7) Superbajt Anurid Scavenger / Kolaghan's Command / Path to Exile I don't know whether Scavenger / Command will be quite strong enough in normal rounds, but it's definitely close, and I'm excited to try it out sometime. This is a great engine.
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
Hand Size: See format rule.
Land Rule: None.
Format Rule:
Each player may submit up to five cards. For each card less than five a player submits, he or she may start the game with a Lotus Vale on the battlefield.
Permanents named Lotus Vale have hexproof and indestructible.
Please post if you have any comments or suggestions!
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
1) CalvinSchwa
Maze of Ith / Pithing Needle / Words of War
When I'm on the play I suspend cloudskate, then I skeins away words of war before you cast it, but maze stops cloudskate from killing you. (draw)
When you're on the play I suspend cloudskate, then you cast words, but then I have to hold skein to make you discard words after cloudskate comes in, so you have time to play maze too, and we end up in the same place as the other game (draw)
2-2
2) knobbodi
Ensnaring Bridge / Mishra's Workshop / Stuffy Doll
I bounce the bridge as cloudskate comes in and then make you discard it. Cloudskate races stuffy doll. 6-0
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
I use misstep to counter the tiger, so you can never win. Innocent blood is either cast for no reason or discarded to skeins before I cast cloudskate. 6-0
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage See my deck title 0-6
1-4 because when I'm on the play I could bounce the token if you made it. But I can't win while I'm holding back cloudskate
6) Personman
Dark Depths / Serene Remembrance / Thespian's Stage Really? Two of you? 0-6
1-4 same as the other depths matchup
7) Superbajt
Anurid Scavenger / Kolaghan's Command / Path to Exile
This is a cool build. I'm pretty sure you get me easily when you're on the play, but when I'm on the play I just have to suspend cloudskate on my turn 2 and then make you discard your whole deck on my turn 3.
3-3
/ | 1 2 3 4 5 6 7 |
5 | 2 6 6 1 X 1 2 | 16 | 267
EDIT: woo, first week with no zeros since my return!
Thank you, PerfectHandMagic, or whoever published it (was it you, MyNameIsFourteen? )
Well, I built my deck to NOT get wrecked by Depths Turbo Marit was the first deck I thought of, and I decided to beat it rather then join it. I thought turn 3 discard can be powerful this time, and when scouring the list of useful cards in repository I noticed Scavenger, the deck was complete.
I'm surprised how good the deck was. Maybe this engine will be useful in the future, if there is some slow week.
1) CalvinSchwa
Maze of Ith / Pithing Needle / Words of War
3-3. I can't make you discard twice before you deploy Words and Maze, so this match is in essence a Shock a turn T4+. I win on play, and lose on draw.
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
6-0. I can block with Scavenger t4+. In your end step, discard/2 to face/Disentomb (delete where inapplicable)
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
6-0. I wanted to thank you for a bird, but it doesn't matter. I can Command your Swan Song, path Marit and go unopposed from there. If you discard Stage, I can repeat that, and you aren't fast enough with fair Depths anyway.
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
3-3. On draw, you Skeins us with Cloudskate on Suspend. On play, discussed below.
6) Personman
Dark Depths / Serene Remembrance / Thespian's Stage
6-0. I have Path for first Marit and repeating discard for second.
Hm, seems like people are pretty ready for Dark Depths these days. 0-6
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
On my play I can get Marit past Field on turn 6, and then either you played Tiger and thus can't Blood, or you didn't and I have time to get another one before you can win. On your play, you can lead with Tiger and still activate Field on turn 4, which means I don't get Marit until 6. You then hit me for the 6th time on your turn 7, which isn't quite enough. 6-0.
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
3-3
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
Actually I think Cloudskate is good enough when you're on the play? We can't make Marit until turn 4. 3-3
@Superbajt
We both agree that my 'goal' is to cast Skeins when scavenger is in your hand. If I do it any other time I'm just setting up your kill/lock
When you're on the play (assume we each play an appropriate basic land each turn even though I'm not writing it down
T0 - all cards in hands
T2a - all cards still in hands
T2b - suspend cloudskate with 3 counters
T2a - cast scavenger
T2b - cloudskate ticks down to 2
T3a - cast command on upkeep, I discard misstep, you return command to deck then draw it
T4b - cloudskate ticks down to 1
T5a - cast command on upkeep, I discard skeins, you return command to deck then draw it
T5b - cloudskate ticks down to 0, bounce scavenger, but skeins is already gone
T6b - you cast command to kill my Cloudskate and scavenger to complete your lock. All my cards are in the graveyard and they stay there. GG
@Depths players - yeah it looks like when I'm on the play I can hardcast cloudskate in time to deal with Marit Lage if you make the token. But if I ever cast cloudskate, you make the token and win. So I have to just stare at you forever. These matches become 4-1 in depths' favor.
I'd thought Mogg was the person behind the PHM account at the moment, but it looks like they didn't enter... so knobbodi, maybe?
Anyway... first, though: for Personman and ManyCookies v MyNameIsFourteen, can't they follow a strat where they play Depths, slowly tick down the counters manually, and then play Stage for the Lage token? If MNIF plays Cloudskate to bounce the token, you can immediately make another one with the original Depths.
2) knobbodi 6-0
I figured Bridge would come up. Words races Doll. Also, given the traditional image of Stuffy Doll as a voodoo-type doll -- stick a needle in me, it'll hurt you -- isn't it completely backwards that Pithing Needle turns it off? 3) Magus of the Aesthetic 6-0
Words kill tigers. tyger, tyger, burning bright... Flammable felines - what a weird subject for poetry. 4) ManyCookies 6-0
I T1 Needle Stage. If you counter it then Maze deals with 1 Lage token, and you can't make 2 'cause they're legendary. You otherwise need to counter my Words, and from there (since Stage copying Maze is out) I win with a Bird. 5) MyNameIsFourteen 2-2
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
Agreed, nice. I love it when discard strats work. 6) Personman 6-0
Maze beats Depths. 7) Superbajt 2-2
Anurid Scavenger / Kolaghan's Command / Path to Exile
Agreed; I just need to hold back Needle so you can't make me discard Words.
| X 6 6 6 2 6 2 | 28 |
Pretty alright, I'd say! Maze of Ith turned out to be way better than I had even realized when I chose it, because it keeps Lage tokens on the board so that nobody can make 2 of 'em. Words of War was alright, which just goes to show Mom was right: using your words is always better than using your fists, or using plane-warping Lovecraftian monstrosities.
"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.
CalvinSchwa, to create Marit from Stage you have to sacrifice both lands, Depths to legend rule, Stage to create Marit.
Also, isn't fair Depths faster than Words of War? You have to Needle Stage in both those matchups, so they can still use Depths this way.
Also, also, words don't kill this tiger. It has Shroud.
1) CalvinSchwa - 6 - Disagree - Scythe Tiger has shroud so you can't maze it or shock it. Tiger also outraces Words of War.
2) knobbodi - 2 - Disagree - Innocent Blood stops Stuffy Doll and Bridge stops Scythe Tiger. We draw.
3) I named my hand "Keep 'em Honest" as I only tested against land decks and this hosed most of them.
4) ManyCookies :: Swan Dive - 6 - I can activate Field of Ruin before Thespian's Stage both on the play and on the draw. Swan Song can't counter Scythe Tiger.
5) MyNameIsFourteen :: Depths is Gonna Wreck Me - 0 - Mental Misstep wrecks Scythe Tiger, Delirium Skeins removes my answer for Riftwing Cloudskate.
6) Personman - 0 - I had this in my gauntlet but I'm one turn too slow. I Innocent Blood the first Marit Lage and immediately play Scythe Tiger, Field of Ruin the second combo land once it comes down and still can't get lethal in time.
7) Superbajt - 0 - You don't quite stop me on turn 4 since I can sandbag all my cards until Scavenger is out. You do lock me out at some point though.
I also tried the Dark Depths deck this week as well as a Shelldock Isle deck. Shelldock lost to Depths and Depths usually lost or drew to the hand I submitted.
I've made a whole lotta mistakes... I managed to ignore shroud on Tiger somehow, flip that 6-0 to 0-6. Pretty sure (not certain of anything anymore) Maze means I still win the Depths matchups, though -- if anything, it should be easier to not worry about two potential Lages. | X 6 0 6 2 6 2 | 22 |, then.
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.
3CH LR VW
Land Rule: Basic Land Rule.
Format Rule:
Creatures with even converted mana costs can't block.
Hands:
1) CalvinSchwa
Maze of Ith / Pithing Needle / Words of War
2) knobbodi
Ensnaring Bridge / Mishra's Workshop / Stuffy Doll
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
6) Personman
Dark Depths / Serene Remembrance / Thespian's Stage
7) Superbajt
Anurid Scavenger / Kolaghan's Command / Path to Exile
I don't know whether Scavenger / Command will be quite strong enough in normal rounds, but it's definitely close, and I'm excited to try it out sometime. This is a great engine.
Results:
X| 1 2 3 4 5 6 7 |
1| X 6 0 6 2 6 2 | 22 | 367
2| 0 X 2 6 0 6 0 | 14 | 233
3| 6 2 X 6 0 0 0 | 14 | 233
4| 0 0 0 X 4 3 0 | 06 | 100
5| 2 6 6 1 X 1 2 | 18 | 300
6| 0 0 6 3 4 X 0 | 12 | 200
7| 2 6 6 6 2 6 X | 28 | 467
Superbajt wins!
Rules and Banned List
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the player of each hand employs the strategy that maximizes the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game that it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Hand Construction Rules.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
2.1b. Ignore any part of an instruction that isn't covered by these rules or by the rules of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and all cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that would enable him or her to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
ii. Take an infinite number of turns.
iii. Cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.
3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.
3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.
3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
4.3. A player may name his or her hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's result against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
6.3b. An undetermined match result is counted as a loss for both players in that match.
6.3c. A player may challenge any result until the moderator announces that the result is final.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands typically containing between one and seven cards. Additionally, the Game Rules and Hand Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.
7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
7.3. Land Rule Variant.
7.3b. This is the extra land rule (ELR). Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.
7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.7. (Bonus).
Beast Within________________________Beacon of Creation
Chancellor of the Annex_____________Black Lotus
Channel_____________________________Energy Field
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Fastbond____________________________Nezumi Shortfang
Flash_______________________________Red Sun's Zenith
Force of Will_______________________White Sun's Zenith
Ghost Quarter
Laboratory Maniac
Leyline of Anticipation
Leyline of Singularity
Leyline of the Meek
Magus of the Moon
Meddling Mage
Pact of Negation
Show and Tell
Strip Mine
The Rack
Trinisphere
Ulamog, the Infinite Gyre
Vampire Hexmage
Wasteland
Channel_____________________________Black Lotus
Fastbond
Flash
Show and Tell
Disruption
Beast Within________________________Balancing Act
Chancellor of the Annex_____________Energy Field
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory________________________Beacon of Creation
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Laboratory Maniac___________________Nezumi Shortfang
Leyline of the Meek_________________Red Sun's Zenith
Magus of the Moon___________________White Sun's Zenith
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Vampire Hexmage
Format Ideas?
Additional Resources
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5CH Lotus Vale
Land Rule: None.
Format Rule:
Permanents named Lotus Vale have hexproof and indestructible.
Please post if you have any comments or suggestions!
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Delirium Skeins / Mental Misstep / Riftwing Cloudskate
Maze of Ith / Pithing Needle / Words of War
When I'm on the play I suspend cloudskate, then I skeins away words of war before you cast it, but maze stops cloudskate from killing you. (draw)
When you're on the play I suspend cloudskate, then you cast words, but then I have to hold skein to make you discard words after cloudskate comes in, so you have time to play maze too, and we end up in the same place as the other game (draw)
2-2
2) knobbodi
Ensnaring Bridge / Mishra's Workshop / Stuffy Doll
I bounce the bridge as cloudskate comes in and then make you discard it. Cloudskate races stuffy doll. 6-0
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
I use misstep to counter the tiger, so you can never win. Innocent blood is either cast for no reason or discarded to skeins before I cast cloudskate. 6-0
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
See my deck title 0-61-4 because when I'm on the play I could bounce the token if you made it. But I can't win while I'm holding back cloudskate
6) Personman
Dark Depths / Serene Remembrance / Thespian's Stage
Really? Two of you? 0-61-4 same as the other depths matchup
7) Superbajt
Anurid Scavenger / Kolaghan's Command / Path to Exile
This is a cool build. I'm pretty sure you get me easily when you're on the play, but when I'm on the play I just have to suspend cloudskate on my turn 2 and then make you discard your whole deck on my turn 3.
3-3
/ | 1 2 3 4 5 6 7 |
5 | 2 6 6 1 X 1 2 | 16 | 267
EDIT: woo, first week with no zeros since my return!
Well, I built my deck to NOT get wrecked by Depths Turbo Marit was the first deck I thought of, and I decided to beat it rather then join it. I thought turn 3 discard can be powerful this time, and when scouring the list of useful cards in repository I noticed Scavenger, the deck was complete.
I'm surprised how good the deck was. Maybe this engine will be useful in the future, if there is some slow week.
Maze of Ith / Pithing Needle / Words of War
3-3. I can't make you discard twice before you deploy Words and Maze, so this match is in essence a Shock a turn T4+. I win on play, and lose on draw.
2) knobbodi
Ensnaring Bridge / Mishra's Workshop / Stuffy Doll
6-0. Path Doll, Scavenged Command to face.
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
6-0. I can block with Scavenger t4+. In your end step, discard/2 to face/Disentomb (delete where inapplicable)
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
6-0. I wanted to thank you for a bird, but it doesn't matter. I can Command your Swan Song, path Marit and go unopposed from there. If you discard Stage, I can repeat that, and you aren't fast enough with fair Depths anyway.
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
3-3. On draw, you Skeins us with Cloudskate on Suspend. On play, discussed below.
6) Personman
Dark Depths / Serene Remembrance / Thespian's Stage
6-0. I have Path for first Marit and repeating discard for second.
/ | 1 2 3 4 5 6 7 |
7 | 2 6 6 6 2 6 X | 27 |
Dark Depths / Serene Remembrance / Thespian's Stage
vs
1) CalvinSchwa
Maze of Ith / Pithing Needle / Words of War
Needle + anything gets me, 0-6.
2) knobbodi
Ensnaring Bridge / Mishra's Workshop / Stuffy Doll
Hm, seems like people are pretty ready for Dark Depths these days. 0-6
3) Magus of the Aesthetic
Field of Ruin / Innocent Blood / Scythe Tiger
On my play I can get Marit past Field on turn 6, and then either you played Tiger and thus can't Blood, or you didn't and I have time to get another one before you can win. On your play, you can lead with Tiger and still activate Field on turn 4, which means I don't get Marit until 6. You then hit me for the 6th time on your turn 7, which isn't quite enough. 6-0.
4) ManyCookies :: Swan Dive
Dark Depths / Swan Song / Thespian's Stage
3-3
5) MyNameIsFourteen :: Depths is Gonna Wreck Me
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
Actually I think Cloudskate is good enough when you're on the play? We can't make Marit until turn 4. 3-3
7) Superbajt
Anurid Scavenger / Kolaghan's Command / Path to Exile
Agree. 0-6.
6 | 0 0 6 3 4 X 0 | 12
You can play lands and not pop Stage. MyNameIsFourteen can't play Cloudskate then, so in worst case you draw.
We both agree that my 'goal' is to cast Skeins when scavenger is in your hand. If I do it any other time I'm just setting up your kill/lock
When you're on the play (assume we each play an appropriate basic land each turn even though I'm not writing it down
T0 - all cards in hands
T2a - all cards still in hands
T2b - suspend cloudskate with 3 counters
T2a - cast scavenger
T2b - cloudskate ticks down to 2
T3a - cast command on upkeep, I discard misstep, you return command to deck then draw it
T4b - cloudskate ticks down to 1
T5a - cast command on upkeep, I discard skeins, you return command to deck then draw it
T5b - cloudskate ticks down to 0, bounce scavenger, but skeins is already gone
T6b - you cast command to kill my Cloudskate and scavenger to complete your lock. All my cards are in the graveyard and they stay there. GG
@Depths players - yeah it looks like when I'm on the play I can hardcast cloudskate in time to deal with Marit Lage if you make the token. But if I ever cast cloudskate, you make the token and win. So I have to just stare at you forever. These matches become 4-1 in depths' favor.
Updating my post.
Anyway... first, though: for Personman and ManyCookies v MyNameIsFourteen, can't they follow a strat where they play Depths, slowly tick down the counters manually, and then play Stage for the Lage token? If MNIF plays Cloudskate to bounce the token, you can immediately make another one with the original Depths.
2) knobbodi 6-0
I figured Bridge would come up. Words races Doll. Also, given the traditional image of Stuffy Doll as a voodoo-type doll -- stick a needle in me, it'll hurt you -- isn't it completely backwards that Pithing Needle turns it off?
3) Magus of the Aesthetic 6-0
Words kill tigers. tyger, tyger, burning bright... Flammable felines - what a weird subject for poetry.
4) ManyCookies 6-0
I T1 Needle Stage. If you counter it then Maze deals with 1 Lage token, and you can't make 2 'cause they're legendary. You otherwise need to counter my Words, and from there (since Stage copying Maze is out) I win with a Bird.
5) MyNameIsFourteen 2-2
Delirium Skeins / Mental Misstep / Riftwing Cloudskate
Agreed, nice. I love it when discard strats work.
6) Personman 6-0
Maze beats Depths.
7) Superbajt 2-2
Anurid Scavenger / Kolaghan's Command / Path to Exile
Agreed; I just need to hold back Needle so you can't make me discard Words.
| X 6 6 6 2 6 2 | 28 |
Pretty alright, I'd say! Maze of Ith turned out to be way better than I had even realized when I chose it, because it keeps Lage tokens on the board so that nobody can make 2 of 'em. Words of War was alright, which just goes to show Mom was right: using your words is always better than using your fists, or using plane-warping Lovecraftian monstrosities.
--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.
Also, isn't fair Depths faster than Words of War? You have to Needle Stage in both those matchups, so they can still use Depths this way.
Also, also, words don't kill this tiger. It has Shroud.
this week was real easy to score
1) CalvinSchwa - 6 - Disagree - Scythe Tiger has shroud so you can't maze it or shock it. Tiger also outraces Words of War.
2) knobbodi - 2 - Disagree - Innocent Blood stops Stuffy Doll and Bridge stops Scythe Tiger. We draw.
3) I named my hand "Keep 'em Honest" as I only tested against land decks and this hosed most of them.
4) ManyCookies :: Swan Dive - 6 - I can activate Field of Ruin before Thespian's Stage both on the play and on the draw. Swan Song can't counter Scythe Tiger.
5) MyNameIsFourteen :: Depths is Gonna Wreck Me - 0 - Mental Misstep wrecks Scythe Tiger, Delirium Skeins removes my answer for Riftwing Cloudskate.
6) Personman - 0 - I had this in my gauntlet but I'm one turn too slow. I Innocent Blood the first Marit Lage and immediately play Scythe Tiger, Field of Ruin the second combo land once it comes down and still can't get lethal in time.
7) Superbajt - 0 - You don't quite stop me on turn 4 since I can sandbag all my cards until Scavenger is out. You do lock me out at some point though.
I also tried the Dark Depths deck this week as well as a Shelldock Isle deck. Shelldock lost to Depths and Depths usually lost or drew to the hand I submitted.
--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.
Woops, I totally forgot that my win con was a creature because I'm so used to it being tongs
I'm just taking a break from actively playing for a few weeks.
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