This is the results for Perfect Hand Magic League 33:02.
Perfect Hand Magic League 33:02
This round was 3 Card LR The Tides Have Turned.
Commentary
This week, Game of Chaos was the kill spell of choice. The viability of Mana Crypt also made the week a lot faster than normal. I have a feeling WhammeWhamme will take this round but I look forward to seeing the power of Mayor of Avabruck in Feyd_Ruin's entry, and the stopping strength of Leyline of Sanctity for Essorant.
Next week's format will be nerdyjoe's "3 Card Broken v2" - creatures can be tapped without tapping, and artifacts and creatures can be sacrificed infinitely...i'm sure we will find a way to break this one! Check it out 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 | PT | Points
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.
3 Card LR - The Tides have Turned!
Rule 2.4 is replaced with.
A cost or effect that would produce a random result produces the result that MOST benefits the player who paid that cost or the owner of the source of that effect instead.
Deck Size: 3 Land Rule: Basic Land Rule (7.3a) Additional Banned list: None (please remember to check Land Rule and regular 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.
I too thought game of chaos was a good way to play, but I couldn't find the protection I needed for it. Leyline of Sanctity / Cavern of Souls / Thalia / Boseju / Game of Chaos would have been my choice for this week, with 5 cards.
Innocent Blood / Leyline of Sanctity / Kjeldoran Outpost
Beats everything.
Against 3 and 5:
On the turn they cast s&t or mayor, I play a swamp and cast innocent blood. Assuming they go first, and do that at the least optimal time for me,
T1: Plains
T2: Outpost
T3: Swamp Soldier
T4: Soldier 19(forcing me to cast innocent blood here is the best for them)
T5: Soldier 18
T6: Soldier 16
T7: Soldier 13
T8: Soldier 9
T9: Soldier 4
T10: Soldier Progenitus can only block one soldier, dead.
I can't see any other line that saves 3.
Against 1:
T1: Plains
T2: Outpost
T3: Plains Soldier
T4: Soldier 19
T5: Soldier 17
T6: Soldier 14
T7: Soldier 11 (tyrant blocks one, swings on their turn, otherwise the 3/turn will kill, now 11-13)
T8: Soldier 7 (tyrant doesn't block, swings, now 7-6)
T9: Soldier 3 (leave one back to block tyrant)
T10: Lethal
Against 6 it should be clear that only one soldier every two turns can be killed, and eventually the soldiers will be enough to overcome any lifegain.
Against everything else, their kill doesn't work, and they don't interact with my kill.
Feels pretty good to get this challenge, I found out there are no quick recurring large threats, and a 7/7 is pretty hard to attack through.
MMQ can counter Sneak attack on the play, then beat fast enough by countering the first hardcast projenitus.
I think Eureka is the better replacement, since it keeps the symmetric effect going, preserving my 6-0ing deck.
MMQ, on his play, can counter sneak on 2nd.
So you don't cast it on second.
This lets you delay Tyrant a couple of turns later:
If MMQ casts Tyrant on turn 7 or 8, you respond with Sneak.
Tyrant can't swing through Proj, and Proj can't swing twice without Tyrant getting through.
This turns MMQ from a 6-0 win to a 1-4 loss.
Its been general consensus that other players shouldn't lose points during a card sub.
Eureka would be the better result for everyone.
You lose the 2 points to WW, but you (and everyone else) are otherwise unaffected.
It also feels closer to the spirit of the first one.
This is the results for Perfect Hand Magic League 33:02.
Perfect Hand Magic League 33:02
This round was 3 Card LR The Tides Have Turned.
Commentary
This week, Game of Chaos was the kill spell of choice. The viability of Mana Crypt also made the week a lot faster than normal. I have a feeling WhammeWhamme will take this round but I look forward to seeing the power of Mayor of Avabruck in Feyd_Ruin's entry, and the stopping strength of Leyline of Sanctity for Essorant.
Next week's format will be nerdyjoe's "3 Card Broken v2" - creatures can be tapped without tapping, and artifacts and creatures can be sacrificed infinitely...i'm sure we will find a way to break this one! Check it out 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 | PT | Points
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.
3 Card LR - The Tides have Turned!
Rule 2.4 is replaced with.
A cost or effect that would produce a random result produces the result that MOST benefits the player who paid that cost or the owner of the source of that effect instead.
Deck Size: 3
Land Rule: Basic Land Rule (7.3a)
Additional Banned list: None (please remember to check Land Rule and regular PHM Banned Lists)
The Entries
01 Madmanquail :: "Denied"
Tyrant of Discord / Arcane Denial / Arcane Denial
02 WhammeWhamme :: "Decree of Chaos"
Mana Crypt / Planar Chaos / Game of Chaos
03 nerdyjoe :: "Here's Jonny"
Progenitus / Show and Tell / Mana Crypt
04 tomsloger :: "I want to play a game"
Game of Chaos / Game of Chaos / Game of Chaos
05 Feyd_Ruin :: "Mayor's in Town"
Mayor of Avabruck / Leyline of Sanctity / Leyline of Lifeforce
06 Essorant :: "Immortal Demon"
Leyline of Sanctity / Elixir of Immortality / Demonfire
07 Danxor :: "I want to play a game"
Game of Chaos / Game of Chaos / Game of Chaos
The Grid
X | 1 2 3 4 5 6 7 | PT | Points
1 | X 0 6 0 0 2 0 | 08 | 133
2 | 6 X 3 6 0 0 6 | 20 | 333
3 | 0 3 X 0 6 6 0 | 14 | 233
4 | 6 0 6 X 0 0 3 | 14 | 233
5 | 6 6 0 6 X 0 6 | 24 | 400
6 | 2 6 0 6 6 X 6 | 26 | 433
7 | 6 0 6 3 0 0 X | 14 | 233
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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04 tomsloger :: "I want to play a game"
Game of Chaos / Game of Chaos / Game of Chaos
Tyrant of Discord / Arcane Denial / Arcane Denial
6-0 you counter two. the third one wins
02 WhammeWhamme :: "Decree of Chaos"
Mana Crypt / Planar Chaos / Game of Chaos
0-6 planar lockout
03 nerdyjoe :: "Here's Jonny"
Progenitus / Show and Tell / Mana Crypt
3-3 we both win on our third turn
05 Feyd_Ruin :: "Mayor's in Town"
Mayor of Avabruck / Leyline of Sanctity / Leyline of Lifeforce
0-6 too sacrosanct for me
06 Essorant :: "Immortal Demon"
Leyline of Sanctity / Elixir of Immortality / Demonfire
0-6 leyline
07 Danxor :: "I want to play a game"
Game of Chaos / Game of Chaos / Game of Chaos
3-3 nice deck!
4 | 6 0 3 X 0 0 3 | 10 | 167
7 | 6 0 3 3 0 0 X | 10 | 167
vs. 03 nerdyjoe: Projenitus on turn 1 outraces Game. 3-3
vs. 04 tomsloger: Planar Chaos locks turn 1. 6-0
vs. 05 Feyd_Ruin: Good choice of hosers. 0-6
vs. 06 Essorant: Dang Leylines. 0-6
vs. 07 Danxor: Planar Chaos locks turn 1. 6-0
Summary: Planar Chaos + Mana Crypt was a good idea. Game of Chaos was a fairly bad win-con. Too obvious I guess.
I played to beat WhammeWhamme's deck, which I thought was the Go-To deck of the round.
X | 1 2 3 4 5 6 7
5 | 6 6 0 6 X 0 6
No longer staff here.
Anyway, easy computation week, that's good.
XX | 1 2 3 4 5 6 7 | PT | Points
03 | 0 3 X 3 6 6 3 | 18 | 300
Darn that tyrant. Choose at random? Not random target? Who puts that on a magic card?
Otherwise I'm pretty happy with the week.
EDIT:
My bad on missing Show and Tell ban, new scores:
03 | 0 0 X 0 6 6 0 | 12 | 200
X | 1 2 3 4 5 6 7 | PT | TPs
1 | X 0 6 0 0 2 0 | 08 | 133
2 | 6 X 3 6 0 0 6 | 20 | 333
3 | 0 3 X 3 6 6 3 | 18 | 300
4 | 6 0 3 X 0 0 3 | 10 | 167
5 | 6 6 0 6 X 0 6 | 24 | 400
6 | 2 6 0 6 6 X 6 | 26 | 433
7 | 6 0 3 3 0 0 X | 10 | 167
No longer staff here.
Beats everything.
Against 3 and 5:
On the turn they cast s&t or mayor, I play a swamp and cast innocent blood. Assuming they go first, and do that at the least optimal time for me,
T1: Plains
T2: Outpost
T3: Swamp Soldier
T4: Soldier 19(forcing me to cast innocent blood here is the best for them)
T5: Soldier 18
T6: Soldier 16
T7: Soldier 13
T8: Soldier 9
T9: Soldier 4
T10: Soldier Progenitus can only block one soldier, dead.
I can't see any other line that saves 3.
Against 1:
T1: Plains
T2: Outpost
T3: Plains Soldier
T4: Soldier 19
T5: Soldier 17
T6: Soldier 14
T7: Soldier 11 (tyrant blocks one, swings on their turn, otherwise the 3/turn will kill, now 11-13)
T8: Soldier 7 (tyrant doesn't block, swings, now 7-6)
T9: Soldier 3 (leave one back to block tyrant)
T10: Lethal
Against 6 it should be clear that only one soldier every two turns can be killed, and eventually the soldiers will be enough to overcome any lifegain.
Against everything else, their kill doesn't work, and they don't interact with my kill.
Feels pretty good to get this challenge, I found out there are no quick recurring large threats, and a 7/7 is pretty hard to attack through.
I have doubled checked my results and they are correctly posted.
Thankfully Elixir is actually helps me out this round and that is why I picked it for this round.
We've aimed for minimal changes, so I think sneak attack replacing show and tell would be the smallest change that keeps functionality similar.
Unfortunately, that screws up the deck that 6-0s everything.
No longer staff here.
I think Eureka is the better replacement, since it keeps the symmetric effect going, preserving my 6-0ing deck.
MMQ, on his play, can counter sneak on 2nd.
So you don't cast it on second.
This lets you delay Tyrant a couple of turns later:
If MMQ casts Tyrant on turn 7 or 8, you respond with Sneak.
It plays out like this:
1..8
09 Tyrant
09 Sneak
Arcane Denial
10 Swing (20/13)
10 Projenitus
Arcane Denial
11 Swing (20,6)
11 Redraw, Projenitus
Tyrant can't swing through Proj, and Proj can't swing twice without Tyrant getting through.
This turns MMQ from a 6-0 win to a 1-4 loss.
Its been general consensus that other players shouldn't lose points during a card sub.
Eureka would be the better result for everyone.
You lose the 2 points to WW, but you (and everyone else) are otherwise unaffected.
It also feels closer to the spirit of the first one.
No longer staff here.
Before we went 3/3 as on play we would die on his t3 before we cast Game...
Now he t3 is his 1st attack, so we go from 3/3 to 6-0 vs his deck.
Crap, you're right.
Don't know why I didn't realize it slowed it a turn.
:/
Either way, Eureka seems the closest compromise.
Still a lot better then disqualifying or anything.
(That and MMQ has spoken)
No longer staff here.
3 | 0 3 X 0 6 6 0 | 14 |
4 | 6 0 6 X 0 0 3 | 14 |
7 | 6 0 6 3 0 0 X | 14 |
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