Hand Size: 2 cards
Land Rule: Basic Land Rule.
Format Rule:
Each player submits an ordered list of two cards.
Each players starts the game with an emblem with
"If you would draw a card, you may get an experience counter instead" and
"Whenever you get an experience counter, if you have exactly one experience counter, put a copy of your first card from outside the game into your hand" and
"Whenever you get an experience counter, if you have exactly two experience counters, put a copy of your second card from outside the game into your hand" and
"Whenever you get an experience counter, if you have exactly three experience counters, you lose all experience counters."
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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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. There are three versions of the land rule variant.
i. This is the basic land rule (LR). Any player may play a basic land of their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
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 them 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 them 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 their hand meets specified requirements.
PHM Banned List_________________Land Rule Banned List
Sorry for not putting up the format for discussion earlier. I thought I'd posted this morning, but it must have been as a preview only.
Format notes:
1) Each player starts the game with their two submitted cards in their hand.
2) The starting player skips the draw step of their first turn.
3) If a player would replace more than one draw during the resolution of a single effect, the result is potentially unintuitive, so here's an example.
A player has zero experience counters and casts Night's Whisper. That player chooses to apply the replacement effect of the format rule twice. After Night's Whisper has finished resolving, there will be two triggers on the stack. On the resolution of each trigger, the player has two experience counters, so the player will get two copies of their second card.
4) If a player gets their third experience counter and the triggered ability is countered, they can choose to continue getting experience counters, which won't let them bring in more cards from outside the game, but could be relevant for some cards.
Also, please note that the new land protection rule for land rule formats and the updates to the banned lists in discussed in the previous thread are now in effect.
In summary:
Lands are safe from most opponents' effect during each player's first two turns. Lion's Eye Diamond is banned in land rule rounds. Vampire Hexmage is legal in all formats and Dark Depths is banned in all formats.
Hands have been posted!
Please take a look and score your row.
I'm pretty happy with this mix of hands. I could definitely see re-running a variation of this format at some point in the future.
Since I didn't submit a hand for this round, I didn't delve too deeply into the mechanics past the point of creating the format; does anyone have suggestions for variations they'd like to see at some point down the line?
Also, in general, format suggestions are always welcome. I don't always use those suggestions right away, but I do maintain a list of every format that's been suggested, and I draw from it regularly.
The problem I have with this format is it's a LOT of upkeep/mental math. Especially if you were trying to break a draw effect(Looter Il-kor is a good find).
I thought of Solemnity, forgot to try and break it.
I was looking at Moment's Peace as well but figured there would be a lot of non-creature win conditions.
tl;dr I like weird rules like this one, but the possibilities were too open, and I couldn't grok it easily enough to break it. (brings back the no mana hand!)
| X 0 3 0 6 3 | 12 |
Convoy_Avenger
Steppe Lynx / Exploration
Without interruption, I can win on turn 4. Ultimately, my play does not change much if I'm OTP or OTD, as I have no interaction on OPs turn.
OTD:
1: (Draw Lynx)Land, Exploration, Land, Lynx
2: (Draw Exploration)Exploration, Lynx, Land, Land, Land (6 damage)
3: (Draw Blank) Land, Land, Land, swing for 12 (18)
4: (Draw Lynx) Land, Land, Land, Swing for 12 (30)
OTP:
1: Land, Exploration, Land, Lynx
2: (Draw Lynx) Lynx, Land, Land, swing for 4 (4 damage)
3: (Draw Exploration) Exploration, Land, Land, Land swing for 12 (16 damage)
4: (Draw Blank) Land, Land Land, swing for 12 (28 damage)
2) Feyd_Ruin
Lightning Bolt / Looter il-Kor
0-6 You drawing more Bolts than I do Lynx does it I think.
Not sure entirely though.
3) ManyCookies :: Zombilee
Gravecrawler / Dark Salvation
3-3
OTP:
1: Land, Exploration, Land, Lynx
1: (Draw Crawler)Land, Crawler
2: (Draw Lynx) Lynx, Land, Land, swing for 4 (4 damage)
2: (Draw Salvation) Land, Crawler (swing for 2)
3: (Draw Exploration) Exploration, Land, Land, Land swing for 12 (16 damage)
3: (Draw Blank) Land, Salvation a Lynx for X=1 (swing for 4 - 6 damage)
4: (Draw Blank) Land, Land, Land, swing for 6, block (16 damage)
4: (Draw Crawler) Land, Crawler, Salvation Lynx X=1 (Swing for 4 - 10 damage)
5: (Draw Lynx) This is where it seems like you win. You have enough Salvations to slow me down
OTD, you're short 1 Salvation, so I get it.
4) NTheo
Kindle / Kindle
0-6
Too much removal for my 0/1
5) Superbajt
Solemnity / Wand of the Elements
6-0, my 2 Lynx are enough.
6)xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
3-3
Not sure, but I think it's a draw
OTP I kill you on turn 4, you can only deal with 1 Lynx
OTD, you can deal with both Lynx, and I can't come back from there.
I am only one with Solemnity? Heh. I considered other win conditions, especially Meren of Clan Nel Toth.
I also thought about looting, especially Bazaar of Baghdad, but decided against it.
Solemnity makes both players to be able to draw only one additional copy of each card (in normal situation). This also solves problem of the mental math, as I usually don't have to consider what to do with, say, 9 cards
1) Convoy_Avenger
Steppe Lynx / Exploration
0-6. You are too fast for me.
2) Feyd_Ruin
Lightning Bolt / Looter il-Kor
6-0. I play one Plains and rest Mountains.
OTD:
F1: Bolt face, 20-17
F2: Draw Bolt, Looter
F3: Draw Looter, Attack, reset counters, play Looter, Bolt Face 20-12
S3: Solemnity
F4: 20-10
S4: Wand, sac for 3/3
F5: 20-8
S5: Wand, sac for 3/3, attack: 17-8
F6: 17-6
S6: attack, sac 2 mountains, 11-6
F7: 11-4
S8: attack, win.
OTP is very similar, but I start attacking earlier.
3) ManyCookies :: Zombie Rush
Abrupt Decay / Dark Salvation
TBD.
I think you need to continously have Solemnity destroyed, otherwise you virtually skip your turns.
4) NTheo
Kindle / Kindle
6-0. 4 Kindles is not enough, and you are later extinguished by Solemnity.
6)xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
6-0. You can't stop Solemnity forever, and also deploy timely Mizzix, so it's better for you to keep both Furys. Mizzix can't attack, or it dies to my Wand. You also need to use Furys to win, so you would have to survive to cast it for 9, then 11 with Mizzix, or 10, 10 without her. You would have to survive until T12 to do it, and I kill you T10 at the latest.
In retrospect, I think this format could be interesting as DLR, maybe without the reset part.
Matchups:
v1: half n half, yeah otp i kill both lynxes in time but otd i can only get one of them.
v2: I can just spare a couple points of damage from each fury to kill the looters and I dont think you can get enough lightning bolts to finish me off before I can kill you.
v3: abrupt decay can't touch me, I can lock you out of using dark salvation for a while and finish you off pretty quick.
v4: kindle too fast. I'm dead before I run my clock out to kill you.
v5: delaying solemnity isnt really going to be effective for me, you're right, so it is better to draw what i can before it drops and then sit on two counters for the cost decreasing. That way, I can play mizzixes on turns 4 and 5, then kill you with 4 mana cheaper by dealing 10 then 11 damage with the two furys on turns 8 and 9 at the latest, and I can tap some of your creatures to attack and kill you sooner, but only if you leave few enough up, but if you leave too many up it'll just give me more time to build up mana to kill you with. It's actually pretty complicated, but I think it comes out to one each? this should be looked into more I feel, though I could be wrong. I dunno. oof. yep.
tentative score so far:
6 | 3 6 6 0 0 X | 15 | 300
Mizzix is Legendary. You don't gain anything by playing two of them. Also, I can create creatures whenever, after you attack, after you cast Rury, EOT. Also, if you use Fury to hinder my creatures, it means less damage to my face,which means you belate your kill spell. I don;t think you have outs.
1. 6-0. Err my hand is Abrupt Decay//Dark Salvation, not Gravecrawler//Dark. Your first and second lynx each see 3 land drops and do 12 damage to me, I answer both with my initial abrupt decays, then match the remainding lynxes with my removal while building a board with salvation.
2. 6-0. I kill every Looter without ever losing tempo. Without looters you goldfish turn 16, and I eventually make zombies faster than you can generate bolts.
3. I put in a fair amount of effort looking for an infinite, couldn't get one with just two cards though.
4. 0-6. This goldfishes turn 6, I am nowhere near fast enough.
5. 0-6? Fairly sure, but not 100% sure, you win this.
6. 0-6. Agreed.
2CH LR Lore
Land Rule: Basic Land Rule.
Format Rule:
Each players starts the game with an emblem with
"If you would draw a card, you may get an experience counter instead" and
"Whenever you get an experience counter, if you have exactly one experience counter, put a copy of your first card from outside the game into your hand" and
"Whenever you get an experience counter, if you have exactly two experience counters, put a copy of your second card from outside the game into your hand" and
"Whenever you get an experience counter, if you have exactly three experience counters, you lose all experience counters."
Hands:
1) Convoy_Avenger
Steppe Lynx / Exploration
2) Feyd_Ruin
Lightning Bolt / Looter il-Kor
3) ManyCookies :: Zombilee
Abrupt Decay / Dark Salvation
4) NTheo
Kindle / Kindle
5) Superbajt
Solemnity / Wand of the Elements
6)xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
Results:
X| 1 2 3 4 5 6 |
1| X 0 0 0 6 3 | 08 | 160
2| 6 X 0 2 0 0 | 08 | 160
3| 6 6 X 0 0 0 | 12 | 240
4| 6 6 6 X 0 6 | 24 | 480
5| 0 6 6 6 X 6 | 24 | 480
6| 3 6 6 0 0 X | 14 | 280
Superbajt and NTheo 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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables them 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
Dark Depths_________________________Lion's Eye Diamond
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
Wasteland
Channel_____________________________Black Lotus
Fastbond____________________________Lion's Eye Diamond
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
Dark Depths_________________________Maralen of the Mornsong
Emrakul, the Aeons Torn_____________Nezumi Shortfang
Laboratory Maniac___________________Red Sun's Zenith
Leyline of the Meek_________________White Sun's Zenith
Magus of the Moon
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Format Ideas?
Additional Resources
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Format notes:
1) Each player starts the game with their two submitted cards in their hand.
2) The starting player skips the draw step of their first turn.
3) If a player would replace more than one draw during the resolution of a single effect, the result is potentially unintuitive, so here's an example.
A player has zero experience counters and casts Night's Whisper. That player chooses to apply the replacement effect of the format rule twice. After Night's Whisper has finished resolving, there will be two triggers on the stack. On the resolution of each trigger, the player has two experience counters, so the player will get two copies of their second card.
4) If a player gets their third experience counter and the triggered ability is countered, they can choose to continue getting experience counters, which won't let them bring in more cards from outside the game, but could be relevant for some cards.
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In summary:
Lands are safe from most opponents' effect during each player's first two turns.
Lion's Eye Diamond is banned in land rule rounds.
Vampire Hexmage is legal in all formats and Dark Depths is banned in all formats.
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Do we start the game with the two cards in our hand, or are we actually cardless?saw the notesAnd because I'm having the dumb, do the copies work like cards, or tokens? (does Undying work?)
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Please take a look and score your row.
I'm pretty happy with this mix of hands. I could definitely see re-running a variation of this format at some point in the future.
Since I didn't submit a hand for this round, I didn't delve too deeply into the mechanics past the point of creating the format; does anyone have suggestions for variations they'd like to see at some point down the line?
Also, in general, format suggestions are always welcome. I don't always use those suggestions right away, but I do maintain a list of every format that's been suggested, and I draw from it regularly.
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You're good - I just missed the re-submission.
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I thought of Solemnity, forgot to try and break it.
I was looking at Moment's Peace as well but figured there would be a lot of non-creature win conditions.
tl;dr I like weird rules like this one, but the possibilities were too open, and I couldn't grok it easily enough to break it. (brings back the no mana hand!)
| X 0 3 0 6 3 | 12 |
Convoy_Avenger
Steppe Lynx / Exploration
Without interruption, I can win on turn 4. Ultimately, my play does not change much if I'm OTP or OTD, as I have no interaction on OPs turn.
OTD:
1: (Draw Lynx)Land, Exploration, Land, Lynx
2: (Draw Exploration)Exploration, Lynx, Land, Land, Land (6 damage)
3: (Draw Blank) Land, Land, Land, swing for 12 (18)
4: (Draw Lynx) Land, Land, Land, Swing for 12 (30)
OTP:
1: Land, Exploration, Land, Lynx
2: (Draw Lynx) Lynx, Land, Land, swing for 4 (4 damage)
3: (Draw Exploration) Exploration, Land, Land, Land swing for 12 (16 damage)
4: (Draw Blank) Land, Land Land, swing for 12 (28 damage)
2) Feyd_Ruin
Lightning Bolt / Looter il-Kor
0-6 You drawing more Bolts than I do Lynx does it I think.
Not sure entirely though.
3) ManyCookies :: Zombilee
Gravecrawler / Dark Salvation
3-3
OTP:
1: Land, Exploration, Land, Lynx
1: (Draw Crawler)Land, Crawler
2: (Draw Lynx) Lynx, Land, Land, swing for 4 (4 damage)
2: (Draw Salvation) Land, Crawler (swing for 2)
3: (Draw Exploration) Exploration, Land, Land, Land swing for 12 (16 damage)
3: (Draw Blank) Land, Salvation a Lynx for X=1 (swing for 4 - 6 damage)
4: (Draw Blank) Land, Land, Land, swing for 6, block (16 damage)
4: (Draw Crawler) Land, Crawler, Salvation Lynx X=1 (Swing for 4 - 10 damage)
5: (Draw Lynx) This is where it seems like you win. You have enough Salvations to slow me down
OTD, you're short 1 Salvation, so I get it.
4) NTheo
Kindle / Kindle
0-6
Too much removal for my 0/1
5) Superbajt
Solemnity / Wand of the Elements
6-0, my 2 Lynx are enough.
6)xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
3-3
Not sure, but I think it's a draw
OTP I kill you on turn 4, you can only deal with 1 Lynx
OTD, you can deal with both Lynx, and I can't come back from there.
I also thought about looting, especially Bazaar of Baghdad, but decided against it.
Solemnity makes both players to be able to draw only one additional copy of each card (in normal situation). This also solves problem of the mental math, as I usually don't have to consider what to do with, say, 9 cards
Steppe Lynx / Exploration
0-6. You are too fast for me.
2) Feyd_Ruin
Lightning Bolt / Looter il-Kor
6-0. I play one Plains and rest Mountains.
OTD:
F1: Bolt face, 20-17
F2: Draw Bolt, Looter
F3: Draw Looter, Attack, reset counters, play Looter, Bolt Face 20-12
S3: Solemnity
F4: 20-10
S4: Wand, sac for 3/3
F5: 20-8
S5: Wand, sac for 3/3, attack: 17-8
F6: 17-6
S6: attack, sac 2 mountains, 11-6
F7: 11-4
S8: attack, win.
OTP is very similar, but I start attacking earlier.
3) ManyCookies :: Zombie Rush
Abrupt Decay / Dark Salvation
TBD.
I think you need to continously have Solemnity destroyed, otherwise you virtually skip your turns.
4) NTheo
Kindle / Kindle
6-0. 4 Kindles is not enough, and you are later extinguished by Solemnity.
6)xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
6-0. You can't stop Solemnity forever, and also deploy timely Mizzix, so it's better for you to keep both Furys. Mizzix can't attack, or it dies to my Wand. You also need to use Furys to win, so you would have to survive to cast it for 9, then 11 with Mizzix, or 10, 10 without her. You would have to survive until T12 to do it, and I kill you T10 at the latest.
6) xStormaggedonx :: The Goblin-Wizard's Fury
Mizzix of the Izmagnus / Aurelia's Fury
Matchups:
v1: half n half, yeah otp i kill both lynxes in time but otd i can only get one of them.
v2: I can just spare a couple points of damage from each fury to kill the looters and I dont think you can get enough lightning bolts to finish me off before I can kill you.
v3: abrupt decay can't touch me, I can lock you out of using dark salvation for a while and finish you off pretty quick.
v4: kindle too fast. I'm dead before I run my clock out to kill you.
v5:
delaying solemnity isnt really going to be effective for me, you're right, so it is better to draw what i can before it drops and then sit on two counters for the cost decreasing. That way, I can play mizzixes on turns 4 and 5, then kill you with 4 mana cheaper by dealing 10 then 11 damage with the two furys on turns 8 and 9 at the latest, and I can tap some of your creatures to attack and kill you sooner, but only if you leave few enough up, but if you leave too many up it'll just give me more time to build up mana to kill you with. It's actually pretty complicated, but I think it comes out to one each? this should be looked into more I feel, though I could be wrong. I dunno.oof. yep.tentative score so far:
6 | 3 6 6 0 0 X | 15 | 300
1. 6-0. Err my hand is Abrupt Decay//Dark Salvation, not Gravecrawler//Dark. Your first and second lynx each see 3 land drops and do 12 damage to me, I answer both with my initial abrupt decays, then match the remainding lynxes with my removal while building a board with salvation.
2. 6-0. I kill every Looter without ever losing tempo. Without looters you goldfish turn 16, and I eventually make zombies faster than you can generate bolts.
3. I put in a fair amount of effort looking for an infinite, couldn't get one with just two cards though.
4. 0-6. This goldfishes turn 6, I am nowhere near fast enough.
5. 0-6? Fairly sure, but not 100% sure, you win this.
6. 0-6. Agreed.
Then in that case, yeah 0-6 for me. I lose to removal.
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