In addition to the card submitted, players also submit up to 4 cards with different names.
At the beginning of your first upkeep, your opponent chooses 2 of those cards and puts them into your graveyard. Put the rest into your hand. Deck Size: 1 +up to 4 Land Rule: basic land rule Additional Banned list:(Please be sure to review the regular ban list and the land rule ban list at the end of this post)
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.
One Card Full Hand:
Pick one card and start with seven of it in your hand. Basic land rule. Not sure about any additional things to ban yet.
Hand Lock:
If a card would leave your hand, instead it doesn't. Not sure yet how many cards to use for this or even any idea how the meta would be I just think it might be cool, but there might not be enough things to do. Maybe change it to you can't play cards from your hand? So things can pull them out, or whatever idk.
These are just some things I thought of if there could be some changes to make them more interesting or... doable then that would be awesome
I didn't put nearly as much effort into this hand as last weeks. I think there was too many possibilities here. Finding the best would have been too much effort.
EDIT: Rules suggestion: Each player starts the game with an Emblem that has the same rules text as Braid of Fire, 3 Card Deck size? no land rule.
Same -- was going to do the 4x Bloodghast hand, but figured I'd try something weird (and likely strictly worse).
I like Hand Lock, because it limits you to things like Forecast, Cycling, etc. Needs a Land Rule, though.
Private Mod Note
():
Rollback Post to RevisionRollBack
"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.
6-0?
I give you Adept and Man-o'-War, the rest is exiled. My creature is bigger and requires. You could stifle the exile trigger once? Then I can coffin purge it.
NemataGG : tourach's minions
Leyline of the Void // Riptide Pilferer / Lore Broker / liliana's specter / noggle ransacker
6-0?
Your voic actually helps me out, I give you Riptide and Broker.
tomsloger : belixir 5ever
Elixir of Immortality // Beast Within / Mayor of Avabruck / Arcane Denial / Serene Remembrance
6-0?
I give you Arcane and Serene, but don't do much. I can Grudge the Elixir at some point when activated to get rid of it for good.
whammewhamme : gnomesteel colossus
leyline of the void // blightsteel colossus / copper gnomes / sneak attack / through the breach
0-6
Your leyline helps me, I give you sneak attack and breach, which does nothing. EDIT: Missed replacement effect of Blightsteel. Actually lose due to it.
|6 X 6 6 6 0 | 24 | Clean sweep? Did I do something wrong?
The detail you missed about my deck is that I reshuffle Blighty even if you have Leyline, as it's a replacement effect and it's my card.
(iirc. That was the INTENT of my deck at least )
vs. 01 CalvinSchwa: Can't stop the Colossus. 6-0
vs. 02 Convoy_Avenger: Can't stop the Colossus. 6-0
vs. 03 lso: Exile Guildmage and Icefall, then wait until tons of mana, Colossus, win. 6-0
vs. 04 NemataGG: Get aggro'd. 0-6
vs. 05 tomsloger: Exile Beast, Mayor, win eventually. 6-0
02 ConvoyAvenger | 0-6 | If you put my Purge in GY, I can't Rep. it back fast enough to exile your own copy of Purge. As such, you exile Scourge, which I can't stop from there because Leyline breaks my loop.
03 Iso | 6-0 | I put Regent and Mage in graveyard. Your two remaining creatures won't resolve without you Stifling one of them; you only get one of them. Which I Firebolt, and then win incredibly slowly from there with the loop.
04 NemataGG | 0-6 | Say that you put Bolt in my GY -> exile. I can Rep. it back once, letting me kill one of your creatures, but the other one will kill me. Leyline breaks my loop.
06 WhammeWhamme | 0-6 | I can't stop any of your options for Colossus, and racing, um.
And... 05 tomsloger
I honestly have no idea. I've run several scenarios out, but I can't find any way for you to beat me when I'm on the play. I'm guessing you can beat me on your own play, though. Would you accept a 3-3? (Or if you can find proof either way, that'd be great.)
| 0 6 0 3?? 0 | 9 |
I totally should've done Ray of Revelation. For some reason I expected Relic of Progenitus and missed Leyline. That said, even one match or so was better than I expected.
Private Mod Note
():
Rollback Post to RevisionRollBack
"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.
The detail you missed about my deck is that I reshuffle Blighty even if you have Leyline, as it's a replacement effect and it's my card.
(iirc. That was the INTENT of my deck at least )
vs. 01 CalvinSchwa: Can't stop the Colossus. 6-0
vs. 02 Convoy_Avenger: Can't stop the Colossus. 6-0
vs. 03 lso: Exile Guildmage and Icefall, then wait until tons of mana, Colossus, win. 6-0
vs. 04 NemataGG: Get aggro'd. 0-6
vs. 05 tomsloger: Exile Beast, Mayor, win eventually. 6-0
How do you beat out me swinging at you with M-o-W or Adept every turn? Just curious as to the sequence of events, here.
Also, is this list something I need to be doing? First-timer, here.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Me vs WhammeWhamme might be a bit more complicated then... Missed the Reshuffle replacement.
So I give you Blightsteel and Through the Breach (slowest interaction), What you give me is irrelevant.
(5 minutes later)
Started mapping out the turns. Basically I can block the Blightsteel once and not take lethal, but for that to happen, I need to stop attacking. At which point, you can just stall till you have 12 mana to go back to back blightsteel, which beats me.
@WhammeWhamme: Yeah, but he has Stifle. He casts one T4 & stifles, and then on the play barely kills you with beats.
Private Mod Note
():
Rollback Post to RevisionRollBack
"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.
@WhammeWhamme: Yeah, but he has Stifle. He casts one T4 & stifles, and then on the play barely kills you with beats.
WhammeWhamme still wins there.
Assuming you leave him with blightsteel and gnomes, you just wait for him to play stifle and man-o-war, then play gnomes. If he plays aether adept to bounce gnome, he has no way to bounce blightsteel when he replays gnomes on turn 5/activate turn 6.
If he holds aether adept, he just waits until end of opponent's turn to activate gnome, not giving him a chance to bounce blightsteel. Need to block with man-o-war, then just replays blightsteel after it gets bounced by adept when he gets to 12 mana. I count 16 damage.
@WhammeWhamme: Yeah, but he has Stifle. He casts one T4 & stifles, and then on the play barely kills you with beats.
WhammeWhamme still wins there.
Assuming you leave him with blightsteel and gnomes, you just wait for him to play stifle and man-o-war, then play gnomes. If he plays aether adept to bounce gnome, he has no way to bounce blightsteel when he replays gnomes on turn 5/activate turn 6.
If he holds aether adept, he just waits until end of opponent's turn to activate gnome, not giving him a chance to bounce blightsteel. Need to block with man-o-war, then just replays blightsteel after it gets bounced by adept when he gets to 12 mana. I count 16 damage.
Sorry, you're right I had been relying on the scenario where he has Through the Breach, and I had incorrectly assumed that if you actually used it, he'd just get beaten down twice as fast. I did not read the card correctly -- I thought it just permanently cheated it in, not gave it the EOT sac. In my scenario, it is possible for him to barely beat down fast enough if you have no 'cheaty' way of using Colossus, but I realize now that Breach is good enough to force him to block. My bad.
Private Mod Note
():
Rollback Post to RevisionRollBack
"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.
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1 Card Gifts Ungiven
At the beginning of your first upkeep, your opponent chooses 2 of those cards and puts them into your graveyard. Put the rest into your hand.
Deck Size: 1 +up to 4
Land Rule: basic land rule
Additional Banned list: (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
graveyard shenanigans abound
Entries
1CalvinSchwa : Merry-go-round
Runic Repetition // Ancient grudge / Memory's Journey / Coffin Purge / Firebolt
2Convoy_Avenger : GEs
Leyline of the void // Coffin Purge / Eternal Scourge / Ancient Grudge
3Iso : muc
Stifle // Azorius Guildmage / Man-o'-War / AEther Adept / Icefall Regent
4NemataGG : tourach's minions
Leyline of the Void // Riptide Pilferer / Lore Broker / liliana's specter / noggle ransacker
5tomsloger : belixir 5ever
Elixir of Immortality // Beast Within / Mayor of Avabruck / Arcane Denial / Serene Remembrance
6whammewhamme : gnomesteel colossus
leyline of the void // blightsteel colossus / copper gnomes / sneak attack / through the breach
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
One Card Full Hand:
Pick one card and start with seven of it in your hand. Basic land rule. Not sure about any additional things to ban yet.
Hand Lock:
If a card would leave your hand, instead it doesn't. Not sure yet how many cards to use for this or even any idea how the meta would be I just think it might be cool, but there might not be enough things to do. Maybe change it to you can't play cards from your hand? So things can pull them out, or whatever idk.
These are just some things I thought of if there could be some changes to make them more interesting or... doable then that would be awesome
I didn't put nearly as much effort into this hand as last weeks. I think there was too many possibilities here. Finding the best would have been too much effort.
EDIT: Rules suggestion: Each player starts the game with an Emblem that has the same rules text as Braid of Fire, 3 Card Deck size? no land rule.
I like Hand Lock, because it limits you to things like Forecast, Cycling, etc. Needs a Land Rule, though.
--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.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Convoy_Avenger : GEs
Leyline of the void // Coffin Purge / Eternal Scourge / Ancient Grudge
VS
Runic Repetition // Ancient grudge / Memory's Journey / Coffin Purge / Firebolt
6-0
I give you Grudge and Journey, which do nothing, you can Runic back Firebolt once which isn't enough to do anything.
Stifle // Azorius Guildmage / Man-o'-War / AEther Adept / Icefall Regent
6-0?
I give you Adept and Man-o'-War, the rest is exiled. My creature is bigger and requires. You could stifle the exile trigger once? Then I can coffin purge it.
Leyline of the Void // Riptide Pilferer / Lore Broker / liliana's specter / noggle ransacker
6-0?
Your voic actually helps me out, I give you Riptide and Broker.
Elixir of Immortality // Beast Within / Mayor of Avabruck / Arcane Denial / Serene Remembrance
6-0?
I give you Arcane and Serene, but don't do much. I can Grudge the Elixir at some point when activated to get rid of it for good.
leyline of the void // blightsteel colossus / copper gnomes / sneak attack / through the breach
0-6
Your leyline helps me, I give you sneak attack and breach, which does nothing. EDIT: Missed replacement effect of Blightsteel. Actually lose due to it.
|6 X 6 6 6 0 | 24 | Clean sweep? Did I do something wrong?
(iirc. That was the INTENT of my deck at least )
vs. 01 CalvinSchwa: Can't stop the Colossus. 6-0
vs. 02 Convoy_Avenger: Can't stop the Colossus. 6-0
vs. 03 lso: Exile Guildmage and Icefall, then wait until tons of mana, Colossus, win. 6-0
vs. 04 NemataGG: Get aggro'd. 0-6
vs. 05 tomsloger: Exile Beast, Mayor, win eventually. 6-0
03 Iso | 6-0 | I put Regent and Mage in graveyard. Your two remaining creatures won't resolve without you Stifling one of them; you only get one of them. Which I Firebolt, and then win incredibly slowly from there with the loop.
04 NemataGG | 0-6 | Say that you put Bolt in my GY -> exile. I can Rep. it back once, letting me kill one of your creatures, but the other one will kill me. Leyline breaks my loop.
06 WhammeWhamme | 0-6 | I can't stop any of your options for Colossus, and racing, um.
And... 05 tomsloger
I honestly have no idea. I've run several scenarios out, but I can't find any way for you to beat me when I'm on the play. I'm guessing you can beat me on your own play, though. Would you accept a 3-3? (Or if you can find proof either way, that'd be great.)
| 0 6 0 3?? 0 | 9 |
I totally should've done Ray of Revelation. For some reason I expected Relic of Progenitus and missed Leyline. That said, even one match or so was better than I expected.
--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.
How do you beat out me swinging at you with M-o-W or Adept every turn? Just curious as to the sequence of events, here.
Also, is this list something I need to be doing? First-timer, here.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
So I give you Blightsteel and Through the Breach (slowest interaction), What you give me is irrelevant.
(5 minutes later)
Started mapping out the turns. Basically I can block the Blightsteel once and not take lethal, but for that to happen, I need to stop attacking. At which point, you can just stall till you have 12 mana to go back to back blightsteel, which beats me.
So 0-6 Vs WhammeWhamme.
Man of War and Aether Adept have a *mandatory* bounce trigger, so when you cast them on an empty battlefield, they bounce themselves.
--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.
Assuming you leave him with blightsteel and gnomes, you just wait for him to play stifle and man-o-war, then play gnomes. If he plays aether adept to bounce gnome, he has no way to bounce blightsteel when he replays gnomes on turn 5/activate turn 6.
If he holds aether adept, he just waits until end of opponent's turn to activate gnome, not giving him a chance to bounce blightsteel. Need to block with man-o-war, then just replays blightsteel after it gets bounced by adept when he gets to 12 mana. I count 16 damage.
Sorry, you're right I had been relying on the scenario where he has Through the Breach, and I had incorrectly assumed that if you actually used it, he'd just get beaten down twice as fast. I did not read the card correctly -- I thought it just permanently cheated it in, not gave it the EOT sac. In my scenario, it is possible for him to barely beat down fast enough if you have no 'cheaty' way of using Colossus, but I realize now that Breach is good enough to force him to block. My bad.
--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.