Introduction
Welcome to the first Perfect Hand Magic: DRAFT!
PHMDraft is a method of playing Perfect Hand Magic like we normally do, but uses a drafting method for users to build their decks from. The format will always be Three-Hand Extra Land Rule. Players draft their card pool from five packs, one at a time, and then choose three of those cards to be their deck submission. After everyone has drafted, those decks are played and scored exactly like a normal PHM round.
How to Enter
Entering the draft is easy, although different from the normal submission process. All you have to do is make a thread in the PHM Draft forum. This area is private: other players can't see your thread in there, so you will conduct your draft in the thread therein, without anyone seeing.
As the first draft, I highly recommend reading the following so the process will flow easy for you.
Introduction
When the draft is started, each player will be presented with a single fifteen card pack to pick a card from. This pack is the same for all players, and what other players pick has no effect on your draft. After you choose your first card, you are presented with another 15-card pack - Pack 2 - to choose from. You continue until you have drafted a card from all five packs. All five packs are the same for all players - what you see and choose from is exactly what everyone else chooses from.
After you have drafted these five cards, you will then choose three of those cards to build your submission from. Again, the format is Three-Hand Extra Land Rule. After all players have finished drafting and made their submission selection, the decks will be posted. The format will always have the Extra Land Rule - each player may play basic land cards from outside of the game and players may play an additional land each turn if they play that land from their hand. Note that with the extra land rule, drafting lands is mana acceleration. Even if Karakas doesn't seem great for its ability in a round - it's still a Mox Pearl.
In the end, you will see the entire card pool that everyone drafted from. All of the options and ideas that you saw were options and paths other players may have taken. The draft is the main challenge of the format. How well can you determine all the avenues other players will take, and adapt to defeat them?
You Draft it: You can Play it
If a card is in the draft pool, you can draft it, put it in your deck, and play it accordingly. There are no rules against what your deck can do, such as forcing discard early or winning quickly. The deck and card balancing is built into the cardpool already, so there are no additional rules about what you can play.
Pack Generation
Packs are generated, semi-randomly. They are not constructed, but they do adhere to a central card pool with certain designs and rules. Each player has the same options in the draft, so everything is always perfectly fair, but care has been taken to allow multiple competitive options. The cardpool and methodology is very balanced, although the randomness will, of course, cause certain avenues to be more successful in a draft. Pack sets with obvious issues are simply discarded - I will ensure the packs are balanced by re-generating for the round.
Guaranteed Wincons
Every pack is guaranteed to contain multiple wincons. If you haven't picked a wincon by pack four, you can rest assured there will be a playable wincon in pack five. There is, of course, no guarantee that you will like any of the wincons therein, but you will have something to use.
Dependencies
There aren't any truly dead cards. As part of the pack generation design, if a card is dependent on some other card being in the draft, it will be there. If there is an Isochron Scepter, for instance, there will always be an instant with converted mana cost 2 or less to imprint on it. It will always be in another pack (to ensure you can draft both), and be something worth imprinting. The ordering is random, however, so Isochron Sceptor could come in pack five and require you to have already chosen that card. Likewise for the Instant coming in pack 2 and Isochron coming in pack 3. Alternatively, cards that aren't dependent on something might not have a go-to card that gets played with it. Karakas does not garuntee a Leyline of Singularity, or vice versa; both are fully functional on their own. The pack generator does give a chance that any such "best friend" cards do appear together, however.
Rules
PHM Draft Rules, as well as the rules for playing the match.
Adapted from Mogg's super awesome PHM rules, slightly tweaked to fit the PHM Draft mold.
1. Drafting
1.1. An entrant enters the draft be creating a thread in the PHM Draft forum.
1.1a. Packs will be displayed and picks will be chosen within this thread.
1.1b. Each entrant's thread is private and can only be seen by that entrant and the PHM Draft Mod.
1.1b. Each entrant's thread is private and can only be seen by that entrant and the PHM Draft Mod.
1.2. The PHM Draft Mod will post the first pack of the round to start the draft.
1.2. Entrants will choose a single card from the pack to add to his or her draft pool.
1.2a. Entrants may only choose a single card from the current draft pack, unless overridden by round rules.
1.2b. Entrants may change their choice only until the next pack has been posted.
1.2c. Entrants are free to get clarifications or rules questions for any card or aspect of the draft before choosing their pick.
1.2b. Entrants may change their choice only until the next pack has been posted.
1.2c. Entrants are free to get clarifications or rules questions for any card or aspect of the draft before choosing their pick.
1.3. The PHM Draft Mod will then note the chosen card and post the next pack.
1.4. Rules 1.2 and 1.3 will repeat for the draft, until all five packs of the draft have been drafted.
1.4a. Entrants may never change any previously chosen draft picks.
1.4b. The pick for the last pack of the draft may be changed only up until the PHM Draft Mod responds and notes it in his or her draft pool.
1.4b. The pick for the last pack of the draft may be changed only up until the PHM Draft Mod responds and notes it in his or her draft pool.
2. Deck Submission
2.1. Upon completing the draft, an entrant determines his or her deck submission.
2.2. An entrant may only submit a deck composed of cards from within his or her draft pool.
2.3. An entrant may not submit the same draft pick multiple times for his or her deck submission.
2.4. An entrant may change his or her submission up until the round's posting.
2.4a. Entrants should make a new reply in his or her thread to change the deck.
2.4b. The last legal deck submission will be used for the round's posting.
2.4b. The last legal deck submission will be used for the round's posting.
2.5. An entrant must make all pre-game choices as part of his or her submission.
2.5a. Any round-rule choices must be submitted at the time of the deck building submission and cannot be changed once the round has posted.
2.5b. Any draft-ability choices must also be chosen as part of the deck building submission and cannot be changed between games.
2.5b. Any draft-ability choices must also be chosen as part of the deck building submission and cannot be changed between games.
Contents
1. Overview
2. Game Rules
3. Entry Rules
4. Scoring
5. Extra Land Rule
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the player of each hand employs the strategy that maximizes the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game that it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand in PHM Draft is limited to the cards drafted. Unlike most PHM setups, there is no ban list, legality list, or extra deck restrictions beyond the draft and building from those cards. All restrictions and legality are already built into the draft pool.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.4. An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and all cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards that have been drafted but not included in a player's deck can be referenced or brought into the game by card effects.
3. Entry Rules
3.1. A player's deck is chosen only from the cards that player has drafted, as noted in draft rules above.
3.2. A player's deck submission is always three cards, unless overridden by specific round rules.
3.3. All pre-game choices, such as from round rules and draft effects, must be chosen and locked in as part of the deck's submission.
4. Scoring
4.1. A table of match results is posted at the end of each round. Each row lists one player's result against each other player. A player's points and League points are tallied at the end of his or her row.
4.2. A player may earn bonus League points as specified by the PHM moderator.
4.3. Each player is responsible for determining the match results for his or her hand.
5. Extra Land Rule
5.1 Unless specifically noted in the round's special rules, all games in the Perfect Hand Magic Draft will be played with the "extra land rules" as listed below.
1. Overview
2. Game Rules
3. Entry Rules
4. Scoring
5. Extra Land Rule
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the player of each hand employs the strategy that maximizes the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game that it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand in PHM Draft is limited to the cards drafted. Unlike most PHM setups, there is no ban list, legality list, or extra deck restrictions beyond the draft and building from those cards. All restrictions and legality are already built into the draft pool.
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:
2.1b. Ignore any part of an instruction that isn't covered by these rules or by the rules of Magic.
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.
ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
2.1b. Ignore any part of an instruction that isn't covered by these rules or by the rules of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.3a. A player doesn't lose the game as a result of being unable to draw a card.
2.4. An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and all cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards that have been drafted but not included in a player's deck can be referenced or brought into the game by card effects.
2.9a. Effects, such as Burning Wish, that can bring cards in from outside of the game may only find a card that was drafted and not included in the player's deck.
2.9b. Effects, such as Volatile Chimera, which require drafted cards that are not within the deck function as normal.
2.9b. Effects, such as Volatile Chimera, which require drafted cards that are not within the deck function as normal.
3. Entry Rules
3.1. A player's deck is chosen only from the cards that player has drafted, as noted in draft rules above.
3.2. A player's deck submission is always three cards, unless overridden by specific round rules.
3.3. All pre-game choices, such as from round rules and draft effects, must be chosen and locked in as part of the deck's submission.
4. Scoring
4.1. A table of match results is posted at the end of each round. Each row lists one player's result against each other player. A player's points and League points are tallied at the end of his or her row.
4.2. A player may earn bonus League points as specified by the PHM moderator.
4.3. Each player is responsible for determining the match results for his or her hand.
4.3a. Players are encouraged to determine or verify additional match results.
4.3b. An undetermined match result is counted as a loss for both players in that match.
4.3c. A player may challenge any result until the moderator announces that the result is final.
4.3b. An undetermined match result is counted as a loss for both players in that match.
4.3c. A player may challenge any result until the moderator announces that the result is final.
5. Extra Land Rule
5.1 Unless specifically noted in the round's special rules, all games in the Perfect Hand Magic Draft will be played with the "extra land rules" as listed below.
5.1A. 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.
5.1b. Any player may play an additional land on each of his or her turns from his or her hand.
5.1b. Any player may play an additional land on each of his or her turns from his or her hand.
Entries
01. Mogg
Celestial Colonnade / Grasp of Fate / Mire's Toll
02. Anachronity
Kaya, Ghost Assassin / Liliana, Death's Majesty / Sol Ring
03. Convoy_Avenger
Crystal Vein / Epochrasite / Smallpox
04. Magus of the Aesthetic
Elderscale Wurm / Return to the Earth / Rofellos, Llanowar Emissary
05. Knobbodi
Mire's Toll / Nyxathid / Ratchet Bomb
06. MyNameIsFourteen
Grasp of Fate / Mishra's Factory / Rite of Replication
07. WhammeWhamme
Ajani Vengeant / Deprive / Dragonlord Silumgar
08. Personman
Aurification / Celestial Colonnade / Jenara, Asura of War
Celestial Colonnade / Grasp of Fate / Mire's Toll
02. Anachronity
Kaya, Ghost Assassin / Liliana, Death's Majesty / Sol Ring
03. Convoy_Avenger
Crystal Vein / Epochrasite / Smallpox
04. Magus of the Aesthetic
Elderscale Wurm / Return to the Earth / Rofellos, Llanowar Emissary
05. Knobbodi
Mire's Toll / Nyxathid / Ratchet Bomb
06. MyNameIsFourteen
Grasp of Fate / Mishra's Factory / Rite of Replication
07. WhammeWhamme
Ajani Vengeant / Deprive / Dragonlord Silumgar
08. Personman
Aurification / Celestial Colonnade / Jenara, Asura of War
Results
XX | 1 2 3 4 5 6 7 8 | PT : AVG
01 | X 6 6 6 1 6 6 2 | 33 : 471
02 | 0 X 6 6 0 6 3 3 | 22 : 314
03 | 0 0 X 0 0 0 0 0 | 00 : 0
04 | 0 0 6 X 0 2 0 2 | 10 : 143
05 | 4 6 6 6 X 6 0 3 | 30 : 429
06 | 0 0 6 2 0 X 0 0 | 08 : 114
07 | 0 3 6 6 6 6 X 6 | 32 : 457
08 | 2 3 6 2 3 6 0 X | 20 : 286
1
1
6CH Substance:
All cards have substance.
1
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
1
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
1
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.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
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:
Ignore this rule in the following cases:
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.3. 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:
5.3. The player with the most League points at the end of League play is the PHM League winner.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's 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.
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.
7.3. Land Rule Variant.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule.
7.6. Backbuild.
7.7. Bonus Points.
1
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?
1
2
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.
2
Overview
Deck Construction Rules
Deck Submission Rules
Playing the Decks
Points
Extra Rules
Land Rule
Expanded Land Rule
Alternative Land Rule
Sanctioned Magic Format
Counter Rule
Life Rule
Special Format
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'.
1.2. 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.
1.4. An entrant's deck contains exactly X cards (see Rule 1.1).
1.5. Players' libraries begin the game empty.
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.
1.8. 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.
1.9. Some versions of XCB use the counter rule.
1.10. Some versions of XCB use a life rule.
1.11. Each player plays one match against each other player.
Tournament Rules
2.1. Entrants compete in a competition.
2.2. An entrant submits his or her deck to the XCB moderator.
2.3. Decks are subject to some restrictions.
2.4. Points determine round standings.
2.5. In rounds of twenty or more entrants, the moderator may choose to divide entrants randomly into smaller heats.
2.6. There are two types of tournaments.
________________________| 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__|_____|
Acceleration
Win Condition
Disruption
Acceleration
Win Condition
Disruption
Acceleration
Win Condition
Disruption
Acceleration
Win Condition
Disruption
Acceleration
Win Condition
Disruption
Jon Agley
Nick Chandler-Klein
Alex Hoffman
Dom Camus
Madmanquail
Mogg
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
Azorius Chancery (cyc.)
Badlands (cyc.)
Black Lotus
Bottomless Vault (cyc.)
Calciform Pools (cyc.)
City of Traitors (Ancient Tomb)
Gemstone Caverns
Hickory Woodlot (cyc.) (Ancient Spring (cyc.), Dwarven Ruins (cyc.))
Lake of the Dead (LR)
Lion's Eye Diamond
Mishra's Workshop
Mox Emerald (cyc.)
Undiscovered Paradise
Urborg, Tomb of Yawgmoth
CMC 1
Exploration (LR) [Keldon Arsonist, Natural Emergence]
Mana Vault
Orcish Lumberjack (LR)
Sol Ring
CMC 2
Grim Monolith [Power Artifact]
Summer Bloom (LR)
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
CMC 0
Artifact Blast [Simian Spirit Guide]
Chalice of the Void
Commandeer [Misthollow Griffin, Snapback]
Dust Bowl
Foil
Karakas [Leyline of Singularity, Mangara of Corondor]
Maze of Ith
Mental Misstep
Rishadan Port
Sheltered Valley
The Tabernacle at Pendrell Vale
CMC 1
Avarice Totem
Chain of Vapor
Crack the Earth
Daze
Evil Presence (Lush Growth, Sea's Claim)
Innocent Blood (Path to Exile)
Nature's Claim
Orim's Chant (Silence)
Pithing Needle
Thoughtseize
CMC 2
Anvil of Bogardan
Arcane Denial (Mana Drain)
Augur of Skulls
Chainer's Edict (LR)
Castigate
Constant Mists (LR)
Ratchet Bomb (Powder Keg)
Runed Halo
Smallpox
Sphere of Resistance
CMC 3
Aura of Silence
Beast Within
Blood Moon
Capsize (LR)
Coercion
Ensnaring Bridge
Liliana of the Veil
Mana Vortex (LR)
Nevermore
Oblivion Ring (Detention Sphere, Maelstrom Pulse)
Pox
Vindicate
CMC 4
Balancing Act [Pardic Dragon]
Nether Void
Smokestack
CMC 5
Crumbling Sanctuary
CMC 0
Bazaar of Baghdad [Emrakul, the Aeons Torn]
Noxious Revival
Volrath's Stronghold [Necrotic Sliver]
CMC 1
Conjurer's Bauble
Elixir of Immortality
Serene Remembrance
Tel-Jilad Stylus
CMC 2
Time Vault [Voltaic Key]
Wheel of Sun and Moon (Soldevi Digger)
CMC 3
Timetwister (Yawgmoth's Will)
1