5CB Slap Fight!
Prevent all non-combat damage. If a creature would deal combat damage, prevent all but 1 of that damage.
Deck Size: 5 Land Rule: None Additional Banned list: Leyline of Punishment (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Lifeloss, can't be prevented damage and alternate wincons seem like reasonable things to try. Annihilator could be a reasonable strategy. Low turnout means computing rows should be easy.
Next Week's Format
Next week's format will be "Hold that thought", a 3 card blind format with a basic land rule and all cards have split second. What bans do you think should be implemented? Do you have feedback about this format? This is the thread to discuss this format's rules before we get to coming up with hands for it. Morph creatures are face down spells on the stack, and therefore the spell does not have the split second ability. This is relevant, since unmorphing is one of the things you can do to respond to split second.
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday July 12.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
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.
If there were a continuous effect that said "all cards have split second" or "all spells have split second", morphs on the stack would still have split second. The face down status of an object is applied in layer 1 (706.3 / 707.2) and the continuous effect would be applied in layer 6.
I think it creates interesting play opportunities if morphs don't have split second. Rather than it being a continuous effect of "all cards have split second", it is as though wizards went nuts, and printed "Split Second" on every card coming off the press. In plain english, I would say all cards have the ability "split second" but I don't know how to differentiate that from the continuous effect "all cards have split second".
So then "Each face up card has split second." You could also word it as "Each card is a copy of itself except that it has split second." or as a round rule "Split second is added to the oracle text of every card." If you want it to interact with face down cards differently from how it ordinarily would, you're going to have to pick an awkward wording or just say what you mean. I'm not convinced that's a desirable enough property.
I feel like the round mechanic would be made a lot simpler if we didn't try to shoehorn in the "you can respond to Morphs" clause. The only likely thing that anyone will want to do specifically while a morph card is on the stack is counter it, and if anyone was really going to run Spell Blast as anti-Morph tech they could just use Chalice of the Void instead. Then the round rule could just be something like: "Players can't cast spells or activate abilities other than mana abilities while a spell is on the stack." No ability modifying needed.
I think 'All cards have "Split second. " prepended to their Oracle text' is the best option. I see the interaction with morphs as being a side effect of this rather than a highly desirable property, but I think it's fine.
BronYAur: I'm confused about how Alliance of Arms works in your deck. It makes tokens for both players, and then I think in all cases they just stare at each other?
5Personman:
Red Elemental Blast / City of Traitors / Mox Ruby / Painter's Servant / Soldevi Digger
5 | 6 6 3 3 X 6 | 22
vs.
1BronYAur: Join the Army!
Tropical Island / Foil / Basking Rootwalla / Alliance of Arms / Fountain of Cho
I try servant first. If you counter it, I can just get it back with Digger and blow up anything you do.
So you don't. Then I try Mox, which is the same deal. Then if you play a spell I counter it, and if you counter the REB, it's still the same deal. I just hold Digger until you Foil, and win.
2HerziQuerzi: None for you
City of Traitors / Isochron Scepter / Geth's Verdict / Black Lotus / Acidic Slime
I thought this was a bit interesting, but actually I just blow up your City and there's nothing you can do about it.
3InfiniteNutshell: Infect
Invisible Stalker / Snake Cult Initiation / Cavern of Souls / Mana Crypt / Axebane Guardian
I blow up everything except Stalker, and I think that means we each win on the play. An uncounterable hexproof unblockable guy is pretty cool against me.
4Mederer: Pro-X
Black Lotus / Black Lotus / Karakas / Story Circle / Voice of All
On your play you can stick Voice of All and I just lose to it. On my play I leave up mana to counter it, get digger and painter set up, and then next turn can blow things up in your end step and you can never resolve it.
6Reyemile: Slowly
Bottomless Vault / Sunken Hollow / Foil / Emrakul, the Aeon's Torn / Smallpox
This one's pretty confusing.
I'm definitely the one forced to act, so I stick out Painter and Mox. You can't Smallpox until turn 3, which is plenty of time for me to counter it (and you can't Foil backup, and you'll never get it back if I do) so you'd better Foil something. Say you foil Painter. My t2 I play Digger. You draw Emrakul. I get painter back. You draw Sunken Hollow. I cast painter and blow up Vault if you've played it. Now you can't cast Pos or Emrakul and I win. You'll get Foil back but I don't need to cast any more spells.
On your play, it's actually not different, because you're still Foiling on my turn.
I think I get it 6-0.
Oh, wait, I think it's easier than this. If you ever play Vault I immediately kill it. If you Foil something I tried to kill it with, I get it back and kill it before you get Foil back. Without Vault you can't win.
Ugh, I know that feel all too well :/ Reading cards is really hard.
I don't think the card is that stupid, though. If you stand to benefit from lots of enters-the-battlefield triggers, or having lots of guys to sacrifice, or having lots of guys die in combat, it might be pretty sweet. It was also printed with multiplayer in mind, where it could allow people to gang up on the leader, for instance.
Where'd everyone go? No Mogg, no Whamme?
Vs 1: Deck doen't work, I win.
Vs 2: Counter Slime. I lose 4-ish life to Scepter before Pox takes care of City.
Vs 3: I Foil Snake Cult initiation and watch him lose to his own Crypt.
Vs 4: Pox kills Karakas and Voice
Vs 5: Can't win here. Without Hollow, Vault can't cast Pox until turn 4. No matter my line, you can cast your second Pyroblast on turn 3. I lose my Vault and with it, my chance of winning.
2v1 - Foil the Black Lotus, and I still get Scepter. Foil the Scepter, I still get Acidic Slime and one use of Geth's Verdict. 6-0
X
2v3 - Geth's Verdict keeps you down. 6-0
2v4 - Geth's Verdict bypasses protection and damage prevention. 6-0
2v5 - Pretty sure I can force a draw both games. If you play your stuff, on my following turn, I can drop City and Lotus and get mana even if you destroy them, dropping Acidic Slime and killing your city. Then Acidic Slime's deathtouch would keep the Painter down. At the same time, if you do nothing, I can't make a play, because rushing Acidic Slime would just kill my own land. 2-2
2v6 - Foil eats my Acidic Slime, and Smallpox eventually eats my City of Traitors. 0-6
Wow my deck doesn't work in more ways than I expected. I put a whole card slot into trying to make my stuff uncounterable but then I got so excited about Mana Crypt being free (since the damage is prevented) that I didn't notice the Crypt itself is vulnerable to Foil. >_<
Looks like Bron has my row scored correctly.
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5CB Slap Fight!
Prevent all non-combat damage. If a creature would deal combat damage, prevent all but 1 of that damage.
Deck Size: 5
Land Rule: None
Additional Banned list: Leyline of Punishment (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Lifeloss, can't be prevented damage and alternate wincons seem like reasonable things to try. Annihilator could be a reasonable strategy. Low turnout means computing rows should be easy.
1BronYAur: Join the Army!
Tropical Island / Foil / Basking Rootwalla / Alliance of Arms / Fountain of Cho
Nether Spirit might serve you just as well, if not better. Alliance of Arms is quite the tech, but it isn't clear how useful it will be.
2HerziQuerzi: None for you
City of Traitors / Isochron Scepter / Geth's Verdict / Black Lotus / Acidic Slime
Slime to remove problem permanents and a repeatable verdict puts some great resiliency here. I expect you to do well.
3InfiniteNutshell: Infect
Invisible Stalker / Snake Cult Initiation / Cavern of Souls / Mana Crypt / Axebane Guardian
The only issue I see here is that this is slower than maybe it could be. Stalker + Initiation is a great combo.
4Mederer: Pro-X
Black Lotus / Black Lotus / Karakas / Story Circle / Voice of All
This is a decent plan, but it still takes 21 turns to win.
5Personman: Mud-em-out
Red Elemental Blast / City of Traitors / Mox Ruby / Painter's Servant / Soldevi Digger
In slower formats, it's always good to see someone bring out the digger.
6Reyemile: Slowly
Bottomless Vault / Sunken Hollow / Foil / Emrakul, the Aeon's Torn / Smallpox
Smallpox and Foil in the same package. The deck design is a wonder to behold.
Next Week's Format
Next week's format will be "Hold that thought", a 3 card blind format with a basic land rule and all cards have split second. What bans do you think should be implemented? Do you have feedback about this format? This is the thread to discuss this format's rules before we get to coming up with hands for it. Morph creatures are face down spells on the stack, and therefore the spell does not have the split second ability. This is relevant, since unmorphing is one of the things you can do to respond to split second.
How to Enter
Anyone is free to enter the Perfect Hand Magic League. To enter, simply send a private message (PM) to the user PerfectHandMagic with your deck submission. The standard rules of the format are explained below in the click-able spoilers. If you get stuck or need some advice, please don't hesitate to speak up on this thread or send a private message to user PerfectHandMagic for tips and tutorials. Decks are commonly submitted as:
Card 1 / Card 2 / Card 3
(eg. for a 3 card format)
Please submit your hand by 00:00 GMT Tuesday July 12.
You Make the Format
In PHM we vote on the formats YOU want to play! Submit your ideas for formats into the thread below, and they will be added to the vote for next week's format selection.
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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5Personman:
Red Elemental Blast / City of Traitors / Mox Ruby / Painter's Servant / Soldevi Digger
5 | 6 6 3 3 X 6 | 22
vs.
1BronYAur: Join the Army!
Tropical Island / Foil / Basking Rootwalla / Alliance of Arms / Fountain of Cho
I try servant first. If you counter it, I can just get it back with Digger and blow up anything you do.
So you don't. Then I try Mox, which is the same deal. Then if you play a spell I counter it, and if you counter the REB, it's still the same deal. I just hold Digger until you Foil, and win.
2HerziQuerzi: None for you
City of Traitors / Isochron Scepter / Geth's Verdict / Black Lotus / Acidic Slime
I thought this was a bit interesting, but actually I just blow up your City and there's nothing you can do about it.
3InfiniteNutshell: Infect
Invisible Stalker / Snake Cult Initiation / Cavern of Souls / Mana Crypt / Axebane Guardian
I blow up everything except Stalker, and I think that means we each win on the play. An uncounterable hexproof unblockable guy is pretty cool against me.
4Mederer: Pro-X
Black Lotus / Black Lotus / Karakas / Story Circle / Voice of All
On your play you can stick Voice of All and I just lose to it. On my play I leave up mana to counter it, get digger and painter set up, and then next turn can blow things up in your end step and you can never resolve it.
6Reyemile: Slowly
Bottomless Vault / Sunken Hollow / Foil / Emrakul, the Aeon's Torn / Smallpox
This one's pretty confusing.
I'm definitely the one forced to act, so I stick out Painter and Mox. You can't Smallpox until turn 3, which is plenty of time for me to counter it (and you can't Foil backup, and you'll never get it back if I do) so you'd better Foil something. Say you foil Painter. My t2 I play Digger. You draw Emrakul. I get painter back. You draw Sunken Hollow. I cast painter and blow up Vault if you've played it. Now you can't cast Pos or Emrakul and I win. You'll get Foil back but I don't need to cast any more spells.
On your play, it's actually not different, because you're still Foiling on my turn.
I think I get it 6-0.
Oh, wait, I think it's easier than this. If you ever play Vault I immediately kill it. If you Foil something I tried to kill it with, I get it back and kill it before you get Foil back. Without Vault you can't win.
I don't think the card is that stupid, though. If you stand to benefit from lots of enters-the-battlefield triggers, or having lots of guys to sacrifice, or having lots of guys die in combat, it might be pretty sweet. It was also printed with multiplayer in mind, where it could allow people to gang up on the leader, for instance.
Vs 1: Deck doen't work, I win.
Vs 2: Counter Slime. I lose 4-ish life to Scepter before Pox takes care of City.
Vs 3: I Foil Snake Cult initiation and watch him lose to his own Crypt.
Vs 4: Pox kills Karakas and Voice
Vs 5: Can't win here. Without Hollow, Vault can't cast Pox until turn 4. No matter my line, you can cast your second Pyroblast on turn 3. I lose my Vault and with it, my chance of winning.
City of Traitors / Isochron Scepter / Geth's Verdict / Black Lotus / Acidic Slime
2 | 6 X 6 6 2 0 | 20 | 400
X
2v3 - Geth's Verdict keeps you down. 6-0
2v4 - Geth's Verdict bypasses protection and damage prevention. 6-0
2v5 - Pretty sure I can force a draw both games. If you play your stuff, on my following turn, I can drop City and Lotus and get mana even if you destroy them, dropping Acidic Slime and killing your city. Then Acidic Slime's deathtouch would keep the Painter down. At the same time, if you do nothing, I can't make a play, because rushing Acidic Slime would just kill my own land. 2-2
2v6 - Foil eats my Acidic Slime, and Smallpox eventually eats my City of Traitors. 0-6
Looks like Bron has my row scored correctly.