development. But what if instead we tried two consecutive weeks in which we first do a format as 3CH, and then once people have seen what's out there, we run it again as 2CH?
I like this idea.
I do, too.
I'll plan on iterating in this manner once I've seen that the first round of a particular format is going well.
It's possible I'm biased, but black cards round seemed fun to me, It would be interesting to see how it looks as 2ch, as 2 best decks can't work the same way.
1: 6: Blazing Shoal applies a lot of pressure.
2: 4: Play/draw, but ManyCookies can't afford to Swan Song his own Balance, so I get to keep Maze in hand to deal with Gargadon.
4: 0: I hit for 15, and then MyNameIsFourteen drops to 3 to cast Mycon. Goblin and goblin can't get through goblin and Mycon, and Mycon makes more tokens.
5: 6: Even better than one 1/1 is two 1/1's.
6: 3: Play/draw; it doesn't take much storm for Superbajt to end up with more goblins than me.
7: 2: Counterspell counters Shoal, but Marit Lage forgot her map.
4) MyNameIsFourteen :: Chancellor Is Going to Be So Excited If Casting It Affects a Match
Chancellor of the Forge / Daze / Foil / Tropical Island / Utopia Mycon
1) CalvinSchwa
Abolish / Eladamri's Vineyard / Elvish Spirit Guide / Phyrexian Unlife / Savannah
Foil counters vineyard and my goblin goes the distance, I think.
6-0
2) ManyCookies :: Balance in All Things
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
Just makeing sure I understand your line, against a goldfish you:
1)Volcanic Island, suspend[10], suspend[3] (18 life)
2)[9][2]
3)[8][1]
4)[7], cast bloom, sack for WWW, tap for UU, sack land to gargadon [6], cast balance with UUW floating, 1 card in hand, 0 permanenets. If i daze the balance you pay for it, if I then foil the balance you swan song that. You fall to (13) from all that mana you're spending/burning, and I sac my whole board. Frowns.
0-6 I think
3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
As you said, I can get blockers down in time.
6-0
5) Personman
Arcane Denial / Gemstone Caverns / Invisible Stalker / Sinkhole / Underground Sea
My goblin wins the race against your stalker, especially since you pay 2 life to cast him. Of course, you can trade those two off whenever you want. Can I get mycon through your disruption? I think yes.
If I'm on the play you make caverns removing Sea, otherwise you play Sea, go on your t1.
I play Tropical Island, tap for g (19) cast mycon
If you go for the counter, you fall to 18 from the mana and I daze.
Goblin token plus mycon races stalker.
6-0
6) Superbajt
Black Lotus / Black Lotus / Empty the Warrens / Purphoros, God of the Forge / Sandstone Needle
My counterspell stops you from emptying and purphorosing, but empty alone is enough to beat me.
0-6
7) WhammeWhamme
Counterspell / Dark Depths / Gemstone Caverns / Island / Thespian's Stage
I've gone and sent in another deck that dies to Marit Lage.
0-6.
It's late, and I'm being a bit fast and loose in my logic. Some of these are probably incorrect.
vs. 01 CalvinSchwa: Do I even need to counter Phyrexian Unlife? 6-0
vs. 02 ManyCookies: I goldfish faster than Lotus Bloom ticks down. 6-0
vs. 03 Mogg: Marit Lage blocks pretty good. 2-2
vs. 04 MyNameIsFourteen: I goldfish. 6-0
vs. 05 Personman: OTP, his Caverns allows Denial + Sinkhole for the draw. 4-1
vs. 06 Superbajt: Counter Purphoros, win race. 6-0
So anyway, Depths/Stage - are we sure we shouldn't take another look at it?
Ack. So my original list was Plateau+Silence, which is usually way better in the context of a balance deck. But unfortunately you can cast a balance off one land in this particular format, so I panic swapped to Volcanic + one mana counter spell (which could have been a 2 mana counterspell).
2 | 0 X 1 6 3 3 0 | 11
1. 0-6, I can counter Vineyard... but unfortunately that gives you a 2/2 to beat me down with, and then you blow up the bloom before my main phase.
2. X
3. 1-4, as per your analysis.
4. 6-0, Foil and Swan trade, balance gets ya.
5. 3-3. On my play, I play my land a turn before Bloom comes in. Either you kill land and let lotus through, or you hold CS and that trades for swan song. On the draw, you can both blow up land and counter bloom.
6. 3-3. On my play: I play Garg on T1, go to 18. On your T2, I swan song the god and go to 16, you get 10 gobbos + swan. I go to 4 on the attack, crack bloom and balance, win with 1 life remaining (phew!). On draw I lose.
7. 0-6, depths OP rito pls nerf.
I'd support a depths ban. It seems like the go to two-card combo, especially in rampy formats where you get to swing on T3.
6) Superbajt
Black Lotus / Black Lotus / Empty the Warrens / Purphoros, God of the Forge / Sandstone Needle
X| 1 2 3 4 5 6 7 |
6| 6 3 3 6 4 X 0 | 20 |
That my was first true no land rule round (before, all of them had some strange, powerful mana involved). TBH, I forgot about it being no land rule and I submitted 3 cards with no mana. Then, when Admin noticed my mistake, I looked for past games. I wanted to make a deck that deals ideally 19 damage before T2, with hope that my opponents will be unable to cast spells. I settled for 16 T2, and it mattered. I nearly submitted something with Depths, because I couldn't find anything satisfying.
1) CalvinSchwa
Abolish / Eladamri's Vineyard / Elvish Spirit Guide / Phyrexian Unlife / Savannah
6-0. Vineyard as a win con is awesome. It's a pity it doesn't work out here. I easily goldfish you.
2) ManyCookies :: Balance in All Things
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
3-3. Agree.
3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
3-3. Agree. That's a deck I was looking for! 16 damage T1, near perfect. Funny that we both win with quickly damaging goblins, but in such different way, and we get identical score if everyone counted correctly. Agree with your description of our match.
4) MyNameIsFourteen :: Chancellor Is Going to Be So Excited If Casting It Affects a Match
Chancellor of the Forge / Daze / Foil / Tropical Island / Utopia Mycon
6-0. Agree.
5) Personman
Arcane Denial / Gemstone Caverns / Invisible Stalker / Sinkhole / Underground Sea
4-1. You have to get rid of two of my mana sources to win or draw a game, otherwise even little Empty kills you.
OTP, If you don't use Cavern, I play Needle, go, you can either Sinkhole or hold Denial, either way I can create at least 6 gobs and win. To draw, you need to remove Stalker, otherwise I will be able to deploy goblins. Then, you can hold Denial all game and Sinkhole whenever I play Needle, draw.
OTD, you play Sea, I play Needle, go, you can either Sinkhole or hold Denial, either way I can create at least 6 gobs and win.
Funny card, this Gemstone Cavern, allowing you to get better score on draw than on play
7) WhammeWhamme
Counterspell / Dark Depths / Gemstone Caverns / Island / Thespian's Stage
0-6. Agree, I can't find a way to beat you.
Karma is a... Depths near sweeping the same week I said it's not such a big problem. I'm not sure if it changes my stance, but it definitely doesn't help this card to dodge a banhammer
2) ManyCookies 3-3
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
OTD, I think you can just counter Vineyard and win. OTP, I get down Vineyard, you counter Unlife, and between Vineyard, a Swan, and Spirit Guide, I think I can race you.
3) Mogg 0-6
Agreed, manaburn means I can't do too much and my only defense would be Guide, which I need to turbo out anything.
4) MyNameIsFourteen 0-6
Agreed.
5) Personman 0-6
Denial Vineyard, I can't do anything else.
6) Superbajt 0-6
You're faster.
7) WhammeWhamme 0-6
I can't do anything.
| X 2 0 0 0 0 0 | 2 |
I genuinely believe that Vineyard could have been great. I failed to actually demonstrate that. Also, shout-out to Abolish playing absolutely zero role in every single match.
Private Mod Note
():
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"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 genuinely believe that Vineyard could have been great. I failed to actually demonstrate that. Also, shout-out to Abolish playing absolutely zero role in every single match.
You blow up/force sac my Lotus Bloom before I can cast balance in the main phase.
Hey sorry I disappeared, I did my results, and also my results as if I'd submitted Death's Shadow instead of Stalker, but then realized I'd made a big error in all of them and didn't have the time/willpower to redo them.
Suffice it to say I really should've submitted Death's Shadow. There were 0 targeted removal spells this week...
Private Mod Note
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5CH Overabundance
Land Rule: None.
Format Rule:
Hands:
1) CalvinSchwa
Abolish / Eladamri's Vineyard / Elvish Spirit Guide / Phyrexian Unlife / Savannah
2) ManyCookies :: Balance in All Things
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
4) MyNameIsFourteen :: Chancellor Is Going to Be So Excited If Casting It Affects a Match
Chancellor of the Forge / Daze / Foil / Tropical Island / Utopia Mycon
5) Personman
Arcane Denial / Gemstone Caverns / Invisible Stalker / Sinkhole / Underground Sea
6) Superbajt
Black Lotus / Black Lotus / Empty the Warrens / Purphoros, God of the Forge / Sandstone Needle
7) WhammeWhamme
Counterspell / Dark Depths / Gemstone Caverns / Island / Thespian's Stage
Results:
X| 1 2 3 4 5 6 7 |
1| X 6 0 0 0 0 0 | 08 | 133
2| 0 X 1 6 3 3 0 | 11 | 183
3| 6 4 X 0 6 3 2 | 20 | 333
4| 6 0 6 X 6 0 0 | 18 | 300
5| 6 3 0 0 X 1 1 | 10 | 167
6| 6 3 3 6 4 X 0 | 20 | 333
7| 6 6 2 6 4 6 X | 30 | 500
WhammeWhamme 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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3CH LR Conjurer's Closet
Land Rule: Basic Land Rule.
Format Rule:
Please post if you have any comments or suggestions!
I also want to thank superbajt for their feedback on the last format – essentially, that it was too complex and difficult to score. It informed my approach to choosing this week's format
I'm happy to have run the format. One player specifically noted while submitting their hand that they liked the format quite a bit, which is more feedback than I often get. That said, there were multiple matches that were needlessly complex, and in predictable ways. It's definitely possible to make intriguing formats that don't impose an undo burden during the scoring phase, and – especially when I haven't actually been playing for the last few rounds – it's really helpful to be notified when a format does become too complex.
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1) Time Vault
Time Vault / Voltaic Key shows up less than I expect it to, but the combo nonetheless makes me a bit nervous every time I run a land rule format with more than two cards (or two cards with a built-in win condition).
2) Dark Depths
Originally, Vampire Hexmage was banned instead, because – of the two cards – Depths is the one that could still see play. Depths does see play and does so more than I'd anticipated. That's not necessarily a problem, as its results are inconsistent. What I'm interested in is how players feel about the card; does it feel oppressive/stifling, or is it just a good win condition?
I'm interested in reading players' thoughts on these two cards. Also, are there any other cards that should be on my watch list?
Thanks!
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I also want to belatedly second superbajt's comments that last week's format was too complex for me. I submitted Depths because I couldn't reason my way out of that set of rules and I just wanted to sidestep it - but I don't love that I had that option.
imo Depths is definitely polarizing enough to be in the banning discussion, but I don't have strong feelings either way yet. I think it's ok for there to be a straightforward "i bet everyone forgot about this" button in the meta, and as far as those go, Depths is quite benign – Path and Judgment are good cards anyway, and being pushed to include one isn't a terrible cost.
I do agree with MyNameIsFourteen's comment regarding it being kind of restrictive on round design that there's a strong all-land deck. I think it's probably ok to deal with this by adding more riders to those rounds, or just one-time banning Depths during them.
Vault enters tapped, so you can't activate it on turn 2.
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About Depths: When constructing decks, I usually think: How is Depths positioned? Since I joined, it isn't often I decided that this deck is a major concern, and usually were right, there were better things to do than it. It never felt oppressive. It's possible that its existence prevents some format from being announced - maybe it should just be banned on a week basis?
About Time Vault: I never saw this deck submitted since I fairly recently joined. In most formats it wasn't legal, though. I don't feel a need to ban right now.
For my "main" format, Commander, I have a strong opinion that there should be much more bans to prevent broken stuff and preserve a fun of the format. Here, the fun IS doing broken stuff, because the games are only proxied and a marvel of one week is unplayable the next week anyway. I think that in this game having a deck that is a correct answer for a given format, or even multiple formats is the main reason to ban. Right now, I don't see it, so I don't see a need for a ban.
Thoughts?
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I think 3 is probably the right default, but I'd definitely like to see some 2s now and again. 3 allows for more differentiation on the individual level, but it also makes it easier to include catch-all answers alongside a powerful strategy, potentially reducing overall strategic diversity. For instance, last week we saw two Food Chain combo + Answer decks. In 2CH, you have to commit more strongly to a strategy, and that means that some interesting ideas that would be invalidated by the likely presence of cards like Unmaking have room to breathe.
Of course, this also means that 2CH is much more dependent on your meta-read, while 3CH rewards your ability to squeeze value out of the format.
I guess this actually leads me to an interesting idea – I'd been thinking for a while that it would be nice to repeat a format occasionally, to allow for meta development. But what if instead we tried two consecutive weeks in which we first do a format as 3CH, and then once people have seen what's out there, we run it again as 2CH?
I'll plan on iterating in this manner once I've seen that the first round of a particular format is going well.
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Please take a look and score your row.
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3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
X| 1 2 3 4 5 6 7 |
3| 6 4 X 0 6 3 2 | 20 | 333
1: 6: Blazing Shoal applies a lot of pressure.
2: 4: Play/draw, but ManyCookies can't afford to Swan Song his own Balance, so I get to keep Maze in hand to deal with Gargadon.
4: 0: I hit for 15, and then MyNameIsFourteen drops to 3 to cast Mycon. Goblin and goblin can't get through goblin and Mycon, and Mycon makes more tokens.
5: 6: Even better than one 1/1 is two 1/1's.
6: 3: Play/draw; it doesn't take much storm for Superbajt to end up with more goblins than me.
7: 2: Counterspell counters Shoal, but Marit Lage forgot her map.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Chancellor of the Forge / Daze / Foil / Tropical Island / Utopia Mycon
Abolish / Eladamri's Vineyard / Elvish Spirit Guide / Phyrexian Unlife / Savannah
Foil counters vineyard and my goblin goes the distance, I think.
6-0
2) ManyCookies :: Balance in All Things
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
Just makeing sure I understand your line, against a goldfish you:
1)Volcanic Island, suspend[10], suspend[3] (18 life)
2)[9][2]
3)[8][1]
4)[7], cast bloom, sack for WWW, tap for UU, sack land to gargadon [6], cast balance with UUW floating, 1 card in hand, 0 permanenets. If i daze the balance you pay for it, if I then foil the balance you swan song that. You fall to (13) from all that mana you're spending/burning, and I sac my whole board. Frowns.
0-6 I think
3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
As you said, I can get blockers down in time.
6-0
5) Personman
Arcane Denial / Gemstone Caverns / Invisible Stalker / Sinkhole / Underground Sea
My goblin wins the race against your stalker, especially since you pay 2 life to cast him. Of course, you can trade those two off whenever you want. Can I get mycon through your disruption? I think yes.
If I'm on the play you make caverns removing Sea, otherwise you play Sea, go on your t1.
I play Tropical Island, tap for g (19) cast mycon
If you go for the counter, you fall to 18 from the mana and I daze.
Goblin token plus mycon races stalker.
6-0
6) Superbajt
Black Lotus / Black Lotus / Empty the Warrens / Purphoros, God of the Forge / Sandstone Needle
My counterspell stops you from emptying and purphorosing, but empty alone is enough to beat me.
0-6
7) WhammeWhamme
Counterspell / Dark Depths / Gemstone Caverns / Island / Thespian's Stage
I've gone and sent in another deck that dies to Marit Lage.
0-6.
4 | 6 0 6 X 6 0 0 | 18
vs. 02 ManyCookies: I goldfish faster than Lotus Bloom ticks down. 6-0
vs. 03 Mogg: Marit Lage blocks pretty good. 2-2
vs. 04 MyNameIsFourteen: I goldfish. 6-0
vs. 05 Personman: OTP, his Caverns allows Denial + Sinkhole for the draw. 4-1
vs. 06 Superbajt: Counter Purphoros, win race. 6-0
So anyway, Depths/Stage - are we sure we shouldn't take another look at it?
2 | 0 X 1 6 3 3 0 | 11
1. 0-6, I can counter Vineyard... but unfortunately that gives you a 2/2 to beat me down with, and then you blow up the bloom before my main phase.
2. X
3. 1-4, as per your analysis.
4. 6-0, Foil and Swan trade, balance gets ya.
5. 3-3. On my play, I play my land a turn before Bloom comes in. Either you kill land and let lotus through, or you hold CS and that trades for swan song. On the draw, you can both blow up land and counter bloom.
6. 3-3. On my play: I play Garg on T1, go to 18. On your T2, I swan song the god and go to 16, you get 10 gobbos + swan. I go to 4 on the attack, crack bloom and balance, win with 1 life remaining (phew!). On draw I lose.
7. 0-6, depths OP rito pls nerf.
I'd support a depths ban. It seems like the go to two-card combo, especially in rampy formats where you get to swing on T3.
Black Lotus / Black Lotus / Empty the Warrens / Purphoros, God of the Forge / Sandstone Needle
X| 1 2 3 4 5 6 7 |
6| 6 3 3 6 4 X 0 | 20 |
That my was first true no land rule round (before, all of them had some strange, powerful mana involved). TBH, I forgot about it being no land rule and I submitted 3 cards with no mana. Then, when Admin noticed my mistake, I looked for past games. I wanted to make a deck that deals ideally 19 damage before T2, with hope that my opponents will be unable to cast spells. I settled for 16 T2, and it mattered. I nearly submitted something with Depths, because I couldn't find anything satisfying.
1) CalvinSchwa
Abolish / Eladamri's Vineyard / Elvish Spirit Guide / Phyrexian Unlife / Savannah
6-0. Vineyard as a win con is awesome. It's a pity it doesn't work out here. I easily goldfish you.
2) ManyCookies :: Balance in All Things
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
3-3. Agree.
3) Mogg
Blazing Shoal / Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Maze of Ith
3-3. Agree. That's a deck I was looking for! 16 damage T1, near perfect. Funny that we both win with quickly damaging goblins, but in such different way, and we get identical score if everyone counted correctly. Agree with your description of our match.
4) MyNameIsFourteen :: Chancellor Is Going to Be So Excited If Casting It Affects a Match
Chancellor of the Forge / Daze / Foil / Tropical Island / Utopia Mycon
6-0. Agree.
5) Personman
Arcane Denial / Gemstone Caverns / Invisible Stalker / Sinkhole / Underground Sea
4-1. You have to get rid of two of my mana sources to win or draw a game, otherwise even little Empty kills you.
OTP, If you don't use Cavern, I play Needle, go, you can either Sinkhole or hold Denial, either way I can create at least 6 gobs and win. To draw, you need to remove Stalker, otherwise I will be able to deploy goblins. Then, you can hold Denial all game and Sinkhole whenever I play Needle, draw.
OTD, you play Sea, I play Needle, go, you can either Sinkhole or hold Denial, either way I can create at least 6 gobs and win.
Funny card, this Gemstone Cavern, allowing you to get better score on draw than on play
7) WhammeWhamme
Counterspell / Dark Depths / Gemstone Caverns / Island / Thespian's Stage
0-6. Agree, I can't find a way to beat you.
Balance / Greater Gargadon / Lotus Bloom / Swan Song / Volcanic Island
OTD, I think you can just counter Vineyard and win. OTP, I get down Vineyard, you counter Unlife, and between Vineyard, a Swan, and Spirit Guide, I think I can race you.
3) Mogg 0-6
Agreed, manaburn means I can't do too much and my only defense would be Guide, which I need to turbo out anything.
4) MyNameIsFourteen 0-6
Agreed.
5) Personman 0-6
Denial Vineyard, I can't do anything else.
6) Superbajt 0-6
You're faster.
7) WhammeWhamme 0-6
I can't do anything.
| X 2 0 0 0 0 0 | 2 |
I genuinely believe that Vineyard could have been great. I failed to actually demonstrate that. Also, shout-out to Abolish playing absolutely zero role in every single match.
--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.
You blow up/force sac my Lotus Bloom before I can cast balance in the main phase.
Suffice it to say I really should've submitted Death's Shadow. There were 0 targeted removal spells this week...