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.
Probably my best round yet. Glad I chose this over the Hickory Woodlot / Clockspinning / Clockspinning / Void Attendant idea.
1 | X 6 6 0 6 6 6 6 0 | 36
X
1v2 - Sanctity saves the day. 6-0
1v3 - Karakas bounces creatures. 6-0
1v4 - Having to pause to bounce Riftsweeper lets you race. 0-6
1v5 - Bounce Teferi. 6-0
1v6 - Sanctity saves my skin. 6-0
1v7 - I didn't come here to cast noncreature spells. Or any spells, really. 6-0
1v8 - Odd case where I actually don't bounce the Commander, because my Mutavault can handle a 1/1 but not the 2/2 soldier tokens. 6-0
1v9 - Can't stop the Empyrial March. 0-6
5|0 6 6 0 X 0 0 6 0|18
V1 0-6 you karaline me and I can't do it to you
V2 6-0 bounce cremator in response to its own trigger, you end up discarding it and then I can lock before you get to do anything else
V3 6-0 bounce your stuff and you cannot recast
V4 0-6 I get creamed by the more dedicated karaline deck
V6 0-6 can't race
V7 0-6 after a very long time you kill me
V8 6-0 tokens
V9 0-6 big shroud
@mogg My disputes so far are 2v5 also I don't see the t2 kill you seen to have
Thought Riftsweeper and Pull would be big this week so went for Karalinkmoth to get around it. Then Riftsweeper for disruption/value.
1HerziQuerzi : Impatience
Leyline of Singularity / Leyline of Sanctity / Karakas / Mutavault
completely ignoring round rules. always a solid strategy.
6-0. Genuinely surprised, but I win this. We both have karaline and a 10-turn clock creatureland with activation cost 1, for a turn 11 win. But Herzi has to take a turn off attacking to bounce riftsweeper, which otherwise blocks.
2Mogg : cremation
Cragganwick Cremator / Pull from Eternity / Serra Avatar / Shallow Grave
undisrupted, this is the dream of turn 3 win on the play, turn 2 on the draw.
0-6. OTP, die to a turn 2 kill. OTD, I suspend my riftsweeper on Mogg's turn. Pulling it would give me the win via my bouncing avatar. Shallow Grave can't be suspended until after riftsweeper resolves on my turn2, at which point Mogg suspends Pull, Cremator, Grave to kill Mogg turn 4. I can bounce riftsweeper, but it won't come down again till my turn4, at which point I'm dead.
3Rush_Clasic : Ra-Ra-Gryffindor
Griffin Canyon / City of Traitors / Magus of the Candelabra / Amoeboid Changeling
infinitely large griffmagus could be ok Smile
6-0. Karaline works.
5tidalslimshady : teferi's fury
]Teferi, Mage of zhalfir / Fury charm / Leyline of singularity / Karakas
teferi is absolutely brutal this round
6-0. Karaline, and inkmoth isn't ever an artifact when Fury Charm could destroy it.
6tomsloger : extort
dust of moments / roiling horror / roiling horror / roiling horror
fast wins with lifegain are fun.
6-0 t1 I suspend riftsweepe. You get to remove 6+6 =12 counters by the start of your t4 OYP/t3 OYD. One is riftswept, one dies. I bounce riftsweeper to finish the resuspended horror, and could kill with sweeper beatdown for style points.
7turkeytron : processor assualt
Thalia, guardian of Thraben / wasteland strangler / pull from eternity / pull from eternity
impressively disruptive
6-0. Bounce your creatures, beatdown with Inkmoth. You can get into a routine of: t(3n) suspend strangler, t(3n+1) suspend Thalia, t(3n+3) get to hit with Thalia, but this lets you do 2 damage every three turns. I can still keeping dealing 1 poison every 3, giving us both 30 turn clocks. But I do the damage first, on turn 3n+2, when you do damage on t3n+3, putting my clock at 29 turns, 26 because I get to hit in on my t2 OMD/some turn before you can start this sequence OMP. (This line is slightly suboptimal for me, but I do not think you can beat it.)
8WaitWhatWent : commander of the meek
Benalish Commander / Benalish Commander / Benalish Commander / Leyline of the meek
scary deck, but ran into a lot of leyline of singularity
6-0. Karaline is not your favoured match-up.
9WhammeWhamme : ionamate
Putrid Imp / Reanimate / Iona, Shield of Emeria / Empyrial Archangel
some pretty good reanimation targets there.
6-0. The issue, fundamentally, is that you appear to be expecting your opponen to cast spells. You can get in a hit with the Imp, but then Karaline takes over.
Went for Riftsweeper partially because I couldn't remember what Pull From Eternity was called, partially because the body seemed useful. Would've been only slightly different if I'd made that change.
4 | 6 0 6 X 6 6 6 6 6 | 42 | 525
1: 6->0 : Tom suspends Horrors one at a time to avoid impending Leyline death. Horrors outrace Nexus, neither Karakas nor Riftsweeper permanently addresses the threat, and each Karakas activation adds a turn to your clock.
9: 6->0 : WW has t2 Archangel, which you can't bounce.
Also, in our match, how do you suspend Riftsweeper on my turn? It doesn't have flash.
5|0 6 6 0 X 0 0 6 0|18
V1 0-6 you karaline me and I can't do it to you
V2 6-0 bounce cremator in response to its own trigger, you end up discarding it and then I can lock before you get to do anything else
V3 6-0 bounce your stuff and you cannot recast
V4 0-6 I get creamed by the more dedicated karaline deck
V6 0-6 can't race
V7 0-6 after a very long time you kill me
V8 6-0 tokens
V9 0-6 big shroud
@mogg My disputes so far are 2v5 also I don't see the t2 kill you seen to have
I didn't see the line of bouncing Cremator in response to trigger, which affects multiple matches. I'll re-check later.
Otherwise, t2 is from eot suspend Grave (your turn), next eot suspend Pull, Pull Cremator, Grave Cremator, discard Avatar.
3-6: 6-0: Too fast.
3-7: 0-6: Pull the combo.
3-8: 0-6: Too many tokens.
3-9: 0-6: t2 Iona.
6-7: 0-6: If Horrors lead, double pull is enough. tt sets up swing for 5 before tom suspends, and tom loses the race.
6-8: 0-6: If Horrors attack to manage token numbers, the counter attack once Commanders resolve is fatal. If not, then there are too many tokens.
6-9: 6-0: t2 Iona on white, but Horror triggers outrace due to lifeloss from Reanimate.
7-8: 0-6: Even pulling two commanders, there are too many tokens.
7-9: 6-0: Thalia/Pull Reanimate.
8-9: 6-0: Too many tokens against Reanimate life loss.
4 Card Wait Your Turn
this format was interesting. yall came up with some weird decks.
All spells in hand gain 0: suspend X, where X is its converted mana cost.
Deck Size: 4
Land Rule: None
Additional Banned list:
1HerziQuerzi : Impatience
Leyline of Singularity / Leyline of Sanctity / Karakas / Mutavault
completely ignoring round rules. always a solid strategy.
2Mogg : cremation
Cragganwick Cremator / Pull from Eternity / Serra Avatar / Shallow Grave
undisrupted, this is the dream of turn 3 win on the play, turn 2 on the draw.
3Rush_Clasic : Ra-Ra-Gryffindor
Griffin Canyon / City of Traitors / Magus of the Candelabra / Amoeboid Changeling
infinitely large griffmagus could be ok
4SeeNamedPerson : foiled plans
Leyline of Singularity / Karakas / Inkmoth Nexus / Riftsweeper
krakularity is always good, and sweeper could be pretty good
5tidalslimshady : teferi's fury
]Teferi, Mage of zhalfir / Fury charm / Leyline of singularity / Karakas
teferi is absolutely brutal this round
6tomsloger : extort
dust of moments / roiling horror / roiling horror / roiling horror
fast wins with lifegain are fun.
7turkeytron : processor assualt
Thalia, guardian of Thraben / wasteland strangler / pull from eternity / pull from eternity
impressively disruptive
8WaitWhatWent : commander of the meek
Benalish Commander / Benalish Commander / Benalish Commander / Leyline of the meek
scary deck, but ran into a lot of leyline of singularity
9WhammeWhamme : ionamate
Putrid Imp / Reanimate / Iona, Shield of Emeria / Empyrial Archangel
some pretty good reanimation targets there.
The Grid
X| 1 2 3 4 5 6 7 8 9
1| X 6 6 0 6 6 6 6 0 | 36 | 450
2| 0 X 6 0 2 0 4 6 6 | 24 | 300
3| 0 0 X 0 0 6 0 0 0 | 06 | 75
4| 6 6 6 X 6 0 6 6 0 | 36 | 450
5| 0 6 6 0 X 0 0 6 0 | 18 | 225
6| 0 6 0 6 6 X 0 0 6 | 24 | 300
7| 0 1 6 0 6 6 X 0 6 | 25 | 313
8| 0 0 6 0 0 6 6 X 6 | 24 | 300
9| 6 0 6 6 6 0 0 0 X | 24 | 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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2| 0 X 6 0 2 0 4 6 6 | 24 | 300
1: 0: Sanctity.
3: 6: Pull Magus.
4: 0: Karakas bounces Cremator in response to trigger.
5: 2: Karakas bounces Cremator in response to trigger. I pull Teferi.
6: 0: 1 point short.
7: 4: tt suspends Thalia, Pulls Grave. Tt suspends Strangler post-Thalia (t3) to evade Pull, Pulls Cremator. I suspend Avatar t2 (post Grave-Pull). Avatar resolves as 8/8 or 11/11 (play/draw) and either races or blocks.
8: 6: Too fast.
9: 6: Pull Reanimate.
EDIT: Corrected matches vs. 4 and 5, due to Karakas in response to trigger.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
1 | X 6 6 0 6 6 6 6 0 | 36
1v2 - Sanctity saves the day. 6-0
1v3 - Karakas bounces creatures. 6-0
1v4 - Having to pause to bounce Riftsweeper lets you race. 0-6
1v5 - Bounce Teferi. 6-0
1v6 - Sanctity saves my skin. 6-0
1v7 - I didn't come here to cast noncreature spells. Or any spells, really. 6-0
1v8 - Odd case where I actually don't bounce the Commander, because my Mutavault can handle a 1/1 but not the 2/2 soldier tokens. 6-0
1v9 - Can't stop the Empyrial March. 0-6
V1 0-6 you karaline me and I can't do it to you
V2 6-0 bounce cremator in response to its own trigger, you end up discarding it and then I can lock before you get to do anything else
V3 6-0 bounce your stuff and you cannot recast
V4 0-6 I get creamed by the more dedicated karaline deck
V6 0-6 can't race
V7 0-6 after a very long time you kill me
V8 6-0 tokens
V9 0-6 big shroud
@mogg My disputes so far are 2v5 also I don't see the t2 kill you seen to have
1: 6->0 : Tom suspends Horrors one at a time to avoid impending Leyline death. Horrors outrace Nexus, neither Karakas nor Riftsweeper permanently addresses the threat, and each Karakas activation adds a turn to your clock.
9: 6->0 : WW has t2 Archangel, which you can't bounce.
Also, in our match, how do you suspend Riftsweeper on my turn? It doesn't have flash.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I didn't see the line of bouncing Cremator in response to trigger, which affects multiple matches. I'll re-check later.
Otherwise, t2 is from eot suspend Grave (your turn), next eot suspend Pull, Pull Cremator, Grave Cremator, discard Avatar.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Edit: lol like zero English there
1| X 6 6 0 6 6 6 6 0 | 36 | 450
2| 0 X 6 0 2 0 4 6 6 | 24 | 300
3| 0 0 X 0 0 6 0 0 0 | 06 | 75
4| 6 6 6 X 6 0 6 6 0 | 36 | 450
5| 0 6 6 0 X 0 0 6 0 | 18 | 225
6| 0 6 0 6 6 X 0 0 6 | 24 | 300
7| 0 1 6 0 6 6 X 0 6 | 25 | 313
8| 0 0 6 0 0 6 6 X 6 | 24 | 300
9| 6 0 6 6 6 0 0 0 X | 24 | 300
3-6: 6-0: Too fast.
3-7: 0-6: Pull the combo.
3-8: 0-6: Too many tokens.
3-9: 0-6: t2 Iona.
6-7: 0-6: If Horrors lead, double pull is enough. tt sets up swing for 5 before tom suspends, and tom loses the race.
6-8: 0-6: If Horrors attack to manage token numbers, the counter attack once Commanders resolve is fatal. If not, then there are too many tokens.
6-9: 6-0: t2 Iona on white, but Horror triggers outrace due to lifeloss from Reanimate.
7-8: 0-6: Even pulling two commanders, there are too many tokens.
7-9: 6-0: Thalia/Pull Reanimate.
8-9: 6-0: Too many tokens against Reanimate life loss.
HerziQuerzi and SeeNamedPerson win.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy