Perfect Hand Magic League 41:02
This round was 3 Card Playsets.
Commentary
An interesting round rule which I don't recall seeing before. Starting with 12 cards is amazingly powerful!
Next week's format will be 5 Card Vowels (by Artscrafter): five whole cards, starting with AEIOU...what will you do?
3 Card Playsets
Players have four of each card in their hand.
There is no maximum hand size.
Deck Size: 3 Land Rule: Basic Land Rule (7.3a, below) Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)
The Entries 01 bubblecat2 :: "Drosstic Measures" Chancellor of the Dross / Memnite / Raze Fast to deploy and fast to win, and you get a nice life buffer to boot!
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.
As far as I can tell, 3.1b is there to make an exception for the corner case where players actually draw cards (e.g. the Draw Land rule) so that 3.1 doesn't ban hands that can cause the opponent to draw a bunch of cards, thus having to discard under normal circumstances.
As person who submitted this round, I think it's better without a land rule. You already have 12 cards you're working with. That was my intention, anyway.
Decks are up! Post your results as soon as you have calculated them
P.S don't forget to vote in this week's poll! I've brought in the unvoted suggestions from last week
3|6 0 X 6 6 6 2 6 6 6 0 6|50
Chancellor of the dross, rift bolt, shock
V1 6-0 shock you memnites and then I have removal for your chancellors and ld doesn't make a difference
V2 0-6 "your life total can't change"
V4 6-0 you don't have enough burn and removal is worthless
V5 6-0 I don't think your fast enough to race
V6 6-0 prison effects don't matter
V7 3-3 we both win turn 3
V8 6-0 burn > karaline
V9 6-0 you can't win any time quick when you start at 8
V10 6-0 Edit:(after doing calcs for so many dross mirrors, i forgot i start at 32 :/
V11 0-6 ima just let you play solitaire
V12 I think I 6-0 you because of my shocks if you commit to multiple ascendants then I just shock multiple before shock gets surgicaled and when we start laying down chancellors i don't trade until all of mine are out and then can suspend multiple rift bolts to kill thing a with selection and avoid them being surgicaled
01 bubblecat2 :: "Drosstic Measures"
Chancellor of the Dross / Memnite / Raze
6-0
Overloaded Rifts come online just in time to stop the Memnites from getting there. Raze doesn't slow me down enough.
02 tomsloger :: "Can't touch this!"
Mana Crypt / Platinum Emperion / Leonin Abunas
6-0
Rift handles hexproof and slows you down long enough for lethal Banefires.
03 tidalslimshady :: "Dross'n'burn"
Chacellor of the Dross / Rift Bolt / Shock
0-6
Drain burn beats ramp burn.
04 WhammWhamme :: "Dross'n'burn mkII"
Chacellor of the Dross / Rift Bolt / Sickening Shoal
0-6
Drain burn still beats ramp burn.
05 Rush_Clasic :: "Exploring the Mists"
Exploration / Constant Mists / Leyline of Lightning
6-0
By my count you kill on turn 4, so I'm just faster, and that's not considering that I can bounce all the Leylines.
06 nerdyjoe :: "Pillow Fort"
Sphere of Safety / Curse of the Pierced Heart / Ghostly Prison
6-0
Noncreature wincon ignores this build.
07 NewHJ :: "Breach and Tear"
Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
0-6
The fact that you can hardcast Emmy turn 3 wrecks my attempts to disrupt with bounce.
09 Madmanquail :: "Mental Growth"
Mental Misstep / Inkmoth Nexus / Mutagenic Growth
0-6
I know an anti-Exploration build when I see one. Rift saying "nonland" hurts a lot here.
11 Mogg :: "Eye of the Gargoyle"
Lion's Eye Diamond / Unburial Rites / Voidstone Gargoyle
0-6
Locked out.
12 HerziQuerzi :: "Phyrexian Ascension"
Chancellor of the Dross / Serra Ascendant / Surgical Extraction
0-6
Dross is already a bad matchup for me and well. Extraction stops this from being a repeat of 1v10.
For putting next to zero thought into what the meta would look like, I'm going to call that not bad.
Disagreement:
@tidalslimshady: Remember that Dross causes you to effectively start at 32 life.
07 Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
6-0 I came here to beat Emrakul.
Are you sure I lose even hardcasting it on turn 3? If you bounce it the turn it comes in play I can Breach one with Karakas tapped, if you bounce it on the attack, I can hardcast another one with Karakas tapped and gain 1 turn.
7. NewHJ : Breach and Tear
Elvish Spirit Guide / Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
7 vs 1: 0-6 -> Can't fight against Raze as he is fast enough.
7 vs 2: 6-0 -> Emrakul just kills everything.
7 vs 3: 3-3 -> On the play I can barely win hardcasting Emrakul after Emrakul, so his winning turn won't come.
7 vs 4: 3-3 -> Same as above.
7 vs 5: 6-0 -> This is a lot hard to think. I do think I win after looping Emrakul after Emrakul, after I've drew all the Summer Blooms on the graveyard.
7 vs 6: 6-0 -> The defense is too slow for a T2 Breach Emrakul or a T3 Hardcast Emrakul.
7 vs 8: 6-0 -> Karakas doesn't do that much against T3 hardcast Emrakul.
7 vs 9: 6-0 -> He can deal 9 poison damage on the play but that's it.
7 vs 10: 6-0 -> Agreed. Maybe similar to Karakas situation.
7 vs 11: 0-6 -> Can't fight it.
7 vs 12: 0-6 -> Can't win against a fast clock and Surgical Extraction.
I think my matches are straightforward and don't substantially benefit from detailed explanation. If anyone disagrees with one of the listed results, please let me know.
EDIT:
11-2: 3-3 -> 4-1: Gargoyles name Emperion. Emperion doesn't attack, due to the potential triple-block and Mana Crypt damage. Gargoyles can double-block copies of Abunas and pick them off, so no attacks from Tom.
12v1 - I think we tie. My Ascendents chump your Memnites, and then we start playing Chancellor's at the same time. I hold mine back to block, and if you attack and they trade, I can Extract any unplayed ones. So we sit there, frustrated. 2-2
12v2 - Don't have anything big enough or fast enough to handle the Emperions. 0-6
12v3 - Mass shocks turn 4 handle Ascendants, Rift Bolts kill some Chancellors. 0-6
12v4 - You have to use your Rift Bolts on my Ascendents, and wait until turn 4 so that I don't just Extract some of them. By that time I've done 8-12 damage (depending on draw or play). We start dropping Chancellors at the same time. I attack with Chancellors once they start dropping. If you block, I Extract the rest of yours. If you Shoal, I extract the rest of your Shoals. 6-0
12v5 - Mists shuts me down. 0-6
12v6 - Ghostly Prison doesn't even drop on my play, and I can easily pay the cost on the draw. 6-0
12v7 - I can Extract past the first Summer Bloom. I can Extract Through the Breach. I can Extract Emrakul after it's sacced. I have #options. 6-0
12v8 - Karakas bounces me. 0-6
12v9 - Extracts eat Misstep beyond the first, you don't have enough health to make much use of Metagenic, and Ascendants are big enough to eat Nexus's. 6-0
12v10 - Extract keeps repeat Rifts down, and stops Banefire from being used to get rid of my 30 life boost (since then you lose your wincon). 6-0
12v11 - Extract as soon as your stuff hits the grave. 6-0
Definitely one of my betters weeks in a while.
EDIT: I just realized... if there was ever a round to try and make Biovisionary work, this would've been it.
@HerziQuerzi
12v3 with more thought I think I 6-0 you because of my shocks if you commit to multiple ascendants then I just shock multiple before shock gets surgicaled and when we start laying down chancellors i don't trade until all of mine are out and then can suspend multiple rift bolts to kill thing a with selection and avoid them being surgicaled
Please pipe in if you see flaws
@HerziQuerzi
12v3 with more thought I think I 6-0 you because of my shocks if you commit to multiple ascendants then I just shock multiple before shock gets surgicaled and when we start laying down chancellors i don't trade until all of mine are out and then can suspend multiple rift bolts to kill thing a with selection and avoid them being surgicaled
Please pipe in if you see flaws
5v1: I start Misting on turn 2, which is just soon enough to stop your Memnites from killing me. From there I just ping you out. 6-0
5v2: Mists keeps Emperions and Abunases from killing me. If only Leyline could kill creatures. *sigh* 2-2
5v3: Too fast for me. Can't prevent it all. 0-6
5v4: Boo burn boo. 0-6
5v6: I kill on turn 5, which make me faster. We can't interact with each other much beyond damage. 6-0
6v7: Starting turn 3, you get to attack with Emrakul, cast another, and take another turn. I can survive that a short while, but not long enough I think. I'm conceding this one without doing all the math, but I think it's correct. 0-6
6v8: I shut down Inkmoth and ping away. 6-0
6v9: I Mist Inkmoth forever and a day. 6-0
6v10: I'm too slow for third-turn burn. 0-6
6v11: I love Voidstone. Gets me good here. 0-6
6v12: I can stop Ascendants with Mists, and buyback keeps me safe from Extraction. 6-0
Perfect Hand Magic League 41:02
This round was 3 Card Playsets.
Commentary
An interesting round rule which I don't recall seeing before. Starting with 12 cards is amazingly powerful!
Next week's format will be 5 Card Vowels (by Artscrafter): five whole cards, starting with AEIOU...what will you do?
3 Card Playsets
Players have four of each card in their hand.
There is no maximum hand size.
Deck Size: 3
Land Rule: Basic Land Rule (7.3a, below)
Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)
The Entries
01 bubblecat2 :: "Drosstic Measures"
Chancellor of the Dross / Memnite / Raze
Fast to deploy and fast to win, and you get a nice life buffer to boot!
02 tomsloger :: "Can't touch this!"
Mana Crypt / Platinum Emperion / Leonin Abunas
Mana crypt is usually risky biz, but also incredible acceleration
03 tidalslimshady :: "Dross'n'burn"
Chacellor of the Dross / Rift Bolt / Shock
Fast and non-interactive - a nice combination
04 WhammWhamme :: "Dross'n'burn mkII"
Chacellor of the Dross / Rift Bolt / Sickening Shoal
Shoal is solid tech with all those cards available and plenty of creatures to kill
05 Rush_Clasic :: "Exploring the Mists"
Exploration / Constant Mists / Leyline of Lightning
Mists is a lock against many archetypes, and your win is suprisingly fast
06 nerdyjoe :: "Pillow Fort"
Sphere of Safety / Curse of the Pierced Heart / Ghostly Prison
This is defensively minded...but do the walls come up fast enough?
07 NewHJ :: "Breach and Tear"
Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
4 Summer blooms is some serious acceleration! The legend rule keeps you from being able to win on turn 2, which is cool
08 SeeNamedPerson :: "Legend Ruled"
Karakas / Leyline of Singularity / Inkmoth Nexus
Round rule? What round rule?
09 Madmanquail :: "Mental Growth"
Mental Misstep / Inkmoth Nexus / Mutagenic Growth
Welp, that was a terrible read of the format
10 Artscrafter :: "Earth, Wind and Fire"
Exploration / Cyclonic Rift / Banefire
Flexible, creatureless and powerful!
11 Mogg :: "Eye of the Gargoyle"
Lion's Eye Diamond / Unburial Rites / Voidstone Gargoyle
Naming your opponent's whole hand on turn one is pretty great!
12 HerziQuerzi :: "Phyrexian Ascension"
Chancellor of the Dross / Serra Ascendant / Surgical Extraction
Ascendant/Dross is a nice find!
The Grid
X | 1 2 3 4 5 6 7 8 9 0 1 2 | PT | Points
1 | X 0 0 0 0 6 6 6 6 0 0 2 | 26 | 236
2 | 6 X 6 0 2 6 0 0 6 0 1 6 | 33 | 300
3 | 6 0 X 6 6 6 2 6 6 6 0 6 | 50 | 455
4 | 6 6 0 X 6 6 3 6 6 6 0 0 | 44 | 400
5 | 6 2 0 0 X 6 0 6 6 0 0 6 | 32 | 291
6 | 0 0 0 0 0 X 0 0 0 0 0 0 | 00 | 000
7 | 0 6 2 3 6 6 X 6 6 6 0 0 | 40 | 364
8 | 0 6 0 0 0 6 0 X 1 0 6 6 | 25 | 227
9 | 0 0 0 0 0 6 0 4 X 6 0 0 | 16 | 145
10| 6 6 0 0 6 6 0 6 0 X 0 0 | 30 | 273
11| 6 4 6 6 6 6 6 0 6 6 X 0 | 52 | 473
12| 2 0 0 6 0 6 6 0 6 6 6 X | 38 | 345
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
Players having no maximum handsize doesn't stop Leyline + Forge winning before the opponent's second turn, so it's still stopped by 3.1
P.S don't forget to vote in this week's poll! I've brought in the unvoted suggestions from last week
-mmq
Follow me to be notified when weekly Perfect Hand Magic results are posted
Chancellor of the dross, rift bolt, shock
V1 6-0 shock you memnites and then I have removal for your chancellors and ld doesn't make a difference
V2 0-6 "your life total can't change"
V4 6-0 you don't have enough burn and removal is worthless
V5 6-0 I don't think your fast enough to race
V6 6-0 prison effects don't matter
V7 3-3 we both win turn 3
V8 6-0 burn > karaline
V9 6-0 you can't win any time quick when you start at 8
V10 6-0 Edit:(after doing calcs for so many dross mirrors, i forgot i start at 32 :/
V11 0-6 ima just let you play solitaire
V12 I think I 6-0 you because of my shocks if you commit to multiple ascendants then I just shock multiple before shock gets surgicaled and when we start laying down chancellors i don't trade until all of mine are out and then can suspend multiple rift bolts to kill thing a with selection and avoid them being surgicaled
Exploration / Cyclonic Rift / Banefire
X | 1 2 3 4 5 6 7 8 9 0 1 2 | PT | Points
0 | 6 6 0 0 6 6 0 6 0 X 0 0 | 30 | 273
Chancellor of the Dross / Memnite / Raze
6-0
Overloaded Rifts come online just in time to stop the Memnites from getting there. Raze doesn't slow me down enough.
02 tomsloger :: "Can't touch this!"
Mana Crypt / Platinum Emperion / Leonin Abunas
6-0
Rift handles hexproof and slows you down long enough for lethal Banefires.
03 tidalslimshady :: "Dross'n'burn"
Chacellor of the Dross / Rift Bolt / Shock
0-6
Drain burn beats ramp burn.
04 WhammWhamme :: "Dross'n'burn mkII"
Chacellor of the Dross / Rift Bolt / Sickening Shoal
0-6
Drain burn still beats ramp burn.
05 Rush_Clasic :: "Exploring the Mists"
Exploration / Constant Mists / Leyline of Lightning
6-0
By my count you kill on turn 4, so I'm just faster, and that's not considering that I can bounce all the Leylines.
06 nerdyjoe :: "Pillow Fort"
Sphere of Safety / Curse of the Pierced Heart / Ghostly Prison
6-0
Noncreature wincon ignores this build.
07 NewHJ :: "Breach and Tear"
Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
0-6
The fact that you can hardcast Emmy turn 3 wrecks my attempts to disrupt with bounce.
08 SeeNamedPerson :: "Legend Ruled"
Karakas / Leyline of Singularity / Inkmoth Nexus
6-0
Noncreature wincon wins.
09 Madmanquail :: "Mental Growth"
Mental Misstep / Inkmoth Nexus / Mutagenic Growth
0-6
I know an anti-Exploration build when I see one. Rift saying "nonland" hurts a lot here.
11 Mogg :: "Eye of the Gargoyle"
Lion's Eye Diamond / Unburial Rites / Voidstone Gargoyle
0-6
Locked out.
12 HerziQuerzi :: "Phyrexian Ascension"
Chancellor of the Dross / Serra Ascendant / Surgical Extraction
0-6
Dross is already a bad matchup for me and well. Extraction stops this from being a repeat of 1v10.
Disagreement:
@tidalslimshady: Remember that Dross causes you to effectively start at 32 life.
Are you sure I lose even hardcasting it on turn 3? If you bounce it the turn it comes in play I can Breach one with Karakas tapped, if you bounce it on the attack, I can hardcast another one with Karakas tapped and gain 1 turn.
7. NewHJ : Breach and Tear
Elvish Spirit Guide / Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
7 vs 1: 0-6 -> Can't fight against Raze as he is fast enough.
7 vs 2: 6-0 -> Emrakul just kills everything.
7 vs 3: 3-3 -> On the play I can barely win hardcasting Emrakul after Emrakul, so his winning turn won't come.
7 vs 4: 3-3 -> Same as above.
7 vs 5: 6-0 -> This is a lot hard to think. I do think I win after looping Emrakul after Emrakul, after I've drew all the Summer Blooms on the graveyard.
7 vs 6: 6-0 -> The defense is too slow for a T2 Breach Emrakul or a T3 Hardcast Emrakul.
7 vs 8: 6-0 -> Karakas doesn't do that much against T3 hardcast Emrakul.
7 vs 9: 6-0 -> He can deal 9 poison damage on the play but that's it.
7 vs 10: 6-0 -> Agreed. Maybe similar to Karakas situation.
7 vs 11: 0-6 -> Can't fight it.
7 vs 12: 0-6 -> Can't win against a fast clock and Surgical Extraction.
Score Chart:
X | 1 2 3 4 5 6 7 8 9 0 1 2 | PT |
7 | 0 6 3 3 6 6 X 6 6 6 0 0 | 40 |
(3 points, 1 win, counts as 2 points on the calculation, right?)
X| 1 2 3 4 5 6 7 8 9 0 1 2 |
1| 6 4 6 6 6 6 6 0 6 6 X 0 | 52 | 473
Lion's Eye Diamond / Unburial Rites / Voidstone Gargoyle
I think my matches are straightforward and don't substantially benefit from detailed explanation. If anyone disagrees with one of the listed results, please let me know.
EDIT:
11-2: 3-3 -> 4-1: Gargoyles name Emperion. Emperion doesn't attack, due to the potential triple-block and Mana Crypt damage. Gargoyles can double-block copies of Abunas and pick them off, so no attacks from Tom.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
12 - Chancellor of the Dross / Serra Ascendant / Surgical Extraction
X | 1 2 3 4 5 6 7 8 9 0 1 2 | PT | Points
2 | 2 0 0 6 0 6 6 0 6 6 6 X | 38 | 345
12v2 - Don't have anything big enough or fast enough to handle the Emperions. 0-6
12v3 - Mass shocks turn 4 handle Ascendants, Rift Bolts kill some Chancellors. 0-6
12v4 - You have to use your Rift Bolts on my Ascendents, and wait until turn 4 so that I don't just Extract some of them. By that time I've done 8-12 damage (depending on draw or play). We start dropping Chancellors at the same time. I attack with Chancellors once they start dropping. If you block, I Extract the rest of yours. If you Shoal, I extract the rest of your Shoals. 6-0
12v5 - Mists shuts me down. 0-6
12v6 - Ghostly Prison doesn't even drop on my play, and I can easily pay the cost on the draw. 6-0
12v7 - I can Extract past the first Summer Bloom. I can Extract Through the Breach. I can Extract Emrakul after it's sacced. I have #options. 6-0
12v8 - Karakas bounces me. 0-6
12v9 - Extracts eat Misstep beyond the first, you don't have enough health to make much use of Metagenic, and Ascendants are big enough to eat Nexus's. 6-0
12v10 - Extract keeps repeat Rifts down, and stops Banefire from being used to get rid of my 30 life boost (since then you lose your wincon). 6-0
12v11 - Extract as soon as your stuff hits the grave. 6-0
Definitely one of my betters weeks in a while.
EDIT: I just realized... if there was ever a round to try and make Biovisionary work, this would've been it.
12v3 with more thought I think I 6-0 you because of my shocks if you commit to multiple ascendants then I just shock multiple before shock gets surgicaled and when we start laying down chancellors i don't trade until all of mine are out and then can suspend multiple rift bolts to kill thing a with selection and avoid them being surgicaled
Please pipe in if you see flaws
Awesome deck.
I disagreed on the last round, can you see it?
This sounds accurate.
02 tomsloger :: "Can't touch this!"
Mana Crypt / Platinum Emperion / Leonin Abunas
Chancellor of the Dross / Memnite / Raze
6-0 big beats
03 tidalslimshady :: "Dross'n'burn"
Chacellor of the Dross / Rift Bolt / Shock
6-0 big beats
04 WhammWhamme :: "Dross'n'burn mkII"
Chacellor of the Dross / Rift Bolt / Sickening Shoal
0-6 might need to do turn by turn, but i think the shoals win it though.
05 Rush_Clasic :: "Exploring the Mists"
Exploration / Constant Mists / Leyline of Lightning
2-2 no one can do damage
06 nerdyjoe :: "Pillow Fort"
Sphere of Safety / Curse of the Pierced Heart / Ghostly Prison
6-0 i can pay eventually
07 NewHJ :: "Breach and Tear"
Summer Bloom / Through the Breach / Emrakul, the Aeons Torn
0-6 annhilated
08 SeeNamedPerson :: "Legend Ruled"
Karakas / Leyline of Singularity / Inkmoth Nexus
0-6 karakas
09 Madmanquail :: "Mental Growth"
Mental Misstep / Inkmoth Nexus / Mutagenic Growth
its a race! coming back to this.
10 Artscrafter :: "Earth, Wind and Fire"
Exploration / Cyclonic Rift / Banefire
0-6 cyclonic rift is rough.
11 Mogg :: "Eye of the Gargoyle"
Lion's Eye Diamond / Unburial Rites / Voidstone Gargoyle
1-4 agreed
12 HerziQuerzi :: "Phyrexian Ascension"
Chancellor of the Dross / Serra Ascendant / Surgical Extraction
6-0 agreed
5 | 6 2 0 0 X 6 0 6 6 0 0 6| 32
5v2: Mists keeps Emperions and Abunases from killing me. If only Leyline could kill creatures. *sigh* 2-2
5v3: Too fast for me. Can't prevent it all. 0-6
5v4: Boo burn boo. 0-6
5v6: I kill on turn 5, which make me faster. We can't interact with each other much beyond damage. 6-0
6v7: Starting turn 3, you get to attack with Emrakul, cast another, and take another turn. I can survive that a short while, but not long enough I think. I'm conceding this one without doing all the math, but I think it's correct. 0-6
6v8: I shut down Inkmoth and ping away. 6-0
6v9: I Mist Inkmoth forever and a day. 6-0
6v10: I'm too slow for third-turn burn. 0-6
6v11: I love Voidstone. Gets me good here. 0-6
6v12: I can stop Ascendants with Mists, and buyback keeps me safe from Extraction. 6-0