Commentary
Lots of entries, and some really powerful strategies. 6 is a lot of cards.
nonbasic permanents and cards dont produce mana. (im not 100% sure how to word that, but you can only get mana from basic lands) Deck Size: 6 cards Additional Bans: None. (Please be sure to review the ban list at the end of this post though)
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.
Abilities with {T} in their cost gain "This permanent doesn't untap during its controller's next untap step."
All non-land cards gain Suspend 1 - their mana cost, and lose their mana cost. (non-existant costs can't be paid)
Oh neryjoe's submission made me remember one I wanted to do
Format Suggestion
3CH Please wait your turns
Players cannot cast spells from anywhere but exile
All nonland cards in hand gain "0: Suspend X where X is the cards converted mana cost
vs. 01 bubblecat2: Foil or Stab Oooze. Iona wins. 6-0
vs. 02 Feyd_Ruin: Iona doesn't stop Emrakul. Sadly. 0-6
vs. 03 grumsh: I can pay 1 for daze to foil Mayor. 2-2
vs. 04 HerziQuerzi: First threat hits Foil. Second allows Iona. 2-2
vs. 05 Madmanquail: Iona means only one threat. She wins. 6-0
vs. 06 Nerdyjoe: Mindstab hits counters, Foil stops Commandeer, pay for Daze. If he holds it all, 2-2.
vs. 07 Piato: Karakas and a threat. 0-6
vs. 08 Rush_Clasic: Foil Dread Return or Iona it out. 6-0
vs. 09 SeeNamedPerson: Karaks+threat. 0-6
vs. 10 Tarox Bladewing: He plays spell, I play Iona, 6-0
vs. 11 tidalslimshady: Lurker->Foil->Stab->Iona, so we sit. 2-2
vs. 12 tixxon: I can't actually beat Inky+port. 0-6
vs. 13 tomsloger: Karakas+threat. 0-6
vs. 15 Xirex: Iona protects herself. 6-0
05 tixxon : lands
Forest / Forest / Manabond / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Rishadan Port
12vs01 6-0 port op
12vs02 6-0 just play lands
12vs03 6-0 get manabond countered by daze, port op, leyline + karakas does nothing
12vs04 6-0 get manabond countered by daze, port op, commandeer does nothing
12vs05 6-0 port op
12vs06 6-0 just play lands, port op, tabernacle op
12vs07 0-6 port not op, can't race gargadon
12vs08 6-0 tabernacle op, just play lands
12vs09 6-0 port op, leyline + karakas does nothing
12vs10 6-0 port op, race factory
12vs11 6-0 port op, just play lands
12vs13 6-0 tabernacle op, just play lands, leyline + karakas does nothing
12vs14 6-0 just play lands
12vs15 6-0 port op, disenchant does nothing, innocent blood does nothing
12 | 6 6 6 6 6 6 0 6 6 6 6 X 6 6 6 | 78 | 78
hope this was calculated correctly. first time joining, feeling pretty great
01. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
02. XXX
03. 2-2. I counter Mayor. Daze->Daze->Foil
04. 6-0. Commandeer/Daze can't stop the 2nd turn cast.
05. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
06. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
07. 0-6. I can't stop Karaline and Balance.
08. 6-0. I can foil/daze LED and take an extra turn for Emrakul
09. 0-6. Karaline stops Em. I can't stop Inkmoth.
10. 6-0. It's complicated, but I can daze Sinkhole.
11. 6-0. Shoal/Daze/etc can't stop the Emrakul.
12. 6-0. I can pay tabernacle, and port can't stop the instant speed cast.
13. 0-6. Little guy gets there 20 times. Stupid karaline.
14. 6-0. I can always cast Em, which makes Iona sac.
15. 2-2. I can always foil Bitterblossom
Your lands are good and all, but they don't stop me.
1. LED -> Foil My Own LED (Shuffling Emrakul and Island in) -> Shelldock (Hideaway Emrakul)
2. (Port Shelldock on my upkeep?). Island.
3. Use Shelldock, in response to port if needed.
3E (Extra turn) Tap island to pay for Tabernacle. Swing (You keep 1 thing).
12 | 6 0 6 6 6 0 0 6 6 6 6 X 6 6 6 | 66 | 66
Hope I got it right this time.
Welcome to the format!
It takes some practice to catch all the little things, figure out the options, etc. I've been playing for 14 years and I still miss things all the time. Figuring out how both sides can play perfectly and win/lose can get puzzling. I'll go through your matchups with explanations so you can see some of the nuances.
1v12: 0-6
Your opponent can always Swamp->DRS, then Mountain->Bloodhall. Port can't stop him from dropping the land and tapping it to cast. Then, he can always tap the swamp to pay DRS' tabernacle and the mountain to pay Bloodhall's tabernacle. Bloodhall swings as a 3/3, 5/5, 7/7, and 9/9 - which kills turn 6 and races the 1/1 infect.
2v12: 0-6
(Already covered)
3v12: 6-0.
You can keep his first land tapped down forever, stopping mayor from ever being cast. You can do this whether he dazes or not - if he dazes, then he's delayed a turn because he has to replay that island. So whether he drops his 2nd land on turn 2 or 3, you always have Forest+Port down.
4v12: 4-1
Your play is to keep his island tapped down forever so he can't swing with Zendikon or cast Strix. This works on your play, where you can always drop land 2 before him, but not on your draw. You have to use Manabond to get your 2nd land drop before him - but he can Commandeer it. This means you don't get the land and port down, so he can drop swamp -> Strix. There's just no way for you to stop the Strix coming down on your draw. Once down, the Inkmoth and Strix trade to tie.
5v12: 6-0
You can keep one of his lands tapped down forever, which stops Shortfang and Avabruck from ever being cast. Abrupt Decay can't touch your lands.
6v12: 3-3
He can always Island->Phantasmal Bear. You can always drop Inkmoth turn 1, then animate and swing turn 2. If you play first, you can race. If you don't, you can't. It's 10 swings apiece and the person dropping first swings first. Inkmoth can't kill the bear to force a tie, and there's no reason for you to attempt manabond.
7v12: 0-6
You can't stop him from Plains->Suspend, then Mountain->Suspend. Restore Balance clears the board and hands turn 7, which is before Inkmoth can kill.
8v12: 6-0.
That's a nice Iona. Unfortunately, Tabernacle's mists judge all equally, and she dies.
9v12: 6-0.
You can always keep the Inkmoth tapped down, allowing yours to get through.
10v12: 4-1
This one is more tricky, but you're looking at a 2/2 and 1/1 infect race with 10 swings each. Here's the tricky part - if you ever go to lock down Mishra's Factory, then he gets two swamps and can Sinkhole your Inkmoth. So on your play, you swing first, racing, and lock down a swamp to keep the Sinkhole away. On your draw (where Factory would race), you keep the factory locked and let him sinkhole inkmoth (if he sinkholes something else, you go back to winning the race). Win on your play, tie on your draw.
11v12: 6-0
Inkmoth races the Lurker. Everything else is fairly useless. Inkmoth, Forest, swing.
12v12: XXX
13v12: 6-0
Inkmoth races the 1/1 token. No need for any other interaction.
14v12: 6-0
You skip the Manabond, which locks Foil/Iona to his hand. He can mindstab himself, but you can always keep the swamp tapped so he can't reanimate (which is a sorcery).
15v12: 6-0
You can always keep a land tapped down, which prevents him from casting Bitterblossom.
Figuring out how both sides can play perfectly and win/lose can get puzzling. I'll go through your matchups with explanations so you can see some of the nuances.
I mistyped the line for 5v12 and didn't catch it. Thanks for pointing that out.
Note that 3-3 ties count for 2 points, though, not 3.
(This is why the numbers add up to 59, but he scores 58)
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.
This is often overlooked or confused at first, but it makes ties and splits equal. It solved issues we had many years ago (and prevents them from re-rearing their head). This is why you'll see some people write a 3-3 split as a 2 or S.
1 jund permission- you can either blast my` daze or my leyline. leyline is a clearly better target, because otherwise my karakas keeps you off a creature the whole game. you cannot kill me before mayor begins to make tokens each turn. If I choose to not deploy leyline or cast daze, game becomes: DRS Bloodhall vs mayor. My tokens chump out your ooze, while mayor beats DRS in combat. If you choose not to attack with ooze i build an army of tokens and then win. Either way I win the race. Score 6-0
2 emrafoil- you can't win through karakas. Can I win? foil+ daze says no, this is a draw. 2-2
3 XXXXX
4 Dimir Skies-I can't resolve mayor through daze+ commandeer. You win 0-6
5 The Rock- you've replaced the karakas with decay and shortfang. This is good for me. I could just bounce every play with Karakas, this would be a tie. In your endstep I can bounce each of your plays. On my 3rd turn, we start with both your lands in play, and I play my 2nd basic, I cast mayor. If you have left decay mana up, you can decay, but I will bounce with karakas. you get to untap and play a spell, but next turn I bounce it and resolve mayor. if you hold decay, I can bounce whenever your respond, if you cast a spell, i am free to bounce it, and then my token will beat down even if you decay. I win. Score 6-0
6 Free Spell Control- you can't kill me because of Karakas, but I can't resolve mayor through daze+ commandeer. This is a Draw. Score 2-2
7 The great restorer- you can stop my karakas and daze, so you win. 0-6
8 Iona's return- karakas and leyline both destroy you, I win. Score 6-0
9 Infect- you win Score 0-6
10 Pox- On the play you can make me discard in my draw step... is that legal? That aside, I think I win this, I can daze sinkhole if you cast it before I resolve mayor, and mayor races your creatures, especially if I don't ever put leyline into play. Score 6-0
11 Shoal- you can daze and pay for mine, so I can't win, but you can't beat karakas, so it's a Draw. Score 2-2
12 Lands- you win. 0-6
13 Lone goblin- our stuff bounces off eachother. This is a draw. Score 2-2
14 Iona- I can't resolve mayor through foil. You can't hit me with iona. Draw. Score 2-2
15 Enchanted evening- I can daze disenchant, then resolve mayor. if you innocent blood I bounce mayor. once mayor has flipped I have a token to sacrifice, and can freely bounce tokens. I win race. Score 6-0
I think several people put themselves beating me, not realizing that karakas is eligible to bounce inkmoth nexus. see explanations above.
2-2 If you play bear, you have to daze+foil to counter my innocent blood which means you wouldn't be able to stop my bitterblossom which would race you. So instead we stare at each other because I lose if I play the aggressor with bitterblossom due to commandeer
0-6 When you go first, you never let me cast a two drop. When I go first, Bitterblossom can race your inkmoth nexus (you kill me on Turn 11, but I get life advantage on turn 7 and can always hold a blocker after that). I always get to float the mana to pay for both bitterblossom tokens. Just realized manabond puts them in to play untapped.
1-4 When I go first, you have to let me resolve innocent blood so you can daze/foil my bitterblossom and disenchant. When you go first, you can daze the innocent blood and then foil the bitterblossom
8v1: On the play, I reanimate Iona and she kills you. On the draw, you have to leave up Blast for LED and need to leave Shaman back to block Memnites. But I can never break through. (4-1)
8v2: I can't beat Foil or Daze. (0-6)
8v3: I can't beat Leyline. (0-6)
8v4: I can't ever pay for Daze nor get around Zendikon. (0-6)
8v5: Iona locks you out. (6-0)
8v6: It's your 2/2 against at least two of my 1/1s. SO neither are breaking through. And I certainly can't cast Return. (2-2)
8v7: Leyline owns me. (0-6)
8v9: Leyline owns me. (0-6)
8v10: I'm just way too fast for Factory or Anvil shenanigans. (6-0)
6 Card - Basic Land
Commentary
Lots of entries, and some really powerful strategies. 6 is a lot of cards.
Deck Size: 6 cards
Additional Bans: None. (Please be sure to review the ban list at the end of this post though)
The Entries
1bubblecat2 : jund permission
Mountain / Swamp / Deathrite Shaman / Bloodhall Ooze / Red Elemental Blast / Artifact Blast
Normally the blasts go with simian spirit guide, but I like this. REB seems more relevant than artifact this week
2Feyd_Ruin : emrafoil
Foil / Island / Daze / Emrakul, the AEons Torn / Shelldock Isle / Lion's Eye Diamond
I don’t like the time when youre vulnerable, but you do something pretty powerful
3grumsh : krakumayority
Leyline of singularity / karakas / island / forest / mayor of avabruck / daze
Leyline is sort of a nonbo with mayor, I wonder if it will be right not to play it?
4HerziQuerzi : dimir skies
Swamp / Island / Tidehollow Strix / Daze / Wind Zendikon / Commandeer
Wind zendikon is a card I remember thinking should be played, but Im not sure anyone has
5Madmanquail : The Rock
Swamp / Forest / Leyline of Lifeforce / Nezumi Shortfang / Mayor of Avabruck / Abrupt Decay
Screw synergy. Play powerful stuff.
6Nerdyjoe : free spell control
Island / phantasmal bear / Commandeer / Disrupting Shoal / Foil / daze
The bear is a very hard thing to protect with counterspells.
7Piato : the great restorer
Mountain / Plains / Greater Gargadon / Restore Balance / Leyline of Singularity / Karakas
I always love that combo. Not often theres room for another piece of control
8Rush_Clasic : iona's return
Lion's Eye Diamond / Memnite / Memnite / Memnite / Dread Return / Iona, Shield of Emeria
I was so confused by dread return before remembering led doesn’t make mana
9SeeNamedPerson : infect
Inkmoth Nexus / Forest / Karakas / Invigorate / Invigorate / Leyline of Singularity
Very good, very fast deck
10Tarox Bladewing : pox
Swamp / Swamp / Mishra's Factory / Sinkhole / anvil of bogardan / Bloodghast
Sinkhole is well positioned this week, if it can resolve
11tidalslimshady : shoal
the tabernacle at pendrell vale / island / gudul lurker / disrupting shoal / daze / stand//deliver
Pretty awesome countermagic suite actually
12tixxon : lands
Forest / Forest / Manabond / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Rishadan Port
The port looks to be great
13tomsloger : lone goblin
island / daze / foil / karakas / leyline of singularity / chancellor of the forge
I hope the little guy can get there 20 times.
14WhammeWhamme : iona
Island / Foil / Iona, Shield of Emeria / Swamp / Reanimate / Mindstab
Iona wins games
15Xirek : enchanted evening
Greater Auramancy / Bitterblossom / Innocent Blood / Disenchant / Swamp / Plains
The Grid
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5
01 | X 0 0 6 0 2 6 1 0 6 0 0 1 0 0 | 22 | 157
02 | 6 X 2 6 6 6 0 6 0 6 6 6 0 6 2 | 58 | 414
03 | 6 2 X 0 6 2 0 6 0 6 2 0 2 2 6 | 40 | 286
04 | 0 0 6 X 0 3 0 6 2 0 6 1 0 2 2 | 27 | 193
05 | 6 0 0 6 X 6 0 0 0 3 6 0 2 0 6 | 34 | 243
06 | 2 0 2 3 0 X 0 2 0 0 4 2 0 2 2 | 18 | 129
07 | 0 6 6 6 6 6 X 6 0 6 6 6 2 6 6 | 68 | 486
08 | 4 0 0 0 6 2 0 X 0 6 0 0 0 0 6 | 24 | 171
09 | 6 6 6 2 6 6 6 6 X 0 6 0 6 6 2 | 64 | 457
10 | 0 0 0 6 3 6 0 0 6 X 6 0 6 0 3 | 37 | 264
11 | 6 0 2 0 0 1 0 6 0 0 X 0 1 2 6 | 24 | 171
12 | 0 0 6 4 6 3 0 6 6 4 6 X 6 6 6 | 58 | 414
13 | 4 6 2 6 2 6 2 6 0 0 4 0 X 6 2 | 46 | 329
14 | 6 0 2 2 6 2 0 6 0 6 2 0 0 X 6 | 38 | 271
15 | 6 2 0 2 0 2 0 0 2 3 0 0 1 0 X | 17 | 121
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
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"If a non basic source would produce mana, instead produce no mana"
Delay
3 Card Basic Land Rule
Abilities with {T} in their cost gain "This permanent doesn't untap during its controller's next untap step."
All non-land cards gain Suspend 1 - their mana cost, and lose their mana cost. (non-existant costs can't be paid)
Format Suggestion
3CH Please wait your turns
Players cannot cast spells from anywhere but exile
All nonland cards in hand gain "0: Suspend X where X is the cards converted mana cost
Each player's deck must be able to win the game by their fourth turn.
in other news, holidays are not very busy for me so i will be completing some scoring before the new year.
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Happy Holidays everyone.
Follow me to be notified when weekly Perfect Hand Magic results are posted
13tomsloger : lone goblin
island / daze / foil / karakas / leyline of singularity / chancellor of the forge
Mountain / Swamp / Deathrite Shaman / Bloodhall Ooze / Red Elemental Blast / Artifact Blast
6-0 karakas on DRS, ooze gets foiled.
2Feyd_Ruin : emrafoil
Foil / Island / Daze / Emrakul, the AEons Torn / Shelldock Isle / Lion's Eye Diamond
6-0 karakas is good. and i dont have to cast spells
3grumsh : krakumayority
Leyline of singularity / karakas / island / forest / mayor of avabruck / daze
2-2 karakas' stare at eachother.
4HerziQuerzi : dimir skies
Swamp / Island / Tidehollow Strix / Daze / Wind Zendikon / Commandeer
6-0? i win counterwar over the zendikon
5Madmanquail : The Rock
Swamp / Forest / Leyline of Lifeforce / Nezumi Shortfang / Mayor of Avabruck / Abrupt Decay
2-2 decay gets the token, but you cant win through karakas
6Nerdyjoe : free spell control
Island / phantasmal bear / Commandeer / Disrupting Shoal / Foil / daze
6-0 karakas and token
7Piato : the great restorer
Mountain / Plains / Greater Gargadon / Restore Balance / Leyline of Singularity / Karakas
2-2 karakas' stare at eachother
8Rush_Clasic : iona's return
Lion's Eye Diamond / Memnite / Memnite / Memnite / Dread Return / Iona, Shield of Emeria
6-0 leyline beats dread return on its own.
9SeeNamedPerson : infect
Inkmoth Nexus / Forest / Karakas / Invigorate / Invigorate / Leyline of Singularity
0-6 counterspells slow you down, but you get there eventually
10Tarox Bladewing : pox
Swamp / Swamp / Mishra's Factory / Sinkhole / anvil of bogardan / Bloodghast
0-6 i may be weak to manlands
11tidalslimshady : shoal
the tabernacle at pendrell vale / island / gudul lurker / disrupting shoal / daze / stand//deliver
4-1 karakas keeps you from winning. t1 tabernacle kills my token when im on the draw.
12tixxon : lands
Forest / Forest / Manabond / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Rishadan Port
0-6 manlands are rough.
X
14WhammeWhamme : iona
Island / Foil / Iona, Shield of Emeria / Swamp / Reanimate / Mindstab
6-0 karakas
15Xirek : enchanted evening
Greater Auramancy / Bitterblossom / Innocent Blood / Disenchant / Swamp / Plains
2-2 i cant foil the innocent blood, because then i lose to bitterblossom/disenchant.
you cant cast blossom with leyline in play.
13 | 6 6 2 6 2 6 2 6 0 0 4 0 X 6 2 | 48 | 343
vs. 01 bubblecat2: Foil or Stab Oooze. Iona wins. 6-0
vs. 02 Feyd_Ruin: Iona doesn't stop Emrakul. Sadly. 0-6
vs. 03 grumsh: I can pay 1 for daze to foil Mayor. 2-2
vs. 04 HerziQuerzi: First threat hits Foil. Second allows Iona. 2-2
vs. 05 Madmanquail: Iona means only one threat. She wins. 6-0
vs. 06 Nerdyjoe: Mindstab hits counters, Foil stops Commandeer, pay for Daze. If he holds it all, 2-2.
vs. 07 Piato: Karakas and a threat. 0-6
vs. 08 Rush_Clasic: Foil Dread Return or Iona it out. 6-0
vs. 09 SeeNamedPerson: Karaks+threat. 0-6
vs. 10 Tarox Bladewing: He plays spell, I play Iona, 6-0
vs. 11 tidalslimshady: Lurker->Foil->Stab->Iona, so we sit. 2-2
vs. 12 tixxon: I can't actually beat Inky+port. 0-6
vs. 13 tomsloger: Karakas+threat. 0-6
vs. 15 Xirex: Iona protects herself. 6-0
Forest / Forest / Manabond / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Rishadan Port
12vs01 6-0 port op
12vs02 6-0 just play lands
12vs03 6-0 get manabond countered by daze, port op, leyline + karakas does nothing
12vs04 6-0 get manabond countered by daze, port op, commandeer does nothing
12vs05 6-0 port op
12vs06 6-0 just play lands, port op, tabernacle op
12vs07 0-6 port not op, can't race gargadon
12vs08 6-0 tabernacle op, just play lands
12vs09 6-0 port op, leyline + karakas does nothing
12vs10 6-0 port op, race factory
12vs11 6-0 port op, just play lands
12vs13 6-0 tabernacle op, just play lands, leyline + karakas does nothing
12vs14 6-0 just play lands
12vs15 6-0 port op, disenchant does nothing, innocent blood does nothing
12 | 6 6 6 6 6 6 0 6 6 6 6 X 6 6 6 | 78 | 78
hope this was calculated correctly. first time joining, feeling pretty great
2 | 6 X 2 6 6 6 0 6 0 6 6 6 0 6 2 | 58 | 414
01. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
02. XXX
03. 2-2. I counter Mayor. Daze->Daze->Foil
04. 6-0. Commandeer/Daze can't stop the 2nd turn cast.
05. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
06. 6-0. Can't stop the 2nd turn Em, or keep him from swinging.
07. 0-6. I can't stop Karaline and Balance.
08. 6-0. I can foil/daze LED and take an extra turn for Emrakul
09. 0-6. Karaline stops Em. I can't stop Inkmoth.
10. 6-0. It's complicated, but I can daze Sinkhole.
11. 6-0. Shoal/Daze/etc can't stop the Emrakul.
12. 6-0. I can pay tabernacle, and port can't stop the instant speed cast.
13. 0-6. Little guy gets there 20 times. Stupid karaline.
14. 6-0. I can always cast Em, which makes Iona sac.
15. 2-2. I can always foil Bitterblossom
Your lands are good and all, but they don't stop me.
1. LED -> Foil My Own LED (Shuffling Emrakul and Island in) -> Shelldock (Hideaway Emrakul)
2. (Port Shelldock on my upkeep?). Island.
3. Use Shelldock, in response to port if needed.
3E (Extra turn) Tap island to pay for Tabernacle. Swing (You keep 1 thing).
No longer staff here.
You're right about that. I missed the fact that Shelldock can rearrange island to the top.
12 | 6 0 6 6 6 0 0 6 6 6 6 X 6 6 6 | 66 | 66
Hope I got it right this time.
P 0 0 0 6 3 3 0 0 6 X 6 0 6 0 3 33
It takes some practice to catch all the little things, figure out the options, etc. I've been playing for 14 years and I still miss things all the time. Figuring out how both sides can play perfectly and win/lose can get puzzling. I'll go through your matchups with explanations so you can see some of the nuances.
Your opponent can always Swamp->DRS, then Mountain->Bloodhall. Port can't stop him from dropping the land and tapping it to cast. Then, he can always tap the swamp to pay DRS' tabernacle and the mountain to pay Bloodhall's tabernacle. Bloodhall swings as a 3/3, 5/5, 7/7, and 9/9 - which kills turn 6 and races the 1/1 infect.
2v12: 0-6
(Already covered)
3v12: 6-0.
You can keep his first land tapped down forever, stopping mayor from ever being cast. You can do this whether he dazes or not - if he dazes, then he's delayed a turn because he has to replay that island. So whether he drops his 2nd land on turn 2 or 3, you always have Forest+Port down.
4v12: 4-1
Your play is to keep his island tapped down forever so he can't swing with Zendikon or cast Strix. This works on your play, where you can always drop land 2 before him, but not on your draw. You have to use Manabond to get your 2nd land drop before him - but he can Commandeer it. This means you don't get the land and port down, so he can drop swamp -> Strix. There's just no way for you to stop the Strix coming down on your draw. Once down, the Inkmoth and Strix trade to tie.
5v12: 6-0
You can keep one of his lands tapped down forever, which stops Shortfang and Avabruck from ever being cast. Abrupt Decay can't touch your lands.
6v12: 3-3
He can always Island->Phantasmal Bear. You can always drop Inkmoth turn 1, then animate and swing turn 2. If you play first, you can race. If you don't, you can't. It's 10 swings apiece and the person dropping first swings first. Inkmoth can't kill the bear to force a tie, and there's no reason for you to attempt manabond.
7v12: 0-6
You can't stop him from Plains->Suspend, then Mountain->Suspend. Restore Balance clears the board and hands turn 7, which is before Inkmoth can kill.
8v12: 6-0.
That's a nice Iona. Unfortunately, Tabernacle's mists judge all equally, and she dies.
9v12: 6-0.
You can always keep the Inkmoth tapped down, allowing yours to get through.
10v12: 4-1
This one is more tricky, but you're looking at a 2/2 and 1/1 infect race with 10 swings each. Here's the tricky part - if you ever go to lock down Mishra's Factory, then he gets two swamps and can Sinkhole your Inkmoth. So on your play, you swing first, racing, and lock down a swamp to keep the Sinkhole away. On your draw (where Factory would race), you keep the factory locked and let him sinkhole inkmoth (if he sinkholes something else, you go back to winning the race). Win on your play, tie on your draw.
11v12: 6-0
Inkmoth races the Lurker. Everything else is fairly useless. Inkmoth, Forest, swing.
12v12: XXX
13v12: 6-0
Inkmoth races the 1/1 token. No need for any other interaction.
14v12: 6-0
You skip the Manabond, which locks Foil/Iona to his hand. He can mindstab himself, but you can always keep the swamp tapped so he can't reanimate (which is a sorcery).
15v12: 6-0
You can always keep a land tapped down, which prevents him from casting Bitterblossom.
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5
12 | 0 0 6 4 6 3 0 6 6 4 6 X 6 6 6 | 58 | 414
No longer staff here.
Thanks a lot! Yeah, I got to get used to this XCB thing. Your explanations were great.
Note that 3-3 ties count for 2 points, though, not 3.
(This is why the numbers add up to 59, but he scores 58) This is often overlooked or confused at first, but it makes ties and splits equal. It solved issues we had many years ago (and prevents them from re-rearing their head). This is why you'll see some people write a 3-3 split as a 2 or S.
No longer staff here.
1- 6-0
2- 2-2
3- xxx
4- 0-2
5- 6-0
6- 2-2
7- 0-6
8- 6-0
9- 0-6
10- 6-0
11- 2-2
12- 0-6
13- 2-2
14- 2-2
15- 6-0
TOTAL: 40 pts
1 jund permission- you can either blast my` daze or my leyline. leyline is a clearly better target, because otherwise my karakas keeps you off a creature the whole game. you cannot kill me before mayor begins to make tokens each turn. If I choose to not deploy leyline or cast daze, game becomes: DRS Bloodhall vs mayor. My tokens chump out your ooze, while mayor beats DRS in combat. If you choose not to attack with ooze i build an army of tokens and then win. Either way I win the race. Score 6-0
2 emrafoil- you can't win through karakas. Can I win? foil+ daze says no, this is a draw. 2-2
3 XXXXX
4 Dimir Skies-I can't resolve mayor through daze+ commandeer. You win 0-6
5 The Rock- you've replaced the karakas with decay and shortfang. This is good for me. I could just bounce every play with Karakas, this would be a tie. In your endstep I can bounce each of your plays. On my 3rd turn, we start with both your lands in play, and I play my 2nd basic, I cast mayor. If you have left decay mana up, you can decay, but I will bounce with karakas. you get to untap and play a spell, but next turn I bounce it and resolve mayor. if you hold decay, I can bounce whenever your respond, if you cast a spell, i am free to bounce it, and then my token will beat down even if you decay. I win. Score 6-0
6 Free Spell Control- you can't kill me because of Karakas, but I can't resolve mayor through daze+ commandeer. This is a Draw. Score 2-2
7 The great restorer- you can stop my karakas and daze, so you win. 0-6
8 Iona's return- karakas and leyline both destroy you, I win. Score 6-0
9 Infect- you win Score 0-6
10 Pox- On the play you can make me discard in my draw step... is that legal? That aside, I think I win this, I can daze sinkhole if you cast it before I resolve mayor, and mayor races your creatures, especially if I don't ever put leyline into play. Score 6-0
11 Shoal- you can daze and pay for mine, so I can't win, but you can't beat karakas, so it's a Draw. Score 2-2
12 Lands- you win. 0-6
13 Lone goblin- our stuff bounces off eachother. This is a draw. Score 2-2
14 Iona- I can't resolve mayor through foil. You can't hit me with iona. Draw. Score 2-2
15 Enchanted evening- I can daze disenchant, then resolve mayor. if you innocent blood I bounce mayor. once mayor has flipped I have a token to sacrifice, and can freely bounce tokens. I win race. Score 6-0
I think several people put themselves beating me, not realizing that karakas is eligible to bounce inkmoth nexus. see explanations above.
Leyline of Singularity only makes nonland permanents legendary. Karakas cannot bounce inkmoth nexus.
results as reported so far:
02 | 6 X 2 6 6 6 0 6 0 6 6 6 0 6 2 | 58 | 414
03 | 6 2 X 2 6 2 0 6 0 6 2 0 2 2 6 | 42
05 | 6 0 0 6 X 6 0 0 0 3 6 0 2 0 6 | 34 |
07 | 0 6 6 6 6 6 X 6 0 6 6 6 2 6 6 | 68 |
09 | 6 6 6 2 6 6 6 6 X 0 6 0 6 6 2 | 64 | 457
10 | 0 0 0 6 3 3 0 0 6 X 6 0 6 0 3 | 33
12 | 0 0 6 4 6 3 0 6 6 4 6 X 6 6 6 | 58 | 414
13 | 6 6 2 6 2 6 2 6 0 0 4 0 X 6 2 | 48 | 343
14 | 6 0 2 2 6 2 0 6 0 6 2 0 0 X 6 |
15Xirek : enchanted evening
Greater Auramancy / Bitterblossom / Innocent Blood / Disenchant / Swamp / Plains
1bubblecat2 : jund permission
Mountain / Swamp / Deathrite Shaman / Bloodhall Ooze / Red Elemental Blast / Artifact Blast
Normally the blasts go with simian spirit guide, but I like this. REB seems more relevant than artifact this week
6-0 Innocent blood one, race the other
2Feyd_Ruin : emrafoil
Foil / Island / Daze / Emrakul, the AEons Torn / Shelldock Isle / Lion's Eye Diamond
I don’t like the time when youre vulnerable, but you do something pretty powerful
0-6 Cant race while you're vulnerable so emmy wipes my field
3grumsh : krakumayority
Leyline of singularity / karakas / island / forest / mayor of avabruck / daze
Leyline is sort of a nonbo with mayor, I wonder if it will be right not to play it?
0-6 Karakas protects mayor from innocent blood, bitterblossom useless for multiple reasons
4HerziQuerzi : dimir skies
Swamp / Island / Tidehollow Strix / Daze / Wind Zendikon / Commandeer
Wind zendikon is a card I remember thinking should be played, but Im not sure anyone has
2-2 You would save daze for bitterblossom, which lets me kill your creatures
5Madmanquail : The Rock
Swamp / Forest / Leyline of Lifeforce / Nezumi Shortfang / Mayor of Avabruck / Abrupt Decay
Screw synergy. Play powerful stuff.
0-6 I can innocent blood one of your creatures, but the other can race me
6Nerdyjoe : free spell control
Island / phantasmal bear / Commandeer / Disrupting Shoal / Foil / daze
The bear is a very hard thing to protect with counterspells.
2-2 If you play bear, you have to daze+foil to counter my innocent blood which means you wouldn't be able to stop my bitterblossom which would race you. So instead we stare at each other because I lose if I play the aggressor with bitterblossom due to commandeer
7Piato : the great restorer
Mountain / Plains / Greater Gargadon / Restore Balance / Leyline of Singularity / Karakas
I always love that combo. Not often theres room for another piece of control
0-6 I think no matter what the Gargadon comes down the turn after restore balance and I'm forced to repeatedly block and lose to bitterblossom damage
8Rush_Clasic : iona's return
Lion's Eye Diamond / Memnite / Memnite / Memnite / Dread Return / Iona, Shield of Emeria
I was so confused by dread return before remembering led doesn’t make mana
0-6 Iona picks black
9SeeNamedPerson : infect
Inkmoth Nexus / Forest / Karakas / Invigorate / Invigorate / Leyline of Singularity
Very good, very fast deck
2-2 Disenchant kills inkmoth, but then we stare at each other because I'd lose to my own bitterblossom
10Tarox Bladewing : pox
Swamp / Swamp / Mishra's Factory / Sinkhole / anvil of bogardan / Bloodghast
Sinkhole is well positioned this week, if it can resolve
3-3 Sinkhole locks me out when you go first. Bitterblossom can race when I go first.
11tidalslimshady : shoal
the tabernacle at pendrell vale / island / gudul lurker / disrupting shoal / daze / stand//deliver
Pretty awesome countermagic suite actually
0-6 Shoal w/ Stand//Deliver stops innocent blood, and I can only pay to keep two tokens alive so you can race me
12tixxon : lands
Forest / Forest / Manabond / Inkmoth Nexus / The Tabernacle at Pendrell Vale / Rishadan Port
The port looks to be great
0-6 When you go first, you never let me cast a two drop.
When I go first, Bitterblossom can race your inkmoth nexus (you kill me on Turn 11, but I get life advantage on turn 7 and can always hold a blocker after that). I always get to float the mana to pay for both bitterblossom tokens.Just realized manabond puts them in to play untapped.13tomsloger : lone goblin
island / daze / foil / karakas / leyline of singularity / chancellor of the forge
I hope the little guy can get there 20 times.
1-4 When I go first, you have to let me resolve innocent blood so you can daze/foil my bitterblossom and disenchant. When you go first, you can daze the innocent blood and then foil the bitterblossom
14WhammeWhamme : iona
Island / Foil / Iona, Shield of Emeria / Swamp / Reanimate / Mindstab
Iona wins games
0-6 Iona protects herself and bitterblossom gets foiled
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 | PT |
1 | 6 0 0 2 0 2 0 0 2 0 0 2 1 0 X | 15 |
Also this is my first time doing one of these so I apologize if I screwed up any of the results.
8 | 4 0 0 0 6 2 0 X 0 6 0 0 0 0 6 | 24
8v2: I can't beat Foil or Daze. (0-6)
8v3: I can't beat Leyline. (0-6)
8v4: I can't ever pay for Daze nor get around Zendikon. (0-6)
8v5: Iona locks you out. (6-0)
8v6: It's your 2/2 against at least two of my 1/1s. SO neither are breaking through. And I certainly can't cast Return. (2-2)
8v7: Leyline owns me. (0-6)
8v9: Leyline owns me. (0-6)
8v10: I'm just way too fast for Factory or Anvil shenanigans. (6-0)
8v11: Can't beat Tabernacle. (0-6)
8v12: Can't beat Tabernacle. (0-6)
8v13: Can't beat Leyline. (0-6)
8v14: Can't beat Foil or Iona. (0-6)
8v15: Iona on black locks this one up. (6-0)