This is the results for Perfect Hand Magic League 34:03.
Perfect Hand Magic League 34:03
This round was 3C LR Flame Fusillade.
Commentary
Leyline of Sanctity was very influential this week. Despite appearing in only two decks, it was clear that all decks had a way to remove it or to otherwise deal damage through one.
Next week's format will be "4 Card DLR Bane" - damage to players from their opponents is prevented. Check out the details in next week's thread.
3C LR Flame Fusillade
All permanents have "T: This permanent deals 1 damage to target creature or player"
Deck Size: 3 Land Rule: Basic Land Rule (7.3a) Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned List)
04 WhammeWhamme :: "Moment of Silence" Reverent Silence / Time Vault / Voltaic Key Silence is a solid choice of disruption. Vault/Key is also a nice fit with the round rule.
06 xStormaggedonx :: "Modern Twin" Back to Nature / Deceiver Exarch / Splinter Twin This is risky if the opponent can put out enough early permanents to ping your exarch
The Grid X | 1 2 3 4 5 6 | PT | Points
1| X 3 6 0 3 0 | 10 | 200
2| 3 X 6 6 0 6 | 20 | 400
3| 0 0 X 0 0 6 | 06 | 120
4| 6 0 6 X 3 6 | 20 | 400
5| 3 6 6 3 X 3 | 18 | 360
6| 6 0 0 0 3 X | 08 | 160
Contents
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.
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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
7.6. Backbuild.
7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
7.7. Bonus Points.
7.7a. A player earns bonus points if his or her hand meets specified requirements.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
vs. 01 Madmanquail: Drop combo on turn 4, win. 6-0
vs. 02 nerdyjoe: Beast Within is an instant. 0-6
vs. 03 psymunn42: Infinite life loses to infinite damage. 6-0
vs. 05 tomsloger: On the play, win before Beast. 3-3
vs. 06 xStormaggedonx: I'm faster. 6-0
Beast Within and Council's Verdict are getting annoying... they make permanent types pretty close to irrelevant, since they both remove "permanents". Elxir/Beast is close to always being the right build in Landrule weeks.
01 Madmanquail :: "Diverse Strategy" Council's Judgment / Steal Enchantment / Leyline of Sanctity
not sure. this is how far i got with you on the play. im pretty confident i win when i go first, but gonna have to come back to it.
m1 leyline, land. ping 2. 20-18
t1 no leyline, elixir
m2 land, ping 3. 20-15
t2 land, activate elixir. 20-20
m3 land, ping 4. 20-16
t3 land, elixir, activate. 20-21
m4 land, ping 5. 20-16
t4 land, elixir. leave mana up.
m5 land, if you council's judgment, i activate elixir in response. from there, i can cast leyline. you steal it but i bw your steal enchantment and you cant win. so just ping 6. i eot bw your leyline. ping 1 with elixir. 19-10
t5 upkeep activate elixir. redraw bw. land. ping token for 3. 19-15
m6 land. ping 6. 19-9
t6 land. elixir/activate. ping 3. 16-14
m7 land. ping 7. 16-7
t7 land. elixir. cast leyline. hold mana.
02 nerdyjoe :: "Beast / Elixir" Elixir of Immortality / Beast Within / Mox Emerald
a lot of decision trees here. i think i win by going the aggro route. play the elixir but just use it as a pinger. ping with leyline.
the turns it takes you to get rid of leyline puts you far enough behind on damage that i dont see a way for you to recover. 6-0?
03 psymunn42 :: "Life" Shuko / Daru Spiritualist / Condemn
6-0 you cant ever ping me, and i can kill your creature. win eventually.
04 WhammeWhamme :: "Moment of Silence" Reverent Silence / Time Vault / Voltaic Key
3-3 on the play, i can destroy time vault. on the draw, not so much.
06 xStormaggedonx :: "Modern Twin" Back to Nature / Deceiver Exarch / Splinter Twin
3-3 i believe. when youre on the play, upkeep exarch on my t3 keeps me from killing it.
Didn't think my deck was great, but just wanted something that sidesteps the land rule and leyline. Didn't really think about how everyone will be able to deal with infinite life eventually : P
vs. 01 Madmanquail: Council stops my beatdown, Leyine stops my lands, 0-6
vs. 02 nerdyjoe: Mox lets your beast stop my combo, even on the draw. you should win the ping each other race because of elixer. 0-6
vs. 04 WhammeWhamme: Infinite life loses to infinite damage. 0-6
vs. 05 tomsloger: I can combo off, but can't kill you, so you win eventually. 0-6
vs. 06 xStormaggedonx: I think I win. On my second turn, I can get to 4 permanents, which means you can't combo without my killing your phyrexian. I can wait until turn 4 to combo off, leaving 3 lands, and shuko untapped to ping you, and gain a massive amount of life. then I just keep 4 permanents up at all times, while dealing 20 with the lands. 6-0
Vs 1:
T1 Ping for 2 (18)
T1 Play land Elixir
T2 Ping for 3 (15)
T2 Play mox land Beast the leyline Ping for 1 (19)
T3 Ping for 1 judgement elixir (14)
T3 Ping for 1 (3 killing the beast) (18)
T4 Ping for 4 (10)
T4 Ping for 5 (13)
T5 Ping for 5 (5)
T5 Ping for 6 (7)
T6 Ping for lethal
T6 Ping for lethal
I suppose there is a way for this to work out differently, but I think 3-3 is a fine split.
I think similar lines against 5 work. Elixir adds (Turns-1) damage, which doesn't kill by turn 5.
Someone should definitely go through the lines of play and make sure no mistakes were made. I don't feel super confident about the 1/5 games.
Triggers allow for instant speed shenanigans. This isn't supposed to be the format of combo out at instant speed, and lock your oppenent out of the game. It's supposed to be an ever increasing price war for casting spells. Obviously an infinite mana combo still does the first thing, but you have to pay full price the whole way there (and pay through disruption).
back to nature was not a great choice, since i totally forgot that i could just swing with the copies as well. derp. got caught up in the fun of the format, I guess.
1-5: 3-3: tomsloger keeps Leyline in hand and uses BW to destroy MMQ's Leyline. 3 pings kill the token, elixir recurs every turn, and a race ensues.
Here's how tom's first five turn play out (playing second):
Throughout the game, MMQ taps leyline, beast token, and lands to deal damage.
18, 1, elixir
20, 2, activate elixir
16, 3, beast within (mmq's turn)
10, 4, elixir, kill beast
15, 5, upkeep activate elixir, redraw elixir, activate elixir
From here, the game settles into a loop:
On MMQ's turn, MMQ shoots tom with all of his lands.
On tom's turn, tom gains 5 life with elixir and shoots MMQ with the remainder of his lands.
Life totals are posted for the start of each player's turn, land totals are posted for the end of each player's turn, and tom's life total is also posted for the end of his turn.
1: 18, 6 (MMQ took two points earlier from elixir pings)
5: 9, 6, 14
1: 15, 7
5: 7, 7, 12
1: 11, 8
5: 4, 8, 9
1: 6, 9
MMQ wins when he plays first, but tom will win when he plays first.
2-5: 3-3: tom and nerdyjoe agree on the scenario where tom starts, so I checked the scenario where nerdyjoe starts.
2: 19, 1, mox, elixir
5: 20, 1, elixir
2: 16, 2
5: 19, 3, (beast within targeting leyline)
2: 11, 3, kill beast (beast pings)
5: 17, tom is too far ahead by now and wins
This is the results for Perfect Hand Magic League 34:03.
Perfect Hand Magic League 34:03
This round was 3C LR Flame Fusillade.
Commentary
Leyline of Sanctity was very influential this week. Despite appearing in only two decks, it was clear that all decks had a way to remove it or to otherwise deal damage through one.
Next week's format will be "4 Card DLR Bane" - damage to players from their opponents is prevented. Check out the details in next week's thread.
3C LR Flame Fusillade
All permanents have "T: This permanent deals 1 damage to target creature or player"
Deck Size: 3
Land Rule: Basic Land Rule (7.3a)
Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned List)
The Entries
01 Madmanquail :: "Diverse Strategy"
Council's Judgment / Steal Enchantment / Leyline of Sanctity
I couldn't decide between removal or an extra copy of leyline so I picked something in-between both
02 nerdyjoe :: "Beast / Elixir"
Elixir of Immortality / Beast Within / Mox Emerald
The life gain in this engine helps buy time
03 psymunn42 :: "Life"
Shuko / Daru Spiritualist / Condemn
A very interesting choice, although lacking disruption
04 WhammeWhamme :: "Moment of Silence"
Reverent Silence / Time Vault / Voltaic Key
Silence is a solid choice of disruption. Vault/Key is also a nice fit with the round rule.
05 tomsloger :: "Back to Beasts"
Elixir of Immortality / Beast Within / Leyline of Sanctity
This covers the main angles
06 xStormaggedonx :: "Modern Twin"
Back to Nature / Deceiver Exarch / Splinter Twin
This is risky if the opponent can put out enough early permanents to ping your exarch
The Grid
X | 1 2 3 4 5 6 | PT | Points
1| X 3 6 0 3 0 | 10 | 200
2| 3 X 6 6 0 6 | 20 | 400
3| 0 0 X 0 0 6 | 06 | 120
4| 6 0 6 X 3 6 | 20 | 400
5| 3 6 6 3 X 3 | 18 | 360
6| 6 0 0 0 3 X | 08 | 160
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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:
Ignore this rule in the following cases:
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.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
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 results 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.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck 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.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
Follow me to be notified when weekly Perfect Hand Magic results are posted
3 card land rule, or make your deck be able to race. And the decks that use leyline(s) get free extra pings.
3x Leyline of whatever: Wins on turn 4 if the opponent didn't bring their own leyline.
Get great deals while they're still available!!! 3CLR
Spells cost 1 less to cast.
If a player would cast a spell, instead each player gets an emblem with "Spells you cast cost 1 more to cast", and the spell is cast.
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vs. 02 nerdyjoe: Beast Within is an instant. 0-6
vs. 03 psymunn42: Infinite life loses to infinite damage. 6-0
vs. 05 tomsloger: On the play, win before Beast. 3-3
vs. 06 xStormaggedonx: I'm faster. 6-0
Beast Within and Council's Verdict are getting annoying... they make permanent types pretty close to irrelevant, since they both remove "permanents". Elxir/Beast is close to always being the right build in Landrule weeks.
05 tomsloger :: "Back to Beasts"
Elixir of Immortality / Beast Within / Leyline of Sanctity
Council's Judgment / Steal Enchantment / Leyline of Sanctity
not sure. this is how far i got with you on the play. im pretty confident i win when i go first, but gonna have to come back to it.
m1 leyline, land. ping 2. 20-18
t1 no leyline, elixir
m2 land, ping 3. 20-15
t2 land, activate elixir. 20-20
m3 land, ping 4. 20-16
t3 land, elixir, activate. 20-21
m4 land, ping 5. 20-16
t4 land, elixir. leave mana up.
m5 land, if you council's judgment, i activate elixir in response. from there, i can cast leyline. you steal it but i bw your steal enchantment and you cant win. so just ping 6. i eot bw your leyline. ping 1 with elixir. 19-10
t5 upkeep activate elixir. redraw bw. land. ping token for 3. 19-15
m6 land. ping 6. 19-9
t6 land. elixir/activate. ping 3. 16-14
m7 land. ping 7. 16-7
t7 land. elixir. cast leyline. hold mana.
02 nerdyjoe :: "Beast / Elixir"
Elixir of Immortality / Beast Within / Mox Emerald
a lot of decision trees here. i think i win by going the aggro route. play the elixir but just use it as a pinger. ping with leyline.
the turns it takes you to get rid of leyline puts you far enough behind on damage that i dont see a way for you to recover. 6-0?
03 psymunn42 :: "Life"
Shuko / Daru Spiritualist / Condemn
6-0 you cant ever ping me, and i can kill your creature. win eventually.
04 WhammeWhamme :: "Moment of Silence"
Reverent Silence / Time Vault / Voltaic Key
3-3 on the play, i can destroy time vault. on the draw, not so much.
06 xStormaggedonx :: "Modern Twin"
Back to Nature / Deceiver Exarch / Splinter Twin
3-3 i believe. when youre on the play, upkeep exarch on my t3 keeps me from killing it.
vs. 01 Madmanquail: Council stops my beatdown, Leyine stops my lands, 0-6
vs. 02 nerdyjoe: Mox lets your beast stop my combo, even on the draw. you should win the ping each other race because of elixer. 0-6
vs. 04 WhammeWhamme: Infinite life loses to infinite damage. 0-6
vs. 05 tomsloger: I can combo off, but can't kill you, so you win eventually. 0-6
vs. 06 xStormaggedonx: I think I win. On my second turn, I can get to 4 permanents, which means you can't combo without my killing your phyrexian. I can wait until turn 4 to combo off, leaving 3 lands, and shuko untapped to ping you, and gain a massive amount of life. then I just keep 4 permanents up at all times, while dealing 20 with the lands. 6-0
XX | 1 2 3 4 5 6 | PT | Points
02 | 3 X 6 6 3 6 | 22 | 440
Vs 1:
T1 Ping for 2 (18)
T1 Play land Elixir
T2 Ping for 3 (15)
T2 Play mox land Beast the leyline Ping for 1 (19)
T3 Ping for 1 judgement elixir (14)
T3 Ping for 1 (3 killing the beast) (18)
T4 Ping for 4 (10)
T4 Ping for 5 (13)
T5 Ping for 5 (5)
T5 Ping for 6 (7)
T6 Ping for lethal
T6 Ping for lethal
I suppose there is a way for this to work out differently, but I think 3-3 is a fine split.
I think similar lines against 5 work. Elixir adds (Turns-1) damage, which doesn't kill by turn 5.
Someone should definitely go through the lines of play and make sure no mistakes were made. I don't feel super confident about the 1/5 games.
back to nature was not a great choice, since i totally forgot that i could just swing with the copies as well. derp. got caught up in the fun of the format, I guess.
1| X 3 6 0 3 0 | 10 | 200
2| 3 X 6 6 0 6 | 20 | 400
3| 0 0 X 0 0 6 | 06 | 120
4| 6 0 6 X 3 6 | 20 | 400
5| 3 6 6 3 X 3 | 18 | 360
6| 6 0 0 0 3 X | 08 | 160
1-5: 3-3: tomsloger keeps Leyline in hand and uses BW to destroy MMQ's Leyline. 3 pings kill the token, elixir recurs every turn, and a race ensues.
Throughout the game, MMQ taps leyline, beast token, and lands to deal damage.
18, 1, elixir
20, 2, activate elixir
16, 3, beast within (mmq's turn)
10, 4, elixir, kill beast
15, 5, upkeep activate elixir, redraw elixir, activate elixir
From here, the game settles into a loop:
On MMQ's turn, MMQ shoots tom with all of his lands.
On tom's turn, tom gains 5 life with elixir and shoots MMQ with the remainder of his lands.
Life totals are posted for the start of each player's turn, land totals are posted for the end of each player's turn, and tom's life total is also posted for the end of his turn.
1: 18, 6 (MMQ took two points earlier from elixir pings)
5: 9, 6, 14
1: 15, 7
5: 7, 7, 12
1: 11, 8
5: 4, 8, 9
1: 6, 9
MMQ wins when he plays first, but tom will win when he plays first.
5: 20, 1, elixir
2: 16, 2
5: 19, 3, (beast within targeting leyline)
2: 11, 3, kill beast (beast pings)
5: 17, tom is too far ahead by now and wins
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy