Each player starts the game with an emblem with "At the beginning of your upkeep, create a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and 'At the beginning of the end step, sacrifice this creature.'"
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
2) Feyd_Ruin :: A Wild Feyd Appears!
Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Leyline of Vitality
1. 2-2 : He has to Illness to stop Gobbos, which then means he can't win.
2. xxx
3. 0-6 : Memnarch steals my gobbos.
4. 3-3 : On my play, the initial 9 + gobbos getting through race.
5. 6-0 : My initial life gain lets me race
6. 3-3 : On my play, I get 9+4+4+4 in before he empties hand.
1) Convoy_Avenger
Authority of the Consuls / Barrage of Expendables / Illness in the Ranks / Shrieking Affliction / Undiscovered Paradise
So my hand turned out to be pretty bad against anyone playing a real creature.
And I was going to consider going Daze/Foil/Commandeer.
Didn't think of Leyline of Vitality, before Shreiking, I had Meek in there then realized it was banned. That might have changed some of my lines. (at least Feyd's, probably Tom's)
vs
2) Feyd_Ruin :: A Wild Feyd Appears!
2-2 I think. Missed the life gain.
Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Leyline of Vitality I don't need to play Illness. OTD, you get me, OTP I get to stop 5 damage
OTD, you hit me for 9 (11)
Land, Authority, hit you for 5 (m:11 y:15)
Hit me for 3 (Gain 1 with authority, elemental can't attack) (m:6 y:15)
Land, Barrage, hit you for 5 (m:6, y:10)
Hit me for 3 (m:3, y:10)
Hit you for 6 (m:3, y:4)
Then I die. OTP, I would have that extra turn I need.
You gain life! That extra turn I thought I had is used up by it.
3) ManyCookies :: But Who'll Salvage the Salvagers?
Auriok Salvagers / Black Lotus / Black Lotus / Memnarch / Island
0-6
I was concerned about Commandeer, Memnarch seems better.
4) Mogg :: One of a Mirri-ad of Ideas That I Had For This Round
Black Lotus / Blood Moon / Foil / Island / Mirri, Cat Warrior
0-6 I think. Mirri is just good enough to get me, regardless of anything else.
5) nerdyjoe
Black Lotus / Disenchant / Gut Shot / Path to Exile / Patrician's Scorn
Quite a few lines here actually. I think it's 3-3
6) tomsloger
Chalice of Life / Ensnaring Bridge / Mishra's Workshop / Phyrexian Revoker / Pithing Needle
0-6, Agree
1. 6-0, Steal your stuff.
2. 6-0, steal your stuff.
3. X
4. 0-6, countered.
5. 3-3. On the play I throw out both things, you gut shot my first elemental. T1 you path+disenchant my creatures, I steal your first elemental in response. Our elementals then race, but I get the first attack and win. On the draw you hold lotus and path whatever I try to play first.
6. 3-3, on the play I steal your workshop in response to revoker/needle then outrace/outblock. On the draw I get revoker'd.
Not my most creative week, though I thought the round would be permanent-heavy again and it made sense.
5) nerdyjoe
Black Lotus / Disenchant / Gut Shot / Path to Exile / Patrician's Scorn
1) ??? Patrician's scorn makes this possible. You play out some enchantments in some order, and I choose when to blow up all the ones you played out. This fees a lot like a slow fact or fiction. You choose the piles, I choose which one you keep.
2) 0-6 The dweebs block, I can only remove 2 of the 4.
3) 3-3 Path Salvagers, Disenchant Memnarch, gut shot one of the 5/1s. I do lose an elemental to memnarch when you go first, so we end up balanced on attacks, with you going first.
4) 0-6 Foil protects Mirri, who noms on elementals.
6) 3-3 Not totally sure about this one, but I think that gut shot revoker, disenchant bridge, and path an elemental works out. Exactly how the turns work out is not clear, and maybe chalice of life breaks symmetry more than the path does. I'll call it 3-3 until someone corrects me.
3) 6-0 Path Salvagers, Disenchant Memnarch, gut shot one of the 5/1s. On my first turn, memnarch isn't active yet, so my elemental gets to get in.
I don't need to tap my island, so I end my turn with Island+two Black Lotus in play and threaten a steal. You can disenchant in response to memnarch's first ability, but I get around that by just by blocking the elemental (stealing in response if you try to disenchant) and achieving the same effect.
Hmm, I'm really only using this Island to enable that one-of steal. I think an instant mana producer that could do other things would just be better (Morselhoarder? Crystalline Crawler?).
You can just steal my turn 1 elemental in upkeep. I deal with the rest of your board, but then didn't get that swing in. Later, I can gut shot one of your elementals. Then we are even in missed attacks, and whoever went first gets it. Updated to 3-3.
Private Mod Note
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5CH Raging Storm
Land Rule: None.
Format Rule:
Hands:
1) Convoy_Avenger
Authority of the Consuls / Barrage of Expendables / Illness in the Ranks / Shrieking Affliction / Undiscovered Paradise
2) Feyd_Ruin :: A Wild Feyd Appears!
Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Leyline of Vitality
3) ManyCookies :: But Who'll Salvage the Salvagers?
Auriok Salvagers / Black Lotus / Black Lotus / Memnarch / Island
4) Mogg :: One of a Mirri-ad of Ideas That I Had For This Round
Black Lotus / Blood Moon / Foil / Island / Mirri, Cat Warrior
5) nerdyjoe
Black Lotus / Disenchant / Gut Shot / Path to Exile / Patrician's Scorn
6) tomsloger
Chalice of Life / Ensnaring Bridge / Mishra's Workshop / Phyrexian Revoker / Pithing Needle
Results:
X| 1 2 3 4 5 6 |
1| X 2 0 0 3 0 | 04 | 080
2| 2 X 0 3 6 3 | 12 | 240
3| 6 6 X 0 3 3 | 16 | 320
4| 6 3 6 X 6 6 | 26 | 520
5| 3 0 3 0 X 3 | 06 | 120
6| 6 3 3 0 3 X | 12 | 240
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
Follow me to be notified when weekly Perfect Hand Magic results are posted
5CH Instill Energy
Land Rule: None.
Format Rule:
Please post if you have any comments or suggestions!
Follow me to be notified when weekly Perfect Hand Magic results are posted
ETB Tapped
Bounce Land
Turn 3 win.
EDIT: It's easier to ban in, rather than warp the entire meta around it, imo.
Please take a look and score your row.
I am really, really happy with this round.
So many unique and novel cards were submitted, and I still had many more ideas that weren't represented, such as:
Culling Scales or Smokestack (APNAP means controller can always sacrifice the token but opponent is forced to sacrifice something else)
Gaea's Cradle + Humility
Jinxed Choker + Leyline of Sanctity (and possibly Null Rod, too)
Maze of Ith
Orb of Dreams (yet another way of stopping the tokens from ever attacking)
Thalia, Guardian of Thraben (effectively removal + additional disruption)
2x Black Lotus / Chalice of the Void / Pardic Miner / Sun Titan (when I was looking for a hand in the vein of Salvagers that could do a little more in the face of a Foil or Leyline of the Void)
In addition to your results, I'd love to see some other ideas that people considered.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Leyline of Vitality
1. 2-2 : He has to Illness to stop Gobbos, which then means he can't win.
2. xxx
3. 0-6 : Memnarch steals my gobbos.
4. 3-3 : On my play, the initial 9 + gobbos getting through race.
5. 6-0 : My initial life gain lets me race
6. 3-3 : On my play, I get 9+4+4+4 in before he empties hand.
2| 2 X 0 3 6 3
--------
2v4
1. Tokens, Token, Swing (25/11)
1. Lotus, Mirri. Token Swings (20/11)
2. Token (21/11). Swing (block 5/2) (21/7)
2. Token, Swing both. (14/7)
3. Token (15/7). Swing (block 5/2) (15/3)
3. Token, Swing both. (8/3)
4. Token (9/3). Swing (block 5/2) (9/---)
No longer staff here.
6-0 revoker names barrage and attacks. Keep needle and chalice in hand.
Vs 2
Disagree
6-0
Revoker trades with a token
9-4-3-3 = 19
Vs 3
3-3
Stop lotus or don't
Vs 4
0-6?
Unless needle can stop foil blood moon reks me.
If it does I 3-3
Vs 5
This is a line by line I think
???
6 | 6 6 3 0 ? X |
Authority of the Consuls / Barrage of Expendables / Illness in the Ranks / Shrieking Affliction / Undiscovered Paradise
So my hand turned out to be pretty bad against anyone playing a real creature.
And I was going to consider going Daze/Foil/Commandeer.
Didn't think of Leyline of Vitality, before Shreiking, I had Meek in there then realized it was banned. That might have changed some of my lines. (at least Feyd's, probably Tom's)
vs
2) Feyd_Ruin :: A Wild Feyd Appears!
2-2 I think. Missed the life gain.
I don't need to play Illness. OTD, you get me, OTP I get to stop 5 damageOTD, you hit me for 9 (11)
Land, Authority, hit you for 5 (m:11 y:15)
Hit me for 3 (Gain 1 with authority, elemental can't attack) (m:6 y:15)
Land, Barrage, hit you for 5 (m:6, y:10)
Hit me for 3 (m:3, y:10)
Hit you for 6 (m:3, y:4)
Then I die. OTP, I would have that extra turn I need.
You gain life! That extra turn I thought I had is used up by it.
3) ManyCookies :: But Who'll Salvage the Salvagers?
Auriok Salvagers / Black Lotus / Black Lotus / Memnarch / Island
0-6
I was concerned about Commandeer, Memnarch seems better.
4) Mogg :: One of a Mirri-ad of Ideas That I Had For This Round
Black Lotus / Blood Moon / Foil / Island / Mirri, Cat Warrior
0-6 I think. Mirri is just good enough to get me, regardless of anything else.
5) nerdyjoe
Black Lotus / Disenchant / Gut Shot / Path to Exile / Patrician's Scorn
Quite a few lines here actually. I think it's 3-3
6) tomsloger
Chalice of Life / Ensnaring Bridge / Mishra's Workshop / Phyrexian Revoker / Pithing Needle
0-6, Agree
1 |X 2 0 0 3 0| 5 - not great.
1. 6-0, Steal your stuff.
2. 6-0, steal your stuff.
3. X
4. 0-6, countered.
5. 3-3. On the play I throw out both things, you gut shot my first elemental. T1 you path+disenchant my creatures, I steal your first elemental in response. Our elementals then race, but I get the first attack and win. On the draw you hold lotus and path whatever I try to play first.
6. 3-3, on the play I steal your workshop in response to revoker/needle then outrace/outblock. On the draw I get revoker'd.
Not my most creative week, though I thought the round would be permanent-heavy again and it made sense.
Black Lotus / Disenchant / Gut Shot / Path to Exile / Patrician's Scorn
1) ??? Patrician's scorn makes this possible. You play out some enchantments in some order, and I choose when to blow up all the ones you played out. This fees a lot like a slow fact or fiction. You choose the piles, I choose which one you keep.
2) 0-6 The dweebs block, I can only remove 2 of the 4.
3) 3-3 Path Salvagers, Disenchant Memnarch, gut shot one of the 5/1s. I do lose an elemental to memnarch when you go first, so we end up balanced on attacks, with you going first.
4) 0-6 Foil protects Mirri, who noms on elementals.
6) 3-3 Not totally sure about this one, but I think that gut shot revoker, disenchant bridge, and path an elemental works out. Exactly how the turns work out is not clear, and maybe chalice of life breaks symmetry more than the path does. I'll call it 3-3 until someone corrects me.
I don't need to tap my island, so I end my turn with Island+two Black Lotus in play and threaten a steal. You can disenchant in response to memnarch's first ability, but I get around that by just by blocking the elemental (stealing in response if you try to disenchant) and achieving the same effect.
Hmm, I'm really only using this Island to enable that one-of steal. I think an instant mana producer that could do other things would just be better (
Morselhoarder? Crystalline Crawler?).