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.
Format sugguestion (to replace both of my previous ones):
6 card Basic Land.
Non-basic permanents and cards don't produce mana (use last-known information for things which move themselves as part of the normal mana production).
Notice that this is not a basic land rule round, so if you want to pay mana for things, you have to include the lands in your hand. This also doesn't stop things like Karakas, LED, or Shelldock Isle from doing the things they usually do, just stops them from making mana. It also doesn't prevent Vorinclex/Extraplanar Lens/Wild Growth style effects or Chromatic Lantern sorts of things.
7: sales tax
Mishras workshop / mox pearl / phyrexian revoker / sphere of resistance / the tabernacle at pendrall vale
7|6 2 3 1 4 6 X 6 3 6|37
V1 6-0 no lands = no creatures
V2 2-2 arbor is perma tapped and my stuff countered
V3 3-3 otp locked out otd raced
V4 1-4 just gonna go with you on this
V5 4-1 otp locked otd never more draws the game
V6 6-0 you can't do enough
V8 6-0 otp draw out a counter with sphere then play revoker otd same except you will have a dude
V9 3-3 otp locked otd beat down
V10 6-0 locked out both games
4Madmanquail : stitched up Fatestitcher / Dreadship Reef / Black Lotus / Nether Void / Mishra’s Factory
4-1
Stitcher can either chump or wait and keep one Goblin locked down. When I'm on the draw, either is enough to force a stalemate, but the initial hit for 8 gives me the game on the play.
5Mogg : frosty raven Black Lotus / Black Lotus / Black Lotus / Frost Titan / Nevermore
3-3
I just barely don't have enough guys to kill Frost Titan by blocking.
Turn 1 on the play, I swing for 8. You get down Titan. I hold. If you attack, I crack back for 6 each time and win. If you don't, my guys untap and I proceed with the 8/6/4/2 chump attack plan.
On the draw, I don't get that first attack so I'm left either going second at trading volleys of 6 or losing my guys just a bit too quickly to actually get there.
How can Nicol bolas beat the tokens? They can + on leyline (8) you attack for 4 (4) - on a dude (2) then you kill him him with 2 1/1 left over
Or starts off with a - (3) an you just kill bolas
Edit: ignore me I'm dumb
This was not a good showing for my favorite hand. I think this round may have set the record for hands with multiple counterspells (3) in a vanilla round.
I'm happy to see the return of a classic in Daze-Ajani.
I don't understand the function of Fatestitcher in MMQ's hand. Can someone explain?
While I don't think Fatestitcher may have been the most effective option, I can see a few uses for it. Turn the Factory into a 3/3. Effectively give the factory vigilance. Tap down one-creature threat decks.
vs. 01 artscrafter: OTD, ELIXIR LIFEGAIN/blocker ftw. 6-0
vs. 02 bubblecat2: Ouch. Counters Lotus and Elixir. 0-6
vs. 03 HerziQuerzi: OTD, play Lotus and Elixir (pitch proj if FD). Then next EOT play Dramatic Entrance, then reshuffle all.
(unless Drake forces burning Lotus, in which case shuffle THEN replay Lotus Elixir). Basically I can force stuff through. 6-0
vs. 04 Madmanquail: OTP, Entrance. OTD, Void. 3-3
vs. 05 Mogg: OTP, Entrance. OTD, Nevermore. 3-3
vs. 06 nerdyjoe: Progenitus beats Nicol Bolas. If NB gets to 11, swing him down to 1, he can suicide and get replayed,
but only at 8, Prog just swings direct twice FTW.
vs. 07 tidalslimshady: OTP, Entrance. OTD, Revoke Elixir and Sphere off Entrance. 3-3
vs. 08 tomsloger: If foil trades with Elixir, Prog is enough anyway. PROG UNSTOPPABLE!. 6-0
vs. 10 Stormageddonx: OTP, Entrance. OTD, Ajani. 3-3
1. 0-6: I lose to tokens
3. 6-0: Counter your mana
4. 0-6: I lose to any creature
5. 6-0: Double counter prevents titan
6. 6-0: Counter your mana
7. 2-2: Counter the mox, you can't cast anything, I can't win with tabernacle.
8. 0-6: Thallid kills me
9. 6-0; Counter black lotus, and elixir. You can't do anything.
10.6-0; Double counter lotus; you can't stop Arbor.
Commentary
we havent played a regular round in awhile. should be a good look at the state of the meta.
Next week's format will be 5 Card Backbuild - Inevitability.
The Entries
1artscrafter : meekforge
chancellor of the forge / chancellor of the forge / chancellor of the forge / chancellor of the forge / leyline of the meek
i normally go with 3 chancellors and two leylines. i wonder if it will make a difference.
2bubblecat2 : anti lotus
Artifact Blast / Artifact Blast / Simian Spirit Guide / Simian Spirit Guide / Dryad Arbor
very strong against loti.
3HerziQuerzi : permission r us
Black Lotus / Black Lotus / Cavern of Souls / Spiketail Drakeling / Frightful Delusion
frightful delusion is actually really scary.
4Madmanquail : stitched up
Fatestitcher / Dreadship Reef / Black Lotus / Nether Void / Mishra’s Factory
not sure about the fatestitcher, but nether void should be strong
5Mogg : frosty raven
Black Lotus / Black Lotus / Black Lotus / Frost Titan / Nevermore
this is just one of the moggest decks
6nerdyjoe : screw you ugin
Black Lotus / Black Lotus / Timetwister / Timetwister / Nicol Bolas, Planeswalker
im not certain bolas is the best thing to do with a bunch of mana, but it could work
7tidalslimshady : sales tax
Mishra's workshop / Phyrexian revoker / Mox pearl / Sphere of resistance / The tabernacle at pendrell vale
i love workshop decks. this hits some pretty nice notes.
8tomsloger : classics
tropical island / daze / foil / thallid / chronomaton
i wanted to find a way to put mayor in here, but couldnt think of a way i liked.
9WhammeWhamme : prog rock
Black Lotus / City of Traitors / Dramatic Entrance / Progenitus / Elixir of Immortality
protection from everything, eh?
10xStormaggedonx : america control
Ajani Vengeant / Black Lotus / Tundra / Daze / Chain of Vapor
ajani is so good.
The Grid
X | 1 2 3 4 5 6 7 8 9 0 | PT | Points
1 | X 6 6 4 3 0 0 6 0 6 | 30 | 333
2 | 0 X 6 0 6 6 2 0 6 6 | 42 | 450
3 | 0 0 X 0 1 1 3 2 6 3 | 14 | 155
4 | 1 6 6 X 3 3 4 3 3 3 | 27 | 300
5 | 3 0 4 3 X 3 1 3 0 4 | 17 | 189
6 | 6 0 4 3 3 X 0 1 0 6 | 21 | 233
7 | 6 2 3 1 4 6 X 6 3 6 | 35 | 389
8 | 0 6 3 3 3 4 0 X 0 4 | 20 | 222
9 | 6 0 6 3 3 6 3 6 X 3 | 32 | 356
0 | 0 0 3 3 1 0 0 1 3 X | 08 | 089
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
6 card Basic Land.
Non-basic permanents and cards don't produce mana (use last-known information for things which move themselves as part of the normal mana production).
Notice that this is not a basic land rule round, so if you want to pay mana for things, you have to include the lands in your hand. This also doesn't stop things like Karakas, LED, or Shelldock Isle from doing the things they usually do, just stops them from making mana. It also doesn't prevent Vorinclex/Extraplanar Lens/Wild Growth style effects or Chromatic Lantern sorts of things.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Mishras workshop / mox pearl / phyrexian revoker / sphere of resistance / the tabernacle at pendrall vale
7|6 2 3 1 4 6 X 6 3 6|37
V1 6-0 no lands = no creatures
V2 2-2 arbor is perma tapped and my stuff countered
V3 3-3 otp locked out otd raced
V4 1-4 just gonna go with you on this
V5 4-1 otp locked otd never more draws the game
V6 6-0 you can't do enough
V8 6-0 otp draw out a counter with sphere then play revoker otd same except you will have a dude
V9 3-3 otp locked otd beat down
V10 6-0 locked out both games
1 artscrafter : meekforge
chancellor of the forge / chancellor of the forge / chancellor of the forge / chancellor of the forge / leyline of the meek
(My theory was that four 2/2s kill in the same number of turns as three 3/3s but it's less painful to lose one. Also, if the opposing deck produces one large blocker, 8+6+4+2=20 on the play.)
2bubblecat2 : anti lotus
Artifact Blast / Artifact Blast / Simian Spirit Guide / Simian Spirit Guide / Dryad Arbor
6-0
Four 2/2s beat a 1/1 (you can't hardcast the Guides.)
3HerziQuerzi : permission r us
Black Lotus / Black Lotus / Cavern of Souls / Spiketail Drakeling / Frightful Delusion
6-0
Who needs to resolve anything? Drakeling trades with a goblin and I keep swinging for 6.
4Madmanquail : stitched up
Fatestitcher / Dreadship Reef / Black Lotus / Nether Void / Mishra’s Factory
4-1
Stitcher can either chump or wait and keep one Goblin locked down. When I'm on the draw, either is enough to force a stalemate, but the initial hit for 8 gives me the game on the play.
5Mogg : frosty raven
Black Lotus / Black Lotus / Black Lotus / Frost Titan / Nevermore
3-3
I just barely don't have enough guys to kill Frost Titan by blocking.
Turn 1 on the play, I swing for 8. You get down Titan. I hold. If you attack, I crack back for 6 each time and win. If you don't, my guys untap and I proceed with the 8/6/4/2 chump attack plan.
On the draw, I don't get that first attack so I'm left either going second at trading volleys of 6 or losing my guys just a bit too quickly to actually get there.
6nerdyjoe : screw you ugin
Black Lotus / Black Lotus / Timetwister / Timetwister / Nicol Bolas, Planeswalker
0-6
Can't keep Bolas off the field, and two of the -2 eats my army.
7tidalslimshady : sales tax
Mishras workshop / Phyrexian revoker / Mox pearl / Sphere of resistance / The tabernacle of pendrall vale
0-6
Tabernacle wrecks.
8tomsloger : classics
tropical island / daze / foil / thallid / chronomaton
6-0
Thallid and Chronomaton could theoretically answer goblins eventually, but not quickly enough.
9WhammeWhamme : prog rock
Black Lotus / City of Traitors / Dramatic Entrance / Progenitus / Elixir of Immortality
0-6
I would win on the play if you attacked, but Elixir lets you stall just long enough.
10xStormaggedonx : america control
Ajani Vengeant / Black Lotus / Tundra / Daze / Chain of Vapor
6-0
The best you can do is Helix one goblin and bounce a second. The others run you over.
X | 1 2 3 4 5 6 7 8 9 0 | PT
1 | X 6 6 4 3 0 0 6 0 6 | 30
Not bad for just lazily throwing out an archetype. I'm a little disappointed that Eureka didn't see play this week though.
Or starts off with a - (3) an you just kill bolas
Edit: ignore me I'm dumb
6nerdyjoe : screw you Ugin
Black Lotus / Black Lotus / Timetwister / Timetwister / Nicol Bolas, Planeswalker
X | 1 2 3 4 5 6 7 8 9 0 | PT | Points
6 | 6 0 4 3 3 X 0 1 0 6 | 21
Only things I'm not 100% on are 3v6 and 8v6.
5| 3 0 4 3 X 3 1 3 0 4 | 17
1: 3: 8 + 6 + 4 + 2 = 20 when I play second. The extra token is relevant.
2: 0: Double counter prevents Titan.
3: 4: Stopping Titan requires Drakeling sacrifice.
4: 3: Insufficient Loti.
6: 3: Double counter prevents Titan.
7: 1: Nevermore.
8: 3: Double counter prevents Titan.
9: 0: Progenitus
0: 4: Daze + Lotus + Chain stops Titan.
This was not a good showing for my favorite hand. I think this round may have set the record for hands with multiple counterspells (3) in a vanilla round.
I'm happy to see the return of a classic in Daze-Ajani.
I don't understand the function of Fatestitcher in MMQ's hand. Can someone explain?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 02 bubblecat2: Ouch. Counters Lotus and Elixir. 0-6
vs. 03 HerziQuerzi: OTD, play Lotus and Elixir (pitch proj if FD). Then next EOT play Dramatic Entrance, then reshuffle all.
(unless Drake forces burning Lotus, in which case shuffle THEN replay Lotus Elixir). Basically I can force stuff through. 6-0
vs. 04 Madmanquail: OTP, Entrance. OTD, Void. 3-3
vs. 05 Mogg: OTP, Entrance. OTD, Nevermore. 3-3
vs. 06 nerdyjoe: Progenitus beats Nicol Bolas. If NB gets to 11, swing him down to 1, he can suicide and get replayed,
but only at 8, Prog just swings direct twice FTW.
vs. 07 tidalslimshady: OTP, Entrance. OTD, Revoke Elixir and Sphere off Entrance. 3-3
vs. 08 tomsloger: If foil trades with Elixir, Prog is enough anyway. PROG UNSTOPPABLE!. 6-0
vs. 10 Stormageddonx: OTP, Entrance. OTD, Ajani. 3-3
X | 1 2 3 4 5 6 7 8 9 0 | PT | Points
2 | 0 X 6 0 6 6 2 0 6 6 | 32
1. 0-6: I lose to tokens
3. 6-0: Counter your mana
4. 0-6: I lose to any creature
5. 6-0: Double counter prevents titan
6. 6-0: Counter your mana
7. 2-2: Counter the mox, you can't cast anything, I can't win with tabernacle.
8. 0-6: Thallid kills me
9. 6-0; Counter black lotus, and elixir. You can't do anything.
10.6-0; Double counter lotus; you can't stop Arbor.
tidalslimshady333 356 475 389 | 1553
Artscrafter333 189 600 333 | 1455
tomsloger211 489 350 222 | 1272
WhammeWhamme400 211 300 356 | 1267
Madmanquail311 333 300 300 | 1244
HerziQuerzi422 222 000 155 | 0799
nerdyjoe222 022 300 233 | 0777
Feyd_Ruin067 267 213 XXX | 0547
MoggXXX 311 XXX 189 | 0500
bubblecat2XXX XXX XXX 450 | 0450
Convoy_Avenger333 XXX 100 XXX | 0433
Heinsun133 289 XXX XXX | 0422
xStormaggedonxXXX XXX XXX 089 | 0089
tidalslimshady wins PHML 39 with an average score of 388 (which also happens to be as nearly as possible his score for this round).
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy