This is the results for round Perfect Hand Magic League 33:01.
Perfect Hand Magic League 33:01
This round was 3 Card Omniscience.
Commentary
Whoa--- holy broken round, batman! As it turns out, infinite mana allows some pretty absurd decks! Most people seemed to pick up the idea that counters are good - they protect your stuff while disrupting your opponent. Seeing cards like last word and mindbreak trap shows that people were thinking an extra step - anticipating the likely field full of counters and counter-resistant strategies. I think if I ran this week again, I might try imposing a sorcery-speed limit just to see who can come up with the best stack of bombs.
Next week's format will be Danxor's "3 Card LR - The Tides have Turned" - I expect a completely and utterly broken week! Check it out in next week's thread.
3 Card Omniscience
Players may cast non-land cards from their hand without paying their mana cost.
Deck Size: 3 Land Rule: None Additional Banned list: None (please remember to check PHM Banned Lists)
04 plopfill :: "Broken Beacon" Beacon of Destruction / Mindbreak Trap / Mindbreak Trap Well thought out and brutally effective. Mindbreak Trap gets around all these pesky "uncounterable" spells, deals with recursion and also protects your win condition
05 Danxor :: "Saviour of the Universe!" Iona, Shield of Emeria / Last Word / Savage Summoning Savage summoning is an interesting choice. I think you and I are basically trying to do the same thing.
The Grid X | 1 2 3 4 5 | PT | Points
1| X 3 6 0 3 | 10 | 250
2| 3 X 0 1 0 | 03 | 075
3| 0 6 X 2 0 | 08 | 200
4| 6 6 2 X 6 | 20 | 500
5| 3 4 6 0 X | 12 | 300
Contents
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.
My results:
4 | 6 6 2 X 6
Against #1: Use Mindbreak Traps on both creature spells and win with Beacon of Destruction.
Against #2: Use Mindbreak Traps on the Commandeers; Beacon of Destruction wins on turn 4 going first or turn 3 going second, slightly faster than Akroma, Angel of Fury.
Against #3: Use Mindbreak Trap on Progenitus, and use the second one if Last Word is cast; Time Stop cannot be cast here or else it exiles Progenitus as well. Time Stop exiles Beacon of Destruction, and this comes to a draw.
Against #5: Use Mindbreak Traps on Last Word and Iona, Shield of Emeria, and win with Beacon of Destruction.
Trying to do the Challenge, plopfill's deck is causing issues...
The Tabernacle at Pendrell Vale
Leyline of Sanctity
But I can't find a kill.....
I almost submitted
Draining Whelk
Draining Whelk
Draining Whelk
Which would have done pretty well overall. Not caring if the countering resolved, just get big guys in worst cases, and have the odd plan of dhelk, whelk to get a beater if possible in odd matches... but oh well.
v1 See below, I think we both win on the play actually.
v2 On play I win, on draw, it takes you 4 swings to win, me 3, thus you play defense and draw it.
v3 In upkeep I lock you out, I can counter Time Stop
v4 You stomp me, I knew Mindbreak we really strong in this format, but didn't expect the double mindbreak, as I couldn't find a good kill with double mindbreak decks.
I think #5 can actually beat #1 by simply casting Iona, Shield of Emeria (without casting Savage Summoning).
During 5's upkeep, 1 casts Teferi.
He then casts the Chimera (Flash via Teferi).
Last word can't counter either because of the leyline.
If Deck 5 doesn't cast Iona, he gets beaten down with Teferi/Chimera.
If/when Deck 5 casts Iona, Chimera triggers and swaps with it.
(Gaining control of a creature spell makes it ETB on your side)
This is the results for round Perfect Hand Magic League 33:01.
Perfect Hand Magic League 33:01
This round was 3 Card Omniscience.
Commentary
Whoa--- holy broken round, batman! As it turns out, infinite mana allows some pretty absurd decks! Most people seemed to pick up the idea that counters are good - they protect your stuff while disrupting your opponent. Seeing cards like last word and mindbreak trap shows that people were thinking an extra step - anticipating the likely field full of counters and counter-resistant strategies. I think if I ran this week again, I might try imposing a sorcery-speed limit just to see who can come up with the best stack of bombs.
Next week's format will be Danxor's "3 Card LR - The Tides have Turned" - I expect a completely and utterly broken week! Check it out in next week's thread.
3 Card Omniscience
Players may cast non-land cards from their hand without paying their mana cost.
Deck Size: 3
Land Rule: None
Additional Banned list: None (please remember to check PHM Banned Lists)
The Entries
01 Madmanquail :: "Flash! Ah-Ahhh!"
Teferi, Mage of Zhalfir / Leyline of Lifeforce / Perplexing Chimera
I built this expecting counters and commandeers
02 Essorant :: "Commandeer Keen"
Commandeer / Commandeer / Akroma, Angel of Fury
Double commandeer! This could get interesting.
03 tomsloger :: "Last Stop: This Town"
Progenitus / Time Stop / Last Word
Time Stop looks like a solid pick
04 plopfill :: "Broken Beacon"
Beacon of Destruction / Mindbreak Trap / Mindbreak Trap
Well thought out and brutally effective. Mindbreak Trap gets around all these pesky "uncounterable" spells, deals with recursion and also protects your win condition
05 Danxor :: "Saviour of the Universe!"
Iona, Shield of Emeria / Last Word / Savage Summoning
Savage summoning is an interesting choice. I think you and I are basically trying to do the same thing.
The Grid
X | 1 2 3 4 5 | PT | Points
1| X 3 6 0 3 | 10 | 250
2| 3 X 0 1 0 | 03 | 075
3| 0 6 X 2 0 | 08 | 200
4| 6 6 2 X 6 | 20 | 500
5| 3 4 6 0 X | 12 | 300
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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4 | 6 6 2 X 6
Against #1: Use Mindbreak Traps on both creature spells and win with Beacon of Destruction.
Against #2: Use Mindbreak Traps on the Commandeers; Beacon of Destruction wins on turn 4 going first or turn 3 going second, slightly faster than Akroma, Angel of Fury.
Against #3: Use Mindbreak Trap on Progenitus, and use the second one if Last Word is cast; Time Stop cannot be cast here or else it exiles Progenitus as well. Time Stop exiles Beacon of Destruction, and this comes to a draw.
Against #5: Use Mindbreak Traps on Last Word and Iona, Shield of Emeria, and win with Beacon of Destruction.
The Tabernacle at Pendrell Vale
Leyline of Sanctity
But I can't find a kill.....
I almost submitted
Draining Whelk
Draining Whelk
Draining Whelk
Which would have done pretty well overall. Not caring if the countering resolved, just get big guys in worst cases, and have the odd plan of dhelk, whelk to get a beater if possible in odd matches... but oh well.
5 | 3 4 6 0 X | 12 |
v1 See below, I think we both win on the play actually.
v2 On play I win, on draw, it takes you 4 swings to win, me 3, thus you play defense and draw it.
v3 In upkeep I lock you out, I can counter Time Stop
v4 You stomp me, I knew Mindbreak we really strong in this format, but didn't expect the double mindbreak, as I couldn't find a good kill with double mindbreak decks.
GJ plopfill!
I forgot to finish my submission and enter (Mondays are crazy for me), but I was looking at Teferi/Whelk/Whelk closely.
My other concept was something along the lines of Surrak Dragonclaw/Mindbreak Trap/Hunting Pack.
Edit:
The latter deck comes close to the challenge, only falling short on the Beacon deck; the double Mindbreak ends up tieing.
No longer staff here.
During 5's upkeep, 1 casts Teferi.
He then casts the Chimera (Flash via Teferi).
Last word can't counter either because of the leyline.
If Deck 5 doesn't cast Iona, he gets beaten down with Teferi/Chimera.
If/when Deck 5 casts Iona, Chimera triggers and swaps with it.
(Gaining control of a creature spell makes it ETB on your side)
No longer staff here.
1. You cast Chimera. - This would force me into action...
2. I cast Savage Summoning
3. You case Teferi in Response.
4. I get locked out...
You beat me down.
I think this may be a 3-3.
Which puts us back at the same scores.
On the play I cast Akroma and then I win the race. Granted, Turn 0 priority things mess with my head,
On second looking, the second Commandeer should have been another gain control spell.
1| X 3 6 0 3 | 10 | 250
2| 3 X 0 1 0 | 03 | 75
3| 0 6 X 2 0 | 08 | 200
4| 6 6 2 X 6 | 20 | 500
5| 3 4 6 0 X | 12 | 300
plopfill wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy