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  • posted a message on Perfect Hand Magic League 29:03 - Gallywix
    reserved for scoreboard
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:03 - Gallywix

    This is the results for Perfect Hand Magic League 29:03. For submissions to Perfect Hand Magic League 29:04, go here.

    Perfect Hand Magic League 29:03

    This round was 3 Card Land Rule - Gallywix.

    Commentary
    Some chose to build around the round rule (e.g. notgreat or WhammeWhamme), some tried to attack it (e.g. chalice of the void), and others still predicted that creatures would be prevalent, and set about beating those decks.

    The new rules have arrived! Special thanks to Mogg for drafting and revising them. The rules and banned lists have not changed, but hopefully they are clearer now. Please take moment to look through the new revised rules and comment here if you have any feedback or criticism.

    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.

    Gallywix

    Whenever you cast a noncreature spell other than Lotus Petal, each opponent puts a card with the same name from outside the game into his or her hand. If they do, put a Lotus Petal from outside the game into your hand.

    Each player owns cards which are put into his or her hand in this way.

    Deck Size: 3
    Land Rule:: Basic Land Rule
    Additional Banned list:: None (remember to check the "permanently banned cards" and "land rule" banned cards)


    The Entries

    01 Madmanquail :: "Three Amigos"
    Mayor of Avabruck / Preacher / Temporal Adept
    A bit boring but hopefully reliable (MD5: Mayor of Avabruck / Preacher / Temporal Adept)

    02 snurfy8 :: "Crossing the Void"
    Chalice of the Void / Ensnaring Bridge / Keldon Megaliths
    An intelligent take on the format, I look forward to seeing this in action

    03 WhammeWhamme :: "Turn1emrakul.dec"
    Mana Vault / Sneak Attack / Emrakul, the Aeons Torn
    At first I thought "this is illegal" but then I realised - you are using the petals and the shuffling rules to slow yourself down

    04 yarn :: "Braidy Bunch"
    Braids, Cabal Minion / Chalice of the Void / Dark Ritual
    Fast Braids will be a showstopper for some decks.

    05 tomsloger :: "Emrakul's Eye"
    Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
    Tried and true, although possibly open to creature hate this week

    06 nerdyjoe :: "No Messing Around"
    Council's Judgement / Mangara of Corondor / Karakas
    I wonder whether the redundancy of your two white spells will be a help or a shortcoming?

    07 psymunn42 :: "Emrakul's Eye"
    Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
    See 05

    08 notgreat :: "Braindrain"
    Exploration / Mana Drain / Valakut, the Molten Pinnacle
    This deck is more powerful than it looks. It has a very strong opening of Forest - Exploration - Island - Lotus Petal

    09 Heinsun :: "Single Student"
    Karakas / Leyline of Singularity / Student of Warfare
    Avoids the rule, and punishes others who do the same.

    10 Feyd_Ruin :: "You've Mayor Point"
    Foil / Island / Mayor of Avabruck
    Foil sort of gets around the rule, although you have to throw away your win condition to cast it for the alternative cost.

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

    For next week's submission rules and discussion, go here!

    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 29:04 - Forbidden Crypt v2.0 - Round Complete

    This is the results for Perfect Hand Magic League 29:04. For 30:01, click here!

    Perfect Hand Magic League 29:04

    This round was 2 Card Draw Land Rule - Forbidden Crypt.

    Commentary
    This week was all about the graveyard - the round rule provided a powerful bonus effect, and well worth building around - especially given the normal constraints of a 2 card deck. Some chose to disrupt it with exiling effects, while others chose to dodge the whole issue and just play efficient cards!

    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.

    Forbidden Crypt v2.0

    If you would draw a card from an empty library, return a card from your graveyard to your hand instead. (you choose which replacement effects to apply to your draw).


    Deck Size: 2
    Land Rule:: Draw Land Rule (7.3c)
    Additional Banned list:: Land Rule Banned List (please check the "permanently banned cards" and "land rule" banned cards)

    Send your deck submission via private message (PM) to PerfectHandMagic
    Follow PerfectHandMagic to be notified when the new round is posted


    The Entries

    01 Madmanquail :: "Macabre Command"
    Cryptic Command / Faerie Macabre
    I realised how good Cryptic Command was, and then figured the faerie was pretty mandatory [MD5: Cryptic Command / Faerie Macabre]

    02 Rush_Clasic :: "ModernPTTop8.dec"
    Deceiver Exarch / Splinter Twin
    Simple and effective. The round rule gives this a little bit of resilience, too.

    03 psymunn42 :: "Beast Bomber"
    Beast Within / Nihil Spellbomb
    Spellbomb is quite good here since the draw effect lets you rescue your other card from GY hate

    04 Danxor :: "Soldier of Fortune"
    Seismic Assault / Wheel of Fortune
    Wheel of Fortune is pretty interesting - perhaps a little risky though!

    05 tomsloger :: "Grixis Aggro"
    Stingscourger / Grixis Sojourners
    A very curious pair - particularly the goblin. It will be interesting to see how this does.

    06 WhammeWhamme :: "Lethal Injection"
    Inkmoth Nexus / Invigorate
    Mostly this is just fast, although it is always nice to be able to dodge counters and bolts

    07 Wildfire393 :: "Pestilence"
    Pox / Shrieking Affliction
    Welcome to the format! This is a strong looking deck, although it is worth noting that Pox kills quite quickly without the need for the affliction - perhaps more disruption could have improved this?

    08 nerdyjoe :: "Tempo Beats by Golden Bear"
    Resounding Wave / Grixis Sojourners
    The wave looks great for the late game, and sojourners seems to be a strong choice for exiling

    09 snurfy8 :: "Spirit Swarm"
    Path to Exile / Spectral Procession
    Recurring procession could be strong, although also susceptible to GY hate

    10 yarn :: "Bitter Charm"
    Bitterblossom / Ebony Charm
    Ebony Charm is a nice way to build in a noncreature win-con to your GY hate

    11 notgreat :: "Macabre Wurms"
    Faerie Macabre / Wurmcalling
    Wurmcalling is interesting and looks powerful

    12 Heinsun :: "Macabre Fire"
    Faerie Macabre / Demonfire
    Demonfire exiling is a nice bonus

    13 Feyd_Ruin :: "Tiger Tiger"
    Scythe Tiger / Geth's Verdict
    Simplicity! I like the fact that the verdict can act as a win con.

    The Grid
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT | Points
    1 | X 0 2 6 2 6 6 2 6 0 2 2 6 | 40 | 333
    2 | 6 X 3 3 6 3 3 3 0 6 6 6 0 | 40 | 333
    3 | 2 3 X 6 2 6 6 6 6 6 0 2 6 | 50 | 417
    4 | 0 3 0 X 6 0 6 4 6 6 6 6 6 | 48 | 400
    5 | 2 0 2 0 X 0 3 2 6 2 0 0 6 | 22 | 183
    6 | 0 3 0 6 6 X 6 3 0 0 0 0 3 | 24 | 200
    7 | 0 3 0 0 3 0 X 3 6 0 0 0 6 | 18 | 150
    8 | 2 3 0 1 2 3 3 X 6 0 0 0 6 | 23 | 192
    9 | 0 6 0 0 0 6 0 0 X 0 6 0 6 | 24 | 200
    0 | 6 0 0 0 2 6 6 6 6 X 6 6 6 | 50 | 417
    1 | 2 0 6 0 6 6 6 6 0 0 X 6 6 | 44 | 367
    2 | 2 0 2 0 6 6 6 6 6 0 0 X 0 | 34 | 283
    3 | 0 6 0 0 0 3 0 0 0 0 0 6 X | 14 | 117


    For next week's submission rules, check here!

    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


    [reserved for scoreboard]
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:03 - Gallywix
    reserved
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:03 - Gallywix
    ____________________________________________________________
    __________________-:[ POINTS GRID ]:-___________________
    PLAYER_______________ WK1 _ WK2 _ WK3 _ WK4 _ PNTS _ AVG
    psymunn42____________ 333 _ 560 _ 200 _ --- _ 1093 _ 364
    Heinsun______________ 450 _ 260 _ 378 _ --- _ 1088 _ 363
    notgreat_____________ 267 _ 480 _ 311 _ --- _ 1058 _ 353
    WhammeWhamme_________ --- _ 560 _ 367 _ --- _ 0927 _ 464
    nerdyjoe_____________ 267 _ 260 _ 300 _ --- _ 0827 _ 276
    Chrono007____________ 475 _ 260 _ --- _ --- _ 0735 _ 368
    Feyd_Ruin____________ 167 _ 140 _ 378 _ --- _ 0685 _ 228
    yarn_________________ 467 _ 060 _ 144 _ --- _ 0671 _ 224
    tomsloger____________ 267 _ 120 _ 200 _ --- _ 0587 _ 196
    Madmanquail__________ 100 _ 320 _ 089 _ --- _ 0509 _ 170
    Subtle_Relevance_____ 350 _ --- _ --- _ --- _ 0350 _ 350
    Snurfy8______________ --- _ --- _ 311 _ --- _ 0311 _ 311
    thatmarkguy__________ 233 _ --- _ --- _ --- _ 0233 _ 233
    Puddle Jumper________ --- _ 190 _ --- _ --- _ 0190 _ 190
    Rush_Clasic__________ 133 _ --- _ --- _ --- _ 0133 _ 133
    Sand_Crab____________ 133 _ --- _ --- _ --- _ 0133 _ 133
    _____________________________________________________
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:03 - Gallywix

    This is the results for Perfect Hand Magic League 29:03. For submissions to Perfect Hand Magic League 29:04, go here.

    Perfect Hand Magic League 29:03

    This round was 3 Card Land Rule - Gallywix.

    Commentary
    Some chose to build around the round rule (e.g. notgreat or WhammeWhamme), some tried to attack it (e.g. chalice of the void), and others still predicted that creatures would be prevalent, and set about beating those decks.

    The new rules have arrived! Special thanks to Mogg for drafting and revising them. The rules and banned lists have not changed, but hopefully they are clearer now. Please take moment to look through the new revised rules and comment here if you have any feedback or criticism.

    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.

    Gallywix

    Whenever you cast a noncreature spell other than Lotus Petal, each opponent puts a card with the same name from outside the game into his or her hand. If they do, put a Lotus Petal from outside the game into your hand.

    Each player owns cards which are put into his or her hand in this way.

    Deck Size: 3
    Land Rule:: Basic Land Rule
    Additional Banned list:: None (remember to check the "permanently banned cards" and "land rule" banned cards)


    The Entries

    01 Madmanquail :: "Three Amigos"
    Mayor of Avabruck / Preacher / Temporal Adept
    A bit boring but hopefully reliable (MD5: Mayor of Avabruck / Preacher / Temporal Adept)

    02 snurfy8 :: "Crossing the Void"
    Chalice of the Void / Ensnaring Bridge / Keldon Megaliths
    An intelligent take on the format, I look forward to seeing this in action

    03 WhammeWhamme :: "Turn1emrakul.dec"
    Mana Vault / Sneak Attack / Emrakul, the Aeons Torn
    At first I thought "this is illegal" but then I realised - you are using the petals and the shuffling rules to slow yourself down

    04 yarn :: "Braidy Bunch"
    Braids, Cabal Minion / Chalice of the Void / Dark Ritual
    Fast Braids will be a showstopper for some decks.

    05 tomsloger :: "Emrakul's Eye"
    Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
    Tried and true, although possibly open to creature hate this week

    06 nerdyjoe :: "No Messing Around"
    Council's Judgement / Mangara of Corondor / Karakas
    I wonder whether the redundancy of your two white spells will be a help or a shortcoming?

    07 psymunn42 :: "Emrakul's Eye"
    Emrakul, the Aeons Torn / Lion's Eye Diamond / Shelldock Isle
    See 05

    08 notgreat :: "Braindrain"
    Exploration / Mana Drain / Valakut, the Molten Pinnacle
    This deck is more powerful than it looks. It has a very strong opening of Forest - Exploration - Island - Lotus Petal

    09 Heinsun :: "Single Student"
    Karakas / Leyline of Singularity / Student of Warfare
    Avoids the rule, and punishes others who do the same.

    10 Feyd_Ruin :: "You've Mayor Point"
    Foil / Island / Mayor of Avabruck
    Foil sort of gets around the rule, although you have to throw away your win condition to cast it for the alternative cost.

    The Grid
    X | 1 2 3 4 5 6 7 8 9 0 | PT | Points
    1 | X 0 0 0 0 3 0 0 0 6 | 08 | 089
    2 | 6 X 6 4 3 2 3 0 6 0 | 28 | 311
    3 | 6 0 X 6 6 1 6 6 0 3 | 33 | 367
    4 | 6 1 0 X 3 1 3 0 1 0 | 13 | 144
    5 | 6 3 0 3 X 0 3 6 0 0 | 18 | 200
    6 | 3 2 4 4 6 X 6 0 2 1 | 27 | 300
    7 | 6 3 0 3 3 0 X 6 0 0 | 18 | 200
    8 | 6 6 0 6 0 6 0 X 3 3 | 28 | 311
    9 | 6 0 6 4 6 2 6 3 X 2 | 34 | 378
    0 | 0 6 3 6 6 4 6 3 2 X | 34 | 378

    For next week's submission rules and discussion, go here!

    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


    Trying something new here, just to see how it works.
    This will be the thread for Perfect Hand Magic League 29:03. If you would like to discuss the round, this is the place. When the deadline is up, this is the place where the decks will be posted. The basic idea is one round per thread.

    Also: one of our long time mods and players, Mogg, is currently updating and streamlining the PHM rules. Please check out the new rules and offer feedback and constructive criticism here.

    Next Round : Perfect Hand Magic League 29:03

    Next Round will be '3 Card Land Rule - Gallywix'.
    Entries are due Monday 23rd Feb at 19:00 UTC
    3 Card Land Rule - Gallywix
    Gallywix

    Whenever you cast a noncreature spell other than Lotus Petal, each opponent puts a card with the same name from outside the game into his or her hand. If they do, put a Lotus Petal from outside the game into your hand.

    Each player owns cards which are put into his or her hand in this way.

    Deck Size: 3
    Land Rule:: Basic Land Rule
    Additional Banned list:: None (remember to check the "permanently banned cards" and "land rule" banned cards)

    Send your deck submission via private message (PM) to PerfectHandMagic
    Follow PerfectHandMagic to be notified when the new round is posted

    MD5 of Madmanquail's deck: 87ed9c7a01cc3b7655af940d8e962889

    What is Perfect Hand Magic?
    Perfect Hand Magic (PHM) is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.

    What is the Perfect Hand Magic League?
    The Perfect Hand Magic League is a four-week PHM tournament, which spans all Perfect Hand formats and embraces a constantly evolving set of rules. For each week of the four-week tournament, a new PHM format is announced for players to enter. Players compete for tournament points each round. At the end of the four-week tournament, the player who has accumulated the most points over the four weeks wins the tournament.

    Basic Rules of Perfect Hand Magic League
    Below lies the rules of PHM League written in laymen's terms for ease of understanding.
    While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
    Overview
    The Perfect Hand Magic League (PHM League) is a Magic tournament that consists of four rounds of Perfect Hand Magic (PHM), run entirely within this forum. To compete, entrants submit decks containing a varying number of cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
    Deck Construction Rules
    1. A deck must contain exactly the number of cards specified by the week's rules. This usually ranges from 2 - 6 cards
    2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the PHM Banned List.
    3. A player's deck must not enable that player to win the game before an opponent's second turn.
    4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
    5. A player's deck must enable that player to win the game.
    Deck Submission Rules
    6. An entrant submits his or her deck to the PHM moderator (user: PerfectHandMagic) by private message.
    Playing the Decks
    7. Entrants don't actually play their decks, because game results can be determined theoretically.
    8. Each player starts the game with the cards in his or her deck in his or her hand.
    9. A player doesn't lose the game as a result of being unable to draw a card.
    10. A random effect resolves in favor of the opponent of the owner of that effect.
    11. Players know all information that would normally be concealed from them.
    12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
    Points
    13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
    14. The entrant with the most points in the four rounds comprising the rolling 4-weekly Perfect Hand Magic League is named the tournament winner.
    Extra Rules
    15. Some optional rules may be used; see Optional Rules.
    16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
    Optional Rules

    Land Rule
    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.
    Expanded Land Rule
    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.
    Alternative Land Rule
    If a player would draw a card from an empty library, that player puts a basic land card 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.
    Sanctioned Magic Format
    A deck may contain only cards contained in sets legal in the specified format.
    Counter Rule
    Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    Life Rule
    If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
    Special Format
    Other rules are specified.

    Note: Rules below this line still refer to "ABT and "XCB" rather than "PHM" (review/change is ongoing)

    XCB Comprehensive Rules
    Below lies the comprehensive rules system for the ABT.
    Rules are written for precision and game clarification. They are not written for ease of reading.

    Game Rules
    1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
    1.1a. X is a number.
    1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
    1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
    1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
    1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
    1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
    1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
    1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
    1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    1.3b. Rules 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 (see Rule 2.3d).
    1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
    1.4a. A player's opening hand contains the cards in his or her deck.
    1.4b. Players don't draw hands or mulligan.
    1.4c. Players don't have sideboards.
    1.5. Players' libraries begin the game empty.
    1.5a. A player doesn't lose the game as a result of being unable to draw a card.
    1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
    1.7. Some versions of XCB use a land rule.
    1.7a. 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.
    1.7b. This is the expanded 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.
    1.7c. This is the alternative land rule (ALR). 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.
    1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
    1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
    1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
    1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
    1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
    1.9. Some versions of XCB use the counter rule.
    1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    1.10. Some versions of XCB use a life rule.
    1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
    1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
    1.11. Each player plays one match against each other player.
    1.11a. Each match has two games.
    1.11b. Each player is the starting player for one game in each match.
    1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
    1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
    1.11e. 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.
    1.11f. If a game would continue indefinitely, then the game is a draw.
    Tournament Rules
    2.1. Entrants compete in a competition.
    2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
    2.1b. The ABT is a competition consisting of four rounds.
    2.2. An entrant submits his or her deck to the ABT moderator.
    2.2a. An entrant submits his or her deck by private message (pm).
    2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
    2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
    2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
    2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
    2.3. Decks are subject to some restrictions.
    2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
    i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
    ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
    iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
    iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
    2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
    2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
    2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
    2.3e. A deck may not contain any cards on the ABT Banned List.
    2.4. Points determine round standings.
    2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
    2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
    2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
    2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
    2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
    2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
    2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
    2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
    2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
    2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
    3. Prize Rules
    3.1. A prize shall be given to the tournament winner.
    3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
    3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
    3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
    3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
    3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
    3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
    3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
    3.2. As a prized tournament, special scoring rules and practices are in place.
    3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
    3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
    3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
    3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
    3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.

    Permanently Banned Cards
    The following cards are permanently banned in the All Blind Tournament.
    Each round will have an additional banned list that extends beyond, but always includes, these cards.
    Land Rule Banned Cards
    The following cards are often worth banning when a Land Rule is used.
    They are included here for reference.
    Player Standings
    Previous standings will always be posted below the opening post of each week's thread.
    Standings will be updated after the current week has been completed and score checking has finished.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:02 - Prometheus
    ____________________________________________________________
    __________________-:[ POINTS GRID ]:-___________________
    PLAYER_______________ WK1 _ WK2 _ WK3 _ WK4 _ PNTS _ AVG
    Chrono007____________ 475 _ 260 _ --- _ --- _ 0735 _ 368
    yarn_________________ 467 _ 060 _ --- _ --- _ 0527 _ 263
    Heinsun______________ 450 _ 260 _ --- _ --- _ 0710 _ 355
    Subtle_Relevance_____ 350 _ --- _ --- _ --- _ 0350 _ 350
    psymunn42____________ 333 _ 560 _ --- _ --- _ 0893 _ 447
    nerdyjoe_____________ 267 _ 260 _ --- _ --- _ 0527 _ 263
    tomsloger____________ 267 _ 120 _ --- _ --- _ 0387 _ 193
    notgreat_____________ 267 _ 480 _ --- _ --- _ 0747 _ 373
    thatmarkguy__________ 233 _ --- _ --- _ --- _ 0233 _ 233
    Feyd_Ruin____________ 167 _ 140 _ --- _ --- _ 0307 _ 153
    Rush_Clasic__________ 133 _ --- _ --- _ --- _ 0133 _ 133
    Sand_Crab____________ 133 _ --- _ --- _ --- _ 0133 _ 133
    Madmanquail__________ 100 _ 320 _ --- _ --- _ 0420 _ 210
    WhammeWhamme_________ --- _ 560 _ --- _ --- _ 0560 _ 560
    Puddle Jumper________ --- _ 190 _ --- _ --- _ 0190 _ 190
    _____________________________________________________
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:02 - Prometheus

    This is the thread for Perfect Hand Magic League 29:02.

    Round Perfect Hand Magic League 29:02

    This round was 5 Card Prometheus.

    Commentary
    I first wanted to run this round a long time ago. It was vaguely based around the deckbuilding game Dominion, but gradually became refined into its current state. It's a weird one but I hope you enjoyed building for it!

    Aside: One of our long time mods and players, Mogg, is currently updating and streamlining the PHM rules. Please check out the new rules and offer feedback and constructive criticism here.

    This week, we saw a few different approaches. Counters were naturally pretty good since you get to regrow them. Lands dodged the round rules and so were a good way to win. Finally, some players found cool ways to punish their opponent's recycling mechanics. Good work everyone!

    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.

    Each player begins the game with an emblem which reads:

    Eternal Punishment
    "If a card would be put into your graveyard from anywhere, put it on the bottom of its owner's library instead.

    At the beginning of your upkeep, sacrifice all nonland permanents you control, discard your hand, then draw 5 cards."

    This week, a player cannot submit a deck which can exile cards from an opponent's library or which can prevent the opponent from drawing a card before the end of the opponent's second turn DRAW phase.

    Deck Size: 5
    Land Rule:: None
    Additional Banned list:: Silence, Orim's Chant, Black Lotus (remember to check the "permanently banned cards")

    The Entries

    01 Madmanquail :: "Brain Surgery"
    Cranial Extraction / Bottomless Vault / Tropical Island / Mishra's Factory / Foil
    I wanted a way to permanently grab cards from my opponent's deck. Win condition is uber-weak but I figured I could protect it well enough. (MD5 Cranial Extraction / Bottomless Vault / Tropical Island / Mishra’s Factory / Foil)

    02 Puddle Jumper :: "Lilies and Daisy Petals"
    Lotus Petal / Underground Sea / Liliana's Caress / Spell Pierce / Daze
    Disruptive, but a potentially unreliable win condition

    03 NemataGG :: "Born Slippy"
    Island / Stifle / Daze / Foil / Slippery Bogle
    Extremely disruptive, but weak to land based strategies

    04 WhammeWhamme :: "Swiss Army Knife"
    Volcanic Island / Foil / Daze / Lightning Bolt / Inkmoth Nexus
    see 09

    05 notgreat :: "Angry Lion"
    Foil / Volcanic Island / Keldon Megaliths / Lion's Eye Diamond / Fiery Temper
    A curious variation on Mountain + Lightning Bolt

    06 Rush_Clasic :: "déjà vu"
    Volcanic Island / Volcanic Island / Lightning Bolt / Stifle / Foil
    I expected this kind of deck, I'm curious to see how well it does

    07 Heinsun :: "Mind the Sword"
    Mishra's Factory / Rishadan Port / Boseiju, Who Shelters All / Subterranean Hangar / Mind Swords
    Similar to mine, although I like Rishadan Port here

    08 nerdyjoe :: ""No" Choice"
    Underground Sea / Foil / Tyrant's Choice / Mishra's Factory / Peat Bog
    Tyrant's Choice seems odd; and instant seems more versatile

    09 psymunn42 :: "Swiss Army Knife"
    Volcanic Island / Foil / Daze / Lightning Bolt / Inkmoth Nexus
    Highly disruptive with diverse threats - great design

    10 tomsloger :: "Charming Tune"
    Ebony Charm / Seething Song / Manamorphose / Ancestral Recall / Dwarven Hold
    Aiming to beat angel's grace - d'oh!

    11 Feyd_Ruin :: "Banned for Life"
    Plains / Lotus Petal / Conjurer's Ban / Dark Ritual / Syphon Life
    A few players attempted conjurer's ban decks but only one seemed to make it through to submission

    12 Chrono007 :: "Big Red Monster"
    City of Traitors / Sphere of Resistance / Lightning Bolt / Mox Ruby / Greater Gargadon
    Simple yet powerful - suspend is a fine choice

    13 yarn :: "Boobs on the Mind"
    City of Traitors / Mana Crypt / Mana Vault / Mindslaver / Booby Trap
    Mindslaver is tech, although you can't quite set up a lock here

    The Grid
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT | Points
    1 | X 6 . 0 0 . 0 2 0 6 6 6 6 | 32 | 320
    2 | 0 X . 0 0 . 0 1 0 6 6 0 6 | 19 | 190
    3 | . . X . . . . . . . . . . | -- |
    4 | 6 6 . X 6 . 6 6 2 6 6 6 6 | 56 | 560
    5 | 6 6 . 0 X . 6 6 0 6 6 6 6 | 48 | 480
    6 | . . . . . X . . . . . . . | -- |
    7 | 6 6 . 0 0 . X 2 0 6 0 0 6 | 26 | 260
    8 | 2 4 . 0 0 . 2 X 0 6 6 0 6 | 26 | 260
    9 | 6 6 . 2 6 . 6 6 X 6 6 6 6 | 56 | 560
    0 | 0 0 . 0 0 . 0 0 0 X 6 6 0 | 12 | 120
    1 | 0 0 . 0 0 . 6 0 0 0 X 3 6 | 14 | 140
    2 | 0 6 . 0 0 . 6 6 0 0 3 X 6 | 26 | 260
    3 | 0 0 . 0 0 . 0 0 0 6 0 0 X | 06 | 060



    next round (though you should note that it has its very own thread now)
    Next Round : Perfect Hand Magic League 29:03

    Next Round will be '3 Card Land Rule - Gallywix'.
    Entries are due Monday 23rd Feb at 19:00 UTC
    3 Card Land Rule - Gallywix
    Gallywix

    Whenever you cast a noncreature spell other than Lotus Petal, each opponent puts a card with the same name from outside the game into his or her hand. If they do, put a Lotus Petal from outside the game into your hand.

    Each player owns cards which are put into his or her hand in this way.

    Deck Size: 3
    Land Rule:: Basic Land Rule
    Additional Banned list:: None (remember to check the "permanently banned cards" and "land rule" banned cards)

    Send your deck submission via private message (PM) to PerfectHandMagic
    Follow PerfectHandMagic to be notified when the new round is posted

    What is Perfect Hand Magic?
    Perfect Hand Magic (PHM) is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.

    What is the Perfect Hand Magic League?
    The Perfect Hand Magic League is a four-week PHM tournament, which spans all Perfect Hand formats and embraces a constantly evolving set of rules. For each week of the four-week tournament, a new PHM format is announced for players to enter. Players compete for tournament points each round. At the end of the four-week tournament, the player who has accumulated the most points over the four weeks wins the tournament.

    Basic Rules of Perfect Hand Magic League
    Below lies the rules of PHM League written in laymen's terms for ease of understanding.
    While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
    Overview
    The Perfect Hand Magic League (PHM League) is a Magic tournament that consists of four rounds of Perfect Hand Magic (PHM), run entirely within this forum. To compete, entrants submit decks containing a varying number of cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
    Deck Construction Rules
    1. A deck must contain exactly the number of cards specified by the week's rules. This usually ranges from 2 - 6 cards
    2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the PHM Banned List.
    3. A player's deck must not enable that player to win the game before an opponent's second turn.
    4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
    5. A player's deck must enable that player to win the game.
    Deck Submission Rules
    6. An entrant submits his or her deck to the PHM moderator (user: PerfectHandMagic) by private message.
    Playing the Decks
    7. Entrants don't actually play their decks, because game results can be determined theoretically.
    8. Each player starts the game with the cards in his or her deck in his or her hand.
    9. A player doesn't lose the game as a result of being unable to draw a card.
    10. A random effect resolves in favor of the opponent of the owner of that effect.
    11. Players know all information that would normally be concealed from them.
    12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
    Points
    13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
    14. The entrant with the most points in the four rounds comprising the rolling 4-weekly Perfect Hand Magic League is named the tournament winner.
    Extra Rules
    15. Some optional rules may be used; see Optional Rules.
    16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
    Optional Rules

    Land Rule
    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.
    Expanded Land Rule
    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.
    Alternative Land Rule
    If a player would draw a card from an empty library, that player puts a basic land card 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.
    Sanctioned Magic Format
    A deck may contain only cards contained in sets legal in the specified format.
    Counter Rule
    Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    Life Rule
    If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
    Special Format
    Other rules are specified.

    Note: Rules below this line still refer to "ABT and "XCB" rather than "PHM" (review/change is ongoing)

    XCB Comprehensive Rules
    Below lies the comprehensive rules system for the ABT.
    Rules are written for precision and game clarification. They are not written for ease of reading.

    Game Rules
    1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
    1.1a. X is a number.
    1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
    1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
    1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
    1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
    1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
    1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
    1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
    1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    1.3b. Rules 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 (see Rule 2.3d).
    1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
    1.4a. A player's opening hand contains the cards in his or her deck.
    1.4b. Players don't draw hands or mulligan.
    1.4c. Players don't have sideboards.
    1.5. Players' libraries begin the game empty.
    1.5a. A player doesn't lose the game as a result of being unable to draw a card.
    1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
    1.7. Some versions of XCB use a land rule.
    1.7a. 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.
    1.7b. This is the expanded 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.
    1.7c. This is the alternative land rule (ALR). 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.
    1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
    1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
    1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
    1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
    1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
    1.9. Some versions of XCB use the counter rule.
    1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    1.10. Some versions of XCB use a life rule.
    1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
    1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
    1.11. Each player plays one match against each other player.
    1.11a. Each match has two games.
    1.11b. Each player is the starting player for one game in each match.
    1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
    1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
    1.11e. 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.
    1.11f. If a game would continue indefinitely, then the game is a draw.
    Tournament Rules
    2.1. Entrants compete in a competition.
    2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
    2.1b. The ABT is a competition consisting of four rounds.
    2.2. An entrant submits his or her deck to the ABT moderator.
    2.2a. An entrant submits his or her deck by private message (pm).
    2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
    2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
    2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
    2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
    2.3. Decks are subject to some restrictions.
    2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
    i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
    ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
    iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
    iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
    2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
    2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
    2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
    2.3e. A deck may not contain any cards on the ABT Banned List.
    2.4. Points determine round standings.
    2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
    2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
    2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
    2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
    2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
    2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
    2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
    2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
    2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
    2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
    3. Prize Rules
    3.1. A prize shall be given to the tournament winner.
    3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
    3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
    3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
    3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
    3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
    3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
    3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
    3.2. As a prized tournament, special scoring rules and practices are in place.
    3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
    3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
    3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
    3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
    3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.

    Permanently Banned Cards
    The following cards are permanently banned in the All Blind Tournament.
    Each round will have an additional banned list that extends beyond, but always includes, these cards.
    Land Rule Banned Cards
    The following cards are often worth banning when a Land Rule is used.
    They are included here for reference.
    Player Standings
    Previous standings will always be posted below the opening post of each week's thread.
    Standings will be updated after the current week has been completed and score checking has finished.


    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    Well done to Chrono007 who takes the win this week with a pragmatic and complimentary deck design

    11 Chrono007 :: "Ajani Control"
    Karakas / Leyline of Singularity / Ajani Vengeant / Mercadian Bazaar
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    Please note all, the round rules have been updated as per the above post.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    Please note: the following deck has just been revised

    09 Rush_Clasic
    Black LotusMox Ruby / City of Traitors / Skirk Alarmist / Emrakul, the Aeons Torn

    Please review your matchups accordingly

    sorry for last minute notice
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny
    reserved
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 29:01 - Manifest Destiny

    This is the results for round Perfect Hand Magic League 29:01 and the start for round Perfect Hand Magic League 29:02.

    Round Perfect Hand Magic League 29:01

    This round was 4 Card - Manifest Destiny.

    Commentary
    Firstly, let's all thank seasoned PHM veteran bateleur for putting together the awesome new PHM banner! I (madmanquail) have put it into my signature with a link to the "other forum games" forum page - I welcome others to do the same if they wish.

    This week's round rule was one of those difficult-too-use effects, but which actually had a profound impact on the meta. For example, I assumed that counterspells would be nearly unplayable. I also note that every single deck included lands, which wasn't too great for my Tabernacle :P. The dreadnought combo looks interesting, although perhaps still vulnerable to creature hate - I look forward to seeing who will emerge victorious.

    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.

    Manifest Destiny

    Cards in your hand have {3}: Manifest this card (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)

    Deck Size: 4
    Land Rule:: None
    Additional Banned list:: None
    (please remember to check the "permanently banned cards")


    The Entries

    01 Madmanquail :: "Safe Bolas"
    Safe Haven / Nicol Bolas, Planeswalker / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth
    Oh dear. Not my week (MD5 string: Safe Haven / Nicol Bolas, Planeswalker / The Tabernacle at Pendrell Vale / Urborg, Tomb of Yawgmoth)

    02 nerdyjoe :: "Oh no you di'int"
    Containment Priest / Gemstone Caverns / Simian Spirit Guide / Karakas
    Fast containment priest will shut down some decks

    03 psymunn42 :: "The Dreadnought in the Room"
    Phyrexian Dreadnought / Black Lotus / Karakas / Leyline of Singularity
    This combines two powerful things into one deck - a fast threat + powerful disruption

    04 tomsloger :: "Needled Dreadnought"
    Phyrexian Dreadnought / Inkmoth Nexus / City of Traitors / Pithing Needle
    Pithing Needle is tech. Dual threats are great to have.

    05 Feyd_Ruin :: "Tin Man"
    Cavern of Souls / Chronomaton / Magma Spray / Simian Spirit Guide
    Kill your guy, make my own guy. I like it.

    06 Heinsun :: "Voidstone Bomber"
    Voidstone Gargoyle / Black Lotus / City of Traitors / Ratchet Bomb
    Voidstone Gargoyle is a good choice, in particular for the normally-irrelevant final line of text

    07 notgreat :: "Dreadfoil"
    Dread / Underground Sea / Foil / Bottomless Vault
    Foil will probably not be too hot this week, and this deck has a "shields down" problem, but Dread is a really cool card

    08 yarn :: "Bridge Tongs"
    Defense Grid / Ensnaring Bridge / Mishra's Workshop / Scalding Tongs
    Ignoring the round rule is a totally valid option. Defense should probabaly have been pithing needle

    09 Rush_Clasic :: "Obvious.dec"
    Mox Ruby / City of Traitors / Skirk Alarmist / Emrakul, the Aeons Torn
    This is good at dealing 15 points, but I wonder how reliably it can get to 20

    10 Subtle_Relevance :: "One mana Control"
    Karakas / Leyline of Singularity / Tethered Griffin / Mental Misstep
    Tethered Griffin is an odd choice - I assume the 2/3 body was the attraction

    11 Chrono007 :: "Ajani Control"
    Karakas / Leyline of Singularity / Ajani Vengeant / Mercadian Bazaar
    Two powerful and complementary mechanisms.

    12 Sand_Crab :: "Hope Rises"
    Lion's Eye Diamond / Unburial Rites / Plains / Avacyn, Angel of Hope
    Is Avacyn good enough to win alone?

    13 thatmarkguy :: "Path from the Grave"
    Lion's Eye Diamond / Unburial Rites / Crystal Vein / Pathrazer of Ulamog
    Annihillator is a pretty decent way to clear out lands and other permanents

    The Grid
    X | 1 2 3 4 5 6 7 8 9 0 1 2 3 | PT | PotM
    1 | X 0 0 0 0 0 6 2 0 2 0 3 0 | 12 | 100
    2 | 6 X 2 6 0 0 0 0 6 0 0 6 6 | 32 | 267
    3 | 6 2 X 3 6 2 2 0 6 2 0 6 6 | 40 | 333
    4 | 6 0 3 X 6 0 6 0 6 0 6 0 0 | 32 | 267
    5 | 6 6 0 0 X 0 6 0 2 0 0 0 0 | 20 | 167
    6 | 6 6 2 6 6 X 2 6 6 6 4 3 3 | 54 | 450
    7 | 0 6 2 0 0 2 X 0 6 2 2 6 6 | 32 | 267
    8 | 2 6 6 6 6 0 6 X 6 6 0 6 6 | 56 | 467
    9 | 6 0 0 0 2 0 0 0 X 0 0 6 3 | 16 | 133
    0 | 2 6 2 6 6 0 2 0 6 X 0 6 6 | 42 | 350
    1 | 6 6 6 0 6 1 2 6 6 6 X 6 6 | 57 | 475
    2 | 3 0 0 6 6 3 0 0 0 0 0 X 0 | 16 | 133
    3 | 6 0 0 6 6 3 0 0 3 0 0 6 X | 28 | 233



    Congratulations to Chrono007 for winning PHM League 29-01!!!

    Next Round : Perfect Hand Magic League 29:02


    Next Round will be '5 Card Prometheus'.
    Entries are due Monday 16th Feb at 19:00 UTC


    5 Card Prometheus
    Each player begins the game with an emblem which reads:

    Eternal Punishment
    "If a card would be put into your graveyard from anywhere, put it on the bottom of its owner's library instead.
    At the beginning of your upkeep, sacrifice all nonland permanents you control, discard your hand, then draw 5 cards."

    This week, a player cannot submit a deck which can exile cards from an opponent's library or which can prevent the opponent from drawing a card before the end of the opponent's second turn DRAW phase.

    Deck Size: 5
    Land Rule:: None
    Additional Banned list:: Silence, Orim's Chant, Black Lotus (remember to check the "permanently banned cards")

    Send your deck submission via private message (PM) to PerfectHandMagic
    Follow PerfectHandMagic to be notified when the new round is posted

    MD5 of Madmanquail's deck: 4d284d4e96eaa1cb0e0546265ebf40d6


    What is Perfect Hand Magic?
    Perfect Hand Magic (PHM) is an online Magic format played here on the forums. Players play with an extremely limited deck size, such as 3 cards. Players begin with their entire deck (ie: those three cards) in hand and have no library (players don't lose when they fail to draw a card because of this). Due to the extremely limited number of play options given with their small deck size, games are calculated, rather then played, with an absolute determined winner (or a tie). Each player plays a match of two games against each other player who submitted - once going first, and once going second. Wins, losses, and ties for each of those two games are calculated by the moderator and players. The actual fun of the game comes from trying to decide which cards you will be playing.

    What is the Perfect Hand Magic League?
    The Perfect Hand Magic League is a four-week PHM tournament, which spans all Perfect Hand formats and embraces a constantly evolving set of rules. For each week of the four-week tournament, a new PHM format is announced for players to enter. Players compete for tournament points each round. At the end of the four-week tournament, the player who has accumulated the most points over the four weeks wins the tournament.

    Basic Rules of Perfect Hand Magic League
    Below lies the rules of PHM League written in laymen's terms for ease of understanding.
    While a comprehensive rule system exists, new players and quick glances are best left for this basic explanation.
    Overview
    The Perfect Hand Magic League (PHM League) is a Magic tournament that consists of four rounds of Perfect Hand Magic (PHM), run entirely within this forum. To compete, entrants submit decks containing a varying number of cards which are played against each other. Scoring assumes optimal play, without randomness or concealed information.
    Deck Construction Rules
    1. A deck must contain exactly the number of cards specified by the week's rules. This usually ranges from 2 - 6 cards
    2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the PHM Banned List.
    3. A player's deck must not enable that player to win the game before an opponent's second turn.
    4. A player's deck must not enable that player to force an opponent to lose any cards in his or her hand before an opponent's second turn.
    5. A player's deck must enable that player to win the game.
    Deck Submission Rules
    6. An entrant submits his or her deck to the PHM moderator (user: PerfectHandMagic) by private message.
    Playing the Decks
    7. Entrants don't actually play their decks, because game results can be determined theoretically.
    8. Each player starts the game with the cards in his or her deck in his or her hand.
    9. A player doesn't lose the game as a result of being unable to draw a card.
    10. A random effect resolves in favor of the opponent of the owner of that effect.
    11. Players know all information that would normally be concealed from them.
    12. Each player plays one two-game match against each other player, and each player is the starting player once per match.
    Points
    13. The entrant with the most points in a round is the round winner. For each match, an entrant earns 3 points per game win and 1 point per drawn game. However, an entrant earns only 2 points for a split match (each player wins a game).
    14. The entrant with the most points in the four rounds comprising the rolling 4-weekly Perfect Hand Magic League is named the tournament winner.
    Extra Rules
    15. Some optional rules may be used; see Optional Rules.
    16. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive Rules.
    Optional Rules

    Land Rule
    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.
    Expanded Land Rule
    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.
    Alternative Land Rule
    If a player would draw a card from an empty library, that player puts a basic land card 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.
    Sanctioned Magic Format
    A deck may contain only cards contained in sets legal in the specified format.
    Counter Rule
    Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    Life Rule
    If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win the game as though this rule didn't exist.
    Special Format
    Other rules are specified.

    Note: Rules below this line still refer to "ABT and "XCB" rather than "PHM" (review/change is ongoing)

    XCB Comprehensive Rules
    Below lies the comprehensive rules system for the ABT.
    Rules are written for precision and game clarification. They are not written for ease of reading.

    Game Rules
    1.1. There are many versions of XCB. Each version has a name, of the form XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
    1.1a. X is a number.
    1.1b. 'Land Rule' can be LR, ELR, ALR, or nothing. LR indicates that the basic land rule is in effect, ELR indicates that the expanded land rule is in effect, and ALR indicates that the alternative land rule is in effect (see Rule 1.7).
    1.1c. 'Sanctioned Magic Format' can be the name of a sanctioned Magic constructed format or nothing. The name of a format indicates that only cards contained in sets legal in that format may be submitted. This is an exception to rule 2.3c.
    1.1d. 'Special Format' can be the name of at least one special format or nothing. The name of a special format indicates that the special format in effect (see Rule 1.8).
    1.1e. 'Bonus' can be (Bonus) or nothing. (Bonus) modifies the preceding special format, indicating that an entrant must not follow the rules of that format, but that entrant will earn a specified number of bonus points if he or she does (see Rule 2.4f).
    1.1f. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).
    1.1g. 'Life Rule' can be LF, AL, or nothing. LF indicates that the life rule is in effect and AL indicates that the alternative life rule is in effect (see Rule 1.10).
    1.2. Decks are not played, but are scored as though they were. The player of a deck is the entrant who submitted that deck.
    1.3. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
    1.3a. Ignore any part of an instruction that isn't covered by these rules or the rules of Magic.
    1.3b. Rules 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 (see Rule 2.3d).
    1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
    1.4a. A player's opening hand contains the cards in his or her deck.
    1.4b. Players don't draw hands or mulligan.
    1.4c. Players don't have sideboards.
    1.5. Players' libraries begin the game empty.
    1.5a. A player doesn't lose the game as a result of being unable to draw a card.
    1.6. A cost or effect that would produce a random result produces the result that least benefits the player who paid the cost or the owner of the source of the effect instead.
    1.7. Some versions of XCB use a land rule.
    1.7a. 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.
    1.7b. This is the expanded 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.
    1.7c. This is the alternative land rule (ALR). 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.
    1.8. Some versions of XCB use a special format. A special format is an extra set of rules. These rules overwrite any other applicable rules. A non-comprehensive list of special formats is maintained here.
    1.8a. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.
    1.8b. Some special formats generate continuous effects. Continuous effects generated by special formats are applied in the order those formats are listed in the XCB version name, before any other effects that could be applied in a layer.
    1.8c. Some special formats require an entrant to make some number of decisions in addition to or instead of submitting a deck. An entrant's submission is that entrant's deck and any decisions that entrant makes. An entrant's submission must not violate rule 2.3 if all instances of the word 'deck' in that rule are replaced with 'submission'.
    1.8d. Some special formats refer to decks that obtain or could obtain results. Saying that a deck obtains or could obtain a result means that the player of that deck obtains or could obtain that result in a game or match against another player (see Rule 1.11). If a deck obtains or could obtain a result against another deck, then the player of that deck obtains or could obtain that result against the player of the other deck.
    1.9. Some versions of XCB use the counter rule.
    1.9a. This is the counter rule (C). Until each player has completed two turns, each player ignores any part of an effect of a source an opponent owns that would counter a spell that player controls.
    1.10. Some versions of XCB use a life rule.
    1.10a. This is the life rule (LF). If neither player would win otherwise, then the player who maintains the higher life total wins the game. Determine whether a deck enables the player of that deck to win a match as though this rule didn't exist (see Rule 2.3b).
    1.10b. This is the alternative life rule (AL). If neither player would win otherwise, then the player who maintains the higher life total wins the game.
    1.11. Each player plays one match against each other player.
    1.11a. Each match has two games.
    1.11b. Each player is the starting player for one game in each match.
    1.11c. Games are played with perfect information; players know the identities of face-down cards and cards in hidden zones, and players know which decisions have been made by other players.
    1.11d. Games are played optimally. The best outcome for a player is to win the game and the worst outcome is to lose the game.
    1.11e. 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.
    1.11f. If a game would continue indefinitely, then the game is a draw.
    Tournament Rules
    2.1. Entrants compete in a competition.
    2.1a. The shortest type of competition is a round. Typically, each round lasts one week.
    2.1b. The ABT is a competition consisting of four rounds.
    2.2. An entrant submits his or her deck to the ABT moderator.
    2.2a. An entrant submits his or her deck by private message (pm).
    2.2b. An entrant may submit multiple decks, but only the most recently submitted deck is counted.
    2.2c. An illegal deck is not counted. At the moderator’s discretion, an illegal deck may be replaced by a similar deck – in which any cards causing that deck to be illegal have been removed or replaced.
    2.2d. The moderator determines the result of each match. Entrants may challenge results, but not after the results of the first round of a new ABT has been posted, except at the moderator's discretion.
    2.2e. An entrant may name his or her deck. If an entrant doesn't, then the moderator may name it.
    2.3. Decks are subject to some restrictions.
    2.3a. An entrant may not submit a deck that could enable the player of that deck to win the game or force any cards in an opponent's hand to change zones before an opponent's second turn. A card is forced to change zones if the owner of that card could make no sequence of decisions that would not result in either that card changing zones or that player losing the game before his or her second turn. Ignore this rule in the following cases:
    i. All cards in an opponent's hand that would be forced to change zones would not be cast by that opponent and would enter the battlefield under that opponent's control. For example, a 4CB deck with two copies of Black Lotus could contain Stronghold Gambit but could not contain Wild Evocation.
    ii. All cards in an opponent's hand that weren't there as a result of a cost or effect that opponent controlled that would be forced to change zones during the resolution of a spell or ability would be in that opponent's hand after that spell or ability resolved. For example, a 3CB deck could contain Timetwister and Black Lotus but an 8CB deck could not.
    iii. Cards in an opponent's hand would be forced to change zones only if cards in that opponent's hand that started outside the game would cause that opponent's maximum hand size at the start of the game to be exceeded. For example, a 3CB LR deck could contain two copies of Ancestral Recall.
    iv. The rule would be violated only in a game that existed as a result of an effect that resolved not before the specified turn or until each player had completed the specified number of turns that restarted the game or created a subgame. For example, a 2CB LR deck could contain Karn Liberated.
    2.3b. An entrant may not submit a deck that wouldn't enable the player of that deck to win a match (see Rule 2.4d) against the player of at least one deck satisfying all rules.
    2.3c. A deck may contain any number of copies of any card legal in Vintage (Type 1). Except as modified by a special format, all cards used in a game must be legal in Vintage.
    2.3d. A deck may contain any number of copies of any card that will become legal in Vintage upon release of a set that's been revealed fully and officially since the start of the round.
    2.3e. A deck may not contain any cards on the ABT Banned List.
    2.4. Points determine round standings.
    2.4a. Entrants are ranked – first to last – in order of decreasing number of points.
    2.4b. For each match, an entrant earns 3 points per game win and 1 point per drawn game.
    2.4c. The combined result of both games in a match is called a match result. Possible match results are: 6 – two wins, 4 – a win and a draw, 3 or 2 or S – a win and a loss, 2 – two draws, 1 – a draw and a loss, and 0 – two losses.
    2.4d. Some match results are also denoted by names: two wins – match win, a win and a loss – split match, two draws – draw, and two losses – match loss. An entrant wins the match if he or she wins both games, splits the match if he or she wins a game and loses a game, draws a match if he or she draws both games, and loses the match if he or she loses both games.
    2.4e. An entrant earns only 2 points for a split match. This is an exception to rule 2.4b.
    2.4f. An entrant may earn a number of bonus points defined by a special format. An entrant earns these points in addition to any other points.
    2.4g. A table of match results is posted at the end of each round. Its rows represent entrants and its columns represent those entrants' opponents. An entrant's total number of points is listed at the end of his or her row.
    2.5. The entrant with the most tournament points over the course of the ABT is the tournament winner.
    2.5a. Each round, an entrant receives tournament points equal to his or her average match result for that round multiplied by 100, rounded to the nearest integer or some number of decimal places chosen at the moderator's discretion. For example, an entrant scoring 6-6-6-6-X-0-0-0 in a round with 8 entrants receives 340 tournament points ((6 + 6 + 6 + 6) / (8 - 1) x 100).
    2.5b. If two or more entrants would win the ABT, then each of those entrants competes in additional rounds specified by the moderator, until only one entrant has the most tournament points. Each additional round contains only the entrants who have the most tournament points. The moderator may specify a limit to the number of additional rounds.
    3. Prize Rules
    3.1. A prize shall be given to the tournament winner.
    3.1a. The winner of the tournament shall be given the prize described within the tournament, or a suitable replacement upon the tournament's end.
    3.1b. If the winner of the tournament has won two or more tournaments, then the highest ranked entrant who hasn't won two or more tournaments shall be given the prize instead.
    3.1c. If the winner was a moderator for two or more rounds of the tournament, then the highest ranked entrant who wasn't the moderator for two or more rounds of that tournament shall be given the prize instead. This is to ensure fair play.
    3.1d. An entrant may decline the prize. If he or she does, then that entrant may designate another entrant to receive the prize.
    3.1e. Entrants under the age of 18 are ineligible for prizes, due to federal laws regarding the sharing of personal information of minors.
    3.1f. In the event that a prize can't be given to an entrant, the moderator will do his best to find another suitable way to reward that entrant.
    3.1g. No prize is 100% guaranteed, but is assumed upon a good faith basis. Let's face it, with international customs, weird laws, etc, we can't guarantee anything. We'll do our best.
    3.2. As a prized tournament, special scoring rules and practices are in place.
    3.2a. Entrants are responsible for their own scoring. Assistance will be given, especially to new entrants, but it is ultimately up to each entrant to ensure his or her scoring is completed and accurate.
    3.2b. Incomplete scores are considered losses, even to both players in a match if necessary. This is to make sure a winner is determined at the end of a tournament.
    3.2c. The moderator always has the final word regarding scores and rules. Entrants may question any scoring the moderator does, until the moderator says that a match's scoring is final.
    3.2d. The moderator may, at his or her discretion, determine a match is too difficult to calculate and give it a tie score, or his or her best guess. Again, this is final.
    3.2e. Once a winner has been announced as final, that entrant shall receive the prize, even if errors in scoring or points are shown later.

    Permanently Banned Cards
    The following cards are permanently banned in the All Blind Tournament.
    Each round will have an additional banned list that extends beyond, but always includes, these cards.
    Land Rule Banned Cards
    The following cards are often worth banning when a Land Rule is used.
    They are included here for reference.
    Player Standings
    Previous standings will always be posted below the opening post of each week's thread.
    Standings will be updated after the current week has been completed and score checking has finished.

    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 28:04 - Siege
    As has been pointed out, Pingele_Pat's deck is illegal - it includes black lotus, and also wins on turn 2. Apologies to Pingele_Pats for not pointing this out, it's a shame and I am sorry for the feelbads.

    as with last week, we will retain the deck numberings as they are.
    Posted in: Forum Magic
  • posted a message on Perfect Hand Magic League 28:04 - Siege

    PLAYER__________WK1WK2WK3WK4PNTSAVG
    Heinsun_________4122634353591469367
    psymunn42_______3063133294711418355
    notgreat________3533132824351382346
    Madmanquail_____3943252822591260315
    yarn____________2764500474001173293
    tomsloger_______3822633291821156289
    Feyd_Ruin_______1945253650471131283
    WhammeWhamme____4121752243121123281
    Subtle_Relevance3943881761591117279
    thatmarkguy_____1530753184000946237
    nerdyjoe________4180812651530917229
    Parsley_________235313341---0889296
    keyboardmash____106331329---0766255
    Rush_Clasic_____---1751114350721240
    Chrono007_______294---3410820717239
    Draco9__________153194---3180665222
    Pingele_Pats____---325212---0537269
    Personman_______165150012---0327109
    NemataGG________129------1710300150
    mogg____________------271---0271271
    bateleur________---------2350235235
    seppel__________---------2350235235
    sockfresh_______---------1650165165
    Sand_Crab_______129---------0129129
    Posted in: Forum Magic
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