Each player starts the game with three DOOM! counters and an emblem with "Whenever you lose life, you lose a DOOM! counter" and "When you have no DOOM! counters, you lose the game."
Be sure to review the rules and banned list(s) by clicking below.
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
Contents
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
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 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 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 – Hand Construction Rules.
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 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 would enable him or her 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 has passed – 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
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 has 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 Hand 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 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 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 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. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.6a. Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1.
7.7. (Bonus).
7.7a. A player earns bonus points if his or her hand meets specified requirements.
PHM Banned List_________________Land Rule Banned List
Hey, can somebody point out around when the banlist reached its current state? When I last did this, Black Lotus was legal and I'd like to study up on some 4CH rounds that were played under the current banlist.
Lotus is only banned in rounds that have a land rule (which this round does not). And this banned list has been static for a while, so just looking through the recent rounds will give you a reasonable idea
Format idea (this may have already been done back when Ixalan came out) Treasure Rule: each player starts with an emblem with "at the beginning of your upkeep, create a Treasure token with 't, sac this: add one Mana of any color to your Mana pool'"
1: 3: Daze vs. Sphere.
2: 0: Fast enough.
3: 3: Convoy races my disruption.
4: 6: Nope.
5: 3: Playing first, I stop relevant stuff from happening.
6: 4: Playing second, I Chain Tongs. Playing first, I Chain Leyline and Daze Lotus.
8: 0: Still too fast.
9: 2: See 6, except WW can play Chasm after attacking, then prevent damage and sacrifice Chasm on his next upkeep to prevail in the race.
--If I ever play Scalding Tongs, you can Commandeer it and race me, so I just play Bridge to force a draw 2-2
6) Magus of the Aesthetic :: Turn 1 Wins Are Illegal So Here's Some Hot Garbage (Editor's Note: I did not assign this name.)
Black Lotus / Leyline of Sanctity / Nature's Claim / Scalding Tongs
EDIT: I was wrong about my match with Mogg, WhammeWhamme was right. Score has been updated.
6 | 4 6 0 0 6 X 1 6 6 | 29 | 322
4-1 - On the play Tongs outraces Golem. On the draw I Claim the Golem (paying a total of 2G) and we draw.
6-0 - Hexproof gets me through the Desert.
0-6 - I have to play Claim and Tongs on the same turn. The only way for me to stop the engine is to kill Throne of Geth. If the Retrievers are played first they will kill me eventually, and if I Claim one then the engine turns on.
0-6 - Maybe I should have played Eager Cadet.
6-0 - Hexproof keeps me out of reach of the Tongs.
Just pointing out that I did assign that name. Maybe I should go easier on myself, this is maybe my best hand yet.
1-4 - On the draw Lotus gets countered and my Leyline gets bounced and I die. On The play I have to cast Tongs and Claim on the same turn, but I can't cast Tongs until you cast Chain. If you Chain my Leyline I play Tongs and I get to stack the triggers so I win. Leyline prevents Agent, Chains prevents Tongs, we draw. Definite style points for Sleeper Agent.
6-0 - Hexproof gets me through the Desert.
6-0 - Hexproof keeps me out of reach of your Tongs. On my first turn I Claim your Leyline and cast my Tongs. If you play Chasm to prevent Tongs damage then the cumulative upkeep kills you. If Chasm isn't played then my Tongs get me there.
Here is the illegal deck I submitted:
Black Lotus / Dark Depths / Flame Jab / Thespian's Stage
Black Lotus for red, cast Flame Jab, retrace it twice.
If Leyline of Sanctity prevents that instead play Dark Depths. Next turn play Black Lotus and Thespian's Stage copying Dark Depths. Next turn attack for lethal with Marit Lage. Who needs DOOM! counters anyway?
He doesn't daze the Tongs, he dazes the Black Lotus.
vs. 01 AvatarDylaag: If I resolve Tongs, I win. So 3-3
vs. 02 CalvinSchwa: Leyline wins this matchup. 6-0
vs. 03 Convoy_Avenger: Good trick! 0-6
vs. 04 Feyd_Ruin: I lose to Commandeer. 0-6
vs. 05 knobbodi: Leyline is awesome. 6-0
vs. 06 Magus of the Aesthetic: Ow. 0-6
vs. 07 Mogg: Glacial Chasm beats SA, but Daze counters Tongs. 2-2
vs. 08 MyNameIsFourteen: Leyline. 6-0
1) AvatarDylaang :: 6-0 You're a slower clock and can't stop me.
3) Convoy_Avenger :: 0-6 You can proliferate.
4) Feyd_Ruin :: 6-0 You're a lot slower.
5) knobbodi :: 3-3 Agreed
6) Magus of the Aesthetic :: 0-6 Sanctuary! 7) Mogg :: 3-3 I might be wrong, but OTP for you don't you go T1 Agent, then I take damage 3 times on upkeep?
8) MyNameIsFourteen :: 3-3 Mirror, mirror...
9) WhammeWhamme :: 0-6 Sanctuary!
| 6 X 0 6 2 0 2 2 0 | 18
Okay, just gonna say: I was so tempted to play Angel's Grace (and/or Gideon of the Trials, but he's more vulnerable). It's a guaranteed tie against every deck that you can keep mana open against. I went for the cheeky option instead, which actually turned out to do very well (besides for the Leyline -- I needed enchantment removal, instead.)
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.
...right. That is, uh, something I could do. Potentially. *ahem*
6-0 Mogg
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.
8) MyNameIsFourteen :: Oops, All Lands
Maze of Ith / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
versus:
1) AvatarDylaang :: Shops sans Shops
Black Lotus / Black Lotus / Lodestone Golem / Sphere of Resistance
Sphere does nothing, Maze locks out Golem, you die of thirst on my 4th turn. 6-0
3) Convoy_Avenger :: Mirrodin Block Constructed
City of Traitors / Myr Retriever / Myr Retriever / Throne of Geth
I can't beat one proliferate, and Maze can only stop one Myr. 0-6
6) Magus of the Aesthetic :: Turn 1 Wins Are Illegal So Here's Some Hot Garbage (Editor's Note: I did not assign this name.)
Black Lotus / Leyline of Sanctity / Nature's Claim / Scalding Tongs
I can't beat Leyline, Maze can't stop Tongs. 0-6
7) Mogg :: True Sleeper
Chain of Vapor / Daze / Sleeper Agent / Underground Sea
As you say, I'm fast enough. 6-0
9) WhammeWhamme :: The Whole City Just Fell In (It's A Really Big Chasm)
City of Traitors / Glacial Chasm / Leyline of Sanctity / Scalding Tongs
Same result as the other Leyline/Tongs deck 0-6
4CH DOOMED!
Land Rule: None.
Format Rule:
Hands:
1) AvatarDylaang :: Shops sans Shops
Black Lotus / Black Lotus / Lodestone Golem / Sphere of Resistance
2) CalvinSchwa :: Environmental Hazards
Leyline of Punishment / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
3) Convoy_Avenger :: Mirrodin Block Constructed
City of Traitors / Myr Retriever / Myr Retriever / Throne of Geth
4) Feyd_Ruin :: Loses to Eager Cadet
Commandeer / Misthollow Griffin / Palinchron / Sand Silos
5) knobbodi :: Double-Fisting Tongs
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Scalding Tongs
6) Magus of the Aesthetic :: Turn 1 Wins Are Illegal So Here's Some Hot Garbage (Editor's Note: I did not assign this name.)
Black Lotus / Leyline of Sanctity / Nature's Claim / Scalding Tongs
7) Mogg :: True Sleeper
Chain of Vapor / Daze / Sleeper Agent / Underground Sea
8) MyNameIsFourteen :: Oops, All Lands
Maze of Ith / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
9) WhammeWhamme :: The Whole City Just Fell In (It's A Really Big Chasm)
City of Traitors / Glacial Chasm / Leyline of Sanctity / Scalding Tongs
Results:
X| 1 2 3 4 5 6 7 8 9 |
1| X 0 6 0 0 1 3 0 3 | 11 | 138
2| 6 X 0 6 2 0 6 2 0 | 22 | 275
3| 0 6 X 6 3 6 3 6 6 | 34 | 425
4| 6 0 0 X 2 6 0 0 6 | 20 | 250
5| 6 3 3 2 X 0 3 3 0 | 16 | 200
6| 4 6 0 0 6 X 1 6 6 | 29 | 363
7| 3 0 3 6 3 4 X 0 2 | 18 | 225
8| 6 2 0 6 2 0 6 X 0 | 22 | 275
9| 3 6 0 0 6 0 2 6 X | 22 | 275
Convoy_Avenger wins!
Rules and Banned List
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
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 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 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 – Hand Construction Rules.
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 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 would enable him or her 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:
ii. Take an infinite number of turns.
iii. Cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1b. 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.
3.3. 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.
4.2b. 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 he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
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.
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 Hand 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.
7.2b. 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.
7.3b. This is the extra land rule (ELR). 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. 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 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.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.7. (Bonus).
Beast Within________________________Beacon of Creation
Chancellor of the Annex_____________Black Lotus
Channel_____________________________Energy Field
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Fastbond____________________________Nezumi Shortfang
Flash_______________________________Red Sun's Zenith
Force of Will_______________________White Sun's Zenith
Ghost Quarter
Laboratory Maniac
Leyline of Anticipation
Leyline of Singularity
Leyline of the Meek
Magus of the Moon
Meddling Mage
Pact of Negation
Show and Tell
Strip Mine
The Rack
Trinisphere
Ulamog, the Infinite Gyre
Vampire Hexmage
Wasteland
Channel_____________________________Black Lotus
Fastbond
Flash
Show and Tell
Disruption
Beast Within________________________Balancing Act
Chancellor of the Annex_____________Energy Field
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory________________________Beacon of Creation
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Laboratory Maniac___________________Nezumi Shortfang
Leyline of the Meek_________________Red Sun's Zenith
Magus of the Moon___________________White Sun's Zenith
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Vampire Hexmage
Format Ideas?
Additional Resources
Follow me to be notified when weekly Perfect Hand Magic results are posted
3CH LR Turbine
Land Rule: Basic Land Rule.
Format Rule:
Please post if you have any comments or suggestions!
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
7) Mogg :: True Sleeper
Chain of Vapor / Daze / Sleeper Agent / Underground Sea
X| 1 2 3 4 5 6 7 8 9 |
7| 3 0 3 6 3 4 X 0 2 | 18 | 225
1: 3: Daze vs. Sphere.
2: 0: Fast enough.
3: 3: Convoy races my disruption.
4: 6: Nope.
5: 3: Playing first, I stop relevant stuff from happening.
6: 4: Playing second, I Chain Tongs. Playing first, I Chain Leyline and Daze Lotus.
8: 0: Still too fast.
9: 2: See 6, except WW can play Chasm after attacking, then prevent damage and sacrifice Chasm on his next upkeep to prevail in the race.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Scalding Tongs
VS:
1) AvatarDylaang :: Shops sans Shops
Black Lotus / Black Lotus / Lodestone Golem / Sphere of Resistance
--Even OTD, Tongs #2 races Golem
2) CalvinSchwa :: Environmental Hazards
Leyline of Punishment / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
--We both win on turn 3, and bridge doesn't help 3-3
3) Convoy_Avenger :: Mirrodin Block Constructed
City of Traitors / Myr Retriever / Myr Retriever / Throne of Geth
--I had exactly this idea (and it looks like it'll score you at least 2 wins)! Retriever sneaks right over the bridge OTD 3-3
4) Feyd_Ruin :: Loses to Eager Cadet
Commandeer / Misthollow Griffin / Palinchron / Sand Silos
--If I ever play Scalding Tongs, you can Commandeer it and race me, so I just play Bridge to force a draw 2-2
6) Magus of the Aesthetic :: Turn 1 Wins Are Illegal So Here's Some Hot Garbage (Editor's Note: I did not assign this name.)
Black Lotus / Leyline of Sanctity / Nature's Claim / Scalding Tongs
--Can't do anything about Leyline 0-6
7) Mogg :: True Sleeper
Chain of Vapor / Daze / Sleeper Agent / Underground Sea
--OTP, I can resolve a Tongs and make you have to proactively deal with it before casting Sleeper Agent, letting me race. OTD, no such luck 3-3
8) MyNameIsFourteen :: Oops, All Lands
Maze of Ith / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
--It's a race 3-3
9) WhammeWhamme :: The Whole City Just Fell In (It's A Really Big Chasm)
City of Traitors / Glacial Chasm / Leyline of Sanctity / Scalding Tongs
--Leyline stops me 0-6
5| 6 3 3 2 X 0 3 3 0 | 16 | 200
Bad week to rely on Tongs as a win con
2. 0-6 : I commandeer a land... not <_<
3. 0-6 : Myr Retriever is quite the beat stick
4. xxx
5. 2-2 : Can't stop bridge
6. 6-0 : Steal a lotus
7. 0-6 : Agent is broke
8. 0-6 : Lands are broken! BAN ALL LANDS!
9. 6-0 : Steal tongs or beats.
6 0 0 X 2 6 0 0 6 | 20 | 250
No longer staff here.
6 | 4 6 0 0 6 X 1 6 6 | 29 | 322
Here is the illegal deck I submitted:
Black Lotus for red, cast Flame Jab, retrace it twice.
If Leyline of Sanctity prevents that instead play Dark Depths. Next turn play Black Lotus and Thespian's Stage copying Dark Depths. Next turn attack for lethal with Marit Lage. Who needs DOOM! counters anyway?
vs. 01 AvatarDylaag: If I resolve Tongs, I win. So 3-3
vs. 02 CalvinSchwa: Leyline wins this matchup. 6-0
vs. 03 Convoy_Avenger: Good trick! 0-6
vs. 04 Feyd_Ruin: I lose to Commandeer. 0-6
vs. 05 knobbodi: Leyline is awesome. 6-0
vs. 06 Magus of the Aesthetic: Ow. 0-6
vs. 07 Mogg: Glacial Chasm beats SA, but Daze counters Tongs. 2-2
vs. 08 MyNameIsFourteen: Leyline. 6-0
3) Convoy_Avenger :: 0-6 You can proliferate.
4) Feyd_Ruin :: 6-0 You're a lot slower.
5) knobbodi :: 3-3 Agreed
6) Magus of the Aesthetic :: 0-6 Sanctuary!
7) Mogg :: 3-3 I might be wrong, but OTP for you don't you go T1 Agent, then I take damage 3 times on upkeep?
8) MyNameIsFourteen :: 3-3 Mirror, mirror...
9) WhammeWhamme :: 0-6 Sanctuary!
| 6 X 0 6 2 0 2 2 0 | 18
Okay, just gonna say: I was so tempted to play Angel's Grace (and/or Gideon of the Trials, but he's more vulnerable). It's a guaranteed tie against every deck that you can keep mana open against. I went for the cheeky option instead, which actually turned out to do very well (besides for the Leyline -- I needed enchantment removal, instead.)
--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.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
6-0 Mogg
--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.
Maze of Ith / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
versus:
1) AvatarDylaang :: Shops sans Shops
Black Lotus / Black Lotus / Lodestone Golem / Sphere of Resistance
Sphere does nothing, Maze locks out Golem, you die of thirst on my 4th turn. 6-0
2) CalvinSchwa :: Environmental Hazards
Leyline of Punishment / Sunscorched Desert / Sunscorched Desert / Sunscorched Desert
Race, Race, Race! 3-3
3) Convoy_Avenger :: Mirrodin Block Constructed
City of Traitors / Myr Retriever / Myr Retriever / Throne of Geth
I can't beat one proliferate, and Maze can only stop one Myr. 0-6
4) Feyd_Ruin :: Loses to Eager Cadet
Commandeer / Misthollow Griffin / Palinchron / Sand Silos
Can't Commandeer my lands! 6-0
5) knobbodi :: Double-Fisting Tongs
Ensnaring Bridge / Mishra's Workshop / Scalding Tongs / Scalding Tongs
Race! 3-3
6) Magus of the Aesthetic :: Turn 1 Wins Are Illegal So Here's Some Hot Garbage (Editor's Note: I did not assign this name.)
Black Lotus / Leyline of Sanctity / Nature's Claim / Scalding Tongs
I can't beat Leyline, Maze can't stop Tongs. 0-6
7) Mogg :: True Sleeper
Chain of Vapor / Daze / Sleeper Agent / Underground Sea
As you say, I'm fast enough. 6-0
9) WhammeWhamme :: The Whole City Just Fell In (It's A Really Big Chasm)
City of Traitors / Glacial Chasm / Leyline of Sanctity / Scalding Tongs
Same result as the other Leyline/Tongs deck 0-6
X| 1 2 3 4 5 6 7 8 9 |
5| 6 2 0 6 2 0 6 X 0 | 22 | 275