[PHML]
Perfect Hand Magic League 30:04 - Attack of the Killer Lands! - Round Complete - tomsloger wins!
Poll: Vote on what format you most want to be played next week!
Ended Apr 7, 2015
Ended Apr 7, 2015
This is the results for round Perfect Hand Magic League 30:04. for 31:01, go here.
Round Perfect Hand Magic League 30:04
Commentary
A powerful and interesting week - we saw a couple of leyline of sanctity. Everyone seems to have been ready for the leyline, though, which may be why elixir+beast within was popular. This is going to be a hard one to calculate, so let's get down to it!
Next Week's Format
Starting from today, we will be trialling a voting system for choosing the next format. PLEASE VOTE IN THE POLL! The poll will determine which formate gets selected for the following week's adventure! For next week's rules, check here.
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.
Lands you control have "T, Sacrifice this land: this land deals 1 damage to target creature or player"
Deck Size: 4
Land Rule:: Extra Land Rule (see 7.3b below)
Additional Banned list:: Land Rule Banned list (please also check the "PHM Banned List")
The Entries
01 Madmanquail :: "1 Step ahead"
Mental Misstep / Exploration / Elixir of Immortality / Beast Within
02 nerdyjoe :: "U mad?"
Thrun, the Last Troll / Esper Charm / Hickory Woodlot / Leyline of Sanctity
03 snurfy8 :: "Shields up"
Leyline of Singularity / Karakas / Negate / Leyline of Sanctity
04 tomsloger :: "Pure Power"
Foil / Island / Elixir of Immortality / Beast Within
05 WhammeWhamme :: ""Two explores""
Exploration / Exploration / Reverent Silence / Thwart
06 Chess_76 :: "Goblin Prison"
Solitary Confinement / Squee, Goblin Nabob / Nature's Claim / Mana Drain
07 notgreat :: "Army of Island Explorers Foiled!"
Exploration / Foil / Island / Army of the Damned
08 psymunn42 :: "Tranquility"
Rest in Peace / Energy Field / Swan Song / Nature's Claim
09 Sockfresh :: "The Rock"
Elixir of Immortality / Beast Within / Leyline of the Void / Leyline of Sanctity
10 Danxor :: ""Wait, what turn is this?""
Exploration / Exploration / Exploration / Nicol Bolas, Planeswalker
11 Chrono007 :: "Touching the Void"
Gibbering Descent / Glacial Chasm / Sol Ring / Sol Ring
1 | X . . . . . . . . . . | |
2 | . X . . . . . . . . . | |
3 | . . X . . . . . . . . | |
4 | . . . X . . . . . . . | |
5 | . . . . X . . . . . . | |
6 | . . . . . X . . . . . | |
7 | . . . . . . X . . . . | |
8 | . . . . . . . X . . . | |
9 | . . . . . . . . X . . | |
0 | . . . . . . . . . X . | |
1 | . . . . . . . . . . X | |
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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...now how on earth do I make THIS format work? o.0
or just, you know, leyline of sanctity
my format suggestion:
walker battle:
3 cards, land rule
only planeswalkers or creatures with plainswalk may be submitted.
4 Card Walking Dead
Whenever a non-zombie permanent is put into a player's graveyard from the battlefield, that player puts a 2/2 black Zombie creature token onto the battlefield.
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04 tomsloger :: "Pure Power"
Foil / Island / Elixir of Immortality / Beast Within
edit: added bonus results for the other two belixir decks because it was pretty easy along with figuring out mine. differences in bold
Mental Misstep / Exploration / Elixir of Immortality / Beast Within
this is really complicated.
im gonna list as 2-2 but would not be shocked if you could find a line of play that lets you win.
1v9 is not as complicated. misstep stops elixir and 9 has no recourse.
02 nerdyjoe :: "U mad?"
Thrun, the Last Troll / Esper Charm / Hickory Woodlot / Leyline of Sanctity
6-0 gaining 5 life per turn keeps me even with thrun plus damage from lands. wait til ive got a bunch of land and bw leyline and deal 20
1 and 9 are essentially the same except they keep misstep/island and leyline/leyline in hand to discard to esper charm instead of foiling it to keep the discard from stripping elixir.
03 snurfy8 :: "Shields up"
Leyline of Singularity / Karakas / Negate / Leyline of Sanctity
6-0 lifegain plus bw for sanctity. and ive got the foil for the negate.
against 1, negate gets elixir but exploration lets mmq outrace.
against 9, negate still gets elixir but snurfy cant deal with sockfresh's leyline of sanctity
05 WhammeWhamme :: ""Two explores""
Exploration / Exploration / Reverent Silence / Thwart
6-0 my lifegain even outpaces 3 lands per turn. thwart can force me to foil and miss 3 turns of lifegain from shuffling them back but its not enough
against 1, misstep stops one exploration so you have one each. thwart does counter elixir, but it comes after mmq is already ahead on life.
against 9, thwarting elixir (and destroying leyline of sanctity) is enough i think
06 Chess_76 :: "Goblin Prison"
Solitary Confinement / Squee, Goblin Nabob / Nature's Claim / Mana Drain
6-0 foil for mana drain, never play elixir without mana up to activate to fizzle NC. bw for SC.
against 1, mmq gets one lifegain in to be enough ahead on life because he can cast it turn 1 because misstep counters nature's claim.
against 9, sockfresh also casts elixir turn 1. chess can natures claim, but that lifegain makes all the difference
07 notgreat :: "Army of Island Explorers Foiled!"
Exploration / Foil / Island / Army of the Damned
6-0
foil exploration. if you foil my foil, i get it back in time to foil flashbacked army of the damned and i win with lifegain.
so you dont do that.
if you let me foil it, you have to wait til turn 11 to cast army with foil backup (would be 12, but you play the island). by that time, i have killed you with my turn 5 token from beast within and lands.
so you dont cast exploration at all.
you can cast army turn 8 with foil backup using the alternate cost.
i do this:
t1 elixir
t2 activate, gain 5.
t3 elixir, activate. gain 5.
t4 elixir, activate. gain 5.
t5 elixir, your EOT bw my own land.
t6 upkeep activate elixir. redraw land. keep it in hand to discard to foil. swing 3. 40-17
t7 redraw bw. now play an extra land from hand since i can always hardcast foil now. (7 lands). swing 3. 40-14.
n8 you get to play army now. i foil, but you foil back and it resolves. end of your turn, bw my land.
t8 redraw elixir. play extra land from hand. swing 6 (zombie tokens etb tapped). sac 9 lands to finish you off.
against 9, t1 exploration allows turn 4 army. which wins the race i believe.
08 psymunn42 :: "Tranquility"
Rest in Peace / Energy Field / Swan Song / Nature's Claim
6-0 make myself a large life cushion. eventually bw energy field (with foil for the swan song) and kill you with lands same turn.
vs 1 its the same except misstep for swan song.
vs 9, RiP and energy field in play with swan song to counter and exile BW stops sockfresh from damaging psymunn. but life gain can still do its work to force the draw.
09 Sockfresh :: "The Rock"
Elixir of Immortality / Beast Within / Leyline of the Void / Leyline of Sanctity
2-2 i think. i foil your elixir. but leyline of the void then takes away my bw so i can never get rid of leyline of sanctity. i gain life forever to draw it.
there could theoretically be a line of play where i can win, but it will require more work than im willing to put in right now.
10 Danxor :: ""Wait, what turn is this?""
Exploration / Exploration / Exploration / Nicol Bolas, Planeswalker
6-0 foil for bolas. and my lifegain even outpaces 3 explorations.
against 1, bolas is met with bw
against 9, turn 2 bolas is pretty good. keeps sockfresh off bw mana to deal with said bolas
11 Chrono007 :: "Touching the Void"
Gibbering Descent / Glacial Chasm / Sol Ring / Sol Ring
6-0 foil for descent makes chasm not a winning proposition. especially when i can bw it.
against 1 and 9, bw is just as effective for dealing with descent.
wow! i did well enough this week that i feel like i must be missing something.
1 | X 6 6 2 6 6 ? 6 6 6 6 | 50+
4 | 2 6 6 X 6 6 6 6 2 6 6 | 52 | 520
9 | 0 6 6 2 0 6 0 2 X 0 6 | 28 | 280
It's also, thankfully, a much easier weak to calculate than last week. so many modal spells
X | 1 2 3 4 5 6 7 8 9 0 1 | PT
8 | 0 6 6 0 0 0 6 X 6 0 6 | 30
1 0-6:
if i can keep a rest in peace in play, i win, but mental misstep counters swan song, so i can't stop beast within.
2 6-0:
thrun doesn't kill until turn 7, so i have plenty of time to set up Rest in Peace / Energy Field. swan song stops esper charm, nature's claim stops leyline.
3 6-0:
swan song protects my combo, and nature's claim destroys your leyline.
4 0-6:
if i can keep a rest in peace in play, i win, but foil counters swan song, so i can't stop beast within.
5 0-6
reverent silence is pretty darn good against my deck, and thwart handles swan song
6 0-6:
this is a bit weird. both our decks are trying to do the same thing. if either of us try to play an enchantment, the other player can destroy it and win the counter war. i actually think you win this by waiting until turn 6, and hard casting squee with mana drain/nature's claim mana up. the 1 extra damage a turn will win the damage race, and i can't interact with squee.
7 6-0:
i can protect my combo from foil with swan song.
9 6-0:
i can play rest in peace with counter backup, then destroy your leyline.
10 0-6:
i kind of thought swansong could hit planeswalkers...
11 6-0:
nature's claim for gibbering descent.
Thrun, the Last Troll / Esper Charm / Hickory Woodlot / Leyline of Sanctity
XX | 1 2 3 4 5 6 7 8 9 10 11 | PT | Points
02 | 0 X
I can only do 5 damage a turn (if also sacing a land), elixir heals 5 a turn, and I can't remove elixir (or even exploration)
You get to 23 lands, beast the leyline, and shoot me to death
0-6
Silliness!
1 | 0 0 0 0 0 0 0 0 0 0 X
vs. 02 nerdyjoe: Stupid Troll. 0-6
vs. 03 snurfy8: Silence kills Leyline, with counter for counter. 6-0
vs. 04 tomsloger: Elixir + Foil should do it. 0-6
vs. 06 Chess_76: I can destroy Confinement and goldfish faster. 6-0
vs. 07 notgreat: Double Exploration and the ability to kill his is key. 6-0
vs. 08 psymunn42: An enchantment-based combo loses to Reverent Silence. 6-0
vs. 09 Sockfresh: I think this one I can beat - counter Elixir FTW. 6-0
vs. 10 Danxor: I can sweep away his Explorations and counter Bolas. So I win the race. 6-0
vs. 11 Chrono007: I can destroy Descent and go pew pew die faster. 6-0
5 | 0 0 6 0 X 6 6 6 6 6 6 |42|
vs. 02 nerdyjoe: On Nicol Bolas comes out before discard can effect me, I outrace Thrun on land drops 6-0
vs. 03 snurfy8: Leyline of Singularity screws up my mana accel, I can never drop Bolas to kill Sanctitity 0-6
vs. 04 tomsloger: Yup I see you winning my game on the play by 1 point of life before you start to outpace me, on draw you slaughter me 0-6
vs. 05 WhammeWhamme: Silence devestates me 0-6
vs. 06 Chess_76: On play I can cast Nicol Bolas before Mana Drain is up, on Draw I can't and get confinedment locked 3-3
vs. 07 notgreat: If he counters an exploration I still can bolas turn 4 which is too late vs his exploration on draw, on the play It allows me to blow up exploration setting him back a turn, then I win. If he saves the foil for Bolas, I can kill him on my turn 5 before zombies attack. 3-3
vs. 08 psymunn42: Natures Claim and Swan Song slow me down, but I sitll get Bolas out eventually and blow up Energy field and proceed to win the game. 6-0
vs. 09 Sockfresh: T2 bolas lets me lock you out of the game 6-0
vs. 11 Chrono007: I can play Bolas before decent on play, on draw if I he t2s decent, I can ping him for 8 before Chasm comes down. If he chasms first I always get bolas 6-0
0 | 0 6 0 0 0 3 3 6 6 X 6
March was certainly not my month anyway : P
01 Madmanquail 0-6
02 nerdyjoe 6-0
I cast Solitary Confinement, Mana Drain the Esper Charm and Claim the Leyline
03 snurfy8 Draw
I Mana Drain the Negate, and Nature's Claim the Leyline of Singularity and nobody can target the other player
04 tomsloger 0-6
05 WhammeWhamme 0-6
07 notgreat 6-0
Hide behind Solitary, Drain Foil.
09 Sockfresh 0-6
10 Danxor 3-3
11 Chrono007 6-0
All the Elixir decks wrecked me, if it had been Rest in Peace instead I would've had a really good round
1 | X 6 6 2 6 6 0 D 6 6 6 | 44 | 440
2 | 0 X 6 0 6 0 6 D 0 0 6 | 24 | 240
3 | 0 0 X 0 0 2 6 D 0 6 6 | 20 | 200
4 | 2 6 6 X 6 6 6 D 2 6 6 | 46 | 460
5 | 0 0 6 0 X 6 6 D 6 6 6 | 36 | 360
6 | 0 6 2 0 0 X 6 D 0 3 6 | 22 | 220
7 | 6 0 0 0 0 0 X D 6 3 6 | 20 | 200
8 | DISQUALIFIED_________ |
9 | 0 6 6 2 0 6 0 D X 0 6 | 26 | 260
0 | 0 6 0 0 0 3 3 D 6 X 6 | 22 | 220
1 | 0 0 0 0 0 0 0 D 0 0 X | 00 | 000
changelog:
1v7 0-6 foiling elixir does the trick
2v3 6-0 thrun is good
2v7 6-0 thrun plus lands outraces
3v7 6-0 leylines shut it down
Madmanquail wins!
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy