2CMC
Players may only submit cards with a converted mana cost of 2, in addition to its other mana costs.
Deck Size: 4 Land Rule: Basic Land Rule Additional Banned list: Counterbalance (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
We've done mana cost restrictions before, but never anything this narrow. There's still lots to do at 2, so find something cool and spike-y, and you'll do great!
6UkkuhrMakhai : Destroy that, and that and that and that Abrupt Decay/Martial Coup/Gaea's BlessingGaea's Blessing
Gaea's Blessing is slightly suspect, Wheel of Sun and Moon is probably good enough. The other two look great.
Next Week's Format
3CB LR Winter Orb. Players may only untap one land during each of their untap steps. This is a slightly powered-down format from the standard 3CB LR, so I don't think there is anything worth banning. Prophet of Kruphix/Seedborn Muse are effective, but slow.
Details for Poll Option 1 : One of three
When you submit your hand, you also must specify which format of the following three it is legal in: 5CB NLR, 3CB LR, 1CB LR Wheel of Sun and Moon.
For 1CB Wheel of Sun and Moon, if a card would be put in your graveyard from anywhere, put it at the bottom of your library instead.
Players have to follow the banlist of their respective format, and they get all the effects included in their format. If you chose Wheel of Sun and Moon, and your opponent chose 5CB, only you get the Wheel effect. Their Black Lotus wouldn't get put on the bottom of their library.
Option 2 : 2CB Frenimies Land Rule
In addition to the two players, there is a third player with 20 life. If you would lose the game due to combat damage and the third player is still playing, the active player loses the game. If you would lose the game for any other reason, and the third player is still playing, the player who controlled the most recently resolved spell or ability loses the game instead. (I like this idea, trying out some cleaner language. Feedback is welcome.)
Option 3 : 5CB NLR Conspiracies
You may submit Conspiracies as a card in your hand. Conspiracies start the game in the command zone. If they can't be put into the command zone, instead they are put into your sideboard. Submitting one or more Conspiracies reduces the number of total cards you have access to.
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday August 30.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
Contents
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.
Like Alternative Winergy, but seems like it'd make Infect the default and easiest answer (with Mill gone). It'd be fine if there's not enough other alt wins though.
Private Mod Note
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"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
Ususally we don't have lots of cards and free mana, since that does increase computation complexity. With 2cmc there are limits to the complexity, so pushing it to 4 is just about the limit. Do what you can, and the more difficult ones can be worked out as a group.
Ususally we don't have lots of cards and free mana, since that does increase computation complexity. With 2cmc there are limits to the complexity, so pushing it to 4 is just about the limit. Do what you can, and the more difficult ones can be worked out as a group.
Part of the problem is that in a usual week, a significant portion of the metagame are "all-in" strategies. Because of how restrictive this format was, it's difficult (if not impossible) to assemble a quick combo kill or a hard lock on the game in the early turns. That means that every match is a grindy value match.
Not blaming anyone here, I certainly didn't foresee how messy this format would be either. Just pointing out what went wrong for future reference.
vs. 01 mederer: I think Wheel is better recursion and Hydra is a better wincon, so 6-0?
vs. 02 nerdyjoe: This matchup is painful. Bounce + Packy is stronger late, but races poorly. ???
vs. 03 Reyemile: Shusher hammers Wheel into play, even through Crime//Punishment. Uncounterable tokens overwhelm eventually I suspect. 6-0
vs. 04 tomsloger: yeah I got nothin'. 0-6
vs. 06 UkkuhrMakhai: Decay can kill Wheel at awkward times. Gonna 0-6 this
I'll try scoring my match ups
8| 6 2 2 6 6 X| 22 |
Decay and rout did very well but replacing blessings with a different recursion option might have improved my matchups. I had forgotten how Wheel of Sun and Moon protected itself. Aurelia's Fury looks like it would've served as better wincon too.
2nerdyjoe : Flood of Rats
Black Sun's Zenith / Pack Rat / Flooded Shoreline / Vessel of Malignity
I can't win because of Zenith wiping my board each turn. If you don't Vessel before playing your threats recurring decay/rout stops you from winning, I think. Vessel of Malignity on turn 4 takes my blessings and then it's decay and coup vs rat, shoreline, zenith.
Without rat out you can't use the ability of shoreline to return islands. If you cast rat turn 5 and then discard flooded to create a new one it will die when you cast zenith. If you discard zenith to protect it then it still dies to the wrath.
2-2
3Reyemile : The king and his minions
Azorius Guildmage / Arcane Denial / Crime//Punishment / Den Protector
We both stop each others threats from attacking and you can stop my recursion with denial
2-2
4tomsloger : Thopter/Sword
thopter foundry / sword of the meek / abrupt decay / marsh casualties
I think if I just decay foundry whenever it gets cast coup races.
6-0
5WhammeWhamme : Shhh, there's a Hydra Loose
Apocalypse Hydra / Selesnya Charm / Vexing Shusher / Wheel of Sun and Moon
I think I win 6-0 but I'm not sure. Decay kills wheel at awkward times but my recursion is pretty slow.
Ususally we don't have lots of cards and free mana, since that does increase computation complexity. With 2cmc there are limits to the complexity, so pushing it to 4 is just about the limit. Do what you can, and the more difficult ones can be worked out as a group.
Part of the problem is that in a usual week, a significant portion of the metagame are "all-in" strategies. Because of how restrictive this format was, it's difficult (if not impossible) to assemble a quick combo kill or a hard lock on the game in the early turns. That means that every match is a grindy value match.
Not blaming anyone here, I certainly didn't foresee how messy this format would be either. Just pointing out what went wrong for future reference.
I liked this format and the number of possible builds. It's very different than the usual t2 kills but I would enjoy a similar format in the future.
2nerdyjoe : Flood of Rats
Black Sun's Zenith / Pack Rat / Flooded Shoreline / Vessel of Malignity
I can't win because of Zenith wiping my board each turn. If you don't Vessel before playing your threats recurring decay/rout stops you from winning, I think. Vessel of Malignity on turn 4 takes my blessings and then it's decay and coup vs rat, shoreline, zenith.
Without rat out you can't use the ability of shoreline to return islands. If you cast rat turn 5 and then discard flooded to create a new one it will die when you cast zenith. If you discard zenith to protect it then it still dies to the wrath.
2-2
To be clear, you force the tie on this by either Decaying Soreline in response to casting Rat, then untap and wrath, or by Decaying Rat in response to Shoreline and then untap and wrath any tokens. They can't win unless they get both into play together.
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2CMC
Players may only submit cards with a converted mana cost of 2, in addition to its other mana costs.
Deck Size: 4
Land Rule: Basic Land Rule
Additional Banned list: Counterbalance (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
We've done mana cost restrictions before, but never anything this narrow. There's still lots to do at 2, so find something cool and spike-y, and you'll do great!
Submissions
1mederer : Swarm of options
Sprout Swarm / Regrowth / Far//Away / Crime//Punishment
This has a fairly fragile win-con, maybe there are higher powered ways to win.
2nerdyjoe : Flood of Rats
Black Sun's Zenith / Pack Rat / Flooded Shoreline / Vessel of Malignity
There's things to do, but the overall powerlevel is maybe too low.
3Reyemile : The king and his minions
Azorius Guildmage / Arcane Denial / Crime//Punishment / Den Protector
This has the right power level. Everything is good, and you can do the best thing again.
4tomsloger : Thopter/Sword
thopter foundry / sword of the meek / abrupt decay / marsh casualties
If there isn't graveyard hate, this will likely do very well.
5WhammeWhamme : Shhh, there's a Hydra Loose
Apocalypse Hydra / Selesnya Charm / Vexing Shusher / Wheel of Sun and Moon
Wheel is obviously great. I'm not sure what the Charm is doing... trample and an additional recurring threat?
6UkkuhrMakhai : Destroy that, and that and that and that
Abrupt Decay/Martial Coup/Gaea's BlessingGaea's Blessing
Gaea's Blessing is slightly suspect, Wheel of Sun and Moon is probably good enough. The other two look great.
Next Week's Format
3CB LR Winter Orb. Players may only untap one land during each of their untap steps. This is a slightly powered-down format from the standard 3CB LR, so I don't think there is anything worth banning. Prophet of Kruphix/Seedborn Muse are effective, but slow.
Details for Poll
Option 1 : One of three
When you submit your hand, you also must specify which format of the following three it is legal in: 5CB NLR, 3CB LR, 1CB LR Wheel of Sun and Moon.
For 1CB Wheel of Sun and Moon, if a card would be put in your graveyard from anywhere, put it at the bottom of your library instead.
Players have to follow the banlist of their respective format, and they get all the effects included in their format. If you chose Wheel of Sun and Moon, and your opponent chose 5CB, only you get the Wheel effect. Their Black Lotus wouldn't get put on the bottom of their library.
Option 2 : 2CB Frenimies Land Rule
In addition to the two players, there is a third player with 20 life. If you would lose the game due to combat damage and the third player is still playing, the active player loses the game. If you would lose the game for any other reason, and the third player is still playing, the player who controlled the most recently resolved spell or ability loses the game instead. (I like this idea, trying out some cleaner language. Feedback is welcome.)
Option 3 : 5CB NLR Conspiracies
You may submit Conspiracies as a card in your hand. Conspiracies start the game in the command zone. If they can't be put into the command zone, instead they are put into your sideboard. Submitting one or more Conspiracies reduces the number of total cards you have access to.
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday August 30.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
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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Alternative Winergy
?C Land Rule
Players don't lose the game for having 0 or less life.
You need to play some sort of alternative win con in your hand. Land rule seems like it makes more of the wincons reasonable to activate
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
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Not blaming anyone here, I certainly didn't foresee how messy this format would be either. Just pointing out what went wrong for future reference.
vs. 02 nerdyjoe: This matchup is painful. Bounce + Packy is stronger late, but races poorly. ???
vs. 03 Reyemile: Shusher hammers Wheel into play, even through Crime//Punishment. Uncounterable tokens overwhelm eventually I suspect. 6-0
vs. 04 tomsloger: yeah I got nothin'. 0-6
vs. 06 UkkuhrMakhai: Decay can kill Wheel at awkward times. Gonna 0-6 this
8| 6 2 2 6 6 X| 22 |
Decay and rout did very well but replacing blessings with a different recursion option might have improved my matchups. I had forgotten how Wheel of Sun and Moon protected itself.
Aurelia's Fury looks like it would've served as better wincon too.
Sprout Swarm / Regrowth / Far//Away / Crime//Punishment
6 - 0 Martial coup races sprout swarm.
2nerdyjoe : Flood of Rats
Black Sun's Zenith / Pack Rat / Flooded Shoreline / Vessel of Malignity
I can't win because of Zenith wiping my board each turn. If you don't Vessel before playing your threats recurring decay/rout stops you from winning, I think. Vessel of Malignity on turn 4 takes my blessings and then it's decay and coup vs rat, shoreline, zenith.
Without rat out you can't use the ability of shoreline to return islands. If you cast rat turn 5 and then discard flooded to create a new one it will die when you cast zenith. If you discard zenith to protect it then it still dies to the wrath.
2-2
3Reyemile : The king and his minions
Azorius Guildmage / Arcane Denial / Crime//Punishment / Den Protector
We both stop each others threats from attacking and you can stop my recursion with denial
2-2
4tomsloger : Thopter/Sword
thopter foundry / sword of the meek / abrupt decay / marsh casualties
I think if I just decay foundry whenever it gets cast coup races.
6-0
5WhammeWhamme : Shhh, there's a Hydra Loose
Apocalypse Hydra / Selesnya Charm / Vexing Shusher / Wheel of Sun and Moon
I think I win 6-0 but I'm not sure. Decay kills wheel at awkward times but my recursion is pretty slow.
I liked this format and the number of possible builds. It's very different than the usual t2 kills but I would enjoy a similar format in the future.
Black Sun's Zenith / Pack Rat / Flooded Shoreline / Vessel of Malignity
I can't win because of Zenith wiping my board each turn. If you don't Vessel before playing your threats recurring decay/rout stops you from winning, I think. Vessel of Malignity on turn 4 takes my blessings and then it's decay and coup vs rat, shoreline, zenith.
Without rat out you can't use the ability of shoreline to return islands. If you cast rat turn 5 and then discard flooded to create a new one it will die when you cast zenith. If you discard zenith to protect it then it still dies to the wrath.
2-2
To be clear, you force the tie on this by either Decaying Soreline in response to casting Rat, then untap and wrath, or by Decaying Rat in response to Shoreline and then untap and wrath any tokens. They can't win unless they get both into play together.