This is the results thread for Perfect Hand Magic League 31:04.
Perfect Hand Magic League 31:04
This week was 4 Card Vintage.
Commentary
It's really refreshing to have the occasional vanilla week - as tomsloger noted in the thread below, it's been approximately 3 years since the last one! Foil was a noteworthy absence this week, although people were certainly metagaming against it. Let's get those scores in!
Next week's formate will be an interesting week featuring phasing enchantments! Be sure to check out Mogg's "Shifting Enchantments" in next week's thread.
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.
4 Card Vintage
Deck Size: 4 Land Rule: None Additional Banned list: None (please remember to check 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.
just in case you were wondering, the last time we played 4 card with no additional rules was november 2012. we also played one with the life rule and one with an alternate banlist in early 2013.
04 WhammeWhamme :: "Needless Cennsorship" Leyline of Singularity / Karakas / Pithing Needle / Cenn's Tactician
6-0 pithing needle can name elixir, but i can beast it. then i use your leyline against you and destroy all your stuff and stabilize.
vs. 01 Madmanquail: On the play, Needle can eat Rage, Karakas FTW. On the draw... nothin'. 3-3
vs. 02 nerdyjoe: complex
vs. 03 Mogg: Progenitus SMASH. 0-6
vs. 05 Heinsun: On the play, Needle Bomb FTD. 1-4
vs. 06 Chess_76: Needle names Karakas. Tactician outgrows Thrun. 6-0
vs. 07 tomsloger: complex
vs. the Beast decks: Leyline is basically useless, so leave it in hand. It's a race of the first Beast token (given to deal with Needle) plus the Tactician against enemy Beasts.
1: 0-6: Dust Bowl destroys City, then Rage causes Progenitus to be sacrificed.
2: 6-0: Beast is irrelevant.
4: 6-0: Karakas is irrelevant.
5: 3-3: Progenitus wins if it resolves.
6: 6-0: Karakas is irrlevant.
7: 6-0: Beast is irrelevant.
EDIT:
I've updated the grid with the results I've calculated for the remaining matches. After not playing for a while, I needed to do a grid.
See below.
01 Madmanquail:
2: 0-6: Beast trumps Ogre. nerdyjoe leads with Lotus, City, Elixir. Rage from MMQ merits an Elixir shuffle (using Lotus mana; follow-up Dust Bowl targetting City also still lets Elixir be replayed and activated using Lotus). Once nerdyjoe untaps, he can Beast Ogre safely.
6: 4-1: On the play, Rage removes Leyline and Dust Bowl destroys Trees. On the draw, Dust Bowl still destroys Trees, but Karakas bounces Treasonous Ogre, and replaying Ogre via life is prohibitive.
02 nerdyjoe:
4: 6-0:
For 2) nerdyjoe vs. 4) WhammeWhamme, the first target for Beast Within is Pithing Needle.
The first scenario is with Leyline on the battlefield.
The second target can't be one of nerdyjoe's permanents, due to Leyline-Karakas. Neither can it be Tactician.
Note that WW will leave Karakas untapped for protection rather than for pumping for as long as nerdyjoe has access to Beast Within. If WW does this, then nerdyjoe still can't simply draw the game with Elixir, because nerdyjoe can activate Elixir only every other turn without sacrificing Lotus. Cenn's Tactician will either attack or stay untapped, to be pumped a final time in response to Beast Within targeting Karakas (growing to a maximum size of 3/3 on the play).
Note that if WW doesn't protect Tactician, then nerdyjoe will destroy Tactician at the first opportunity. Since WW can have only one token on the battlefield, nerdyjoe has time to destroy Karakas last.
The remaining targets for Beast Within are Leyline and Karakas. Of the two, Karakas is the better target.
In this scenario, nerdyjoe wins. See play-by-play of the first few turns in the spoiler below:
W: Leyline, Karakas, Needle (Elixir)
n: Lotus, City, Elixir
W: (Beast destroys Needle), Tactician
n: 25, shuffle, draw Lotus
W: attack with Beast
n: 22, Elixir, (2/2)
W: attack with Beast
n: 19
W: (Beast destroys Karakas, WW pumps Tactician – 3/3, nerdyjoe shuffles), attack
n: 21; from here, nerdyjoe has plenty of time to destroy Karakas, then make a token to block token, then win.
The second scenario involves Leyline in WW's hand. The second target for Beast is Cenn's Tactician. See play-by-play in the spoiler below.
W: Karakas, Needle (Elixir)
n: Lotus, City, Elixir
W: (Beast destroys Needle), Tactician
n: 25, shuffle, draw Lotus
W: attack with Beast
n: 22, Elixir (2/2)
W: attack with Beast
n: 19 (3/3)
W: (Beast destroys Tactician, nerdyjoe shuffles), attack
n: 21, draw Lotus
n: 15, draw and cast Elixir
n: 14, Beast Within destroys City, Elixir shuffles, Beast blocks a Beast
n: 11, draw Lotus
n: 8, draw City
n: 5, draw Beast
n: 2, draw Elixir; from here, nerdyjoe wins
6: 6-0: Beast Within to destroy Trees is more or less sufficient.
04 WhammeWhamme:
7: 0-6: This match is similar to 2-7.
W: Karakas, Needle (Elixir)
t: Mox, City
W: (Beast destroys Needle), Tactician
t: 25, Elixir, shuffle
W: attack with Beast
t: 22, draw and cast Elixir (2/2)
W: attack with Beast
t: 19 (3/3)
W: (Beast destroys Tactician), attack
t: 21, activate Elixir, draw Beast
t: 15, Beast destroys Mox then blocks a Beast
t: 12, cast Elixir
t: 14, activate Elixir, draw Beast
t: 11, draw Mox, Beast destroys Mox; tomsloger wins from here.
This is the results thread for Perfect Hand Magic League 31:04.
Perfect Hand Magic League 31:04
This week was 4 Card Vintage.
Commentary
It's really refreshing to have the occasional vanilla week - as tomsloger noted in the thread below, it's been approximately 3 years since the last one! Foil was a noteworthy absence this week, although people were certainly metagaming against it. Let's get those scores in!
Next week's formate will be an interesting week featuring phasing enchantments! Be sure to check out Mogg's "Shifting Enchantments" in next week's thread.
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.
4 Card Vintage
Deck Size: 4
Land Rule: None
Additional Banned list: None (please remember to check PHM Banned Lists)
The Entries
01 Madmanquail :: "Treasonous Rage"
Black Lotus / Treasonous Ogre / Misguided Rage / Dust Bowl
02 nerdyjoe :: "Beast/Elixir: Lotus Edition"
Black Lotus / City of Traitors / Elixir of Immortality / Beast Within
03 Mogg :: "Prog Rock"
Black Lotus / City of Traitors / Eureka / Progenitus
04 WhammeWhamme :: "Needless Cennsorship"
Leyline of Singularity / Karakas / Pithing Needle / Cenn's Tactician
05 Heinsun :: "This looks shopped"
Mishra's Workshop / Phyrexian Revoker / Ratchet Bomb / Sphere of Resistance
06 Chess_76 :: "Trolld"
Leyline of Singularity / Karakas / Hollow Trees / Thrun, the Last Troll
07 tomsloger :: "Beast/Elixir: Mox Edition"
Mox Emerald / City of Traitors / Elixir of Immortality / Beast Within
The Grid X | 1 2 3 4 5 6 7 | PT | Points
1 | X . . . . . . | |
2 | . X . . . . . | |
3 | . . X . . . . | |
4 | . . . X . . . | |
5 | . . . . X . . | |
6 | . . . . . X . | |
7 | . . . . . . 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
Follow me to be notified when weekly Perfect Hand Magic results are posted
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3CB ELR No Main
Players can't cast spells during main phases.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
3 card LR
All cards have convoke. (cards without mana costs can't be cast, so convoke doesn't change any of their functionality i.e. lands)
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07 tomsloger :: "Beast/Elixir: Mox Edition"
Mox Emerald / City of Traitors / Elixir of Immortality / Beast Within
Black Lotus / Treasonous Ogre / Misguided Rage / Dust Bowl
2-2 if you tap out for ogre, i beast it and go on to win. if you dont, i also do nothing.
02 nerdyjoe :: "Beast/Elixir: Lotus Edition"
Black Lotus / City of Traitors / Elixir of Immortality / Beast Within
2-2 i dont see a line that makes this anything but a draw. i could be wrong though.
03 Mogg :: "Prog Rock"
Black Lotus / City of Traitors / Eureka / Progenitus
0-6 cant deal with prog rock
04 WhammeWhamme :: "Needless Cennsorship"
Leyline of Singularity / Karakas / Pithing Needle / Cenn's Tactician
6-0 pithing needle can name elixir, but i can beast it. then i use your leyline against you and destroy all your stuff and stabilize.
05 Heinsun :: "This looks shopped"
Mishra's Workshop / Phyrexian Revoker / Ratchet Bomb / Sphere of Resistance
listed 0-6, agreed
06 Chess_76 :: "Trolld"
Leyline of Singularity / Karakas / Hollow Trees / Thrun, the Last Troll
6-0 beast hollow trees and karakas, using leyline against you. stabilize, win eventually.
7 | 2 2 0 6 0 6 X | 16 | 267
vs. 02 nerdyjoe: complex
vs. 03 Mogg: Progenitus SMASH. 0-6
vs. 05 Heinsun: On the play, Needle Bomb FTD. 1-4
vs. 06 Chess_76: Needle names Karakas. Tactician outgrows Thrun. 6-0
vs. 07 tomsloger: complex
vs. the Beast decks: Leyline is basically useless, so leave it in hand. It's a race of the first Beast token (given to deal with Needle) plus the Tactician against enemy Beasts.
I think they may still have it, tho.
00| 1 2 3 4 5 6 7 |
03| 0 6 X 6 3 6 6 | 26 | 433
1: 0-6: Dust Bowl destroys City, then Rage causes Progenitus to be sacrificed.
2: 6-0: Beast is irrelevant.
4: 6-0: Karakas is irrelevant.
5: 3-3: Progenitus wins if it resolves.
6: 6-0: Karakas is irrlevant.
7: 6-0: Beast is irrelevant.
EDIT:
I've updated the grid with the results I've calculated for the remaining matches. After not playing for a while, I needed to do a grid.
See below.
00| 1 2 3 4 5 6 7 |
01| X 0 6 3 0 4 2 | 12 | 200
02| 6 X 0 6 1 6 2 | 21 | 350
03| 0 6 X 6 3 6 6 | 26 | 433
04| 3 0 0 X 1 6 0 | 09 | 150
05| 6 4 3 4 X 0 6 | 22 | 367
06| 1 0 0 0 6 X 0 | 07 | 117
07| 2 2 0 6 0 6 X | 16 | 267
01 Madmanquail:
2: 0-6: Beast trumps Ogre. nerdyjoe leads with Lotus, City, Elixir. Rage from MMQ merits an Elixir shuffle (using Lotus mana; follow-up Dust Bowl targetting City also still lets Elixir be replayed and activated using Lotus). Once nerdyjoe untaps, he can Beast Ogre safely.
6: 4-1: On the play, Rage removes Leyline and Dust Bowl destroys Trees. On the draw, Dust Bowl still destroys Trees, but Karakas bounces Treasonous Ogre, and replaying Ogre via life is prohibitive.
02 nerdyjoe:
4: 6-0:
The first scenario is with Leyline on the battlefield.
The second target can't be one of nerdyjoe's permanents, due to Leyline-Karakas. Neither can it be Tactician.
Note that WW will leave Karakas untapped for protection rather than for pumping for as long as nerdyjoe has access to Beast Within. If WW does this, then nerdyjoe still can't simply draw the game with Elixir, because nerdyjoe can activate Elixir only every other turn without sacrificing Lotus. Cenn's Tactician will either attack or stay untapped, to be pumped a final time in response to Beast Within targeting Karakas (growing to a maximum size of 3/3 on the play).
Note that if WW doesn't protect Tactician, then nerdyjoe will destroy Tactician at the first opportunity. Since WW can have only one token on the battlefield, nerdyjoe has time to destroy Karakas last.
The remaining targets for Beast Within are Leyline and Karakas. Of the two, Karakas is the better target.
In this scenario, nerdyjoe wins. See play-by-play of the first few turns in the spoiler below:
n: Lotus, City, Elixir
W: (Beast destroys Needle), Tactician
n: 25, shuffle, draw Lotus
W: attack with Beast
n: 22, Elixir, (2/2)
W: attack with Beast
n: 19
W: (Beast destroys Karakas, WW pumps Tactician – 3/3, nerdyjoe shuffles), attack
n: 21; from here, nerdyjoe has plenty of time to destroy Karakas, then make a token to block token, then win.
The second scenario involves Leyline in WW's hand. The second target for Beast is Cenn's Tactician. See play-by-play in the spoiler below.
n: Lotus, City, Elixir
W: (Beast destroys Needle), Tactician
n: 25, shuffle, draw Lotus
W: attack with Beast
n: 22, Elixir (2/2)
W: attack with Beast
n: 19 (3/3)
W: (Beast destroys Tactician, nerdyjoe shuffles), attack
n: 21, draw Lotus
n: 15, draw and cast Elixir
n: 14, Beast Within destroys City, Elixir shuffles, Beast blocks a Beast
n: 11, draw Lotus
n: 8, draw City
n: 5, draw Beast
n: 2, draw Elixir; from here, nerdyjoe wins
04 WhammeWhamme:
7: 0-6: This match is similar to 2-7.
t: Mox, City
W: (Beast destroys Needle), Tactician
t: 25, Elixir, shuffle
W: attack with Beast
t: 22, draw and cast Elixir (2/2)
W: attack with Beast
t: 19 (3/3)
W: (Beast destroys Tactician), attack
t: 21, activate Elixir, draw Beast
t: 15, Beast destroys Mox then blocks a Beast
t: 12, cast Elixir
t: 14, activate Elixir, draw Beast
t: 11, draw Mox, Beast destroys Mox; tomsloger wins from here.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
is a completely broken format without a few key bans. But we shall see.
Tomsloger___ 286 533 514 267 | 1600
WhammeWhamme 429 367 429 150 | 1375
nerdyjoe____ 086 150 257 350 | 843
Chess_76____ 400 200 114 117 | 831
Danxor______ 243 167 343 XXX | 753
Madmanquail_ XXX 283 114 200 | 597
Plopfill____ XXX XXX 514 XXX | 514
turkeytron__ 200 183 057 XXX | 440
mogg________ XXX XXX XXX 433 | 433
Heinsun_____ XXX XXX XXX 367 | 367
psymunn_____ 329 XXX XXX XXX | 329
snurfy______ 229 XXX XXX XXX | 229
congrats to me for winning the month!