Be sure to review the rules and banned list(s) by clicking below.
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
Contents
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the player of each hand employs the strategy that maximizes the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game that it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Hand Construction Rules.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
2.1a. Changes to the Comprehensive Rules or the Oracle text of a card take effect at the following times:
i. Changes that would take effect during the prerelease for a set take effect during the first round for which cards from that set may be submitted instead.
ii. Changes that would take effect at any other time take effect during the first round for which those rules have been in effect since the start of the round instead.
2.1b. Ignore any part of an instruction that isn't covered by these rules or by the rules of Magic.
2.2. A player's opening hand contains that player's chosen cards.
2.3. Players' libraries begin the game empty.
2.3a. A player doesn't lose the game as a result of being unable to draw a card.
2.4. An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and all cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that would enable him or her to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
i. Win the game.
ii. Take an infinite number of turns.
iii. Cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1a. That player's hand would be legal if that player's opponents' cards had no rules text.
3.1b. That player's hand would be legal if that player's opponents had no maximum hand size.
3.1c. That player could achieve one of these results only during a game that was restarted after an opponent's second turn had begun.
3.1d. All cards that would leave an opponent's hand during the resolution of an effect would be put onto the battlefield by that effect.
3.1e. All cards that would leave an opponent's hand during the resolution of an effect would be in that opponent's hand once that effect resolved.
3.2. A hand may contain any number of copies of any card legal in Vintage.
3.2a. An unreleased card is treated as though it's legal in Vintage if it will become legal in Vintage upon release and if the release notes for the set that contains that card were published prior to the start of the round (See rule 4.1).
3.3. A hand may not contain any cards on the PHM Banned List.
4. Entry
4.1. A player plays a round of PHM by submitting a list of his or her chosen cards to the PHM moderator.
4.2. A player may change his or her hand until the posted deadline.
4.2a. If a player submits an illegal hand, then the moderator will try to notify that player to change his or her hand prior to the deadline. If the hand is discovered to be illegal after the deadline has passed – or if the player does not submit a new hand – then the moderator may either disqualify that hand or replace it with a similar hand, in which any cards causing that hand to be illegal have been removed or replaced.
4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
4.3. A player may name his or her hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
League Points = Points Scored / Number of Opponents x 100 (rounded to the nearest integer)
5.3. The player with the most League points at the end of League play is the PHM League winner.
5.3a. If multiple players have the most League points at the end of the League, then the PHM moderator may allow those players to play additional rounds until only one of those players has the most League points or until a specified number of additional rounds has been played.
6. Scoring
6.1. A table of match results is posted at the end of each round. Each row lists one player's result against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
6.3a. Players are encouraged to determine or verify additional match results.
6.3b. An undetermined match result is counted as a loss for both players in that match.
6.3c. A player may challenge any result until the moderator announces that the result is final.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands typically containing between one and seven cards. Additionally, the Game Rules and Hand Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.2a. Some variant formats generate continuous effects. A continuous effect generated by a variant format is treated as having the earliest timestamp within a layer or sublayer. If continuous effects generated by multiple variant formats would apply in the same layer or sublayer, assign timestamps to those effects in the order that the variant formats are listed in the rules or name of the round.
7.2b. Some variant formats require a player to make some number of decisions in addition to or instead of submitting a hand. A player's submission must comply with the Hand Construction Rules, taking into account any decisions made at this time.
7.2c. Some variant formats require players to make decisions "before the start of each game". For these decisions, follow the "Active Player, Nonactive Player order" rule, replacing "active player" with "starting player".
7.3. Land Rule Variant.
7.3a. This is the basic land rule (LR). Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. A hand may not contain any cards on the Land Rule Banned List.
7.3b. This is the extra land rule (ELR). Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.
7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
7.4a. Only cards contained in sets legal in the named format may be submitted.
7.5. Life Rule (LF).
7.5a. If neither player would win otherwise, then the player who maintains the higher life total wins the game.
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.6a. Players exchange hands before the start of each match. Each player must choose an opening hand that enables him or her to win both games of a match against a specified hand or specified hands, such that the player of any specified hand could make no sequence of decisions that would not result in the player of that specified hand losing the game. Ignore rule 3.1.
7.7. (Bonus).
7.7a. A player earns bonus points if his or her hand meets specified requirements.
PHM Banned List_________________Land Rule Banned List
Each player starts the game with an emblem with "Pay 3 life: Put a basic land of your choice from outside the game onto the battlefield under your control."
Please post if you have any comments or suggestions!
This format is a slight variation on the classic Mana Market format.
I vote to ban Depths from that challenge (and most fast mana challenges), Depths Combo+two Turn Zero flexible disruption pieces (of 3-5 mana) seems really strong.
1: 3: CalvinSchwa does or doesn't let me cast Squirrel Nest.
2: 3: Playing first, Earthcraft acts as sacrificial fodder to let me cast Squirrel Nest.
3: 0: I can make one squirrel, which is inferior to Ob Nixilis.
5: 4: Playing first, I combo. Playing second, I cast Runed Halo naming Myth Realized.
I did expect a hand along the lines of Orcish Lumberjack / Progenitus / Sneak Attack. Lumberjack is one of the few ways available to make a lot of quick mana.
1. 6-0, I T2 seal your Call, T4 Vessel your Wurm and kill you with Nix.
2. 0-6, don't quite have enough permanents to fight through the braids on my play.
3. I'm pleased with my flex spot choice, Seal of Cleansing. Thought there'd be at least one Squirrel Nest deck and some BB decks, but it incidentally hit a bunch of other enchantments.
4. 6-0, I burst out laughing at your analysis.
5. 2-2. Hey, vessel is MY tech! I have no way of casting Nix, so I just drop Seal on T2 to blow up Myth Realized whenever that drops.
The other deck I considered was Devoted Druid//Vizier of Remedies//Rhonas, but I thought there'd be more creature killing going on and went with the Nix+Vessel runback.
Each player starts the game with an emblem with "Pay 3 life: Put a basic land of your choice from outside the game onto the battlefield under your control."
Please post if you have any comments or suggestions!
This format is a slight variation on the classic Mana Market format.
Is it intentional that this ability is instant speed? I think it's going to make a lot of match results devolve into "make lands with your lands on the stack"
Each player starts the game with an emblem with "Pay 3 life: Put a basic land of your choice from outside the game onto the battlefield under your control."
Please post if you have any comments or suggestions!
This format is a slight variation on the classic Mana Market format.
Is it intentional that this ability is instant speed? I think it's going to make a lot of match results devolve into "make lands with your lands on the stack"
It is, insofar as all of the mana market formats (pay 3 life: make a mana) have been instant speed, and it hasn't caused any problems in the previous iterations.
1) CalvinSchwa ??? Eeeeh? Lots of finkyness with making tokens, blocking with myth realized, getting cut off white mana, lilly edicts.
2) 3-3 Braids always arrives. I can play vessel to force braids to arrive. When you're on the play, you can keep me to two mana. I think that's good enough. I get a 1/1, but braids is a 2/2, and so races. On the draw, I get to three mana, so lili edicts braids away.
3) 2-2. We both get to remove the other's win con. Obby never gets down, myth always gets blown up or exiled from hand.
4) 1-4 When i'm on the play, you only get one of these. Runed halo forces the tie. When I'm on the draw, you get to combo off.
1) CalvinSchwa - 3 - On the draw Braids comes down after Call the Bloodline and she only blocks one vampire each turn. On the play she prevents Call the Bloodline from being cast.
2) I don't feel like I'm progressing in this format.
3) ManyCookies :: Nix's Trinkets - 6 - On the draw Seal of Cleansing or Vessel of Malignity can be played but do nothing. On the play Braids stops everything from being cast.
4) Mogg - 3 - On the draw Runed Halo resolves and stops Braids from dealing damage. On the play nothing can be cast after Braids. Agreed
5) nerdyjoe - 3 - On the draw both Myth Realized and Vessel of Malignity can be cast, and Vessel can be sacrificed to Braids so Liliana can be played and kill Braids. On the play Myth Realized comes down before Braids but no counters can be put on it.
2) Magus of the Aesthetic 3-3 Agreed
3) ManyCookies :: 0-6 Agreed
4) Mogg 3-3 Agreed
5) nerdyjoe 3-3 I lose OTD, you can just Myth, Vessel to get rid of Wurm and Contamination, and then Call is useless. Holding my cards lets me keep Wurm (in hand/library), but that's too slow against Liliana/Myth. OTP, I can kill Liliana by saving up to 3 or 4 attackers (depending on your plays) and swinging, and from there I win; Vessel exiles Contamination and I discard Wurm in response.
| X 3 0 3 3 | 6 |
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
So you can't sacrifice enchantments to Braids (black can't kill enchantments), so Magus picks up some points:
2 | 3 X 6 4 6 | 18
1. 3-3, same.
2. X
3. 6-0, same.
4. 4-1, on the play Braids outspeeds, on the draw Mogg is stuck on two lands and so plays ruined halo for the draw.
5. 6-0, on the play Braids strands Myth Realized. On the draw nerdy can cast Vessel, but that only pumps Myth to a 1/1 and still loses to braids.
Private Mod Note
():
Rollback Post to RevisionRollBack
IIW: Conspiracy 2 // Dash
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3CH LR Only Colored Permanents
Land Rule: Basic Land Rule.
Format Rule:
Additional Bans: Exploration
Hands:
1) CalvinSchwa
Call the Bloodline / Contamination / Worldspine Wurm
2) Magus of the Aesthetic :: Anyway, Here's Braids
Braids, Cabal Minion / Elvish Spirit Guide / Elvish Spirit Guide
3) ManyCookies :: Nix's Trinkets
Ob Nixilis of the Black Oath / Seal of Cleansing / Vessel of Malignity
4) Mogg
Earthcraft / Runed Halo / Squirrel Nest
5) nerdyjoe
Liliana of the Veil / Myth Realized / Vessel of Malignity
Results:
X| 1 2 3 4 5 |
1| X 3 0 3 3 | 06 | 150
2| 3 X 6 4 6 | 16 | 400
3| 6 0 X 6 2 | 14 | 350
4| 3 1 0 X 4 | 07 | 175
5| 3 0 2 1 X | 05 | 125
Magus of the Aesthetic wins!
Rules and Banned List
Cards on the PHM Banned List are always banned, and cards on the Land Rule Banned List are banned as well when the round uses a Land Rule.
1. Overview
2. Game Rules
3. Hand Construction Rules
4. Entry
5. Perfect Hand Magic League (PHML)
6. Scoring
7. Variant Format Rules
1. Overview
Perfect Hand Magic (PHM) is a competitive strategy game for two or more players. It can be played using pencil and paper; however, it's most commonly played via an online forum. To play the game, each player secretly chooses a specified number of Magic cards which form his or her hand. Once all players have chosen hands, the hands are revealed and scored.
The object of the game is to choose the hand that will score the most points. The score for each hand is determined by the result that it would achieve if it were used to play two games of Magic – one match – against each competing hand; the rules for these theoretical games are covered in Section 2 – Game Rules. During each theoretical game, the player of each hand employs the strategy that maximizes the score for his or her hand, taking into account the strategy of his or her opponent.
A hand scores 3 points for each game that it would win, 0 points for each game that it would lose, and 1 point for each game that would end in a draw. However, a hand scores only 2 points for any match that would have a symmetrical result, regardless of whether the result would be two drawn games or a win for each hand.
The composition of a hand is limited only by a short banned list and a few restrictions on the game states that it can enable; these restrictions are covered in Section 3 – Hand Construction Rules.
2. Game Rules
2.1. Except for the changes described in these rules, games follow the rules for a normal game of Magic.
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.
2.4. An effect that would produce a random result produces the result that least benefits the owner of the source of that effect instead.
2.5. Each player is the starting player for one game in each match.
2.6. Players know the identities of all face-down cards and all cards in hidden zones, and players know which decisions have been made by other players.
2.7. If a game would continue indefinitely, then the game is a draw.
2.8. If a loop containing at least one optional action would be repeated indefinitely during a turn, then any player may propose a number of times for that loop to repeat instead. If a player does, then each other player may propose a different number and the loop is repeated for the greatest number of times proposed instead. No player is required to make a choice that would end a loop that crosses multiple turns.
2.9. Cards can't be brought into the game from outside the game.
3. Hand Construction Rules
3.1. A player may not choose an opening hand that would enable him or her to achieve any of the following results before an opponent's second turn would begin, such that that opponent could make no sequence of decisions that would not result in at least one of these results:
ii. Take an infinite number of turns.
iii. Cause a card to leave an opponent's hand.
Ignore this rule in the following cases:
3.1b. 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.
3.3. 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.
4.2b. The moderator also will try to notify a player if that player's hand doesn't enable that player to win the game against any possible hand.
4.3. A player may name his or her hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at his or her discretion.
5. Perfect Hand Magic League (PHML)
5.1. PHM League play consists of four rounds of PHM.
5.2. Each round, a player earns League points according to the following formula:
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 result against each other player. A player's points and League points are tallied at the end of his or her row.
6.2. A player may earn bonus League points as specified by the PHM moderator.
6.3. Each player is responsible for determining the match results for his or her hand.
6.3b. An undetermined match result is counted as a loss for both players in that match.
6.3c. A player may challenge any result until the moderator announces that the result is final.
7. Variant Format Rules
7.1. Perfect Hand Magic has been played with hands typically containing between one and seven cards. Additionally, the Game Rules and Hand Construction Rules have been adapted to create hundreds of variant formats. Five commonly-played variants are described in Sections 7.3-7.7.
7.2. The rules of a variant format overwrite any other applicable rules.
7.2b. 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.
7.3b. This is the extra land rule (ELR). Any player may play a basic land of his or her choice from outside the game any time he or she could normally play a land. Any player may play an additional land on each of his or her turns from his or her hand. A hand may not contain any cards on the Land Rule Banned List.
7.3c. This is the draw land rule (DLR). If a player would draw a card from an empty library, that player puts a basic land of his or her choice from outside the game into his or her hand instead. The starting player doesn't skip the draw step of his or her first turn. A hand may not contain any cards on the Land Rule Banned List.
7.4. Sanctioned Magic Format Variant.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables him or her to win both games of a match against at least one hand, such that the player of the losing hand could make no sequence of decisions that would not result in that player losing the game. The losing hand must conform with the Hand Construction Rules but need not consider this rule.
7.6. Backbuild.
7.7. (Bonus).
Beast Within________________________Beacon of Creation
Chancellor of the Annex_____________Black Lotus
Channel_____________________________Energy Field
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Fastbond____________________________Nezumi Shortfang
Flash_______________________________Red Sun's Zenith
Force of Will_______________________White Sun's Zenith
Ghost Quarter
Laboratory Maniac
Leyline of Anticipation
Leyline of Singularity
Leyline of the Meek
Magus of the Moon
Meddling Mage
Pact of Negation
Show and Tell
Strip Mine
The Rack
Trinisphere
Ulamog, the Infinite Gyre
Vampire Hexmage
Wasteland
Channel_____________________________Black Lotus
Fastbond
Flash
Show and Tell
Disruption
Beast Within________________________Balancing Act
Chancellor of the Annex_____________Energy Field
Force of Will
Leyline of Anticipation
Leyline of Singularity
Pact of Negation
Trinisphere
Lands
Ghost Quarter
Strip Mine
Wasteland
Win Conditions
Barren Glory________________________Beacon of Creation
Emrakul, the Aeons Torn_____________Maralen of the Mornsong
Laboratory Maniac___________________Nezumi Shortfang
Leyline of the Meek_________________Red Sun's Zenith
Magus of the Moon___________________White Sun's Zenith
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Vampire Hexmage
Format Ideas?
Additional Resources
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4CH Mana Bazaar 3
Land Rule: None.
Format Rule:
Please post if you have any comments or suggestions!
This format is a slight variation on the classic Mana Market format.
Follow me to be notified when weekly Perfect Hand Magic results are posted
Please take a look and score your row.
Follow me to be notified when weekly Perfect Hand Magic results are posted
4) Mogg
Earthcraft / Runed Halo / Squirrel Nest
X| 1 2 3 4 5 |
4| 3 3 0 X 4 | 10 | 250
1: 3: CalvinSchwa does or doesn't let me cast Squirrel Nest.
2: 3: Playing first, Earthcraft acts as sacrificial fodder to let me cast Squirrel Nest.
3: 0: I can make one squirrel, which is inferior to Ob Nixilis.
5: 4: Playing first, I combo. Playing second, I cast Runed Halo naming Myth Realized.
I did expect a hand along the lines of Orcish Lumberjack / Progenitus / Sneak Attack. Lumberjack is one of the few ways available to make a lot of quick mana.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
1. 6-0, I T2 seal your Call, T4 Vessel your Wurm and kill you with Nix.
2. 0-6, don't quite have enough permanents to fight through the braids on my play.
3. I'm pleased with my flex spot choice, Seal of Cleansing. Thought there'd be at least one Squirrel Nest deck and some BB decks, but it incidentally hit a bunch of other enchantments.
4. 6-0, I burst out laughing at your analysis.
5. 2-2. Hey, vessel is MY tech! I have no way of casting Nix, so I just drop Seal on T2 to blow up Myth Realized whenever that drops.
The other deck I considered was Devoted Druid//Vizier of Remedies//Rhonas, but I thought there'd be more creature killing going on and went with the Nix+Vessel runback.
It is, insofar as all of the mana market formats (pay 3 life: make a mana) have been instant speed, and it hasn't caused any problems in the previous iterations.
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1) CalvinSchwa ??? Eeeeh? Lots of finkyness with making tokens, blocking with myth realized, getting cut off white mana, lilly edicts.
2) 3-3 Braids always arrives. I can play vessel to force braids to arrive. When you're on the play, you can keep me to two mana. I think that's good enough. I get a 1/1, but braids is a 2/2, and so races. On the draw, I get to three mana, so lili edicts braids away.
3) 2-2. We both get to remove the other's win con. Obby never gets down, myth always gets blown up or exiled from hand.
4) 1-4 When i'm on the play, you only get one of these. Runed halo forces the tie. When I'm on the draw, you get to combo off.
1) CalvinSchwa - 3 - On the draw Braids comes down after Call the Bloodline and she only blocks one vampire each turn. On the play she prevents Call the Bloodline from being cast.
2) I don't feel like I'm progressing in this format.
3) ManyCookies :: Nix's Trinkets - 6 - On the draw Seal of Cleansing or Vessel of Malignity can be played but do nothing. On the play Braids stops everything from being cast.
4) Mogg - 3 -
On the draw Runed Halo resolves and stops Braids from dealing damage. On the play nothing can be cast after Braids.Agreed5) nerdyjoe - 3 - On the draw both Myth Realized and Vessel of Malignity can be cast, and Vessel can be sacrificed to Braids so Liliana can be played and kill Braids. On the play Myth Realized comes down before Braids but no counters can be put on it.
3) ManyCookies :: 0-6 Agreed
4) Mogg 3-3 Agreed
5) nerdyjoe 3-3 I lose OTD, you can just Myth, Vessel to get rid of Wurm and Contamination, and then Call is useless. Holding my cards lets me keep Wurm (in hand/library), but that's too slow against Liliana/Myth. OTP, I can kill Liliana by saving up to 3 or 4 attackers (depending on your plays) and swinging, and from there I win; Vessel exiles Contamination and I discard Wurm in response.
| X 3 0 3 3 | 6 |
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
2 | 3 X 6 4 6 | 18
1. 3-3, same.
2. X
3. 6-0, same.
4. 4-1, on the play Braids outspeeds, on the draw Mogg is stuck on two lands and so plays ruined halo for the draw.
5. 6-0, on the play Braids strands Myth Realized. On the draw nerdy can cast Vessel, but that only pumps Myth to a 1/1 and still loses to braids.