No cards submitted in 2016 are legal (see post #2) Deck Size: 4 Land Rule: Basic Land Rule Additional Banned list: None. Please remember to check the land rule banned list in addition to the regular banned list and the list of cards that have already been played. Commentary
Time to shake things up a bit. Stretch our creative muscles.
Last week was a disaster, and hasnt even been scored yet. This should be much better.
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.
I thought there wasn't any additional banlist. What's this about?
The format rule is "No cards submitted in 2016 are legal". SNP has listed cards submitted in 2016. Beyond those cards and the land rule banned list, there is no additional banned list.
Mogg -- I think those are all, we can work from the list. If you or Tom want to double-check, go ahead -- could have missed one, but otherwise, go for it.
I'm happy to go with the list you've posted - just wanted to confirm it's locked in.
The banned list affects what you can include in your hand. Not what the land rule lets you play from outside the game. You can drop Islands, they just can't be in the hand itself.
Ancient Tomb is not banned. (Some omissions are baffling -- even though there's been a lot of land rule formats it's crazy that 2016 hasn't seen a black lotus yet.)
Island is banned as hand-only, to make extra sure no one thinks foil is a good idea. (Foil is also banned.)
I said last week shouldn't count because ... it was insane. Not least because I'm not sure how many of the decks with turn one wins or turn one discard you your hand effects should actually have been legal.
Wait, has there really been no Black Lotus? I assumed it wasn't listed because Lotus is banned in Land Rule rounds.
EDIT: Ok, it makes sense. Here are the rounds we've played in 2016:
7 land rule rounds (Black Lotus banned)
1 round where artifacts were banned (Black Lotus banned)
1 round where 0-mana spells couldn't be cast (Black Lotus effectively banned)
1 round where only cards in standard were legal (Black Lotus banned)
1 round of 5CH
Out of those, there is exactly one round where Black Lotus could be expected to see play. It's still surprising that it didn't see play in that round.
Crazy that Lotus wasn't played, but its banned anyway. I wanted to Twister / Twister / Lotus / Pact of the Titan to get a massive army that kills me the following turn. Sundial of the infinite in a 5 card hand could make that an interesting/cool deck. (you can cast it off the last lotus, then activate it to sweep away the "lose the game" triggers, then you don't get to attack with your golems until your third turn, following the rules.
Lotus Monkey R
Creature -- Ape Shaman
1: Destroy target noncreature artifact with converted mana cost 0. Players can't activate abilities of that artifact while this ability is on the stack.
1/1
Nonbasic permanents have "If this card would leave the battlefield, exile it instead putting it anywhere else" and "Exile this card a the beginning of the cleanup step".
If a card would be put into a library or graveyard from anywhere, exile it instead.
Instants and sorceries gain "Exile this spell" at the end of their text.
We've had 1-use style formats before, I thought I'd push it to the limit. You could win with 5x Ball lightning, but that might not be the best idea. Doubling Season + Oath of Gideon + Domri Rade + Two dumb fatties might be a more fun alternative, but loses to Ball Lightning. Counterspells are good, Boomerang might be better. Rainbow Efreet and Aetherling work just fine. Burn is solid, as long as there's 4 points or more on each card. I think it has the same feel as standard style formats while giving lots of room for creativity.
I like to keep the number of formats I suggest on the poll to a minimum, so this can replace the "thoughtsized" format, even though there was some moderate amount of support for it.
vs 1: You can play Rofellos, you can have as much as 5 mana in your pool, but you can't do anything else. Your best option is to race, but I kill turn 8. Blocking doesn't help. 6-0
vs 2: On the play I can drop my sol ring. Turn two bounce the island, discard it to cast land equilibrium, and stick you on one land. You get to play the tiger, but I get to slam cutthroat on turn 3, discarding from empty hand. You can't sever the bloodline, and I kill in 4 swings, leaving you the opportunity to swing only 5 times. If you instead hold up ritual to sever the bloodline, I lose. 0-6
vs 3: I can't keep you from casting the bloodline, but I can pinch you on colors. There may be a way for me to get a big old deathtoucher. I'll come back to this.
vs 5: When I'm on the play, you don't cast spells besides rakdos charm. When I'm on the draw, you can mardu charm some dudes, then naya charm back mardu charm, then mardu charm my blocker. There may be better lines for you, but you win with that one. 3-3
vs 6: When I'm on the play, you only get a chronmaton, which matches poorly against my threat. When I'm on the draw, You then also get a bloodmad vampire which kicks me down. I can trade, clearly, but then the chronomaton gets there. 3-3
vs 7:
When you're on the play:
y1: island
m1: island sol ring
Y2: island anvil
m2: discard cavern, Island equilibrium
Y3: discard kozilek.
m3: discard cutthroat
Y4: discard kozilek, float U, play island, wipe away equilibrium
M4: discard equilibrium
you get to close out with kozilek eventually.
When you're on the draw:
m1: Island sol ring
Y1: Island
M2: float U, cavern bounce island, equilibrium
Y2: anvil
M3: discard island, play cutthroat
Y3: discard kozilek
I get to level up cutthroat, kill on turn 8.
3-3
This was a pretty agro heavy meta. I didn't expect 2-3 mana wincons.
1: 0-6: Except to kill Rofellos, my hand doesn't interact with HQ's, and Beacon outraces Call.
2: 6-0: Call wins this by itself.
4: 6-0: Call wins this by itself.
5: 0-6: Rakdos Charm is the relevant one here.
6: 6-0: Removal + Call.
7: 0-6: UM casts Anvil only once he has Wipe Away available to protect it.
4 Card Sleepers
Deck Size: 4
Land Rule: Basic Land Rule
Additional Banned list: None. Please remember to check the land rule banned list in addition to the regular banned list and the list of cards that have already been played.
Commentary
Time to shake things up a bit. Stretch our creative muscles.
Last week was a disaster, and hasnt even been scored yet. This should be much better.
1bubblecat2 : time walk
Beacon of Tomorrows / Savor the Moment / Rofellos, Llanowar Emissary / Sphinx of the Final Word
the double blue hurts here, but forever turns is dope.
2HerziQuerzi : oppressive tigers
Dark Ritual / Oppression / Scythe Tiger / Sever the bloodline
t1 oppression seems busted. nice.
3mogg : jund tokens
Call the Bloodline / Firestorm / Kozilek, Butcher of Truth / Natural State
call the bloodline looks... ok. certainly worth trying out.
4nerdyjoe : symmetric effects are fair
Nirkana Cutthroat / Dromar's Cavern / Sol Ring / Land Equilibrium
equilibrium is nasty.
5SeeNamedPerson : Gatherer search: 'charm'
Rakdos Charm / Mardu Charm / Naya Charm / Charmbreaker Devils
well, you sure are versatile
6tomsloger : anvil of blood
chronomaton / anvil of bogardan / bloodmad vampire / incorrigible youths
aggro plus discard is dope.
7UkkuhrMakhai : haterade
Leyline of the Void / Anvil of Bogardan / Wipe Away / Kozilek, Butcher of Truth
kozilek is a bit slow, but the control aspects are pretty strong.
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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Colourless (5)
White (33)
Blue (33)
Black (30)
Red (32)
Green (37)
Multicoloured (29)
Artifact (17)
Land (20)
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Is there more to come, or can we work from this list?
The format rule is "No cards submitted in 2016 are legal". SNP has listed cards submitted in 2016. Beyond those cards and the land rule banned list, there is no additional banned list.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I'm happy to go with the list you've posted - just wanted to confirm it's locked in.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Was ancient tomb never played?
Wait, has there really been no Black Lotus? I assumed it wasn't listed because Lotus is banned in Land Rule rounds.
EDIT: Ok, it makes sense. Here are the rounds we've played in 2016:
7 land rule rounds (Black Lotus banned)
1 round where artifacts were banned (Black Lotus banned)
1 round where 0-mana spells couldn't be cast (Black Lotus effectively banned)
1 round where only cards in standard were legal (Black Lotus banned)
1 round of 5CH
Out of those, there is exactly one round where Black Lotus could be expected to see play. It's still surprising that it didn't see play in that round.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
and no, last week definitely shouldnt count.
Creature -- Ape Shaman
1: Destroy target noncreature artifact with converted mana cost 0. Players can't activate abilities of that artifact while this ability is on the stack.
1/1
Peering into the abyss
5 Card hand, Land rule.
Nonbasic permanents have "If this card would leave the battlefield, exile it instead putting it anywhere else" and "Exile this card a the beginning of the cleanup step".
If a card would be put into a library or graveyard from anywhere, exile it instead.
Instants and sorceries gain "Exile this spell" at the end of their text.
We've had 1-use style formats before, I thought I'd push it to the limit. You could win with 5x Ball lightning, but that might not be the best idea. Doubling Season + Oath of Gideon + Domri Rade + Two dumb fatties might be a more fun alternative, but loses to Ball Lightning. Counterspells are good, Boomerang might be better. Rainbow Efreet and Aetherling work just fine. Burn is solid, as long as there's 4 points or more on each card. I think it has the same feel as standard style formats while giving lots of room for creativity.
I like to keep the number of formats I suggest on the poll to a minimum, so this can replace the "thoughtsized" format, even though there was some moderate amount of support for it.
sorry for the delay everyone.
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X | 1 2 3 4 5 6 7 | PT | Points
4 | 6 0 ? X 3 3 3 | 12 | 200
vs 1: You can play Rofellos, you can have as much as 5 mana in your pool, but you can't do anything else. Your best option is to race, but I kill turn 8. Blocking doesn't help. 6-0
vs 2: On the play I can drop my sol ring. Turn two bounce the island, discard it to cast land equilibrium, and stick you on one land. You get to play the tiger, but I get to slam cutthroat on turn 3, discarding from empty hand. You can't sever the bloodline, and I kill in 4 swings, leaving you the opportunity to swing only 5 times. If you instead hold up ritual to sever the bloodline, I lose. 0-6
vs 3: I can't keep you from casting the bloodline, but I can pinch you on colors. There may be a way for me to get a big old deathtoucher. I'll come back to this.
vs 5: When I'm on the play, you don't cast spells besides rakdos charm. When I'm on the draw, you can mardu charm some dudes, then naya charm back mardu charm, then mardu charm my blocker. There may be better lines for you, but you win with that one. 3-3
vs 6: When I'm on the play, you only get a chronmaton, which matches poorly against my threat. When I'm on the draw, You then also get a bloodmad vampire which kicks me down. I can trade, clearly, but then the chronomaton gets there. 3-3
vs 7:
y1: island
m1: island sol ring
Y2: island anvil
m2: discard cavern, Island equilibrium
Y3: discard kozilek.
m3: discard cutthroat
Y4: discard kozilek, float U, play island, wipe away equilibrium
M4: discard equilibrium
you get to close out with kozilek eventually.
When you're on the draw:
m1: Island sol ring
Y1: Island
M2: float U, cavern bounce island, equilibrium
Y2: anvil
M3: discard island, play cutthroat
Y3: discard kozilek
I get to level up cutthroat, kill on turn 8.
3-3
This was a pretty agro heavy meta. I didn't expect 2-3 mana wincons.
The first hand I looked at was Mox / Mox / Shifty Doppelganger / Kozilek, Butcher of Truth, which would have 6-0'd everyone else.
The hand I nearly submitted was Mana Vault / Time Vault / Voltaic Key / Jinxed Choker, which effectively wins on t2 and can draw the game with the cards it plays on t1.
I expected at least one hand would have Counterspell; for example, Anurid Scavenger / Boomerang / Counterspell / Mox Sapphire.
There were also plenty of other cheap combos that could easily slot in good disruption: for example, Deceiver Exarch / Splinter Twin.
There was also Mox / Ritual / Braids, Cabal Minion + any other card.
There was even a pseudo-Leyline-Chancellor hand available: Angel's Grace / 3x Pact of the Titan.
In terms of recursion, Bow of Nylea seemed like a frontrunner.
In any event, here are my results:
X| 1 2 3 4 5 6 7
3| 0 6 X 6 0 6 0 | 300
1: 0-6: Except to kill Rofellos, my hand doesn't interact with HQ's, and Beacon outraces Call.
2: 6-0: Call wins this by itself.
4: 6-0: Call wins this by itself.
5: 0-6: Rakdos Charm is the relevant one here.
6: 6-0: Removal + Call.
7: 0-6: UM casts Anvil only once he has Wipe Away available to protect it.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy