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Submission deadline: Tuesday, July 31st, 11:00 PM GMT
Rules and Banned List
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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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. There are three versions of the land rule variant.
i. This is the basic land rule (LR). Any player may play a basic land of their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
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 them 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 them 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 their hand meets specified requirements.
PHM Banned List_________________Land Rule Banned List
1. 0-6. You downtick+bolt the Hateflayer (chumping with dragonlord on my play)
2. 0-6. You double burn my threat before it kills you.
3. X. I wavered between a few ramp targets at 7-8 mana (8 with Seething Song), but ended on Hateflayer because it could wear down bigger opponents like multiple Dragonlords, it could hit haste creatures by holding the untap, it killed really fast if uncontested.
4. 6-0. Hateflayer kills both special goblins as they drop, leaving you with 4 1/1s that don't race the hateflayer activation going to dome.
5. 2-2. I can't attack fearing ghostfire+block damage, you can't attack fearing a 10 point crackback.
6. 6-0. I kill you T7 if you protect-block with Keeper, and I kill Trumpteer when it drops or when it's triggered abilitiy is on the stack, so you'd to create 3 goblins turn 9 to blow up the board... which isn't fast enough.
7. 6-0. Hateflayer picks off everything.
8. 3-3. On my play I drop Hateflayer and get it tapped before you can twin me, on the draw you defiance me out.
6) Sizel :: Goblins!
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
6x Loss
1x Draw
Not exactly a stellar performance...
vs 1) Mother Mamba
Lightning Bolt / Kargan Dragonlord / Chandra, Torch of Defiance
Loss: Dragonlord is too fast for me to go off without killing myself too.
vs 2) Anachronity
Collective Defiance / Pardic Dragon / Lightning Bolt
Loss: Collective Defiance forces me to discard my T5 play, which is basically my Win-Con.
vs 3) ManyCookies :: Hateful Ramp
Simian Spirit Guide / Geosurge / Hateflayer
Loss: Agree with Many Cookies
vs 4) Danxor3
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
Loss, I think. There's a lot of branching plays. But I think you can use either Krenko OR Siege-Gang to force me to explode Fire Marshal, and then finish me off with whichever one you didn't use earlier.
vs 5) NTheo
Ghostfire / Vulshok Refugee / Shunt
Loss:
Ghostfire vs Keeper means your Refugee cancels my Morph, so you don't do that.
Ghostfire vs Morph means means my Keeper + Fire Marshal race Refugee.
Refugee is faster.
vs 7) xStormaggedonx
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
Loss: I can't deal with a recurring Phoenix, and can't race it.
vs 8) CalvinSchwa
Combat Celebrant / Splinter Twin / Collective Defiance
I think it's a Draw.
If you're on the play, you can T3 Collective Defiance to make us both discard our hands, at which point my 1/1 eventually wins.
Otherwise I've enough time to play my Morph as well as the Keeper.
Your T4 can Collective Defiance my Morph, and make us both discard, which will leave my 1/1 staring at your 4/1: Draw.
If you Twin your Celebrant, my 1/1 can block (and kill) each attacking token.
You eventually have to decide to stop attacking me. I make a Fire Marshal and have 2 creatures to your 1, which means I would win.
5) NTheo Ghostfire / Vulshok Refugee / Shunt
OTP Defiance discard wins it. OTD Pardic Dragon races the Refugee and is too big for Ghostfire to kill. ~ 6-0
8) CalvinSchwa Combat Celebrant / Splinter Twin / Collective Defiance
Defiance duel! OTP my Defiance discards everything of yours. OTD I get to suspend Pardic and Bolt your face, but it doesn't do anything to your combo. ~ 3-3
Collective Defiance seems good here. Admittedly, didn't put to much thought, I tried playing Red Sun's Zenith. Oops.
9|2 0 6 6 6 6 6 1 | 33 |
9) Convoy_Avenger New Hand!
Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
vs
1) Mother Mamba
3-3 - OTP I can deal with Dragonlord before he gets too big, OTD, I cannot. Chandra doesn't do much.
2) Anachronity
Collective Defiance / Pardic Dragon / Lightning Bolt
0-6 Collective Defiance is real good.
3) ManyCookies :: Hateful Ramp
Simian Spirit Guide / Geosurge / Hateflayer
6-0 Beacon deals with Hateflayer before he's too much of a problem.
4) Danxor3
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
6-0 mOTD T5 you get to play Siege Gang and make a bunch of dudes before I can kill Krenko. The remaining dudes aren't enough to push through
5) NTheo
Ghostfire / Vulshok Refugee / Shunt
6-0 - If we both play Vulshok on 3, my Phoenix gets to attack at least once putting me ahead. If you keep mana up to play Ghostfire, I just don't play Phoenix.
6) Sizel :: Goblins!
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
6-0 This seems pretty slow and easy to disrupt with Beacon
7) xStormaggedonx
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
6-0
OTD:
yT1 M
mT1 M
yT2 M - Dragon
mT2 M
yT3 - Atk for 3 (m17)
mT3 - Vulshok
yT4 - Phoenix
mT4 - Phoenix, no atks
yT5 - God, Atk with Phoenix,chump
mT5 - Beacon the Dragon, Atk for 5 (y15)
yT6, Atk for 6 (m11)
mT6, Atk for 5 (y10)
yT7, I Beacon the phoenix on your turn (take 2 from token (m9)
mT7, I beacon the token, leaving you with nothing.
OTP, this will play out better for me.
Alternatively, you could play God on T4, but that lets me deal with your Phoenix before it gets to atk at all.
I could have missed some lines of play here though.
1) Mother Mamba 6-0 Defiance to get rid of Bolt and Chandra, combo
2) Anachronity 3-3 Agreed
3) ManyCookies 3-3 Agreed
4) Danxor3 2-2 Defiance gets rid of your top end, but Keeper stalls out against Celebrant combo.
5) NTheo 2-2 If you play Refugee, I Defiance to cut off the rest of your hand and Refugee vs twinned Celebrant stalls out. If you don't play Refugee, I wait to cast Defiance with 2 modes targetting you to get around Shunt and then win, so the tie is what you play for.
6) Sizel :: 2-2 Defiance only targets you, not both of us. That being said, I agree that T4 Defiance to kill your morph and discard your hand is the best play, and Keeper alone is enough to stop Celebrant combo
7) xStormaggedonx 6-0 See, this was more the sort of deck I was hoping to play against. I combo and win
9) Convoy_Avenger 4-1 Celebrant combo stalls out against Refugee on the draw, but on the play I Defiance you and win.
| 6 2 2 2 2 2 6 X 4 | 26 |
See, I had been hoping to beat *other* Twin-style decks as well as big-threat decks like Storm's. I did not think of Protection from Red. Oops. Defiance is really good and I should've just relied on that to win and done the slower but wider and safer combo with Zealous Conscripts, but hey, hindsight's 20/20.
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.
@Convoy_Avenger
You actually only score 2 points in a match where you both win a game (making your total score 32). People just note it as '3' to differentiate between the outcomes (drawing both games versus winning a game and losing a game) and because we like confusing notation.
Womp. Fixed. I can't keep up with all these numbers.
EDIT: Also fixed my score against Calvin. I didn't fully understand the combo. You only get to attack with 1 dude at a time, which I can safely block forever.
3CH LR Ruby Red
Land Rule: Basic Land Rule
Format Rule:
Only cards with a mono-red color identity may be submitted.
1) Mother Mamba
Lightning Bolt / Kargan Dragonlord / Chandra, Torch of Defiance
2) Anachronity
Collective Defiance / Pardic Dragon / Lightning Bolt
3) ManyCookies :: Hateful Ramp
Simian Spirit Guide / Geosurge / Hateflayer
4) Danxor3
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
5) NTheo
Ghostfire / Vulshok Refugee / Shunt
6) Sizel :: Goblins!
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
7) xStormaggedonx
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
8) CalvinSchwa
Combat Celebrant / Splinter Twin / Collective Defiance
9) Convoy_Avenger New Hand!
Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
How to Submit
If you have any questions, just ask!
You can send a private message, or you can post in this thread. If you want to ask a question by private message, please note in your subject line that you haven't included your submission, because I want to respond to you quickly, and I don't review any submissions until I've chosen my own. I want to play, too!
Submission deadline: Tuesday, July 31st, 11:00 PM GMT
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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables them 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
Dark Depths_________________________Lion's Eye Diamond
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
Wasteland
Channel_____________________________Black Lotus
Fastbond____________________________Lion's Eye Diamond
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
Dark Depths_________________________Maralen of the Mornsong
Emrakul, the Aeons Torn_____________Nezumi Shortfang
Laboratory Maniac___________________Red Sun's Zenith
Leyline of the Meek_________________White Sun's Zenith
Magus of the Moon
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Format Ideas?
Additional Resources
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1. 0-6. You downtick+bolt the Hateflayer (chumping with dragonlord on my play)
2. 0-6. You double burn my threat before it kills you.
3. X. I wavered between a few ramp targets at 7-8 mana (8 with Seething Song), but ended on Hateflayer because it could wear down bigger opponents like multiple Dragonlords, it could hit haste creatures by holding the untap, it killed really fast if uncontested.
4. 6-0. Hateflayer kills both special goblins as they drop, leaving you with 4 1/1s that don't race the hateflayer activation going to dome.
5. 2-2. I can't attack fearing ghostfire+block damage, you can't attack fearing a 10 point crackback.
6. 6-0. I kill you T7 if you protect-block with Keeper, and I kill Trumpteer when it drops or when it's triggered abilitiy is on the stack, so you'd to create 3 goblins turn 9 to blow up the board... which isn't fast enough.
7. 6-0. Hateflayer picks off everything.
8. 3-3. On my play I drop Hateflayer and get it tapped before you can twin me, on the draw you defiance me out.
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
6x Loss
1x Draw
Not exactly a stellar performance...
Lightning Bolt / Kargan Dragonlord / Chandra, Torch of Defiance
Loss: Dragonlord is too fast for me to go off without killing myself too.
vs 2) Anachronity
Collective Defiance / Pardic Dragon / Lightning Bolt
Loss: Collective Defiance forces me to discard my T5 play, which is basically my Win-Con.
vs 3) ManyCookies :: Hateful Ramp
Simian Spirit Guide / Geosurge / Hateflayer
Loss: Agree with Many Cookies
vs 4) Danxor3
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
Loss, I think. There's a lot of branching plays. But I think you can use either Krenko OR Siege-Gang to force me to explode Fire Marshal, and then finish me off with whichever one you didn't use earlier.
vs 5) NTheo
Ghostfire / Vulshok Refugee / Shunt
Loss:
Ghostfire vs Keeper means your Refugee cancels my Morph, so you don't do that.
Ghostfire vs Morph means means my Keeper + Fire Marshal race Refugee.
Refugee is faster.
vs 7) xStormaggedonx
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
Loss: I can't deal with a recurring Phoenix, and can't race it.
vs 8) CalvinSchwa
Combat Celebrant / Splinter Twin / Collective Defiance
I think it's a Draw.
If you're on the play, you can T3 Collective Defiance to make us both discard our hands, at which point my 1/1 eventually wins.
Otherwise I've enough time to play my Morph as well as the Keeper.
Your T4 can Collective Defiance my Morph, and make us both discard, which will leave my 1/1 staring at your 4/1: Draw.
If you Twin your Celebrant, my 1/1 can block (and kill) each attacking token.
You eventually have to decide to stop attacking me. I make a Fire Marshal and have 2 creatures to your 1, which means I would win.
vs...
1) Mother Mamba
Lightning Bolt / Kargan Dragonlord / Chandra, Torch of Defiance
My Bolt stops the Dragonlord, and Defiance takes care of Chandra. ~ 6-0
3) ManyCookies :: Hateful Ramp
Simian Spirit Guide / Geosurge / Hateflayer
OTP Defiance makes you discard. OTD Defiance+Bolt is enough to kill the Hateflayer. ~ 6-0
4) Danxor3
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
Defiance gets rid of everything but the Keeper. Pardic Dragon races easily. ~ 6-0
5) NTheo
Ghostfire / Vulshok Refugee / Shunt
OTP Defiance discard wins it. OTD Pardic Dragon races the Refugee and is too big for Ghostfire to kill. ~ 6-0
6) Sizel :: Goblins!
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
Pardic races Keeper and either Defiance or Bolt takes care of everything else. ~ 6-0
7) xStormaggedonx
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
Whisperer gets the Bolt and Defiance takes care of the 4-drops. ~ 6-0
8) CalvinSchwa
Combat Celebrant / Splinter Twin / Collective Defiance
Defiance duel! OTP my Defiance discards everything of yours. OTD I get to suspend Pardic and Bolt your face, but it doesn't do anything to your combo. ~ 3-3
9) Convoy_Avenger
Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
OTD Defiance discards the Beacon and whichever creature you don't play first, the Dragon races the creature that you do play. ~ 6-0
X | 1 2 3 4 5 6 7 8 9
2 | 6 X 6 6 6 6 6 3 6 | 44 | 550
EDIT: updated for Convoy_Avenger's submission.
- Rabid Wombat
9) Convoy_Avenger
Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
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Went on a grid spree, so bumping the two active games back to top.
No longer staff here.
9|2 0 6 6 6 6 6 1 | 33 |
9) Convoy_Avenger New Hand!
Beacon of Destruction / Chandra's Phoenix / Vulshok Refugee
vs
3-3 - OTP I can deal with Dragonlord before he gets too big, OTD, I cannot. Chandra doesn't do much.
Collective Defiance / Pardic Dragon / Lightning Bolt
0-6 Collective Defiance is real good.
Simian Spirit Guide / Geosurge / Hateflayer
6-0 Beacon deals with Hateflayer before he's too much of a problem.
Keeper of Kookus / Krenko, Mob Boss / Siege-Gang Commander
6-0 mOTD T5 you get to play Siege Gang and make a bunch of dudes before I can kill Krenko. The remaining dudes aren't enough to push through
Ghostfire / Vulshok Refugee / Shunt
6-0 - If we both play Vulshok on 3, my Phoenix gets to attack at least once putting me ahead. If you keep mana up to play Ghostfire, I just don't play Phoenix.
Keeper of Kookus / Warbreak Trumpeter / Skirk Fire Marshal
6-0 This seems pretty slow and easy to disrupt with Beacon
Dragon Whisperer / Purphoros, God of the Forge / Rekindling Phoenix
6-0
OTD:
yT1 M
mT1 M
yT2 M - Dragon
mT2 M
yT3 - Atk for 3 (m17)
mT3 - Vulshok
yT4 - Phoenix
mT4 - Phoenix, no atks
yT5 - God, Atk with Phoenix,chump
mT5 - Beacon the Dragon, Atk for 5 (y15)
yT6, Atk for 6 (m11)
mT6, Atk for 5 (y10)
yT7, I Beacon the phoenix on your turn (take 2 from token (m9)
mT7, I beacon the token, leaving you with nothing.
OTP, this will play out better for me.
Alternatively, you could play God on T4, but that lets me deal with your Phoenix before it gets to atk at all.
I could have missed some lines of play here though.
Combat Celebrant / Splinter Twin / Collective Defiance
1-4 - Defiance OP, plz nerf!
2) Anachronity 3-3 Agreed
3) ManyCookies 3-3 Agreed
4) Danxor3 2-2 Defiance gets rid of your top end, but Keeper stalls out against Celebrant combo.
5) NTheo 2-2 If you play Refugee, I Defiance to cut off the rest of your hand and Refugee vs twinned Celebrant stalls out. If you don't play Refugee, I wait to cast Defiance with 2 modes targetting you to get around Shunt and then win, so the tie is what you play for.
6) Sizel :: 2-2 Defiance only targets you, not both of us. That being said, I agree that T4 Defiance to kill your morph and discard your hand is the best play, and Keeper alone is enough to stop Celebrant combo
7) xStormaggedonx 6-0 See, this was more the sort of deck I was hoping to play against. I combo and win
9) Convoy_Avenger 4-1 Celebrant combo stalls out against Refugee on the draw, but on the play I Defiance you and win.
| 6 2 2 2 2 2 6 X 4 | 26 |
See, I had been hoping to beat *other* Twin-style decks as well as big-threat decks like Storm's. I did not think of Protection from Red. Oops. Defiance is really good and I should've just relied on that to win and done the slower but wider and safer combo with Zealous Conscripts, but hey, hindsight's 20/20.
--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 actually only score 2 points in a match where you both win a game (making your total score 32). People just note it as '3' to differentiate between the outcomes (drawing both games versus winning a game and losing a game) and because we like confusing notation.
- Rabid Wombat
EDIT: Also fixed my score against Calvin. I didn't fully understand the combo. You only get to attack with 1 dude at a time, which I can safely block forever.