Snakes on a PlaneswalkerCommentary
with 11 different walkers and 7 different snakes, this was actually an incredibly diverse round.
and not nearly as hard to calculate as the week of soldevi denial.
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.
All hands must include at least one planeswalker and one card with the type "snake"
Deck Size: 3 cards
Basic Land rule. Additional Bans: None (Please be sure to review the regular ban list and the land rule banlist at the end of this post)
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.
4-Card Leyline
One card in your starting hand must a Leyline enchantment.
Possible bans: Karakas (because Singularity/Karakas is old, boring, predictable, and possibly stifling on the format), Leyline of Anticipation (I personally think it could be fun, but it's obviously insane with fast mana; maybe a reason to make this an alt-land round)
Cards must all start with the same letter, alternatively, cards must have consecutive letters (ABC, NOP...)
EDIT: Didn't clarify this was meant to be a Basic Land Rule format, but either would work fine, I guess. No lands would be pretty much fixed on the B though
3-6 card wishes- Basic Land Rule- All 3 cards in your hand must be instants or sorceries with Wish in their names. You may have 6 cards in your "sideboard", which may be "wished" for, but not sideboarded into.
1.Artscrafter 6-0: If Needle names Kiora then I don't play her and have Kaseto racing/dealing with Xenagos while Arcane Denial is open vs Chameleon Colossus. If Needle names Kaseto then I have to wait with Arcane Denial to counter Xenagos and lock the Colossus with Kiora.
2.smash 6-0: On the play, I can Arcane Denial Koth. On the draw, I play Kaseto turn 3, turn 4 pump twice kill Koth, turn 5 play Kiora and stabilize
3.Grumsh 0-6: Too much countermagic
4.Madmanquail 2-2?: This is very weird because it's almost a mirror match. The difference is that Ajani Vengeant can kill Kiora with a single -2, while Kiora can lock him down, but would eventually fade to Kaseto, however, Ajani Vengeant can't kill Kaseto if he has mana to pump. As a result, Kaseto is the must counter answer and whoever plays their Planeswalker or counterspell first loses
5.nerdyjoe 0-6: Pyroblast into Mind Rot is lethal both on the play and on the draw
6.piato 0-6: Revoker names Kaseto and Kiora gets destroyed by Vraska
7.Rush-Classic 3-3: Pithing Needle absolutely has to name Kiora. On the play Arcane Denial will be open to deal with the Mamba at leisure and take the game with Kaseto. On the draw, I have mana open turn 3 to counter Ajani so he comes 1 turn late, but i'm still dead in 3 swings
8.SeeNamedPerson 3-3: On the play Kaseto has to get Arcane Denial'd, if he doesn't, he swings for 6-6-8 and wins before Vraska can ult. If he does, then Kiora comes before Mystic Snake and Arcane Denial will be ready to counter Vraska. On the draw I would have to use Arcane Denial on Mystic Snake which has Kiora killed by Vraska
10.tidalslimshady 6-0: Kaseto can tough the Nameless Inversion and that Arcane Denial has Karn's name
11.Tixxon 6-0: Kaseto outraces the Mamba in both play and draw
12.Tomsloger 6-0: Counter Nicol Bolas at leisure
13.WhammeWhamme 6-0: Counter Mamba or Ajani at leisure. On the draw I can play Kaseto turn 3, chump if necessary, and lock down the snake with Kiora
14.xStormageddonx 6-0: On the play, countermagic is open for Mamba which buys me enough time to play Kiora. On the draw, turn 3 play Kaseto, take 2 poison damage. Turn 4 double pump and swing at Ajani if he was played. Turn 5 chump the snake (Counter Downfall if necessary), turn 6 Kiora with backup countermagic and win. If Kaseto gets Downfall'd then Kiora takes the game and I would be at, at most, 8 poison counters
Hopefully I got everything right, fun stuff this format
Building at 2:30 am meant that i didn't have time to plan out what I was doing but, what ever. :/
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 |
10 | 0 6 0 0 0 6 2 0 0 X 0 6 2 2 |24
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
V1 0-6 I don't have the right removal
V2 6-0 after restarting the game I turn 1 karn to get Koth next time I restart
V3 0-6 you win the karn fight
V4 0-6 you snake doesn't die to my "snake"
V5 0-6 hand = gon
V6 2-2 changed
V7 2-2 we stop each other
V8 0-6 can't stop you
V9 0-6 counters are bad
V11 0-6 hand = gon
V12 6-0 turn 4 Nicol bOlas isn't fast enough to lock
V13 2-2 we should both win on play
V14 2-2 neither can win
2 bubblecat2 : smash Hooded Hydra / Koth of the Hammer / Exploration
6-0
Needle hits Koth.
By your turn 4 when you're on the play, you've either dropped Hydra for 4 and hit me once, or dropped it for 6. Xenagos then comes down and starts making infinite chump blockers. I kill you with Chameleon crackbacks or a critical mass of Satyrs, depending on whether you attack.
3Grumsh : counterkarn Mana Drain / Mystic Snake / Karn Liberated
2-2
Needle hits Karn. Counters eat my other things, but you have no wincon if I don't play anything (and you lose if you cast Mystic Snake without using it to counter something.)
4Madmanquail : revenge of the orochi Kaseto, Orochi Archmage / Ajani Vengeant / Arcane Denial
0-6
If I hit Kaseto with Needle, you counter Xenagos. Ajani plus a chump blocker lets you lockdown for an arbitrary amount of time, then nuke lands and Helix for the win.
If I hit Ajani with Needle, Kaseto with Arcane Denial purely as a tempo play are a fast enough clock.
5nerdyjoe : greatest thief in the multiverse Dack Fayden / Pyroblast / Hooded Hydra
6-0
Needle hits Dack and Pyroblast is a blank. Xenagos + Colossus beats Hydra as seen in 1v2.
7Rush_Clasic : infected Pithing Needle / Blight Mamba / Ajani, Caller of the Pride
4-1
Your needle hits Xenagos or else I swarm you with tokens easily.
On the play, I needle Blight Mamba. I get Colossus down in time that you're forced to hold a 3/3 Mamba back against it. I attack Ajani. You lose Ajani or Mamba in this combat. If you block, I'm left with a 1/1 Colossus that proceeds to finish off Ajani and then you. If you don't block, I hold my 4/4 against your 3/3 until I can threaten lethal with pumps, then the 1/1 Colossus gets there.
On the draw, your Mamba would be 4/4 by the time I get to attack, and having an empty board versus Ajani doesn't end well for me. So I needle Ajani instead. This results in board stall.
9SwapGoTron : ki and ka, together forever Kiora, the Crashing Wave / Kaseto, Orochi Archmage / Arcane Denial
0-6
Similar to the 1v4 matchup. Needling the walker doesn't end well, but if I needle Kaseto you keep Colossus on lockdown forever until you have the Kraken emblem online.
13WhammeWhamme : pride party Blight Mamba / Ajani, Caller of the Pride / Invigorate
6-0
Needle hits Ajani.
When I'm OTD, you get two attacks (one with Invigorate on it) before I land Xenagos and produce unlimited chump blockers.
14xStormaggedonx : steadfast mamba blight mamba / hero's downfall / ajani steadfast
6-0
Colossus is immune to Downfall so it hits Xenagos.
Needle hits Mamba. This Ajani is slower than the one from 1v7 so I can clean up with Colossus easily no matter what you do.
I was debating heavily between Kaseto and Colossus. Was expecting people to play more removal than they did. Kaseto may have been the better choice for the race matchups.
I was expecting a lot more of the token factory/pumper combination to show up. I actually considered Dack/Needle/Colossus initially but it would have been very weak to Exploration/Elspeth/Colossus as an example.
2bubblecat2 : smash
Hooded Hydra / Koth of the Hammer / Exploration
0-6 got raced
3Grumsh : counterkarn
Mana Drain / Mystic Snake / Karn Liberated
6-0 Turn 4 I get to stick Dack, remove whatever is left of your hand, kill with the hydra.
4Madmanquail : revenge of the orochi
Kaseto, Orochi Archmage / Ajani Vengeant / Arcane Denial
I get to stick Dack if you cast Kaseto or ajani early, and get rid of the other. There's some details to work out here, so I'll come back to it.
6piato : sultai
Phyrexian Revoker / Kaseto, Orochi Archmage / Vraska the unseen
I'm fairly sure hydra can race, but I don't know.
7Rush_Clasic : infected
Pithing Needle / Blight Mamba / Ajani, Caller of the Pride
0-6 Needle removes dack, Hydra doesn't get there.
8SeeNamedPerson : countervrask
Arcane Denial / Mystic Snake / Vraska the unseen
6-0 Dack gets there
9SwapGoTron : ki and ka, together forever
Kiora, the Crashing Wave / Kaseto, Orochi Archmage / Arcane Denial
6-0 Dack gets there
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
6-0 Dack gets there
11Tixxon : apex
Blight mamba / garruk, apex predator / wistful thinking
6-0 Dack gets there (I'm fairly sure. We can double check if we disagree)
13WhammeWhamme : pride party
Blight Mamba / Ajani, Caller of the Pride / Invigorate
0-6 Got raced
14xStormaggedonx : steadfast mamba
blight mamba / hero's downfall / ajani steadfast
2-2 Dack gets there (then blight mamba races with hydra. I make a nice 5/5, then stonewall the mamba. It attacking doesn't help, me attacking doesn't help)
11.Tixxon 0-6: On both the play and the draw I have to hold Arcane Denial vs Wistful Thinking, the difference is that on the play Kiora actually gets to ult before Garruk hits the board, which doesn't matters because of the endless supply of deathtouchers
I think you win this one 6-0 on the back of Kaseto alone. Hold counter mana up on turn 2, land Kaseto turn 3, and swing for 6/6/8 from there. Blight Mamba landing and Wistful eating your hand don't matter, and Garruk doesn't come down fast enough.
vs. 01 Artscrafter: Needle names Ajani and Xenagaos stalls out Mamba. =(. 0-6
vs. 02 bubblecat2: turn 3 flying goldfish. 6-0
vs. 03 Grumsh: Mana Drain stops the combo and gets Karn out faster. 0-6
vs. 04 Madmanquail: Yeah I lose to counters =( . 0-6
vs. 05 nerdyjoe: Turn 3 flying goldfish. 6-0
vs. 06 piato: ...my deck sure is fragile . 0-6
vs. 07 Rush_Clasic: ...mirror match is unwinnable. 2-2
vs. 08 SeeNamedPErson: So many counters. 0-6
vs. 09 SwapGoTron: So many. 0-6
vs. 10 tidalslimshady: ...is Karn even legal? We decided he was? 0-6
vs. 11 Tixxon: Turn 3 goldfish. 3-3
vs. 12 tomsloger: Turn 3 goldfish. 6-0
vs. 14 stormageddonx: might be a winning path but I don't care. 0-6
11vs01:6-0 Wistful thinking discards your hand
11vs02:3-3 On the draw I straight out lose. On the play, wistful thinking discards your last card. If you play hooded hydra, blight mamba will block and regenerate the hydra and win. If you play koth, t2 i play blight mamba, you play koth, I'm at 16, koth is at 4. t3 i play wistful thinking, attack down koth, koth is at 3. by turn 5 i'm at 4, koth is at 4. on turn 6 i don't attack koth, i block and regenerate mamba. I'm at 4, koth is at 5. I play garruk killing koth.
11vs03:0-6 I'm too slow
11vs04:0-6 Kaseto is fast
11vs05:3-3 Whoever discards entire hand faster
11vs06:3-3 On the play I win the race, on the draw kaseto is fast
11vs07:2-2 Needle Garruk, I discard ajani, and our blight mambas durdle together
11vs08:2-2 I play blight mamba t2, you need to hold up counterspells until t7 to play vraska and hold counters. i play wistful thinking t7, and you need to hold up mystic snake for garruk. If you play vraska holding mystic snake on t9, on the play i can play wistful thinking and garruk on the same turn, on the draw you counter both.
11.Tixxon 0-6: On both the play and the draw I have to hold Arcane Denial vs Wistful Thinking, the difference is that on the play Kiora actually gets to ult before Garruk hits the board, which doesn't matters because of the endless supply of deathtouchers
I think you win this one 6-0 on the back of Kaseto alone. Hold counter mana up on turn 2, land Kaseto turn 3, and swing for 6/6/8 from there. Blight Mamba landing and Wistful eating your hand don't matter, and Garruk doesn't come down fast enough.
Huh, this is actually correct, thank you for the imput
Guess we figured out that Kaseto is actually useful this round
@ seenamed person. I don't think this is true. Because Karn can + to take a card from your hand, if you don't counter it it will steal a counterspell, then I win the counter war over Vraska. I think this is 6-0 for me? does that sound right?
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT
7 | 1 6 S 0 6 0 X S 0 2 4 6 2 6 | 37
Forgot to look at changelings, even after making the Ultimus comment. Oops. Not my favorite format. The pun was almost worth it, though I think using an actual plane would have been funnier.
7v1: I name Xenagos with my Needle either way since I can't grow Mamba to 4 fast enough. On the play, that threat forces Needle onto my Ajani and I threaten chump-block eating. On the draw, you Needle my Mamba and that forces me to hold back, allowing you to build up the mana needed for a series of lethal attacks. (1-4)
7v2: I Needle Koth and wait to cast Ajani until I also have regeneration mana up. Then I can block forever while building my creature and planeswalker. (6-0)
7v3: I Needle Karn going either way. On the play, Mamba sneaks under counter-magic and eats you alive. On the draw, I hold Mamba and cast Ajani turn 3, which you can ignore. Casting an EOT Snake on my fourth turn gives you the free moment to enter your threat, and from there you hold Drain for my Mamba while slowly eating Ajani away, followed my a Rush second course. (3-3)
7v4: If I name Ajani, Kaseto puts on a really quick beating. If I name Kaseto, either I block-regenerate, tap from regen, and get tapped down forever or I race and get tapped down forever. (0-6)
7v5: Dack does nothing. Pyroblast does nothing. Those were some very narrow card choices. I sit back pumping Mamba until I feel like swinging for the win. (6-0)
7v6: Kaseto was good this round. I set it aside early on, but it gets big and bad and unblockable and that's rough. Anyway, it kills me clean. Or Vraska does. (0-6)
7v8: On the play, Mamba sneaks under counters. On the draw, you just have to counter Mamba; Snake can take care of Ajani from the battlefield. (3-3)
7v9: Denial keeps my Ajani in check. An unimproved Mamba is slow and loses to the super-pumping Kaseto. (0-6)
7v10: Answers for threats, Needle for your Karn. (2-2)
7v11: On the play, all of my cards come down under your counter-measures. On the draw, you Wistful away my Ajani and a staring contest ensues. (4-1)
7v13: Nice deck. You're faster than I am, so I have to shut off our Ajanis. (2-2)
7v14: On the play, I got Needle turn 1, Mamba turn 2, and wait until turn 5 to cast Ajani, holding up regen mana the entire time. That way, if you aim Downfall at my Mamba, I can regenerate it. If you aim it at Ajani, I still get 1 counter on Mamba, which wins a race against your 1/1. On the draw, I cast Mamba on turn 4 instead and do the same thing. (6-0)
2-3: 3: Grumsh counters t2 morphed Hydra, then casts Snake and attacks Koth to prevent the ultimate. Eventually, Karn exiles Koth.
2-11: 6: t2 Karn is too fast.
2-12: 0: t3 Bolas can gain control of Hydra with Cobra as a chump-blocker against Koth.
2-14: 0: Downfall kills Koth. Mamba blocks Hydra forever until Ajani makes Mamba big enough to go on the offensive.
3-11: 6: Mana Drain counters Wistful Thinking, Karn exiles Garruk from hand (or Mystic Snake counters it), and then Karn exiles Mamba.
3-12: 6: Mana Drain counters Nicol Bolas, Planeswalker.
3-14: 6: Mana Drain counters Ajani, Snake counters Downfall on Karn, and then Karn exiles Mamba the turn before it would be lethal.
11-12: 3: Thinking discards Nicol Bolas or it doesn't.
11-14: 6: Thinking discards Downfall and Ajani. Mambas trade and Garruk wins.
12-14: 6: Nicol Bolas gains control of Blight Mamba.
Disputes:
5-6: 6/3 -> 3: Revoker names Dack, Pyroblast destroys Kaseto. Vraska can activate its ultimate on turn 7 undisrupted. Consequently, nerdyjoe casts Hydra on turn 4 playing second, so that it can hit Vraska as least once despite Revoker Chump blocks. Revoker blocks and trades, and Vraska cleans up the tokens. When nerdyjoe starts, t5 5/5 Hydra is too much for Vraska to deal with.
6-9: 3/6 -> 3: I'm going with piato's analysis, as it's not clear to me why SwapGoTron discounted Arcane Denial.
7-9: 0/3 -> 0: Needle names Kiora, Denial counters Ajani, and Kaseto outraces Mamba.
8-10: 2/6 -> 6: Denial and Snake counter Karn and Downfall. Vraska wins.
8-13: 4/6 -> 4: See SNP's analysis.
10-13: 2/6 -> 6: Inversion gets Invigorate out of WW's hand, Downfall prevents WW from casting Ajani until t5 to leave up regeneration mana, and then Karn wins.
Snakes on a PlaneswalkerCommentary
with 11 different walkers and 7 different snakes, this was actually an incredibly diverse round.
and not nearly as hard to calculate as the week of soldevi denial.
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.
Deck Size: 3 cards
Basic Land rule.
Additional Bans: None (Please be sure to review the regular ban list and the land rule banlist at the end of this post)
The Entries
1Artscrafter : Rampant Revelry
Xenagos, the Reveler / Chameleon Colossus / Pithing Needle
Certainly one of the stronger snakes. And pithing needle should be excellent
2bubblecat2 : smash
Hooded Hydra / Koth of the Hammer / Exploration
Turn 2 koth is very scary
3Grumsh : counterkarn
Mana Drain / Mystic Snake / Karn Liberated
An impressive amount of control for this format
4Madmanquail : revenge of the orochi
Kaseto, Orochi Archmage / Ajani Vengeant / Arcane Denial
These are all very powerful cards. Will that be enough?
5nerdyjoe : greatest thief in the multiverse
Dack Fayden / Pyroblast / Hooded Hydra
Would you believe youre the only one who thought of playing dack?
6piato : sultai
Phyrexian Revoker / Kaseto, Orochi Archmage / Vraska the unseen
100 imaginary flavor points for using vraska.
7Rush_Clasic : infected
Pithing Needle / Blight Mamba / Ajani, Caller of the Pride
Pithing needle should be excellent, and mamba is resilient
8SeeNamedPerson : countervrask
Arcane Denial / Mystic Snake / Vraska the unseen
Man, why didn’t I think of counterspells?
9SwapGoTron : ki and ka, together forever
Kiora, the Crashing Wave / Kaseto, Orochi Archmage / Arcane Denial
Welcome to the format! This looks like it should do reasonably well.
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
Counting on karn to win is pretty tough, but it should be hard to actually beat you.
11Tixxon : apex
Blight mamba / garruk, apex predator / wistful thinking
Big garruk is insane if you get to cast him.
12Tomsloger : speed bolas
Lotus cobra / exploration / nicol bolas, planeswalker
Im not even sure bolas is better than the colorless walkers.
13WhammeWhamme : pride party
Blight Mamba / Ajani, Caller of the Pride / Invigorate
I believe the fastest deck of the week.
14xStormaggedonx : steadfast mamba
blight mamba / hero's downfall / ajani steadfast
I can never keep track of which ajani is which.
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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Or (for completion's sake) Mistform Ultimus.
kinda vanilla but still
Basic Land rule.
When you cast a spell, each opponent may copy that spell, they may choose new targets for the copy.
When a permanent enters the battlefield, if it wasn't put into play by this trigger, each opponent may put a token copy of that permanent into play.
Non-land, non-token permanents have: T: Deal 1 damage to target player.*
*This is so that you aren't priced into fireball (which doesn't work) or creature win-cons.
I don't think this is a good format, but I want to come up with an actually interesting 1 card format.
One card in your starting hand must a Leyline enchantment.
Possible bans: Karakas (because Singularity/Karakas is old, boring, predictable, and possibly stifling on the format), Leyline of Anticipation (I personally think it could be fun, but it's obviously insane with fast mana; maybe a reason to make this an alt-land round)
Cards must all start with the same letter, alternatively, cards must have consecutive letters (ABC, NOP...)
EDIT: Didn't clarify this was meant to be a Basic Land Rule format, but either would work fine, I guess. No lands would be pretty much fixed on the B though
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Kiora, the Crashing Wave, Kaseto, Orochi Archmage, Arcane Denial
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT | Points
9 | 6 6 0 2 0 0 3 3 X 6 6 6 6 6 | 50 | 50
1.Artscrafter 6-0: If Needle names Kiora then I don't play her and have Kaseto racing/dealing with Xenagos while Arcane Denial is open vs Chameleon Colossus. If Needle names Kaseto then I have to wait with Arcane Denial to counter Xenagos and lock the Colossus with Kiora.
2.smash 6-0: On the play, I can Arcane Denial Koth. On the draw, I play Kaseto turn 3, turn 4 pump twice kill Koth, turn 5 play Kiora and stabilize
3.Grumsh 0-6: Too much countermagic
4.Madmanquail 2-2?: This is very weird because it's almost a mirror match. The difference is that Ajani Vengeant can kill Kiora with a single -2, while Kiora can lock him down, but would eventually fade to Kaseto, however, Ajani Vengeant can't kill Kaseto if he has mana to pump. As a result, Kaseto is the must counter answer and whoever plays their Planeswalker or counterspell first loses
5.nerdyjoe 0-6: Pyroblast into Mind Rot is lethal both on the play and on the draw
6.piato 0-6: Revoker names Kaseto and Kiora gets destroyed by Vraska
7.Rush-Classic 3-3: Pithing Needle absolutely has to name Kiora. On the play Arcane Denial will be open to deal with the Mamba at leisure and take the game with Kaseto. On the draw, I have mana open turn 3 to counter Ajani so he comes 1 turn late, but i'm still dead in 3 swings
8.SeeNamedPerson 3-3: On the play Kaseto has to get Arcane Denial'd, if he doesn't, he swings for 6-6-8 and wins before Vraska can ult. If he does, then Kiora comes before Mystic Snake and Arcane Denial will be ready to counter Vraska. On the draw I would have to use Arcane Denial on Mystic Snake which has Kiora killed by Vraska
10.tidalslimshady 6-0: Kaseto can tough the Nameless Inversion and that Arcane Denial has Karn's name
11.Tixxon 6-0: Kaseto outraces the Mamba in both play and draw
12.Tomsloger 6-0: Counter Nicol Bolas at leisure
13.WhammeWhamme 6-0: Counter Mamba or Ajani at leisure. On the draw I can play Kaseto turn 3, chump if necessary, and lock down the snake with Kiora
14.xStormageddonx 6-0: On the play, countermagic is open for Mamba which buys me enough time to play Kiora. On the draw, turn 3 play Kaseto, take 2 poison damage. Turn 4 double pump and swing at Ajani if he was played. Turn 5 chump the snake (Counter Downfall if necessary), turn 6 Kiora with backup countermagic and win. If Kaseto gets Downfall'd then Kiora takes the game and I would be at, at most, 8 poison counters
Hopefully I got everything right, fun stuff this format
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 |
10 | 0 6 0 0 0 6 2 0 0 X 0 6 2 2 |24
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
V1 0-6 I don't have the right removal
V2 6-0 after restarting the game I turn 1 karn to get Koth next time I restart
V3 0-6 you win the karn fight
V4 0-6 you snake doesn't die to my "snake"
V5 0-6 hand = gon
V6 2-2 changed
V7 2-2 we stop each other
V8 0-6 can't stop you
V9 0-6 counters are bad
V11 0-6 hand = gon
V12 6-0 turn 4 Nicol bOlas isn't fast enough to lock
V13 2-2 we should both win on play
V14 2-2 neither can win
1Artscrafter : Rampant Revelry
Xenagos, the Reveler / Chameleon Colossus / Pithing Needle
XX | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 |
01 | X 6 2 0 6 0 4 2 0 6 0 6 6 6 | 44
Hooded Hydra / Koth of the Hammer / Exploration
6-0
Needle hits Koth.
By your turn 4 when you're on the play, you've either dropped Hydra for 4 and hit me once, or dropped it for 6. Xenagos then comes down and starts making infinite chump blockers. I kill you with Chameleon crackbacks or a critical mass of Satyrs, depending on whether you attack.
3Grumsh : counterkarn
Mana Drain / Mystic Snake / Karn Liberated
2-2
Needle hits Karn. Counters eat my other things, but you have no wincon if I don't play anything (and you lose if you cast Mystic Snake without using it to counter something.)
4Madmanquail : revenge of the orochi
Kaseto, Orochi Archmage / Ajani Vengeant / Arcane Denial
0-6
If I hit Kaseto with Needle, you counter Xenagos. Ajani plus a chump blocker lets you lockdown for an arbitrary amount of time, then nuke lands and Helix for the win.
If I hit Ajani with Needle, Kaseto with Arcane Denial purely as a tempo play are a fast enough clock.
5nerdyjoe : greatest thief in the multiverse
Dack Fayden / Pyroblast / Hooded Hydra
6-0
Needle hits Dack and Pyroblast is a blank. Xenagos + Colossus beats Hydra as seen in 1v2.
6piato : sultai
Phyrexian Revoker / Kaseto, Orochi Archmage / Vraska the unseen
0-6
Needle has to hit Vraska. Revoker on Xenagos lets Kaseto outrace.
7Rush_Clasic : infected
Pithing Needle / Blight Mamba / Ajani, Caller of the Pride
4-1
Your needle hits Xenagos or else I swarm you with tokens easily.
On the play, I needle Blight Mamba. I get Colossus down in time that you're forced to hold a 3/3 Mamba back against it. I attack Ajani. You lose Ajani or Mamba in this combat. If you block, I'm left with a 1/1 Colossus that proceeds to finish off Ajani and then you. If you don't block, I hold my 4/4 against your 3/3 until I can threaten lethal with pumps, then the 1/1 Colossus gets there.
On the draw, your Mamba would be 4/4 by the time I get to attack, and having an empty board versus Ajani doesn't end well for me. So I needle Ajani instead. This results in board stall.
8SeeNamedPerson : countervrask
Arcane Denial / Mystic Snake / Vraska the unseen
2-2
Same as 1v3 after Needle hits Vraska.
9SwapGoTron : ki and ka, together forever
Kiora, the Crashing Wave / Kaseto, Orochi Archmage / Arcane Denial
0-6
Similar to the 1v4 matchup. Needling the walker doesn't end well, but if I needle Kaseto you keep Colossus on lockdown forever until you have the Kraken emblem online.
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
6-0
Needle hits Karn. Chameleon Colossus is immune to your other cards.
11Tixxon : apex
Blight mamba / garruk, apex predator / wistful thinking
0-6
Wistful Thinking eats my hand.
12Tomsloger : speed bolas
Lotus cobra / exploration / nicol bolas, planeswalker
6-0
Needle hits Bolas. Your snake sits around wondering what it's doing out there alone.
13WhammeWhamme : pride party
Blight Mamba / Ajani, Caller of the Pride / Invigorate
6-0
Needle hits Ajani.
When I'm OTD, you get two attacks (one with Invigorate on it) before I land Xenagos and produce unlimited chump blockers.
14xStormaggedonx : steadfast mamba
blight mamba / hero's downfall / ajani steadfast
6-0
Colossus is immune to Downfall so it hits Xenagos.
Needle hits Mamba. This Ajani is slower than the one from 1v7 so I can clean up with Colossus easily no matter what you do.
I was debating heavily between Kaseto and Colossus. Was expecting people to play more removal than they did. Kaseto may have been the better choice for the race matchups.
I was expecting a lot more of the token factory/pumper combination to show up. I actually considered Dack/Needle/Colossus initially but it would have been very weak to Exploration/Elspeth/Colossus as an example.
5nerdyjoe : greatest thief in the multiverse
Dack Fayden / Pyroblast / Hooded Hydra
X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 | PT | Points
5 | 0 0 6 6 X 6 0 6 6 6 6 6 0 2 | 50 | 384
1Artscrafter : Rampant Revelry
Xenagos, the Reveler / Chameleon Colossus / Pithing Needle
0-6, Pithing needle gets there.
2bubblecat2 : smash
Hooded Hydra / Koth of the Hammer / Exploration
0-6 got raced
3Grumsh : counterkarn
Mana Drain / Mystic Snake / Karn Liberated
6-0 Turn 4 I get to stick Dack, remove whatever is left of your hand, kill with the hydra.
4Madmanquail : revenge of the orochi
Kaseto, Orochi Archmage / Ajani Vengeant / Arcane Denial
I get to stick Dack if you cast Kaseto or ajani early, and get rid of the other. There's some details to work out here, so I'll come back to it.
6piato : sultai
Phyrexian Revoker / Kaseto, Orochi Archmage / Vraska the unseen
I'm fairly sure hydra can race, but I don't know.
7Rush_Clasic : infected
Pithing Needle / Blight Mamba / Ajani, Caller of the Pride
0-6 Needle removes dack, Hydra doesn't get there.
8SeeNamedPerson : countervrask
Arcane Denial / Mystic Snake / Vraska the unseen
6-0 Dack gets there
9SwapGoTron : ki and ka, together forever
Kiora, the Crashing Wave / Kaseto, Orochi Archmage / Arcane Denial
6-0 Dack gets there
10tidalslimshady : who needs wincons?
Nameless inversion / Karn liberated / Hero's downfall
6-0 Dack gets there
11Tixxon : apex
Blight mamba / garruk, apex predator / wistful thinking
6-0 Dack gets there (I'm fairly sure. We can double check if we disagree)
12Tomsloger : speed bolas
Lotus cobra / exploration / nicol bolas, planeswalker
6-0 Dack gets there
13WhammeWhamme : pride party
Blight Mamba / Ajani, Caller of the Pride / Invigorate
0-6 Got raced
14xStormaggedonx : steadfast mamba
blight mamba / hero's downfall / ajani steadfast
2-2 Dack gets there (then blight mamba races with hydra. I make a nice 5/5, then stonewall the mamba. It attacking doesn't help, me attacking doesn't help)
vs. 02 bubblecat2: turn 3 flying goldfish. 6-0
vs. 03 Grumsh: Mana Drain stops the combo and gets Karn out faster. 0-6
vs. 04 Madmanquail: Yeah I lose to counters =( . 0-6
vs. 05 nerdyjoe: Turn 3 flying goldfish. 6-0
vs. 06 piato: ...my deck sure is fragile . 0-6
vs. 07 Rush_Clasic: ...mirror match is unwinnable. 2-2
vs. 08 SeeNamedPErson: So many counters. 0-6
vs. 09 SwapGoTron: So many. 0-6
vs. 10 tidalslimshady: ...is Karn even legal? We decided he was? 0-6
vs. 11 Tixxon: Turn 3 goldfish. 3-3
vs. 12 tomsloger: Turn 3 goldfish. 6-0
vs. 14 stormageddonx: might be a winning path but I don't care. 0-6
11vs01:6-0 Wistful thinking discards your hand
11vs02:3-3 On the draw I straight out lose. On the play, wistful thinking discards your last card. If you play hooded hydra, blight mamba will block and regenerate the hydra and win. If you play koth, t2 i play blight mamba, you play koth, I'm at 16, koth is at 4. t3 i play wistful thinking, attack down koth, koth is at 3. by turn 5 i'm at 4, koth is at 4. on turn 6 i don't attack koth, i block and regenerate mamba. I'm at 4, koth is at 5. I play garruk killing koth.
11vs03:0-6 I'm too slow
11vs04:0-6 Kaseto is fast
11vs05:3-3 Whoever discards entire hand faster
11vs06:3-3 On the play I win the race, on the draw kaseto is fast
11vs07:2-2 Needle Garruk, I discard ajani, and our blight mambas durdle together
11vs08:2-2 I play blight mamba t2, you need to hold up counterspells until t7 to play vraska and hold counters. i play wistful thinking t7, and you need to hold up mystic snake for garruk. If you play vraska holding mystic snake on t9, on the play i can play wistful thinking and garruk on the same turn, on the draw you counter both.
INCOMPLETE CALCULATING IN PROGRESS
Huh, this is actually correct, thank you for the imput
Guess we figured out that Kaseto is actually useful this round
7 | 1 6 S 0 6 0 X S 0 2 4 6 2 6 | 37
Forgot to look at changelings, even after making the Ultimus comment. Oops. Not my favorite format. The pun was almost worth it, though I think using an actual plane would have been funnier.
7v2: I Needle Koth and wait to cast Ajani until I also have regeneration mana up. Then I can block forever while building my creature and planeswalker. (6-0)
7v3: I Needle Karn going either way. On the play, Mamba sneaks under counter-magic and eats you alive. On the draw, I hold Mamba and cast Ajani turn 3, which you can ignore. Casting an EOT Snake on my fourth turn gives you the free moment to enter your threat, and from there you hold Drain for my Mamba while slowly eating Ajani away, followed my a Rush second course. (3-3)
7v4: If I name Ajani, Kaseto puts on a really quick beating. If I name Kaseto, either I block-regenerate, tap from regen, and get tapped down forever or I race and get tapped down forever. (0-6)
7v5: Dack does nothing. Pyroblast does nothing. Those were some very narrow card choices. I sit back pumping Mamba until I feel like swinging for the win. (6-0)
7v6: Kaseto was good this round. I set it aside early on, but it gets big and bad and unblockable and that's rough. Anyway, it kills me clean. Or Vraska does. (0-6)
7v8: On the play, Mamba sneaks under counters. On the draw, you just have to counter Mamba; Snake can take care of Ajani from the battlefield. (3-3)
7v9: Denial keeps my Ajani in check. An unimproved Mamba is slow and loses to the super-pumping Kaseto. (0-6)
7v10: Answers for threats, Needle for your Karn. (2-2)
7v11: On the play, all of my cards come down under your counter-measures. On the draw, you Wistful away my Ajani and a staring contest ensues. (4-1)
7v12: Needle Nicol, Mamba + Ajani outmatch Cobra. (6-0)
7v13: Nice deck. You're faster than I am, so I have to shut off our Ajanis. (2-2)
7v14: On the play, I got Needle turn 1, Mamba turn 2, and wait until turn 5 to cast Ajani, holding up regen mana the entire time. That way, if you aim Downfall at my Mamba, I can regenerate it. If you aim it at Ajani, I still get 1 counter on Mamba, which wins a race against your 1/1. On the draw, I cast Mamba on turn 4 instead and do the same thing. (6-0)
1| X 6 2 0 6 0 4 2 0 6 0 6 6 6 | 44 | 338
2| 0 X 3 3 6 0 0 6 0 0 6 0 0 0 | 22 | 169
3| 2 3 X 6 0 2 3 6 6 6 6 6 6 6 | 56 | 431
4| 6 3 0 X 0 0 6 0 3 6 6 6 6 6 | 46 | 354
5| 0 0 6 6 X 3 0 6 6 6 6 6 0 2 | 46 | 354
6| 6 6 2 6 3 X 6 2 3 2 4 6 6 6 | 56 | 431
7| 1 6 3 0 6 0 X 3 0 2 4 6 2 6 | 37 | 285
8| 2 0 0 6 0 2 3 X 3 6 2 6 4 3 | 34 | 262
9| 6 6 0 3 0 3 6 3 X 6 6 6 6 6 | 54 | 415
0| 0 6 0 0 0 2 2 0 0 X 0 6 6 2 | 24 | 185
1| 6 0 0 0 0 1 1 2 0 6 X 3 3 6 | 26 | 200
2| 0 6 0 0 0 0 0 0 0 0 3 X 0 6 | 14 | 108
3| 0 6 0 0 6 0 2 1 0 0 3 6 X 0 | 23 | 177
4| 0 6 0 0 2 0 0 3 0 2 0 0 6 X | 18 | 138
Grumsh and piato win the round!
2-3: 3: Grumsh counters t2 morphed Hydra, then casts Snake and attacks Koth to prevent the ultimate. Eventually, Karn exiles Koth.
2-11: 6: t2 Karn is too fast.
2-12: 0: t3 Bolas can gain control of Hydra with Cobra as a chump-blocker against Koth.
2-14: 0: Downfall kills Koth. Mamba blocks Hydra forever until Ajani makes Mamba big enough to go on the offensive.
3-11: 6: Mana Drain counters Wistful Thinking, Karn exiles Garruk from hand (or Mystic Snake counters it), and then Karn exiles Mamba.
3-12: 6: Mana Drain counters Nicol Bolas, Planeswalker.
3-14: 6: Mana Drain counters Ajani, Snake counters Downfall on Karn, and then Karn exiles Mamba the turn before it would be lethal.
11-12: 3: Thinking discards Nicol Bolas or it doesn't.
11-14: 6: Thinking discards Downfall and Ajani. Mambas trade and Garruk wins.
12-14: 6: Nicol Bolas gains control of Blight Mamba.
Disputes:
5-6: 6/3 -> 3: Revoker names Dack, Pyroblast destroys Kaseto. Vraska can activate its ultimate on turn 7 undisrupted. Consequently, nerdyjoe casts Hydra on turn 4 playing second, so that it can hit Vraska as least once despite Revoker Chump blocks. Revoker blocks and trades, and Vraska cleans up the tokens. When nerdyjoe starts, t5 5/5 Hydra is too much for Vraska to deal with.
6-9: 3/6 -> 3: I'm going with piato's analysis, as it's not clear to me why SwapGoTron discounted Arcane Denial.
7-9: 0/3 -> 0: Needle names Kiora, Denial counters Ajani, and Kaseto outraces Mamba.
8-10: 2/6 -> 6: Denial and Snake counter Karn and Downfall. Vraska wins.
8-13: 4/6 -> 4: See SNP's analysis.
10-13: 2/6 -> 6: Inversion gets Invigorate out of WW's hand, Downfall prevents WW from casting Ajani until t5 to leave up regeneration mana, and then Karn wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy