This is the results for round Perfect Hand Magic League 29:01 and the start for round Perfect Hand Magic League 29:02.
Round Perfect Hand Magic League 29:01
This round was 4 Card - Manifest Destiny.
Commentary
Firstly, let's all thank seasoned PHM veteran bateleur for putting together the awesome new PHM banner! I (madmanquail) have put it into my signature with a link to the "other forum games" forum page - I welcome others to do the same if they wish.
This week's round rule was one of those difficult-too-use effects, but which actually had a profound impact on the meta. For example, I assumed that counterspells would be nearly unplayable. I also note that every single deck included lands, which wasn't too great for my Tabernacle :P. The dreadnought combo looks interesting, although perhaps still vulnerable to creature hate - I look forward to seeing who will emerge victorious.
Calculate Your Row Now
Please submit your score row in the following format:
You don't need to calculate the final PTs or score, just your individual results. The scoring conventions are outlined in the rules at the bottom of this post. If there are any difficult or controversial matchups, please highlight these in some way and provide a brief note in your post.
Manifest Destiny
Cards in your hand have {3}: Manifest this card (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Deck Size: 4 Land Rule:: None Additional Banned list:: None
(please remember to check the "permanently banned cards")
07 notgreat :: "Dreadfoil" Dread / Underground Sea / Foil / Bottomless Vault Foil will probably not be too hot this week, and this deck has a "shields down" problem, but Dread is a really cool card
Congratulations to Chrono007 for winning PHM League 29-01!!!
Next Round : Perfect Hand Magic League 29:02
Next Round will be '5 Card Prometheus'.
Entries are due Monday 16th Feb at 19:00 UTC
5 Card Prometheus
Each player begins the game with an emblem which reads:
Eternal Punishment
"If a card would be put into your graveyard from anywhere, put it on the bottom of its owner's library instead.
At the beginning of your upkeep, sacrifice all nonland permanents you control, discard your hand, then draw 5 cards."
This week, a player cannot submit a deck which can exile cards from an opponent's library or which can prevent the opponent from drawing a card before the end of the opponent's second turn DRAW phase.
Deck Size: 5 Land Rule:: None Additional Banned list:: Silence, Orim's Chant, Black Lotus (remember to check the "permanently banned cards")
Send your deck submission via private message (PM) to PerfectHandMagic
Follow PerfectHandMagic to be notified when the new round is posted
MD5 of Madmanquail's deck: 4d284d4e96eaa1cb0e0546265ebf40d6
What is Perfect Hand Magic?
Perfect Hand Magic (PHM) is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.
What is the Perfect Hand Magic League?
The Perfect Hand Magic League is a four-week PHM tournament, which spans all Perfect Hand formats and embraces a constantly evolving set of rules. For each week of the four-week tournament, a new PHM format is announced for players to enter. Players compete for tournament points each round. At the end of the four-week tournament, the player who has accumulated the most points over the four weeks wins the tournament.
Basic Rules of Perfect Hand Magic League
Below lies the rules of PHM League written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
Overview
The Perfect Hand Magic League (PHM League) is a Magic tournament that consists of four rounds of Perfect Hand Magic (PHM), run entirely within this forum. To compete, entrants submit decks containing a varying number of cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
Deck Construction Rules
1. A deck must contain exactly the number of cards specified by the week's rules. This usually ranges from 2 - 6 cards
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the PHM Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
Deck Submission Rules
6. An entrant submits his or her deck to the PHM moderator (user: PerfectHandMagic) by private message.
Playing the Decks
7. Entrants don't actually play their decks, because game results can be determined theoretically.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Points
13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
14. The entrant with the most points in the four rounds comprising the rolling 4-weekly Perfect Hand Magic League is named the tournament winner. Extra Rules
15. Some optional rules may be used; see Optional Rules.
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Optional Rules
Land Rule
Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
Expanded Land Rule
Any player may play a basic land 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.
Alternative Land Rule
If a player would draw a card from an empty library, that player puts a basic land card 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.
Sanctioned Magic Format
A deck may contain only cards contained in sets legal in the specified format.
Counter Rule
Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
Life Rule
If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
Special Format
Other rules are specified.
Note: Rules below this line still refer to "ABT and "XCB" rather than "PHM" (review/change is ongoing)
XCB Comprehensive Rules
Below lies the comprehensive rules system for the ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1a. X is a number.
1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
1.3b. Rules 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 (see Rule 2.3d).
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.4a. A player's opening hand contains the cards in his or her deck.
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.5. Players' libraries begin the game empty.
1.5a. A player doesn't lose the game as a result of being unable to draw a card.
1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
1.7. Some versions of XCB use a land rule.
1.7a. 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.
1.7b. This is the expanded 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.
1.7c. This is the alternative land rule (ALR). 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.
1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.9. Some versions of XCB use the counter rule.
1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
1.10. Some versions of XCB use a life rule.
1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11. Each player plays one match against each other player.
1.11a. Each match has two games.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. 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.
1.11f. If a game would continue indefinitely, then the game is a draw.
Tournament Rules
2.1. Entrants compete in a competition.
2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
2.1b. The ABT is a competition consisting of four rounds.
2.2. An entrant submits his or her deck to the ABT moderator.
2.2a. An entrant submits his or her deck by private message (pm).
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
2.3. Decks are subject to some restrictions.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4. Points determine round standings.
2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3. Prize Rules
3.1. A prize shall be given to the tournament winner.
3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2. As a prized tournament, special scoring rules and practices are in place.
3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
Player Standings
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.
I couldn't see many ways of breaking the format other than Dreadnaught so I just went ahead and anti-metagamed hard. Turns out there weren't any counters at all making Defense Grid absolutely useless - if it was a Pithing Needle I think the deck would have made a clean sweep (maybe not)!
01: 0-6 This deck is pretty cool - I was wondering what Safe Haven was for.
02: 6-0 Bridge Tongs
03: 6-0 Bridge Tongs
04: 6-0 Bridge Tongs
05: 6-0 Magma Spray is a nice touch with exile
06: 0-6 Bomb on three wins
07: 6-0 Defense Grid does what it's meant to
08: That's me
09: 6-0 Bridge Tongs
10: 6-0 Bridge Tongs
11: 0-6 Ajani wins
12: 6-0 I'm not sure Avacyn is the best to reanimate but not sure what else there is
13: 6-0 Bridge Tongs
There might be one or two mistakes here if some obscure creatures do extra things I didn't realise. Needle would have won three matches and lost the one against Foil. Shame.
Interesting week. Was expecting no counters or chalice effects. There's less lotus than I was expecting, and no cloudshift (mainly for emmy or nicol)
Also, I thought needle effects didn't work, because flipping a card up isn't an activated ability, and I'd been looking at Cursed Totem. Of course.. the manifesting is, it's self, an activated ability.
3 | 6 2 X 3 6 2 2 0 6 2 0 6 6 | 40
1 - 6-0: Dreadnaught is fast, and I can even bounce bolas in response to safe haven ...even though the origional printing was at interrupt speed : )
2 - 2-2: if i don't play leyline, then i can't play dreadnaught, and you win. if i do play leyline, then we both prevent each other having creatures thanks to our ... karaki?
4 - 3-3: when you're on the play, needle stops me playing naught, and you kill me with inkmoth. when you're on the draw, i can turn 1 a dreadnaught. on your first turn, you can needke karakas, then, on your second turn, you can manifest, but you're already at 8 life, and my dreadnaught kills you on my 3rd turn.
5 - 6-0: magma spray doesn't stop my 12/12, and karakas stops chrono.
6 - 2-2: you can only beat me if you can keep a voidstone gargoyle in play, and you can only do that if you use ratchet bomb to kill my leyline. however, if you do, you die to dreanaught so i turn 1 make a dreadnaught, forcing you to ratchet bomb for 1, and then i bounce your gargoyle forever.
7 - 2-2: you can foil lotus; i can bounce dread
8 - 0-6: bridge and a non-creature win con get me
9 - 6-0: karakas does work here.
10 - 2-2: karaki stop anything happening
11 - 0-6: you stop me keeping a threat in play, and then, eventually, you land an ajani who cleans up
In 2v3, in order to bounce priest, they have to play leyline, then we can both bounce each-other's threats. Should be 2-2. Unless there's some EOT/Upkeep stuff for me to get in with containment priest, but I don't think so. If they don't drop the leyline, they can't manifest their threat, and so would be 6-0 to me.
Conclusion: 2v3 is 2-2.
Also, Bolas can win through his ult. That relatively innocuous 7 damage is a win-con.
Agreed with Nerdy. The other disagreement I had was 3v5. magma spray only stops a manifest creature, if you can't flip it the turn you play it (because flipping doesn't use the stack), so I can just drop karakas, crack lotus, manifest, flip, and there's no way for him to spray me. karakas stops his win con from doing anything, but the game is over shortly after that anyway.
And bolas can't win with his ult, because he won't be able to destroy enough permanents to plus himself.
Oh. I forgot about the old templating on Bolas. If he were printed now, it would be " +3: Destroy up to one non-creature permanent."
Are you sure about that? Kiora, the Crashing Wave was just printed last year, and she has the same sort of targeting template that disallows her from firing her +loy ability if the opponent controls no targetable permanents.
1: Doesn't cast any spells, gets Bolas out and kills my land. However, there aren't enough targets for Bolas to kill me since you have no recursion and this isn't a LR format. As such, I'm pretty sure this deck is illegal. I have calculated my points as if this deck were not included. I lose to it 0-6 if the Bolas can actually kill me somehow, but I don't see how it can.
2: I can cast Dread, and Foil the Containment Priest
3: Foil is ready for Black Lotus, but going 'shields down' causes me to lose since you can bounce the Dread and then attack.
4: Dreadnought kills me too fast, no spells to counter.
5: Cavern gives Chronomaton immunity to counterspells. I can get Dread down, but Chronomaton can block it. Eventually you get Chronomaton above 20 power and attack, and I lose the race.
6: I can play Dread+2 manifests, but then Ratchet Bomb kills Dread and Voidstone prevents any recasts. If I foil the Ratchet Bomb, I'd get out Dread T8, one turn after I'm dead.
7: Me
8: Defense Grid shuts Foil down. Why didn't you choose Pithing Needle?
9: Foil Mox Ruby if it tries to come down. Eventually, play Dread. When you attack with Emrakul 2 turns later, pool the mana and Manifest after Annihilator resolves. 10: Foil Tethered Griffin if you try to play early, and after forever I can play 3x manifest+flip Dread at your EOT. You must then choose between bouncing Dread and playing the Griffin each turn. If you play the Griffin, I get to attack with Dread and win. If you don't, my other manifests kill you.
11: I can Foil Ajani if you try to play it early, and after storing up infinite mana I can manifest x3 and flip Dread. You can bounce Dread every turn, but my manifests beat Ajani and/or beat you down.
12: Counterspell for the Unburial Rites up until I start to try to kill. EOT manifestx3, flip. 10/Avacyn : 8/8 : 6->dead I easily win the race. (Dread can't be blocked by Avacyn)
13: See #12, but only attack with Dread once Pathrazer comes out. If you attack I sac my manifests and lands, then Pathrazer dies to Dread.
Kinda sad that Emrakul would've been better. I was expecting a couple other decks that took a long time to do anything, and for Dread to be the fastest. Instead Foil just beat all of those, and the Emrakul would've helped out vs match 3 when I take my shields down. Dread also beats decks that attack with a single 1/1 or 2/2 creature, but no deck here does that.
edit: Thanks for the corrections Heinsun. Guess I really should've gone with Emrakul. Nice job doing a perfect assessment of my row as far as I can tell.
Think 7v13 was misscored as well (both by heinsun and notgreat). If I just hold all my cards in hand and don't do anything, either it's a draw if my opponent does same, or eventually my opponent decides to actually play Bottomless Vault and, some time later, a threat (either Dread or a manifest). Once you've done that you can no longer Foil me (you need 3 cards in your hand to Foil: the foil, an Island, and another card; if Vault and one other card are on the battlefield, no foil for you! And you don't have two sources of blue mana with which to hardcast it) and I can proceed to bury and unbury Pathrazer and wipe you out (you'll be forced to sac Dread long before Pathrazer actually deals damage to you).
So you never actually cast anything and we draw 2-2.
(edit) Oh, crap, no, the damned round rule strikes again. I counted only 3 permanents in that deck but there are in fact 4 - a manifested Foil is also a permanent. So 7 can just build up enough mana on bottomless vault to cast dread and two manifests (or Dread, one manifested Foil, and play Undeground Sea as a land), and when Pathrazer comes along, sac the 3 permanents that aren't Dread to the Annihilator and then Pathrazer dies to Dread's trigger. Drat. 6-0 is right.
No, heinsun covered that in the earlier reply. HS plays Ratchet Bomb on T1 and cranks it up to 6 counters awaiting the Dread. If Dread gets played (Foil can't follow; hand is down to 2 cards once Vault and Dread are on the field), Bomb pops, Gargoyle lands, and even though dread recurs it can't be cast anymore (named by Gargoyle). So Dread side never actually plays Dread (nor any manifest!) and it ends a draw.
01. 6-0. Shock the monkey before the flip. Swing 20 times.
02. 6-0. Shock Priest. Cast, swing.
03. 0-6. He can flip before I shock. Special action.
04. 0-6. Shock Dreadnought. Lose to infect.
05. XXX
06. 0-6. Voidstone stops Chronomaton.
07. 6-0. I keep growing Chronomaton until he can one hit. Swing twice.
08. 0-6. The Bridge.
09. 2-2. Edit: Emrakul recurs to keep blocking.
10. 0-6. The Leyline.
11. 0-6. The other leyline.
12. 0-6. Can't disrupt.
13. 0-6. Can't disrupt.
Is the emblem a "whenever" trigger or an "instead" replacement effect? Also, it's illegal to cast Notion Thief turn 1, right? 2.3a.ii seems strangely worded and very relevant for this.
Are all spells that could potentially mill the opponent banned? Or does the Emblem mean that as long as I can't keep the mill going infinitely, I'm legal?
It should be a replacement effect, so it will never actually hut the yard (like wheel of Sun and moon).
Then you should probably format it the same as Wheel of Sun and Moon (perhaps sans the reveal text since everything is public knowledge anyway) If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Most importantly, it's an "If.. would" which makes it a replacement effect.
A player cannot submit a deck which can exile cards from an opponent's library or which can prevent the opponent from drawing a card before the end of the opponent's second turn DRAW phase.
Fair enough. So if I can cast Notion Thief T1 or T2 the deck is illegal. (since the ability applies during upkeep, before the draw step)
and there goes my deck... was excited to finally break a format (and no, it wasn't notion thief). it would probably be completely unbeatable if chancelor of the annex was legal. well... back to the drawing board
I would imagine not, but I see how it could be interpreted that waye. I take it you were trying to win on your opponent's second upkeep, because this new rule extends all the way to your opponent's second draw step
Here's the corner case: currently, it's legal to donate an Illusions of Grandeur on your second turn, killing them before their second draw, but it's not legal to play notion thief until their first main pae
This is the results for round Perfect Hand Magic League 29:01 and the start for round Perfect Hand Magic League 29:02.
Round Perfect Hand Magic League 29:01
This round was 4 Card - Manifest Destiny.
Commentary
Firstly, let's all thank seasoned PHM veteran bateleur for putting together the awesome new PHM banner! I (madmanquail) have put it into my signature with a link to the "other forum games" forum page - I welcome others to do the same if they wish.
This week's round rule was one of those difficult-too-use effects, but which actually had a profound impact on the meta. For example, I assumed that counterspells would be nearly unplayable. I also note that every single deck included lands, which wasn't too great for my Tabernacle :P. The dreadnought combo looks interesting, although perhaps still vulnerable to creature hate - I look forward to seeing who will emerge victorious.
Calculate Your Row Now
Please submit your score row in the following format:
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 | PT | Points
1 | X 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
You don't need to calculate the final PTs or score, just your individual results. The scoring conventions are outlined in the rules at the bottom of this post. If there are any difficult or controversial matchups, please highlight these in some way and provide a brief note in your post.
Cards in your hand have {3}: Manifest this card (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Deck Size: 4
Land Rule:: None
Additional Banned list:: None
(please remember to check the "permanently banned cards")
The Entries
01 Madmanquail :: "Safe Bolas"
Safe Haven / Nicol Bolas, Planeswalker / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
Oh dear. Not my week (MD5 string: Safe Haven / Nicol Bolas, Planeswalker / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth)
02 nerdyjoe :: "Oh no you di'int"
Containment Priest / Gemstone Caverns / Simian Spirit Guide / Karakas
Fast containment priest will shut down some decks
03 psymunn42 :: "The Dreadnought in the Room"
Phyrexian Dreadnought / Black Lotus / Karakas / Leyline of Singularity
This combines two powerful things into one deck - a fast threat + powerful disruption
04 tomsloger :: "Needled Dreadnought"
Phyrexian Dreadnought / Inkmoth Nexus / City of Traitors / Pithing Needle
Pithing Needle is tech. Dual threats are great to have.
05 Feyd_Ruin :: "Tin Man"
Cavern of Souls / Chronomaton / Magma Spray / Simian Spirit Guide
Kill your guy, make my own guy. I like it.
06 Heinsun :: "Voidstone Bomber"
Voidstone Gargoyle / Black Lotus / City of Traitors / Ratchet Bomb
Voidstone Gargoyle is a good choice, in particular for the normally-irrelevant final line of text
07 notgreat :: "Dreadfoil"
Dread / Underground Sea / Foil / Bottomless Vault
Foil will probably not be too hot this week, and this deck has a "shields down" problem, but Dread is a really cool card
08 yarn :: "Bridge Tongs"
Defense Grid / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
Ignoring the round rule is a totally valid option. Defense should probabaly have been pithing needle
09 Rush_Clasic :: "Obvious.dec"
Mox Ruby / City of Traitors / Skirk Alarmist / Emrakul, the Aeons Torn
This is good at dealing 15 points, but I wonder how reliably it can get to 20
10 Subtle_Relevance :: "One mana Control"
Karakas / Leyline of Singularity / Tethered Griffin / Mental Misstep
Tethered Griffin is an odd choice - I assume the 2/3 body was the attraction
11 Chrono007 :: "Ajani Control"
Karakas / Leyline of Singularity / Ajani Vengeant / Mercadian Bazaar
Two powerful and complementary mechanisms.
12 Sand_Crab :: "Hope Rises"
Lion's Eye Diamond / Unburial Rites / Plains / Avacyn, Angel of Hope
Is Avacyn good enough to win alone?
13 thatmarkguy :: "Path from the Grave"
Lion's Eye Diamond / Unburial Rites / Crystal Vein / Pathrazer of Ulamog
Annihillator is a pretty decent way to clear out lands and other permanents
1 | X 0 0 0 0 0 6 2 0 2 0 3 0 | 12 | 100
2 | 6 X 2 6 0 0 0 0 6 0 0 6 6 | 32 | 267
3 | 6 2 X 3 6 2 2 0 6 2 0 6 6 | 40 | 333
4 | 6 0 3 X 6 0 6 0 6 0 6 0 0 | 32 | 267
5 | 6 6 0 0 X 0 6 0 2 0 0 0 0 | 20 | 167
6 | 6 6 2 6 6 X 2 6 6 6 4 3 3 | 54 | 450
7 | 0 6 2 0 0 2 X 0 6 2 2 6 6 | 32 | 267
8 | 2 6 6 6 6 0 6 X 6 6 0 6 6 | 56 | 467
9 | 6 0 0 0 2 0 0 0 X 0 0 6 3 | 16 | 133
0 | 2 6 2 6 6 0 2 0 6 X 0 6 6 | 42 | 350
1 | 6 6 6 0 6 1 2 6 6 6 X 6 6 | 57 | 475
2 | 3 0 0 6 6 3 0 0 0 0 0 X 0 | 16 | 133
3 | 6 0 0 6 6 3 0 0 3 0 0 6 X | 28 | 233
Congratulations to Chrono007 for winning PHM League 29-01!!!
Next Round will be '5 Card Prometheus'.
Entries are due Monday 16th Feb at 19:00 UTC
5 Card Prometheus
Each player begins the game with an emblem which reads:
Eternal Punishment
"If a card would be put into your graveyard from anywhere, put it on the bottom of its owner's library instead.
At the beginning of your upkeep, sacrifice all nonland permanents you control, discard your hand, then draw 5 cards."
This week, a player cannot submit a deck which can exile cards from an opponent's library or which can prevent the opponent from drawing a card before the end of the opponent's second turn DRAW phase.
Deck Size: 5
Land Rule:: None
Additional Banned list:: Silence, Orim's Chant, Black Lotus (remember to check the "permanently banned cards")
Send your deck submission via private message (PM) to PerfectHandMagic
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MD5 of Madmanquail's deck: 4d284d4e96eaa1cb0e0546265ebf40d6
Perfect Hand Magic (PHM) is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.
What is the Perfect Hand Magic League?
The Perfect Hand Magic League is a four-week PHM tournament, which spans all Perfect Hand formats and embraces a constantly evolving set of rules. For each week of the four-week tournament, a new PHM format is announced for players to enter. Players compete for tournament points each round. At the end of the four-week tournament, the player who has accumulated the most points over the four weeks wins the tournament.
Basic Rules of Perfect Hand Magic League
Below lies the rules of PHM League written in laymen's terms for ease of understanding.
While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the PHM Banned List.
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
8. Each player starts the game with the cards in his or her deck in his or her hand.
9. A player doesn't lose the game as a result of being unable to draw a card.
10. A random effect resolves in favor of the opponent of the owner of that effect.
11. Players know all information that would normally be concealed from them.
12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
Extra Rules
16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
Land Rule
Note: Rules below this line still refer to "ABT and "XCB" rather than "PHM" (review/change is ongoing)
XCB Comprehensive Rules
Below lies the comprehensive rules system for the ABT.
Rules are written for precision and game clarification. They are not written for ease of reading.
Game Rules
1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
1.3b. Rules 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 (see Rule 2.3d).
1.4b. Players don't draw hands or mulligan.
1.4c. Players don't have sideboards.
1.7. Some versions of XCB use a land rule.
1.7b. This is the expanded 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.
1.7c. This is the alternative land rule (ALR). 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.
1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
1.11b. Each player is the starting player for one game in each match.
1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
1.11e. 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.
1.11f. If a game would continue indefinitely, then the game is a draw.
2.1. Entrants compete in a competition.
2.1b. The ABT is a competition consisting of four rounds.
2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
2.3e. A deck may not contain any cards on the ABT Banned List.
2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
3.1. A prize shall be given to the tournament winner.
3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.
Permanently Banned Cards
The following cards are permanently banned in the All Blind Tournament.
Each round will have an additional banned list that extends beyond, but always includes, these cards.
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 Cards
The following cards are often worth banning when a Land Rule is used.
They are included here for reference.
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
Player Standings
Previous standings will always be posted below the opening post of each week's thread.
Standings will be updated after the current week has been completed and score checking has finished.
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Results for 08 yarn :: "Bridge Tongs"
Defense Grid / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
02: 6-0 Bridge Tongs
03: 6-0 Bridge Tongs
04: 6-0 Bridge Tongs
05: 6-0 Magma Spray is a nice touch with exile
06: 0-6 Bomb on three wins
07: 6-0 Defense Grid does what it's meant to
08: That's me
09: 6-0 Bridge Tongs
10: 6-0 Bridge Tongs
11: 0-6 Ajani wins
12: 6-0 I'm not sure Avacyn is the best to reanimate but not sure what else there is
13: 6-0 Bridge Tongs
There might be one or two mistakes here if some obscure creatures do extra things I didn't realise. Needle would have won three matches and lost the one against Foil. Shame.
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 |
8 | 0 6 6 6 6 0 6 X 6 6 0 6 6 |
09 Rush_Clasic
Black LotusMox Ruby / City of Traitors / Skirk Alarmist / Emrakul, the Aeons TornPlease review your matchups accordingly
sorry for last minute notice
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Also, I thought needle effects didn't work, because flipping a card up isn't an activated ability, and I'd been looking at Cursed Totem. Of course.. the manifesting is, it's self, an activated ability.
3 | 6 2 X 3 6 2 2 0 6 2 0 6 6 | 40
1 - 6-0: Dreadnaught is fast, and I can even bounce bolas in response to safe haven ...even though the origional printing was at interrupt speed : )
2 - 2-2: if i don't play leyline, then i can't play dreadnaught, and you win. if i do play leyline, then we both prevent each other having creatures thanks to our ... karaki?
4 - 3-3: when you're on the play, needle stops me playing naught, and you kill me with inkmoth. when you're on the draw, i can turn 1 a dreadnaught. on your first turn, you can needke karakas, then, on your second turn, you can manifest, but you're already at 8 life, and my dreadnaught kills you on my 3rd turn.
5 - 6-0: magma spray doesn't stop my 12/12, and karakas stops chrono.
6 - 2-2: you can only beat me if you can keep a voidstone gargoyle in play, and you can only do that if you use ratchet bomb to kill my leyline. however, if you do, you die to dreanaught so i turn 1 make a dreadnaught, forcing you to ratchet bomb for 1, and then i bounce your gargoyle forever.
7 - 2-2: you can foil lotus; i can bounce dread
8 - 0-6: bridge and a non-creature win con get me
9 - 6-0: karakas does work here.
10 - 2-2: karaki stop anything happening
11 - 0-6: you stop me keeping a threat in play, and then, eventually, you land an ajani who cleans up
12 - 6-0: bounce your dude, swing for 24
13 - 6-0: bounce your dude, swing for 24
Conclusion: 2v3 is 2-2.
Also, Bolas can win through his ult. That relatively innocuous 7 damage is a win-con.
And bolas can't win with his ult, because he won't be able to destroy enough permanents to plus himself.
Are you sure about that? Kiora, the Crashing Wave was just printed last year, and she has the same sort of targeting template that disallows her from firing her +loy ability if the opponent controls no targetable permanents.
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT | Points
7 | 0 6 2 0 0 2 X 0 6 2 2 6 6 | 32 | 267
1: Doesn't cast any spells, gets Bolas out and kills my land. However, there aren't enough targets for Bolas to kill me since you have no recursion and this isn't a LR format. As such, I'm pretty sure this deck is illegal. I have calculated my points as if this deck were not included. I lose to it 0-6 if the Bolas can actually kill me somehow, but I don't see how it can.2: I can cast Dread, and Foil the Containment Priest
3: Foil is ready for Black Lotus, but going 'shields down' causes me to lose since you can bounce the Dread and then attack.
4: Dreadnought kills me too fast, no spells to counter.
5: Cavern gives Chronomaton immunity to counterspells. I can get Dread down, but Chronomaton can block it. Eventually you get Chronomaton above 20 power and attack, and I lose the race.
6: I can play Dread+2 manifests, but then Ratchet Bomb kills Dread and Voidstone prevents any recasts. If I foil the Ratchet Bomb, I'd get out Dread T8, one turn after I'm dead.
7: Me
8: Defense Grid shuts Foil down. Why didn't you choose Pithing Needle?
9: Foil Mox Ruby if it tries to come down. Eventually, play Dread. When you attack with Emrakul 2 turns later, pool the mana and Manifest after Annihilator resolves.
10: Foil Tethered Griffin if you try to play early, and after forever I can play 3x manifest+flip Dread at your EOT. You must then choose between bouncing Dread and playing the Griffin each turn. If you play the Griffin, I get to attack with Dread and win. If you don't, my other manifests kill you.11: I can Foil Ajani if you try to play it early, and after storing up infinite mana I can manifest x3 and flip Dread. You can bounce Dread every turn, but my manifests beat Ajani and/or beat you down.
12: Counterspell for the Unburial Rites up until I start to try to kill. EOT manifestx3, flip. 10/Avacyn : 8/8 : 6->dead I easily win the race. (Dread can't be blocked by Avacyn)
13: See #12, but only attack with Dread once Pathrazer comes out. If you attack I sac my manifests and lands, then Pathrazer dies to Dread.
Kinda sad that Emrakul would've been better. I was expecting a couple other decks that took a long time to do anything, and for Dread to be the fastest. Instead Foil just beat all of those, and the Emrakul would've helped out vs match 3 when I take my shields down. Dread also beats decks that attack with a single 1/1 or 2/2 creature, but no deck here does that.
edit: Thanks for the corrections Heinsun. Guess I really should've gone with Emrakul. Nice job doing a perfect assessment of my row as far as I can tell.
So you never actually cast anything and we draw 2-2.
(edit) Oh, crap, no, the damned round rule strikes again. I counted only 3 permanents in that deck but there are in fact 4 - a manifested Foil is also a permanent. So 7 can just build up enough mana on bottomless vault to cast dread and two manifests (or Dread, one manifested Foil, and play Undeground Sea as a land), and when Pathrazer comes along, sac the 3 permanents that aren't Dread to the Annihilator and then Pathrazer dies to Dread's trigger. Drat. 6-0 is right.
6v7 2-2, should be 0-6. i think you missed that dread recurs. foil gargoyle, dread wins eventually.
02. 6-0. Shock Priest. Cast, swing.
03. 0-6. He can flip before I shock. Special action.
04. 0-6. Shock Dreadnought. Lose to infect.
05. XXX
06. 0-6. Voidstone stops Chronomaton.
07. 6-0. I keep growing Chronomaton until he can one hit. Swing twice.
08. 0-6. The Bridge.
09. 2-2. Edit: Emrakul recurs to keep blocking.
10. 0-6. The Leyline.
11. 0-6. The other leyline.
12. 0-6. Can't disrupt.
13. 0-6. Can't disrupt.
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3
05 | 6 6 0 0 X 0 6 0 2 0 0 0 0 | 20
No longer staff here.
Are all spells that could potentially mill the opponent banned? Or does the Emblem mean that as long as I can't keep the mill going infinitely, I'm legal?
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Then you should probably format it the same as Wheel of Sun and Moon (perhaps sans the reveal text since everything is public knowledge anyway)
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Most importantly, it's an "If.. would" which makes it a replacement effect.
Fair enough. So if I can cast Notion Thief T1 or T2 the deck is illegal. (since the ability applies during upkeep, before the draw step)
Angel's Grace / Angel's Grace / Plains / Plateau / Sudden Shock