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Submission deadline: Tuesday, July 31st, 11:00 PM GMT
Rules and Banned List
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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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. There are three versions of the land rule variant.
i. This is the basic land rule (LR). Any player may play a basic land of their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
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 them 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 them 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 their hand meets specified requirements.
1) Sizel Guul Draz Assassin / Figure of Destiny / Wurmcalling
Figure is the scariest, since it gets out and swinging faster than anything in my hand and eventually gets flying to finish me off. However you can't play anything else in your hand without slowing Figure down by 1 turn due to color requirements, and none of it will slow me down by more than 1 turn. But even OTD I can win by getting 3 3/3 oozes and 2 8/8 elementals on T4, then swinging for lethal on T5 and forcing you to block. ~ 6-0
2) Danxor3 Devil's Play / Devil's Play / Banefire
I drop my creatures T3 (two 2/2 oozes and two 6/6 elementals) and win before you can burn them all (or burn me). ~ 6-0
4) xStormaggedonx Mental Misstep / Mental Misstep / Mistcutter Hydra
Exploration and Summons can't step. My Jelly Jam's total power grows faster than your Hydra, which means you can never win due to multi-blocking. However if you play Hydra T6 then you can stalemate by threatening to win before the goo can go wide enough, forcing me to play it early for smaller blockers that can't muscle past your Hydra. ~ 2-2
7) ManyCookies :: X-treme Sports Secure the Wastes / Devil's Play / Path to Exile
Exploration lets me get well ahead in the race for a large X. I have until T8 to play my dudes before you can burn me down, and I really only need until T4. ~ 6-0
I really thought mental misstep would be played a lot more, whoops
v1: 2/2 - I'll keep the counters for Figure of Destiny and Wurmcalling, and make a 5/5 hydra on turn 6, at which point neither of us can attack because we'll lose.
v2: 0/6 - I dont event want to try to think of all the avenues of play this could go down but I'm pretty sure I'm screwed lol
v3: 6/0 - I counter the slippery bogle.
v4: X
v5: 6/0 - You only have two threats so I counter them both. Why would I counter exploration?
v6: 2/2 - I can counter Helix Pinnacle, but you get me with the Isolate
v7: 0/6 - Well, Devil's Play is really good
You only have two threats so I counter them both. Why would I counter exploration?
A spell with X in its mana cost counts X as zero in every zone except the stack.
So, in your hand a Blaze is CMC 1, but when you cast it for X=4 then it's CMC 5 on the stack (i.e. during the time at which you would need to counter it). Which I imagine to be why more people didn't play Mental Misstep.
(Comprehensive rules 202.3e)
When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
-- I disagree with Stormageddon*, as Mental Misstep doesn't work vs Wyrmcalling. Then I get to buyback my Wyrmcalling and just keep getting bigger and bigger tokens.
*Respectfully and politely
That said I'm more than happy to be corrected on any of this if there are plays I'm not seeing
(as ever)
On the play I lead with Figure of Destiny, which grows faster than your available mana, until your turn 5, when you can kill a 4/4
By which time I can keep casting Wyrmcalling with buyback, and you run out of spells.
If I'm drawing, I *think* I win: I cast Figure & Assassin, which draw fire.
Then I'm again at the point where I can keep casting Wyrmcalling with buyback, and you run out of spells.
Win
Your Boggle gets up to 5/5 on your turn 3
My Figure of Destiny is 4/4 on turn 3, which you can safely attack past
After that I have a 4/4 figure and a 1/1 Assassin, which you can't afford to attack into, as then all 3 will die and I'll be the only player with a threat left.
After that I get to a point where where I can keep casting Wyrmcalling with buyback and overwhelm you.
Win
You misstep Assassin & Figure (because you can't misstep Wyrmcalling unless x = 0)
I could be wrong here, but I can't think you can make a Hydra that's big enough to kill me before my turn 5, at which point I can keep casting Wyrmcalling with buyback and overwhelm you.
Win, I think, but am not 100% on this one
I think Path takes out Figure
Devil's Play takes out Assassin
Wyrmcalling is is faster than Secure the Wastes, as you get X 1/1's, and get 1 Wyrm at a time, which gradually grows. Well unless I make it to mt turn 10, when I can start making 2 Wyrms a turn...
But there could easily be a point I'm not seeing where your collection of 1/1's plus a flashbacked Devil's Play is fast enough.
3CH Number One
Land Rule: Basic Land Rule
Format Rule:
Perfect Hand Magic, butonly cards with converted mana cost 1 may be submitted.1) Sizel
Guul Draz Assassin / Figure of Destiny / Wurmcalling
2) Danxor3
Devil's Play / Devil's Play / Banefire
3) Mother Mamba
Slippery Bogle / Ethereal Armor / Ethereal Armor
4) xStormaggedonx
Mental Misstep / Mental Misstep / Mistcutter Hydra
5) Anachronity :: Devastating Gelatin!
Exploration / Gelatinous Genesis / Devastating Summons
6) Superbajt :: Gauntlet Member
Spell Pierce / Helix Pinnacle / Isolate
7) ManyCookies :: X-treme Sports
Secure the Wastes / Devil's Play / Path to Exile
How to Submit
If you have any questions, just ask!
You can send a private message, or you can post in this thread. If you want to ask a question by private message, please note in your subject line that you haven't included your submission, because I want to respond to you quickly, and I don't review any submissions until I've chosen my own. I want to play, too!
Submission deadline: Tuesday, July 31st, 11:00 PM GMT
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 their 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 their hand, taking into account the strategy of their opponent(s).
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 them to achieve any of the following results before an opponent's second turn would end, 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 their chosen cards to the PHM moderator.
4.2. A player may change their 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 their hand. If he or she doesn't, then the moderator may name it. The moderator may also rename a player's hand at their 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 their 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 their 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.
ii. This is the extra land rule (ELR). Any player may play a basic land of their 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 their turns from their hand. A hand may not contain any cards on the Land Rule Banned List.
iii. 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 their choice from outside the game into their hand instead. The starting player doesn't skip the draw step of their first turn. A hand may not contain any cards on the Land Rule Banned List.
7.3b. For all versions of the land rule variant, except as allowed by its owner, a basic land can't be caused to leave the battlefield, change control, or gain another card type by an effect of a source controlled by an opponent of its owner before its owner's second turn would end.
7.5. Life Rule (LF).
7.5b. Irrespective of rule 7.5a, a player must choose an opening hand that enables them 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).
NEW BAN: Assassin's Trophy
_________________Land Rule Banned List
Beast Within________________________Beacon of Creation
Chancellor of the Annex_____________Black Lotus
Channel_____________________________Energy Field
Dark Depths_________________________Lion's Eye Diamond
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
Wasteland
Assassins' Trophy
Channel_____________________________Black Lotus
Fastbond____________________________Lion's Eye Diamond
Flash
Show and Tell
Disruption
Assassin's Trophy
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
Dark Depths_________________________Maralen of the Mornsong
Emrakul, the Aeons Torn_____________Nezumi Shortfang
Laboratory Maniac___________________Red Sun's Zenith
Leyline of the Meek_________________White Sun's Zenith
Magus of the Moon
Meddling Mage
The Rack
Ulamog, the Infinite Gyre
Format Ideas?
Additional Resources
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vs...
1) Sizel
Guul Draz Assassin / Figure of Destiny / Wurmcalling
Figure is the scariest, since it gets out and swinging faster than anything in my hand and eventually gets flying to finish me off. However you can't play anything else in your hand without slowing Figure down by 1 turn due to color requirements, and none of it will slow me down by more than 1 turn. But even OTD I can win by getting 3 3/3 oozes and 2 8/8 elementals on T4, then swinging for lethal on T5 and forcing you to block. ~ 6-0
2) Danxor3
Devil's Play / Devil's Play / Banefire
I drop my creatures T3 (two 2/2 oozes and two 6/6 elementals) and win before you can burn them all (or burn me). ~ 6-0
3) Mother Mamba
Slippery Bogle / Ethereal Armor / Ethereal Armor
I drop my creatures T3 and my two 6/6 elementals are enough to win. ~ 6-0
4) xStormaggedonx
Mental Misstep / Mental Misstep / Mistcutter Hydra
Exploration and Summons can't step. My Jelly Jam's total power grows faster than your Hydra, which means you can never win due to multi-blocking. However if you play Hydra T6 then you can stalemate by threatening to win before the goo can go wide enough, forcing me to play it early for smaller blockers that can't muscle past your Hydra. ~ 2-2
6) Superbajt :: Gauntlet Member
Spell Pierce / Helix Pinnacle / Isolate
Devastating Summons alone wins this. ~ 6-0
7) ManyCookies :: X-treme Sports
Secure the Wastes / Devil's Play / Path to Exile
Exploration lets me get well ahead in the race for a large X. I have until T8 to play my dudes before you can burn me down, and I really only need until T4. ~ 6-0
5 | 1 2 3 4 5 6 7 |
X | 6 6 6 6 X 2 6 | 32 | 533
- Rabid Wombat
Mental Misstep / Mental Misstep / Mistcutter Hydra
4 | 1 2 3 4 5 6 7 |
X | 2 0 6 X 6 2 0 | 16 | 225
I really thought mental misstep would be played a lot more, whoops
v1: 2/2 - I'll keep the counters for Figure of Destiny and Wurmcalling, and make a 5/5 hydra on turn 6, at which point neither of us can attack because we'll lose.
v2: 0/6 - I dont event want to try to think of all the avenues of play this could go down but I'm pretty sure I'm screwed lol
v3: 6/0 - I counter the slippery bogle.
v4: X
v5: 6/0 - You only have two threats so I counter them both. Why would I counter exploration?
v6: 2/2 - I can counter Helix Pinnacle, but you get me with the Isolate
v7: 0/6 - Well, Devil's Play is really good
So, in your hand a Blaze is CMC 1, but when you cast it for X=4 then it's CMC 5 on the stack (i.e. during the time at which you would need to counter it). Which I imagine to be why more people didn't play Mental Misstep.
(Comprehensive rules 202.3e)
- Rabid Wombat
Guul Draz Assassin / Figure of Destiny / Wurmcalling
-- I disagree with Stormageddon*, as Mental Misstep doesn't work vs Wyrmcalling. Then I get to buyback my Wyrmcalling and just keep getting bigger and bigger tokens.
*Respectfully and politely
That said I'm more than happy to be corrected on any of this if there are plays I'm not seeing
(as ever)
Win (both games), x5!(I think)
Loss (both games) x1 (vs Anachronity)
Devil's Play / Devil's Play / Banefire
Win.
On the play I lead with Figure of Destiny, which grows faster than your available mana, until your turn 5, when you can kill a 4/4
By which time I can keep casting Wyrmcalling with buyback, and you run out of spells.
If I'm drawing, I *think* I win: I cast Figure & Assassin, which draw fire.
Then I'm again at the point where I can keep casting Wyrmcalling with buyback, and you run out of spells.
3) Mother Mamba
Slippery Bogle / Ethereal Armor / Ethereal Armor
Win
Your Boggle gets up to 5/5 on your turn 3
My Figure of Destiny is 4/4 on turn 3, which you can safely attack past
After that I have a 4/4 figure and a 1/1 Assassin, which you can't afford to attack into, as then all 3 will die and I'll be the only player with a threat left.
After that I get to a point where where I can keep casting Wyrmcalling with buyback and overwhelm you.
4) xStormaggedonx
Mental Misstep / Mental Misstep / Mistcutter Hydra
Win
You misstep Assassin & Figure (because you can't misstep Wyrmcalling unless x = 0)
I could be wrong here, but I can't think you can make a Hydra that's big enough to kill me before my turn 5, at which point I can keep casting Wyrmcalling with buyback and overwhelm you.
5) Anachronity :: Devastating Gelatin!
Exploration / Gelatinous Genesis / Devastating Summons
Agreed
6) Superbajt :: Gauntlet Member
Spell Pierce / Helix Pinnacle / Isolate
Win
Isolate kills Figure
Spell Pierce slows me down, but I can still cast Assassin & Wyrmcalling
Helix Pinnacle isn't fast enough.
7) ManyCookies :: X-treme Sports
Secure the Wastes / Devil's Play / Path to Exile
Win, I think, but am not 100% on this one
I think Path takes out Figure
Devil's Play takes out Assassin
Wyrmcalling is is faster than Secure the Wastes, as you get X 1/1's, and get 1 Wyrm at a time, which gradually grows. Well unless I make it to mt turn 10, when I can start making 2 Wyrms a turn...
But there could easily be a point I'm not seeing where your collection of 1/1's plus a flashbacked Devil's Play is fast enough.
- Rabid Wombat