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  • posted a message on Perfect Hand Magic League 38:04 - 5 card mana dependency - round complete - mmq and heinsun win
    5 Card - Mana Dependency
    Commentary
    i think this was an interesting format. but i think that the life totals will end up mattering way less than the possibility of a deck that started at 1.

    Next week's format will be 3C nonbasic land rule. should be interesting.

    Each players starting life total is equal to the total converted mana cost of cards in their hand. (Players cannot submit a hand which would start with 0 life.)
    Deck Size: 5
    Land Rule: None

    The Entries
    1Artscrafter : Under the Radar
    Island / Mistvein Borderpost / Invisible Stalker / Daze / Faerie Macabre
    Slow, but two pieces of disruption is nice. Starts at 10 life.

    2Convoy_Avenger : dragon-based lifegain
    Draco / Draco / Blossoming Sands / Serra Ascendant / Pithing Needle
    Serra ascendant is a nice find. Starts at 34 life.

    3FeydRuin : screw your life totals
    Leyline of Singularity / Karakas / Inkmoth Nexus / Blazing Shoal / Bogardan Hellkite
    Creature control + fast, creature-based win. Ouch. Starts at 14 life.

    4Heinsun : orzhov control
    City of Traitors / Orzhov Basilica / Sphere of Resistance / Vindicate / Sin Collector
    Tax, removal, discard. Heck yeah. Starts at 8 life.

    5HerziQuerzi : Immortal Coil
    Mishra's Workshop / Sol Ring / Sol Ring / Lich's Mirror / Platinum Angel
    Hard to beat someone twice. Starts at 14 life.

    6Madmanquail : marit and the no spells
    Dark Depths / Thespian's Stage / Urborg, Tomb of Yawgmoth / Black Lotus / Nether Void
    Nether void seems really strong. Especially with your speed. Starts at 4 life.

    7Nerdyjoe : emrafoil
    Foil / Island / Emrakul, the Aeons Torn / Bazaar of Baghdad / Shelldock Isle
    Foil is good. Emrakul is good. Nuff said. Starts at 19 life.

    8Tidalslimshady : dying breath
    Peat bog / black lotus / black lotus / plunge into darkness / near death Experience
    Fast win, but not a lot of interaction. Starts at 7 life.

    9tomsloger : hans christian andersen
    grove of burnwillows / llanowar mentor / emrakul, the aeons torn / pithing needle / nature's claim
    I found a way to play a creature turn 1. Go me. Starts at 18 life.

    10Whammewhamme : pox on your faemily
    Jwar Island Refuge / Dreadship Reef / Emrakul, the Aeons Torn / Smallpox / Faerie Macabre
    pox, small or large, is great. this should be good. Starts at 20 life (the way its meant to be.)


    1 | X 6 0 1 2 0 2 1 1 0 | 13 | 144
    2 | 0 X 2 0 2 0 2 0 6 4 | 16 | 178
    3 | 6 2 X 0 6 2 4 3 0 3 | 24 | 267
    4 | 4 6 6 X 6 0 6 6 3 6 | 42 | 467
    5 | 2 2 0 0 X 0 0 6 0 0 | 10 | 111
    6 | 6 6 2 6 6 X 0 6 4 6 | 42 | 467
    7 | 2 2 1 0 6 6 X 6 6 0 | 29 | 322
    8 | 4 6 3 0 0 0 0 X 0 6 | 18 | 200
    9 | 4 0 6 3 6 1 0 6 X 6 | 31 | 344
    0 | 6 1 3 0 6 0 6 0 0 X | 21 | 233

    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:03 - 3 Card - Attack of the WUBRG Monster - tomsloger wins
    Note: a minor edit to the banlist has been made. The "land rule banned list" is no longer in effect. Other banned cards remain the same. OP updated.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:03 - 3 Card - Attack of the WUBRG Monster - tomsloger wins
    ah yes, I will errata it to "...by spells or abilities". Spells can still be countered by game rules (e.g. "fizzling").
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:02 - 2C DLR - Limited Room - Mogg wins!
    decks are up!


    edit: made some last minute changes to the OP
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:03 - 3 Card - Attack of the WUBRG Monster - tomsloger wins

    3 Card - Attack of the WUBRG Monster

    Commentary
    free mana is pretty powerful. lets see what we all did with it.

    Next week's format will be 5C mana dependency. will you be a slave to a higher life total, or just go with good decks. quite the balancing act.

    Scores
    X | 1 2 3 4 5 6 7 8 9 0 | PT | Points
    1 | X 2 6 0 6 2 6 2 0 6 | 30 | 333
    2 | 2 X 6 6 0 0 6 2 0 6 | 28 | 311
    3 | 0 0 X 2 6 6 6 6 0 6 | 32 | 356
    4 | 6 0 2 X 6 6 6 2 6 6 | 40 | 444
    5 | 0 6 0 0 X 2 6 2 0 6 | 22 | 244
    6 | 2 6 0 0 2 X 6 2 0 0 | 18 | 200
    7 | 0 0 0 0 0 0 X 0 0 0 | 00 | 000
    8 | 2 2 0 2 2 2 6 X 0 0 | 16 | 178
    9 | 6 6 6 0 6 6 6 6 X 6 | 48 | 533
    0 | 0 0 0 0 0 6 6 6 0 X | 18 | 200


    You don't need to calculate the final PTs or score, just your individual results. The scoring conventions are outlined in the rules at the bottom of this post. If there are any difficult or controversial matchups, please highlight these in some way and provide a brief note in your post.


    Each player starts the game with an emblem that says
    0: Add WUBRG to your mana pool. Only activate this ability if your mana pool is empty.

    Spells can't be countered by spells or abilities.
    If a spell would be removed from the stack by a spell or ability, instead it isn't.

    Deck Size: 3
    Land Rule: None
    Additional Banned list: Silence, Orim's Chant, Time Stop, (please remember to check PHM Banned List, shown in the spoiler below)

    The Entries
    1Artscrafter : "Birdfog"
    Pride of the Clouds / Invulnerability / Sultai Charm
    Pride and invulnerability seem very strong.

    2Feyd_Ruin : "from exile"
    Commandeer / Torrent Elemental / Pride of the Clouds
    Commandeer is always fun. Especially when you can still win afterwards

    3Heinsun : "the resistance"
    Shimmer Myr / Sphere of Resistance / Lodestone Golem
    This should lock out a lot of decks

    4herziQuerzi : "Cruel Counselors"
    savage summoning / council of the absolute / evil twin
    Council is becoming a format staple, and I love it

    5Madmanquail / "emmy's revenge"
    Emrakul, the Aeons Torn / Through the Breach / Sultai Charm
    Annhilator is pretty good.

    6Nerdyjoe : "my name is uril"
    Invulnerability / Uril, the Miststalker / Etherwrought Page
    Page is very odd to me, but perhaps it will do stuff

    7xStormaggedonx : "free mana"
    Doubling Cube / Shizuko, Caller of Autumn / Progenitus
    I don’t want to lie. I do not know how this deck works. Shizuko and doubling cube are both super cool though

    8Tidalslimshady : "esper control"
    Celestial colonnade / merciless eviction / invulnerability
    I'm not certain colonnade is a powerful enough threat, but the control aspects seem pretty solid

    9Tomsloger : "council of the belixir"
    council of the absolute / elixir of immortality / beast within
    Oh hey, this is me. Awesome deck tom!

    10WhammeWhamme : "all in iona"
    Through the Breach / Iona, Sheild of Emeria / Unburial Rites
    When iona works, she tends to work really well.


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:02 - 2C DLR - Limited Room - Mogg wins!
    Quote from Artscrafter »
    Just to double-check: The way I am reading the draw land rule, the action of putting a land into your hand from outside the game does not count as actually drawing a card for the purposes of anything that would care about that, right?
    Hi there, yes that's correct - the effect replaces your draw and therefore you don't actually "draw" a card, despite the name (draw land rule).
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:02 - 2C DLR - Limited Room - Mogg wins!

    This is the results for round Perfect Hand Magic League 38:02 and the start for round .

    Round Perfect Hand Magic League 38:02
    This round was 2C DLR - Limited Room.

    Commentary
    I am constantly suprised by how engaging these tiny 2 card-hand rounds can be! I greatly enjoyed this round and I hope you did too. It's good to see a stream of new players coming to the game, and I am pleased to welcome back a few returning players too!

    Next week's format will be 3C WUBRG Monster - free mana...what will you do with it?


    2 Card Draw Land Rule - Limited Room

    As long as there are five or more permanents on the battlefield, players can't play creature cards. The same is true for artifacts, enchantments, planeswalkers and lands.

    Deck Size: 2
    Land Rule: Draw Land Rule (7.3c, below)
    Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)

    The Entries
    01 Madmanquail :: "Look, no lands!"
    Abolish / Nether Spirit
    (nether spirit gets discarded once my hand gets past 7 cards.) I doubt this will do well, but I liked the idea of a deck that doesn't need land

    02 tidalslimshady :: "Snuffed Vise"
    Snuff Out / Black Vise
    Snuff out is narrow, but usually can be cast. It is unclear how effective black vise will be against decks which are able to discard.

    03 Mogg :: "Step Up"
    Mental Misstep / Molten Vortex
    This looks like it will be great

    04 Convoy_Avenger :: "Clutterer"
    Lotus Petal / Skirk Ridge Exhumer
    Lotus petal looks odd at first but it is actually a good choice

    05 Heinsun :: "Guided Mayor"
    Elvish Spirit Guide / Mayor of Avabruck
    The best threat in the format; this is a nice, clean design and a strong metagame call

    06 WhammeWhamme :: "Snuffed Mayor"
    Snuff Out / Mayor of Avabruck
    The problem with non-accelerated two-drops in this format is that they often can't be cast when you are going second

    07 Artscrafter :: "Shocking Developments"
    Dwarven Ruins / Seismic Assault
    At first, I thought this was simply inferior to molten vortex - but then I realised it's actually really good!

    08 nerdyjoe :: "Expanding Foam"
    Mox Jet / Hunted Horror
    I'm glad someone found a way to make 5 permanents! Dodges misstep too - great build

    09 HerziQuerzi :: "Mocks Mentor"
    Mox Jet / Skirk Ridge Exhumer
    It will be interesting to see whether this does better than the hunted horror version

    10 Feyd_Ruin :: "Fire and Water"
    Waterfront Bouncer / Flame Jab
    Flame Jab is an undemanding win condition. Waterfront bouncer is a curious choice but it may do well

    11 xStormaggedonx :: "M&Ms"
    Memnite / Molten Vortex
    Memnite dodges mental misstep...but is it strong enough to win any games??

    12 tomsloger :: "Vile Mayor"
    Mayor of Avabruck / Aether Vial
    Ironically, vial opens up a vulnerability to counters rather than reducing it! (Mental misstep is the main issue)

    The Grid
    X | 1 2 3 4 5 6 7 8 9 0 1 2 | PT | Points
    1 | X 6 6 0 0 0 6 6 0 0 6 0 | 30 | 273
    2 | 0 X 0 0 6 6 3 6 0 0 0 6 | 26 | 236
    3 | 0 6 X 6 3 6 3 6 6 6 6 6 | 52 | 473
    4 | 6 6 0 X 0 3 0 6 3 0 0 0 | 22 | 200
    5 | 6 0 3 6 X 0 3 6 6 0 3 4 | 34 | 309
    6 | 6 0 6 3 6 X 0 4 0 2 0 4 | 30 | 273
    7 | 0 6 3 6 3 6 X 6 3 6 0 3 | 38 | 345
    8 | 0 0 0 0 0 1 0 X 0 0 0 0 | 01 | 009
    9 | 6 6 0 3 0 0 3 6 X 0 0 0 | 22 | 200
    0 | 6 6 0 6 6 6 0 6 6 X 0 6 | 48 | 436
    1 | 0 6 0 6 3 6 6 6 6 6 X 6 | 51 | 464
    2 | 6 0 0 6 1 0 3 6 6 0 0 X | 27 | 245


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 37:04 - 3CH, LR One word only - Round Complete - Madmanquail wins!
    Decks are up, please calculate your results now!
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 38:01 - 4CLR BFZ Block Party - WhammeWhamme wins!

    This is the results for Perfect Hand Magic League 38:01.

    Perfect Hand Magic League 38:01
    This round was 4 Card LR - Battle for Zendikar Block Party.

    Commentary
    It turns out we had a LOT of explorers this week! I think exploration is simply the most powerful support card available in land rule weeks, particularly in one featuring landfall. Despite the omnipresence of exploration, there was still great diversity among decks and I can't wait to see who will emerge as the winner!

    Next week's format will be 2CDLR Limited Room! As always, we welcome ideas for formats in the thread below, get creative!


    4CLR Battle for Zendikar Block Party

    Your deck must include at least 2 cards which were printed in the Battle for Zendikar block. (Reprints of older cards are permitted).

    Deck Size: 4
    Land Rule: Basic land rule (see 7.3a, below)
    Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)

    The Entries
    01 Madmanquail :: "Anti-retreat technology"
    Felidar Cub / Omnath, Locus of Rage / Leyline of Singularity / Karakas
    Probably overkill, but enchantments seemed to be scary this week.

    02 WhammeWhamme :: "Fire and Brimstone"
    Exploration / Valakut, the Molten Pinnacle / Akoum Firebird / Dragonmaster Outcast
    Diverse threats and resilient, this should do well

    03 HerziQuerzi :: "Planar Unreality"
    Exploration / Nevermore / Quarantine Field / Planar Outburst
    This is very controlling, but also very slow - you can't afford to be raced!

    04 Heinsun :: "Two explores"
    Exploration / Exploration / Oran-Rief Hydra / Omnath, Locus of Rage
    Superspeed omnath looks very strong. The hydra is reasonable but probably redundant

    05 nerdyjoe :: "Token Gesture of Diversity"
    Wheel of Sun and Moon / Beast Within / Unified Front / Vampiric Rites
    I love the card draw tech!

    06 tomsloger :: "Back and Forth"
    Exploration / Retreat to Emeria / Greenwarden of Murasa / Capsize
    Capsize is a good compliment to an already-solid formula

    07 Artscrafter :: "Here There Be Dragons"
    Exploration / Scour from Existence / Cryptic Command / Dragonmaster Outcast
    Scour is a fine catch-all, if a little overpriced. Same with cryptic - you may find that a simple arcane denial would have scored better!

    08 Feyd_Ruin :: "Double Trouble"
    Exploration / Exploration / Retreat to Hagra / Retreat to Hagra
    Surprisingly quick and hard to interact with. Nice!

    09 tidalslimshady :: "Osteoporosis"
    Bloodghast / Bone Splinters / Bone Splinters / Bone Splinters
    Well, creatures don't stand a chance! You might have done better with a bit more diversity!

    The Grid
    X | 1 2 3 4 5 6 7 8 9 | PT | Points
    1 | X 0 6 0 0 0 0 6 6 | 18 | 225
    2 | 6 X 6 0 6 6 6 0 6 | 36 | 450
    3 | 0 0 X 6 2 2 2 6 6 | 24 | 300
    4 | 6 6 0 X 3 6 3 6 6 | 34 | 425
    5 | 6 0 2 3 X 0 3 6 6 | 24 | 300
    6 | 6 0 2 0 6 X 6 0 6 | 26 | 325
    7 | 6 0 2 3 3 0 X 3 2 | 16 | 200
    8 | 0 6 0 0 0 6 3 X 6 | 20 | 250
    9 | 0 0 0 0 0 0 2 0 X | 02 | 025


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 37:03 - 3 Card Hand - Extra Land Rule - Feyd_Ruin wins!
    Decks are up, so please calculate your results now! The poll is also open for voting, special thanks to nerdyjoe for supporting the format with your cool rules suggestions!
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 37:04 - 3CH, LR One word only - Round Complete - Madmanquail wins!

    This is the results for Perfect Hand Magic League 37:04.

    Perfect Hand Magic League 37:04
    This round was 3 Card LR - One Word Only.

    Commentary
    Wow, what a cool rule! Thanks to nerdyjoe for the great idea. This week has turned up some very nice little niche cards. Arboria in particular has popped up not once but twice! Good to see a return from Heinsun as well as a re-sub from HerziQuerzi - a particular welcome to both of you!

    Next week's format will be 4CLR Battle For Zendikar Block Party, a chance to see the new cards put to the test! New ideas for formats are very welcome - post them in the thread below, don't be shy!


    3 Card Land Rule - One Word Only

    The names of cards in your deck must each consist of exactly one word (i.e. no spaces). Hyphenated words count as a single word.

    e.g. Acid-Spewer Dragon is a two-word card name and thus would not be legal this week.

    Deck Size: 3
    Land Rule: Basic Land Rules (7.3a, below)
    Additional Banned list: Land Rule Banned list (please remember to check Land Rule and regular PHM Banned Lists, which are shown in the spoiler below)

    The Entries
    01 Madmanquail :: "Goodness"
    Moat / Purity / Counterspell
    Moat stops land based creatures. Purity blocks air attacks while also preventing spell-based damage, and counterspell protects and disrupts. How could anyone beat that???

    02 Feyd_Ruin :: "Brief"
    Arboria / Exploration / Subversion
    Arboria is a really nice find, great stuff!

    03 nerdyjoe :: "Poxy"
    Pox / Smokestack / Mobilization
    This is a nice, synergistic deck. Have fun calculating smokestack!

    04 HerziQuerzi :: "Simic"
    Exploration / Annul / Aetherling
    Aetherling is a powerful card when you have a bajillion islands at your disposal...but will Annul be strong enough as support?

    05 WhammeWhamme :: "Dissed"
    Exploration / Dissipate / Progenitus
    This looks reasonable...although Progentius was certainly a known quantity this week!

    06 Heinsun :: "Slowdown"
    Arboria / Nevermore / Subversion
    In a relatively large format, it's interesting to see arboria popping up again!

    07 xStormaggedonx :: "Æpocopate"
    Syncopate / Apocalypse / Aetherling
    Apocalypse is a funky choice. Syncopate is presumably a concession to the feared progenitus, although it will be weaker against exploration decks

    08 tomsloger :: "Obvious!"
    Exploration / Eureka / Progenitus
    Interesting choice...I think the field is ready for progenitus this week

    The Grid
    X | 1 2 3 4 5 6 7 8 | PT | Points
    1 | X 4 6 6 6 0 2 6 | 30 | 429
    2 | 1 X 0 0 1 2 0 6 | 10 | 143
    3 | 0 6 X 0 0 2 1 6 | 15 | 214
    4 | 0 6 6 X 3 0 4 3 | 20 | 286
    5 | 0 4 6 3 X 0 4 6 | 22 | 314
    6 | 6 2 2 6 6 X 1 6 | 29 | 414
    7 | 2 6 4 1 1 4 X 1 | 19 | 271
    8 | 0 0 0 3 0 0 4 X | 06 | 086


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 37:02 - 5 Card Hand - Artist Tribute - WhammeWhamme wins!
    Decks are in, poll is open!
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 37:03 - 3 Card Hand - Extra Land Rule - Feyd_Ruin wins!

    This is the results for Perfect Hand Magic League 37:03.

    Perfect Hand Magic League 37:03
    This round was 3 Card Hand - Extra Land Rule.

    Commentary
    A lot of great innovation this week and a new face too! It feels like good times for our little format. It looks like BfZ has brought a few new potential cards to the fold, so lets see what we can do with them!

    Next week's format will be 3 Card Land Rule: One Word Only, designed by nerdyjoe! If you would like to design a format, put your ideas into next week's thread.

    Calculate Your Row Now
    Please submit your score row in the following format:

    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 | PT | Points
    1 | X 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |

    You don't need to calculate the final PTs or score, just your individual results. The scoring conventions are outlined in the rules at the bottom of this post. If there are any difficult or controversial matchups, please highlight these in some way and provide a brief note in your post.


    3 Card Hand - Extra Land Rule

    There are no special rules this week

    Deck Size: 3
    Land Rule: Extra Land Rule (see rule 7.3b, below)
    Additional Banned list: No additional bans. (please remember to check the regular PHM Banned List)

    The Entries
    01 Madmanquail :: "Lake of the Dread"
    Dread / Lake of the Dead / Sorin Markov
    Slow, but hopefully this will be diverse enough to do the trick

    02 WhammeWhamme :: "Black Death"
    Faerie Macabre / Pox / Emrakul, the Aeons Torn
    Big Pox is incredibly powerful in this format. The faerie usually punches above its weight.

    03 nerdyjoe :: "Beast Elixir: Gone Explorin'"
    Beast Within / Elixir of Immortality / Exploration
    How will this classic deck fare this week?

    04 Feyd_Ruin :: "Copper Titan"
    Blightsteel Colossus / Copper Gnomes / Crystal Vein
    Neat combo, although one dimensional and lacking disruption

    05 tomsloger :: "Camp David"
    Council of the Absolute / Exploration / Retreat to Emeria
    Yay, trying out the new cards! This looks cool, the council seems strong.

    06 turkeytron :: "Beast Elixir: Hangin' out"
    Beast Within / Elixir of Immortality / Hangarback Walker
    Hangarback is a very solid card; it's good to see it becoming a new staple

    07 HerziQuerzi :: "Taking Back Sunday"
    Nature's Claim / Hangarback Walker / Wheel of Sun and Moon
    Welcome to the format! This looks like a very solid deck, nice work!

    The Grid
    X | 1 2 3 4 5 6 7 | PT | Points
    1 | X 6 6 3 3 6 0 | 22 | 367
    2 | 0 X 6 3 0 6 0 | 14 | 233
    3 | 0 0 X 0 0 0 0 | 00 | 000
    4 | 3 3 6 X 6 6 6 | 28 | 467
    5 | 3 6 6 0 X 6 6 | 26 | 433
    6 | 0 0 6 0 0 X 0 | 06 | 100
    7 | 6 6 6 0 0 6 X | 24 | 400


    Contents

    1. Overview
    2. Game Rules
    3. Deck Construction Rules
    4. Entry
    5. Perfect Hand Magic League
    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 online forum. To play the game, each player secretly chooses a specified number of Magic cards which form that player's 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 theoretical player of each hand employs the strategy that will maximize 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 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 – Deck Composition.


    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 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. A cost or effect that would produce a random result produces the result that least benefits the player who paid that cost or 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 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 could enable that player 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 – 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 that player doesn't, then the PHM moderator may name it. The PHM moderator may also rename a player's hand at his or discretion.


    5. Perfect Hand Magic League

    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 have 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 results 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 containing between one and seven cards. Additionally, the Game Rules and Deck 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 or basic snow land of the subtype 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 or basic snow land of the subtype 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 or basic snow land card of the subtype 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. A player must choose an opening hand that enables that player to win both games of a match against at least one legal hand, irrespective of rule 7.5a.
    7.6. Backbuild.
    7.6a. Players exchanges hands before the start of each match. A hand must enable the player of that hand to win both games of a match against a specified hand or specified hands. Ignore rule 3.1.
    7.7. Bonus Points.
    7.7a. A player earns bonus points if his or her hand meets specified requirements.

    PHM Banned List
    The following cards are automatically banned in all Perfect Hand Magic League rounds unless otherwise specified by the round rules. Each round may have an additional banned list that extends beyond, but always includes, these cards.

    Acceleration
    Channel
    Fastbond
    Flash
    Show and Tell

    Disruption
    Pact of Negation
    Chancellor of the Annex
    Force of Will
    Leyline of Anticipation
    Trinisphere

    Lands
    Ghost Quarter
    Strip Mine
    Wasteland

    Win Conditions
    Ulamog, the Infinite Gyre
    Barren Glory
    Laboratory Maniac
    Magus of the Moon
    Meddling Mage
    The Rack
    Vampire Hexmage

    Land Rule Banned List
    "Land Rule" is the most common variant for PHM, and thus a separate ban list has been developed to allow for easier moderation. The following cards are banned in Perfect Hand Magic League rounds when a Land Rule is used. There will be a reminder of this on the round rules.

    Acceleration
    Black Lotus

    Disruption
    Balancing Act
    Energy Field
    Time Walk

    Win Conditions
    Beacon of Creation
    Maralen of the Mornsong
    Nezumi Shortfang
    Red Sun's Zenith
    White Sun's Zenith
    Posted in: Forum Magic
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