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The Magic Market Index for Nov 17, 2017
  • posted a message on 5CH Mark of a Traitor - Submit Your Hand by November 21 (11:00 pm GMT)
    Also, I'm intrigued by the formats that have been suggested both in this thread and in threads from the last few weeks. I do intend put them in rotation.

    Quote from Anachronity »
    Still, [the] Bar Exam is also fun.
    Taken out of context, this sentence alone sounds like it should be in an Un-set.
    Posted in: Forum Magic
  • posted a message on 5CH Mark of a Traitor - Submit Your Hand by November 21 (11:00 pm GMT)
    Tentatively, next week's format will be:

    3CH ELR Leyline CMC <= 4

    Hand Size: 3 cards.
    Land Rule: Extra Land Rule.
    Format Rule:

    Each player may begin the game with any number of cards with converted mana cost less than or equal to 4 from his or her hand on the battlefield.

    Please post if you have any comments or suggestions!
    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)
    Hands have been posted!
    Please take a look and score your row.
    Posted in: Forum Magic
  • posted a message on 5CH Mark of a Traitor - Submit Your Hand by November 21 (11:00 pm GMT)



    5CH Mark of a Traitor

    Hand Size: 5 cards.
    Land Rule: None.
    Format Rule:

    If a card would be put into a graveyard from anywhere, exile it instead.
    Whenever a card is exiled, if it had no traitor counters on it, the opponent of the owner of that card may put a card with the same name as that card from outside the game into his or her hand with a traitor counter on it.
    Traitor counters can't be removed and remain on cards as they change zones.

    How to Submit
    Send a private message with your list of cards (your hand) to this account.

    If you have any questions, just ask!
    You can send a private message, or you can post in this thread. If you want to ask a question by private message, please note in your subject line that you haven't included your submission, because I want to respond to you quickly, and I don't review any submissions until I've chosen my own. I want to play, too!

    Submission deadline: Tuesday, November 21, 11:00 pm GMT

    Rules and Banned List
    Be sure to review the rules and banned list(s) by clicking below.
    Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
    Contents

    1. Overview
    2. Game Rules
    3. Hand Construction Rules
    4. Entry
    5. Perfect Hand Magic League (PHML)
    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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 – Hand Construction Rules.


    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 by 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. An effect that would produce a random result produces the result that least benefits 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 all 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 would enable him or her 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 has passed – 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.


    5. Perfect Hand Magic League (PHML)

    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 has 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 result 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 typically containing between one and seven cards. Additionally, the Game Rules and Hand 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 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 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 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.

    7.4. Sanctioned Magic Format Variant.

    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. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.

    7.6. Backbuild.

    7.6a. Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1.

    7.7. (Bonus).

    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.

    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)
    I've updated the rule again, with a variation on Skullbriar's rules text. I realize that solution is also outside of the bounds of what's been done in Magic, but it makes me less apprehensive about missing an interaction than does ignoring Magic's concept of object impermanence. I do realize that commander as a format hinges on the idea that a card - as opposed to an object - can have properties, but that's territory that I'd rather avoid when applied to multiple cards.
    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)
    Quote from Anachronity »
    Betrayal is going to be very hard to score, especially with Misthollow Griffin and its ilk. Maybe only have it come back the one time after the original owner casts it, and not again when the opponent does?

    Makes sense. I've taken a pass at updating the rule.
    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)
    Tentatively, next week's format will be:

    5CH Mark of a Traitor

    Hand Size: 5 cards.
    Land Rule: None.
    Format Rule:

    If a card would be put into a graveyard from anywhere, exile it instead.
    Whenever a card is exiled, if it had no traitor counters on it, the opponent of the owner of that card may put a card with the same name as that card from outside the game into his or her hand with a traitor counter on it.
    Traitor counters can't be removed and remain on cards as they change zones.

    Please post if you have any comments or suggestions!
    Posted in: Forum Magic
  • posted a message on 5CH Daze for Days; Feyd_Ruin wins! (475 points)
    Quote from Personman »
    Oh! I thought the deadline was midnight? I just sent in a hand, and I promise I hadn't seen any of these before doing so. If I'm allowed to sneak it through, it was

    Soldevi Digger
    Ancient Tomb
    Field of Ruin
    Thespian's Stage
    Dark Depths
    I've added your hand.
    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)
    Quote from Anachronity »
    woah, are we sure we still want to keep the unqualified "can't be sacrificed" clause? I would really prefer Sigarda's wording so we don't get tons of Phyrexian Dreadnoughts and Glacial Chasms


    Noted, and it might have been a good change. Admittedly, I forgot the suggestion had been made. The format will stay as is, though.
    Posted in: Forum Magic
  • posted a message on 5CH Daze for Days; Feyd_Ruin wins! (475 points)
    Hands have been posted!
    Please take a look and score your row.
    Posted in: Forum Magic
  • posted a message on 3CH ELR Trees; Mogg wins! (525 points)



    3CH ELR Trees

    Hand Size: 3 cards.
    Land Rule: Extra Land Rule
    Format Rule:

    All non-Lair lands are 2/5 green Treefolk Shaman creatures that are still lands.
    All non-Treefolk creatures are Lair lands in addition to their other types and have "{T}: Add one mana of any color to your mana pool".
    All lands have indestructible and can't be sacrificed.

    Additional Bans: Time Vault

    Hands:

    1) Anachronity
    Argothian Elder / Gaea's Cradle / Helix Pinnacle

    2) CalvinSchwa
    Chalice of the Void / Exploration / Humility

    3) Feyd_Ruin
    Authority of the Consuls / Meekstone / Shared Triumph

    4) knobbodi
    Council's Judgment / Path to Exile / Serene Remembrance

    5) Magus of the Aesthetic :: Torment of Venom plus two Glacial Chasms
    Elixir of Immortality / Path to Exile / Shared Animosity

    6) Mogg
    Chancellor of the Forge / Cursed Totem / Exploration

    7) Personman
    Exploration / Glacial Chasm / Helix Pinnacle

    8) psly4mne
    City of Shadows / City of Traitors / Emeria Angel

    9) WhammeWhamme
    Isochron Scepter / Path to Exile / Path to Exile


    Results:

    X| 1 2 3 4 5 6 7 8 9
    1| X 6 6 0 6 0 6 3 0 | 26 | 325
    2| 0 X 6 4 6 1 1 0 6 | 24 | 300
    3| 0 0 X 3 6 0 2 0 6 | 16 | 200
    4| 6 1 3 X 6 0 6 6 3 | 29 | 363
    5| 0 0 0 0 X 0 0 6 0 | 06 | 075
    6| 6 4 6 6 6 X 2 6 6 | 42 | 525
    7| 0 4 2 0 6 2 X 6 6 | 26 | 325
    8| 0 6 0 0 0 0 0 X 0 | 06 | 075
    9| 6 0 0 3 6 0 0 6 X | 20 | 250

    Mogg wins!


    Rules and Banned List
    Be sure to review the rules and banned list(s) by clicking below.
    Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
    Contents

    1. Overview
    2. Game Rules
    3. Hand Construction Rules
    4. Entry
    5. Perfect Hand Magic League (PHML)
    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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 – Hand Construction Rules.


    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 by 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. An effect that would produce a random result produces the result that least benefits 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 all 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 would enable him or her 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 has passed – 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.


    5. Perfect Hand Magic League (PHML)

    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 has 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 result 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 typically containing between one and seven cards. Additionally, the Game Rules and Hand 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 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 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 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.

    7.4. Sanctioned Magic Format Variant.

    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. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.

    7.6. Backbuild.

    7.6a. Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1.

    7.7. (Bonus).

    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.
    Posted in: Forum Magic
  • posted a message on 5CH Daze for Days; Feyd_Ruin wins! (475 points)
    Quote from Anachronity »
    All non-Treefolk creatures are Wastes in addition to their other types.


    I appreciate the eldrazi-inclusiveness, but 'Waste' is not a type. You can probably just say "All non-Treefolk creatures are lands in addition to their other types and have 'T: add C to your mana pool.'"

    Also this would only apply once they are on the battlefield. I assume that's intentional but just wanted to clarify.


    The second point was intentional. My inspiration was Life and Limb, and I wanted to broaden its scope. I'll add to your comment that this interaction means playing a creature does not count as your land drop for the turn, since it's not a land when you cast it.

    Thanks for pointing out the subtype issue on Wastes. I want the lands to have a subtype to avoid any confusion around what gets modified by what. I've changed the lands to be Lairs, and - since I now have to spell out the mana-producing ability regardless - I've let them tap for any color of mana, which would have been my preference to begin with.

    I've also modified the format proposal by adding the third sentence; expensive lock pieces don't worry me, but I thought of Plaguebearer this morning and wanted a bit more general cover for things I might have missed. Based on this change, I've removed Tabernacle from the banned list. I've added Time Vault, because the round rule obviates the need for Vault-Key hands to include a win condition, and that causes me to be concerned about the strategy's power.
    Posted in: Forum Magic
  • posted a message on 5CH Daze for Days; Feyd_Ruin wins! (475 points)
    Tentatively, next week's format will be:

    3CH ELR Name TBD

    Hand Size: 3 cards.
    Land Rule: Extra Land Rule
    Format Rule:

    All non-Lair lands are 2/5 green Treefolk Shamans that are still lands.
    All non-Treefolk creatures are Lairs in addition to their other types and have "{T}: Add one mana of any color to your mana pool".
    All lands have indestructible and can't be sacrificed.

    Additional Bans: Time Vault

    Please post if you have any comments or suggestions!
    Posted in: Forum Magic
  • posted a message on 5 Card Backbuild; knobbodi wins! (475 points)
    It will - don't worry! Smile
    Your regular moderator has been out for a few weeks.
    I'm back now and will be closing off the remaining open rounds within the next week.
    Posted in: Forum Magic
  • posted a message on 5CH Mycosynth Halloween Party; knobbodi wins! (400 points)
    Hands have been posted!
    Please take a look and score your row.

    Also, please welcome new player, Magus of the Aesthetic!

    Note - I do realize that I have a two week backlog of results grids to post. I will have those rounds up-to-date by next week and then return to the regular weekly schedule of posting the final results.
    Posted in: Forum Magic
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