If a card would be put into your graveyard from anywhere, put it into your hand at end of turn.
Each player has an emblem with: At the beginning of your upkeep, if you have no cards in your hand, each opponent loses 1 life.
Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "Whenever a card is put into your graveyard, return it to your hand at the beginning of the next end step." Deck Size: 1 Land Rule: Draw Land Rule Additional Banned list: check the land rule banlist in addition to the regular banlist
Entries
1Cryptic126 : knightcall righteous confluence
ill be curious what modes you use most.
2Feyd_Ruin : He must have entered before the rules changed Leyline of Sanctity
i mean, it could work
3Grumsh : counterburn cryptic command
i dont expect youll use the draw mode too often.
4HerziQuerzi : Aggression Suppression Heroes' Reunion
im not sure how pure lifegain will do
5mogg : minutemen dryad militant
beats most instants and sorceries.
6nerdyjoe : the nuts capsize
this is pretty scary actually
7SeeNamedPerson : perfect topdecks lightning helix
the lifegain is pretty brutal
8tomsloger : beast mode beast within
what else was i gonna play?
9UkkuhrMakhai : throat singers orim's chant
weak to instants and leylines, which looks tough this week
10WhammeWhamme : wild mongrel would have been cooler lightning bolt
im shocked youre the only one
11xStormaggedonx : too hot for modern deathrite shaman
this may be the best week for DRS ever
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.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
...Maybe there should be a delay on the 'return to hand' thing. Seismic Assault and other cards with activated abilities that only require discard without a mana cost abuse this rule pretty hard, as is.
do we want that to define the format or change something?
we could certainly change it to a trigger more like shirei, shizo's caretaker to make it way less broken.
FORMAT SUGGESTION- X-Card Cascade
Players start the game with 1 card in their hand, and any number of cards in their library.
All spells gain cascade, and players may cast spells without paying their mana cost.
Players don't draw cards during their draw step.
Stifle, and any other spell which disables triggered abilities, is banned.
Mindbreak Trap is also banned.
Is it now a triggered ability at the next end step?
Whenever a card is put into your graveyard from anywhere, return it to your hand at the beginning of the next end step
First time participating and I want to make sure I understand the rules.
if i cast a spell with my upkeep trigger on the stack do i get my 1 damage? AKA does the trigger check for hellbent on resolution or does it trigger off of being hellbent?
Now, I do have one clarifying question for the current round. Which of the two wordings below most accurately denotes the current round rules?
1. Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "Whenever a card is put into your graveyard, return it to your hand at the beginning of the next end step."
or
2. Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "At the beginning of your end step, each player returns to his or her hand all cards in his or her graveyard that were put there this turn."
1. Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "Whenever a card is put into your graveyard, return it to your hand at the beginning of the next end step."
Players submit a 4 card list,but before each game is played, one card from each deck is banned (is removed from the list, not even in exile). For the purposes of unstable configurations, the person on the play chooses first.
The first deck wins on the play and draw (bans edict, plays out a quick thurn or progenitus which races).
Example:
Exploration / Exploration / Thrun / Progenitus
vs
Gibbering Descent / Gibbering Descent / Diabolic Edict / Swords to Plowshares
Now the first deck loses on the play (they can take 1 piece of removal, but then their opponent can pick off the creature they can't remove) but wins on the draw (picks off the removal that can deal with whichever threat they're left with).
And I was considering 3 card for simplicity purposes, but with 4 cards, you can double up on the cards to garuntee you get at least one of each. Maybe 2x Exploration and 2x Thrun is something you really really want to do.
Sure, banned : thoughtsize :: AWOL : Path to exile
not banned = nevermore.
You can remove a single card from the opponent's submission, not you name a card and your opponent can't cast that card. I don't want exile, because then Misthollow griffin and a few other cards become extra warped.
4v1 - Lifegain means no matter what my 1 damage a turn won't work. Knights eventually beat out lifegain. 0-6
4v2 - #Lifegain 6-0
4v3 - If I don't cast anything/play lands, you can't cast Cryptic Command unless you draw a card, turning off hellbent anyway. 2-2
X
4v5 - Militant eats my lifegain. 0-6
4v6 - Stops my win con, but doesn't stop my lifegain. 2-2
4v7 - Heroes' Reunion gives me a life difference of 7 compared to your 6. We both lifegain. 2-2
4v8 - Beasts will eventually override my lifegain. 0-6
4v9 - Simply cast my lifegain in response. Outlast. 6-0
4v10 - Difference of 7 life per turn to your 3. 6-0
4v11 - Eats my lifegain. 0-6
1: 6: Even playing second, I start with a 9-point life lead (3 turns of attacking + trigger). Cryptic126 makes three tokens and Confluence is exiled. He loses the life race if he doesn't attack. If he does attack, I can trade for the tokens without taking too much damage. If Cryptic126 makes one token and gains 10 life, he's at 21 life to my 11, falling to 20 on my turn; I attack, forcing the block.
2: 6: Non-interactive.
3: 2: Note: I don't think this hand can actually win, because all but modes but one either require another spell on the stack or put a card in Grumsh's hand (undoing hellbent).
4: 6: Exiled.
6: 2: I'm pretty sure this hand can't win either.
7: 6: Exiled.
8: 6: Beast on a land turns off hellbent (land returns to hand). If we trade blows, I win the race due to my head start. If we don't, I still win the life loss race.
9: 3: It's a win if I resolve the Militant.
0: 6: Exiled.
1: 3: Seriously, a 1/2 vs. a 2/1, from the same set? They're like exact opposites, except that they do the same thing. Anyway, whoever plays first bends hell first.
@Mogg: I think you draw with the two bounce hands. Unlike the two Lightning hands, bouncing is done while the spell is resolving rather than afterwards as a state based effect. So they'll go to the grave as usual, letting them go through with their usual win con. Meaning you have to resort to the cast/play nothing route.
2. Make some tokens and attack. Exile the Leyline to use the mode as it's the only legal target this round
3. Never play a land. Both games draw.
4. Tokens outrace the life gain.
5. Card gets exiled after first time casting, no combination can race after the initial damage taken in the first few turns.
6. Never get to 5 mana Never play a land. Both games draw.
7. Can start gaining life before dying on play but too slow on the draw.
8. Knights overwhelm
9. Being a sorcery, never get a chance to cast
10. Being a turn quicker than lightning helix, lose on both draw and play/
11. Exiles confluence on first cast but unlike militant, can't trade with the knights.
2Feyd_Ruin : He must have entered before the rules changed
Leyline of Sanctity
I can't beat leyline
0:6
3Grumsh : counterburn
cryptic command
Don't play any cards no one gets hellbent
2:2
4HerziQuerzi : Aggression Suppression
Heroes' Reunion
Orim can stop me from losing life but not you from gaining life
2:2
5mogg : minutemen
dryad militant
Who ever goes first wins
2:2
6nerdyjoe : the nuts
capsize
First turns I cast chant on your endstep and you lose 1 life
After I lose hellbent I cast it my main phase and you can't get hellbent to make me lose life
Edit:Misunderstood the rules
2:2
7SeeNamedPerson : perfect topdecks
lightning helix
Helix is too good
0:6
8tomsloger : beast mode
beast within
I'm not certain how this goes. You need me at 2 or fewer lands to be able to attack and you can only kill 2 lands a turn. However if you kill me down to 2 lands I will have more tokens than you. You will also be at lower life total thanks to hellbent. I think I win this but I'm not certain.
Edit: I think we draw
2:2
10WhammeWhamme : wild mongrel would have been cooler
lightning bolt
Bolted to death
0:6
11xStormaggedonx : too hot for modern
deathrite shaman
Who ever goes first wins
2:2
Not sure if I scored this correctly
X| 1 2 3 4 5 6 7 8 9 0 1 |
9| 6 0 2 2 2 2 0 2 X 0 2 | 18
Edited:I thought the life rule was in effect. More draws than I thought then
2 Feyd_Ruin : He must have entered before the rules changed Leyline of Sanctity
1. 0-6. You can make a dude and swing a few times.
2. xxx
3. 0-6. Bounce my lands.
4. 0-6. Your gain outraces my head start.
5. 0-6. Swing
6. 0-6. Bounce my Land.
7. 6-0. Helix can't hit me. Hit yourself to discard.. I still started the -1 race.
8. 0-6. Beasts are beastly.
9. 6-0. My first upkeep always drains you, yours always doesn't. I start the race.
0. 6-0. Bolt yourself. Do it. DOOO IIIITTTTT
1. 0-6. DRS BEATS. Swing like a champ!
I had Leyline down from the beginning. When the rule changed.. I purposefully left it just to see what it would do. It screws up the spread a little, and makes for some comical interactions.
1 Card Hellbent
If a card would be put into your graveyard from anywhere, put it into your hand at end of turn.
Each player has an emblem with: At the beginning of your upkeep, if you have no cards in your hand, each opponent loses 1 life.
Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "Whenever a card is put into your graveyard, return it to your hand at the beginning of the next end step."
Deck Size: 1
Land Rule: Draw Land Rule
Additional Banned list: check the land rule banlist in addition to the regular banlist
Entries
1Cryptic126 : knightcall
righteous confluence
ill be curious what modes you use most.
2Feyd_Ruin : He must have entered before the rules changed
Leyline of Sanctity
i mean, it could work
3Grumsh : counterburn
cryptic command
i dont expect youll use the draw mode too often.
4HerziQuerzi : Aggression Suppression
Heroes' Reunion
im not sure how pure lifegain will do
5mogg : minutemen
dryad militant
beats most instants and sorceries.
6nerdyjoe : the nuts
capsize
this is pretty scary actually
7SeeNamedPerson : perfect topdecks
lightning helix
the lifegain is pretty brutal
8tomsloger : beast mode
beast within
what else was i gonna play?
9UkkuhrMakhai : throat singers
orim's chant
weak to instants and leylines, which looks tough this week
10WhammeWhamme : wild mongrel would have been cooler
lightning bolt
im shocked youre the only one
11xStormaggedonx : too hot for modern
deathrite shaman
this may be the best week for DRS ever
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
Follow me to be notified when weekly Perfect Hand Magic results are posted
EDIT: Or have it not apply to basic lands.
EDIT2: Maybe the edit will show up this time.
do we want that to define the format or change something?
we could certainly change it to a trigger more like shirei, shizo's caretaker to make it way less broken.
fake edit: oh wait, land's edge is terrible. lol.
Players start the game with 1 card in their hand, and any number of cards in their library.
All spells gain cascade, and players may cast spells without paying their mana cost.
Players don't draw cards during their draw step.
Stifle, and any other spell which disables triggered abilities, is banned.
Mindbreak Trap is also banned.
you may notice it now says "until end of turn" in bold.
it doesnt completely neuter seismic assault, as its still a turn 6 win. but there should be more options now.
Whenever a card is put into your graveyard from anywhere, return it to your hand at the beginning of the next end step
First time participating and I want to make sure I understand the rules.
HerziQuerzi343 450 371 | 1164
SeeNamedPerson343 450 171 | 0964
WhammeWhamme543 300 171 | 0914
tomsloger114 300 457 | 0871
tidalslimshady171 225 086 | 0482
Feyd_RuinXXX XXX 429 | 0429
turkeytronXXX 313 XXX | 0313
WaitWhatWentXXX 300 XXX | 0300
Rush_Clasic014 075 171 | 0260
D_V229 XXX XXX | 0229
...
Twinsies?
Thank you, and thanks for your help (you, too, Tom)!
Btw, if anyone would like to challenge themselves or has some historical curiosity, there are still a few pre-PHM rounds which remain to be scored, including some of the most interesting formats we've played, like Two-Headed Monster (Feyd's creation, I believe).
There's a list of PHML Repository to-do's here: http://www.mtgsalvation.com/forums/forum-games/forum-magic/541743-perfect-hand-magic-repository?comment=10
Now, I do have one clarifying question for the current round. Which of the two wordings below most accurately denotes the current round rules?
1. Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "Whenever a card is put into your graveyard, return it to your hand at the beginning of the next end step."
or
2. Each player starts the game with an emblem with "At the beginning of your upkeep, if you have no cards in hand, each opponent loses 1 life" and "At the beginning of your end step, each player returns to his or her hand all cards in his or her graveyard that were put there this turn."
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
editing the OP
Follow me to be notified when weekly Perfect Hand Magic results are posted
4 Card Land rule Banned list.
Players submit a 4 card list,but before each game is played, one card from each deck is banned (is removed from the list, not even in exile). For the purposes of unstable configurations, the person on the play chooses first.
Example:
Exploration / Exploration / Thrun / Progenitus
vs
Diabolic Edict / Counterspell / Inkmoth Nexus / Emrakul
The first deck wins on the play and draw (bans edict, plays out a quick thurn or progenitus which races).
Example:
Exploration / Exploration / Thrun / Progenitus
vs
Gibbering Descent / Gibbering Descent / Diabolic Edict / Swords to Plowshares
Now the first deck loses on the play (they can take 1 piece of removal, but then their opponent can pick off the creature they can't remove) but wins on the draw (picks off the removal that can deal with whichever threat they're left with).
And I was considering 3 card for simplicity purposes, but with 4 cards, you can double up on the cards to garuntee you get at least one of each. Maybe 2x Exploration and 2x Thrun is something you really really want to do.
not banned = nevermore.
You can remove a single card from the opponent's submission, not you name a card and your opponent can't cast that card. I don't want exile, because then Misthollow griffin and a few other cards become extra warped.
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Heroes' Reunion
4v2 - #Lifegain 6-0
4v3 - If I don't cast anything/play lands, you can't cast Cryptic Command unless you draw a card, turning off hellbent anyway. 2-2
X
4v5 - Militant eats my lifegain. 0-6
4v6 - Stops my win con, but doesn't stop my lifegain. 2-2
4v7 - Heroes' Reunion gives me a life difference of 7 compared to your 6. We both lifegain. 2-2
4v8 - Beasts will eventually override my lifegain. 0-6
4v9 - Simply cast my lifegain in response. Outlast. 6-0
4v10 - Difference of 7 life per turn to your 3. 6-0
4v11 - Eats my lifegain. 0-6
4 | 0 6 2 X 0 2 2 0 6 6 0 | 24 | 240
8tomsloger : beast mode
beast within
righteous confluence
0-6 knights overwhelm me
2Feyd_Ruin : He must have entered before the rules changed
Leyline of Sanctity
6-0 i have a threat
3Grumsh : counterburn
cryptic command
?
4HerziQuerzi : Aggression Suppression
Heroes' Reunion
6-0 beasts overwhelm eventually
5mogg : minutemen
dryad militant
0-6
6nerdyjoe : the nuts
capsize
?
7SeeNamedPerson : perfect topdecks
lightning helix
0-6
9UkkuhrMakhai : throat singers
orim's chant
6-0
10WhammeWhamme : wild mongrel would have been cooler
lightning bolt
0-6
11xStormaggedonx : too hot for modern
deathrite shaman
6-0?
X| 1 2 3 4 5 6 7 8 9 0 1 |
5| 6 6 2 6 X 2 6 6 3 6 3 | 44 | 440
1: 6: Even playing second, I start with a 9-point life lead (3 turns of attacking + trigger). Cryptic126 makes three tokens and Confluence is exiled. He loses the life race if he doesn't attack. If he does attack, I can trade for the tokens without taking too much damage. If Cryptic126 makes one token and gains 10 life, he's at 21 life to my 11, falling to 20 on my turn; I attack, forcing the block.
2: 6: Non-interactive.
3: 2: Note: I don't think this hand can actually win, because all but modes but one either require another spell on the stack or put a card in Grumsh's hand (undoing hellbent).
4: 6: Exiled.
6: 2: I'm pretty sure this hand can't win either.
7: 6: Exiled.
8: 6: Beast on a land turns off hellbent (land returns to hand). If we trade blows, I win the race due to my head start. If we don't, I still win the life loss race.
9: 3: It's a win if I resolve the Militant.
0: 6: Exiled.
1: 3: Seriously, a 1/2 vs. a 2/1, from the same set? They're like exact opposites, except that they do the same thing. Anyway, whoever plays first bends hell first.
EDIT: HQ speaks sense.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
My Card: Righteous Confluence
X| 1 2 3 4 5 6 7 8 9 0 1 |
5| X 6 2 6 0 2 3 6 0 0 6 | 31 | 31
2. Make some tokens and attack. Exile the Leyline to use the mode as it's the only legal target this round
3. Never play a land. Both games draw.
4. Tokens outrace the life gain.
5. Card gets exiled after first time casting, no combination can race after the initial damage taken in the first few turns.
6.
Never get to 5 manaNever play a land. Both games draw.7. Can start gaining life before dying on play but too slow on the draw.
8. Knights overwhelm
9. Being a sorcery, never get a chance to cast
10. Being a turn quicker than lightning helix, lose on both draw and play/
11. Exiles confluence on first cast but unlike militant, can't trade with the knights.
1Cryptic126 : knightcall
righteous confluence
orim stops sorcery
6:0
2Feyd_Ruin : He must have entered before the rules changed
Leyline of Sanctity
I can't beat leyline
0:6
3Grumsh : counterburn
cryptic command
Don't play any cards no one gets hellbent
2:2
4HerziQuerzi : Aggression Suppression
Heroes' Reunion
Orim can stop me from losing life but not you from gaining life
2:2
5mogg : minutemen
dryad militant
Who ever goes first wins
2:2
6nerdyjoe : the nuts
capsize
First turns I cast chant on your endstep and you lose 1 life
After I lose hellbent I cast it my main phase and you can't get hellbent to make me lose life
Edit:Misunderstood the rules
2:2
7SeeNamedPerson : perfect topdecks
lightning helix
Helix is too good
0:6
8tomsloger : beast mode
beast within
I'm not certain how this goes. You need me at 2 or fewer lands to be able to attack and you can only kill 2 lands a turn. However if you kill me down to 2 lands I will have more tokens than you. You will also be at lower life total thanks to hellbent. I think I win this but I'm not certain.
Edit: I think we draw
2:2
10WhammeWhamme : wild mongrel would have been cooler
lightning bolt
Bolted to death
0:6
11xStormaggedonx : too hot for modern
deathrite shaman
Who ever goes first wins
2:2
X| 1 2 3 4 5 6 7 8 9 0 1 |
9| 6 0 2 2 2 2 0 2 X 0 2 | 18
Edited:I thought the life rule was in effect. More draws than I thought then
Leyline of Sanctity
1. 0-6. You can make a dude and swing a few times.
2. xxx
3. 0-6. Bounce my lands.
4. 0-6. Your gain outraces my head start.
5. 0-6. Swing
6. 0-6. Bounce my Land.
7. 6-0. Helix can't hit me. Hit yourself to discard.. I still started the -1 race.
8. 0-6. Beasts are beastly.
9. 6-0. My first upkeep always drains you, yours always doesn't. I start the race.
0. 6-0. Bolt yourself. Do it. DOOO IIIITTTTT
1. 0-6. DRS BEATS. Swing like a champ!
X | 1 2 3 4 5 6 7 8 9 0 1
2 | 0 0 0 0 0 0 6 0 6 6 0 | 18 | 180
I had Leyline down from the beginning. When the rule changed.. I purposefully left it just to see what it would do. It screws up the spread a little, and makes for some comical interactions.
No longer staff here.