[PHML]
Perfect Hand Magic League 35:04 - 3CLR Origins - Round Complete - whammewhamme flawless victory
Poll: Vote on next week's format (see last week's thread for formats)
Ended Aug 24, 2015
Ended Aug 24, 2015
This is the results for Perfect Hand Magic League 35:04.
Perfect Hand Magic League 35:04
This round was 3 Card LR Origins.
Commentary
This week was all about hangarback walker - the chronomaton-esque powerhouse which has already found its way into the format. A creature-heavy week, this one will be a battle royale!
Next week's format will be 4C LR LEGIONS as suggested by Feyd_Ruin - a creature-only format!
4 Card Vintage
Deck Size: 4
Land Rule: None
Additional Banned list: None (please remember to check PHM Banned Lists)
The Entries
01 Madmanquail :: "Night in Zendikar"
Nightsnare / Negate / Zendikar's Roil
I wanted to go "creatureless" but i may be soft to a fast hangarback walker
02 tomsloger :: "Thopter Batallion"
Kytheon, Hero of Akros / Hangarback Walker / Hangarback Walker
In a very slow week, a 1-mana 2/1 might be pretty good
03 WhammeWhamme :: "Hangin' Back"
Kytheon's Irregulars / Hangarback Walker / Hangarback Walker
Irregulars are a powerhouse in this format
04 turkeytron :: "Languishing at the Back"
Claustrophobia / Hangarback Walker / Languish
A very controlling deck
05 Feyd_Ruin :: "Who summoned the Mirror Gallery?"
Hangarback Walker / Liliana, Heretical Healer / Fleshbag Marauder
Triple threat with plenty of interaction
06 xStormaggedonx :: "Will of the Knife"
Throwing Knife / Fetid Imp / Willbreaker
Nice trick with the willbreaker/knife combo
The Grid
X | 1 2 3 4 5 6 | PT | Points
1| X 0 0 6 1 3 | 09 | 180
2| 6 X 0 6 6 0 | 18 | 360
3| 6 6 X 6 6 6 | 30 | 600
4| 0 0 0 X 1 2 | 03 | 060
5| 4 0 0 4 X 6 | 14 | 280
6| 3 6 0 2 0 X | 10 | 200
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
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5CB Core Set Farewell
Players may only submit cards that were printed in a core set.
(Alpha, Beta, Unlimited, Revised, 4th, 5th, 6th, 7th, 8th, 9th, 10th, M10, M11, M12, M13, M14, M15, Origins)
I wanted to celebrate this being the last Core set there will ever be with a tribute to all core sets.
No longer staff here.
---
There's still plenty of time to submit your decks for this week's format - decks will be posted tomorrow
Follow me to be notified when weekly Perfect Hand Magic results are posted
Follow me to be notified when weekly Perfect Hand Magic results are posted
So I'll write it up a little as I go.
05 Feyd_Ruin :: "Who summoned the Mirror Gallery?"
Hangarback Walker / Liliana, Heretical Healer / Fleshbag Marauder
X | 1 2 3 4 5 6
5 | 4 ? ? ? X ?
1. Nightsnare / Negate / Zendikar's Roil
4-1
Play: Working on writing this out. I should definitely be able to win, as I'm a turn ahead of my draw. This means I'm ahead enough that you can't chump a tie.
Draw: I have to play out like a normal person, actually casting things to keep them around. It gets complicated, but on turn 7 you have the option of chump blocking each turn for a tie, or to double block to force us to play it out. If we play it out, you lose, so you go for the infinite chump.
1.
1.
2.
2. Hangarback
3.
3. Liliana. Swing (19/20)
4. Nightsnare
4. Swing Lili (17,22). +HW(2/2)
5. Roil
5. Swing Lili (15,24). +HW(3/3)
6. Token1
6. Swing Both
..... Defense mode doesn't work
..... If you don't build up tokens, I win
... (10/26)
7. Token2.
7. Swing HW
.. Chump block with one.
.. Rinse repeat
... I can't swing with lili
... You always have a blocker
Other Option: Double Block:
.. Double Block.
... Kill 1, 3 thopters, flip lilia, 2/2 zombie, +2Lilia(5)
... 8. Token2.
...... Swinging now or later is blocked by 2/2 zombie.
...... We'll say here for simplicity
... 8. Swing 3 flying. (7/26)
...... Liliana -3(2) @ Marauder
...... Sac Thopter, you sac Token
... 9. Token1.
... 9. Liliana +2(4)
...... Swing Thopters (5/26)
... 10 Token2.
...... Swing Token. Block Maurader.
... 10 Swing Thopters (3/26)
...... Liliana +2(6)
... 11 Token3. Swing 2Skull. Take it (3/22)
... 11 Swing Thopters (1/22)
... 12 Token4. Swing 3Skull. Take it (3/16)
... 12 Swing Thopters (dead/15)
2. Kytheon, Hero of Akros / Hangarback Walker / Hangarback Walker
3. Kytheon's Irregulars / Hangarback Walker / Hangarback Walker
4. Claustrophobia / Hangarback Walker / Languish
5. Hangarback Walker / Liliana, Heretical Healer / Fleshbag Marauder
6. Throwing Knife / Fetid Imp / Willbreaker
No longer staff here.
02 tomsloger :: "Thopter Batallion"
Kytheon, Hero of Akros / Hangarback Walker / Hangarback Walker
Nightsnare / Negate / Zendikar's Roil
6-0 nightsnare and negate are dead. roil isnt fast enough.
03 WhammeWhamme :: "Hangin' Back"
Kytheon's Irregulars / Hangarback Walker / Hangarback Walker
0-6 irregulars takes over
04 turkeytron :: "Languishing at the Back"
Claustrophobia / Hangarback Walker / Languish
6-0 threat density wins.
05 Feyd_Ruin :: "Who summoned the Mirror Gallery?"
Hangarback Walker / Liliana, Heretical Healer / Fleshbag Marauder
6-0 overpowered
06 xStormaggedonx :: "Will of the Knife"
Throwing Knife / Fetid Imp / Willbreaker
0-6
2 | 6 X 0 6 6 0 | 18 | 400
Throwing Knife / Fetid Imp / Willbreaker
X | 1 2 3 4 5 6
5 | 3 ? 3 2 0 X
willbreaker way too slow
vs. 02 tomsloger: Kytheon's Irregulars > the man himself and > Walkers. 6-0
vs. 04 turkeytron: Walker can answer Walker, Claustrophobia only answers one Walker, and the Walker staredown ends with me dropping Irregulars and tapping the blocker. 6-0
vs. 05 Feyd_Ruin: Play a Walker to protect Irregulars from Marauder, discard the other to save them from Liliana, Irregulars > creatures. 6-0
vs. 06 Stormageddonx: I don't think he can beat two Walkers without using the Willbreaker, at which point Irregulars just locks down his dudes. 6-0
* - when I'm on the draw:
W2: Walker
M3: -
W3: Walker, tick up Walker
M4: Nightsnare
W4: Tick up Walkers x2 (3/3, 2/2)
M5: Roil
W5: Tick x2 (4/4, 3/3)
M6: Token!
W6: Swing with both (gets through for 7, because blocking is pointless)
M7: Token!
W7: Swing with both, get through for at least 3, getting at least 3 Thopters.
M8: Token!
W8: Swing with Thopters and Walker. Either a 3/3 Walker facing down 1 token, or a 4/4 facing down two... double-blocking the 4/4 is going to end poorly, chumping the 3/3 works even less well.
if you're on the play, you can get irregulars out, lock me down and beat me.
if I'm on the play, you turn four irregulars and i immediately willbreaker and steal it. i can have two plains by that point, and lock down your own dudes next turn. then, it's easy for me to steal your walkers and win. or lock them down and win.
I don't play Irregulars to get stolen - I just keep them in hand. I play the two Walkers. If you steal a Walker (thus using up Willbreaker) THEN I drop Irregulars. Otherwise I just use the Walkers. And I don't see a way you can beat two Walkers (who will grow to like 4/4 or so and then start swinging) without using up the Throwing Knife.
And Irregulars can lock down your creatures once it's safe for them to come out.
@stormaggedon, i think you probably beat me too. but theres a chance since you can't steal a flipped gideon
In that case, reason for victory #2: I do nothing until turn 6, then drop irregulars (off 6 plains). I then tap down whichever creature has the Knife at the start of his attack step, and the following turns I just tap down both creatures. He can only swing for what? 8-10 damage by then?
2 | 6 X 0 6 6 0 | 18 | 360
3 | 6 6 X 6 6 6 | 30 | 600
4 | ? 0 0 X ? 2 | |
5 | 4 0 0 ? X 6 |
6 | 3 6 0 2 0 X | 12 | 240
still a few missing matchups, but this is what we have so far.
anyone want to take a crack at them?
I accept everyone's breakdowns.
4v5: We should tie.
I can always match his hangarback with my own.
Maurader kills both hangarbacks; they tie out, etc.
Liliana flips at some point, but Languish clears the board.
After the board clear, I can't recur a win.
That was actually my huge mistake this round. Liliana flips, but she can then only recur a 0/0 hangarback, or a Maurader that kills itself. If hangarback had been a recurrable threat, I think I'd have done significantly better.
No longer staff here.
1| X 0 0 6 1 3 | 09 | 180
2| 6 X 0 6 6 0 | 18 | 360
3| 6 6 X 6 6 6 | 30 | 600
4| 0 0 0 X 1 2 | 03 | 60
5| 4 0 0 4 X 6 | 14 | 280
6| 3 6 0 2 0 X | 10 | 200
1-4: 6-0: Negate for Languish means no fliers. t4 nightsnare takes claustrophobia and languish. tt can grow walker to 5/5 by turn 6, but MMQ has enough life to make a chump-blocker every turn while attacking back with the remaining tokens.
4-5: 3-3: When Feyd starts, he plays Hangarback into Liliana, into Fleshbag (sac Fleshbag and tt's Hangarback). Liliana discards Languish. Tokens attack Liliana to 3. Liliana returns Hangarback, trading for a thopter. Zombie beats thopter.
When tt starts, he plays Hangarback into pump, and Feyd matches him. After that, everything trades off. feyd would have to add Liliana to the board to break parity, but then Languish would kill everything.
WhammeWhamme wins.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
tomsloger371 600 267 360 | 1598
WhammeWhamme286 400 300 600 | 1586
Madmanquail343 240 300 180 | 1063
xStormageddonx314 XXX 400 200 | 0914
Feyd_Ruin371 200 280 | 0851
Mogg400 000 XXX XXX | 0400
nerdyjoe043 200 067 XXX | 0310
turkeytronXXX XXX 250 060 | 0310
Chess_76XXX 200 XXX XXX | 0200
Turillazzo171 XXX XXX XXX | 0171
tomsloger wins PHML 35 with an average score of 400, beating WhammeWhamme by an average of 3 points per round.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy