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.
3CBLR Tiny Leaders Commander
Submissions and gameplay follow the rules of Tiny Leaders Commander, with the exception that we are playing 3 cards (plus your commander), and are using the basic land rule.
In addition to choosing your three cards, choose any legendary creature with converted mana cost 3 or less as your commander.
The three cards you submit as the rest of your deck must be within your Commander's color identity, and must have a converted mana cost of 3 or less.
A player's commander starts in the command zone. Players may cast their commander from the command zone (following normal timing rules). Casting a commander card this way costs {2} more to cast for each time it has previously been cast from the command zone.
Whenever a commander card would be put into any zone other then the battlefield, it's owner may instead put it into the command zone.
Players begin the game with 25 life.
There is no commander damage rule, unlike regular commander.
Players may not submit more than 1 copy of a single card.
Since we have no other format suggestions yet, I figured I'd suggest a second one. If anyone else submits a suggestion, or PHMMod has an idea, feel free to ignore this. I'm only suggesting it as something else to vote and choose from, should there not be any other ideas in time.
4CB Mana Cache
4 Cards, no land rule. Each player starts the game with an emblem with "At the beginning of your upkeep, put a charge counter on this emblem" and "Any time you could activate a mana ability, you may remove a charge counter from this emblem. If you do, add one mana of any color to your mana pool." Effects of sources other than an emblem that a player starts the game with can't produce mana.
2 Madmanquail : staxx Eater of Days / Smokestack / God's Eye, Gate to the reikai / Mishra's Workshop / Chalice of the Void i'll come back to this. or hopefully you'll do it. lots of decision trees.
fairly certain i lose this one. if i find a line of play, ill come back to it.
vs. 01 Feyd_Ruin: On the play, I think I can tuck turn 1 and then later use Explosives to pick off Needle and Revoker can't stop the land. 3-3
vs. 02 Madmanquail: Turn 2 Emrakul wins. 6-0
vs. 03 Mogg: Karakas wins the mirror. 6-0
vs. 04 nerdjoe: Karakas wins the mirror, Explosives blows Needle.
vs. 05 Stormageddonx: Turn 2 Emrakul wins. 6-0
vs. 06 tomsloger: Bridge gets me. 0-6
vs. 07 Turillazzo: Bridge gets me. 0-6
vs. 01 Feyd_Ruin: On the play, I think I can tuck turn 1 and then later use Explosives to pick off Needle and Revoker can't stop the land. 3-3
Revoker names explosives before you can use it. Thus, you can't kill needle. Alternatively, if Revoker names LED, you won't have mana to activate Shelldock.
Still seeing if there's a line of play that lets me 4-1 on 1v5.
For now, I'm marking 2-2, since it's at least a tie.
1. X
2. 4-1
Madmanquail
Eater of Days / Smokestack / God's Eye, Gate to the reikai / Mishra's Workshop / Chalice of the Void
You can't leave Smokestack up without Eater (trying to draw).
As soon as you sac a land, you can't cast eater ever.
As soon as you sac chalice, I can get my elixer again.
(I'll tap mana, sac city for SS, elixir. Let you sac out, replay)
Mogg
Culling Scales / Emrakul, the Aeons Torn / Lion's Eye Diamond / Mishra's Workshop / Shelldock Isle
This one is rough to work out.
I'm pretty sure it's 3-3.
On your play, you win by playing Scales first turn.
After I wait, you can shuffle up to drop scales again turn 3.
This will eventually end in your favor.
On my play, your best option is to lead with scales.
This will give the most pressure on my stops before Ratchet blows@3.
On my play:
1. City, Ratchet (R@1)
1. Workshop, Scales
2. Elixir, Needle (R@2)
2. Kill Elixir.
...... I will revoker(LED) next turn.
...... This means you can't hold LED/Em to reshuffle scales
...... Might as well do it now
.. LED, Shelldock->LED->Hide
3. Revoker(LED) (R@3)
3. Kill Needle
4. Blow Ratchet@3 -> Kill Scales
Revoker stops the LED mana, and beats.
4. 6-0
nerdyjoe
Emrakul, the aeons torn / Shelldock Isle / Lion's Eye Diamond / Pithing Needle / Sand Silos
Needle stops shelldock.
Revoker names LED, kills turn 12 before Em hardcast.
5. 2-2
Stormaggedonx
Inkmoth Nexus / Sol Ring / Cranial Plating / Spellskite / Tormod's Crypt
On my draw, we tie out.
Revoker names Plating (before equip), Needle names Nexus.
Skite blocks revoker, Crypt prevents elixir if Ratchet.
I'm still working on my play.
I might be able to work out a line that wins.
For now, I know we'll tie as above.
So I'm marking 2-2.
If I find a line, I'll add it in a new post.
6. 2-2
tomsloger
mishra's workshop / chalice of life / ensnaring bridge / pithing needle / phyrexian revoker
His Needle stops my Elixir.
My Needle stops his chalice.
His revoker stops my Ratchet.
vs. 01: Chalice on 1 stops recursion, and Smokestack eats their board. Eater FTW. 6-0
vs. 03: Culling Scales can pick off Chalice @ 0. 0-6
vs. 04: Chalice on 0 wins. 6-0
vs. 05: On the play, Chalice for 1 wins. Otherwise Inky beats. 3-3
vs. 06: Smokestack. 6-0
vs. 07: Smokestack. 6-0
vs. 08: Actually, I was wrong: Chalice @ 0 chops this. 3-3
Mogg:
vs. 01: Culling Scales picks off all his stuff. 6-0
vs. 02: See above. 6-0
vs. 04: First to Emrakul wins. 3-3
vs. 05: Emrakul wins. 6-0
vs. 06: Scales picks off all his stuff. 6-0
vs. 07: Scales. 6-0
vs. 08: Karakas wins this mirror. 0-6
This is the results thread for Perfect Hand Magic League 35:01.
5 Card Artificers
Deck Size: 5
Land Rule: none
Additional Banned list: None (please remember to check regular PHM Banned List)
ENTRIES
1Feyd_Ruin : Tired of forgetting to enter.
City of Traitors / Pithing Needle / Phyrexian Revoker / Elixir of Immortality / Ratchet Bomb
monobrown control. should be strong
2 Madmanquail : staxx
Eater of Days / Smokestack / God's Eye, Gate to the reikai / Mishra's Workshop / Chalice of the Void
some solid win cons, but lack of turn one play is rough.
3Mogg : emrascales
Culling Scales / Emrakul, the Aeons Torn / Lion's Eye Diamond / Mishra's Workshop / Shelldock Isle
emmy is always good. scales is interesting
4nerdyjoe : emraneedle
Emrakul, the aeons torn / Shelldock Isle / Lion's Eye Diamond / Pithing Needle / Sand Silos
we'll see if needle is better
5xStormaggedonx : infect
Inkmoth Nexus / Sol Ring / Cranial Plating / Spellskite / Tormod's Crypt
inkmoth is always scary, but plating isnt as fast as some of the options from colored spells
6tomsloger : chalice of the shop
mishra's workshop / chalice of life / ensnaring bridge / pithing needle / phyrexian revoker
oh hey, this is mine. looks awesome, me.
7 Turillazzo : the operative
Mishra's Workshop / Welding Jar / Ensnaring Bridge / Mountain / Darksteel Reactor
not sure about welding jar, but the rest looks solid.
8 WhammeWhamme : emrasplosives
Lion's Eye Diamond / Shelldock Isle / Engineered Explosives / Emrakul, the Aeons Torn / Karakas
we'll see if explosives is better. and karakas is pretty good in the mirror.
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
Submissions and gameplay follow the rules of Tiny Leaders Commander, with the exception that we are playing 3 cards (plus your commander), and are using the basic land rule.
Since we have no other format suggestions yet, I figured I'd suggest a second one. If anyone else submits a suggestion, or PHMMod has an idea, feel free to ignore this. I'm only suggesting it as something else to vote and choose from, should there not be any other ideas in time.
4CB Mana Cache
4 Cards, no land rule. Each player starts the game with an emblem with "At the beginning of your upkeep, put a charge counter on this emblem" and "Any time you could activate a mana ability, you may remove a charge counter from this emblem. If you do, add one mana of any color to your mana pool." Effects of sources other than an emblem that a player starts the game with can't produce mana.
No longer staff here.
Er, that's all. It's been a while since a vanilla round, no?
-tomsloger
Follow me to be notified when weekly Perfect Hand Magic results are posted
6tomsloger : chalice of the shop
mishra's workshop / chalice of life / ensnaring bridge / pithing needle / phyrexian revoker
City of Traitors / Pithing Needle / Phyrexian Revoker / Elixir of Immortality / Ratchet Bomb
2-2 i dont know exactly how, but im fairly certain we tie.
2 Madmanquail : staxx
Eater of Days / Smokestack / God's Eye, Gate to the reikai / Mishra's Workshop / Chalice of the Void
i'll come back to this. or hopefully you'll do it. lots of decision trees.fairly certain i lose this one. if i find a line of play, ill come back to it.
3Mogg : emrascales
Culling Scales / Emrakul, the Aeons Torn / Lion's Eye Diamond / Mishra's Workshop / Shelldock Isle
0-6 i think. i want to say scales does it.
4nerdyjoe : emraneedle
Emrakul, the aeons torn / Shelldock Isle / Lion's Eye Diamond / Pithing Needle / Sand Silos
6-0, needle stops chalice, so i keep it and my needle in hand so revoker can attack through bridge
5xStormaggedonx : infect
Inkmoth Nexus / Sol Ring / Cranial Plating / Spellskite / Tormod's Crypt
6-0 bridge comes down, chalice wins
7 Turillazzo : the operative
Mishra's Workshop / Welding Jar / Ensnaring Bridge / Mountain / Darksteel Reactor
6-0 chalice is faster than reactor
8 WhammeWhamme : emrasplosives
Lion's Eye Diamond / Shelldock Isle / Engineered Explosives / Emrakul, the Aeons Torn / Karakas
6-0 needle stops isle, revoker stops diamond. chalice wins.
vs. 02 Madmanquail: Turn 2 Emrakul wins. 6-0
vs. 03 Mogg: Karakas wins the mirror. 6-0
vs. 04 nerdjoe: Karakas wins the mirror, Explosives blows Needle.
vs. 05 Stormageddonx: Turn 2 Emrakul wins. 6-0
vs. 06 tomsloger: Bridge gets me. 0-6
vs. 07 Turillazzo: Bridge gets me. 0-6
XX | 1 2 3 4 5 6 7 8
01 | X 4 3 6 2 2 6 6 | 28 | 400
Still seeing if there's a line of play that lets me 4-1 on 1v5.
For now, I'm marking 2-2, since it's at least a tie.
1. X
2. 4-1
No longer staff here.
05 | 2 6 0 6 X 0 0 6 | 20
I might be missing some things, but from my understanding this is my score.
1 | X 4 3 6 2 2 6 6 | 28 | 400
2 | 6 X 0 6 3 6 6 3 | 28 | 400
3 | 6 6 X 3 6 6 6 0 | 32 | 457
4 |
5 | 2 6 0 6 X 0 0 6 | 20 | 286
6 | 2 0 0 6 6 X 6 6 | 26 | 371
7 | 0 0 0 6 0 0 X 6 | 12 | 171
8 | 3 3 6 6 6 0 0 X | 22 | 314
disagreements:
1v2 4-6
1v3 3-6
1v8 6-3
2v5 3-6
5v7 0-0
5v8 6-6
vs. 01: Chalice on 1 stops recursion, and Smokestack eats their board. Eater FTW. 6-0
vs. 03: Culling Scales can pick off Chalice @ 0. 0-6
vs. 04: Chalice on 0 wins. 6-0
vs. 05: On the play, Chalice for 1 wins. Otherwise Inky beats. 3-3
vs. 06: Smokestack. 6-0
vs. 07: Smokestack. 6-0
vs. 08: Actually, I was wrong: Chalice @ 0 chops this. 3-3
Mogg:
vs. 01: Culling Scales picks off all his stuff. 6-0
vs. 02: See above. 6-0
vs. 04: First to Emrakul wins. 3-3
vs. 05: Emrakul wins. 6-0
vs. 06: Scales picks off all his stuff. 6-0
vs. 07: Scales. 6-0
vs. 08: Karakas wins this mirror. 0-6
6 X 0 6 3 6 6 3
6 6 X 3 6 6 6 0
1| X 3 3 6 2 2 6 6 | 26 | 371
2| 3 X 0 6 3 6 6 3 | 24 | 343
3| 3 6 X 3 6 6 6 0 | 28 | 400
4| 0 0 3 X 0 0 0 0 | 03 | 43
5| 2 3 0 6 X 0 6 6 | 22 | 314
6| 2 0 0 6 6 X 6 6 | 26 | 371
7| 0 0 0 6 0 0 X 6 | 12 | 171
8| 0 3 6 6 6 0 0 X | 20 | 286
On the disagreements:
1-2: (4-1 / 0-6) -> 3-3:
2: Shop, Chalice (X = 1)
1: Bomb
2: Eye, Stack (1 Charge)
1: Revoker
2: 1 Soot (2 Charge)
1: sac Needle, attack
2: 18, 2 Soot, sac Chalice, Eater (3 Charge)
1: sac Revoker and City (float mana), activate Elixir (4 Charge)
1: use Ratchet Bomb
1 wins.
2: Shop, Chalice (X = 1)
1: City, Bomb
2: Eye, Stack (1 Charge)
1: Revoker
2: 1 Soot (2 Charge)
1: sac Revoker
2: 2 Soot, sac Chalice, Eater (3 Charge)
1: sac Bomb and City
2 wins.
2: Shop, Chalice (X = 1)
1: City, Bomb
2: Eye, Stack (destroy Chalice)
1: Elixir, Needle
2: 1 Soot, Eater
1: sac Needle, Bomb (1 Charge)
1: 25, sac City (float mana), activate Elixir, draw Needle (2 Charge)
1: 25, sac Bomb
2 wins.
1-3: (6-0 / 3-3): 3-3 : I can't find a fault in FR's line.
1-8: (6-0 / 3-3): 6-0: Again, I agree with FR. Explosives isn't active until t3.
2-5: (3-3 / 6-0): 3-3: See WW's description.
5-7: (0-6 / 6-0): 6-0: See Turillazzo's description.
Mogg wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy