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  • 1

    posted a message on Perfect Hand Magic League 44:01 - 4 Card I <3 Enchantments - hands posted
    This format was previously run as rounds 171 and 172 of 5CH. Those rounds can be found here and here.
    Posted in: Forum Magic
  • 1

    posted a message on [s]Perfect Hand Magic League 43:02[/s] - X Card Cascade - decks posted - you can ignore if you want
    For a future round, I propose another keyword mechanic:

    6CH Substance:
    All cards have substance.
    Posted in: Forum Magic
  • 1

    posted a message on Perfect Hand Magic League 38:02 - 2C DLR - Limited Room - Mogg wins!
    I considered Hunted Horror, but it loses to itself.

    1: horror
    2: attack with tokens
    1: 14, attack with horror
    2: 13, attack with tokens
    1: 8, attack with horror
    2: 6, attack with one token
    1: 5, attack with horror (one token blocks)
    2: 2, attack with tokens for lethal
    Posted in: Forum Magic
  • 1

    posted a message on Perfect Hand Magic League 35:03 - 4 Card Vanilla - Decks posted, format poll open!
    Quote from "PerfectHandMagic »
    It's been a few weeks since the last vanilla round, which was dominated by Mogg's Eureka/progenitus deck. This week we don't have any of those kinds of decks, but we do have a ton of counters! Also, turn 1 disruption permanents are popular this week - lotus players watch out!

    As a point of interest, it's likely that it could have won again.
    For reference:
    Black Lotus / City of Traitors Eureka / Progenitus

    X| 1 2 3 4 5 6 7
    8| 6 6 0 6 3 6 3 | 28 | 400
    Posted in: Forum Magic
  • 1

    posted a message on Discussion of PHM: Banned Lists, Rules, Strategies, and More!
    I've spent the better part of the day drafting a streamlined version of the PHM rules. While I don't have time at the moment to explain all of the changes, I welcome any feedback.

    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 that 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 the following 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 those 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.
    4.3. 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. The 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 explained in Sections 7.3-7.7.

    7.2. The rules of a variant format overwrite any other applicable rules.
    7.2a. Some variant formats cause players to draw hands. The drawn cards become part of that player's opening hand.

    7.2b. 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.

    7.2c. 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.

    7.2d. 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.

    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.

    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.
    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.
    7.5a. This is the life rule (LF). 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.


    Posted in: Forum Magic
  • 1

    posted a message on Discussion of PHM: Banned Lists, Rules, Strategies, and More!
    Quote from Draco9 »
    I see two discrepancies.

    7.5a and 7.5b read the same.

    2.9 goes against 7.3c.

    Good catch on 7.5. Based on discussion a few weeks ago, I removed the rule requiring that a hand be able to win the game, and removed all references to that rule, which caused the problem you noted with the life rule. 7.5 should read better now.

    Regarding 2.9 and 7.3c, 7.2 states the rules of variant formats overwrite any other applicable rules. However, I see how this could be easy to miss. Would it be better to explicitly state that 7.3 is an exception to 2.9?
    Posted in: Forum Magic
  • 1

    posted a message on
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  • 2

    posted a message on [Perfect Hand Magic League] ABT - T16W1 - Captivated Crowds
    I like the idea of a thread for generating and refining special weeks. This could go a long way toward working out format issues in advance.

    I dislike the idea of randomly choosing a format. The moderator should be able to determine whether they have the time to run a particularly complex format or whether they want to time the round to coincide with an event or with other rounds. Further, as a player, I like to sometimes be a blown away by a format that I haven't remotely started to think about.
    Posted in: Forum Magic
  • 2

    posted a message on XCB Repository
    This post contains rules, banned lists, important cards, and links to articles and discussions. The next two posts contain information about special formats and custom objects used with those formats. The following two posts contain information about finished rounds.



    Overview
    X Card Blind (XCB) is a weekly Magic tournament, run entirely within this forum. To compete, entrants submit decks containing X 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 X cards.
    2. A deck may contain any number of copies of any Vintage-legal card, but can't contain any cards on the XCB Banned List.
    3. A player's deck must not enable that player to win the game before each player has completed a specified number of turns.
    4. A player's deck must not enable that player to force an opponent to lose more than a specified number of cards in his or her hand before each player has completed a specified number of turns.
    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 XCB moderator by private message (pm).

    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 is the 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).

    Extra Rules
    14. Some optional rules may be used; see Optional Rules.
    15. The Basic Rules don't cover every issue. For in-depth rules, see Comprehensive 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.

    Game Rules

    1.1. There are many versions of XCB. Each version has a name, of the form 'ABT' XCB 'Land Rule' 'Sanctioned Magic Format' 'Special Format' '(Bonus)' 'Counter Rule' 'Life Rule'.
    1.1a. 'ABT' can be ABT or nothing. ABT indicates that a round (see Rule 2.1a) is part of an All-Blind Tournament (see Rule 2.6a).

    1.1b. X is a number.

    1.1c. '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).

    1.1d. '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.

    1.1e. '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).

    1.1f. '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).

    1.1g. 'Counter Rule' can be C or nothing. C indicates that the counter rule is in effect (see Rule 1.9).

    1.1h. '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 an emblem to be put into the command zone. Abilities of those emblems can't be countered by spells or abilities, except as modified by a special format.

    1.8b. Some special formats cause players to draw hands. The drawn cards become part of that player's opening hand.

    1.8c. 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.

    1.8d. 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'.

    1.8e. Some special formats require entrants 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".

    1.8f. 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. A competition that consists of multiple rounds is a tournament.

    2.2. An entrant submits his or her deck to the XCB 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. The removal of an illegal deck doesn't affect deck distribution (see Rule 2.5).

    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 tournament have been posted (see Rule 2.6), 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 more than a specified number of cards in an opponent's hand to change zones before a specified turn or until each player has completed a specified number of turns. 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 the specified turn. By default, an entrant may not submit a deck that could enable the player of that deck to cause either result to occur before an opponent's second turn. Ignore this rule in the following cases:

    i. All cards in an opponent's hand in excess of the specified number of cards 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 in excess of the specified number of cards 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. All cards in excess of the specified number of 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.

    v. The rule wouldn't be violated if opponents' cards had no rules text. For example, a 2CB deck could contain Plains and Eager Cadet if a special format read "Each player gets an emblem with 'You control your opponents during your turn'" and an opponent's deck could contain Dryad Arbor and Pact of Negation.

    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 XCB Banned List (see Rule 1.1b), unless that deck it is part of an All-Blind Tournament.

    2.3f. A deck that is part of an All-Blind Tournament 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. In rounds of twenty or more entrants, the moderator may choose to divide entrants randomly into smaller heats.

    2.5a. There are n heats, where n is the number of entrants in the round divided by ten, rounded down. Entrants are divided into these heats as evenly as possible. For example, twenty-five entrants are divided into heats of twelve and thirteen entrants.

    2.5b. An entrant competes against other entrants in his or her heat.

    2.5c. The top four ranked entrants from each heat are grouped into a final heat. An entrant's rank and tournament points (See Rule 2.6d) are determined by his or her match results in this heat.

    2.5d. Tiebreakers for advancement to the final heat are as follows: number of match wins, number of game wins, points scored against higher-scoring decks. If a tie is unresolved, then the tied decks advance.

    2.6. There are two types of tournaments.

    2.6a. The All-Blind Tournament (ABT) is a four-round tournament.

    2.6b. The Player of the Month tournament (POTM) is a month-long tournament. A month contains all rounds for which deck submissions are due during that month.

    2.6c. The entrant with the most tournament points (see Rule 2.6d) over the course of a tournament is the tournament winner. The winner of the Player of the Month tournament is the Player of the Month.

    2.6d. 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).

    2.6e. If two or more entrants would win an 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.

    2.6f. Each round, 50 tournament points may be awarded to the entrant who submitted the most creative deck, as determined by the moderator or by poll.

    2.6g. Each round, for one week after the submitted decks have been posted, 50 tournament points may be awarded to the first entrant to post a deck that wins the match against each submitted deck.

    2.6h. The moderator may issue a challenge. An entrant who completes a challenge earns a number of tournament points specified by the moderator.


    ________________________| ABT | 5CB | 4CB | 3CB | LR__|
    Acceleration
    Black Lotus_____________|_____|_____|_____|_____|__X__|
    Channel_________________|__X__|__X__|__X__|__X__|__X__|
    Fastbond________________|__X__|_____|_____|_____|__X__|
    Flash___________________|__X__|__X__|__X__|__X__|__X__|
    Show and Tell___________|__X__|__X__|__X__|__X__|_____|

    Win Condition
    Barren Glory____________|__X__|__X__|__X__|__X__|_____|
    Beacon of Creation______|_____|_____|_____|_____|__X__|
    Empty the Warrens_______|_____|__X__|_____|_____|_____|
    Form of the Dragon______|_____|_____|__X__|__X__|_____|
    Glacial Chasm___________|_____|_____|_____|__X__|_____|
    Laboratory Maniac_______|__X__|__X__|__X__|__X__|__X__|
    Leonin Squire___________|_____|_____|_____|__X__|_____|
    Magus of the Moon_______|__X__|__X__|__X__|__X__|_____|
    Maralen of the Mornsong_|_____|_____|_____|_____|__X__|
    Meddling Mage___________|__X__|_____|__X__|__X__|__X__|
    Mesmeric Fiend__________|_____|_____|__X__|__X__|_____|
    Nezumi Shortfang________|_____|_____|_____|__X__|__X__|
    Red Sun's Zenith________|_____|_____|_____|_____|__X__|
    The Rack________________|__X__|_____|__X__|__X__|__X__|
    Voidstone Gargoyle______|_____|_____|_____|__X__|_____|
    White Sun's Zenith______|_____|_____|_____|_____|__X__|
    Vampire Hexmage_________|__X__|_____|__X__|_____|__X__|

    Disruption
    Balance_________________|_____|_____|_____|__X__|_____|
    Balancing Act___________|_____|_____|_____|_____|__X__|
    Chancellor of the Annex_|__X__|__X__|__X__|__X__|_____|
    Energy Field____________|_____|_____|__X__|__X__|__X__|
    Foil____________________|_____|_____|__X__|__X__|_____|
    Force of Will___________|__X__|__X__|__X__|__X__|_____|
    Ghost Quarter___________|__X__|__X__|__X__|__X__|_____|
    Leyline of Anticipation_|__X__|__X__|__X__|__X__|_____|
    Misguided Rage__________|_____|_____|_____|__X__|_____|
    Pact of Negation________|_____|__X__|_____|_____|_____|
    Restore Balance_________|_____|_____|_____|__X__|_____|
    Strip Mine______________|__X__|__X__|__X__|__X__|_____|
    Time Walk_______________|_____|_____|_____|_____|__X__|
    Trinisphere_____________|__X__|__X__|__X__|__X__|_____|
    Unmask__________________|_____|__X__|_____|_____|_____|
    Wasteland_______________|__X__|__X__|__X__|__X__|_____|



    XCB__________ | Custom Set
    XCB__________ | Rule Revision
    XCB__________ | Bans
    XCB__________ | Rules Discussion
    XCB__________ | Puzzles
    XCB__________ | Leyline of Anticipation
    LabCB________ | Round 5
    LabCB________ | Round 4 (2)
    LabCB________ | Round 4
    LabCB________ | Round 1
    7CB__________ | Slowest Deck
    7CB__________ | Cancelled Tournament
    6CB Emblems__ | Cancelled Tournament
    6CB Emblems__ | Cancelled Tournament
    5CB__________ | Special Versions
    5CB__________ | Chancellors
    5CB__________ | Complexity
    5CB Modern___ | Bans
    5CB Modern___ | Mindslaver Ban
    5CB Modern___ | Barren Glory Ban
    3CB__________ | War of the Worlds
    3CB Infinity_ | Rule of Law/Decrees
    3CB Infinity_ | Format Name/Bans
    3CB Upwelling | Cancelled Tournament
    3CB Halloween | Cancelled Tournament
    2CB__________ | Land Rule, 4
    2CB__________ | Discard/Recursion Bans
    2CB__________ | Counterspell Bans, 2
    2CB__________ | Red Sun's Zenith Ban
    2CB__________ | Gargabalance Bans
    2CB__________ | Counterspell Bans
    2CB__________ | Bans
    2CB__________ | Special Versions
    2CB__________ | Land Rule, 3
    2CB__________ | Land Rule, 2
    2CB__________ | Land Rule
    2CB__________ | Land Destruction
    2CB__________ | Discussion
    1CBB_________ | Discussion

    This is a subjective and non-comprehensive list of cards that are important in XCB. Each card is placed in a category – mana, win condition, disruption, or utility – according to its primary role. Cards are divided into subcategories according to the costs generally paid for their effects. Cards that are similar to a listed card appear next to that card in parentheses, "( )". Cards that are often used with a listed appear next to that card in brackets, "[ ]". "(LR)" denotes that a card is usually used with a land rule, and "(cyc.)" denotes that a card is part of a cycle of cards. With the following exceptions, cards that are banned in an XCB aren't listed: Balancing Act, Black Lotus, Energy Field, Foil, Form of the Dragon, Glacial Chasm, Mesmeric Fiend, Nezumi Shortfang, Voidstone Gargoyle.


    CMC 0
    Blazing Shoal
    Chancellor of the Forge [Leyline of the Meek]
    Dark Depths [Thespian's Stage]
    Dryad Arbor
    Gods' Eye, Gate to the Reikai
    Keldon Megaliths (Shivan Gorge)
    Mishra's Factory (Inkmoth Nexus, Treetop Village)
    Shelldock Isle [Fatestitcher]
    Valakut, the Molten Pinnacle (LR)

    CMC 1
    Chronomaton (Cenn's Tactician)
    Figure of Destiny (LR) (Dreadwing, Student of Warfare)
    Greater Gargadon (Durkwood Baloth)
    Reanimate [Iona, Shield of Emeria, Platinum Angel, Stormtide Leviathan]
    Shrieking Affliction
    Thallid (Utopia Mycon)

    CMC 2
    Ashling the Pilgrim (LR)
    Bitterblossom
    Epochrasite
    Immolating Souleater (LR) [Ajani, Caller of the Pride]
    Isochron Scepter [Geth's Verdict, Lightning Helix]
    Kargan Dragonlord (LR)
    Mayor of Avabruck
    Mesmeric Fiend (Tidehollow Sculler)
    Nezumi Shortfang
    Painter's Servant [Pyroblast]
    Phyrexian Dreadnought [Stifle, Torpor Orb]
    Phyrexian Revoker
    Plaguebearer (LR)
    Riftwing Cloudskate
    Rofellos, Llanowar Emissary (LR) [Umbral Mantle]
    Scalding Tongs
    Steel Overseer
    Stronghold Gambit
    Thalia, Guardian of Thraben (Glowrider)

    CMC 3
    Anurid Scavenger
    Azusa, Lost but Seeking (LR)
    Chalice of Life (Wheel of Torture)
    Faerie Macabre
    Hammer of Bogardan (LR) (Pyre Zombie)
    Jinxed Choker [Glacial Chasm]
    Nether Spirit
    Omnath, Locus of Mana (LR)
    Preacher
    Shifty Doppelganger (LR)

    CMC 4
    Ajani Vengeant
    Auriok Salvagers [Black Lotus]
    Darksteel Reactor
    Eater of Days
    Elspeth, Knight-Errant (Garruk Wildspeaker)
    Eureka
    Goblin Cannon (Snake Basket)
    Grand Arbiter Augustin IV
    Master of the Wild Hunt
    Sneak Attack
    Splinter Twin (LR) [Deceiver Exarch, Pestermite]
    Phyrexian Processor
    Unburial Rites [Lion's Eye Diamond]
    Wand of the Elements (LR)

    CMC 5
    Beacon of Destruction
    Ethersworn Adjudicator (LR)
    Reach of Branches (LR)
    Voidstone Gargoyle
    Vraska the Unseen

    CMC 6
    Dread
    Frost Titan
    Rakdos the Defiler

    CMC 7+
    Emrakul, the Aeons Torn (Progenitus, Ulamog, the Infinite Gyre)
    Form of the Dragon
    Karn Liberated
    Mycosynth Lattice [Titania's Song]
    Palinchron
    Posted in: Forum Magic
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