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  • posted a message on Perfect Hand Magic League 44:04 - 4 Card Innistrad - hands posted, score your row now
    hands and poll posted.
    sorry for the delay
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 45:01 - 2 Card Land Rule - Hands posted, score your row now.

    2 Card

    Deck Size: 2
    Land Rule: Basic Land Rule
    Additional Banned list: remember to check the land rule banlist in addition to the regular banlist
    Commentary
    Still my favorite format. The rock paper scissors is real.
    Is exploration good enough with only one other card?
    Should you play two threats or pack answers?
    Can you afford for your answers to miss?
    How fast can you be?
    How slow can you afford to be?
    All these answers and more, next week in PHM.


    Entries
    1Personman : Beast Elixir
    Beast Within / Elixir of Immortality
    The one, the only, the classic. Will there be hate?

    2Mogg : No more
    Nevermore / Warden of the First Tree
    Warden is a great threat. Is Nevermore good enough disruption?

    3SeeNamedPerson : Chalice on 3
    Chalice of Life / Ensnaring Bridge
    Bridge is a good call, lots of creatures this week.

    4HerziQuerzi : The elder
    Cavern of Souls / Dungrove Elder
    A resilient threat.

    5Artscrafter : Clearing the air
    Dissipate / Scute Mob
    Removal and a threat.

    6nerdyjoe : The younger
    Dissipate / Dungrove Elder
    Some repeats, not card for card though.

    7WhammeWhamme : Sneaky
    Sneak Attack / Emrakul, the Aeons Torn
    This is very powerful, but maybe a little bit slow.


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:04 - 4 Card Innistrad - hands posted, score your row now

    4CH Innistrad Plane
    Only cards from the Innistrad or shadows over innistrad blocks may be submitted.
    Deck Size: 4
    Land Rule: Basic Land Rule
    Additional Banned list: remember to check the land rule banlist oh wait theres nothing on there from innistrad.
    Commentary
    ive played quite a lot of both of these blocks in limited, but very little in PHM (except, of course, chalice of life)
    but it doesnt seem quite as good without workshop.

    Entries
    1Charlie : power
    Geist of Saint Traft / Archangel Avacyn / Anguished Unmaking / Arlinn Kord
    an excellent first entry. cant go wrong with powerful cards

    2HerziQuerzi : Memory Lane
    Insolent Neonate / Invisible Stalker / Blessings of Nature / Memory's Journey
    i dont totally know how this works, but 5/5 stalker seems good

    3Mogg : There Are Wrong Answers
    Avacyn's Pilgrim / Garruk Relentless / Geist of Saint Traft / Sigarda, Host of Herons
    a very hard to answer deck.

    4nerdyjoe : muh metagame
    Declaration in stone / Arlinn Kord / Descent into Madness / Mayor of Avabruck
    oh good. 3 decks without mayor had me worried

    5Personman : shelter
    Anguished Unmaking / Bonfire of the Damned / Seasons Past / Cellar Door
    this deck reads like freeverse poetry. i dig it.

    6piato : triskets
    Avacyn's Pilgrim / Thunderbolt / Thunderbolt / Triskaidekaphobia
    well im rooting for you.

    7Reyemile : mayoral control
    Mayor of Avabruck / Mayor of Avabruck / Angelic Purge / Dissipate
    this deck is at least half amazing.

    8SeeNamedPerson : shes a witch!
    Avacyn's Pilgrim / Lingering Souls / Increasing Devotion / Burn at the Stake
    burn at the stake is a great wincon, but so is lingering souls.

    9tidalslimshady : the undead horde
    Call the bloodline / Sanitarium Skeleton / Anguished unmaking / Frightful delusion
    i loved this synergy in soi limited. should be good here too.

    10tomsloger : mayoral mayoralities
    Mayor of Avabruck / Mayor of Avabruck / Mayor of Avabruck / Mayor of Avabruck
    [cackles evilly]

    11WhammeWhamme : long forgotten gatherings
    Memory's Journey / Memory's Journey / Gather the Townsfolk / Liliana of the Veil
    thats a lot of tokens

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:02 - 5 Card Trinisphere / Upwelling - hands posted. score your row now.
    hands posted. poll will go up in a few hours if you want to submit a last minute format suggestion.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:03 - 3 Card Sudden Death - hands posted. score your row now.

    3CH Sudden Death
    Each player's starting life total is 1. (please remember you still cannot win before your opponent's second turn.)
    Deck Size: 3
    Land Rule: None
    Additional Banned list: leyline of sanctity
    Commentary
    some interesting solutions to the speed problem.
    its always weird when a phm rule is more important than any mtg rule.

    Entries
    1Artscrafter : Head Start
    Kabira Crossroads / Kabira Crossroads / Inquisitor Exarch
    lifegain plus creature seems good.

    2HerziQuerzi : jeweled valley
    Sheltered Valley / City of Traitors / Jinxed Choker
    lifegain plus direct damage also seems good. fastest possible clock on the play.

    3mogg : punisher
    Chalice of Life / Mishra's Workshop / Paupers' Cage
    this is the deck i wish i had come up with

    4nerdyjoe : Please no Sheltered Valley
    Mishra's Factory / Barbed Wire / City of Traitorssaprazzan skerry
    im not convinced factory is better than just playing sheltered valley yourself.

    5Personman : forgot crossroads existed
    Akoum Refuge / Blinkmoth Nexus / Copper Tablet
    this is the first time blinkmoth has been significantly better than inkmoth

    6psly4mne : riders on the storm
    Grove of the Burnwillows / Storm World / Intervention Pact
    hey! its been awhile.
    grove/storm is a sweet find. pact could be good.

    7Reyemile : twinkle twinkle
    Shining Shoal / Blinking Spirit / Icatian Store
    another old face. welcome back! Smile
    not sure about this entry though. the power doesnt seem high enough for the lack of speed.

    8SeeNamedPerson : simic control
    Nimble Mongoose /Thornwood Falls / Spell Pierce
    certainly hard to interact with, but you do have to let your defenses down to win

    9tomsloger : a misunderstanding of apnap
    Kabira Crossroads / Rugged Prairie / Rift Bolt
    yeah, i suck at this game.

    10WhammeWhamme : fastbolt
    Akoum Refuge / Gemstone Caverns / Rift Bolt
    oh look, a better version of mine

    11xStormaggedonx : radiant bolt
    lightning bolt / radiant fountain / gruul turf
    unfortunately theres no extra points for excess mana

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:01 - 4 Card I <3 Enchantments - hands posted
    hands posted.
    score your row now!

    also remember to vote for the next format.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:02 - 5 Card Trinisphere / Upwelling - hands posted. score your row now.

    5CH Trinisphere / Upwelling
    Each spell that would cost less than three mana to cast costs three mana to cast.
    Mana pools don't empty as steps and phases end.
    Deck Size: 5
    Land Rule: None
    Additional Banned list: Each card that has the word 'nonbasic' in its rules text
    Commentary
    an interesting week. certainly not what i expected...

    Entries
    1Feyd_Ruin : meekforge
    Chancellor of the Forge / Chancellor of the Forge / Chancellor of the Forge / Leyline of the Meek / Leyline of the Meek
    we should ban one of these probably.

    2HerziQuerzi : smitten
    Sinkhole / Loxodon Smiter / underground sea / savannah / Memory's Journey
    yeah, seems good.

    3mogg : brilliant
    Chancellor of the Tangle / Chancellor of the Tangle / City of Traitors / Eureka / Nicol Bolas, Planeswalker
    t1 bolas is pretty good

    4nerdyjoe : not meekforge
    Simian Spirit Guide / City of Traitors / Chancellor of the Forge / Mountain / Crack the Earth
    crack should be good. not sure about the rest.

    5SeeNamedPerson : ionarites
    Iona, Shield of Emeria / Mishra's Workshop / Lion's Eye Diamond / Mox Pearl / Unburial Rites
    iona is great. not working t1 is a little rough.

    6tomsloger : misreading the meta
    llanowar mentor / tsabo's web / emrakul, the aeons torn / beast within / forest
    well web is terrible. maybe the rest is good.

    7WhammeWhamme : breached
    Gemstone Caverns / Mountain / Chancellor of the Tangle / Through the Breach / Blightsteel Colossus
    fast as possible. always solid.

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 44:01 - 4 Card I <3 Enchantments - hands posted

    4 Card I Love is in the air Enchantments
    Enchantment spells cost one mana of any color less to cast for each turn that's been completed.
    If an enchantment card would be put into a graveyard from anywhere, shuffle it into its owner's library instead.
    Deck Size: 4
    Land Rule: None
    Additional Banned list: None.
    Commentary
    The last time we played this format, there was only 1 enchantment creature. And it sucked.
    Because of Theros, this time around we only get 4 cards.
    Entries
    1AvatarDylaang : Authority of Cleansing the Silent Endurance
    Archetype of Endurance / Aura of Silence / Act of Authority / Seal of Cleansing
    act of authority is powerful, but this may be a little slow.

    2HerziQuerzi : I hate enchantments
    Psychic Surgery / Serenity / Runed Halo / Seal of Fire
    surgery is gross.

    3Mogg : the hive
    Black Lotus / City of Traitors / Hive Mind / Pact of the Titan
    fastest possible clock, play and draw. good stuff.

    4nerdyjoe : perplexamancy
    Seal of Primordium / Oblivion Ring / Greater Auramancy / Perplexing Chimera
    clearly the most powerful enchantment creature

    5piato : bargain with fire
    Parallax Nexus / Yawgmoth's Bargain / Detention Sphere / Seal of Fire
    if its fast enough, awesome combo.

    6SeeNamedPerson : mono black control
    Leyline of the Void / Master of the Feast / Master of the Feast / Bottomless Pit
    that drawback could be big.

    7tidalslimshady : looping fire
    Seal of fire / Eidolon of blossoms / Oblivion ring / Aura of silence
    very cool engine. card draw trigger on the stack, sac seal and redraw it.

    8tomsloger : SILENCE!
    aura of silence / aura of silence / black lotus / oath of gideon

    9WhammeWhamme : presence of fire
    Enchantress' Presence / Seal of Fire / Seal of Cleansing / Seal of Primordium
    second fastest deck of the week. half a turn cycle slower than mogg.

    10xStormaggedonx : fecund feast
    fecundity / grim guardian / fallen ideal / master of the feast
    another sweet combo.

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 43:03 - 5 Card Backbuild - Hands Posted. Score your row now.
    Hands posted.

    Awesome week folks.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 43:04 - 5 Card Vanilla - Hands posted. Score your row now.

    5 Card
    Deck Size: 5
    Land Rule: None
    Additional Banned list: None.
    Commentary
    I think its official. We don't have a metagame anymore Teach
    one might say we're all going in...blind...

    Entries
    1Artscrafter : Infect
    Inkmoth Nexus / Izzet Boilerworks / Blazing Shoal / Progenitus / Spell Pierce
    bounceland to slow down the blazing kill is cool, but i dont like the protection only being available in before combat.

    2HerziQuerzi : dark confidant's dream
    Gemstone Caverns / Volcanic Island / Nix / Raze / Memnite
    the attack on mana is powerful and versatile, but will a memnite be enough?

    3Mogg : next level
    Black Lotus / Glacial Chasm / Jinxed Choker / Mishra's Workshop / Nevermore
    chasm/choker is a sweet synergy.

    4nerdyjoe : nexa survive
    Pendelhaven / Taiga / Artifact Blast / Inkmoth Nexus / Invigorate
    fastish, evasive, and good against opposing inkmoths

    5SeeNamedPerson : arbor colossus
    Artifact Blast / Artifact Blast / Simian Spirit Guide / Simian Spirit Guide / Dryad Arbor
    matches up hilariously with deck 2, and similar comments

    6tomsloger : my bottom.
    chancellor of the forge / chancellor of the forge / chancellor of the forge / leyline of the meek / leyline of the meek
    ive never felt so dirty

    7WhammeWhamme : blightzkrieg
    Black Lotus / Dust Bowl / Sneak Attack / Mercadian Bazaar / Blightsteel Colossus
    im really pleased with that deck name. oh, and infect damage.

    8xStormaggedonx : Geist of President William Howard Taft
    black lotus / black lotus / treasure hunter / geist of saint traft / rest in peace
    this is a cool deck, but you really fold to pyroclasm

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 43:02, attempt 2 - 4 Card Sleepers - hands posted. score your row now
    hands posted.

    sorry for the delay everyone.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 43:03 - 5 Card Backbuild - Hands Posted. Score your row now.

    5 Card Backbuild
    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.
    Must 6-0 one of the two following players:
    Player 1: Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relic / Darksteel Relic and never plays the lands they draw, instead discards them.
    Player 2: Mishra's Factory / Evermind / Evermind / Evermind / Evermind
    Both hands are played optimally
    Deck Size: 5
    Land Rule: Draw Land Rule
    Additional Banned list: None. Please remember to check the land rule banned list in addition to the regular banned list.
    Commentary
    we probably need another low powered format to get the taste of cascade week out of our mouths. come back everyone!
    A very high-powered week here at the Perfect Hand Magic League.
    These powerhouse cards can be seen on the tables of many major tournaments, and their art and flavor text haunts many an unwary player's nightmares.
    Without further ado:
    The Entries
    1Artscrafter : Ali
    Khalni Garden / Gaea's Balance / Epic Struggle / Reminisce / Reminisce
    The struggle is epic. And worth remembering.

    2HerziQuerzi : Tyson
    Battle of Wits / Spellbook / Mangara's Tome / Credit Voucher / Evermind
    Wins on turn 403 (per submission). Credit voucher is the coolest card we've had in PHM since ice caves

    3mogg : pigeon
    Dovescape / Mana Clash / Cathedral of Serra / Cathedral of Serra / Cathedral of Serra
    A bird token is nigh unbeatable in this format. Unless you have a noncreature spell...
    This is not, by the way, the first time cathedral of serra has been played. I didn't play it as a dead card :p

    4nerdyjoe : Brass Oaths
    Nefarious Lich / Keldon Megaliths / Oath of Ghouls / Oath of Mages / City of Brass
    The mana base for this is fantastic. Probably.

    5SeeNamedPerson : Frazier
    Keldon Megaliths / Blinkmoth Infusion / Blinkmoth Infusion / Blinkmoth Infusion / Eureka
    Really gets going in the 11th round.

    6tomsloger : Foreman
    worldpurge / battle of wits / evermind / evermind / evermind
    Gets going in the really late rounds.

    7WhammeWhamme : amended to be sensible
    Keldon Megaliths / Hypergenesis / Cruel Bargain / Restock / Restock
    "(Suspend Hypergenesis, then cast Cruel Bargain [10 life], then Restock both, then Suspend Hypergenesis, then cast Cruel Bargain [5 life], then Suspend Hypergenesis, then cast Cruel Bargain [2 life] then start using Keldon Megaliths...)"

    8xStormaggedonx : Foreman's return
    battle of wits / paradigm shift / darksteel relic / darksteel relic / evermind
    this deck could represent a shift in the metagame.

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    6. Scoring
    7. Variant Format Rules


    1. Overview

    Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.

    The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.

    A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.

    The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.


    2. Game Rules

    2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
    i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
    ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
    2.1b. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    2.2. A player's opening hand contains that player's chosen cards.

    2.3. Players' libraries begin the game empty.
    2.3a. A player doesn't lose the game as a result of being unable to draw a card.
    2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.

    2.5. Each player is the starting player for one game in each match.

    2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.

    2.7. If a game would continue indefinitely, then the game is a draw.

    2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.

    2.9. Cards can't be brought into the game from outside the game.


    3. Hand Construction Rules

    3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
    i. win the game
    ii. take an infinite number of turns
    iii. cause a card to leave an opponent's hand.
    Ignore this rule in the following cases:
    3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.

    3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.

    3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.

    3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.

    3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
    3.2. A hand may contain any number of copies of any card legal in Vintage.
    3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
    3.3. A hand may not contain any cards on the PHM Banned List.


    4. Entry

    4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.

    4.2. A player may change his or her hand until the posted deadline.
    4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
    4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
    4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    5.1. PHM League play consists of four rounds of PHM.

    5.2. Each round, a player earns League points according to the following formula:
    League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
    5.3. The player with the most League points at the end of League play is the PHM League winner.
    5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds have been played.

    6. Scoring

    6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.

    6.2. A player may earn bonus League points as specified by the PHM moderator.

    6.3. Each player is responsible for determining the match results for his or her hand.
    6.3a. Players are encouraged to determine or verify additional match results.

    6.3b. An undetermined match result is counted as a loss for both players in that match.

    6.3c. A player may challenge any result until the moderator announces that the result is final.

    7. Variant Format Rules

    7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.

    7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.

    7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
    7.3. Land Rule Variant.
    7.3a. This is the basic land rule (LR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.

    7.3b. This is the extra land rule (ELR). Any player may play a basic land or basic snow land of the subtype of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.

    7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land or basic snow land card of the subtype of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
    7.4. 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. 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.

    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
    Posted in: Forum Magic
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