3 Card Landfall Commentary
ETB abilities are very powerful. making them happen multiple times even moreso.
Change the text of all cards by replacing "When [CARDNAME] enters the battlefield" with "Whenever a land enters the battlefield under your control."
Deck Size: 3 Land Rule: Extra Land Rule (7.3b, below) Additional Banned list:exploration, Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)
7tomsloger : infinite restoration sparkmage apprentice / dryad arbor / restoration angel
i actually thought this was turn 3 infinite damage, but its turn 4 since resto entering doesnt trigger the ability
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.
How does the round rule interact with keyword abilities that involve entering the battlefield (e.g. Evoke/Exploit)? Do these get changed to landfall triggers or are they protected from the effect by the fact that the literal card text is just the keyword? (I'd be inclined to go with the latter, personally.)
i would say they should still work, though in the case of exploit it seems clear youd still have to sac a creature...
not sure how to word that though. or if thats even right.
anyone else like to weigh in? i know this is technically a dictatorship, but idk.
For clarity's sake, I think it should change keywords. I know this is contrary to how keywords actually work with text changing effects, but this is more of a game changing effect anyway.
So the keywords affected (I think) are Exploit, Champion (worse 99% of the time), Evoke (worse 80% of the time), Hideaway, and Living Weapon. Hideaway and Living Weapon would both be fairly neutral barring decks built around trying to abuse them (which seems like jumping through hoops for minimal returns), though Exploit I could see as actually getting a decent buff from that change.
To be clear on hideaway, it would still self trigger since it is in fact a land entering the battlefield. I'm only about 90% certain on this, but I believe the reason cards like Abuscade Shaman reference themselves is for clarity, not because there's a rules conflict.
To be clear on hideaway, it would still self trigger since it is in fact a land entering the battlefield. I'm only about 90% certain on this, but I believe the reason cards like Abuscade Shaman reference themselves is for clarity, not because there's a rules conflict.
This is correct. Shapeshifter refers to "another creature" to specify that it doesn't trigger on itself entering the battlefiled, because it would be weird for the Shapeshifter to have a trigger that made it a copy of itself.
6|3 3 0 6 0 X 3 0|12
6tidalslimshady : So people want to play lands eh? pardic miner / wheel of sun and moon / lab rats
V1 3-3 otp you get a sculler and never another land, otd u get scullered
V2 3-3 I lock you on the play die on the draw
V3 0-6 trample
V4 6-0 (I should stop forgetting how this works
V5 0-6 too aggressive and counters
V7 3-3 otp locked, otd I lock you but I die to resto beats
V8 0-6 just ded
I probably should have spent more time trying too make this anti combo better, I probably could have found a land that works as a win con or something better than wheel
Edit: fixed things
6v1 they sculler doesn't exile till the third land is played, so on play I lock before
V3 I didn't actually know dread naught has trample lol, only ever used it with varolz
V4 my wheel gets oblivion ringed meaning I can't recur miner
I chose this hand because I thought that Depths was only marginally better as a "big" hand, but this hand had the advantage of ignoring essentially any interaction. With landfall lending itself to infinite combos and heavily disruptive hands to stop those combos, I hoped this might be the best approach.
2v1 - On my play, I definitely go off before you can drop a land for Tidehollow. On your play: You drop a Plains turn one. I drop Valakut and a Forest. You drop a Mountain or Swamp. My turn, drop a Mountain, then cast Summer Bloom for two Islands and a Mountain. If you dropped a Swamp to play Tidehollow, I tap out to cast Archaemoncer, emptying my hand. If you dropped a Mountain for Chained, I wait until next turn so you don't have a target. Your turn, you drop whichever colour of mana you were missing, but are still another land drop away from disrupting me. My turn, I go infinite. 6-0
X
2v3 - Dreadnought races me on my draw. 3-3
2v4 - Sorcery speed disruption won't stop me. 6-0
2v5 - Faerie stops me from going infinite, and Sarcomancy races Valakut. 0-6
2v6 - On my play, I can go off before you're able to get both Wheel and Miner onto the field. 3-3
2v7 - My infinite is faster. 6-0
2v8 - Same with Mogg, your Dreadnoughts race me on my draw. 3-3
vs. 01 Dreadnoughts too fast - can misstep a turn 2 Chains. 6-0
vs. 02 HerziQuerzi: T3 Goldfish race. 3-3
vs. 03 Mogg: 2 Dreadnoughts > 1 Dreadnought. 6-0
vs. 04 Rush_Clasic: Dreadnoughts win too fast, I think. 6-0
vs. 05 SeeNamedPerson: Misstep Sarcomancy, Dreadnought ftw. 6-0
vs. 06 tidalslimshady: Can't stop the Dreadnought. 6-0
vs. 07 tomsloger: Can't race the Dreadnoughts. 6-0
So I only looked at 1 CMC ways to abuse the rule (via search) before finding Dreadnought... and then went "yeah, that seems broken" and submitted.
Well, this don't go well I assume. I was excited to try this format, then found no time to really research it. Oh well. I had the land rule wrong anyway.
4v1: IDK
4v2: Sweet deck. (0-6)
4v3: Dreadnought smash! (0-6)
4v5: You get enough zombies to make my counter-measures worthless. (0-6)
4v6: Once you establish Miner + Wheel, I can't effectively do anything. And since I incorrectly built my deck for this format, you easily do that. (0-6)
4v7: You can go infinite on turn 5, casting both Apprentice and Angel at that point. I can't beat you faster than that, and Ring being sorcery speed doesn't quite interrupt fast enough. (0-6)
4v8: I can Ring a Dreadnought a turn starting turn 3. Which is too slow on the draw, but just fine on the play. Edit: See below. (0-6)
(This all assumes that we're not playing with Grave Titan saying "Whenever a land enters the battlefield under your control or attacks", as the rules as written literally say: otherwise it's easier.)
Funny enough, if your deck was Titan/Mutavault, you'd get to trigger that ability every attack phase. Ha!
3 Card Landfall
Commentary
ETB abilities are very powerful. making them happen multiple times even moreso.
Change the text of all cards by replacing "When [CARDNAME] enters the battlefield" with "Whenever a land enters the battlefield under your control."
Deck Size: 3
Land Rule: Extra Land Rule (7.3b, below)
Additional Banned list: exploration, Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)
The Entries
1D_V : abzan advantage
Chained to the Rocks / Tidehollow Sculler / Acidic Slime
these are some of those powerful effects i was talking about.
2HerziQuerzi : Fire Coming Out of The Monkey's Head
Valakut, the Molten Pinnacle / Summer Bloom / Archaeomancer
infinite on turn 3 is pretty good i hear
3mogg : all for nought
Cavern of Souls / Phyrexian Dreadnought / Sylvan Safekeeper
when in doubt, play 12/12s
4Rush_Clasic : titanic
Crumbling Vestige / Oblivion Ring / Grave Titan
turn 2 o ring and turn 4 grave titan is nothing to sneeze at.
5SeeNamedPerson : zombie control
Sarcomancy / Arcane Denial / Faerie Macabre
i assume you never lose life from sarcomancy
6tidalslimshady : So people want to play lands eh?
pardic miner / wheel of sun and moon / lab rats
ouch. beautifully done
7tomsloger : infinite restoration
sparkmage apprentice / dryad arbor / restoration angel
i actually thought this was turn 3 infinite damage, but its turn 4 since resto entering doesnt trigger the ability
8WhammeWhamme : more for nought
Phyrexian Dreadnought / Phyrexian Dreadnought / Mental Misstep
more dreadnoughts is often better
The Grid
X| 1 2 3 4 5 6 7 8
1| X 0 0 6 3 3 6 0 | 16 | 229
2| 6 X 3 6 0 3 6 3 | 24 | 343
3| 6 3 X 6 6 6 6 0 | 32 | 457
4| 0 0 0 X 1 0 0 0 | 01 | 014
5| 3 6 0 4 X 6 6 0 | 24 | 343
6| 3 3 0 6 0 X 3 0 | 12 | 171
7| 0 0 0 6 0 3 X 0 | 08 | 114
8| 6 3 6 6 6 6 6 X | 38 | 543
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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been way too long.
not sure how to word that though. or if thats even right.
anyone else like to weigh in? i know this is technically a dictatorship, but idk.
any opinion mr format creator?
Toonie Tuesday 3 CLR
No submitted card can be worth more than 2$ US on tcg mid in its cheapest printing
Sorry for the late response. Been sick and AFK.
Edit: Although the Oracle on Unstable Shapeshifter suggests otherwise.
This is correct. Shapeshifter refers to "another creature" to specify that it doesn't trigger on itself entering the battlefiled, because it would be weird for the Shapeshifter to have a trigger that made it a copy of itself.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
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6tidalslimshady : So people want to play lands eh?
pardic miner / wheel of sun and moon / lab rats
V1 3-3 otp you get a sculler and never another land, otd u get scullered
V2 3-3 I lock you on the play die on the draw
V3 0-6 trample
V4 6-0 (I should stop forgetting how this works
V5 0-6 too aggressive and counters
V7 3-3 otp locked, otd I lock you but I die to resto beats
V8 0-6 just ded
I probably should have spent more time trying too make this anti combo better, I probably could have found a land that works as a win con or something better than wheel
Edit: fixed things
V3 I didn't actually know dread naught has trample lol, only ever used it with varolz
V4 my wheel gets oblivion ringed meaning I can't recur miner
Here's my line:
X| 1 2 3 4 5 6 7 8 |
3| 6 3 X 6 6 6 6 0 | 32 | 457
I chose this hand because I thought that Depths was only marginally better as a "big" hand, but this hand had the advantage of ignoring essentially any interaction. With landfall lending itself to infinite combos and heavily disruptive hands to stop those combos, I hoped this might be the best approach.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
X| 1 2 3 4 5 6 7 8 |
3| X 0 0 6 3 3 6 0 | 18
2 Its faster than my deck
3 I can't beat a 12/12 protected.
4 Exile Exile Titan with sculler.
5 I think you have this wrong. I think I can sculler your counter spell and then exile all of the zombies with Chains.
6 That's a cool deck.
7 Chains and sculler both stop this deck.
8 I just die before I can stabilize.
Valakut, the Molten Pinnacle / Summer Bloom / Archaeomancer
2 | 6 X 3 6 0 3 6 3 | 24
X
2v3 - Dreadnought races me on my draw. 3-3
2v4 - Sorcery speed disruption won't stop me. 6-0
2v5 - Faerie stops me from going infinite, and Sarcomancy races Valakut. 0-6
2v6 - On my play, I can go off before you're able to get both Wheel and Miner onto the field. 3-3
2v7 - My infinite is faster. 6-0
2v8 - Same with Mogg, your Dreadnoughts race me on my draw. 3-3
Yes the clock is just enough.
I completely misread the extra land rule. I thought it was just the land rule with an Exploration effect. Oops.
vs. 02 HerziQuerzi: T3 Goldfish race. 3-3
vs. 03 Mogg: 2 Dreadnoughts > 1 Dreadnought. 6-0
vs. 04 Rush_Clasic: Dreadnoughts win too fast, I think. 6-0
vs. 05 SeeNamedPerson: Misstep Sarcomancy, Dreadnought ftw. 6-0
vs. 06 tidalslimshady: Can't stop the Dreadnought. 6-0
vs. 07 tomsloger: Can't race the Dreadnoughts. 6-0
So I only looked at 1 CMC ways to abuse the rule (via search) before finding Dreadnought... and then went "yeah, that seems broken" and submitted.
4v1: IDK
4v2: Sweet deck. (0-6)
4v3: Dreadnought smash! (0-6)
4v5: You get enough zombies to make my counter-measures worthless. (0-6)
4v6: Once you establish Miner + Wheel, I can't effectively do anything. And since I incorrectly built my deck for this format, you easily do that. (0-6)
4v7: You can go infinite on turn 5, casting both Apprentice and Angel at that point. I can't beat you faster than that, and Ring being sorcery speed doesn't quite interrupt fast enough. (0-6)
4v8: I can Ring a Dreadnought a turn starting turn 3. Which is too slow on the draw, but just fine on the play. Edit: See below. (0-6)
Funny enough, if your deck was Titan/Mutavault, you'd get to trigger that ability every attack phase. Ha!
I do like that the anti-landfall deck is the winner in landfall week.