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Inherit the Earth

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Last weekend, your local game store announced that they had just enough Battle for Zendikar booster packs to hold a single Draft event (that is, until the next shipment arrives). You managed to come in as one of the eight lucky participants; now you just have to get past the first round.

Retreat to Hagra
Your third game against Ravleen hasn’t gone well. You brought out some early creatures for a fast start, but a couple of small blockers, an early Retreat to Hagra, and a boatload of land drops allowed your opponent to stay in the game. Eventually, Ravleen started playing her larger threats while you stood and waited for an opportunity.

On her turn, after attacking with her Silent Skimmer and Shatterskull Recruit, Ravleen played a monstrous 13/13 Endless One, threatening to escalate into the mother of all attacks on her next combat step. You cracked one of your two copies of Hedron Archive, looking for a solution. Unfortunately, Tandem Tactics and Unnatural Aggression aren’t about to help you take down Ravleen’s creatures.

Your next draw step turns out to have a lot more potential though: Aligned Hedron Network is the removal that you were hoping for, even if you still need some additional cards to help you win the game.

After looking at the board for a few minutes, however, you’re forced to revise that opinion. You might be able to seal the deal right now, although it’ll depend on making the right plays.

It is the start of your first main phase. Defeat Ravleen before the end of your turn.

You are at 5 life with the following cards in play:

Blisterpod

You have the following cards in your hand:

You have not yet played a land for this turn. You do not know the identities of any of the other cards in your library.

Endless One
Ravleen is at 13 life and has no cards in her hand. She has the following cards in play:

If you think you have a great solution in mind, don’t put it in the comments! Instead, send it to puzzles at gatheringmagic dot com with the subject line “Puzzle — Inherit the Earth”. We’ll include the best ones in next week’s article along with the next puzzle!

Last Week’s Puzzle

Correct solutions were received from Russell Jones, desprez.n, Norman Dean, Andrew Muravskyi, Miko Losantas, Aaron Golas, Jonathan Kustina, Seth Keller, Erin Dixon-Gonzalez, Sanjay Saith, James Parmenter, Steve Serksnis, Jeff Proksch, Matthew Harvey, Bradley Fenstermaker, Luke Owens, Sam Phipps, Maarten Wybaillie, Brian Langley, Hyman Rosen, Matteo Mazzola, Iniui Yuan, Vik Patel, Quadrangolo Tetra, Luke Simpkins, and J. Josiah Jacobs.

There were a lot of good analyses for this one. “First off,” Miko Losantas writes, “given that he has an active Stone Haven Medic and untapped Plains, he effectively has 9 life instead of 8.”

Iniui Yuan then looks at the board situation further:

Attacking on the ground isn't possible. We can boost Vestige of Emrakul to 11 power, but there's enough toughness on the field that even the trample can't get through. It's much more productive to look to the skies, where there are only three potential blockers. Additionally, if we can get Firemantle Mage's ability to trigger, we only need to eliminate two blockers.

Note that the only flyers we have access to are awakened lands with Halimar Tidecaller on the field. This also means that Coastal Discovery is a red herring: It just costs too much to bring onto the field (we need to cast Clutch of Currents on Halimar Tidecaller, cast Halimar Tidecaller from hand, and then cast awakened Coastal Discovery), and we cannot possibly benefit from menace.

Sam Phipps wrote a rather nice summary of what needs to be done, complete with section titles:

Get the Flying Beef

Thin the Blocking Crowd

Notably, of course, you can disable any two of Chester’s flying and/or reach blockers in this way. For the record, the majority of solvers chose to awaken the Blighted Gorge for some reason. But these are minor details.

“The important things to remember here,” Seth Keller points out, “are to make sure you awaken your land on the first casting of Clutch of Currents; otherwise, it won't gain menace when you trigger rally with the Tidecaller. Also, you have to make use of both of Retreat to Valakut's abilities or else you either won't connect at all (since you didn't stop enough of his blockers) or won't deal enough (since the land will only have 7 power.)”

Halimar Tidecaller
Russell Jones notes that further possibilities might exist since the original article didn’t specifically mention that this is a Battle for Zendikar Limited event. “I suppose if all the BFZ cards are just a ruse,” Russell writes, “and this isn't actually a Limited or Standard event, he could potentially fetch a Crib Swap to screw up the solution, which is a bridge you can drive off when you come to it.”

“Chester could also use From Beyond to tutor up the more thematically-appropriate Not of This World to preserve one of his blockers,” Aaron Golas adds.

Surprisingly, Erin Dixon-Gonzalez has some firsthand experience here: “The solution to this puzzle was pretty obvious to me, mostly since I was completely destroyed by almost the exact same interaction in the prerelease! Halimar Tidecaller with Clutch of Currents and rally is pretty brutal in Limited.”

Finally, for anyone who offered to buy CJ a drink, it’s very much appreciated. (I’m sure that each of us probably could have used one at some point during our Magic-playing careers.)


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