You are right about Encroach, Mogg. But I still think some of the rules need to be reworded for clarity's sake. Look at the description in the basic rules:
3. A player's deck must not enable that player to win the game before an opponent's second turn.
4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
5. A player's deck must enable that player to win the game.
It is unclear whether Cloudpost/Cloudpost/Glimmerpost/Karn Liberated is a legal deck. Even after reading the comprehensive rules, it is difficult to parse exactly what 2.3b means. If this deck is legal, it needs to be stated clearly. The myth of the "goldfish rule" needs to be dispelled.
I would probably reword 2.3b to this:
An entrant may not submit a deck that wins no matches (see Rule 2.4d) against any decks satisfying all rules.
That is, if the rule is necessary at all. I feel that 2.3b could be removed without attracting trolls and it would help simplify and streamline the game.
i think that if we want to address this, we should make them choose a finite number of iterations and pass the turn.
the deck isnt the problem, its the line of play. that seems like a better fix to me.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win or draw the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn.
...would be illegal, since under XCB rules it can aim to deliberately stall the game indefinitely by taking perpetual turns in the case where the lone Dryad Arbor isn't enough.
Actually, stalling with infinite turns is that deck's only line. Tapping the Dryad Arbor for mana is the only way that set has for activating Voltaic Key, so (assuming no interaction) that set of cards assembles a turn 2 infinite turn sequence with no actual way to convert that to a kill.
I do agree with the suggested rules change though.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
2.3a. An entrant may not submit a deck that could enable the player of that deck to win or draw the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn.
...would be illegal, since under XCB rules it can aim to deliberately stall the game indefinitely by taking perpetual turns in the case where the lone Dryad Arbor isn't enough.
I've responded in the current game thread in which this issue was raised, so I'll copy my response over here:
I agree that the comp rules should be amended thus:
2.3a. An entrant may not submit a deck that could enable the player of that deck to win or draw the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn.
...would be illegal, since under XCB rules it can aim to deliberately stall the game indefinitely by taking perpetual turns in the case where the lone Dryad Arbor isn't enough.
Would the deck be legal if Time Vault were replaced with Sphere of Resistance? Against many decks, Sphere could cause the game to continue indefinitely.
I've suggested another wording below, which could make the following improvements to the current wording:
a) address draws (infinite turns)
b) make clear that an opponent's second turn might not actually happen if one of these conditions were to be met
c) make clear without reference to rule 1.11 that winning the game must be forced in the same way as causing a card to change zones
d) separate out all of the conditions, while still addressing the Skullscorch scenario.
"An entrant may not submit a deck that could enable the player of that deck 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 the following results:
a) win the game
b) take an arbitrary number of turns
c) cause a card in an opponent's hand to change zones."
I didn't spend much time thinking this through, so it's entirely possible that the language could be cleaner for the same effect. Also, note that the wording will change slightly if Perfect Hand Magic is adopted as the new format name.
Under normal magic rules, the time vault player would be required to specify a number of times to perform the loop, after which the game must be progressed. However, since the XCB format has a ton of stalemate scenarios which span multiple turns, we do not enforce this particular rule and instead we have these two rules...
Here's the issue I have with it.
Normal magic does not REQUIRE a player to shortcut (specify a number of times to perform the loop).
I've checked with three separate judges again to be sure, since there was some confusion.
Shortcuts are allowed when agreed upon by both players. However, they are not ever required to be done. If you have a loop such as this, you may offer a shortcut, and so can your opponent. Either may refuse to allow the shortcut, and continue on performing each and every action. This will almost always be responded to by the TO given a "stalling" warning, because in the real world matches are timed. However, this ruling comes from tournament guidelines, a judge's calls, etc, which have never been applied to XCB, and are not referred to at all in our rules.
Now, if we decide we don't want to allow the infinite turns, that's a separate issue - but we should be doing so because we think it's format warping, a tactic we don't ever want to see, etc. We shouldn't be applying it because a judge may warn for slow play or stalling, as that would hit quite a few other tactics and decks as well.
Edit: Some examples of how going down this road is a very bad thing:
Plains / Black Lotus / Wheel of Sun and Moon / Student of Warfare / Orim's Chant
Suppose this player had his student of warfare exiled via PtE, but can still tie the came by looping Orim's Chant each turn. If the opponent can't respond, it's a loop controlled by one player. By assuming that the loop->shortcut tournament rules are enforceable, he would at some point have to stop playing Orim's Chant and let the opponent do his thing and win the game. This is very counter intuitive, and very much against all past "spirit of play" in XCB.
City of Traitors / Isochron Sceptor / Fire // Ice
Suppose this player can't win the game via Fire, but can draw the game by tapping down the opponent's single creature with Ice. If the opponent can't respond and has no "decision" to make, it's a loop controlled by one player. Again, if we apply the loop->shortcut tournament rule as enforceable, we would have to require that at some point he stop playing ice and get attacked and lose. Again, very counter intuitive, and very much against all past "spirit of play" in XCB.
These are less apparent in their loops, but they are still there just as much as Key/Vault is. It is a series of actions across multiple turns where no new information and action is performed, and thus is the exact same kind of "loop" that can be shortcutted. The only thing that can save it is if the opponent has some decision to make during his turn that could possibly affect the outcome of the game state. Such instances can't be shortcutted, but all others can (and 90% of the instances would be "can be shortcutted").
In example of what is and isn't allowed to be shortcutted:
This is because once Gnarled Mass is played, the opponent has no decisions to make that can change the outcome of the gamestate while the Sceptor player plays Ice. Thus, it's a loop that can be shortcutted. The scavanger deck, however, can choose to cast Lotus or not. Thus it's not a loop and not able to be shortcutted. Thus, even though the interaction in a normal game is the same, the resulting score is completely different.
In short, the ramifications of applying the tournament shortcut rule as required is quite staggering.
for me, beast within and elixir of immortality is my favorite two card combination, and are certainly in my top 5 overall individually.
together they are removal, win condition, and a non trivial amount of lifegain against aggro.
I have some janky card choices that don't usually see much success, but I play them anyway.
Wheel of Sun and Moon: A recursion tool that doesn't require additional mana usage. One drawback being that you can't recur the Black Lotus you use to summon it.
i just wanted to say a little piece on backbuild strategy for anyone still building their deck.
in my mind, there are three basic backbuild strategies:
The first strategy, and i think the most popular, is the slow roll. Be as inefficient as possible. Good cards for this strategy include sustaining spirit with a storage land, epic struggle, or the incredible worldpurge/battle of wits combo in a backbuild round with land rule.
The idea here is to make a deck that takes so long to win, your opponent will just win before you do anything.
The second strategy is suicide. Force yourself to do significant damage to yourself in order to execute your plan.
This is often done with lands that deal damage when you tap them such as city of brass or the barbarian ring cycle. You can use upwelling or a storage land like calciform pools to make more mana with it, or just cast cheap spells with it. Other popular suicide elements include copper tablet and karma
Ideally, the deck will do 19 to itself in order to "win" so you lose to a single point of damage.
The third strategy is being easily disruptable. Anytime your opponent can stop you from executing your plan just by playing their deck, this is what youre doing.
Important cards for this strategy include desecration elemental and standstill, or just being as similar as possible to the test deck.
I've spent the better part of the day drafting a streamlined version of the PHM rules. While I don't have time at the moment to explain all of the changes, I welcome any feedback.
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 that 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 the following 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 those 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.
4.3. 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. The 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 explained in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.2a. Some variant formats cause players to draw hands. The drawn cards become part of that player's opening hand.
7.2b. 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.
7.2c. 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.
7.2d. 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.
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.
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.
7.4a. Only cards contained in sets legal in the named format may be submitted.
7.5. Life Rule.
7.5a. This is the life rule (LF). 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.
Good catch on 7.5. Based on discussion a few weeks ago, I removed the rule requiring that a hand be able to win the game, and removed all references to that rule, which caused the problem you noted with the life rule. 7.5 should read better now.
Regarding 2.9 and 7.3c, 7.2 states the rules of variant formats overwrite any other applicable rules. However, I see how this could be easy to miss. Would it be better to explicitly state that 7.3 is an exception to 2.9?
great work Mogg. I'll incorporate these into all future round posts.
Thanks. I'd like to post a record of the changes first, later this week. This will highlight the few functional changes from the previous rules (such as dropping the requirement that a deck be able to win), so that we can be sure those are the rules we actually want, and also that I didn't leave anything out accidentally.
I'd like to advocate for the "must be able to win" rule: it empowers the moderator to point out that someone has screwed up their entry in this way (rather than kinda being obliged to let the list slide) and prevents such a deck that, while unable to win, would be good at not dying, from skewing the results (since players shouldn't really be expected to take into account the possibility of deck that runs nothing but disruption and has no win-cons - there's no good reason someone *would* intentionally run such a deck).
I'd like to advocate for the "must be able to win" rule: it empowers the moderator to point out that someone has screwed up their entry in this way (rather than kinda being obliged to let the list slide) and prevents such a deck that, while unable to win, would be good at not dying, from skewing the results (since players shouldn't really be expected to take into account the possibility of deck that runs nothing but disruption and has no win-cons - there's no good reason someone *would* intentionally run such a deck).
The first point you raised definitely makes sense, and we could add a new rule 4.2b similar to what MMQ has described.
As for the second point you raised, this is exactly why the rule was there in the first place. At this point, I'm slightly in favor of removing the rule, for a few reasons:
- The primary reason is that the rule adds complexity to the game that often isn't obvious. While giving players the option to delve into corner cases is good, I'd like to remove as much as possible the scenarios in which the rules force players to consider corner cases.
- In general, choosing a hand that can't win isn't a strategic decision. There could theoretically be a case where a player just needs 100-150 points to lock up the PHM League title, and opts for such a deck, but I think it's unlikely. By and large, a player submits this kind of hand either by accident or to make a point.
- If the hand is submitted by accident, then I agree that it makes sense for the moderator to notify the player if possible. When I've moderated in the past, I've tended to be pretty liberal about pointing out cases where I thought a hand didn't work as intended, even if it was technically legal. However, I agree that it makes sense to formalize this process a bit.
- If the hand is submitted intentionally, there really isn't much difference between submitting this kind of hand and submitting a bad hand that technically can win. Both hands randomly punish certain opponents, but I don't think one will do so substantially more than the other.
A bad hand that can technically win will have a normal deck structure. A bad hand that *can't* win can end up running more disruption than any 'normal' deck.
I mean, if it's just a bad hand, it's likely virtually everyone will beat it anyway... but if it's something like "double counterspell, oops I forgot the wincon" because you can't actually squeeze the second counter into that shell and still win, well, that's something that will 2-2 some people (and the gap between a 6-0 and 2-2 is the big one).
Anywho, as for people "making a point": meh. They can find some other way to express their displeasure. And PoTM 200 points guy can come up with a real deck.
The real point behind making "can't win" illegal is so either the mod tells them and they resub, or we drop them off the scoreboard. I can't see a reason you'd WANT decks that can't win on the scoreboard.
The real point behind making "can't win" illegal is so either the mod tells them and they resub, or we drop them off the scoreboard. I can't see a reason you'd WANT decks that can't win on the scoreboard.
I fully agree with this, I'm just not sure it's worth the extra complexity.
For this draft of the rules, my goal has been to strike a better balance of easy comprehension and technical precision than the previous rules (which were generally precise, but I think they somewhat failed to actually convey the rules, since they weren't especially easy to navigate).
I'm glad that the rule has already generated discussion. I'll be able to give the reasoning for at least some of the other changes tonight (edit: this will happen later - I don't have time now), but I think this was the only change that was a substantial functional change.
I think we're all in agreement about wanting to let the moderator inform the player of a mistake, but I'd like to hear more than just our two viewpoints on the other aspect of this rule.
If someone is purposefully trying to mess up the grid, they should not be playing.
Also, the Moderator is only human. They will miss some such entries, and others will be submitted at the last minute. Unintentionally non-viable decks WILL be submitted, and if they're not auto-banned, they will be on the grid.
This is not theoretical: I've never seen someone troll the scoreboard, I HAVE seen a lot of "oops" decks.
I've made slight changes to the ruleset I posted last week - see below. I've also given a brief overview of the changes between this ruleset and the ruleset we've had for a while now.
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.
7.4a. 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.
Here's a quick overview of the changes in this ruleset, ignoring some minor nonfunctional changes in wordings:
1. Contents. For this iteration of the rules, I've broken the rules into many sections. For ease of reference, I've added a table of contents at the front.
2. Overview. This iteration of the rules is meant to get players quickly up to speed, while still being comprehensive. To that end, some of the rules are front-loaded into the overview section. Most significantly, points are discussed here, which will hopefully reduce the number of questions about split matches. The rules covered in the overview are unnumbered and aren't repeated later in the rules. I'm not sure if this is the right approach, but I like that the most fundamental rules are up front, and not repeating any rules hopefully makes for an easier read. I've also tried to make very clear in this section that the entirety of playing the game consists of choosing the hand.
3. The most fundamental game rules have been moved closer to the front.
4. Within the game rules, 2.4 added "paid that cost", 2.6 removed some text for simplification, and 2.8 and 2.9 were reordered to put the more typically relevant rule first.
5. Rule 2.9 replaces the "no sideboard" rule, because sideboards don't actually have meaning unless we make reference to the Magic tournament rules.
6. Hand construction rules: No more examples, but the wordings have been greatly simplified.
7. Rule 3.1a was added – I actually didn't realize that this wasn't in the rules before. It covers a lot of potentially problematic cases.
8. Rule 3.1b is a simplification of the earlier rule, with minor functional differences.
9. Rule 3.1c; I removed the reference to subgames, because Shaharazad is banned in Vintage.
10. Rule 3.1d; I removed the reference to casting a spell (this was the rule with the Wild Evocation example).
11. Rule 3.2; referencing the release notes is slightly different than "fully and officially revealed", but it's clearer, and it means that we'll have the relevant rules for the cards.
12. Rule 4.1; I added a direct link for submissions.
13. Rule 5.2; The formula should now be easier to read.
14. Rule 6.1 reads more clearly.
15. Variant format rules; all variant formats are treated the same now, in the sense that a few are not specifically defined, with the rest called special formats. The counter rule is no longer listed because it was rarely used. The rule about drawing opening hands was also be removed; this can be covered in the rules for the relevant formats. I added the rules for backbuild, because that's one of our most common formats.
16. Rule 7.2b is, I think, much clearer than before.
17. I removed the section about prizes; we haven't given out prizes for a while now.
18. Based on our discussion, I added 4.2b.
EDIT: 19. For the land rule formats, I added to the rules for each variant that the land rule banned list is in effect.
Hello everyone! Is there a default reanimation target in perfect hand magic?
Edit: Also what is the point of running chain of vapor over other bounce in the hand above? Wouldn't running that lead to your Ajani being bounced sometimes?
Hi Turkeytron,
There is no default reanimation target, however Iona, Shield of Emeria may be the most common. A list of key cards for PHM is maintained here (General - Other Resources - Important Cards).
The point to Chain of Vapor is that it can be cast with only one land on the battlefield. With the recent printing of Void Snare, though, there is realistically a card to replace it.
Hey. I couldn't really figure out what the PHM "starting out" thread is, but like, this sounds interesting but I'm wondering how people cast spells? do they get unlimited basic land or something? most of the submissions I keep seeing only have nonland cards in their hand so I don't know how people cast things.
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It is unclear whether Cloudpost/Cloudpost/Glimmerpost/Karn Liberated is a legal deck. Even after reading the comprehensive rules, it is difficult to parse exactly what 2.3b means. If this deck is legal, it needs to be stated clearly. The myth of the "goldfish rule" needs to be dispelled.
I would probably reword 2.3b to this:
That is, if the rule is necessary at all. I feel that 2.3b could be removed without attracting trolls and it would help simplify and streamline the game.
CubeTutor Link
The 2.3b rule is basically exactly what you posted, but I find your wording less clear.
The deck has to be able to "6-0 at least one deck that exists that satisfies all comprehensive rules and round rules".
Karn is a perfectly legal deck.
A deck that can only win on the draw (via Gemstone Caverns) is not legal.
No longer staff here.
the deck isnt the problem, its the line of play. that seems like a better fix to me.
Actually, stalling with infinite turns is that deck's only line. Tapping the Dryad Arbor for mana is the only way that set has for activating Voltaic Key, so (assuming no interaction) that set of cards assembles a turn 2 infinite turn sequence with no actual way to convert that to a kill.
I do agree with the suggested rules change though.
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules
I've responded in the current game thread in which this issue was raised, so I'll copy my response over here:
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Normal magic does not REQUIRE a player to shortcut (specify a number of times to perform the loop).
I've checked with three separate judges again to be sure, since there was some confusion.
Shortcuts are allowed when agreed upon by both players. However, they are not ever required to be done. If you have a loop such as this, you may offer a shortcut, and so can your opponent. Either may refuse to allow the shortcut, and continue on performing each and every action. This will almost always be responded to by the TO given a "stalling" warning, because in the real world matches are timed. However, this ruling comes from tournament guidelines, a judge's calls, etc, which have never been applied to XCB, and are not referred to at all in our rules.
Now, if we decide we don't want to allow the infinite turns, that's a separate issue - but we should be doing so because we think it's format warping, a tactic we don't ever want to see, etc. We shouldn't be applying it because a judge may warn for slow play or stalling, as that would hit quite a few other tactics and decks as well.
Edit: Some examples of how going down this road is a very bad thing:
Plains / Black Lotus / Wheel of Sun and Moon / Student of Warfare / Orim's Chant
Suppose this player had his student of warfare exiled via PtE, but can still tie the came by looping Orim's Chant each turn. If the opponent can't respond, it's a loop controlled by one player. By assuming that the loop->shortcut tournament rules are enforceable, he would at some point have to stop playing Orim's Chant and let the opponent do his thing and win the game. This is very counter intuitive, and very much against all past "spirit of play" in XCB.
City of Traitors / Isochron Sceptor / Fire // Ice
Suppose this player can't win the game via Fire, but can draw the game by tapping down the opponent's single creature with Ice. If the opponent can't respond and has no "decision" to make, it's a loop controlled by one player. Again, if we apply the loop->shortcut tournament rule as enforceable, we would have to require that at some point he stop playing ice and get attacked and lose. Again, very counter intuitive, and very much against all past "spirit of play" in XCB.
These are less apparent in their loops, but they are still there just as much as Key/Vault is. It is a series of actions across multiple turns where no new information and action is performed, and thus is the exact same kind of "loop" that can be shortcutted. The only thing that can save it is if the opponent has some decision to make during his turn that could possibly affect the outcome of the game state. Such instances can't be shortcutted, but all others can (and 90% of the instances would be "can be shortcutted").
In example of what is and isn't allowed to be shortcutted:
Black Lotus / Gnarled Mass would 6-0 the Isochron Sceptor deck.
Black Lotus / Anurid Scavenger would 2-2 the Isochron Sceptor deck.
This is because once Gnarled Mass is played, the opponent has no decisions to make that can change the outcome of the gamestate while the Sceptor player plays Ice. Thus, it's a loop that can be shortcutted. The scavanger deck, however, can choose to cast Lotus or not. Thus it's not a loop and not able to be shortcutted. Thus, even though the interaction in a normal game is the same, the resulting score is completely different.
In short, the ramifications of applying the tournament shortcut rule as required is quite staggering.
No longer staff here.
together they are removal, win condition, and a non trivial amount of lifegain against aggro.
the rest of my top 5 is chalice of life, frost titan, and phyrexian revoker. i am disappointed in myself for not playing them more.
1) Black Lotus
2) Beast Within
3) City of Traitors
My favorite cards are those that can present a strong threat, while remaining versatile in their capacity to answer opponent's threats.
Honorobale mentions go to Elixir of Immortality, Frost Titan, and Chronomaton.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
My favorite two-card synergy is Karakas with Leyline of Singularity.
Other cards I like are Mental Misstep, Thalia, Guardian of Thraben, and Chalice of the Void.
CubeTutor Link
in my mind, there are three basic backbuild strategies:
The first strategy, and i think the most popular, is the slow roll. Be as inefficient as possible. Good cards for this strategy include sustaining spirit with a storage land, epic struggle, or the incredible worldpurge/battle of wits combo in a backbuild round with land rule.
The idea here is to make a deck that takes so long to win, your opponent will just win before you do anything.
The second strategy is suicide. Force yourself to do significant damage to yourself in order to execute your plan.
This is often done with lands that deal damage when you tap them such as city of brass or the barbarian ring cycle. You can use upwelling or a storage land like calciform pools to make more mana with it, or just cast cheap spells with it. Other popular suicide elements include copper tablet and karma
Ideally, the deck will do 19 to itself in order to "win" so you lose to a single point of damage.
The third strategy is being easily disruptable. Anytime your opponent can stop you from executing your plan just by playing their deck, this is what youre doing.
Important cards for this strategy include desecration elemental and standstill, or just being as similar as possible to the test deck.
The best backbuild decks will be some combination of all of these.
So dust off all the worst cards, crappiest mana, narrow answers, and precarious combos and happy brewing!
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 that strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of the following results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. The PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points, according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are explained in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule.
7.6. Backbuild.
7.7. Bonus Points.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
7.5a and 7.5b read the same.
2.9 goes against 7.3c.
Good catch on 7.5. Based on discussion a few weeks ago, I removed the rule requiring that a hand be able to win the game, and removed all references to that rule, which caused the problem you noted with the life rule. 7.5 should read better now.
Regarding 2.9 and 7.3c, 7.2 states the rules of variant formats overwrite any other applicable rules. However, I see how this could be easy to miss. Would it be better to explicitly state that 7.3 is an exception to 2.9?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Thanks. I'd like to post a record of the changes first, later this week. This will highlight the few functional changes from the previous rules (such as dropping the requirement that a deck be able to win), so that we can be sure those are the rules we actually want, and also that I didn't leave anything out accidentally.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
The first point you raised definitely makes sense, and we could add a new rule 4.2b similar to what MMQ has described.
As for the second point you raised, this is exactly why the rule was there in the first place. At this point, I'm slightly in favor of removing the rule, for a few reasons:
- The primary reason is that the rule adds complexity to the game that often isn't obvious. While giving players the option to delve into corner cases is good, I'd like to remove as much as possible the scenarios in which the rules force players to consider corner cases.
- In general, choosing a hand that can't win isn't a strategic decision. There could theoretically be a case where a player just needs 100-150 points to lock up the PHM League title, and opts for such a deck, but I think it's unlikely. By and large, a player submits this kind of hand either by accident or to make a point.
- If the hand is submitted by accident, then I agree that it makes sense for the moderator to notify the player if possible. When I've moderated in the past, I've tended to be pretty liberal about pointing out cases where I thought a hand didn't work as intended, even if it was technically legal. However, I agree that it makes sense to formalize this process a bit.
- If the hand is submitted intentionally, there really isn't much difference between submitting this kind of hand and submitting a bad hand that technically can win. Both hands randomly punish certain opponents, but I don't think one will do so substantially more than the other.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I mean, if it's just a bad hand, it's likely virtually everyone will beat it anyway... but if it's something like "double counterspell, oops I forgot the wincon" because you can't actually squeeze the second counter into that shell and still win, well, that's something that will 2-2 some people (and the gap between a 6-0 and 2-2 is the big one).
Anywho, as for people "making a point": meh. They can find some other way to express their displeasure. And PoTM 200 points guy can come up with a real deck.
The real point behind making "can't win" illegal is so either the mod tells them and they resub, or we drop them off the scoreboard. I can't see a reason you'd WANT decks that can't win on the scoreboard.
I fully agree with this, I'm just not sure it's worth the extra complexity.
For this draft of the rules, my goal has been to strike a better balance of easy comprehension and technical precision than the previous rules (which were generally precise, but I think they somewhat failed to actually convey the rules, since they weren't especially easy to navigate).
I'm glad that the rule has already generated discussion. I'll be able to give the reasoning for at least some of the other changes tonight (edit: this will happen later - I don't have time now), but I think this was the only change that was a substantial functional change.
I think we're all in agreement about wanting to let the moderator inform the player of a mistake, but I'd like to hear more than just our two viewpoints on the other aspect of this rule.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Also, the Moderator is only human. They will miss some such entries, and others will be submitted at the last minute. Unintentionally non-viable decks WILL be submitted, and if they're not auto-banned, they will be on the grid.
This is not theoretical: I've never seen someone troll the scoreboard, I HAVE seen a lot of "oops" decks.
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
1. Contents. For this iteration of the rules, I've broken the rules into many sections. For ease of reference, I've added a table of contents at the front.
2. Overview. This iteration of the rules is meant to get players quickly up to speed, while still being comprehensive. To that end, some of the rules are front-loaded into the overview section. Most significantly, points are discussed here, which will hopefully reduce the number of questions about split matches. The rules covered in the overview are unnumbered and aren't repeated later in the rules. I'm not sure if this is the right approach, but I like that the most fundamental rules are up front, and not repeating any rules hopefully makes for an easier read. I've also tried to make very clear in this section that the entirety of playing the game consists of choosing the hand.
3. The most fundamental game rules have been moved closer to the front.
4. Within the game rules, 2.4 added "paid that cost", 2.6 removed some text for simplification, and 2.8 and 2.9 were reordered to put the more typically relevant rule first.
5. Rule 2.9 replaces the "no sideboard" rule, because sideboards don't actually have meaning unless we make reference to the Magic tournament rules.
6. Hand construction rules: No more examples, but the wordings have been greatly simplified.
7. Rule 3.1a was added – I actually didn't realize that this wasn't in the rules before. It covers a lot of potentially problematic cases.
8. Rule 3.1b is a simplification of the earlier rule, with minor functional differences.
9. Rule 3.1c; I removed the reference to subgames, because Shaharazad is banned in Vintage.
10. Rule 3.1d; I removed the reference to casting a spell (this was the rule with the Wild Evocation example).
11. Rule 3.2; referencing the release notes is slightly different than "fully and officially revealed", but it's clearer, and it means that we'll have the relevant rules for the cards.
12. Rule 4.1; I added a direct link for submissions.
13. Rule 5.2; The formula should now be easier to read.
14. Rule 6.1 reads more clearly.
15. Variant format rules; all variant formats are treated the same now, in the sense that a few are not specifically defined, with the rest called special formats. The counter rule is no longer listed because it was rarely used. The rule about drawing opening hands was also be removed; this can be covered in the rules for the relevant formats. I added the rules for backbuild, because that's one of our most common formats.
16. Rule 7.2b is, I think, much clearer than before.
17. I removed the section about prizes; we haven't given out prizes for a while now.
18. Based on our discussion, I added 4.2b.
EDIT: 19. For the land rule formats, I added to the rules for each variant that the land rule banned list is in effect.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Hi Turkeytron,
There is no default reanimation target, however Iona, Shield of Emeria may be the most common. A list of key cards for PHM is maintained here (General - Other Resources - Important Cards).
The point to Chain of Vapor is that it can be cast with only one land on the battlefield. With the recent printing of Void Snare, though, there is realistically a card to replace it.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy