Each player's starting life total is 1. (please remember you still cannot win before your opponent's second turn.) Deck Size: 3 Land Rule: None Additional Banned list:leyline of sanctity
Commentary
some interesting solutions to the speed problem.
its always weird when a phm rule is more important than any mtg rule.
5Personman : forgot crossroads existed Akoum Refuge / Blinkmoth Nexus / Copper Tablet
this is the first time blinkmoth has been significantly better than inkmoth
7Reyemile : twinkle twinkle Shining Shoal / Blinking Spirit / Icatian Store
another old face. welcome back!
not sure about this entry though. the power doesnt seem high enough for the lack of speed.
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.
4nerdyjoe : Please no Sheltered Valley Mishra's Factory / City of Traitors / Barbed Wire
6-0 Crossroads keep up with Barbed Wire or Factory beats, and you can't do both. (Is this hand legal? It can attack with Factory on T2.)
5Personman : forgot crossroads existed Akoum Refuge / Blinkmoth Nexus / Copper Tablet
6-0 Crossroads outpace tablet if you play it, Exarch kills you if you don't.
Welcome back psly4mne and Reyemile – it's good to see you again!
Notes:
1) I disagree with Artscrafter's analysis of our match – see analysis for my matches below.
2) I agree with Artscrafter's assessment that nerdyjoe's hand is illegal and recommend replacing City of Traitors with either Saprazzan Skerry or Gruul Turf (or some other depletion / bounce land).
1: 3: Playing second, I either keep Artscrafter on 1 life until Exarch comes down or I survive the Exarch life loss, but then can't deal lethal damage the following turn. See play-by-play for when I start below:
M: Shop, Chalice, Activate Chalice, 2 Life
A: Crossroads, 3 Life
M: Cage, Activate Chalice, 3 Life
A: Cage trigger, Crossroads, 3 Life
M: Activate Chalice, 4 Life
A: Cage trigger, Exarch (gain life), 3 Life; if you make me lose life here, I drop to 2 life, but you lose next turn
M: Activate Chalice, 5 Life
A: Cage trigger, Attack, 1 Life
M: Activate Chalice, 4 Life
A: Cage trigger, lose
2: 6: Anything HQ plays immediately loses to Cage.
4: 6: Ditto HQ analysis.
5: 6: Ditto HQ analysis.
6: 6: Chalice activation on upkeep puts me just out of range. Pact to prevent Cage damage means Storm World is lethal. This hand is sweet, though.
7: 6: I gain enough life to survive Shoal, then cast Choker and win.
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
3-3. APNAP beats Valley on my play, but removing a counter is good enough on HQ's play.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
0-6. This deck is cool. Got that Mogg flavor I remember.
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / City of Traitors / Barbed Wire
6-0. 2 life is enough!
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
1-4, surprisingly. Psly4mne wins on the play, because I just lose to 1 dmg + 2dmg. But if he tries to kill me on the darw, he has to Pact Tablet because of APNAP, and then Storm World kills him. And 1 life from Akoum + 1 from Grove is enough to survive one Storm World hit. But if I try to kill him, he can hold Storm World, pact the tablet, and THEN play Storm World, which will hit me for four. And I can't try to attack with Blinkmoth because then Storm just hits me for 3 before it's unsick/akoum untaps.
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
6-0. APNAP beats Valley on my play, and I can survive one choker turn and give it back with 2 counters and 1 damage from tablet on HerziQuerzi's turn 3.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
0-6. This deck is cool. Got that Mogg flavor I remember.
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / City of Traitors / Barbed Wire
6-0. 2 life is enough!
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
1-4, surprisingly. Psly4mne wins on the play, because I just lose to 1 dmg + 2dmg. But if he tries to kill me on the darw, he has to Pact Tablet because of APNAP, and then Storm World kills him. And 1 life from Akoum + 1 from Grove is enough to survive one Storm World hit. But if I try to kill him, he can hold Storm World, pact the tablet, and THEN play Storm World, which will hit me for four. And I can't try to attack with Blinkmoth because then Storm just hits me for 3 before it's unsick/akoum untaps.
3-3. On the play I can do 3 before fountain comes down again.
5 | 0 6 0 6 X 1 6 6 0 0 3 | 27
I'm sorry, I missed your name when I was going over the results! Welcome back!
To be fair, who could have expected that three long-time players would all return in the same week?
I'm sorry, I missed your name when I was going over the results! Welcome back!
To be fair, who could have expected that three long-time players would all return in the same week?
Oh, wow, I actually hadn't even seen your post yet when I wrote that - I was referring to tomsloger's deck comments! I didn't know I had been DOUBLE snubbed! ^__^
(and the odds of there being three of us were slightly increased by me poking psly4mne about it after deciding to submit. incidentally, i'm here because of this twitter thread.)
Oh, wow, I actually hadn't even seen your post yet when I wrote that - I was referring to tomsloger's deck comments! I didn't know I had been DOUBLE snubbed! ^__^
Well, one did lead to the other.
Btw, have you seen the current record for the 7CBB thread? It' really, really slow.
2v1 - I agree that I lose OTD, but pretty sure I win on the play. I drop Valley. You drop rossroads and go to 3. I gain 1 life, then drop City and Choker, pass. You take 1, then gain 2 from second Crossroads, going to 4. You pass. I gain 1 from Valley, then lose 2 from Choker, going to 1. Pay three to put an extra counter on Choker, pass, you take 4 and lose. 3-3
X
2v3 - Yeah, Valley isn't nearly fast enough to deal with Cage. 0-6
2v4 - I'd win if it wasn't for Factory attack turn 2. N/A
2v5 - OTP, by removing a counter when it's passed back to me, I scrape by on 1 life and win on your upkeep. OTD, APNAP takes me out. 3-3
2v6 - I was pretty sure I won this until I looked up the oracle text and discovered they changed the trigger time. APNAP strikes again. 0-6
2v7 - I wait a couple turns with just Valley out to gain some life before going off. 6-0
2v8 - OTP, Falls is still tapped when I drop Choker. OTD, I wait until the Mongoose is dropped. 6-0
2v9 - Lifegain isn't fast enought to deal with Bolt. 0-6
2v10 - Actually able to beat this on OTP despite it's similarities to tomsloger's deck. 3-3
2v11 - Race OTP, lose OTD 3-3
2v5 - OTP, by removing a counter when it's passed back to me, I scrape by on 1 life and win on your upkeep. OTD, APNAP takes me out. 3-3
H: Valley
P: Akoum, 2 life
H: 2 life, City, Choker, 1 counter, give it to me
P: 1 life, Tablet, 2 counters, give it back with 2 counters
H: Tablet on top, then life gain, then Choker. Remove 1 from choker. 2 - 1 + 1 - 1 = 1. Yep, you got me. Updated.
vs. 01 Artscrafter: Alas, too much life-gain. 0-6
vs. 02 HerziQuerzi: I'm slightly faster. 6-0
vs. 03 mogg: Pauper's Cage beats me hard. 0-6
vs. 04 nerdyjoe: Er... illegally fast? He kills turn 2 OTP.
vs. 05 Personman: I gain a life and deal 3 faster. 6-0
vs. 06 psly4mne: Pact is nice. For him, not me. 0-6
vs. 07 Reyemile: Shoal buys time, and when he lowers his guard, I can't hardcast! 0-6
vs. 08 SeeNamedPerson: I play Akoum/Cavern+Suspend, then can pay for Pierce. 6-0
vs. 09 tomsloger: I am faster OTD too. 6-0
vs. 11 Stormaggedonx: I am faster OTP and OTD. 6-0
On my play:
Gemstone Route:
Turn 0 - You start with Gemstone Caverns in play
H1 - Sheltered Valley
W1 - Suspend Rift Bolt
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - APNAP means Choker kills you before Rift Bolt resolves
Akroum Refuge Route:
H1 - Sheltered Valley
W1 - Akroum Refuge (2 life)
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - Choker drop you to 1, suspend Rift Bolt
H3 - (3 life), Choker drops me to 1 or I remove a counter and drop to 2. Doesn't matter which.
W3 - Again, APNAP means Choker kills you before Rift Bolt resolves
On my play:
Gemstone Route:
Turn 0 - You start with Gemstone Caverns in play
H1 - Sheltered Valley
W1 - Suspend Rift Bolt
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - APNAP means Choker kills you before Rift Bolt resolves
Akroum Refuge Route:
H1 - Sheltered Valley
W1 - Akroum Refuge (2 life)
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - Choker drop you to 1, suspend Rift Bolt
H3 - (3 life), Choker drops me to 1 or I remove a counter and drop to 2. Doesn't matter which.
W3 - Again, APNAP means Choker kills you before Rift Bolt resolves
Er... I control both Choker and Rift Bolt, because Choker changes controllers. Thus, I stack them like not-a-moron, and win. With lethal damage on the stack.
Since this doesn't seem to be happening, here's 11xStormaggedonx's row. Bold is the one I calculated. ? is vs the illegal deck. What are we doing about that one?
the city of traitors in nerdyjoe's hand is replaced by saprazzan skerry
pretty neatly removes why its illegal and still follows the original plan of t2 barbed wire.
2-4: 6: Playing second, HQ starts on City to survive a potential Wire; NJ would run out of mana to pay for Wire first, so he just plays Factory. HQ plays Choker and wins.
4-0: 3: WW loses to APNAP playing second.
4-1: 3: It's a race.
Disputes:
1-6: 6/2: 6: It's not clear to me why psly4mne had this as a draw.
2-0: 3/0: 0: Per WW's reasoning.
6-9: 2/6: 2: Whoever would make the first play would lose.
3CH Sudden Death
Deck Size: 3
Land Rule: None
Additional Banned list: leyline of sanctity
some interesting solutions to the speed problem.
its always weird when a phm rule is more important than any mtg rule.
Entries
1Artscrafter : Head Start
Kabira Crossroads / Kabira Crossroads / Inquisitor Exarch
lifegain plus creature seems good.
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
lifegain plus direct damage also seems good. fastest possible clock on the play.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
this is the deck i wish i had come up with
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / Barbed Wire /
City of Traitorssaprazzan skerryim not convinced factory is better than just playing sheltered valley yourself.
5Personman : forgot crossroads existed
Akoum Refuge / Blinkmoth Nexus / Copper Tablet
this is the first time blinkmoth has been significantly better than inkmoth
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
hey! its been awhile.
grove/storm is a sweet find. pact could be good.
7Reyemile : twinkle twinkle
Shining Shoal / Blinking Spirit / Icatian Store
another old face. welcome back!
not sure about this entry though. the power doesnt seem high enough for the lack of speed.
8SeeNamedPerson : simic control
Nimble Mongoose /Thornwood Falls / Spell Pierce
certainly hard to interact with, but you do have to let your defenses down to win
9tomsloger : a misunderstanding of apnap
Kabira Crossroads / Rugged Prairie / Rift Bolt
yeah, i suck at this game.
10WhammeWhamme : fastbolt
Akoum Refuge / Gemstone Caverns / Rift Bolt
oh look, a better version of mine
11xStormaggedonx : radiant bolt
lightning bolt / radiant fountain / gruul turf
unfortunately theres no extra points for excess mana
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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X | 1 2 3 4 5 6 7 8 9 0 1
6 | 2 6 0 6 4 X 0 6 2 6 2 | 34
Battlecruisers
3 card Land rule.
Every card submitted must have a cmc of 5 or more. No lands, no leylines, just big old fashioned battlecruisers.
The things that get around the rule (chancellor of the forge, Assault // Battery, big morphs) don't kill in time for turn 5 to roll around.
7 | 0 0 0 6 0 6 x 0 6 6 2 | 26
Not a great showing for my triumphant return, but not embarassing.
9tomsloger : a misunderstanding of apnap
Kabira Crossroads / Rugged Prairie / Rift Bolt
Kabira Crossroads / Kabira Crossroads / Inquisitor Exarch
0-6 cant handle 4 life
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
6-0 valley lifegain too slow.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
0-6 cage
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / City of Traitors / Barbed Wire
3-3 attacking factory wins when youre on the play
5Personman : forgot crossroads existed
Akoum Refuge / Blinkmoth Nexus / Copper Tablet
6-0 crossroads wins it
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
0-6
7Reyemile : twinkle twinkle
Shining Shoal / Blinking Spirit / Icatian Store
0-6 agreed
8SeeNamedPerson : simic control
Nimble Mongoose /Thornwood Falls / Spell Pierce
6-0 i can actually pay for spell pierce
10WhammeWhamme : fastbolt
Akoum Refuge / Gemstone Caverns / Rift Bolt
0-6 youre faster
11xStormaggedonx : radiant bolt
lightning bolt / radiant fountain / gruul turf
3-3 its a race
better than i deserved or expected.
1Artscrafter : Head Start
Kabira Crossroads / Kabira Crossroads / Inquisitor Exarch
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
3-3 See below, missed that you can actually manipulate counters.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
3-3 Agreed with mogg's analysis, see below.
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / City of Traitors / Barbed Wire
6-0 Crossroads keep up with Barbed Wire or Factory beats, and you can't do both. (Is this hand legal? It can attack with Factory on T2.)
5Personman : forgot crossroads existed
Akoum Refuge / Blinkmoth Nexus / Copper Tablet
6-0 Crossroads outpace tablet if you play it, Exarch kills you if you don't.
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
6-0 I live long enough for you to kill yourself with your choice of Storm World or Pact's trigger.
7Reyemile : twinkle twinkle
Shining Shoal / Blinking Spirit / Icatian Store
6-0 Exarch's trigger is unaffected by Shoal.
8SeeNamedPerson : simic control
Nimble Mongoose /Thornwood Falls / Spell Pierce
6-0 I am so glad that that was Spell Pierce and not Force Spike.
9tomsloger : a misunderstanding of apnap
Kabira Crossroads / Rugged Prairie / Rift Bolt
6-0 5 life > Bolt.
10WhammeWhamme : fastbolt
Akoum Refuge / Gemstone Caverns / Rift Bolt
6-0 5 life > Bolt.
11xStormaggedonx : radiant bolt
lightning bolt / radiant fountain / gruul turf
6-0 5 life > Bolt.
1 | X 3 3 6 6 6 6 6 6 6 6 | 52
Notes:
1) I disagree with Artscrafter's analysis of our match – see analysis for my matches below.
2) I agree with Artscrafter's assessment that nerdyjoe's hand is illegal and recommend replacing City of Traitors with either Saprazzan Skerry or Gruul Turf (or some other depletion / bounce land).
X| 1 2 3 4 5 6 7 8 9 0 1
3| 3 6 X 6 6 6 6 6 6 6 6 | 56 | 560
1: 3: Playing second, I either keep Artscrafter on 1 life until Exarch comes down or I survive the Exarch life loss, but then can't deal lethal damage the following turn. See play-by-play for when I start below:
A: Crossroads, 3 Life
M: Cage, Activate Chalice, 3 Life
A: Cage trigger, Crossroads, 3 Life
M: Activate Chalice, 4 Life
A: Cage trigger, Exarch (gain life), 3 Life; if you make me lose life here, I drop to 2 life, but you lose next turn
M: Activate Chalice, 5 Life
A: Cage trigger, Attack, 1 Life
M: Activate Chalice, 4 Life
A: Cage trigger, lose
4: 6: Ditto HQ analysis.
5: 6: Ditto HQ analysis.
6: 6: Chalice activation on upkeep puts me just out of range. Pact to prevent Cage damage means Storm World is lethal. This hand is sweet, though.
7: 6: I gain enough life to survive Shoal, then cast Choker and win.
8: 6: Ditto HQ analysis.
9: 6: APNAP.
10: 6: APNAP.
11: 6: Cage is too fast.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
5 Personman : forgot crossroads existed
Akoum Refuge / Blinkmoth Nexus / Copper Tablet
I really should have realized that everyone else would play lifegain lands too. And also I should have played the one that's twice as good xD
1Artscrafter : Head Start
Kabira Crossroads / Kabira Crossroads / Inquisitor Exarch
0-6.
2HerziQuerzi : jeweled valley
Sheltered Valley / City of Traitors / Jinxed Choker
3-3. APNAP beats Valley on my play, but removing a counter is good enough on HQ's play.
3mogg : punisher
Chalice of Life / Mishra's Workshop / Paupers' Cage
0-6. This deck is cool. Got that Mogg flavor I remember.
4nerdyjoe : Please no Sheltered Valley
Mishra's Factory / City of Traitors / Barbed Wire
6-0. 2 life is enough!
6psly4mne : riders on the storm
Grove of the Burnwillows / Storm World / Intervention Pact
1-4, surprisingly. Psly4mne wins on the play, because I just lose to 1 dmg + 2dmg. But if he tries to kill me on the darw, he has to Pact Tablet because of APNAP, and then Storm World kills him. And 1 life from Akoum + 1 from Grove is enough to survive one Storm World hit. But if I try to kill him, he can hold Storm World, pact the tablet, and THEN play Storm World, which will hit me for four. And I can't try to attack with Blinkmoth because then Storm just hits me for 3 before it's unsick/akoum untaps.
7Reyemile : twinkle twinkle
Shining Shoal / Blinking Spirit / Icatian Store
6-0. I attack twice before Spirit comes down, and Reyemile can only shoal one of 'em.
8SeeNamedPerson : simic control
Nimble Mongoose /Thornwood Falls / Spell Pierce
6-0. SeeNamedPerson can't play mongoose because then I'll get tablet down, which means Blinkmoth gets to attack first and wins the race.
9tomsloger : a misunderstanding of apnap
Kabira Crossroads / Rugged Prairie / Rift Bolt
0-6.
10WhammeWhamme : fastbolt
Akoum Refuge / Gemstone Caverns / Rift Bolt
0-6. I'm glad someone else forgot about Kabira too :D
11xStormaggedonx : radiant bolt
lightning bolt / radiant fountain / gruul turf
3-3. On the play I can do 3 before fountain comes down again.
5 | 0 3 0 6 X 1 6 6 0 0 3 | 23
I'm sorry, I missed your name when I was going over the results! Welcome back!
To be fair, who could have expected that three long-time players would all return in the same week?
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Oh, wow, I actually hadn't even seen your post yet when I wrote that - I was referring to tomsloger's deck comments! I didn't know I had been DOUBLE snubbed! ^__^
(and the odds of there being three of us were slightly increased by me poking psly4mne about it after deciding to submit. incidentally, i'm here because of this twitter thread.)
Btw, have you seen the current record for the 7CBB thread? It' really, really slow.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Sheltered Valley / City of Traitors / Jinxed Choker
2 | 3 X 0 ? 3 0 6 6 0 3 3 | 20
X
2v3 - Yeah, Valley isn't nearly fast enough to deal with Cage. 0-6
2v4 - I'd win if it wasn't for Factory attack turn 2. N/A
2v5 - OTP, by removing a counter when it's passed back to me, I scrape by on 1 life and win on your upkeep. OTD, APNAP takes me out. 3-3
2v6 - I was pretty sure I won this until I looked up the oracle text and discovered they changed the trigger time. APNAP strikes again. 0-6
2v7 - I wait a couple turns with just Valley out to gain some life before going off. 6-0
2v8 - OTP, Falls is still tapped when I drop Choker. OTD, I wait until the Mongoose is dropped. 6-0
2v9 - Lifegain isn't fast enought to deal with Bolt. 0-6
2v10 - Actually able to beat this on OTP despite it's similarities to tomsloger's deck. 3-3
2v11 - Race OTP, lose OTD 3-3
H: Valley
P: Akoum, 2 life
H: 2 life, City, Choker, 1 counter, give it to me
P: 1 life, Tablet, 2 counters, give it back with 2 counters
H: Tablet on top, then life gain, then Choker. Remove 1 from choker. 2 - 1 + 1 - 1 = 1. Yep, you got me. Updated.
vs. 01 Artscrafter: Alas, too much life-gain. 0-6
vs. 02 HerziQuerzi: I'm slightly faster. 6-0
vs. 03 mogg: Pauper's Cage beats me hard. 0-6
vs. 04 nerdyjoe: Er... illegally fast? He kills turn 2 OTP.
vs. 05 Personman: I gain a life and deal 3 faster. 6-0
vs. 06 psly4mne: Pact is nice. For him, not me. 0-6
vs. 07 Reyemile: Shoal buys time, and when he lowers his guard, I can't hardcast! 0-6
vs. 08 SeeNamedPerson: I play Akoum/Cavern+Suspend, then can pay for Pierce. 6-0
vs. 09 tomsloger: I am faster OTD too. 6-0
vs. 11 Stormaggedonx: I am faster OTP and OTD. 6-0
X | 1 2 3 4 5 6 7 8 9 0 1
0 | 0 6 0 ? 6 0 0 6 6 X 6 | 30
Also, welcome back guys! It's awesome to see y'all back.
On my play:
Gemstone Route:
Turn 0 - You start with Gemstone Caverns in play
H1 - Sheltered Valley
W1 - Suspend Rift Bolt
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - APNAP means Choker kills you before Rift Bolt resolves
Akroum Refuge Route:
H1 - Sheltered Valley
W1 - Akroum Refuge (2 life)
H2 - (2 life) City of Traitors, drop Jinxed Choker
W2 - Choker drop you to 1, suspend Rift Bolt
H3 - (3 life), Choker drops me to 1 or I remove a counter and drop to 2. Doesn't matter which.
W3 - Again, APNAP means Choker kills you before Rift Bolt resolves
Er... I control both Choker and Rift Bolt, because Choker changes controllers. Thus, I stack them like not-a-moron, and win. With lethal damage on the stack.
lightning bolt / radiant fountain / gruul turf
11 | 0 3 0 ? 3 2 2 6 3 0 X | 16
pretty neatly removes why its illegal and still follows the original plan of t2 barbed wire.
op updated.
1| X 3 3 6 6 6 6 6 6 6 6 | 52 | 520
2| 3 X 0 6 3 0 6 6 0 0 3 | 24 | 240
3| 3 6 X 6 6 6 6 6 6 6 6 | 56 | 560
4| 0 0 0 X 0 0 0 3 3 3 3 | 08 | 080
5| 0 3 0 6 X 1 6 6 0 0 3 | 23 | 230
6| 0 6 0 6 4 X 0 6 2 6 2 | 32 | 320
7| 0 0 0 6 0 6 X 0 6 6 2 | 26 | 260
8| 0 0 0 3 0 0 6 X 0 0 0 | 08 | 080
9| 0 6 0 3 6 2 0 6 X 0 3 | 24 | 240
0| 0 6 0 3 6 0 0 6 6 X 6 | 32 | 320
1| 0 3 0 3 3 2 2 6 3 0 X | 18 | 180
2-4: 6: Playing second, HQ starts on City to survive a potential Wire; NJ would run out of mana to pay for Wire first, so he just plays Factory. HQ plays Choker and wins.
4-0: 3: WW loses to APNAP playing second.
4-1: 3: It's a race.
Disputes:
1-6: 6/2: 6: It's not clear to me why psly4mne had this as a draw.
2-0: 3/0: 0: Per WW's reasoning.
6-9: 2/6: 2: Whoever would make the first play would lose.
Mogg wins the round.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy