3CH LR City of Solidarity
Hand size: 3 cards.
Land rule: Basic Land Rule.
Round rule: Players can cast spells and activate abilities only during their opponents' turns.
Rules and banned list
Be sure to review the rules and regular banned list by clicking below. In addition, be sure to review the "Land Rule" banned list as well.
Format ideas?
If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!
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.
Banning four cards at once is likely excessive, even if the game would benefit from the removal of that many cards in the long run. I encourage anyone who would like to that they continue discussion on the merits of any potential unbannings or unbannings that have been proposed or they would like to see, in either this thread or the linked thread.
I'll announce any changes to the banned list when next week's round is posted.
Erm, are those and/or any other bans/unbans going to be effective for this round? I'm not really sure if next week's round is posted before or after this round is evaluated.
If any cards are banned, those bans will not affect the current 3CH LR City of Solidarity format.
Basically, my post was intended as a heads up that I will likely update the banned list in one week's time, since the previous discussion indicated a general consensus for some change along those lines, and no new points have been added to the discussion in the last several weeks.
Barring extreme circumstances, once the rules for a format are posted, that format won't be changed in anyway before submissions are due. This is why I always post a tentative outline of the rules a day or so in advance of the start of a new round, in case anyone identifies an issue that should be resolved before those rules go into effect.
Reminder: Submissions are due in about a day and a half.
Tentatively, next weeks format will be the following (name tbd):
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: If a player would add mana to his or her mana pool, instead each player adds that much mana of any type to his or her mana pool.
Each player loses 1 life for each unused mana that empties from his or her mana pool.
Please share any ideas you have for improvements to the format or ideas for other formats. Thanks!
EDIT: This round is relatively straightforward, so I took a crack at the full grid: Updated per WW's comment about Abolisher. I also realized that I can 4-1 Anachronity (end step Recoil Tomb, upkeep Careful Consideration).
vs. 01 Anachronity: OTP, I get down Depths/Stage. OTD Stage copies Tomb FTD. 4-1
vs. 02 Calvin Schwa: Dust Bowl kills Karakas, then quick win. 6-0
vs. 03 Feyd_Ruin: Grand Abolisher doesn't touch lands. 6-0
vs. 04 Mogg: EOT recoil upkeep Consideration forces draw. 2-2
vs. 05 knobbodi: See 3. 6-0
vs. 06 tomsloger: He's way too slow. 6-0
Differences with Mogg's grid: I think he misread Grand Abolisher. I think this also flips a lot of other matchups (Tomb of Urami beats both 3 and 5 by itself).
I messed up my hand without thinking about it by switching Valakut for Tomb, forgetting that I needed Valakut for its red mana so I can have UR by turn 2.
2) I lose OTP since you can always get Valakut down, and I lose a turn if I play the Tomb which allows Karakas to also hit play. ~ 0-6
3) Tomb wins here. ~ 6-0
4) Clearly a draw if I'm OTP; It looks like end-step recoil and then Consideration on my next upkeep gets there OTD. ~ 1-4
5) Tomb gets past Abolisher FTW. ~ 6-0
6) Tomb wins by T9, elves win by T8 with combat damage barring interference, but by stopping you from making an elf on my t4 with discard and then blocking an elf when I first pop the Tomb, I win by 1 life OTD. ~ 6-0
7) I was worried about depths + stage when making a hand, but I figured it'd be in the minority. ~ 0-6
Overall including Tomb over Valakut gave me a loss vs. CalvinSchwa instead of 3-3, but let me go 1-4 rather than 0-6 vs. Mogg and 6-0 vs. Tomslogger which would have been 0-6 with Valakut, so I'll pretend that I did know what I was doing!
I actually liked this a lot more than I thought I would. I called Grand Abolisher builds (hence the pun on both that and the impending loss of Leyline, which incidentally I'm super happy worked out somewhat).
That said, I don't know why I realized Abolisher loses to land builds, but didn't catch that I should probably then play land removal. Especially when Valakut, the Molten Pinnacle can kill a 3/3 Abolisher on its own. (Notably, I predicted Ruins of Trokair instead of Elvish Spirit Guide, which ties into this.)
I also didn't realize that these rules allow discard strats like Anachronicity's, which was sad bacause I love discard decks.
...Anyway. Cool week, y'all!
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
I also didn't realize that these rules allow discard strats like Anachronicity's, which was sad bacause I love discard decks.
I played it almost entirely because it was super-cutesy and only possible due to the round's rules.
That said, the only difference it made over playing Tomb entirely by itself was against Mogg and tomsloger. I think Tomb was the real discovery here as the fastest single-land win condition available in this format.
I guessed that I would see at least one Depths + Stage hand, but I figured people would be on to that trick and I really just wanted to run Burning Inquiry.
3CH LR City of Solidarity
Hand size: 3 cards.
Land rule: Basic Land Rule.
Round rule: Players can cast spells and activate abilities only during their opponents' turns.
Hands:
1) Anachronity :: Quick Question
Burning Inquiry / Quicken / Tomb of Urami
2) CalvinSchwa :: Last Hurrah Before the Abolishment
Karakas / Leyline of Singularity / Valakut, the Molten Pinnacle
3) Feyd_Ruin
Elvish Spirit Guide / Grand Abolisher / Savage Summoning
4) Mogg
Careful Consideration / Recoil / Tomb of Urami
5) knobbodi
Elvish Spirit Guide / Grand Abolisher / Savage Summoning
6) tomsloger
Emrakul, the Aeons Torn / Llanowar Mentor / Scout's Warning
7) WhammeWhamme
Dark Depths / Dust Bowl / Thespian's Stage
Results:
X| 1 2 3 4 5 6 7
1| X 0 6 1 6 6 0 | 19 | 317
2| 6 X 6 0 6 6 0 | 24 | 400
3| 0 0 X 0 3 6 0 | 08 | 133
4| 4 6 6 X 6 6 2 | 30 | 500
5| 0 0 3 0 X 6 0 | 08 | 133
6| 0 0 0 0 0 X 0 | 00 | 000
7| 6 6 6 2 6 6 X | 32 | 533
WhammeWhamme wins!
Rules and banned list
Be sure to review the rules and regular banned list by clicking below. In addition, be sure to review the "Land Rule" banned list as well.
Format ideas?
If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!
1. Overview
2. Game Rules
3. Deck Construction Rules
4. Entry
5. Perfect Hand Magic League
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the theoretical player of each hand employs the strategy that will maximize the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Deck Composition.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that could enable that player to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. A player may name his or her hand. If that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.
5. Perfect Hand Magic League
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's results against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands containing between one and seven cards. Additionally, the Game Rules and Deck Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.6. Backbuild.
7.7. Bonus Points.
PHM Banned List
The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.
Acceleration
Channel
Fastbond
Flash
Show and Tell
Disruption
Pact of Negation
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Ulamog, the Infinite Gyre
Barren Glory
Laboratory Maniac
Magus of the Moon
Meddling Mage
The Rack
Vampire Hexmage
Land Rule Banned List
"Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.
Acceleration
Black Lotus
Disruption
Balancing Act
Energy Field
Time Walk
Win Conditions
Beacon of Creation
Maralen of the Mornsong
Nezumi Shortfang
Red Sun's Zenith
White Sun's Zenith
Follow me to be notified when weekly Perfect Hand Magic results are posted
My personal inclination is to make the following changes:
Ban: Beast Within, Emrakul, the Aeons Torn, Leyline of Singularity, Leyline of the Meek
Unban: Time Walk (Land Rule rounds)
Banning four cards at once is likely excessive, even if the game would benefit from the removal of that many cards in the long run. I encourage anyone who would like to that they continue discussion on the merits of any potential unbannings or unbannings that have been proposed or they would like to see, in either this thread or the linked thread.
I'll announce any changes to the banned list when next week's round is posted.
Follow me to be notified when weekly Perfect Hand Magic results are posted
- Rabid Wombat
Basically, my post was intended as a heads up that I will likely update the banned list in one week's time, since the previous discussion indicated a general consensus for some change along those lines, and no new points have been added to the discussion in the last several weeks.
Barring extreme circumstances, once the rules for a format are posted, that format won't be changed in anyway before submissions are due. This is why I always post a tentative outline of the rules a day or so in advance of the start of a new round, in case anyone identifies an issue that should be resolved before those rules go into effect.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Tentatively, next weeks format will be the following (name tbd):
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule: If a player would add mana to his or her mana pool, instead each player adds that much mana of any type to his or her mana pool.
Each player loses 1 life for each unused mana that empties from his or her mana pool.
Please share any ideas you have for improvements to the format or ideas for other formats. Thanks!
Follow me to be notified when weekly Perfect Hand Magic results are posted
Please take a look and score your row.
Follow me to be notified when weekly Perfect Hand Magic results are posted
X| 1 2 3 4 5 6 7
1| X 0 6 1 6 6 0 | 19 | 317
2| 6 X 6 0 6 6 0 | 24 | 400
3| 0 0 X 0 3 6 0 | 08 | 133
4| 4 6 6 X 6 6 2 | 30 | 500
5| 0 0 3 0 X 6 0 | 08 | 133
6| 0 0 0 0 0 X 0 | 00 | 000
7| 6 6 6 2 6 6 X | 32 | 533
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
vs. 01 Anachronity: OTP, I get down Depths/Stage. OTD Stage copies Tomb FTD. 4-1
vs. 02 Calvin Schwa: Dust Bowl kills Karakas, then quick win. 6-0
vs. 03 Feyd_Ruin: Grand Abolisher doesn't touch lands. 6-0
vs. 04 Mogg: EOT recoil upkeep Consideration forces draw. 2-2
vs. 05 knobbodi: See 3. 6-0
vs. 06 tomsloger: He's way too slow. 6-0
Differences with Mogg's grid: I think he misread Grand Abolisher. I think this also flips a lot of other matchups (Tomb of Urami beats both 3 and 5 by itself).
I think you can drop t1 Depths, and Anachronity has to t2 cast Inquiry before playing Tomb. Depths slowly wins by itself.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
5) knobbodi
Elvish Spirit Guide / Grand Abolisher / Savage Summoning
VS:
1) Anachronity :: Quick Question
Burning Inquiry / Quicken / Tomb of Urami
--Abolisher doesn't do anything about lands and I can't beat Tomb, even on the play 0-6
2) CalvinSchwa :: Last Hurrah Before the Abolishment
Karakas / Leyline of Singularity / Valakut, the Molten Pinnacle
--Karakas Leyline beats single creature 0-6
3) Feyd_Ruin
Elvish Spirit Guide / Grand Abolisher / Savage Summoning
-- 3-3
4) Mogg
Careful Consideration / Recoil / Tomb of Urami
--Abolisher doesn't do anything about lands and I can't beat Tomb, even on the play 0-6
6) tomsloger
Emrakul, the Aeons Torn / Llanowar Mentor / Scout's Warning
--Abolisher lock 6-0
7) WhammeWhamme
Dark Depths / Dust Bowl / Thespian's Stage
--Abolisher doesn't do anything about lands and so Marit Lage beats me 0-6
This was a rough week, should've thought about land win cons I guess.
X| 1 2 3 4 5 6 7
5| 0 0 3 0 X 6 0 | 8
2) I lose OTP since you can always get Valakut down, and I lose a turn if I play the Tomb which allows Karakas to also hit play. ~ 0-6
3) Tomb wins here. ~ 6-0
4) Clearly a draw if I'm OTP; It looks like end-step recoil and then Consideration on my next upkeep gets there OTD. ~ 1-4
5) Tomb gets past Abolisher FTW. ~ 6-0
6) Tomb wins by T9, elves win by T8 with combat damage barring interference, but by stopping you from making an elf on my t4 with discard and then blocking an elf when I first pop the Tomb, I win by 1 life OTD. ~ 6-0
7) I was worried about depths + stage when making a hand, but I figured it'd be in the minority. ~ 0-6
Overall including Tomb over Valakut gave me a loss vs. CalvinSchwa instead of 3-3, but let me go 1-4 rather than 0-6 vs. Mogg and 6-0 vs. Tomslogger which would have been 0-6 with Valakut, so I'll pretend that I did know what I was doing!
X|1 2 3 4 5 6 7|
1|X 0 6 1 6 6 0| 19 | 317
- Rabid Wombat
That said, I don't know why I realized Abolisher loses to land builds, but didn't catch that I should probably then play land removal. Especially when Valakut, the Molten Pinnacle can kill a 3/3 Abolisher on its own. (Notably, I predicted Ruins of Trokair instead of Elvish Spirit Guide, which ties into this.)
I also didn't realize that these rules allow discard strats like Anachronicity's, which was sad bacause I love discard decks.
...Anyway. Cool week, y'all!
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
I played it almost entirely because it was super-cutesy and only possible due to the round's rules.
That said, the only difference it made over playing Tomb entirely by itself was against Mogg and tomsloger. I think Tomb was the real discovery here as the fastest single-land win condition available in this format.
I guessed that I would see at least one Depths + Stage hand, but I figured people would be on to that trick and I really just wanted to run Burning Inquiry.
- Rabid Wombat