3CB Hold That Thought
While a card is on the stack, players can't cast spells or activate abilities.
Deck Size: 3 Land Rule: Basic Land Rule Additional Banned list: None (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Have you ever wanted Thrun to be a Quagnoth? Have you wanted Beast Within to be uncounterable? Now you can!
3mederer: Forest Control Seal of Cleansing / Eureka / Ashen Rider
This all looks great. Playing a 4 mana spell to get an 8 mana spell is not the most efficient upgrade, but it's good enough.
4nerdyjoe: Bouncy Swarm Capsize / Exploration / Sprout Swarm
Thrun may have been a better threat. Capsize is always good.
6Reyemile: Out again, In again
Coffin Puppets / Compelling Deterrence / Lilliana of the Veil
Unless the format is full of 3/3s, Nether spirit might be better. Compelling Deterrence may not be worth the cost.
Next Week's Format
Next week's format will be 2+1 Infinite SOI Block Land Rule. With only 550 cards to work with, the meta will be the most important thing. What cards should be banned? Is there anything glaringly wrong or weird about this? Discuss next week's format below!
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 19.
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.
It wasn't specified. There are two things it could mean: You have a hand of 3 cards, and your last card forms your deck. You are considered to have infinite of them in your deck, to draw, to mill, whatever. It could also mean that you have a hand of 2 cards, and then you have an infinite deck of a third card. I'm inclined to do the second. The practical difference between them is fairly small.
About the Split Second thing, I have rules problems about priority:
You play Kamahl, Fist of Krosa, which I can't respond to. Then you decide to use its damage ability. Is there a window where I get priority and Lightning Bolt him?
The question may seem stupid, but after the Alliance of Arms affaire, I better ask!
I think you're asking about Kamahl, Pit Fighter. In any event, you can bolt after Kamahl's ability is activated.
Once the spell resolves, the active player has priority first. If for some reason Kamahl were cast on your turn, then you could bolt it before Kamahl's ability could be activated.
Invasive Surgery is something we could consider banning for SOI block. It only hits sorceries, and requires delerium to work, so maybe it is narrow enough to be allowed, but it ends the game immediately if it goes off.
Depending on how the round rule is worded, they might be fine. If your library contains infinitely many of the chosen card, then the search effect doesn't do much because you can only search for a finite number of them. If more copies of the card appear whenever the library is observed, then removing them all won't do anything. If the round rule is worded in such a way that they do work, it's probably still fine since they're pretty conditional. Your example deck with Pick the Brain subbed in can't go off until turn 6, which is generally not going to be good enough.
So, cast Angelic Purge sacrificing a Carriage, exile something, cast Invasive Surgery, and... I see three card types in the graveyard (Surgery doesn't count itself while it's resolving.) There would have to be a land in the graveyard too, which is up to the opponent to pull off unless I'm missing something. I see no sorceries or artifact creatures in SOI block that can destroy or sacrifice a land.
The idea would be Runaway Carriage would sac itself after attacking, and Angelic Purge would sac a land. Still, I think it's slow enough that it's not something we should need to worry about.
True about the target, but repeated carriage attacks would get there.
On the advice of the masses, we'll leave both pick the brain and invasive surgery unbanned, as it is hard to obtain delirium, and without it they are fair and balanced.
Windfall looks amazing. Guildmage could probably be any bear.
I'm extremely offended by this slander against the patron guildmage of 2CB, and I'll be seeing just how wrong it is by scoring my deck with Grizzly Bears alongside my actual deck :D
Guildmage:
0 | 6 6 6 3 X 6 6 0 | 32
Grizzly Bears:
0 | 6 6 6 3 X 0 0 0 | 20
12 points! And I think it would have made the difference more often if a few more people didn't just roll over to Windfall.
My match vs. Reyemile is quite interesting, and more people should read & verify it.
1. BronYAur: Saint Seiya
Leyline of the Void / Moat / Pegasus Stampede
Windfall hits Moat and Stampede and I just win.
On the play you get two guys though, which is almost enough to draw with Grizzly Bears, but not quite.
6-0, 6-0.
2. InfiniteNutshell: Don't do that
Hesitation / Chancellor of the Tangle / Chancellor of the Forge
This deck is hilarious. I just walk Mother into Hesitation and Windfall wrecks you, though.
6-0, 6-0.
3. mederer: Forest Control
Seal of Cleansing / Eureka / Ashen Rider
Windfall is good and Swarm is slow even with Exploration. Valakut seems a lot better.
EDIT: It has been brought to my attention that Exploration Capsize is also good, and you can keep me off Windfall on your play. Then on turn 9 you can bounce Mother AND Guildmage, and I can't pro-blue both, and you just win.
3-3, 3-3.
6. Reyemile: Out again, In again
Coffin Puppets / Compelling Deterrence / Liliana of the Veil
This one's kinda confusing.
Your play:
1
1 Mother
2
2 Guildmage, swing 1 (19)
3 Liliana, -2, sac Mother
3 Windfall, kill Lili
4 Puppets but I tap it forever and win
another line:
3 Liliana, +1
3 Hit Lili to 1
4 Could puppets, but I counter it. Can activate a second time, but then can't Compel. Resolving Compel without a Zombie is pointless, I kill Lili regardless and then Guildmage beats Puppets. However, you can wait.
4 Kill lili, hit you to 17.
5
5 Hit you to 14
6
6 Hit you to 11
7
7 Hit you to 8
8 Puppets, counter, Puppets, counter, Puppets, Compel Guildmage, I lose.
But, I can just not swing with Mother, and then I think there's nothing else you can do.
Grizzly Bears is not good enough.
6-0, 0-6
7. tomsloger: Joyous return
llanowar mentor / emrakul, the aeons torn / anvil of bogardan
Windfall is dead, but I can counter Mentor activations. On your play you get two Elves before I can start countering, which isn't enough. You can't accelerate Emmy because I can tap them on upkeep, and I can start pushing through 2 damage a turn with pro-green on turn 3, which is fast enough.
Grizzly Bears, at long last, falls short.
6-0, 0-6.
8. WhammeWhamme: No frills reanimator
Iona, Shield of Emeria / Unburial Rites / Lion's Eye Diamond
Starting to think about my deck an hour after the deadline is my only excuse for failing to apply the "does the format allow t1 Iona?" test. Good job.
vs. 01 BronYAur: It went wrong; Leyline. 0-6
vs. 02 InfiniteNutshell: His token can attack me, but he has to stall with Hesitation, and I can break it and cast Iona turn 9 - so he can't cast his own threats. 6-0
vs. 03 mederer: Iona T1 locks out Eureka. 6-0
vs. 04 nerdyjoe: Iona T1 locks out Capsize. 6-0
vs. 05 Personman: Still Iona T1. 6-0
vs. 06 Reyemile: Two kill spells. 0-6
vs. 07 tomsloger: Flying goldfish on T3. 6-0
Round rules mean Mom can't protect things from spells. If there's a T2 guildmage, I bounce mom end of turn 2 and force a guildmage sacrifice with Lili on my turn 3. Personman can't hang on to Guildmage long enough to play it with "counter an ability" mana up, because Lili will force the discard.
On the draw, Windfall hits Lili unless I make a turn 2 play. I can stall by throwing Deterrence at Guildmage on my T2 (round rules stop me from doing so in response to Windfall, which would be much better), buying me time to play my planeswalker. However, the -2 sacrifice will eat only Mom. I can't kill before Personman hits 6 mana, at which point he counters Lili and taps Coffin Puppets every turn.
Sorry I'm really late scoring my row, been super busy as you can probably tell since my deck was only thought out as far as "oh hey it'd be funny to play a counterspell in the split-second format"
2: Hesitation / Chancellor of the Forge / Chancellor of the Tangle
X | 1 2 3 4 5 6 7 8
2 | 0 X 6 0 0 0 0 1 | 7
vs 1BronYAur: 0-6
You can pitch the Moat to Hesitation and just beat me up with an army of fliers.
vs 2InfiniteNutshell xx
vs 3mederer: 6-0
I cast turn 1 Hesitation, you get rid of it by casting your Seal. Turn 4 you can cast Eureka, but your Ashen Rider either hits a land or my 1/1 and I get a free Chancellor of the Tangle. Then you can exile the Chancellor when it kills the Rider but you're out of threats and I still have Chancellor of the Forge. If you don't bother with Eureka and just wait to hardcast Ashen Rider, I can cast Chancellor of the Tangle on my next turn and then things proceed the same way.
vs 4nerdyjoe: 0-6
You need Exploration to outrace me but if you're on the draw you can hold it and burn Capsize to get rid of Hesitation, and you still get to a stable Saproling engine that can block all my creatures faster than I can kill you. When I'm on the draw, I can't even delay Exploration so you beat me even quicker.
vs 5Personman: 0-6
Crushed by Windfall and a 2/2
vs 6Reyemile: 0-6
Crushed by Liliana
vs 7tomsloger: 0-6
You lose your acceleration to Hesitation, but Anvil still knocks out my Chancellors before I can cast them, and my 1/1 can't kill you before Emrakul comes out.
vs 8WhammeWhamme: 1-4
On your play, you get your combo off right away and kill me with Iona in 3 hits. On my play, my 1/1 pokes you 9 times, then you use the Diamond to pop Hesitation and hardcast Iona. I can now cast whichever color Chancellor you don't forbid with Iona's ability. If you ever attack me, I can safely hit back for 7. It takes you 3 hits to kill me and it takes me only 2 more hits to kill you, so you won't attack and we draw.
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3CB Hold That Thought
While a card is on the stack, players can't cast spells or activate abilities.
Deck Size: 3
Land Rule: Basic Land Rule
Additional Banned list: None (Please be sure to review the regular ban list and the land rule ban list at the end of this post)
Commentary
Have you ever wanted Thrun to be a Quagnoth? Have you wanted Beast Within to be uncounterable? Now you can!
Submissions
1BronYAur: Saint Seiya
Leyline of the Void / Moat / Pegasus Stampede
Sacrificing lands is an expensive hobby. Moat looks good.
2InfiniteNutshell: Don't do that
Hesitation / Chancellor of the Tangle / Chancellor of the Forge
I'm not sure Hesitation will do what you want it too. Many hands will have dead cards to throw into it.
3mederer: Forest Control
Seal of Cleansing / Eureka / Ashen Rider
This all looks great. Playing a 4 mana spell to get an 8 mana spell is not the most efficient upgrade, but it's good enough.
4nerdyjoe: Bouncy Swarm
Capsize / Exploration / Sprout Swarm
Thrun may have been a better threat. Capsize is always good.
5Personman: Peaceful agro
Mother of Runes / Azorius Guildmage / Windfall
Windfall looks amazing. Guildmage could probably be any bear.
6Reyemile: Out again, In again
Coffin Puppets / Compelling Deterrence / Lilliana of the Veil
Unless the format is full of 3/3s, Nether spirit might be better. Compelling Deterrence may not be worth the cost.
7tomsloger: Joyous return
llanowar mentor / emrakul, the aeons torn / anvil of bogardan
Anvil on the play is nasty. Mentor is slow, but makes Emrakul less slow.
8WhammeWhamme: No frills reanimator
Iona, Shield of Emeria / Unburial Rites / Lion's Eye Diamond
You've got a plan, and if it goes wrong, you lose. It probably won't go wrong.
Next Week's Format
Next week's format will be 2+1 Infinite SOI Block Land Rule. With only 550 cards to work with, the meta will be the most important thing. What cards should be banned? Is there anything glaringly wrong or weird about this? Discuss next week's format below!
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 19.
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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I think you're asking about Kamahl, Pit Fighter. In any event, you can bolt after Kamahl's ability is activated.
Once the spell resolves, the active player has priority first. If for some reason Kamahl were cast on your turn, then you could bolt it before Kamahl's ability could be activated.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Theoretical Deck: Invasive Surgery / Angelic Purge // Runaway Carriage
Edit: Pick the Brain is in a similar spot. But hits anything. Unless there are strong objections, Pick the Brain will be banned.
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On the advice of the masses, we'll leave both pick the brain and invasive surgery unbanned, as it is hard to obtain delirium, and without it they are fair and balanced.
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Mother of Runes / Azorius Guildmage / Windfall
I'm extremely offended by this slander against the patron guildmage of 2CB, and I'll be seeing just how wrong it is by scoring my deck with Grizzly Bears alongside my actual deck :D
Guildmage:
0 | 6 6 6 3 X 6 6 0 | 32
Grizzly Bears:
0 | 6 6 6 3 X 0 0 0 | 20
12 points! And I think it would have made the difference more often if a few more people didn't just roll over to Windfall.
My match vs. Reyemile is quite interesting, and more people should read & verify it.
1. BronYAur: Saint Seiya
Leyline of the Void / Moat / Pegasus Stampede
Windfall hits Moat and Stampede and I just win.
On the play you get two guys though, which is almost enough to draw with Grizzly Bears, but not quite.
6-0, 6-0.
2. InfiniteNutshell: Don't do that
Hesitation / Chancellor of the Tangle / Chancellor of the Forge
This deck is hilarious. I just walk Mother into Hesitation and Windfall wrecks you, though.
6-0, 6-0.
3. mederer: Forest Control
Seal of Cleansing / Eureka / Ashen Rider
Windfall just wins.
6-0, 6-0.
4. nerdyjoe: Bouncy Swarm
Capsize / Exploration / Sprout Swarm
Windfall is good and Swarm is slow even with Exploration. Valakut seems a lot better.
EDIT: It has been brought to my attention that Exploration Capsize is also good, and you can keep me off Windfall on your play. Then on turn 9 you can bounce Mother AND Guildmage, and I can't pro-blue both, and you just win.
3-3, 3-3.
6. Reyemile: Out again, In again
Coffin Puppets / Compelling Deterrence / Liliana of the Veil
This one's kinda confusing.
Your play:
1
1 Mother
2
2 Guildmage, swing 1 (19)
3 Liliana, -2, sac Mother
3 Windfall, kill Lili
4 Puppets but I tap it forever and win
another line:
3 Liliana, +1
3 Hit Lili to 1
4 Could puppets, but I counter it. Can activate a second time, but then can't Compel. Resolving Compel without a Zombie is pointless, I kill Lili regardless and then Guildmage beats Puppets. However, you can wait.
4 Kill lili, hit you to 17.
5
5 Hit you to 14
6
6 Hit you to 11
7
7 Hit you to 8
8 Puppets, counter, Puppets, counter, Puppets, Compel Guildmage, I lose.
But, I can just not swing with Mother, and then I think there's nothing else you can do.
Grizzly Bears is not good enough.
6-0, 0-6
7. tomsloger: Joyous return
llanowar mentor / emrakul, the aeons torn / anvil of bogardan
Windfall is dead, but I can counter Mentor activations. On your play you get two Elves before I can start countering, which isn't enough. You can't accelerate Emmy because I can tap them on upkeep, and I can start pushing through 2 damage a turn with pro-green on turn 3, which is fast enough.
Grizzly Bears, at long last, falls short.
6-0, 0-6.
8. WhammeWhamme: No frills reanimator
Iona, Shield of Emeria / Unburial Rites / Lion's Eye Diamond
Starting to think about my deck an hour after the deadline is my only excuse for failing to apply the "does the format allow t1 Iona?" test. Good job.
0-6, 0-6
vs. 01 BronYAur: It went wrong; Leyline. 0-6
vs. 02 InfiniteNutshell: His token can attack me, but he has to stall with Hesitation, and I can break it and cast Iona turn 9 - so he can't cast his own threats. 6-0
vs. 03 mederer: Iona T1 locks out Eureka. 6-0
vs. 04 nerdyjoe: Iona T1 locks out Capsize. 6-0
vs. 05 Personman: Still Iona T1. 6-0
vs. 06 Reyemile: Two kill spells. 0-6
vs. 07 tomsloger: Flying goldfish on T3. 6-0
Round rules mean Mom can't protect things from spells. If there's a T2 guildmage, I bounce mom end of turn 2 and force a guildmage sacrifice with Lili on my turn 3. Personman can't hang on to Guildmage long enough to play it with "counter an ability" mana up, because Lili will force the discard.
On the draw, Windfall hits Lili unless I make a turn 2 play. I can stall by throwing Deterrence at Guildmage on my T2 (round rules stop me from doing so in response to Windfall, which would be much better), buying me time to play my planeswalker. However, the -2 sacrifice will eat only Mom. I can't kill before Personman hits 6 mana, at which point he counters Lili and taps Coffin Puppets every turn.
2: Hesitation / Chancellor of the Forge / Chancellor of the Tangle
X | 1 2 3 4 5 6 7 8
2 | 0 X 6 0 0 0 0 1 | 7
vs 1BronYAur: 0-6
You can pitch the Moat to Hesitation and just beat me up with an army of fliers.
vs 2InfiniteNutshell xx
vs 3mederer: 6-0
I cast turn 1 Hesitation, you get rid of it by casting your Seal. Turn 4 you can cast Eureka, but your Ashen Rider either hits a land or my 1/1 and I get a free Chancellor of the Tangle. Then you can exile the Chancellor when it kills the Rider but you're out of threats and I still have Chancellor of the Forge. If you don't bother with Eureka and just wait to hardcast Ashen Rider, I can cast Chancellor of the Tangle on my next turn and then things proceed the same way.
vs 4nerdyjoe: 0-6
You need Exploration to outrace me but if you're on the draw you can hold it and burn Capsize to get rid of Hesitation, and you still get to a stable Saproling engine that can block all my creatures faster than I can kill you. When I'm on the draw, I can't even delay Exploration so you beat me even quicker.
vs 5Personman: 0-6
Crushed by Windfall and a 2/2
vs 6Reyemile: 0-6
Crushed by Liliana
vs 7tomsloger: 0-6
You lose your acceleration to Hesitation, but Anvil still knocks out my Chancellors before I can cast them, and my 1/1 can't kill you before Emrakul comes out.
vs 8WhammeWhamme: 1-4
On your play, you get your combo off right away and kill me with Iona in 3 hits. On my play, my 1/1 pokes you 9 times, then you use the Diamond to pop Hesitation and hardcast Iona. I can now cast whichever color Chancellor you don't forbid with Iona's ability. If you ever attack me, I can safely hit back for 7. It takes you 3 hits to kill me and it takes me only 2 more hits to kill you, so you won't attack and we draw.