4CH Neheb
Hand Size: 4 cards.
Land Rule: None.
Format Rule: Each player starts the game with an emblem with "at the beginning of your postcombat main phase, add X mana in any combination of colors to your mana pool, where X is the amount of life your opponents have lost this turn. This ability can't be countered."
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 her 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 result 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 typically 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.
That card is included in that player's hand (in addition to his or her other three cards).
For each card in a player's hand:
1) Every color in that card's color identity must be found in the color identity of his or her chosen card and;
2a) That card must share a creature type with his or her chosen card or;
2b) That card's rules text must include a creature type of his or her chosen card.
Spells and abilities an opponent controls can't cause cards to leave a player's hand or counter spells that player controls."
I was inspired by the new commander set, but wanted to avoid the complexity of trying to parse the relevant portions of the commander rules. Hopefully, the five creatures are at least somewhat balanced, but if not, I think the hands will be interesting regardless.
What about choose-your-creature-type effects, like Obelisk of Urd or Roar of the Crowd?
Also I feel like Stangg is the weakest of them. On the other hand, there are lots of humans out there.
"2c) that card's rules text must ask you to choose a creature type, and you must choose a creature type of your chosen card when doing so."
Should work, though it's awfully "choose"-y
Requiring you to choose one of your own creature types also reduces the potential power of cards like Engineered Plague
1: 0: Commandeer prevents Vraska and has little effect otherwise. Prelate resolves and 3 damage per turn wins before I can cast Griffin.
2: 6: The Walker is a lowly 1/1, and a proactive Metamorph would enter the battlefield as a 0/0 and die. Eventually, I play Griffin. If CalvinSchwa casts Metamorph and copies it, then Palinchron trumps Metamorph. If CalvinSchwa waits for Palinchron, then I return Palinchron to my hand when Metamorph is cast, Metamorph copies Griffin, and Palinchron trumps it again.
3: 6: I can Commandeer Crush.
4: -
5: 6: I can Commandeer Rites.
6: 2: I can Commandeer Tongs. Jantesviker doesn't cast Tongs, and Bridge forces a draw.
7: 2: I can Commandeer Tongs. knobbodi doesn't cast Tongs, and Bridge forces a draw.
8: 0: Commandeer could take Decree, but I would still take 19 damage by turn 2 and die on turn 3.
9: 6: I can Commandeer LED.
--OTP, bridge into tongs beats anything you can do. OTD, even if you lead with thorn I can play tongs to make up for the extra mana, and win from there 6-0
3) CzarBomba
Black Lotus / Black Lotus / Black Lotus / Crush of Wurms
I really thought about ratchet bomb in place of leyline, too, and it would have been way better vs all the chancellor decks. Ah well, bridge still did great here
Looks like I have a near-perfect OTP game and a horrid OTD game.
2) OTP I win hands-down with Vraska; OTD my goblin gets blocked and I lose. ~ 3-3
3) OTP I win with Sanctum Prelate; OTD I lose to a blocker. ~ 3-3
4) Commandeer can't redirect shoal to any other target than my goblin, and Mogg has no T1 blocker. ~ 6-0
5) OTP I dump my hand; OTD *we draw with two creatures that can block eachother ~ 4-1
6) Ensnaring Bridge can't stop the 1/1 fast enough, Vraska/Prelate handles the rest. ~ 6-0
7) Same result. ~ 6-0
8) My 1 goblin loses to your 2 goblins. ~ 0-6
9) OTP Prelate stops Lion's-Eye Diamond, OTD I lose to a giant Hydra Avatar. ~ 3-3
EDIT: @tomsloger, the goblins are created on the first upkeep, not your first upkeep. So you'll have a spare goblin to block my goblin with and still get through with the other one.
EDITED FURTHER for Feyd_Ruin's valid point about blocking.
Tom / Anachronity : On my play, you can still draw it. Your Goblin can sit there to block, which Shoal can make an 8/1 to trade. 4-1 in your favor.
5v1 : 1-4 : Tokens gets through, or can Shoal-Kill when blocking
5v2 : 2-2 : City gets around Thorn, but Metamorph copies Emperion
5v3 : 2-2 : Wurms can't kill me, but they can block
5v4 : 0-6 : Commandeer hits LED
---
5v6 : 2-2 : By the time tongs could get him to 4, Emperion stops it
5v7 : 2-2 : Bridge stops Emperion, Emperion stops Tongs
5v8 : 1-4 : Token hits for decree, or token can block emperion
5v9 : 2-2 : Emperion stops Prog, but Prog can block.
1) Anachronity 3-3 :: Either T1 Thorn or T1 awful-things-happening. That planeswalker is, as they say, stone-cold nuts.
3) CzarBomba 3-3 :: Either T1 Thorn or T1 awful-things-happening. This was a pretty, as they say, spicy submission.
4) Mogg 0-6 :: I was gonna do either Hangerback Walker or Walking Ballista (aside: please, Wizards, complete the cycle and make Ballistic Back-hanger) for a threat. I knew they didn't work with Workshop, but for some reason I thought I would be able to attack and then pump with Neheb mana. I also forgot that Metamorph does not work with them at all. This week was a struggle.
5) Feyd_Ruin 4-1 :: OTP Thorn into Metamorphed Thorn makes Rites cost too much. OTD my life can't change either.
6) Jantesviker 6-0 :: Agreed (whew!)
7) knobbodi 0-6 :: Thorn into copied Thorn almost works, but you can still just do Tongs and win faster.
8) tomsloger 1-4 :: OTD I lose hard, but I think OTP we tie. It ends up being a 2 gobs vs a 1/1 Walker and a copied gob, with you ahead in damage. If I attack, you win the race, but if you attack my Walker splits into a Thopter and I'm left ahead.
...yeah. I spent my week mulling over Thopter Foundry / Sword of the Meek, eventually concluding it was too clunky this week, and so the extent of the thinking that went into my hand was "I don't know what people are playing, but making it more expensive than they planned is probably pretty good". Walker and Metamorph were last-minute panic adds.
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.
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4CH Neheb
Hand Size: 4 cards.
Land Rule: None.
Format Rule: Each player starts the game with an emblem with "at the beginning of your postcombat main phase, add X mana in any combination of colors to your mana pool, where X is the amount of life your opponents have lost this turn. This ability can't be countered."
Hands:
1) Anachronity
Blazing Shoal / Chancellor of the Forge / Sanctum Prelate / Vraska the Unseen
2) CalvinSchwa
Hangarback Walker / Mishra's Workshop / Phyrexian Metamorph / Thorn of Amethyst
3) CzarBomba :: Muad'dib
Black Lotus / Black Lotus / Black Lotus / Crush of Wurms
4) Mogg
Commandeer / Misthollow Griffin / Palinchron / Saprazzan Cove
5) Feyd_Ruin :: Actual legit entry
City of Traitors / Lion's Eye Diamond / Platinum Emperion / Unburial Rites
6) Jantesviker
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Smokestack
7) knobbodi
Ensnaring Bridge / Leyline of Sanctity / Mishra's Workshop / Scalding Tongs
8) tomsloger
Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Decree of Silence
9) WhammeWhamme
Fatestitcher / Lion's Eye Diamond / Progenitus / Shelldock Isle
Results:
X| 1 2 3 4 5 6 7 8 9
1| X 3 3 6 4 6 6 0 3 | 28 | 350
2| 3 X 3 0 4 6 0 1 3 | 17 | 213
3| 3 3 X 0 2 0 0 3 3 | 10 | 125
4| 0 6 6 X 6 2 2 0 6 | 28 | 350
5| 1 1 2 0 X 2 2 1 2 | 11 | 138
6| 0 0 6 2 2 X 0 0 6 | 16 | 200
7| 0 6 6 2 2 6 X 0 6 | 28 | 350
8| 6 4 3 6 4 6 6 X 3 | 36 | 450
9| 3 3 3 0 2 0 0 3 X | 10 | 125
tomsloger 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 her 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 result 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 typically 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
Beast Within
Chancellor of the Annex
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory
Emrakul, the Aeons Torn
Laboratory Maniac
Leyline of the Meek
Magus of the Moon
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
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
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
Tentatively, next week's format will be:
3CH LR Tribal Legends
Hand Size: 3 cards.
Land Rule: Basic Land Rule.
Format Rule:
"When submitting a hand, each player also chooses one of the following creature cards:
Sygg, River Guide (WU, Merfolk Wizard)
Grimgrin, Corpse-Born (UB, Zombie Warrior)
Wort, Boggart Auntie (BR, Goblin Shaman)
Stangg (RG, Human Warrior)
Rhys the Redeemed (GW, Elf Warrior)
That card is included in that player's hand (in addition to his or her other three cards).
For each card in a player's hand:
1) Every color in that card's color identity must be found in the color identity of his or her chosen card and;
2a) That card must share a creature type with his or her chosen card or;
2b) That card's rules text must include a creature type of his or her chosen card.
Spells and abilities an opponent controls can't cause cards to leave a player's hand or counter spells that player controls."
I was inspired by the new commander set, but wanted to avoid the complexity of trying to parse the relevant portions of the commander rules. Hopefully, the five creatures are at least somewhat balanced, but if not, I think the hands will be interesting regardless.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Also I feel like Stangg is the weakest of them. On the other hand, there are lots of humans out there.
- Rabid Wombat
Those cards aren't be legal by the current wording, but I'm open to including them if someone wants to provide the rules language.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Should work, though it's awfully "choose"-y
Requiring you to choose one of your own creature types also reduces the potential power of cards like Engineered Plague
- Rabid Wombat
Please have a look, and score your hands.
There was a good mix of hand types this week. To the extent that I'm aware of which major strategies could have seen play, I think many of them did.
Follow me to be notified when weekly Perfect Hand Magic results are posted
4) Mogg
Commandeer / Misthollow Griffin / Palinchron / Saprazzan Cove
X| 1 2 3 4 5 6 7 8 9 |
4| 0 6 6 X 6 2 2 0 6 | 28 | 350
1: 0: Commandeer prevents Vraska and has little effect otherwise. Prelate resolves and 3 damage per turn wins before I can cast Griffin.
2: 6: The Walker is a lowly 1/1, and a proactive Metamorph would enter the battlefield as a 0/0 and die. Eventually, I play Griffin. If CalvinSchwa casts Metamorph and copies it, then Palinchron trumps Metamorph. If CalvinSchwa waits for Palinchron, then I return Palinchron to my hand when Metamorph is cast, Metamorph copies Griffin, and Palinchron trumps it again.
3: 6: I can Commandeer Crush.
4: -
5: 6: I can Commandeer Rites.
6: 2: I can Commandeer Tongs. Jantesviker doesn't cast Tongs, and Bridge forces a draw.
7: 2: I can Commandeer Tongs. knobbodi doesn't cast Tongs, and Bridge forces a draw.
8: 0: Commandeer could take Decree, but I would still take 19 damage by turn 2 and die on turn 3.
9: 6: I can Commandeer LED.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
8) tomsloger
Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Decree of Silence
Blazing Shoal / Chancellor of the Forge / Sanctum Prelate / Vraska the Unseen
3-3 whoever goes first gets their stuff down
2) CalvinSchwa
Hangarback Walker / Mishra's Workshop / Phyrexian Metamorph / Thorn of Amethyst
3-3 t1 thorn beats me. t1 decree beats you
3) CzarBomba
Black Lotus / Black Lotus / Black Lotus / Crush of Wurms
3-3 theres a lot of that going around
4) Mogg
Commandeer / Misthollow Griffin / Palinchron / Saprazzan Cove
6-0 by casting a chancellor instead of the decree
5) Feyd_Ruin :: Actual legit entry
City of Traitors / Lion's Eye Diamond / Platinum Emperion / Unburial Rites
3-3 pretty clearly
6) Jantesviker
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Smokestack
6-0 can still attack through a t1 ensnaring bridge
7) knobbodi
Ensnaring Bridge / Leyline of Sanctity / Mishra's Workshop / Scalding Tongs
6-0 see above
9) WhammeWhamme
Fatestitcher / Lion's Eye Diamond / Progenitus / Shelldock Isle
3-3 another obvious draw
Ensnaring Bridge / Leyline of Sanctity / Mishra's Workshop / Scalding Tongs
VS:
1) Anachronity
Blazing Shoal / Chancellor of the Forge / Sanctum Prelate / Vraska the Unseen
--Goblin gets under turn 1 bridge, and vraska can blow up bridge 0-6
2) CalvinSchwa
Hangarback Walker / Mishra's Workshop / Phyrexian Metamorph / Thorn of Amethyst
--OTP, bridge into tongs beats anything you can do. OTD, even if you lead with thorn I can play tongs to make up for the extra mana, and win from there 6-0
3) CzarBomba
Black Lotus / Black Lotus / Black Lotus / Crush of Wurms
--Bridge > Wurm 6-0
4) Mogg
Commandeer / Misthollow Griffin / Palinchron / Saprazzan Cove
--Commandeer stops my win con but bridge stops yours 2-2
5) Feyd_Ruin :: Actual legit entry
City of Traitors / Lion's Eye Diamond / Platinum Emperion / Unburial Rites
--Emperion stops tongs but bridge stops emperion 2-2
6) Jantesviker
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Smokestack
--Leyline means my tongs are a win con while yours are not 6-0
8) tomsloger
Blazing Shoal / Chancellor of the Forge / Chancellor of the Forge / Decree of Silence
--Goblins go under turn 1 bridge OTP, but I can play tongs into decree for the draw 1-4
9) WhammeWhamme
Fatestitcher / Lion's Eye Diamond / Progenitus / Shelldock Isle
--Bridge > hydra monster 6-0
I really thought about ratchet bomb in place of leyline, too, and it would have been way better vs all the chancellor decks. Ah well, bridge still did great here
X| 1 2 3 4 5 6 7 8 9 |
7| 0 6 6 2 2 6 X 1 6 | 29 | 362
3) OTP I win with Sanctum Prelate; OTD I lose to a blocker. ~ 3-3
4) Commandeer can't redirect shoal to any other target than my goblin, and Mogg has no T1 blocker. ~ 6-0
5) OTP I dump my hand; OTD *we draw with two creatures that can block eachother ~ 4-1
6) Ensnaring Bridge can't stop the 1/1 fast enough, Vraska/Prelate handles the rest. ~ 6-0
7) Same result. ~ 6-0
8) My 1 goblin loses to your 2 goblins. ~ 0-6
9) OTP Prelate stops Lion's-Eye Diamond, OTD I lose to a giant Hydra Avatar. ~ 3-3
X| 1 2 3 4 5 6 7 8 9 |
1| X 3 3 6 4 6 6 0 3 | 28 | 350
EDIT: @tomsloger, the goblins are created on the first upkeep, not your first upkeep. So you'll have a spare goblin to block my goblin with and still get through with the other one.
EDITED FURTHER for Feyd_Ruin's valid point about blocking.
- Rabid Wombat
5v1 : 1-4 : Tokens gets through, or can Shoal-Kill when blocking
5v2 : 2-2 : City gets around Thorn, but Metamorph copies Emperion
5v3 : 2-2 : Wurms can't kill me, but they can block
5v4 : 0-6 : Commandeer hits LED
---
5v6 : 2-2 : By the time tongs could get him to 4, Emperion stops it
5v7 : 2-2 : Bridge stops Emperion, Emperion stops Tongs
5v8 : 1-4 : Token hits for decree, or token can block emperion
5v9 : 2-2 : Emperion stops Prog, but Prog can block.
X | 1 2 3 4 5 6 7 8 9
5 | 1 2 2 0 X 2 2 1 2 | 12 | 150
See what happens when I try to come up with a real entry?
No longer staff here.
3) CzarBomba 3-3 :: Either T1 Thorn or T1 awful-things-happening. This was a pretty, as they say, spicy submission.
4) Mogg 0-6 :: I was gonna do either Hangerback Walker or Walking Ballista (aside: please, Wizards, complete the cycle and make Ballistic Back-hanger) for a threat. I knew they didn't work with Workshop, but for some reason I thought I would be able to attack and then pump with Neheb mana. I also forgot that Metamorph does not work with them at all. This week was a struggle.
5) Feyd_Ruin 4-1 :: OTP Thorn into Metamorphed Thorn makes Rites cost too much. OTD my life can't change either.
6) Jantesviker 6-0 :: Agreed (whew!)
7) knobbodi 0-6 :: Thorn into copied Thorn almost works, but you can still just do Tongs and win faster.
8) tomsloger 1-4 :: OTD I lose hard, but I think OTP we tie. It ends up being a 2 gobs vs a 1/1 Walker and a copied gob, with you ahead in damage. If I attack, you win the race, but if you attack my Walker splits into a Thopter and I'm left ahead.
9) WhammeWhamme 3-3 :: OTP T1 Thorn. OTD fake hydra can't block real hydra
| 3 X 3 0 4 6 0 1 3 | 20
...yeah. I spent my week mulling over Thopter Foundry / Sword of the Meek, eventually concluding it was too clunky this week, and so the extent of the thinking that went into my hand was "I don't know what people are playing, but making it more expensive than they planned is probably pretty good". Walker and Metamorph were last-minute panic adds.
--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.