Hand Size: 2 cards
Land Rule: Draw Land Rule.
Format Rule:
Instant and sorcery spells have retrace.
If a basic land would leave the battlefield or change control before its controller's third turn, that land's controller may choose to have it remain on the battlefield and/or under his or her control instead if all of the following are true:
a. That land would be caused to leave the battlefield or change control by a spell or ability controlled by an opponent of that land's controller.
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
Note that, for this round, I'm trying out a new rule to add some protection for basic lands.
I'd like to get feedback on this rule and hear suggestions for changes/improvements/whether such a rule should even exist.
Thanks!
I see we're all on the No Fun Allowed plan, gooooood.
2| 6 X 6 2? ? ? 4 | ?
1. 6-0. Chant is irrelevant here. We both race with a 2 point swing per charm cast/attack. I drop 3 lands, draining and bouncing once without a land drop, then use my remaining land drops for retrace. If Prelate names 2, we start the race with myself at 22 and you at 18, which I win handily. If Prelate names 1, I bounce Prelate for free once, then sandbag two lands and do a bounce+drain turn every other turn. You get to attack once per cycle, I drain once per cycle. But I start our cycle at 22 (two drains before you attack); we're in the same "race" situation, just dragged out over the course of two turns.
2. X
3. 6-0, yeah my life total grows too quickly for you to set up an OTK before turn 20.
4. 2-2? If Council names Unsubstantiate, I race in the same manner I race #1. If it names Ebony Charm... Esper Charm can eventually start disrupting sandbag attempts (play 6 lands+sandbag two lands), and I don't think I can graveyard attack the Esper Charm without losing a crucial turn in the race. So I'm stuck bouncing the council with each land drop.
5. ?
6. ?
7. 4-1. If I'm going for the win, I'm racing against your land drops until you can one shot me with pierce+needle drops (you can't play Needle drop until the turn you kill me, otherwise I charm it and offset the curse damage with the drain). You first damage me when I'm at 22/21 life on the play/draw respectively, so I need to kill you before you play 21/20 lands. I can do that on the play but not the draw, so instead I chain bounce the Curse and force the draw.
4) nerdyjoe
Council of the Absolute / Esper Charm
Of note, when I am on the draw, I keep you to 2 mana, unless you hold both cards and discard them to the in-your-draw-step discard 2 every turn.
1) CalvinSchwa Orim's Chant / Sanctum Prelate
3-3. Each of us gets to get down our 3-drop first when we're on the draw, which swings the game in that player's favor.
2) ManyCookies :: No Fun Allowed Ebony Charm / Unsubstantiate
???
Eveenntually, I burn through your drawn cards, since each cast of Unsubstantiate is -1 card for you, but not for me. Casting ebony charm speed this up (so you don't burn through 20 points of life before I get through your drawn cards). Once council is down, it names unsubstantiate, and we race. I haven't computed this race, so I'm just guessing I win. 2 points a turn vs 1 point a turn (one draw a turn) seems to be in my favor.
I missed the gain life part of the charm. If I instead play council on charm, you have to bounce it to play charm. Every turn you don't bounce it (to build up drawn lands or played lands), you lose 2. If I get ahead on lands-in-hand, and at least enough lands to cast my charm lots, I can safely cast it. I think this one is close, and I don't know how to play both ends optimally. I'd want to proxy it up and run through several iterations before coming to a conclusion.
3) Mogg :: t5 Burn Ancestral Recall / Spiraling Embers
6-0 Council always arrives just in time. Also discard slows you down slightly, making sure council always arives.
5) Reyemile Leyline of the Void / Mardu Charm
4-1 When you're on the play, you get to take my charm (for good), then make some tokens on your next turn. But after that council blocks if you swing, and keeps you from making more. On the draw, I force you to discard your charm (and more) before you can cast it, then my council prevents you from making blockers.
6) Superbajt :: Black-Red Charming Command Kolaghan's Command / Rakdos Charm
3-3 On the draw, we cut each other off mana and cards to get our threats through.
7) tomsloger Curse of the Pierced Heart / Needle Drop
6-0 Remove curse, win. Name needle drop, win.
3. ?. I'm missing something here, don't you discard to hand size each turn and not get the wombo? I'll defer to your eval for now.
Here's my default gameplan, barring disruption (which a few of you chose to play :)).
t1: Island, Ancestral Recall (Embers & 3 lands in hand).
t2: Island, 2x Ancestral Recall, discard a land to hand size (Embers & 6 lands in hand).
t3: Island, opponent's end step: 3x Ancestral Recall (Embers & 12 lands in hand).
t4: Mountain, Spiraling Embers dealing 12 damage (12 lands in hand), discard 5 lands to hand size (7 lands in hand).
t5: Island, Ancestral Recall, Spiraling Embers dealing 8 damage (8 lands in hand); 12 damage + 8 damage = 20 damage.
1: 0: Lose to Prelate.
2: 0: Lose to some combination of Ebony Charm and Unsubtantiate.
4: 0: Lose to Council of the Absolute.
5: 0: Lose to Mardu Charm plus Leyline of the Void.
6: 0: Theoretically, my win condition is to build up to eight or twelve lands and cast Spiraling Embers repeatedly in the same turn. However, to protect Spiraling Embers from discard, I need to cast Ancestral Recall early to pad my hand, and then Rakdos Charm exiles my Ancestral Recall. I need to keep playing lands which reduces my buffer. When I finally do cast Spiraling Embers, it's for a very small amount of damage, and then Spiraling Embers gets exiled.
7: 6: I win this one! Tom's hand goldfishes on turn 6 whereas my hand goldfishes on turn 5.
2) ManyCookies 0-6 Agreed, dangit. PHM always makes me appreciate the power of lifegain.
3) Mogg 6-0 I think either one of my cards would be enough to stop you.
4) nerdyjoe 3-3 Agreed.
5) Reyemile 4-1 My goal is to Prelate-lock out Mardu Charm. Void doesn't do anything, so it's a question of who gets there first. OTD, you get one casting of Charm on the upkeep of my third turn; the 2 1/1s and my 2/2 stare at each other. OTP I lock you.
6) Superbajt 6-0 Chant is pretty much useless, but it's discard fodder. I drop Prelate T3, locking out Command, then race against Charm.
7) tomsloger 6-0 I've got two different ways to lock out your deck.
| X 0 6 2 4 6 6 | 24 |
Prelate was awesome, but Chant was pretty useless since it can't do much against instants. Mana Tithe or something might have been better.
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.
Eh... I was going to change Rakdos Charm to Beckon Apparition. Forgot to click Send, apparently. It would be better in at least one match. Oh well...
Sorry I am so late. I have little time, so I decided to not verify other players and agree. Sorry if it means I lied
2) ManyCookies :: No Fun Allowed
Ebony Charm / Unsubstantiate
3-3?
Problem with Unsubstantiate is it gives your opponent card advantage, and if you use it, you can't Ebony Charm the card. The match ends with us both exiling our win conditions.
4) nerdyjoe
Council of the Absolute / Esper Charm
3-3. Not going to argue. Agreed.
5) Reyemile
Leyline of the Void / Mardu Charm
0-6. You keep one land in hand to protect yourself from discard. Use Mardu Charm as creatures. I can destroy at most one of the tokens, second kills me.
7) tomsloger
Curse of the Pierced Heart / Needle Drop
6-0. I can exile Needle Drop with Curse's trigger on the stack. If you never cast it, KCo is faster than Curse.
2) ManyCookies :: No Fun Allowed Ebony Charm / Unsubstantiate
6-0 Eveenntually, I burn through your drawn cards, since each cast of Unsubstantiate is -1 card for you, but not for me. Casting ebony charm speed this up (so you don't burn through 20 points of life before I get through your drawn cards). Once council is down, it names unsubstantiate, and we race. I haven't computed this race, so I'm just guessing I win. 2 points a turn vs 1 point a turn (one draw a turn) seems to be in my favor.
Ebony Charm drains (lose 1 gain 1), and so races at 2 life points a turn. If we end up in an Arbiter naming unsubstantiate position and it starts at 21 to 19 (as it should if I'm casting Charm T1), I'll win that race.
I'm pretty sure 2:4 is 2-2. Once I draw my land for turn, I'm immediately casting ebony charm or unsubstantiate, depending on his council name, before he can hand attack me. Council never gets to attack me if it names charm and loses the race against charm if it names unsub, so he names charm over and over and we're stuck.
I'm somewhat confident 2:5 is 0-6, but it's been a massive headache trying to show it because both of us can do weird things with playing out lands vs holding them or whatever, and both of us need to protect graveyards and blah. I think he can make it to turn 19 safely, play 15 lands and hold 4 lands, then cast mardu charm 5 times and kill me with 10 soldiers before I can bounce them all... but I'm not sure.
My apologies, my deck turned out to be much harder to grade (and significantly worse) than I thought it'd be, and I didn't have the time this week to figure this out.
2CH DLR Retrace
Land Rule: Draw Land Rule.
Format Rule:
If a basic land would leave the battlefield or change control before its controller's third turn, that land's controller may choose to have it remain on the battlefield and/or under his or her control instead if all of the following are true:
b. That land has no other card types.
Additional Bans: Time Walk
Hands:
1) CalvinSchwa
Orim's Chant / Sanctum Prelate
2) ManyCookies :: No Fun Allowed
Ebony Charm / Unsubstantiate
3) Mogg :: t5 Burn
Ancestral Recall / Spiraling Embers
4) nerdyjoe
Council of the Absolute / Esper Charm
5) Reyemile
Leyline of the Void / Mardu Charm
6) Superbajt :: Black-Red Charming Command
Kolaghan's Command / Rakdos Charm
7) tomsloger
Curse of the Pierced Heart / Needle Drop
Results:
X| 1 2 3 4 5 6 7 |
1| X 0 6 3 4 6 6 | 24 | 400
2| 6 X 6 2 0 3 4 | 18 | 300
3| 0 0 X 0 0 0 6 | 06 | 100
4| 3 2 6 X 4 3 6 | 22 | 367
5| 1 6 6 1 X 6 6 | 26 | 433
6| 0 3 6 3 0 X 6 | 16 | 267
7| 0 1 0 0 0 0 X | 01 | 017
Reyemile 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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I'd like to get feedback on this rule and hear suggestions for changes/improvements/whether such a rule should even exist.
Thanks!
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Please take a look and score your row.
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Vs 1
0-6 lose to prelate
Vs 4
0-6 lose to "enchantment removal" mode of esper charm
Vs 5
0-6 lose to leyline are the easy ones.
*Plan to edit in the others after some math...
2| 6 X 6 2? ? ? 4 | ?
1. 6-0. Chant is irrelevant here. We both race with a 2 point swing per charm cast/attack. I drop 3 lands, draining and bouncing once without a land drop, then use my remaining land drops for retrace. If Prelate names 2, we start the race with myself at 22 and you at 18, which I win handily. If Prelate names 1, I bounce Prelate for free once, then sandbag two lands and do a bounce+drain turn every other turn. You get to attack once per cycle, I drain once per cycle. But I start our cycle at 22 (two drains before you attack); we're in the same "race" situation, just dragged out over the course of two turns.
2. X
3. 6-0, yeah my life total grows too quickly for you to set up an OTK before turn 20.
4. 2-2? If Council names Unsubstantiate, I race in the same manner I race #1. If it names Ebony Charm... Esper Charm can eventually start disrupting sandbag attempts (play 6 lands+sandbag two lands), and I don't think I can graveyard attack the Esper Charm without losing a crucial turn in the race. So I'm stuck bouncing the council with each land drop.
5. ?
6. ?
7. 4-1. If I'm going for the win, I'm racing against your land drops until you can one shot me with pierce+needle drops (you can't play Needle drop until the turn you kill me, otherwise I charm it and offset the curse damage with the drain). You first damage me when I'm at 22/21 life on the play/draw respectively, so I need to kill you before you play 21/20 lands. I can do that on the play but not the draw, so instead I chain bounce the Curse and force the draw.
4) nerdyjoe
Council of the Absolute / Esper Charm
Of note, when I am on the draw, I keep you to 2 mana, unless you hold both cards and discard them to the in-your-draw-step discard 2 every turn.
1) CalvinSchwa Orim's Chant / Sanctum Prelate
3-3. Each of us gets to get down our 3-drop first when we're on the draw, which swings the game in that player's favor.
2) ManyCookies :: No Fun Allowed Ebony Charm / Unsubstantiate
???
3) Mogg :: t5 Burn Ancestral Recall / Spiraling Embers
6-0 Council always arrives just in time. Also discard slows you down slightly, making sure council always arives.
5) Reyemile Leyline of the Void / Mardu Charm
4-1 When you're on the play, you get to take my charm (for good), then make some tokens on your next turn. But after that council blocks if you swing, and keeps you from making more. On the draw, I force you to discard your charm (and more) before you can cast it, then my council prevents you from making blockers.
6) Superbajt :: Black-Red Charming Command Kolaghan's Command / Rakdos Charm
3-3 On the draw, we cut each other off mana and cards to get our threats through.
7) tomsloger Curse of the Pierced Heart / Needle Drop
6-0 Remove curse, win. Name needle drop, win.
4 | 3 ? 6 X 4 3 6 |
Here's my default gameplan, barring disruption (which a few of you chose to play :)).
t1: Island, Ancestral Recall (Embers & 3 lands in hand).
t2: Island, 2x Ancestral Recall, discard a land to hand size (Embers & 6 lands in hand).
t3: Island, opponent's end step: 3x Ancestral Recall (Embers & 12 lands in hand).
t4: Mountain, Spiraling Embers dealing 12 damage (12 lands in hand), discard 5 lands to hand size (7 lands in hand).
t5: Island, Ancestral Recall, Spiraling Embers dealing 8 damage (8 lands in hand); 12 damage + 8 damage = 20 damage.
My line:
3) Mogg :: t5 Burn
Ancestral Recall / Spiraling Embers
X| 1 2 3 4 5 6 7
3| 0 0 X 0 0 0 6 | 06 | 100
1: 0: Lose to Prelate.
2: 0: Lose to some combination of Ebony Charm and Unsubtantiate.
4: 0: Lose to Council of the Absolute.
5: 0: Lose to Mardu Charm plus Leyline of the Void.
6: 0: Theoretically, my win condition is to build up to eight or twelve lands and cast Spiraling Embers repeatedly in the same turn. However, to protect Spiraling Embers from discard, I need to cast Ancestral Recall early to pad my hand, and then Rakdos Charm exiles my Ancestral Recall. I need to keep playing lands which reduces my buffer. When I finally do cast Spiraling Embers, it's for a very small amount of damage, and then Spiraling Embers gets exiled.
7: 6: I win this one! Tom's hand goldfishes on turn 6 whereas my hand goldfishes on turn 5.
BWTeysa, Orzhov Scion
GWRhys the Redeemed
GUKruphix, God of Horizons
GRXenagos, God of Revels
GThrun, the Last Troll
GStompy
3) Mogg 6-0 I think either one of my cards would be enough to stop you.
4) nerdyjoe 3-3 Agreed.
5) Reyemile 4-1 My goal is to Prelate-lock out Mardu Charm. Void doesn't do anything, so it's a question of who gets there first. OTD, you get one casting of Charm on the upkeep of my third turn; the 2 1/1s and my 2/2 stare at each other. OTP I lock you.
6) Superbajt 6-0 Chant is pretty much useless, but it's discard fodder. I drop Prelate T3, locking out Command, then race against Charm.
7) tomsloger 6-0 I've got two different ways to lock out your deck.
| X 0 6 2 4 6 6 | 24 |
Prelate was awesome, but Chant was pretty useless since it can't do much against instants. Mana Tithe or something might have been better.
--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.
Kolaghan's Command / Rakdos Charm[
Eh... I was going to change Rakdos Charm to Beckon Apparition. Forgot to click Send, apparently. It would be better in at least one match. Oh well...
Sorry I am so late. I have little time, so I decided to not verify other players and agree. Sorry if it means I lied
Orim's Chant / Sanctum Prelate
0-6. Agreed.
2) ManyCookies :: No Fun Allowed
Ebony Charm / Unsubstantiate
3-3?
Problem with Unsubstantiate is it gives your opponent card advantage, and if you use it, you can't Ebony Charm the card. The match ends with us both exiling our win conditions.
3) Mogg :: t5 Burn
Ancestral Recall / Spiraling Embers
6-0. Agreed.
4) nerdyjoe
Council of the Absolute / Esper Charm
3-3. Not going to argue. Agreed.
5) Reyemile
Leyline of the Void / Mardu Charm
0-6. You keep one land in hand to protect yourself from discard. Use Mardu Charm as creatures. I can destroy at most one of the tokens, second kills me.
7) tomsloger
Curse of the Pierced Heart / Needle Drop
6-0. I can exile Needle Drop with Curse's trigger on the stack. If you never cast it, KCo is faster than Curse.
Ebony Charm drains (lose 1 gain 1), and so races at 2 life points a turn. If we end up in an Arbiter naming unsubstantiate position and it starts at 21 to 19 (as it should if I'm casting Charm T1), I'll win that race.
X| 1 2 3 4 5 6 7 |
1| X 0 6 3 4 6 6 | 24 | 400
2| 6 X 6 ? ? 3 4 |
3| 0 0 X 0 0 0 6 | 06 | 100
4| 3 ? 6 X 4 3 6 |
5| 1 ? 6 1 X 6 6 |
6| 0 3 6 3 0 X 6 | 16 | 267
7| 0 1 0 0 0 0 X | 01 | 017
Outstanding matches:
2-4
2-5
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I'm somewhat confident 2:5 is 0-6, but it's been a massive headache trying to show it because both of us can do weird things with playing out lands vs holding them or whatever, and both of us need to protect graveyards and blah. I think he can make it to turn 19 safely, play 15 lands and hold 4 lands, then cast mardu charm 5 times and kill me with 10 soldiers before I can bounce them all... but I'm not sure.
My apologies, my deck turned out to be much harder to grade (and significantly worse) than I thought it'd be, and I didn't have the time this week to figure this out.