Hand Size: 2 cards
Land Rule: Basic Land Rule.
Format Rule:
Only black cards may be submitted (including multicolored cards).
If an effect controlled by a player's opponent would cause that player to discard a card, that player discards that card, but may put it on top of his or her library instead of into his or her graveyard.
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
Only cards with mana abilities may be submitted.
If a card's back face has a mana ability, it may be submitted.
(An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability, and it could put mana into a player’s mana pool when it resolves.)
Do the Ixalan enchantment/land flips ala Legion's Landing have mana abilities for the purposes of that challenge?
As originally written (without the second sentence I've added), the answer would have been "no".
The relevant rule would have been CR711.4a: "While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face."
I like the idea of including those cards, so I've modified the rule.
Also, I've added a two-card banned list that I'd omitted by mistake.
I'm thinking of it a little late, but it's probably worth mentioning for any newcomers this week that this is a reprise of a round from a few weeks ago, but with one fewer card.
1) CalvinSchwa - 2 - Either mode of Doomfall spells my doom. Agree.
2) Feyd_Ruin :: Scoundrels - 6 - BSZ answers Scoundrels and Geralf's Messenger races Shrieking Affliction.
3) I figured this round was lost since I couldn't find a deck that effectively wins on turn one. Plus my hand is weak to exile effects (especially vessel).
4) Mogg - 0 - On the draw Geralf's Messenger is one turn too slow. On the play it gets there before Sorin's Vengeance. BFZ and Undying didn't interact the way I thought they did. My hand is too slow on the play and on the draw.
5) ManyCookies :: Nix and Chips - 0 - On the draw Vessel exiles my hand. On the play Vessel exiles BFZ and a demon token eventually answers Geralf's Messenger.
6) MyNameIsFourteen - 3 - Ooo, the mirror. Whoever casts Geralf's Messenger first wins.
7) Personman - 2 - Anguished Unmaking answers Geralf's Messenger and BSZ answers Dark Salvation.
8) Superbajt - 0 - Anguished Unmaking answers Geralf's Messenger.
9) Tatterhood :: 2Threats.dec - 6 - BSZ answers both threats.
0) WhammeWhamme - 6 - BSZ answers Bitterblossom and Geralf's Messenger races Shrieking Affliction.
1. 0-6. BB always beats solo nixilis, sadly. At the end of T5 we're both at 17, you have two fairies (one untapped) and I have a Demon, I'm moving first. I start attacking with Demon. You let an attack through, go to 12, then start swinging with two fairies a turn and chumping with the spawning one. I'm on a 9 turn clock, you're on a 12 turn clock.
2. 0-6 Oh damn, that card gets way better in 2CH doesn't it.
3. 6-0 On play I strip both cards, on draw I strip BSZ and block with a demon twice.
4. 6-0 vessel'd.
5. X
6. 6-0, see #3.
7. 6-0 I t4 my Vessel, your one zombie doesn't do it.
8. 6-0, T4 my vessel and win.
9. 3-3, On my play I strip your 3 drop in time, on the draw I don't.
10. 0-6 That is REAL hard to beat.
2) Feyd_Ruin 0-6
Your constant lifeloss easily outpaces Bitterblossom.
3) Magus of the Aesthetic 2-2
If you continuously play Zenith starting with T=0, it'll always be in your library when I could cast Doomfall. So, if I play Bitterblossom I'll die from lifeloss. On the other hand, Doomfall easily deals with Messenger. Thus, I think this is a draw.
4) Mogg 6-0
Actually pretty close, but I can Doomfall Markov away, and his Vengeance isn't enough to finish the job aainst Bitterblossom.
5) ManyCookies 6-0
Agreed
6) MyNameIsFourteen 2-2
Same as Magus of the Aesthetic.
7) Personman 4-1?
OTD, I play blossom, you Unmake it, I Doomfall your Salvation. OTP, I Doomfall your Unmaking. Then I might be wrong about my math, but I'm pretty sure that whenever you choose to drop Salvation, I can race you. T5 Salvation seems to be the most dangerous, but I'm pretty sure that, with a few blocks near the end, I can pull through.
8) Superbajt 4-1
OTD, you Unmake Bitterblossom and I Doomfall Ob Nixilus. OTP, I Doomfall Unmaking, and at least according to ManyCookies, Bitterblossom should beat Ob Nixilus on its own.
9) Tatterhood :: 3-3
Dread Wanderer / Stillmoon Cavalier
OTP, Doomfall Cavalier and Bitterblossom beats Wanderer. OTD, you get down Cavalier, which is just far faster than Bitterblossom.
10) WhammeWhamme 0-6
With Doomfall, I can deal 1 damage per turn. You do 3.
| X 0 2 6 6 2 4 4 2 0 | 26
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"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
I really need to start allocating more time to actually testing my ideas against other reasonable decks.
7) Personman
Anguished Unmaking / Dark Salvation
1) CalvinSchwa
Bitterblossom / Doomfall
On your play, Bitterblossom beats Salvation:
2: Blossom
3: 19, 1 1/1, Doomfall Unmaking
4: 18, 2 1/1s, I go to 19
5: 17, 3 1/1s, I go to 17
6: 16, 4 1/1s, I go to 14
7: 15, 5 1/1s, I go to 10
7: Kill a 1/1 and make 3 2/2s
8: 14, 5 1/1s, I go to 6
8: attack for 6, you go to 8
9: 7, 6 1/1s, I go to 1
9: Attack for 6, you go to 1
10: Bitterblossom kills you
if you block:
7: Kill a 1/1 and make 3 2/2s
8: 14, 5 1/1s, leave 4 up to block, I go to 9
8: Attack for 6, two get traded away, you go to 12
9: 11, 2 1/1s, leave them up
9: Attack, trade
10: 10, 1 1/1, you're up on life and obviously win.
if I wait til turn 9:
7: 15, 5 1/1s, I go to 10
8: 14, 6 1/1s, I go to 5
9: I lose
On my play you have to wait til turn 4 to play Blossom, though, and it makes the difference:
4: Blossom
5:
5: 19, 1 1/1
6:
6: 18, 2 1/1s, I go to 19
7: Kill a 1/1 and make 3 2/2s
7: 17, 2 1/1s, I go to 18
8: Attack you to 11. Ok, I'm clearly going to win if you don't block. Let's back up:
-
7: 17, 2 1/1s, don't attack
8: Attack with 3, you double block one and go to 13.
8: 12, 1 1/1
9: Attack with 2, you go to 8
9: 7, 2 1/1s. Ok I think I got this.
On my play, I can win from 1 life by Unmaking Affliction and Salvationing Scoundrels on turn 7. On your play that doesn't work, so I have to try Unmaking Scoundrels and racing Affliction:
1: Affliction
2: Scoundrels
3: Attack, I'm at 16
3: Unmaking Scoundrels, I'm at 13.
4: Affliction puts me to 10, ok, there's no chance I'm racing.
3-3
3) Magus of the Aesthetic :: Why do we keep coming back to this library?
Black Sun's Zenith / Geralf's Messenger
2-2, agree
4) Mogg
Sorin Markov / Sorin's Vengeance
This is actually sick, except that Vessel exists. I can't interact with any of it, and I definitely can't win by turn 7.
0-6.
5) ManyCookies :: Nix and Chips
Ob Nixilis of the Black Oath / Vessel of Malignity
Yeah so funny story, I was in the process of submitting Vessel, and then at the last second I somehow confused myself and forgot that the whole point was that it's exile, and thought it didn't work? Anyway I'm shocked there's only one.
0-6
6) MyNameIsFourteen
Black Sun's Zenith / Geralf's Messenger
2-2 as above.
8) Superbajt
Anguished Unmaking / Ob Nixilis of the Black Oath
Your play:
5: Ob, make 5/5, I Unmake it (17)
5: Make 2 2/2s
6: +2 Ob, Unmake 1 2/2: 16, 18, 3
6: Attack Ob, you can never make a 5/5 but you slowly drain me. And I can't wait for 7 because you'll have another 5/5 by then.
My play:
5: Make 2 2/2s, you unmake one.
5: You can't -2 Ob, because I'll kill it and unmake the 5/5 and win, so you +1 Ob, but then I unmake it an win.
Stillmoon 6-0s me by itself, which probably means my deck is trash. It kills on turn 8, and could happily block as many 2/2s as it wanted if I were somehow a threat to race, which I'm not.
As noted above, I lose to t2 blossom, so I have to Unmake it, and while I could eventually outpace Affliction, a 6- or 9-damage head start is more than enough to kill me.
2) Feyd_Ruin :: Scoundrels
Shrieking Affliction / Wanted Scoundrels
6-0. Unmaking Affliction, Scoundrels can't attack more than thrice before Ob creates a demon, which makes 4x3+3+2=17 life. Then Ob + demon take a game. Phew, that was close! (At least on draw )
3) Magus of the Aesthetic :: Why do we keep coming back to this library?
Black Sun's Zenith / Geralf's Messenger
6-0. Unmake Messenger, + Ob.
4) Mogg
Sorin Markov / Sorin's Vengeance
0-6. I think you got me.
5) ManyCookies :: Nix and Chips
Ob Nixilis of the Black Oath / Vessel of Malignity
0-6. Agree.
7) Personman
Anguished Unmaking / Dark Salvation
3-3. Agree.
9) Tatterhood :: 2Threats.dec
Dread Wanderer / Stillmoon Cavalier
0-6. Yeah, Cavalier is enough for me.
10) WhammeWhamme
Bitterblossom / Shrieking Affliction
0-6. Whichever I Unmaking, I lose to the other one.
Another weak week for me. I decided to go for removal+planeswalker, I considered BSZ or Anguished Unmaking. If I switched, I think my results would be quite similar, though with different opponents.
Sorry for slowness on posting this, I got sick and didn't have the mental energy for it.
1) 3-3. On the play, Doomfall gets Wanderer and Cavalier outraces Bitterblossom. On the draw, Doomfall gets Cavalier from my hand and Bitterblossom easily outraces Wanderer.
2) 0-6. Affliction too stronk.
3) 0-6. I knew I couldn't beat BSZ when I submitted this but I didn't come up with anything I liked better.
4) 6-0. On the play, I win before you cast a spell. On the draw, Sorin comes down when you're at 4 life and can +2 to eat my Wanderer and save you from dying immediately to Cavalier. But then I can swing at Sorin to prevent him from -3ing and swing again the next turn to kill him, so I never get into Vengeance range.
5) 3-3. On the play the Vessel is irrelevant and the life total is low enough when Ob Nixilis comes down that Cavalier can just swing past the demon and win. On the draw, Vessel gets Cavalier and Wanderer doesn't kill nearly fast enough.
6) 0-6. See (3).
7) 6-0. Cavalier is immune to both removal spells and the zombies come far too slow to race.
8) 6-0. Play or draw, Cavalier outraces Ob Nixilis even with the Wanderer getting exiled.
10) 0-6. Affliction too stronk.
Out of curiosity, why is Affliction legal when The Rack is banned?
Ah by the by, if you BSZ a Geralf's Messenger with a +1/+1 counter on it it will NOT come back (see here). Were the Messenger matchups done with that in mind?
Ah by the by, if you BSZ a Geralf's Messenger with a +1/+1 counter on it it will NOT come back (see here). Were the Messenger matchups done with that in mind?
The only matchup it might affect is the mirror, I think, since otherwise there's no need to ever cast it for 3 or more. (You can kill Scoundrels by casting it once for 1 and once for 2, and nobody else even has a creature with that much toughness.)
The whole joke is you always cast BSZ after combat to get an EtB trigger. And if it triggered undying, you could alternate between 6 and 5 damage a turn. But without, you alternate between 5 damage (3 power attack, BSZ to kill and get a trigger) and 4 damage (4 power attack, BSZ for 1 afterwards).
If I had known that the two cards were a nonbo I would have played something else. Oh well, I guess I'll re-score.
EDIT: Turns out it only affects the matchup against Mogg. Everywhere else I either cast BSZ once to answer a threat or I alternate between casting BSZ for 1 to remove the counter and 2 to wipe the board and trigger undying.
Well we're coming up on the deadline. Of the two unchecked decks, I think #2 and #10 are the remaining gold contenders. Their tentative rows (I never trust my evaluations of other people's decks):
2 | 6 X 0 3 6 0 3 0 6 6 | 28
1. 6-0, doomfall answers scoundrels but affliction outraces BB pretty easily.
2. X
3. 0-6, see messenger analysis.
4. 3-3. On Mogg's play, Scoundrel deals 16 (4 damage each over 3+4+5+6) and affliction deals 3 on T7 once the Sorin drops, so Mogg wins with 1 life remaining.
5. 6-0, the threats slip under vessel and kill long before Nixilis is relevant.
6. 0-6, see messenger analysis.
7. 3-3, see #7's row.
8. 0-6, see #8's row.
9. 6-0, completely outraces.
10. 6-0. Scoundrels outpressures BB super hard, Scoundel does 8-12 by the time BB has enough fairies to block, and fairies is taking 4 a turn on top of that.
10 | 6 0 0 0 6 0 6 6 6 0 | 30
1. 6-0, Affliction OP.
2. 0-6. Scoundrel outpressures BB super hard.
3. 0-6, see messenger analysis.
4. 0-6, BB isn't even close to fast enough, and affliction only does one chunk of 3.
5. 6-0, the threats slip under vessel and kill long before Nixilis is relevant.
6. 0-6, see messenger analysis.
7. 6-0, see #7's row.
8. 6-0, see #8's row, affliction OP.
9. 6-0, Affliction OP.
10. X
So it looks like I got there, barring my screwup or a mistake in the (complicated) messenger analysis.
EDIT: Wait Mogg gained 8 points on the messenger matchups, he might have pulled ahead.
Out of curiosity, why is Affliction legal when The Rack is banned?
Shrieking Affliction has a greater set-up cost, in terms of the number of cards in an opponent's hand.
In non-land rule formats, where The Rack is also banned, Shrieking Affliction also has the drawback of a colored mana cost.
The whole joke is you always cast BSZ after combat to get an EtB trigger. And if it triggered undying, you could alternate between 6 and 5 damage a turn. But without, you alternate between 5 damage (3 power attack, BSZ to kill and get a trigger) and 4 damage (4 power attack, BSZ for 1 afterwards).
Yeah, oops, I did notice the clock slowed down that way but kinda forgot that that might actually matter against a non-creature-based deck like Mogg's.
Out of curiosity, why is Affliction legal when The Rack is banned?
Shrieking Affliction has a greater set-up cost, in terms of the number of cards in an opponent's hand.
In non-land rule formats, where The Rack is also banned, Shrieking Affliction also has the drawback of a colored mana cost.
Thanks, that makes sense. It just took me by surprise to see it because in my head they're practically the same card.
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2CH LR Only Black / Library of Leng
Land Rule: Basic Land Rule.
Format Rule:
If an effect controlled by a player's opponent would cause that player to discard a card, that player discards that card, but may put it on top of his or her library instead of into his or her graveyard.
Hands:
1) CalvinSchwa
Bitterblossom / Doomfall
2) Feyd_Ruin :: Scoundrels
Shrieking Affliction / Wanted Scoundrels
3) Magus of the Aesthetic :: Why do we keep coming back to this library?
Black Sun's Zenith / Geralf's Messenger
4) Mogg
Sorin Markov / Sorin's Vengeance
5) ManyCookies :: Nix and Chips
Ob Nixilis of the Black Oath / Vessel of Malignity
6) MyNameIsFourteen
Black Sun's Zenith / Geralf's Messenger
7) Personman
Anguished Unmaking / Dark Salvation
8) Superbajt
Anguished Unmaking / Ob Nixilis of the Black Oath
9) Tatterhood :: 2Threats.dec
Dread Wanderer / Stillmoon Cavalier
10) WhammeWhamme
Bitterblossom / Shrieking Affliction
Results:
X| 1 2 3 4 5 6 7 8 9 0 |
1| X 0 2 6 6 2 4 4 3 0 | 26 | 289
2| 6 X 0 3 6 0 3 0 6 6 | 28 | 311
3| 2 6 X 0 0 2 2 0 6 6 | 24 | 267
4| 0 3 6 X 0 6 6 6 0 6 | 32 | 356
5| 0 0 6 6 X 6 6 6 3 0 | 32 | 356
6| 2 6 2 0 0 X 2 0 6 6 | 24 | 267
7| 1 3 2 0 0 2 X 3 0 0 | 09 | 100
8| 1 6 6 0 0 6 3 X 0 0 | 21 | 233
9| 3 0 0 6 3 0 6 6 X 0 | 22 | 244
0| 6 0 0 0 6 0 6 6 6 X | 30 | 333
ManyCookies and Mogg win!
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
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5CH Only Mana Sources
Land Rule: None.
Format Rule:
If a card's back face has a mana ability, it may be submitted.
(An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.
A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability, and it could put mana into a player’s mana pool when it resolves.)
Additional Bans: Dust Bowl, Field of Ruin
Please post if you have any comments or suggestions!
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The relevant rule would have been CR711.4a: "While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face."
I like the idea of including those cards, so I've modified the rule.
Also, I've added a two-card banned list that I'd omitted by mistake.
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Please take a look and score your row.
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1) CalvinSchwa - 2 -
Either mode of Doomfall spells my doom. Agree.2) Feyd_Ruin :: Scoundrels - 6 - BSZ answers Scoundrels and Geralf's Messenger races Shrieking Affliction.
3) I figured this round was lost since I couldn't find a deck that effectively wins on turn one. Plus my hand is weak to exile effects (especially vessel).
4) Mogg - 0 - On the draw Geralf's Messenger is one turn too slow.
On the play it gets there before Sorin's Vengeance.BFZ and Undying didn't interact the way I thought they did. My hand is too slow on the play and on the draw.5) ManyCookies :: Nix and Chips - 0 - On the draw Vessel exiles my hand. On the play Vessel exiles BFZ and a demon token eventually answers Geralf's Messenger.
6) MyNameIsFourteen - 3 - Ooo, the mirror. Whoever casts Geralf's Messenger first wins.
7) Personman - 2 - Anguished Unmaking answers Geralf's Messenger and BSZ answers Dark Salvation.
8) Superbajt - 0 - Anguished Unmaking answers Geralf's Messenger.
9) Tatterhood :: 2Threats.dec - 6 - BSZ answers both threats.
0) WhammeWhamme - 6 - BSZ answers Bitterblossom and Geralf's Messenger races Shrieking Affliction.
1. 0-6. BB always beats solo nixilis, sadly. At the end of T5 we're both at 17, you have two fairies (one untapped) and I have a Demon, I'm moving first. I start attacking with Demon. You let an attack through, go to 12, then start swinging with two fairies a turn and chumping with the spawning one. I'm on a 9 turn clock, you're on a 12 turn clock.
2. 0-6 Oh damn, that card gets way better in 2CH doesn't it.
3. 6-0 On play I strip both cards, on draw I strip BSZ and block with a demon twice.
4. 6-0 vessel'd.
5. X
6. 6-0, see #3.
7. 6-0 I t4 my Vessel, your one zombie doesn't do it.
8. 6-0, T4 my vessel and win.
9. 3-3, On my play I strip your 3 drop in time, on the draw I don't.
10. 0-6 That is REAL hard to beat.
Your constant lifeloss easily outpaces Bitterblossom.
3) Magus of the Aesthetic 2-2
If you continuously play Zenith starting with T=0, it'll always be in your library when I could cast Doomfall. So, if I play Bitterblossom I'll die from lifeloss. On the other hand, Doomfall easily deals with Messenger. Thus, I think this is a draw.
4) Mogg 6-0
Actually pretty close, but I can Doomfall Markov away, and his Vengeance isn't enough to finish the job aainst Bitterblossom.
5) ManyCookies 6-0
Agreed
6) MyNameIsFourteen 2-2
Same as Magus of the Aesthetic.
7) Personman 4-1?
OTD, I play blossom, you Unmake it, I Doomfall your Salvation. OTP, I Doomfall your Unmaking. Then I might be wrong about my math, but I'm pretty sure that whenever you choose to drop Salvation, I can race you. T5 Salvation seems to be the most dangerous, but I'm pretty sure that, with a few blocks near the end, I can pull through.
8) Superbajt 4-1
OTD, you Unmake Bitterblossom and I Doomfall Ob Nixilus. OTP, I Doomfall Unmaking, and at least according to ManyCookies, Bitterblossom should beat Ob Nixilus on its own.
9) Tatterhood :: 3-3
Dread Wanderer / Stillmoon Cavalier
OTP, Doomfall Cavalier and Bitterblossom beats Wanderer. OTD, you get down Cavalier, which is just far faster than Bitterblossom.
10) WhammeWhamme 0-6
With Doomfall, I can deal 1 damage per turn. You do 3.
| X 0 2 6 6 2 4 4 2 0 | 26
--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.
7) Personman
Anguished Unmaking / Dark Salvation
Bitterblossom / Doomfall
On your play, Bitterblossom beats Salvation:
2: Blossom
3: 19, 1 1/1, Doomfall Unmaking
4: 18, 2 1/1s, I go to 19
5: 17, 3 1/1s, I go to 17
6: 16, 4 1/1s, I go to 14
7: 15, 5 1/1s, I go to 10
7: Kill a 1/1 and make 3 2/2s
8: 14, 5 1/1s, I go to 6
8: attack for 6, you go to 8
9: 7, 6 1/1s, I go to 1
9: Attack for 6, you go to 1
10: Bitterblossom kills you
if you block:
7: Kill a 1/1 and make 3 2/2s
8: 14, 5 1/1s, leave 4 up to block, I go to 9
8: Attack for 6, two get traded away, you go to 12
9: 11, 2 1/1s, leave them up
9: Attack, trade
10: 10, 1 1/1, you're up on life and obviously win.
if I wait til turn 9:
7: 15, 5 1/1s, I go to 10
8: 14, 6 1/1s, I go to 5
9: I lose
On my play you have to wait til turn 4 to play Blossom, though, and it makes the difference:
4: Blossom
5:
5: 19, 1 1/1
6:
6: 18, 2 1/1s, I go to 19
7: Kill a 1/1 and make 3 2/2s
7: 17, 2 1/1s, I go to 18
8: Attack you to 11. Ok, I'm clearly going to win if you don't block. Let's back up:
-
7: 17, 2 1/1s, don't attack
8: Attack with 3, you double block one and go to 13.
8: 12, 1 1/1
9: Attack with 2, you go to 8
9: 7, 2 1/1s. Ok I think I got this.
so instead you Doomfall Salvation for the draw.
1-4
2) Feyd_Ruin :: Scoundrels
Shrieking Affliction / Wanted Scoundrels
On my play, I can win from 1 life by Unmaking Affliction and Salvationing Scoundrels on turn 7. On your play that doesn't work, so I have to try Unmaking Scoundrels and racing Affliction:
1: Affliction
2: Scoundrels
3: Attack, I'm at 16
3: Unmaking Scoundrels, I'm at 13.
4: Affliction puts me to 10, ok, there's no chance I'm racing.
3-3
3) Magus of the Aesthetic :: Why do we keep coming back to this library?
Black Sun's Zenith / Geralf's Messenger
2-2, agree
4) Mogg
Sorin Markov / Sorin's Vengeance
This is actually sick, except that Vessel exists. I can't interact with any of it, and I definitely can't win by turn 7.
0-6.
5) ManyCookies :: Nix and Chips
Ob Nixilis of the Black Oath / Vessel of Malignity
Yeah so funny story, I was in the process of submitting Vessel, and then at the last second I somehow confused myself and forgot that the whole point was that it's exile, and thought it didn't work? Anyway I'm shocked there's only one.
0-6
6) MyNameIsFourteen
Black Sun's Zenith / Geralf's Messenger
2-2 as above.
8) Superbajt
Anguished Unmaking / Ob Nixilis of the Black Oath
Your play:
5: Ob, make 5/5, I Unmake it (17)
5: Make 2 2/2s
6: +2 Ob, Unmake 1 2/2: 16, 18, 3
6: Attack Ob, you can never make a 5/5 but you slowly drain me. And I can't wait for 7 because you'll have another 5/5 by then.
My play:
5: Make 2 2/2s, you unmake one.
5: You can't -2 Ob, because I'll kill it and unmake the 5/5 and win, so you +1 Ob, but then I unmake it an win.
3-3
9) Tatterhood :: 2Threats.dec
Dread Wanderer / Stillmoon Cavalier
Stillmoon 6-0s me by itself, which probably means my deck is trash. It kills on turn 8, and could happily block as many 2/2s as it wanted if I were somehow a threat to race, which I'm not.
0-6
10) WhammeWhamme
Bitterblossom / Shrieking Affliction
As noted above, I lose to t2 blossom, so I have to Unmake it, and while I could eventually outpace Affliction, a 6- or 9-damage head start is more than enough to kill me.
06
Anguished Unmaking / Ob Nixilis of the Black Oath
8 | 1 6 3 0 0 6 3 X 0 0 | 17
Bitterblossom / Doomfall
1-4. Agree.
2) Feyd_Ruin :: Scoundrels
Shrieking Affliction / Wanted Scoundrels
6-0. Unmaking Affliction, Scoundrels can't attack more than thrice before Ob creates a demon, which makes 4x3+3+2=17 life. Then Ob + demon take a game. Phew, that was close! (At least on draw )
3) Magus of the Aesthetic :: Why do we keep coming back to this library?
Black Sun's Zenith / Geralf's Messenger
6-0. Unmake Messenger, + Ob.
4) Mogg
Sorin Markov / Sorin's Vengeance
0-6. I think you got me.
5) ManyCookies :: Nix and Chips
Ob Nixilis of the Black Oath / Vessel of Malignity
0-6. Agree.
6) MyNameIsFourteen
Black Sun's Zenith / Geralf's Messenger
6-0. Unmake Messenger, + Ob.
7) Personman
Anguished Unmaking / Dark Salvation
3-3. Agree.
9) Tatterhood :: 2Threats.dec
Dread Wanderer / Stillmoon Cavalier
0-6. Yeah, Cavalier is enough for me.
10) WhammeWhamme
Bitterblossom / Shrieking Affliction
0-6. Whichever I Unmaking, I lose to the other one.
Another weak week for me. I decided to go for removal+planeswalker, I considered BSZ or Anguished Unmaking. If I switched, I think my results would be quite similar, though with different opponents.
6 | 2 6 2 2 0 X 2 0 6 6 | 26 | 289
1) 3-3. On the play, Doomfall gets Wanderer and Cavalier outraces Bitterblossom. On the draw, Doomfall gets Cavalier from my hand and Bitterblossom easily outraces Wanderer.
2) 0-6. Affliction too stronk.
3) 0-6. I knew I couldn't beat BSZ when I submitted this but I didn't come up with anything I liked better.
4) 6-0. On the play, I win before you cast a spell. On the draw, Sorin comes down when you're at 4 life and can +2 to eat my Wanderer and save you from dying immediately to Cavalier. But then I can swing at Sorin to prevent him from -3ing and swing again the next turn to kill him, so I never get into Vengeance range.
5) 3-3. On the play the Vessel is irrelevant and the life total is low enough when Ob Nixilis comes down that Cavalier can just swing past the demon and win. On the draw, Vessel gets Cavalier and Wanderer doesn't kill nearly fast enough.
6) 0-6. See (3).
7) 6-0. Cavalier is immune to both removal spells and the zombies come far too slow to race.
8) 6-0. Play or draw, Cavalier outraces Ob Nixilis even with the Wanderer getting exiled.
10) 0-6. Affliction too stronk.
Out of curiosity, why is Affliction legal when The Rack is banned?
EDIT: Turns out it only affects the matchup against Mogg. Everywhere else I either cast BSZ once to answer a threat or I alternate between casting BSZ for 1 to remove the counter and 2 to wipe the board and trigger undying.
2 | 6 X 0 3 6 0 3 0 6 6 | 28
1. 6-0, doomfall answers scoundrels but affliction outraces BB pretty easily.
2. X
3. 0-6, see messenger analysis.
4. 3-3. On Mogg's play, Scoundrel deals 16 (4 damage each over 3+4+5+6) and affliction deals 3 on T7 once the Sorin drops, so Mogg wins with 1 life remaining.
5. 6-0, the threats slip under vessel and kill long before Nixilis is relevant.
6. 0-6, see messenger analysis.
7. 3-3, see #7's row.
8. 0-6, see #8's row.
9. 6-0, completely outraces.
10. 6-0. Scoundrels outpressures BB super hard, Scoundel does 8-12 by the time BB has enough fairies to block, and fairies is taking 4 a turn on top of that.
10 | 6 0 0 0 6 0 6 6 6 0 | 30
1. 6-0, Affliction OP.
2. 0-6. Scoundrel outpressures BB super hard.
3. 0-6, see messenger analysis.
4. 0-6, BB isn't even close to fast enough, and affliction only does one chunk of 3.
5. 6-0, the threats slip under vessel and kill long before Nixilis is relevant.
6. 0-6, see messenger analysis.
7. 6-0, see #7's row.
8. 6-0, see #8's row, affliction OP.
9. 6-0, Affliction OP.
10. X
So it looks like I got there, barring my screwup or a mistake in the (complicated) messenger analysis.
EDIT: Wait Mogg gained 8 points on the messenger matchups, he might have pulled ahead.
In non-land rule formats, where The Rack is also banned, Shrieking Affliction also has the drawback of a colored mana cost.
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Thanks, that makes sense. It just took me by surprise to see it because in my head they're practically the same card.