PHMDraft is a method of playing Perfect Hand Magic like we normally do, but uses a drafting method for users to build their decks from. The format will always be Three-Hand Extra Land Rule. Players draft their card pool from five packs, one at a time, and then choose three of those cards to be their deck submission. After everyone has drafted, those decks are played and scored exactly like a normal PHM round.
How to Enter
Entering the draft is easy, although different from the normal submission process. All you have to do is make a thread in the PHM Draft forum. This area is private: other players can't see your thread in there, so you will conduct your draft in the thread therein, without anyone seeing.
As the first draft, I highly recommend reading the following so the process will flow easy for you.
Introduction
When the draft is started, each player will be presented with a single fifteen card pack to pick a card from. This pack is the same for all players, and what other players pick has no effect on your draft. After you choose your first card, you are presented with another 15-card pack - Pack 2 - to choose from. You continue until you have drafted a card from all five packs. All five packs are the same for all players - what you see and choose from is exactly what everyone else chooses from.
After you have drafted these five cards, you will then choose three of those cards to build your submission from. Again, the format is Three-Hand Extra Land Rule. After all players have finished drafting and made their submission selection, the decks will be posted. The format will always have the Extra Land Rule - each player may play basic land cards from outside of the game and players may play an additional land each turn if they play that land from their hand. Note that with the extra land rule, drafting lands is mana acceleration. Even if Karakas doesn't seem great for its ability in a round - it's still a Mox Pearl.
In the end, you will see the entire card pool that everyone drafted from. All of the options and ideas that you saw were options and paths other players may have taken. The draft is the main challenge of the format. How well can you determine all the avenues other players will take, and adapt to defeat them?
You Draft it: You can Play it
If a card is in the draft pool, you can draft it, put it in your deck, and play it accordingly. There are no rules against what your deck can do, such as forcing discard early or winning quickly. The deck and card balancing is built into the cardpool already, so there are no additional rules about what you can play.
Pack Generation
Packs are generated, semi-randomly. They are not constructed, but they do adhere to a central card pool with certain designs and rules. Each player has the same options in the draft, so everything is always perfectly fair, but care has been taken to allow multiple competitive options. The cardpool and methodology is very balanced, although the randomness will, of course, cause certain avenues to be more successful in a draft. Pack sets with obvious issues are simply discarded - I will ensure the packs are balanced by re-generating for the round.
Guaranteed Wincons
Every pack is guaranteed to contain multiple wincons. If you haven't picked a wincon by pack four, you can rest assured there will be a playable wincon in pack five. There is, of course, no guarantee that you will like any of the wincons therein, but you will have something to use.
Dependencies
There aren't any truly dead cards. As part of the pack generation design, if a card is dependent on some other card being in the draft, it will be there. If there is an Isochron Scepter, for instance, there will always be an instant with converted mana cost 2 or less to imprint on it. It will always be in another pack (to ensure you can draft both), and be something worth imprinting. The ordering is random, however, so Isochron Sceptor could come in pack five and require you to have already chosen that card. Likewise for the Instant coming in pack 2 and Isochron coming in pack 3. Alternatively, cards that aren't dependent on something might not have a go-to card that gets played with it. Karakas does not garuntee a Leyline of Singularity, or vice versa; both are fully functional on their own. The pack generator does give a chance that any such "best friend" cards do appear together, however.
Rules
PHM Draft Rules, as well as the rules for playing the match.
Adapted from Mogg's super awesome PHM rules, slightly tweaked to fit the PHM Draft mold.
1. Drafting
1.1. An entrant enters the draft be creating a thread in the PHM Draft forum.
1.1a. Packs will be displayed and picks will be chosen within this thread.
1.1b. Each entrant's thread is private and can only be seen by that entrant and the PHM Draft Mod.
1.2. The PHM Draft Mod will post the first pack of the round to start the draft.
1.2. Entrants will choose a single card from the pack to add to his or her draft pool.
1.2a. Entrants may only choose a single card from the current draft pack, unless overridden by round rules.
1.2b. Entrants may change their choice only until the next pack has been posted.
1.2c. Entrants are free to get clarifications or rules questions for any card or aspect of the draft before choosing their pick.
1.3. The PHM Draft Mod will then note the chosen card and post the next pack.
1.4. Rules 1.2 and 1.3 will repeat for the draft, until all five packs of the draft have been drafted.
1.4a. Entrants may never change any previously chosen draft picks.
1.4b. The pick for the last pack of the draft may be changed only up until the PHM Draft Mod responds and notes it in his or her draft pool.
2. Deck Submission
2.1. Upon completing the draft, an entrant determines his or her deck submission.
2.2. An entrant may only submit a deck composed of cards from within his or her draft pool.
2.3. An entrant may not submit the same draft pick multiple times for his or her deck submission.
2.4. An entrant may change his or her submission up until the round's posting.
2.4a. Entrants should make a new reply in his or her thread to change the deck.
2.4b. The last legal deck submission will be used for the round's posting.
2.5. An entrant must make all pre-game choices as part of his or her submission.
2.5a. Any round-rule choices must be submitted at the time of the deck building submission and cannot be changed once the round has posted.
2.5b. Any draft-ability choices must also be chosen as part of the deck building submission and cannot be changed between games.
Contents
1. Overview
2. Game Rules
3. Entry Rules
4. Scoring
5. Extra Land Rule
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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 in PHM Draft is limited to the cards drafted. Unlike most PHM setups, there is no ban list, legality list, or extra deck restrictions beyond the draft and building from those cards. All restrictions and legality are already built into the draft pool.
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 by 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. An effect that would produce a random result produces the result that least benefits 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 all 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 that have been drafted but not included in a player's deck can be referenced or brought into the game by card effects.
2.9a. Effects, such as Burning Wish, that can bring cards in from outside of the game may only find a card that was drafted and not included in the player's deck.
2.9b. Effects, such as Volatile Chimera, which require drafted cards that are not within the deck function as normal.
3. Entry Rules
3.1. A player's deck is chosen only from the cards that player has drafted, as noted in draft rules above.
3.2. A player's deck submission is always three cards, unless overridden by specific round rules.
3.3. All pre-game choices, such as from round rules and draft effects, must be chosen and locked in as part of the deck's submission.
4. Scoring
4.1. 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.
4.2. A player may earn bonus League points as specified by the PHM moderator.
4.3. Each player is responsible for determining the match results for his or her hand.
4.3a. Players are encouraged to determine or verify additional match results.
4.3b. An undetermined match result is counted as a loss for both players in that match.
4.3c. A player may challenge any result until the moderator announces that the result is final.
5. Extra Land Rule
5.1 Unless specifically noted in the round's special rules, all games in the Perfect Hand Magic Draft will be played with the "extra land rules" as listed below.
5.1A. Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land.
5.1b. Any player may play an additional land on each of his or her turns from his or her hand.
Note that as the PHM account is shared, I will be hosting the drafts via this account.
As the mod, draft generator, etc, I will be ineligible for play.
Thanks for setting this up!
How much programming went into making this work?
Assuming being a mod for the regular PHM rounds doesn't disqualify me, I've entered.
On that note, can I please request that card picks not be listed in the title of pm's to the mod account?
Maybe the title for each pm can just be "Pick N"?
EDIT: I totally misread what you were saying about the shared account. Thanks for having the foresight to set it up this way.
It's probably in there somewhere but I can't find it.
How many packs are there going to be?
When does all selection need to be done by?
PHM Draft is a sub-forum inside Forum Games. It should be visible near the top of the Forum Games page. Here's a link.
The only thread you'll see in that sub-forum is the one you create. In the thread, the first post will be your expression of interest. The next post will be Feyd_Ruin posting a pack, the next post will be your pick from that pack, and so on.
There will be five fifteen-card packs, and you'll build a three-card hand from the five cards you draft. Hands will be played using the Extra Land Rule.
No deadline to enter the draft has been announced yet. Since the format allows asynchronous drafting, the timing will depend both on how often the players and Feyd_Ruin check in and when Feyd_Ruin decides to cap registration.
For this first draft, I'm definitely going to give some time until it's clear we have all the entries.
(I forgot to put this in OP, oops)
I'll see how people like it, and hope to do this monthly.
Give a full week for everyone to get into the draft (make your thread), and that'll give us a couple weeks to do the draft, should we get people who only log in every 2-3 days. Another week to calculate, work out any kinks, etc.
I'm hoping everyone likes the draft format, and we can keep doing this.
Then start adding some special round formats, etc, like we like to do.
I'm closing it off to new entrants.
We are a single pick away from finishing the draft.
Once he picks and finishes his deck, I'll post the round.
After that, I'll ask for feedback herein after you see the decks.
I've already made a lot of changes to adjust to the private feedback I've gotten.
I expect Round 2 to be much more interesting, challenging, and fun.
The following is my initial proposed scores.
You should absolutely 100% do your own line though!
Don't rely on me, I make mistakes!
XX | 1 2 3 4 5 6 7 8 | PNT : AVG
01 | X 6 6 6 1 6 6 2 | 33 : 471
02 | 0 X 6 6 6 6 0 0 | 24 : 343
03 | 0 0 X 0 0 0 0 0 | 00 : 0
04 | 0 0 6 X 0 2 0 2 | 10 : 143
05 | 4 0 6 6 X 6 0 1 | 23 : 329
06 | 0 0 6 2 0 X 0 0 | 08 : 114
07 | 0 6 6 6 6 6 X 6 | 36 : 514
08 | 2 6 6 2 4 6 0 X | 26 : 371
Changed a couple posts down
I'm also SUUUUUUPER interested in more feedback, now that you've all seen the decklists
As the first go, this was kind of a "beta test" of sorts.
It'll take feedback and a couple rounds to work out the kinks and get it running smooth.
Not so long all at once, I chugged away at it as people finished. I already had to paste in a 2nd one because I found an error, so I really do recommend everyone going over their row.
I've spent much much longer re-tuning the draft program based on pre-deck-reveal feedback. I'll get a feel for the post-reveal feedback for some more tweaks, and hopefully start a new round soon. (Maybe beginning of next week?) I'm going to hopefully drum up some new people for the next round by tweeting and face-booking it from mtgs accounts, etc. I think the more people we get, the more interesting it'll be.
I am pretty sure my line is right. I'm not 100% sure what the right strategy is for casting/playing around Mire's Toll but I don't think I can beat it.
01: Colonnade goes down with another land for protection, Grasp of Fate exiles Epoch.
02: Turn 3 Liliana makes enough Zombies to overwhelm Epochrasite.
04: Elderscale Wurm comes down fast enough off lands.
05: Knobbodi: Nyxathid is bigger than Epochrasite and Mire's Toll can hit a slow Smallpox.
06: Factory and Grasp of Fate get 'er done.
07: Ajani is good to drop on an empty board, Silumgar beats 4/4 Epoch.
08: Aurification locks out Epochrasite, Colonnade beats.
01: Colonnade goes down with another land for protection, Grasp of Fate exiles Epoch.
02: Turn 3 Liliana makes enough Zombies to overwhelm Epochrasite.
04: Elderscale Wurm comes down fast enough off lands.
05: Knobbodi: Nyxathid is bigger than Epochrasite and Mire's Toll can hit a slow Smallpox.
06: Factory and Grasp of Fate get 'er done.
07: Ajani is good to drop on an empty board, Silumgar beats 4/4 Epoch.
08: Aurification locks out Epochrasite, Colonnade beats.
This was quite fun, but I'm not sure I think the draft format was really why. It's kind of annoying to try to guess what's going to show up later based on what's here now, knowing that a knowledgeable player made the decision but not knowing for sure what decision they made. It makes it feel more like we're playing against Feyd than each other.
Pick 5 was also kind of annoying – I felt like I'd better have a playable deck by pick 4, and drafted accordingly, but then nothing in pack 5 felt like it could really fit.
I honestly think what we really want is sealed rather than draft. I've done quite a lot of duplicate-sealed PHM privately, and it's very fun. We've never done designed pools, we usually pick like 20 cards at random, weighted towards higher rarities so the cards are more interesting, but I think it could work very well with a designed pool too.
Basically, I think what's interesting here is PHM with a very small pool and PHM with designed tension in the pool, but not so much PHM with limited information about the future.
Basically, I think what's interesting here is PHM with a very small pool and PHM with designed tension in the pool, but not so much PHM with limited information about the future.
Vs Anachronity, unless I'm missing something, I can always take Lili with mire's toll, discard ratchet bomb to Kaya, and win with nyxathid (0-6 -> 6-0)
Vs Personman, OTD I get crushed by turn 2 Jenara but OTP I can always take her with mire's toll, use ratchet bomb to blow up aurification, and race colonnade (1-4 -> 3-3)
Basically, I think what's interesting here is PHM with a very small pool and PHM with designed tension in the pool, but not so much PHM with limited information about the future.
Hmm.
This is distinctly possible to switch to with my generator.
Lets try round 2 as a draft, as I've made a lot of changes and that's easy enough to start up, and while that's happening I'll fidget with it and get a sealed pool I think will work for round 3.
I'll need to add a sixth pack for a full 90-card sealed, and I need to find a good way to do that.
After we do round 3, we can decide what people like, and move forward from there.
Edit:
I think I'm going to start Round 2 on Monday.
We're about to do some updates that will take all my focus over the weekend for sure, heh
Disagree with the results against WhammeWhamme and Personman; they both should be 3-3
1) Mire + Grasp get rid of both 'walkers ~ 0-6
3) don't care about Smallpox, Kaya keeps the Epochrasite away ~ 6-0
4) exile the Wurm and then swing for lethal ~ 6-0
5) agreed. ~ 0-6
6) Kaya discards Grasp and Rite unless you Grasp her, in which case Lili wins against the factory. ~ 6-0
7) see below. ~ 3-3
8) see below. ~ 3-3
Vs. WhammeWhamme
OTP I play Kaya T2 before Deprive is up, make you discard. T3 I make you discard again and play Lili. T4 I exile Kaya; you play Ajani and then zombies kill him.
OTD You can counter Kaya, Sulimgar gets out and casually wrecks me.
Vs. Personman
unless I'm missing something here...
OTP I play Kaya T2 and you discard Aurification. You play Jenara and T3 I play Liliana and Kaya exiles Jenara.
T4: 2 zombies;Kaya exiles again, swing 2. T5: 3 zombies; swing 4 (Lili at 8), Kaya drains for 2 (12 life left); Colonnade smacks Liliana (or else I ult her next turn) and Jenara kills Kaya T6: 4 zombies (Lili at 5); swing 6 (6 life left); you need Colonnade + Jenara to kill Lili, but you lose next turn if you don't block with both
T7: 5 zombies (Lili at 6); swing 8, 2 zombies get blocked (2 life left), EOT put a counter on Jenara; you lose regardless of attacks EDIT: oops! you can still block a zombie T5 since Jenara comes back on my upkeep.
T5: 3 zombies (Lili at 8);Kaya exiles Jenara, swing 4 (14 life left); Colonnade kills Kaya
T6: 3 zombies, Lili ult to kill Jenara (Lili at 1); swing 6 (8 life left); Colonnade kills Liliana
from there the zombies swing wide past Colonnade. If you swing the Colonnade at Liliana T5 instead of Kaya to stop the ult, then Kaya keeps Jenara exiled and Colonnade can't kill Liliana fast enough alone. Even with the life loss from Kaya, I don't think you can kill me directly either.
Introduction
Welcome to the first Perfect Hand Magic: DRAFT!
PHMDraft is a method of playing Perfect Hand Magic like we normally do, but uses a drafting method for users to build their decks from. The format will always be Three-Hand Extra Land Rule. Players draft their card pool from five packs, one at a time, and then choose three of those cards to be their deck submission. After everyone has drafted, those decks are played and scored exactly like a normal PHM round.
How to Enter
Entering the draft is easy, although different from the normal submission process. All you have to do is make a thread in the PHM Draft forum. This area is private: other players can't see your thread in there, so you will conduct your draft in the thread therein, without anyone seeing.
As the first draft, I highly recommend reading the following so the process will flow easy for you.
Introduction
When the draft is started, each player will be presented with a single fifteen card pack to pick a card from. This pack is the same for all players, and what other players pick has no effect on your draft. After you choose your first card, you are presented with another 15-card pack - Pack 2 - to choose from. You continue until you have drafted a card from all five packs. All five packs are the same for all players - what you see and choose from is exactly what everyone else chooses from.
After you have drafted these five cards, you will then choose three of those cards to build your submission from. Again, the format is Three-Hand Extra Land Rule. After all players have finished drafting and made their submission selection, the decks will be posted. The format will always have the Extra Land Rule - each player may play basic land cards from outside of the game and players may play an additional land each turn if they play that land from their hand. Note that with the extra land rule, drafting lands is mana acceleration. Even if Karakas doesn't seem great for its ability in a round - it's still a Mox Pearl.
In the end, you will see the entire card pool that everyone drafted from. All of the options and ideas that you saw were options and paths other players may have taken. The draft is the main challenge of the format. How well can you determine all the avenues other players will take, and adapt to defeat them?
You Draft it: You can Play it
If a card is in the draft pool, you can draft it, put it in your deck, and play it accordingly. There are no rules against what your deck can do, such as forcing discard early or winning quickly. The deck and card balancing is built into the cardpool already, so there are no additional rules about what you can play.
Pack Generation
Packs are generated, semi-randomly. They are not constructed, but they do adhere to a central card pool with certain designs and rules. Each player has the same options in the draft, so everything is always perfectly fair, but care has been taken to allow multiple competitive options. The cardpool and methodology is very balanced, although the randomness will, of course, cause certain avenues to be more successful in a draft. Pack sets with obvious issues are simply discarded - I will ensure the packs are balanced by re-generating for the round.
Guaranteed Wincons
Every pack is guaranteed to contain multiple wincons. If you haven't picked a wincon by pack four, you can rest assured there will be a playable wincon in pack five. There is, of course, no guarantee that you will like any of the wincons therein, but you will have something to use.
Dependencies
There aren't any truly dead cards. As part of the pack generation design, if a card is dependent on some other card being in the draft, it will be there. If there is an Isochron Scepter, for instance, there will always be an instant with converted mana cost 2 or less to imprint on it. It will always be in another pack (to ensure you can draft both), and be something worth imprinting. The ordering is random, however, so Isochron Sceptor could come in pack five and require you to have already chosen that card. Likewise for the Instant coming in pack 2 and Isochron coming in pack 3. Alternatively, cards that aren't dependent on something might not have a go-to card that gets played with it. Karakas does not garuntee a Leyline of Singularity, or vice versa; both are fully functional on their own. The pack generator does give a chance that any such "best friend" cards do appear together, however.
Rules
PHM Draft Rules, as well as the rules for playing the match.
Adapted from Mogg's super awesome PHM rules, slightly tweaked to fit the PHM Draft mold.
1. Drafting
1.1. An entrant enters the draft be creating a thread in the PHM Draft forum.
1.1b. Each entrant's thread is private and can only be seen by that entrant and the PHM Draft Mod.
1.2. The PHM Draft Mod will post the first pack of the round to start the draft.
1.2. Entrants will choose a single card from the pack to add to his or her draft pool.
1.2b. Entrants may change their choice only until the next pack has been posted.
1.2c. Entrants are free to get clarifications or rules questions for any card or aspect of the draft before choosing their pick.
1.3. The PHM Draft Mod will then note the chosen card and post the next pack.
1.4. Rules 1.2 and 1.3 will repeat for the draft, until all five packs of the draft have been drafted.
1.4b. The pick for the last pack of the draft may be changed only up until the PHM Draft Mod responds and notes it in his or her draft pool.
2. Deck Submission
2.1. Upon completing the draft, an entrant determines his or her deck submission.
2.2. An entrant may only submit a deck composed of cards from within his or her draft pool.
2.3. An entrant may not submit the same draft pick multiple times for his or her deck submission.
2.4. An entrant may change his or her submission up until the round's posting.
2.4b. The last legal deck submission will be used for the round's posting.
2.5. An entrant must make all pre-game choices as part of his or her submission.
2.5b. Any draft-ability choices must also be chosen as part of the deck building submission and cannot be changed between games.
1. Overview
2. Game Rules
3. Entry Rules
4. Scoring
5. Extra Land Rule
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 an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her 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 player of each hand employs the strategy that maximizes 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 that 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 in PHM Draft is limited to the cards drafted. Unlike most PHM setups, there is no ban list, legality list, or extra deck restrictions beyond the draft and building from those cards. All restrictions and legality are already built into the draft pool.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
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 by 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.
2.4. An effect that would produce a random result produces the result that least benefits 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 all 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 that have been drafted but not included in a player's deck can be referenced or brought into the game by card effects.
2.9b. Effects, such as Volatile Chimera, which require drafted cards that are not within the deck function as normal.
3. Entry Rules
3.1. A player's deck is chosen only from the cards that player has drafted, as noted in draft rules above.
3.2. A player's deck submission is always three cards, unless overridden by specific round rules.
3.3. All pre-game choices, such as from round rules and draft effects, must be chosen and locked in as part of the deck's submission.
4. Scoring
4.1. 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.
4.2. A player may earn bonus League points as specified by the PHM moderator.
4.3. Each player is responsible for determining the match results for his or her hand.
4.3b. An undetermined match result is counted as a loss for both players in that match.
4.3c. A player may challenge any result until the moderator announces that the result is final.
5. Extra Land Rule
5.1 Unless specifically noted in the round's special rules, all games in the Perfect Hand Magic Draft will be played with the "extra land rules" as listed below.
5.1b. Any player may play an additional land on each of his or her turns from his or her hand.
Entries
Celestial Colonnade / Grasp of Fate / Mire's Toll
02. Anachronity
Kaya, Ghost Assassin / Liliana, Death's Majesty / Sol Ring
03. Convoy_Avenger
Crystal Vein / Epochrasite / Smallpox
04. Magus of the Aesthetic
Elderscale Wurm / Return to the Earth / Rofellos, Llanowar Emissary
05. Knobbodi
Mire's Toll / Nyxathid / Ratchet Bomb
06. MyNameIsFourteen
Grasp of Fate / Mishra's Factory / Rite of Replication
07. WhammeWhamme
Ajani Vengeant / Deprive / Dragonlord Silumgar
08. Personman
Aurification / Celestial Colonnade / Jenara, Asura of War
Results
XX | 1 2 3 4 5 6 7 8 | PT : AVG
01 | X 6 6 6 1 6 6 2 | 33 : 471
02 | 0 X 6 6 0 6 3 3 | 22 : 314
03 | 0 0 X 0 0 0 0 0 | 00 : 0
04 | 0 0 6 X 0 2 0 2 | 10 : 143
05 | 4 6 6 6 X 6 0 3 | 30 : 429
06 | 0 0 6 2 0 X 0 0 | 08 : 114
07 | 0 3 6 6 6 6 X 6 | 32 : 457
08 | 2 3 6 2 3 6 0 X | 20 : 286
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As the mod, draft generator, etc, I will be ineligible for play.
Any questions? Ask them here!
No longer staff here.
How much programming went into making this work?
Assuming being a mod for the regular PHM rounds doesn't disqualify me, I've entered.
On that note, can I please request that card picks not be listed in the title of pm's to the mod account?
Maybe the title for each pm can just be "Pick N"?
EDIT: I totally misread what you were saying about the shared account. Thanks for having the foresight to set it up this way.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
How many packs are there going to be?
When does all selection need to be done by?
PHM Draft is a sub-forum inside Forum Games. It should be visible near the top of the Forum Games page. Here's a link.
The only thread you'll see in that sub-forum is the one you create. In the thread, the first post will be your expression of interest. The next post will be Feyd_Ruin posting a pack, the next post will be your pick from that pack, and so on.
There will be five fifteen-card packs, and you'll build a three-card hand from the five cards you draft. Hands will be played using the Extra Land Rule.
No deadline to enter the draft has been announced yet. Since the format allows asynchronous drafting, the timing will depend both on how often the players and Feyd_Ruin check in and when Feyd_Ruin decides to cap registration.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
(I forgot to put this in OP, oops)
I'll see how people like it, and hope to do this monthly.
Give a full week for everyone to get into the draft (make your thread), and that'll give us a couple weeks to do the draft, should we get people who only log in every 2-3 days. Another week to calculate, work out any kinks, etc.
I'm hoping everyone likes the draft format, and we can keep doing this.
Then start adding some special round formats, etc, like we like to do.
No longer staff here.
If no one else does, we'll finish up the draft and post the hands.
No longer staff here.
We are a single pick away from finishing the draft.
Once he picks and finishes his deck, I'll post the round.
After that, I'll ask for feedback herein after you see the decks.
I've already made a lot of changes to adjust to the private feedback I've gotten.
I expect Round 2 to be much more interesting, challenging, and fun.
No longer staff here.
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You should absolutely 100% do your own line though!
Don't rely on me, I make mistakes!
XX | 1 2 3 4 5 6 7 8 | PNT : AVG
01 | X 6 6 6 1 6 6 2 | 33 : 471
02 | 0 X 6 6 6 6 0 0 | 24 : 343
03 | 0 0 X 0 0 0 0 0 | 00 : 0
04 | 0 0 6 X 0 2 0 2 | 10 : 143
05 | 4 0 6 6 X 6 0 1 | 23 : 329
06 | 0 0 6 2 0 X 0 0 | 08 : 114
07 | 0 6 6 6 6 6 X 6 | 36 : 514
08 | 2 6 6 2 4 6 0 X | 26 : 371
Changed a couple posts down
I'm also SUUUUUUPER interested in more feedback, now that you've all seen the decklists
As the first go, this was kind of a "beta test" of sorts.
It'll take feedback and a couple rounds to work out the kinks and get it running smooth.
No longer staff here.
I'm glad someone stopped WW from sweeping.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
How long to put together the grid? This seems like a format that could have above-average computation time.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
I've spent much much longer re-tuning the draft program based on pre-deck-reveal feedback. I'll get a feel for the post-reveal feedback for some more tweaks, and hopefully start a new round soon. (Maybe beginning of next week?) I'm going to hopefully drum up some new people for the next round by tweeting and face-booking it from mtgs accounts, etc. I think the more people we get, the more interesting it'll be.
No longer staff here.
01: Colonnade goes down with another land for protection, Grasp of Fate exiles Epoch.
02: Turn 3 Liliana makes enough Zombies to overwhelm Epochrasite.
04: Elderscale Wurm comes down fast enough off lands.
05: Knobbodi: Nyxathid is bigger than Epochrasite and Mire's Toll can hit a slow Smallpox.
06: Factory and Grasp of Fate get 'er done.
07: Ajani is good to drop on an empty board, Silumgar beats 4/4 Epoch.
08: Aurification locks out Epochrasite, Colonnade beats.
Thanks for this.
Yup, my hand was awful I guess!
This was quite fun, but I'm not sure I think the draft format was really why. It's kind of annoying to try to guess what's going to show up later based on what's here now, knowing that a knowledgeable player made the decision but not knowing for sure what decision they made. It makes it feel more like we're playing against Feyd than each other.
Pick 5 was also kind of annoying – I felt like I'd better have a playable deck by pick 4, and drafted accordingly, but then nothing in pack 5 felt like it could really fit.
I honestly think what we really want is sealed rather than draft. I've done quite a lot of duplicate-sealed PHM privately, and it's very fun. We've never done designed pools, we usually pick like 20 cards at random, weighted towards higher rarities so the cards are more interesting, but I think it could work very well with a designed pool too.
Basically, I think what's interesting here is PHM with a very small pool and PHM with designed tension in the pool, but not so much PHM with limited information about the future.
I second this
- Rabid Wombat
Vs Anachronity, unless I'm missing something, I can always take Lili with mire's toll, discard ratchet bomb to Kaya, and win with nyxathid (0-6 -> 6-0)
Vs Personman, OTD I get crushed by turn 2 Jenara but OTP I can always take her with mire's toll, use ratchet bomb to blow up aurification, and race colonnade (1-4 -> 3-3)
I think I transposed the score with Anachronity, and I messed up the race with Personman somewhere.
XX | 1 2 3 4 5 6 7 8 | PNT : AVG
01 | X 6 6 6 1 6 6 2 | 33 : 471
02 | 0 X 6 6 0 6 0 0 | 18 : 257
03 | 0 0 X 0 0 0 0 0 | 00 : 0
04 | 0 0 6 X 0 2 0 2 | 10 : 143
05 | 4 6 6 6 X 6 0 3 | 30 : 429
06 | 0 0 6 2 0 X 0 0 | 08 : 114
07 | 0 6 6 6 6 6 X 6 | 36 : 514
08 | 2 6 6 2 3 6 0 X | 24 : 343
No longer staff here.
Hmm.
This is distinctly possible to switch to with my generator.
Lets try round 2 as a draft, as I've made a lot of changes and that's easy enough to start up, and while that's happening I'll fidget with it and get a sealed pool I think will work for round 3.
I'll need to add a sixth pack for a full 90-card sealed, and I need to find a good way to do that.
After we do round 3, we can decide what people like, and move forward from there.
Edit:
I think I'm going to start Round 2 on Monday.
We're about to do some updates that will take all my focus over the weekend for sure, heh
No longer staff here.
3) don't care about Smallpox, Kaya keeps the Epochrasite away ~ 6-0
4) exile the Wurm and then swing for lethal ~ 6-0
5) agreed. ~ 0-6
6) Kaya discards Grasp and Rite unless you Grasp her, in which case Lili wins against the factory. ~ 6-0
7) see below. ~ 3-3
8) see below. ~ 3-3
X| 1 2 3 4 5 6 7 8 |
2| 0 X 6 6 0 6 3 3 | 22 | 314
Vs. WhammeWhamme
OTP I play Kaya T2 before Deprive is up, make you discard. T3 I make you discard again and play Lili. T4 I exile Kaya; you play Ajani and then zombies kill him.
OTD You can counter Kaya, Sulimgar gets out and casually wrecks me.
Vs. Personman
unless I'm missing something here...
OTP I play Kaya T2 and you discard Aurification. You play Jenara and T3 I play Liliana and Kaya exiles Jenara.
T4: 2 zombies;Kaya exiles again, swing 2.
T5: 3 zombies; swing 4 (Lili at 8), Kaya drains for 2 (12 life left); Colonnade smacks Liliana (or else I ult her next turn) and Jenara kills KayaT6: 4 zombies (Lili at 5); swing 6 (6 life left); you need Colonnade + Jenara to kill Lili, but you lose next turn if you don't block with bothT7: 5 zombies (Lili at 6); swing 8, 2 zombies get blocked (2 life left), EOT put a counter on Jenara; you lose regardless of attacks
EDIT: oops! you can still block a zombie T5 since Jenara comes back on my upkeep.
T5: 3 zombies (Lili at 8);Kaya exiles Jenara, swing 4 (14 life left); Colonnade kills Kaya
T6: 3 zombies, Lili ult to kill Jenara (Lili at 1); swing 6 (8 life left); Colonnade kills Liliana
from there the zombies swing wide past Colonnade. If you swing the Colonnade at Liliana T5 instead of Kaya to stop the ult, then Kaya keeps Jenara exiled and Colonnade can't kill Liliana fast enough alone. Even with the life loss from Kaya, I don't think you can kill me directly either.
You definitely win when I'm OTD though.
- Rabid Wombat