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.
Must 6-0 one of the two following players:
Player 1: Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relicand never plays the lands they draw, instead discards them.
Player 2: Mishra's Factory / Evermind / Evermind / Evermind / Evermind Both hands are played optimally Deck Size: 5 Land Rule: Draw Land Rule Additional Banned list: None. Please remember to check the land rule banned list in addition to the regular banned list. Commentary
we probably need another low powered format to get the taste of cascade week out of our mouths. come back everyone!
A very high-powered week here at the Perfect Hand Magic League.
These powerhouse cards can be seen on the tables of many major tournaments, and their art and flavor text haunts many an unwary player's nightmares.
Without further ado: The Entries
1Artscrafter : Ali Khalni Garden / Gaea's Balance / Epic Struggle / Reminisce / Reminisce
The struggle is epic. And worth remembering.
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.
To clarify the land clause, can Player 1 play a land while a Word of Command targeting him or her is resolving? i.e., is the rule that Player 1 can't play land cards or that Player 1 chooses not to play land cards?
EDIT: Also, I realize the rules in the opening post are what was originally submitted, but are we sure the restriction on playing lands wasn't meant to apply to the Factory hand?
So for this week are we trying to make a hand the opponent can't win with?
If so it feels like it will be very similar to the cascade week with a lot of draws.
The darksteel relic hand not playing lands seems like it opens a lot of options for wins that only work when your opponent plays no land.
The darksteel relic hand not playing lands seems like it opens a lot of options for wins that only work when your opponent plays no land.
Branded Brawlers / Evermind / Evermind / Evermind / Evermind 6-0's the Darksteel Relic hand and can't beat Five Blank Cards DLR played by an intelligent opponent. This also seems suspect to me.
Yeah, this format seems broken; you can submit Black Vise (or one of numerous variants) and 4x Darksteel Relic (it beats the Darksteel Relic deck!)... wait, no, submit the one that only damages a player with 7 cards in hand. Literally cannot beat any deck someone might submit, as actual human beings will choose to play lands to avoid dying, even if their hand is absolute rubbish.
Yeah, I didn't realize the cascading effect of not playing lands. I wanted one deck to be spell-free (for desecration elemental style builds) and win-con-free, for slowness.
I'm totally fine with the test decks changed to allow lands to be played by both hands.
vs. 01 Artscrafter: Slow works. 0-6
vs. 02 HerziQuerzi: More slow. 0-6
vs. 03 mogg: Ah, the Doves. 0-6
vs. 04 nerdyjoe: If he can beat a goldfish, he can beat me. 6-0?
vs. 05 SeeNamedPerson: I'm WAY slower. 6-0
vs. 06 tomsloger: Worldpurge turns off Megaliths for good. 2-2
vs. 08 Stormageddonx: Slow works. 0-6
Backbuild. Looks like it's been solved - Battle of Wits is slow and can't damage anyone, Doves loses to spells with a CMC. I don't think there's a next layer of sucktitude.
Okay, how does NerdyJoe's deck ever beat one of the goldfishes? Can't ever get hellbent, so isn't legal, right?
Also, is there a reason there's no deck 3?
i believe it wins with oath of mages and some damage prevention from lich
and because i suck at counting. ill fix it
Surely Oath of Mages can't ever reduce an opponent's life below 1?
well yeah but you can use keldon immediately after they get to one and then before oath of mages can trigger, they're dead, so, whatever. But how can he get hellbent with lands in his opening hand and a draw land rule? Actually, for that matter, how can any of the keldon megaliths hands actually get hellbent since they all HAVE a land, and it's draw land rule? unless they can discard one or two lands somehow and I don't think any of them can do that without drawing past 7. This applies especially to cruel bargain because you're drawing even MORE lands. Okay I see how frazier's deck works cus Eureka will get rid of the extra land but the others, idk. Can someone explain this for me if I'm missing something?
vs. 01 Artscrafter: 2fast4me 6/0
vs. 02 HerziQuerzi: 2slow4me 0/6
vs. 03 Mogg: Doves OP but I cast battle of wits before your doves 6/0 EDIT: I was wrong we can just wait around forever until I win 0/6
vs. 04 nerdyjoe: assuming hellbent works, 6/0 im too slow
vs. 05 SeeNamedPerson: same as ^^^ 6/0
vs. 06 tomsloger: I think we take the same amount of time but I'm not totally sure, 3/3
vs. 07 WhammeWhamme: again, same as the other hellbent decks 6/0
Okay, how does NerdyJoe's deck ever beat one of the goldfishes? Can't ever get hellbent, so isn't legal, right?
Also, is there a reason there's no deck 3?
i believe it wins with oath of mages and some damage prevention from lich
and because i suck at counting. ill fix it
Surely Oath of Mages can't ever reduce an opponent's life below 1?
well yeah but you can use keldon immediately after they get to one and then before oath of mages can trigger, they're dead, so, whatever. But how can he get hellbent with lands in his opening hand and a draw land rule? Actually, for that matter, how can any of the keldon megaliths hands actually get hellbent since they all HAVE a land, and it's draw land rule? unless they can discard one or two lands somehow and I don't think any of them can do that without drawing past 7. This applies especially to cruel bargain because you're drawing even MORE lands. Okay I see how frazier's deck works cus Eureka will get rid of the extra land but the others, idk. Can someone explain this for me if I'm missing something?
Yep, absolutely totally missed the draw land rule. Can't get hellbent ever. Whoops. Deck fails to be legal.
T1: Khalni Garden, get a plant.
T4: Epic Struggle.
T5: Play fifth land, cast Gaea's Balance sacrificing all of them. Fail to find cards.
T8: Having played 3 more lands, cast Reminisce, shuffling GB and lands in. GB winds up as the last card in the deck thanks to the "random is bad" rule.
T14: Khalni Garden has been played again by this point (2 plants), recast GB to sac it. Cast second Reminisce shuffling Reminisce, GB, and 5 lands into library. GB is the last card again.
T21: Having drawn the seven cards in the library, do it again (3 plants).
This repeats every 7 turns. I cast Gaea's Balance for the 19th time on turn 133. Reminisce stacks the library as basic-basic-basic-basic-Reminisce-Gaea's-Khalni. Draw Khalni and play it for the 20th token on turn 140. Win on turn 141 upkeep.
vs. 02: Slow Battle of Wits is slow. 0-6
vs: 03: My hand would get way too many birds so yours lets me solitaire. 0-6
vs. 04: Not sure whether hand 4 actually works, but I'm going to score it on the assumption that it does. I'm way slower. 6-0
vs. 05: I'm slower. 6-0
vs. 06: Slow Battle of Wits is slow. 0-6
vs. 07: You win on turn 30-something by my count. Hypergenesis doesn't really speed me up any. 6-0
vs. 08: Slow Battle of Wits is slow. 0-6
vs. 03 Mogg: I'm confused. Does Mana Clash immediately kill your opponent, or immediately kill you? Whichever version of perfect luck we're playing should surely just go "one gets 20 heads, one gets twenty tails, then both heads". I think 2.4 just means that Mogg kills t1? 6-0.
Random outcomes work out in the least favorable way possible for the controller of the effect. The controller of Mana Clash will flip tails an arbitrary number of times until more damage stops mattering, then both players will flip heads, thus having the controller take an arbitrarily large amount of damage. In PHM it essentially says "this card deals 1 damage to you a number of times of your opponent's choice", meaning it's pretty much the most hazardous card you can play into a Dovescape wincon.
vs. 03 Mogg: Doves OP but I cast battle of wits before your doves 6/0
Each deck's pilot is still trying to win. Hand 8 won't play Battle of Wits before Dovescape if it results in a loss. Hand 3, meanwhile, can't ever safely play Dovescape if hand 8 hasn't played its spells yet. End result is that both players sit around forever until 8 has enough lands on the field and cards in graveyard to execute the wincon, then either 8 pulls the trigger and wins or 3 jumps the gun and loses.
Each deck's pilot is still trying to win. Hand 8 won't play Battle of Wits before Dovescape if it results in a loss. Hand 3, meanwhile, can't ever safely play Dovescape if hand 8 hasn't played its spells yet. End result is that both players sit around forever until 8 has enough lands on the field and cards in graveyard to execute the wincon, then either 8 pulls the trigger and wins or 3 jumps the gun and loses.
Damn, I didn't think of it that way. Thanks! I'll edit my score now
Turn 602 win: Needs 402 lands in play to afford Credit Voucher and Mangara's Tome activations, as well as 199 lands in hand (+Evermind to get the 200). Then wins following upkeep.
2v1 - More slow is more better. 6-0
X
2v3 - Birds. 0-6 .
2v4 - No way to get your hand empty. Invalid. X-X
2v5 - Less damage is more better. 6-0
2v6 - Your wits are far faster than mine, for I am a simpleton. 6-0
2v7 - Hypergenesis doesn't speed me up and you win a lot faster than I do. 6-0
2v8 - Never argue with a fool, for they shall drag you down to their level. 6-0
7WhammeWhamme : amended to be sensible Keldon Megaliths / Hypergenesis / Cruel Bargain / Restock / Restock "(Suspend Hypergenesis, then cast Cruel Bargain [10 life], then Restock both, then Suspend Hypergenesis, then cast Cruel Bargain [5 life], then Suspend Hypergenesis, then cast Cruel Bargain [2 life] then start using Keldon Megaliths...)"
It seems like a far more effective tactic for this hand is, draw lands and play nothing until exceeding maximum hand size, then discard Cruel Bargain and the two copies of Restock. Suspend Hypergenesis and drop a full grip of basic lands when it resolves. Starts pinging on turn 9 and wins on turn 28 with 20 life.
Not sure whether this affects any of the other matches though. Maybe vs SeeNamedPerson.
5 Card Backbuild
Must 6-0 one of the two following players:
Player 1: Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relic
and never plays the lands they draw, instead discards them.Player 2: Mishra's Factory / Evermind / Evermind / Evermind / Evermind
Both hands are played optimally
Deck Size: 5
Land Rule: Draw Land Rule
Additional Banned list: None. Please remember to check the land rule banned list in addition to the regular banned list.
Commentary
we probably need another low powered format to get the taste of cascade week out of our mouths. come back everyone!
These powerhouse cards can be seen on the tables of many major tournaments, and their art and flavor text haunts many an unwary player's nightmares.
Without further ado:
The Entries
1Artscrafter : Ali
Khalni Garden / Gaea's Balance / Epic Struggle / Reminisce / Reminisce
The struggle is epic. And worth remembering.
2HerziQuerzi : Tyson
Battle of Wits / Spellbook / Mangara's Tome / Credit Voucher / Evermind
Wins on turn 403 (per submission). Credit voucher is the coolest card we've had in PHM since ice caves
3mogg : pigeon
Dovescape / Mana Clash / Cathedral of Serra / Cathedral of Serra / Cathedral of Serra
A bird token is nigh unbeatable in this format. Unless you have a noncreature spell...
This is not, by the way, the first time cathedral of serra has been played. I didn't play it as a dead card
4nerdyjoe : Brass Oaths
Nefarious Lich / Keldon Megaliths / Oath of Ghouls / Oath of Mages / City of Brass
The mana base for this is fantastic. Probably.
5SeeNamedPerson : Frazier
Keldon Megaliths / Blinkmoth Infusion / Blinkmoth Infusion / Blinkmoth Infusion / Eureka
Really gets going in the 11th round.
6tomsloger : Foreman
worldpurge / battle of wits / evermind / evermind / evermind
Gets going in the really late rounds.
7WhammeWhamme : amended to be sensible
Keldon Megaliths / Hypergenesis / Cruel Bargain / Restock / Restock
"(Suspend Hypergenesis, then cast Cruel Bargain [10 life], then Restock both, then Suspend Hypergenesis, then cast Cruel Bargain [5 life], then Suspend Hypergenesis, then cast Cruel Bargain [2 life] then start using Keldon Megaliths...)"
8xStormaggedonx : Foreman's return
battle of wits / paradigm shift / darksteel relic / darksteel relic / evermind
this deck could represent a shift in the metagame.
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
To clarify the land clause, can Player 1 play a land while a Word of Command targeting him or her is resolving? i.e., is the rule that Player 1 can't play land cards or that Player 1 chooses not to play land cards?
EDIT: Also, I realize the rules in the opening post are what was originally submitted, but are we sure the restriction on playing lands wasn't meant to apply to the Factory hand?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
If so it feels like it will be very similar to the cascade week with a lot of draws.
The darksteel relic hand not playing lands seems like it opens a lot of options for wins that only work when your opponent plays no land.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm totally fine with the test decks changed to allow lands to be played by both hands.
Will the opening post be updated to reflect this?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Follow me to be notified when weekly Perfect Hand Magic results are posted
Awesome week folks.
Follow me to be notified when weekly Perfect Hand Magic results are posted
and because i suck at counting. ill fix it
vs. 02 HerziQuerzi: More slow. 0-6
vs. 03 mogg: Ah, the Doves. 0-6
vs. 04 nerdyjoe: If he can beat a goldfish, he can beat me. 6-0?
vs. 05 SeeNamedPerson: I'm WAY slower. 6-0
vs. 06 tomsloger: Worldpurge turns off Megaliths for good. 2-2
vs. 08 Stormageddonx: Slow works. 0-6
Backbuild. Looks like it's been solved - Battle of Wits is slow and can't damage anyone, Doves loses to spells with a CMC. I don't think there's a next layer of sucktitude.
BTW, Wirecat + 4x Ace of Spades. Woulda owned. )
battle of wits / paradigm shift / darksteel relic / darksteel relic / evermind
vs. 01 Artscrafter: 2fast4me 6/0
vs. 02 HerziQuerzi: 2slow4me 0/6
vs. 03 Mogg:
Doves OP but I cast battle of wits before your doves 6/0EDIT: I was wrong we can just wait around forever until I win 0/6vs. 04 nerdyjoe: assuming hellbent works, 6/0 im too slow
vs. 05 SeeNamedPerson: same as ^^^ 6/0
vs. 06 tomsloger: I think we take the same amount of time but I'm not totally sure, 3/3
vs. 07 WhammeWhamme: again, same as the other hellbent decks 6/0
XX | 1 2 3 4 5 6 7 8 | PT |
08 | 6 0 0 6 6 3 6 X | 33 |
Yep, absolutely totally missed the draw land rule. Can't get hellbent ever. Whoops. Deck fails to be legal.
1 Artscrafter: Ali
Khalni Garden / Gaea's Balance / Epic Struggle / Reminisce / Reminisce
T4: Epic Struggle.
T5: Play fifth land, cast Gaea's Balance sacrificing all of them. Fail to find cards.
T8: Having played 3 more lands, cast Reminisce, shuffling GB and lands in. GB winds up as the last card in the deck thanks to the "random is bad" rule.
T14: Khalni Garden has been played again by this point (2 plants), recast GB to sac it. Cast second Reminisce shuffling Reminisce, GB, and 5 lands into library. GB is the last card again.
T21: Having drawn the seven cards in the library, do it again (3 plants).
This repeats every 7 turns. I cast Gaea's Balance for the 19th time on turn 133. Reminisce stacks the library as basic-basic-basic-basic-Reminisce-Gaea's-Khalni. Draw Khalni and play it for the 20th token on turn 140. Win on turn 141 upkeep.
vs. 02: Slow Battle of Wits is slow. 0-6
vs: 03: My hand would get way too many birds so yours lets me solitaire. 0-6
vs. 04: Not sure whether hand 4 actually works, but I'm going to score it on the assumption that it does. I'm way slower. 6-0
vs. 05: I'm slower. 6-0
vs. 06: Slow Battle of Wits is slow. 0-6
vs. 07: You win on turn 30-something by my count. Hypergenesis doesn't really speed me up any. 6-0
vs. 08: Slow Battle of Wits is slow. 0-6
X | 1 2 3 4 5 6 7 8 | PT |
1 | X 0 0 6 6 0 6 0 | 18 |
Random outcomes work out in the least favorable way possible for the controller of the effect. The controller of Mana Clash will flip tails an arbitrary number of times until more damage stops mattering, then both players will flip heads, thus having the controller take an arbitrarily large amount of damage. In PHM it essentially says "this card deals 1 damage to you a number of times of your opponent's choice", meaning it's pretty much the most hazardous card you can play into a Dovescape wincon.
45 6 7 83| 6 6 X
X6 6 6 6 | 36 | 600BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Damn, I didn't think of it that way. Thanks! I'll edit my score now
Battle of Wits / Spellbook / Mangara's Tome / Credit Voucher / Evermind
2 | 6 X 0 X 6 6 6 6 | 30 | 500
Turn 602 win: Needs 402 lands in play to afford Credit Voucher and Mangara's Tome activations, as well as 199 lands in hand (+Evermind to get the 200). Then wins following upkeep.
X
2v3 - Birds. 0-6 .
2v4 - No way to get your hand empty. Invalid. X-X
2v5 - Less damage is more better. 6-0
2v6 - Your wits are far faster than mine, for I am a simpleton. 6-0
2v7 - Hypergenesis doesn't speed me up and you win a lot faster than I do. 6-0
2v8 - Never argue with a fool, for they shall drag you down to their level. 6-0
Not sure whether this affects any of the other matches though. Maybe vs SeeNamedPerson.
X| 1 2 3 5 6 7 8
1| X 0 0 6 0 6 0 | 12 | 200
2| 6 X 0 6 6 6 6 | 30 | 500
3| 6 6 X 6 6 6 6 | 36 | 600
5| 0 0 0 X 0 2 0 | 02 | 033
6| 6 0 0 6 X 2 3 | 16 | 267
7| 0 0 0 2 2 X 0 | 04 | 067
8| 6 0 0 6 3 6 X | 20 | 333
Note that hand #4 has been omitted due to illegality.
Mogg wins the round.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy