This is the results for round Perfect Hand Magic League 31:03. For 31:04, go here!
Perfect Hand Magic League 31:03
This round was 3 Card Epic Storm.
Commentary
You'd think that giving every card Storm would make for a super broken format- but you'd be wrong! We have a fair and balanced selection of strategies, including slow and fast decks. Good stuff guys!
Next week's format voting is completed, and resulted in a 3-way tie. I picked one of them to take forward: we will be playing 4 Card Vanilla next week! Let's test out the latest metagame and get the creative juices flowing! Check out next week's thread for more details.
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.
The epic storm
Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.
Deck Size: 3 Land Rule: Basic Land Rule Additional Banned list: Land Rule Banned List (please remember to check Land rule and PHM Banned Lists)
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.
2CB LR Shifting Enchantments
When submitting a hand, each player also chooses an enchantment card. That card has phasing.
Each player begins the game with a copy of his or her chosen card phased out.
A player's chosen enchantment can't phase in while an opponent's chosen enchantment is on the battlefield.
If a player's chosen enchantment would leave the battlefield, it phases out instead.
Is it just me, or is sprout swarm the beginning to many many silly things? It gets storm, so it can go off very very early, but comfortably after the turn 2 winning restriction.
What you do with your infinite saprolings and storm count is not up to me.
15 Forests lets you go off, or 8 Forests and a Lotus, or 2 Forests and 2 Loti, conveniently giving you an unhasty infinite army on turn 2, for the swing and win on turn 3 with the deck Sprout Swarm / Black Lotus / Black Lotus. It's a land rule round, not Loti allowed.
Lotus Petal / Dark Ritual / Sprout Swarm still allows the 2 Forest turn 2 army.
Each player has an added zone called a reserve zone.
Each player selects three extra cards that start in his or her reserve zone.
If a player would search a player's library, he or she may instead search that player's reserve zone.
3 cards, and the draw land rule
[Edit] Tinker should probably be disallowed for this format; perhaps Demonic Tutor too.
You must have one legendary creature card start the game in your command zone, and 3 cards in your hand that match the commander's color identity. Basic land rule for lands matching your commander's color identity. Same rules as EDH, if your commander would be put into a zone other than the battlefield, you may put it into the command zone instead. Each of your cards (3+1) must have different names. You may cast your commander from the command zone, paying 2 extra for each time you've cast it this game.
Regular LR bans, no special commander bans.
Ain't no Party like a Selesnya Party
3CB LR
All non-land cards have convoke.
I'm not sure either of these formats are particularly different from the standard 3CB LR.
Explanations:
Against #1: Mana Drain stops Worm Harvest, and on turn 11, I cast Pentarch Paladin with Mindbreak Trap available to stop Shrapnel Blast.
Against #2: Valakut, the Molten Pinnacle kills Pentarch Paladin and I lose.
Against #3: Pentarch Paladin picking white gets rid of the Solitary Confinements and I win easily.
If I go second, it could work out like this.
Opponent turn 5: If Sprout Swarm is cast now with buyback, Mana Drain stops it.
Opponent turn 6: Cast Sprout Swarm with buyback. 1 Saproling.
My turn 6: Cast Pentarch Paladin and choose green.
Opponent turn 7: Cast Sprout Swarm with buyback, tapping the Saproling. 2 Saprolings. I destroy one with Pentarch Paladin.
Opponent turn 8: Cast Sprout Swarm with buyback. 2 Saprolings. (No second casting, with or without buyback, because Mana Drain and Mindbreak Trap would stop that in a similar way as described later.) I destroy a Saproling with Pentarch Paladin.
Opponent turn 9: From now on, if Sprout Swarm is cast, I can stop it in one of the following ways:
Sprout Swarm (1)
Mana Drain (2 - both targeting Sprout Swarm)
Counterspell (3 - two targeting one Mana Drain and one targeting the other)
Mindbreak Trap (4 - all targeting Sprout Swarm and the three Counterspells)
Spell Pierce (5)
Paying for one Spell Pierce is enough to get one Mindbreak Trap to resolve, so I need 8 mana.
Sprout Swarm (1)
Mana Drain (2 - both targeting Sprout Swarm)
Spell Pierce (3 - two targeting one Mana Drain and one targeting the other)
Paying for one Spell Pierce is enough to get one Mana Drain uncountered.
Counterspell (4)
Mindbreak Trap (free) (5)
And if the Saproling attacks, I can block it with Pentarch Paladin. I can later destroy the last Saproling and attack to win.
If my opponent forgoes Sprout Swarm on turn 6, my opponent gets only two Saprolings. I can safely cast Pentarch Paladin on turn 13 and win.
Against #6: Mana Drain counters Preacher if the latter is cast, and I wait until turn 9 to cast Pentarch Paladin (choosing white) so as to be able to use Mindbreak Trap on Bile Blight.
Against #7: I keep Mana Drain to use on Boros Charm; on turn 11, I cast Pentarch Paladin choosing red, with Mindbreak Trap available to stop the second casting of Lava Dart.
Against #8: If my opponent ever casts Beacon of Destruction after Pyretic Ritual, I can hit it with Mana Drain and follow up with a free Mindbreak Trap if my opponent responds with Pyroblast. Therefore all my opponent can get is two uncopied castings of Beacon of Destruction on turns 5 and 6, after which I have enough lands to cast both Mana Drain and Mindbreak Trap even without the latter being free. I eventually cast Pentarch Paladin and win.
vs 1: Zauron Orb is great tech. I think my best line is to play guide on turn three and try to beat in before your wurm/orb engine gets online. Lots of details to work out, is not a simple matchup. Some thoughts. If I get storm up to 3, you can cast blast after floating mana and saccing lands and cast a lethal blast. I need to have lethal on the stack when that happens, (otherwise you can wait). SSG beats are perfectly matched with orb saccing lands each turn, so you can stay at 20 with 3 lands in play. Or you can drop to 12 and have 7 lands in play and start harvesting. You can then quickly race, and I can't kill you. 0-6
vs 2: You hold syncopate for boros charm, and valakut triggers take care of guide, I have no way to kill. 0-6
vs 3: I kill you with solitary on the stack. Or on my turn many turns later after casting SSG for the extra storm. 6-0
vs 4: I dunno. You probably want to have a baby storm so you can hold countermagic for boros charm. Details later.
vs 5: I agree that I can't win. Mana drain can be held for boros charm. If I cast lava spike, flash it back targeting the paladin, mana drain can take care of the flashback copies, and mindbreak trap is up for a boros charm i could try and cast. 0-6
vs 6: You can't win before I set up SSG, dart, dart, charm. You can counter a bunch of darts (3 of them), but that just gives me another charm (4 damage). 6-0
vs
Mental Misstep / Bile Blight / Preacher
With you on the play, you have the best chance of winning.
T1: Plains
T1: Mountain
T2: Plains
T2: Plains
T3: Swamp. If you cast Preacher, I respond: Tap mountain, cast lava dart (copied once) 2 damage to you. I then flashback lava dart (copied twice) 3 damage to you. I then exile SSG for R, tap plains, cast Boros charm (copied 3 times) 16 damage to you. Total of 21, you lose. So instead, you don't cast preacher. If you misstep (copied one more time than the dart you can counter up to 3 copies of lava dart, but then boros charm is copied 4 times instead, and deals 20 damage on its own.
T3: Mountain
T4-T9: you play lands, I play lands.
T9: I have 8 mountains and a plains. I cast SSG (3R), I cast Lava dart (copied once) 2 damage to you. I then flashback lava dart (copied twice) 3 damage to you. I then exile SSG for R, tap plains, cast Boros charm (copied 3 times) 16 damage to you. Total of 21, you lose. If you misstep (copied one more time than the dart you can counter up to 3 copies of lava dart, but then boros charm is copied 4 times instead, and deals 20 damage on its own. You could also bile blight the guide, but that only serves to increase the storm count.
vs 8: I play guide on turn 6, and start beating. If you cast beacon ever, I kill you in response. You can't cast beacon (even with storm 3) before I have my kill ready to go. I win on turn 17. 6-0
v1 I think I win this, unless you can come up with a line to defeat me though the counter magic before I am able to go infinite
v2 I am 1-2 turns too slow to get guys generated infinitely
v3 I guess you wanted to tie everyone this round?
v5 I agree with your assessment, wanting a quick 1 mana counter vs spells was my downfall. Dispel would have at least forced a draw, oh well
v6 Agree
v7
I see 2 strats for your deck vs me
Option 1: Play Spirit Guide t3 for some damage
I counter, then t6 I make a guy. If you combo me I can spell pierce out a few boros charms, so you don't have lethal.
(3 mana open, I pierce 5 times, 2 on 2 charms), so my guy resolves.
Now I win or you have to kill it, if you kill it, your burst potential goes down, and I can just make a single again and again
So I win in this option.
Option 2: You build up to combo - requires 6 mana to go off,
If I do nothing I can stop you with counterspell, I can just wait till t7 make guys always hold counterspell..
So I win I think.
v8 pyroblast owns me I think, game goes really late, but I think you win.
vs. 01 Madmanquail: If MMQ ever taps out for Worm Harvest, I can drop a 20 point Beaconstorm on him (note that Pyroblast can target random permanents). This doesn't kill, but it forces a lot of land sacrifices. And unfortunately, starting turn 5, I can EOT Beacon for 5. I think this means he can't win. 6-0?
vs. 02 tomsloger: I can Pyroblast Syncopate and still kill on turn 8 (7 if he doesn't drop an island). 6-0
vs. 03 Chess_76: I can respond to Solitary Confinement with death, or burn at EOT. (same vs. Helix Pinnacle build) 6-0
vs. 04 Danxor: This one looks complicated. Pyroblast can counter Counterspell, and Pyretic Ritual provides enough mana to blank Spell Pierce, and if he ever taps out to Sprout Swarm I can inresp win... so I think I just Beacon FTW? 6-0?
vs. 05 plopfill: He gets to 6 mana and holds double counter until he can drop wincon. 0-6
vs. 06 turkeytron: He drops a wincon, I kill him. Otherwise EOT Beacons. 6-0
vs. 07 nerdyjoe: Annoyingly, he drops the Monkey on turn 6 and holds "play a spell and die" over me. 0-6
01 Madmanquail :: "Earthworms" Zuran Orb / Worm Harvest / Shrapnel Blast
im confused by this. you can only cast worm harvest once, right?
either way, i syncopate it and beat you to death with valakut.
6-0
08 WhammeWhamme :: "Flame on!" Pyretic Ritual / Pyroblast / Beacon of Destruction
listed 0-6, disagreed
you have to leave pyroblast up to counter my syncopate, so you cant win til turn 8.
i win turn 8 too (t1 forest, valakut. t2 island, mountain. t4 mountain #5. t5/6/7/8 6 damage each.)
should be 3-3
2 | 6 X 6 6 6 6 6 0 |
that cant be right. thats too many points...
disagreements/matchups only made by one side:
6v7. agree with 7.
4v7 agree with 4.
1v3 solitary confinement wins easily
3v4 4 can counter one confinement
all other scores for 1 and 3 i agree with the person that did score.
any corrections?
as you can maybe tell, i finally got some free time.
this round and every round this month is complete.
i also did last month and everything is done except strawman. once thats done, ill do the monthly tournament points for it.
if someone wants to score mmq's deck in strawman, i applaud you because it gives me a headache.
This is the results for round Perfect Hand Magic League 31:03. For 31:04, go here!
Perfect Hand Magic League 31:03
This round was 3 Card Epic Storm.
Commentary
You'd think that giving every card Storm would make for a super broken format- but you'd be wrong! We have a fair and balanced selection of strategies, including slow and fast decks. Good stuff guys!
Next week's format voting is completed, and resulted in a 3-way tie. I picked one of them to take forward: we will be playing 4 Card Vanilla next week! Let's test out the latest metagame and get the creative juices flowing! Check out next week's thread for more details.
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.
The epic storm
Whenever you cast an instant or sorcery spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.
Deck Size: 3
Land Rule: Basic Land Rule
Additional Banned list: Land Rule Banned List (please remember to check Land rule and PHM Banned Lists)
The Entries
01 Madmanquail :: "Earthworms"
Zuran Orb / Worm Harvest / Shrapnel Blast
02 tomsloger :: "Ex-Plor-A-Tion"
Exploration / Syncopate / Valakut, the Molten Pinnacle
03 Chess_76 :: "Shields Up!"
Solitary Confinement / Squee, Goblin Nabob / Helix Pinnacle
04 Danxor :: "The Swarm"
Spell Pierce / Sprout Swarm / Counterspell
05 plopfill :: "Counter-Pala"
Mindbreak Trap / Mana Drain / Pentarch Paladin
06 turkeytron :: "#NoEmmyPlz"
Mental Misstep / Bile Blight / Preacher
07 nerdyjoe :: "Burn, Baby Burn"
Simian Spirit Guide / Lava Dart / Boros Charm
08 WhammeWhamme :: "Flame on!"
Pyretic Ritual / Pyroblast / Beacon of Destruction
The Grid
X | 1 2 3 4 5 6 7 8 | PT | Points
1 | X 0 0 0 0 2 6 0 | 08 | 114
2 | 6 X 6 6 6 6 6 0 | 36 | 514
3 | 6 0 X 0 0 2 0 0 | 08 | 114
4 | 6 0 6 X 0 6 6 0 | 24 | 343
5 | 6 0 6 6 X 6 6 6 | 36 | 514
6 | 2 0 2 0 0 X 0 0 | 04 | 057
7 | 0 0 6 0 0 6 X 6 | 18 | 257
8 | 6 6 6 6 0 6 0 X | 30 | 429
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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Tomsloger___ 286 533 514 | 1333
WhammeWhamme 429 367 429 | 1225
Danxor______ 243 167 343 | 753
Chess_76____ 400 200 114 | 714
Plopfill____ XXX XXX 514 | 514
nerdyjoe____ 086 150 257 | 493
turkeytron__ 200 183 057 | 440
Madmanquail_ XXX 283 114 | 397
psymunn_____ 329 XXX XXX | 329
snurfy______ 229 XXX XXX | 229
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2CB LR Shifting Enchantments
When submitting a hand, each player also chooses an enchantment card. That card has phasing.
Each player begins the game with a copy of his or her chosen card phased out.
A player's chosen enchantment can't phase in while an opponent's chosen enchantment is on the battlefield.
If a player's chosen enchantment would leave the battlefield, it phases out instead.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
What you do with your infinite saprolings and storm count is not up to me.
15 Forests lets you go off, or 8 Forests and a Lotus, or 2 Forests and 2 Loti, conveniently giving you an unhasty infinite army on turn 2, for the swing and win on turn 3 with the deck Sprout Swarm / Black Lotus / Black Lotus.It's a land rule round, not Loti allowed.Lotus Petal / Dark Ritual / Sprout Swarm still allows the 2 Forest turn 2 army.
More Within
Each player has an added zone called a reserve zone.
Each player selects three extra cards that start in his or her reserve zone.
If a player would search a player's library, he or she may instead search that player's reserve zone.
3 cards, and the draw land rule
[Edit] Tinker should probably be disallowed for this format; perhaps Demonic Tutor too.
You must have one legendary creature card start the game in your command zone, and 3 cards in your hand that match the commander's color identity. Basic land rule for lands matching your commander's color identity. Same rules as EDH, if your commander would be put into a zone other than the battlefield, you may put it into the command zone instead. Each of your cards (3+1) must have different names. You may cast your commander from the command zone, paying 2 extra for each time you've cast it this game.
Regular LR bans, no special commander bans.
Ain't no Party like a Selesnya Party
3CB LR
All non-land cards have convoke.
I'm not sure either of these formats are particularly different from the standard 3CB LR.
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5 | 6 0 6 6 X 6 6 6
Explanations:
Against #1: Mana Drain stops Worm Harvest, and on turn 11, I cast Pentarch Paladin with Mindbreak Trap available to stop Shrapnel Blast.
Against #2: Valakut, the Molten Pinnacle kills Pentarch Paladin and I lose.
Against #3: Pentarch Paladin picking white gets rid of the Solitary Confinements and I win easily.
Opponent turn 5: If Sprout Swarm is cast now with buyback, Mana Drain stops it.
Opponent turn 6: Cast Sprout Swarm with buyback. 1 Saproling.
My turn 6: Cast Pentarch Paladin and choose green.
Opponent turn 7: Cast Sprout Swarm with buyback, tapping the Saproling. 2 Saprolings. I destroy one with Pentarch Paladin.
Opponent turn 8: Cast Sprout Swarm with buyback. 2 Saprolings. (No second casting, with or without buyback, because Mana Drain and Mindbreak Trap would stop that in a similar way as described later.) I destroy a Saproling with Pentarch Paladin.
Opponent turn 9: From now on, if Sprout Swarm is cast, I can stop it in one of the following ways:
Sprout Swarm (1)
Mana Drain (2 - both targeting Sprout Swarm)
Counterspell (3 - two targeting one Mana Drain and one targeting the other)
Mindbreak Trap (4 - all targeting Sprout Swarm and the three Counterspells)
Spell Pierce (5)
Paying for one Spell Pierce is enough to get one Mindbreak Trap to resolve, so I need 8 mana.
Sprout Swarm (1)
Mana Drain (2 - both targeting Sprout Swarm)
Spell Pierce (3 - two targeting one Mana Drain and one targeting the other)
Paying for one Spell Pierce is enough to get one Mana Drain uncountered.
Counterspell (4)
Mindbreak Trap (free) (5)
And if the Saproling attacks, I can block it with Pentarch Paladin. I can later destroy the last Saproling and attack to win.
If my opponent forgoes Sprout Swarm on turn 6, my opponent gets only two Saprolings. I can safely cast Pentarch Paladin on turn 13 and win.
Against #7: I keep Mana Drain to use on Boros Charm; on turn 11, I cast Pentarch Paladin choosing red, with Mindbreak Trap available to stop the second casting of Lava Dart.
Against #8: If my opponent ever casts Beacon of Destruction after Pyretic Ritual, I can hit it with Mana Drain and follow up with a free Mindbreak Trap if my opponent responds with Pyroblast. Therefore all my opponent can get is two uncopied castings of Beacon of Destruction on turns 5 and 6, after which I have enough lands to cast both Mana Drain and Mindbreak Trap even without the latter being free. I eventually cast Pentarch Paladin and win.
Simian Spirit Guide / Lava Dart / Boros Charm
XX | 1 2 3 4 5 6 7 8 | PT | Points
07 | 0 0 6 ? 0 6 X 6 |
vs 1: Zauron Orb is great tech. I think my best line is to play guide on turn three and try to beat in before your wurm/orb engine gets online. Lots of details to work out, is not a simple matchup. Some thoughts. If I get storm up to 3, you can cast blast after floating mana and saccing lands and cast a lethal blast. I need to have lethal on the stack when that happens, (otherwise you can wait). SSG beats are perfectly matched with orb saccing lands each turn, so you can stay at 20 with 3 lands in play. Or you can drop to 12 and have 7 lands in play and start harvesting. You can then quickly race, and I can't kill you. 0-6
vs 2: You hold syncopate for boros charm, and valakut triggers take care of guide, I have no way to kill. 0-6
vs 3: I kill you with solitary on the stack. Or on my turn many turns later after casting SSG for the extra storm. 6-0
vs 4: I dunno. You probably want to have a baby storm so you can hold countermagic for boros charm. Details later.
vs 5: I agree that I can't win. Mana drain can be held for boros charm. If I cast lava spike, flash it back targeting the paladin, mana drain can take care of the flashback copies, and mindbreak trap is up for a boros charm i could try and cast. 0-6
vs 6: You can't win before I set up SSG, dart, dart, charm. You can counter a bunch of darts (3 of them), but that just gives me another charm (4 damage). 6-0
vs
Mental Misstep / Bile Blight / Preacher
With you on the play, you have the best chance of winning.
T1: Plains
T1: Mountain
T2: Plains
T2: Plains
T3: Swamp. If you cast Preacher, I respond: Tap mountain, cast lava dart (copied once) 2 damage to you. I then flashback lava dart (copied twice) 3 damage to you. I then exile SSG for R, tap plains, cast Boros charm (copied 3 times) 16 damage to you. Total of 21, you lose. So instead, you don't cast preacher. If you misstep (copied one more time than the dart you can counter up to 3 copies of lava dart, but then boros charm is copied 4 times instead, and deals 20 damage on its own.
T3: Mountain
T4-T9: you play lands, I play lands.
T9: I have 8 mountains and a plains. I cast SSG (3R), I cast Lava dart (copied once) 2 damage to you. I then flashback lava dart (copied twice) 3 damage to you. I then exile SSG for R, tap plains, cast Boros charm (copied 3 times) 16 damage to you. Total of 21, you lose. If you misstep (copied one more time than the dart you can counter up to 3 copies of lava dart, but then boros charm is copied 4 times instead, and deals 20 damage on its own. You could also bile blight the guide, but that only serves to increase the storm count.
vs 8: I play guide on turn 6, and start beating. If you cast beacon ever, I kill you in response. You can't cast beacon (even with storm 3) before I have my kill ready to go. I win on turn 17. 6-0
v1 I think I win this, unless you can come up with a line to defeat me though the counter magic before I am able to go infinite
v2 I am 1-2 turns too slow to get guys generated infinitely
v3 I guess you wanted to tie everyone this round?
v5 I agree with your assessment, wanting a quick 1 mana counter vs spells was my downfall. Dispel would have at least forced a draw, oh well
v6 Agree
v7
I see 2 strats for your deck vs me
Option 1: Play Spirit Guide t3 for some damage
I counter, then t6 I make a guy. If you combo me I can spell pierce out a few boros charms, so you don't have lethal.
(3 mana open, I pierce 5 times, 2 on 2 charms), so my guy resolves.
Now I win or you have to kill it, if you kill it, your burst potential goes down, and I can just make a single again and again
So I win in this option.
Option 2: You build up to combo - requires 6 mana to go off,
If I do nothing I can stop you with counterspell, I can just wait till t7 make guys always hold counterspell..
So I win I think.
v8 pyroblast owns me I think, game goes really late, but I think you win.
vs. 02 tomsloger: I can Pyroblast Syncopate and still kill on turn 8 (7 if he doesn't drop an island). 6-0
vs. 03 Chess_76: I can respond to Solitary Confinement with death, or burn at EOT. (same vs. Helix Pinnacle build) 6-0
vs. 04 Danxor: This one looks complicated. Pyroblast can counter Counterspell, and Pyretic Ritual provides enough mana to blank Spell Pierce, and if he ever taps out to Sprout Swarm I can inresp win... so I think I just Beacon FTW? 6-0?
vs. 05 plopfill: He gets to 6 mana and holds double counter until he can drop wincon. 0-6
vs. 06 turkeytron: He drops a wincon, I kill him. Otherwise EOT Beacons. 6-0
vs. 07 nerdyjoe: Annoyingly, he drops the Monkey on turn 6 and holds "play a spell and die" over me. 0-6
02 tomsloger :: "Ex-Plor-A-Tion"
Exploration / Syncopate / Valakut, the Molten Pinnacle
Zuran Orb / Worm Harvest / Shrapnel Blast
im confused by this. you can only cast worm harvest once, right?
either way, i syncopate it and beat you to death with valakut.
6-0
03 Chess_76 :: "Shields Up!"
Solitary Confinement / Squee, Goblin Nabob / Solitary Confinement
as is, we draw. i can only counter one confinement.but with helix pinnacle i beat you 6-0.
04 Danxor :: "The Swarm"
Spell Pierce / Sprout Swarm / Counterspell
listed 6-0, agreed
05 plopfill :: "Counter-Pala"
Mindbreak Trap / Mana Drain / Pentarch Paladin
listed 6-0, agreed
06 turkeytron :: "#NoEmmyPlz"
Mental Misstep / Bile Blight / Preacher
listed 6-0, agreed
07 nerdyjoe :: "Burn, Baby Burn"
Simian Spirit Guide / Lava Dart / Boros Charm
listed 6-0, agreed
08 WhammeWhamme :: "Flame on!"
Pyretic Ritual / Pyroblast / Beacon of Destruction
listed 0-6
, disagreedyou have to leave pyroblast up to counter my syncopate, so you cant win til turn 8.
i win turn 8 too (t1 forest, valakut. t2 island, mountain. t4 mountain #5. t5/6/7/8 6 damage each.)
should be 3-3
2 | 6 X 6 6 6 6 6 0 |
that cant be right. thats too many points...
On turn 5, Pyretic Ritual -> Beacon (leaving Pyroblast open) does 10 damage
On turn 6, Beacon does 5
On turn 7, Beacon does 5
It's Epic Storm Week. 6-0
seems legit. youre the one that said turn 8
should be helix pinnacle. edited OP. unfortunately, that changed was actually worth -4 points.
grid
1 | X 0 0 0 0 2 6 0 | 08 | 114
2 | 6 X 6 6 6 6 6 0 | 36 | 514
3 | 6 0 X 0 0 2 0 0 | 08 | 114
4 | 6 0 6 X 0 6 6 0 | 24 | 343
5 | 6 0 6 6 X 6 6 6 | 36 | 514
6 | 2 0 2 0 0 X 0 0 | 04 | 057
7 | 0 0 6 0 0 6 X 6 | 18 | 257
8 | 6 6 6 6 0 6 0 X | 30 | 429
disagreements/matchups only made by one side:
6v7. agree with 7.
4v7 agree with 4.
1v3 solitary confinement wins easily
3v4 4 can counter one confinement
all other scores for 1 and 3 i agree with the person that did score.
any corrections?
Tomsloger___ 286 533 514 | 1333
WhammeWhamme 429 367 429 | 1225
Danxor______ 243 167 343 | 753
Chess_76____ 400 200 114 | 714
Plopfill____ XXX XXX 514 | 514
nerdyjoe____ 086 150 257 | 493
turkeytron__ 200 183 057 | 440
Madmanquail_ XXX 283 114 | 397
psymunn_____ 329 XXX XXX | 329
snurfy______ 229 XXX XXX | 229
this round and every round this month is complete.
i also did last month and everything is done except strawman. once thats done, ill do the monthly tournament points for it.
if someone wants to score mmq's deck in strawman, i applaud you because it gives me a headache.