Send a private message with your list of cards (your hand) to this account.
If you have any questions, just ask!
You can send a private message, or you can post in this thread. If you want to ask a question by private message, please note in your subject line that you haven't included your submission, because I want to respond to you quickly, and I don't review any submissions until I've chosen my own. I want to play, too!
Submission deadline: Tuesday, June 19, 11:00 pm GMT
Rules and Banned List
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
Each player begins the game with Urza's Mine, Urza's Tower, and Urza's Power Plant cards on the battlefield under their control. They gain hexproof and indestructible.
Please comment if you have any thoughts or suggestions.
Each player begins the game with Urza's Mine, Urza's Tower, and Urza's Power Plant cards on the battlefield under their control. They gain hexproof and indestructible.
Each player begins the game with Urza's Mine, Urza's Tower, and Urza's Power Plant cards on the battlefield under their control. They gain hexproof and indestructible.
1 - Admonition Angel eats Resplendent, then sits at home threatening your other two angels while Voice wins it. ~ 6-0
2 - need to figure this one out; I think it's 0-6 since Angel of Sanctions can banish your own Magister
4 - OTD you can get me down to 3, but then Magister wins it. If you try to space your angels out then Adminition Angel wins it instead. ~ 6-0
5 - similar to #2 vs. Mamba Momma. I think it's 0-6 again.
Seems like Angel of Sanctions was a better choice than Admonition Angel, but I just plain missed it.
vs 2: Mamba Momma, Voice of All / Magister of Worth / Angel of Sanctions
I think we get to a draw where you don't want to attack into my Angel of the Dire Hour and I don't want to play anything until you do.
2-2
vs 3: Anachronity, Voice of All / Admonition Angel / Magister of Worth
I loose: I have to cast Dire Hour to stop being nibbled to death by Voice of All, at which point Admonition Angel exiles it, and I have nothing to take Admonition out with.
0-6
vs 4: ManyCookies, Resplendent Angel / Shalai, Voice of Plenty / Lyra Dawnbringer
You can't alpha-strike me with everything, because of Dire Hour.
You pile up enough counters so that everything you have is large enough to kill me in a single hit, while I sandbag Dire Hour
You attack me with 1 creature to force me to cast Dire Hour.
You then have 2 huge threat.
You attack with both huge threats: I block with Dire Hour and Resplendent. We both make Angel Tokens.
Emeria Shepherd lets me return Dire Hour to my hand.
You make your Token massive with Shalai, while I can't attack.
You're back up to 3 giant attackers.
You attack with 1 to force me to cast Dire Hour.
You're back down to 2 threats, and we've stalled.
I can't see a way for you to break past me, or for me to break past you?
2-2
vs 5: xStormaggedonx, Shalai, Voice of Plenty / Magister of Worth / Angel of Sanctions I think I win, because I can recur via Emeria Shepherd.
Actually, no - you just don't attack into Dire Hour, and I can't sensibly attack you, so we draw.
2-2
1) Sizel 6-0
Angel of Condemnation exiles Resplendent, I get to 7 mana and can start destroying your lands and any other creatures you might play.
2) Mamba Momma 0-6
Voice beats me single-handedly.
3) Anachronity 0-6
Voice beats me singlehandedly.
4) ManyCookies 0-6
I think your curve is too fast for me to hold back.
5) xStormaggedonx 1-4
T4 Shalai, T4 Condemnation. T5 Sanctions exile Condem (s3), T5 Bird+1. T6 You swing and pump; I chump one of them with my 1/1 bird. However, you can't play a Magister that would kill your own Sanctions, because then I get back Condemnation, which with Despair is enough to win. I'm at 13. No play T6 for me except another bird. T7 Same situation as last turn; you swing 8 and threaten to pump to 10, so I chump both of them with a bird and my Angel. You still can't Magister. T7 I play Despair to kill Shalai. You have a 5/6 Sanctions, I have a 5/5. I lose.
If I didn't play T4 Condemnation, and play it T5 instead, and you play Sanctions anyways. I'm at 9 following T6. I exile Shalai. You get 2 more hits in, putting me at 1, then I exile Sanctions -- but if you Magister now, I lose since all your stuff comes back. If I Despair to deal with the threat instead, you Magister and I only have BirdAngel -- not enough to hold back embalmed copy and Magister, given my life total.
If I play BirdAngel T5 but didn't ever play Condemnation, and you play sanctions anyway. At any given point, I always need any 2 of my 3 cards to win against Magister and embalmed copy of Sanctions; if I try and play Condemnation early, you Magister while it's summoning sick and win. So, we get to T7 as above, except I still have Condemnation, and hence win in the Sanctions v Despair battle. However, you Magister if I ever play Condemnation, which wins it for you.
So: I can't play out anything. OTD, I get beat down. OTP, T4 no play, T4 Shalai, T5 no play, T5 Sanctions with no target (s3), T6 no play, T6 pump the team (s8), T7 Despair Shalai. T7 you can't swing safely. If you Magister, I play BirdAngel (+ a 1/1) . You can embalm Sanctions (I chump a Magister swing with a 1/1, so I'm still at 9), but then I play Condemnation and exile Sanctions, get it back and win; if you do nothing, BirdAngel wins against Magister. So, T8 you can't Magister; if you swing with Sanctions instead, kill it, and try to reanimate it to exile Despair, I play Condemnation and eventually get rid of it. If you Magister after embalming, I get Despair back. So, since you can't play Magister and you can't swing with Sanctions, you pass. I can't swing, because I would lose a race. So, we stare at each other.
This may all be incorrect. I've reached my limit for double-checking this, it's already something like the 3rd time I've tried writing this out. Please correct it if you catch anything.
| X 6 0 0 0 1 | 7 |
Sorry about this. If you don't want to count it, that's fine -- I just wanted to show off the deck, even if it didn't end up doing well. Attached a screenshot to show that I had the deck finalized 2 days ago, even if I managed to press 'save as draft' rather than 'send'.
ATTACHMENTS
2018-07-25-121804_1280x800_scrot
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
1. 2-2. Ah clever, you can return Dire Hour to your hand. Agreed.
2. 0-6. Both of these Voice of All stopgap+Magister wrath decks stop me.
3. 0-6. Same.
4. Damn. I had considered Angel of Dire Hour but missed Magister, which hits a turn earlier and spoils my fun.
5. 0-6. You throw enough stuff in front of me to go to 4 before you drop Magister. This releases the Shalai under the Sanctions, but then you just chump with Magister and embalm Sanctions next turn.
6. 3-3. I think you get me on my draw:
T4: You drop Comdemnation, I swing for 3. (17)
T5: I drop Lyra and swing with Resplendent+Shalai, but you exert exile the Shalai and I only do 4 lifelink, not enough to make another token. (13)
T6: You Emeria Angel and make a bird, I attack with Lyra+Pumped Resplendent Angel. You chump the 6 power Resplendent and take 5, I make an Angel token. (8)
T7: You exert exile Lyra and make a bird. I attack with 5 power Resplendent+4 power angel, you chump Resplendent and take 4, I make another Angel token. (4)
T8: You cast Angel of Despair (a turn late) and destroy my Resplendent, then make a bird. Now I only have two 4/4 angel tokens, you have a 5/5 and a chump producer and easily win from there.
3CH LR Angels
Land Rule: Basic land Rule
Format Rule:
Only Angel creature cards may be submitted. (Noncreature spells may not be submitted)
Cards with Changeling may not be submitted.
1) Sizel
Emeria Shepherd / Angel of the Dire Hour / Resplendent Angel
2) Mamba Momma
Voice of All / Magister of Worth / Angel of Sanctions
3) Anachronity
Voice of All / Admonition Angel / Magister of Worth
4) ManyCookies :: Standard Fare
Resplendent Angel / Shalai, Voice of Plenty / Lyra Dawnbringer
5) xStormaggedonx
Shalai, Voice of Plenty / Magister of Worth / Angel of Sanctions
6) CalvinSchwa
Angel of Condemnation / Emeria Angel / Angel of Despair
How to Submit
If you have any questions, just ask!
You can send a private message, or you can post in this thread. If you want to ask a question by private message, please note in your subject line that you haven't included your submission, because I want to respond to you quickly, and I don't review any submissions until I've chosen my own. I want to play, too!
Submission deadline: Tuesday, June 19, 11:00 pm GMT
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
Follow me to be notified when weekly Perfect Hand Magic results are posted
- Rabid Wombat
No no this is a hybrid round, you also discard your Angels at the start.
(Fixed, thank you)
Follow me to be notified when weekly Perfect Hand Magic results are posted
3CH Tron
Land Rule: None
Format Rule:
Each player begins the game with Urza's Mine, Urza's Tower, and Urza's Power Plant cards on the battlefield under their control. They gain hexproof and indestructible.
Please comment if you have any thoughts or suggestions.
Follow me to be notified when weekly Perfect Hand Magic results are posted
- Rabid Wombat
Blood Moon effects?
Follow me to be notified when weekly Perfect Hand Magic results are posted
2 - need to figure this one out; I think it's 0-6 since Angel of Sanctions can banish your own Magister
4 - OTD you can get me down to 3, but then Magister wins it. If you try to space your angels out then Adminition Angel wins it instead. ~ 6-0
5 - similar to #2 vs. Mamba Momma. I think it's 0-6 again.
Seems like Angel of Sanctions was a better choice than Admonition Angel, but I just plain missed it.
- Rabid Wombat
1) Sizel Emeria Shepherd / Angel of the Dire Hour / Resplendent Angel
vs 2: Mamba Momma, Voice of All / Magister of Worth / Angel of Sanctions
I think we get to a draw where you don't want to attack into my Angel of the Dire Hour and I don't want to play anything until you do.
2-2
vs 3: Anachronity, Voice of All / Admonition Angel / Magister of Worth
I loose: I have to cast Dire Hour to stop being nibbled to death by Voice of All, at which point Admonition Angel exiles it, and I have nothing to take Admonition out with.
0-6
vs 4: ManyCookies, Resplendent Angel / Shalai, Voice of Plenty / Lyra Dawnbringer
You can't alpha-strike me with everything, because of Dire Hour.
You pile up enough counters so that everything you have is large enough to kill me in a single hit, while I sandbag Dire Hour
You attack me with 1 creature to force me to cast Dire Hour.
You then have 2 huge threat.
You attack with both huge threats: I block with Dire Hour and Resplendent. We both make Angel Tokens.
Emeria Shepherd lets me return Dire Hour to my hand.
You make your Token massive with Shalai, while I can't attack.
You're back up to 3 giant attackers.
You attack with 1 to force me to cast Dire Hour.
You're back down to 2 threats, and we've stalled.
I can't see a way for you to break past me, or for me to break past you?
2-2
vs 5: xStormaggedonx, Shalai, Voice of Plenty / Magister of Worth / Angel of Sanctions
I think I win, because I can recur via Emeria Shepherd.Actually, no - you just don't attack into Dire Hour, and I can't sensibly attack you, so we draw.
2-2
Angel of Condemnation / Emeria Angel / Angel of Despair
1) Sizel 6-0
Angel of Condemnation exiles Resplendent, I get to 7 mana and can start destroying your lands and any other creatures you might play.
2) Mamba Momma 0-6
Voice beats me single-handedly.
3) Anachronity 0-6
Voice beats me singlehandedly.
4) ManyCookies 0-6
I think your curve is too fast for me to hold back.
5) xStormaggedonx 1-4
T4 Shalai, T4 Condemnation. T5 Sanctions exile Condem (s3), T5 Bird+1. T6 You swing and pump; I chump one of them with my 1/1 bird. However, you can't play a Magister that would kill your own Sanctions, because then I get back Condemnation, which with Despair is enough to win. I'm at 13. No play T6 for me except another bird. T7 Same situation as last turn; you swing 8 and threaten to pump to 10, so I chump both of them with a bird and my Angel. You still can't Magister. T7 I play Despair to kill Shalai. You have a 5/6 Sanctions, I have a 5/5. I lose.
If I didn't play T4 Condemnation, and play it T5 instead, and you play Sanctions anyways. I'm at 9 following T6. I exile Shalai. You get 2 more hits in, putting me at 1, then I exile Sanctions -- but if you Magister now, I lose since all your stuff comes back. If I Despair to deal with the threat instead, you Magister and I only have BirdAngel -- not enough to hold back embalmed copy and Magister, given my life total.
If I play BirdAngel T5 but didn't ever play Condemnation, and you play sanctions anyway. At any given point, I always need any 2 of my 3 cards to win against Magister and embalmed copy of Sanctions; if I try and play Condemnation early, you Magister while it's summoning sick and win. So, we get to T7 as above, except I still have Condemnation, and hence win in the Sanctions v Despair battle. However, you Magister if I ever play Condemnation, which wins it for you.
So: I can't play out anything. OTD, I get beat down. OTP, T4 no play, T4 Shalai, T5 no play, T5 Sanctions with no target (s3), T6 no play, T6 pump the team (s8), T7 Despair Shalai. T7 you can't swing safely. If you Magister, I play BirdAngel (+ a 1/1) . You can embalm Sanctions (I chump a Magister swing with a 1/1, so I'm still at 9), but then I play Condemnation and exile Sanctions, get it back and win; if you do nothing, BirdAngel wins against Magister. So, T8 you can't Magister; if you swing with Sanctions instead, kill it, and try to reanimate it to exile Despair, I play Condemnation and eventually get rid of it. If you Magister after embalming, I get Despair back. So, since you can't play Magister and you can't swing with Sanctions, you pass. I can't swing, because I would lose a race. So, we stare at each other.
This may all be incorrect. I've reached my limit for double-checking this, it's already something like the 3rd time I've tried writing this out. Please correct it if you catch anything.
| X 6 0 0 0 1 | 7 |
Sorry about this. If you don't want to count it, that's fine -- I just wanted to show off the deck, even if it didn't end up doing well. Attached a screenshot to show that I had the deck finalized 2 days ago, even if I managed to press 'save as draft' rather than 'send'.
--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.
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1. 2-2. Ah clever, you can return Dire Hour to your hand. Agreed.
2. 0-6. Both of these Voice of All stopgap+Magister wrath decks stop me.
3. 0-6. Same.
4. Damn. I had considered Angel of Dire Hour but missed Magister, which hits a turn earlier and spoils my fun.
5. 0-6. You throw enough stuff in front of me to go to 4 before you drop Magister. This releases the Shalai under the Sanctions, but then you just chump with Magister and embalm Sanctions next turn.
6. 3-3. I think you get me on my draw:
T4: You drop Comdemnation, I swing for 3. (17)
T5: I drop Lyra and swing with Resplendent+Shalai, but you exert exile the Shalai and I only do 4 lifelink, not enough to make another token. (13)
T6: You Emeria Angel and make a bird, I attack with Lyra+Pumped Resplendent Angel. You chump the 6 power Resplendent and take 5, I make an Angel token. (8)
T7: You exert exile Lyra and make a bird. I attack with 5 power Resplendent+4 power angel, you chump Resplendent and take 4, I make another Angel token. (4)
T8: You cast Angel of Despair (a turn late) and destroy my Resplendent, then make a bird. Now I only have two 4/4 angel tokens, you have a 5/5 and a chump producer and easily win from there.
1 | X 2 0 2 2 0 | 6
2 | 2 X 3 2 0 6 | 12
3 | 6 3 X 6 2 6 | 22
4 | 2 0 0 X 0 6 | 8
5 | 2 2 2 6 X 4 | 16
6 | 6 0 0 0 1 X | 7
No longer staff here.