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
1: 6: Spellbomb hits Hangarback and Ballista shoots down tokens.
2: 3: Feyd_Ruin goldfishes on turn 12. To have Ballista survive a double-Spellbomb turn, I cast it on turn 10 as a 5/5. I swing for 7 on turn 11. A second swing on turn 12 for 10, in addition to unloading 10 counters and activating Spellbomb drops Feyd_Ruin to -9.
4: 6: nerdyjoe can't cast Mangara with protection until turn 4. By that point, Ballista can keep Mangara in check.
5: 2: nerdyjoe activates Angrath's -3 to deal with Ballista, and I activate Ballista in response to finish off Angrath.
6: 6: Spellbomb burns Mimic. tomsloger can drop me to 10, and then my 3/3 Ballista beats his two 2/2's.
In addition to what I submitted, I considered the following hands:
1. 6-0. See post #8: Race or kill everything and win.
2. xx
3. 3-3. I rarely bother checking mogg's work, heh.
4. 2-2. I can never shock, he can never tap
5. 6-0. Burn burn burn, burn the angarth away
6. 6-0. I can always hit mimic, then tokens, then skull
oh, haha. So it is.
That changes things, since it's the 4:Grow and Pings that makes it T12
1v2
I always hold spellbomb until opponents eot.
Thus, if hangarback comes down as a 4/4 or less, I can shock on my upkeep, regrow, draw, cast, and toss again to deal another 2.
Rhys buys a turn, so I kill turn 13.
Hangarback as a 5/5 on turn 10 giving a 14th turn kill, so I race the full cast.
Hangarback coming down as a 4/4 nets 4 tokens = 4+3+2+1=10.
Smart play is make a 4/4 Hangarback then drop Rhys so I have to kill him before I start dropping tokens.
This still only makes 4+4+3+2+1=14
If you make Hangarback a 4/4 or less, I can kill him, his tokens, and Rhys before you deal lethal.
If you make Hangarback a 5/5 on turn 10, I race.
1) Convoy_Avenger
Hangarback Walker / Rhys the Redeemed
6-0 Hangerback can't self kill, so I eventually exile it safely. Rhys can make a spare token, but I get to pinch mana with karakas if he comes down early. Mangara takes Rhys first, then the hangerback, then the leftover token, and happily swings for 20. (I may be wrong if walker gets too big too fast, but I don't think so.)
2) Feyd_Ruin :: Absurdity.dec
Pyrite Spellbomb / Soldevi Digger
2-2 I can swing with Mangara just fine. You pop spellbomb (at me) in my end step, put it back on top, redraw it, cast it, and we're back to where we were. But this trades 2 life for 1. I can target spellbomb at some point, but you can happily crack it, at which point I bounce mangara, and we make no progress. If you don't crack it, we both lose our win con. If I never tap mangara, if you ever crack spellbomb, I remove your recursion, and eventually win.
3) Mogg
Pyrite Spellbomb / Walking Ballista
0-6 I play mangara on turn 4, you play ballista on turn 4, and pop one off at mangara. I bounce her, replay her. But on your turn, you can pump ballista, then shoot her again.
5) Superbajt
Angrath, the Flame-Chained / Sol Ring
0-6 Turn 3 Angrath is too fast. Legendary, but not a creature...
6) tomsloger
History of Benalia / Metallic Mimic
6-0 I scoop up the saga before you get 5/4s, and deal with the rest in turn. Then beats get there.
4 | 6 2 0 X 0 6 |
Pyrite spellbomb did work, discard also wrecks me, but I wasn't expecting discard.
5) Superbajt
Angrath, the Flame-Chained / Sol Ring
I don't like no land rule games, so I skipped some weeks, and I'm not very happy with my score after return, maybe some other time Well, Angrath alone isn't a good win condition. Now I know. Still, what's the deal with all the burn this week? Did I miss some memo?
1) Convoy_Avenger
Hangarback Walker / Rhys the Redeemed
0-6. I can't deal with two creatures.
2) Feyd_Ruin :: Absurdity.dec
Pyrite Spellbomb / Soldevi Digger
0-6. Yup, you burn me out.
3) Mogg
Pyrite Spellbomb / Walking Ballista
2-2. Agreed.
4) nerdyjoe
Karakas / Mangara of Corondor
6-0. Agreed.
6) tomsloger
History of Benalia / Metallic Mimic
0-6. You discard Mimic on play, History kills me.
Private Mod Note
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2CH LR Historic
Land Rule: Basic Land Rule.
Format Rule:
Hands:
1) Convoy_Avenger
Hangarback Walker / Rhys the Redeemed
2) Feyd_Ruin :: Absurdity.dec
Pyrite Spellbomb / Soldevi Digger
3) Mogg
Pyrite Spellbomb / Walking Ballista
4) nerdyjoe
Karakas / Mangara of Corondor
5) Superbajt
Angrath, the Flame-Chained / Sol Ring
6) tomsloger
History of Benalia / Metallic Mimic
Results:
X| 1 2 3 4 5 6 |
1| X 0 0 0 6 6 | 12 | 240
2| 6 X 3 2 6 6 | 22 | 440
3| 6 3 X 6 2 6 | 22 | 440
4| 6 2 0 X 0 6 | 14 | 280
5| 0 0 2 6 X 0 | 08 | 160
6| 0 0 0 0 6 X | 06 | 120
Feyd_Ruin 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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2CH LR Exploration
Land Rule: Basic Land Rule.
Format Rule:
Please post if you have any comments or suggestions!
To my knowledge, the Exploration format has been played only once before, and never with a land rule.
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Please take a look and score your row.
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3) Mogg
Pyrite Spellbomb / Walking Ballista
X| 1 2 3 4 5 6 |
3| 6 3 X 6 2 6 | 22 | 440
1: 6: Spellbomb hits Hangarback and Ballista shoots down tokens.
2: 3: Feyd_Ruin goldfishes on turn 12. To have Ballista survive a double-Spellbomb turn, I cast it on turn 10 as a 5/5. I swing for 7 on turn 11. A second swing on turn 12 for 10, in addition to unloading 10 counters and activating Spellbomb drops Feyd_Ruin to -9.
4: 6: nerdyjoe can't cast Mangara with protection until turn 4. By that point, Ballista can keep Mangara in check.
5: 2: nerdyjoe activates Angrath's -3 to deal with Ballista, and I activate Ballista in response to finish off Angrath.
6: 6: Spellbomb burns Mimic. tomsloger can drop me to 10, and then my 3/3 Ballista beats his two 2/2's.
In addition to what I submitted, I considered the following hands:
Braids, Cabal Minion / Sol Ring
Chronomaton / Pithing Needle
Chronomaton / Walking Ballista
Karakas / Mangara of Corondor
Pyrite Spellbomb / Soldevi Digger
Rofellos, Llanowar Emissary / Umbral Mantle
Sol Ring / Walking Ballista
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
2. xx
3. 3-3. I rarely bother checking mogg's work, heh.
4. 2-2. I can never shock, he can never tap
5. 6-0. Burn burn burn, burn the angarth away
6. 6-0. I can always hit mimic, then tokens, then skull
2 | 6 X 3 2 6 6 | 22 | 440
No longer staff here.
I haven't checked to see if it changes anything, but fyi, that's a Hangarback.
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That changes things, since it's the 4:Grow and Pings that makes it T12
1v2
I always hold spellbomb until opponents eot.
Thus, if hangarback comes down as a 4/4 or less, I can shock on my upkeep, regrow, draw, cast, and toss again to deal another 2.
Rhys buys a turn, so I kill turn 13.
Hangarback as a 5/5 on turn 10 giving a 14th turn kill, so I race the full cast.
Hangarback coming down as a 4/4 nets 4 tokens = 4+3+2+1=10.
Smart play is make a 4/4 Hangarback then drop Rhys so I have to kill him before I start dropping tokens.
This still only makes 4+4+3+2+1=14
If you make Hangarback a 4/4 or less, I can kill him, his tokens, and Rhys before you deal lethal.
If you make Hangarback a 5/5 on turn 10, I race.
6-0 in my favor
and Ohh, this means I tie Mogg
No longer staff here.
4) nerdyjoe
Karakas / Mangara of Corondor
1) Convoy_Avenger
Hangarback Walker / Rhys the Redeemed
6-0 Hangerback can't self kill, so I eventually exile it safely. Rhys can make a spare token, but I get to pinch mana with karakas if he comes down early. Mangara takes Rhys first, then the hangerback, then the leftover token, and happily swings for 20. (I may be wrong if walker gets too big too fast, but I don't think so.)
2) Feyd_Ruin :: Absurdity.dec
Pyrite Spellbomb / Soldevi Digger
2-2 I can swing with Mangara just fine. You pop spellbomb (at me) in my end step, put it back on top, redraw it, cast it, and we're back to where we were. But this trades 2 life for 1. I can target spellbomb at some point, but you can happily crack it, at which point I bounce mangara, and we make no progress. If you don't crack it, we both lose our win con. If I never tap mangara, if you ever crack spellbomb, I remove your recursion, and eventually win.
3) Mogg
Pyrite Spellbomb / Walking Ballista
0-6 I play mangara on turn 4, you play ballista on turn 4, and pop one off at mangara. I bounce her, replay her. But on your turn, you can pump ballista, then shoot her again.
5) Superbajt
Angrath, the Flame-Chained / Sol Ring
0-6 Turn 3 Angrath is too fast. Legendary, but not a creature...
6) tomsloger
History of Benalia / Metallic Mimic
6-0 I scoop up the saga before you get 5/4s, and deal with the rest in turn. Then beats get there.
4 | 6 2 0 X 0 6 |
Pyrite spellbomb did work, discard also wrecks me, but I wasn't expecting discard.
Angrath, the Flame-Chained / Sol Ring
I don't like no land rule games, so I skipped some weeks, and I'm not very happy with my score after return, maybe some other time Well, Angrath alone isn't a good win condition. Now I know. Still, what's the deal with all the burn this week? Did I miss some memo?
Hangarback Walker / Rhys the Redeemed
0-6. I can't deal with two creatures.
2) Feyd_Ruin :: Absurdity.dec
Pyrite Spellbomb / Soldevi Digger
0-6. Yup, you burn me out.
3) Mogg
Pyrite Spellbomb / Walking Ballista
2-2. Agreed.
4) nerdyjoe
Karakas / Mangara of Corondor
6-0. Agreed.
6) tomsloger
History of Benalia / Metallic Mimic
0-6. You discard Mimic on play, History kills me.