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  • posted a message on 3CH LR Slow Roll - Submit Your Hand by February 27 (11:00 pm GMT)




    3CH LR Slow Roll

    Hand Size: 3 cards
    Land Rule: Basic Land Rule.
    Format Rule:

    Each player starts the game with 100 life.
    Each player doesn't lose the game unless he or she has 0 or less life and can't win the game if an opponent has 1 or more life.

    How to Submit
    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, February 27, 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 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.

    7.4. Sanctioned Magic Format Variant.

    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.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.
    Posted in: Forum Magic
  • posted a message on 5CH Only Mana Sources - Hands Posted
    Hands have been posted!
    Please take a look and score your row.
    Posted in: Forum Magic
  • posted a message on 5CH Only Mana Sources - Hands Posted
    Quote from CalvinSchwa »
    Would this format still allow alternate win conditions eg Approach of the Second Sun? After all, the Comp Rules separate the two, and with eg Platinum Angel the 'you can't lose' and 'they can't win' are separated. I'm fine if this is intended, just wasn't sure if it was.
    Good question.
    Please refer to the updated text. Note that you can still with Approach of the Second Sun, but doing so would require your opponent still to be alive with 0 life (Lich, Phyrexian Unlife, etc.).
    Posted in: Forum Magic
  • posted a message on 2CH LR Only Black / Library of Leng; ManyCookies and Mogg win! (356 points)
    Quote from Tatterhood »
    Out of curiosity, why is Affliction legal when The Rack is banned?
    Shrieking Affliction has a greater set-up cost, in terms of the number of cards in an opponent's hand.
    In non-land rule formats, where The Rack is also banned, Shrieking Affliction also has the drawback of a colored mana cost.
    Posted in: Forum Magic
  • posted a message on 5CH Only Mana Sources - Hands Posted
    Tentatively, next week's format will be:

    Tentatively, next week's format will be:

    3CH LR Slow Roll

    Hand Size: 3 cards
    Land Rule: Basic Land Rule.
    Format Rule:

    Each player starts the game with 100 life.
    Each player doesn't lose the game unless he or she has 0 or less life and can't win the game if an opponent has 1 or more life.

    Please post if you have any comments or suggestions!

    This format was suggested a few months ago. I don't remember who proposed it, but it's a cool idea.
    Posted in: Forum Magic
  • posted a message on 2CH LR Only Black / Library of Leng; ManyCookies and Mogg win! (356 points)
    Hands have been posted!
    Please take a look and score your row.
    Posted in: Forum Magic
  • posted a message on 5CH Only Mana Sources - Hands Posted



    5CH Only Mana Sources

    Hand Size: 5 cards
    Land Rule: None.
    Format Rule:

    Only cards with mana abilities may be submitted.
    If a card's back face has a mana ability, it may be submitted.

    (An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.

    A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability, and it could put mana into a player’s mana pool when it resolves.)

    Additional Bans: Dust Bowl, Field of Ruin

    Hands:

    1) CalvinSchwa
    City of Traitors / Grand Architect / Kessig Wolf Run / Pili-Pala / Teferi's Isle

    2) Convoy_Avenger
    Black Lotus / Black Lotus / Elvish Spirit Guide / Elvish Spirit Guide / Vorinclex, Voice of Hunger

    3) Magus of the Aesthetic :: Black Mirror
    Blinkmoth Nexus / Blinkmoth Nexus / Encroaching Wastes / Inkmoth Nexus / Sol Ring

    4) ManyCookies :: Saproling Parade
    Black Lotus / Mox Pearl / Gilded Lotus / Profane Procession / Vitu-Ghazi, the City-Tree

    5) MyNameIsFourteen
    Hadana's Climb / Inkmoth Nexus / Inkmoth Nexus / Simic Signet / Sol Ring

    6) nerdyjoe
    Hadana's Climb / Karakas / Lumbering Falls / Mutavault / Simic Growth Chamber

    7) Superbajt
    Birds of Paradise / Hadana's Climb / Legion's Landing / Noble Hierarch / Savannah

    8) Tatterhood
    Black Lotus / Black Lotus / Black Lotus / Utopia Mycon / Vorinclex, Voice of Hunger


    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 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.

    7.4. Sanctioned Magic Format Variant.

    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.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.
    Posted in: Forum Magic
  • posted a message on 2CH LR Only Black / Library of Leng; ManyCookies and Mogg win! (356 points)
    Quote from ManyCookies »
    Do the Ixalan enchantment/land flips ala Legion's Landing have mana abilities for the purposes of that challenge?
    As originally written (without the second sentence I've added), the answer would have been "no".
    The relevant rule would have been CR711.4a: "While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face."

    I like the idea of including those cards, so I've modified the rule.
    Also, I've added a two-card banned list that I'd omitted by mistake.
    Posted in: Forum Magic
  • posted a message on 2CH LR Only Black / Library of Leng; ManyCookies and Mogg win! (356 points)
    Tentatively, next week's format will be:

    5CH Only Mana Sources

    Hand Size: 5 cards
    Land Rule: None.
    Format Rule:

    Only cards with mana abilities may be submitted.
    If a card's back face has a mana ability, it may be submitted.

    (An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability.

    A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability, and it could put mana into a player’s mana pool when it resolves.)

    Additional Bans: Dust Bowl, Field of Ruin

    Please post if you have any comments or suggestions!
    Posted in: Forum Magic
  • posted a message on 3CH LR Conjurer's Closet ; Magus of the Aesthetic wins! (550 points)
    Quote from WhammeWhamme »
    Those are good ideas. LED + Unburial Rites + best creature is really brutal in otherwise slow land rule formats.

    Which this one wasn't, exactly, but it does kinda invalidate a lot of decks.
    Agreed - running a lot of 3CH LR rounds in quick succession is helping me to get a better understanding of which cards may be problematic in the format in general. I don't intend to act on anything too quickly, but I'm paying attention.

    Regarding a prohibition on mana denial in general - I'm not necessarily against it, but I think the implementation could be difficult. The scope of
    this round was more than just a restriction on mana denial, but it may serve as a useful example nonetheless.
    Posted in: Forum Magic
  • posted a message on 3CH LR Conjurer's Closet ; Magus of the Aesthetic wins! (550 points)
    Hands have been posted!
    Please take a look and score your row.

    Also, please welcome new player Tatterhood!
    Posted in: Forum Magic
  • posted a message on 2CH LR Only Black / Library of Leng; ManyCookies and Mogg win! (356 points)



    2CH LR Only Black / Library of Leng

    Hand Size: 2 cards
    Land Rule: Basic Land Rule.
    Format Rule:

    Only black cards may be submitted (including multicolored cards).
    If an effect controlled by a player's opponent would cause that player to discard a card, that player discards that card, but may put it on top of his or her library instead of into his or her graveyard.

    Hands:

    1) CalvinSchwa
    Bitterblossom / Doomfall

    2) Feyd_Ruin :: Scoundrels
    Shrieking Affliction / Wanted Scoundrels

    3) Magus of the Aesthetic :: Why do we keep coming back to this library?
    Black Sun's Zenith / Geralf's Messenger

    4) Mogg
    Sorin Markov / Sorin's Vengeance

    5) ManyCookies :: Nix and Chips
    Ob Nixilis of the Black Oath / Vessel of Malignity

    6) MyNameIsFourteen
    Black Sun's Zenith / Geralf's Messenger

    7) Personman
    Anguished Unmaking / Dark Salvation

    8) Superbajt
    Anguished Unmaking / Ob Nixilis of the Black Oath

    9) Tatterhood :: 2Threats.dec
    Dread Wanderer / Stillmoon Cavalier

    10) WhammeWhamme
    Bitterblossom / Shrieking Affliction


    Results:

    X| 1 2 3 4 5 6 7 8 9 0 |
    1| X 0 2 6 6 2 4 4 3 0 | 26 | 289
    2| 6 X 0 3 6 0 3 0 6 6 | 28 | 311
    3| 2 6 X 0 0 2 2 0 6 6 | 24 | 267
    4| 0 3 6 X 0 6 6 6 0 6 | 32 | 356
    5| 0 0 6 6 X 6 6 6 3 0 | 32 | 356
    6| 2 6 2 0 0 X 2 0 6 6 | 24 | 267
    7| 1 3 2 0 0 2 X 3 0 0 | 09 | 100
    8| 1 6 6 0 0 6 3 X 0 0 | 21 | 233
    9| 3 0 0 6 3 0 6 6 X 0 | 22 | 244
    0| 6 0 0 0 6 0 6 6 6 X | 30 | 333

    ManyCookies and Mogg win!


    Rules and Banned List
    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.

    7.4. Sanctioned Magic Format Variant.

    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.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.
    Posted in: Forum Magic
  • posted a message on 3CH LR Conjurer's Closet ; Magus of the Aesthetic wins! (550 points)
    Quote from ManyCookies »
    Mogg's been the tournament organizer!? I thought it was Feyd all this time!

    Feyd used to run this game and currently runs the PHM drafts.
    Posted in: Forum Magic
  • posted a message on 3CH LR Conjurer's Closet ; Magus of the Aesthetic wins! (550 points)
    Tentatively, next week's format will be:

    2CH LR Only Black / Library of Leng

    Hand Size: 2 cards
    Land Rule: Basic Land Rule.
    Format Rule:

    Only black cards may be submitted (including multicolored cards).
    If an effect controlled by a player's opponent would cause that player to discard a card, that player discards that card, but may put it on top of his or her library instead of into his or her graveyard. [/i]

    Please post if you have any comments or suggestions!

    Per the suggestion in the previous thread, I like the idea of re-running a format with a different hand size, and I agree that this is a good format for it.
    Posted in: Forum Magic
  • posted a message on 3CH LR Conjurer's Closet ; Magus of the Aesthetic wins! (550 points)



    3CH LR Conjurer's Closet

    Hand Size: 3 cards
    Land Rule: Basic Land Rule.
    Format Rule:

    Each player starts the game with an emblem with "At the beginning of your end step, you may exile target permanent you control, then return that card to the battlefield under your control. This ability can't be countered by spells or abilities."

    Hands:

    1) CalvinSchwa :: Gollum and the Ring
    Daze / Goblin Settler / Sol Ring

    2) Convoy_Avenger
    Flickerwisp / Parallax Tide / Parallax Wave

    3) Magus of the Aesthetic
    Ashen Rider / Lion's Eye Diamond / Unburial Rites

    4) ManyCookies
    Catch // Release / Kolaghan's Command / Nantuko Tracer

    5) superbajt
    Angrath, the Flame-Chained / Oath of Gideon / Sol Ring

    6) Tatterhood
    Echoing Truth / Eternal Witness / Time Walk

    7) tomsloger
    Akroma, Angel of Fury / Mana Drain / Mana Drain

    8) WhammeWhamme
    Arcane Denial / Legion's Landing / Venser, Shaper Savant

    9) Personman
    Dark Depths / Mana Drain / Thespian's Stage


    Results:

    X| 1 2 3 4 5 6 7 8 9 |
    1| X 6 3 6 3 3 6 0 6 | 30 | 375
    2| 0 X 0 0 0 0 0 0 2 | 02 | 025
    3| 3 6 X 6 6 6 6 6 6 | 44 | 550
    4| 0 6 0 X 6 3 0 0 0 | 14 | 175
    5| 3 6 0 0 X 3 3 1 0 | 13 | 163
    6| 3 6 0 3 3 X 1 1 4 | 18 | 225
    7| 0 6 0 6 3 4 X 0 0 | 18 | 225
    8| 6 6 0 6 4 4 6 X 6 | 38 | 475
    9| 0 2 0 6 6 1 6 0 X | 21 | 263

    Magus of the Aesthetic wins!


    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 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.

    7.4. Sanctioned Magic Format Variant.

    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.

    Format Ideas?
    If you have a format you'd like to try, send me a message, mention it along with the cards in your hand, or post it here!

    Additional Resources
    Additional resources can be found here.
    Posted in: Forum Magic
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