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This Is My Broomstick

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Your local game store’s Halloween event is taking place in a few days, and the preparations are growing more visible with each passing day. Some of the store employees are now having their measurements taken by the local cosplay chapter, and a couple of regulars have offered to make a run to the nearby market for some candy.

Bubbling Cauldron
You, on the other hand, are playtesting a few creations for the theme-deck table. The store already has a nice Vampire deck behind the counter as well as Werewolf and Zombie decks that give challengers runs for their money. Somebody handed in the plans for an effective Frankenstein deck (involving cards like Frankenstein's Monster and Sutured Ghoul) and a mummy deck that looked terrible on paper turned out to be surprisingly good with self-milling effects and Vengeful Pharaoh.

And that, of course, is why they stuck you with a witch deck. Even the worst decks have to have playtesters, after all.

Despite the deck’s shortcomings, you have the upper hand in your current game against Wendy. You brought an early Bogbrew Witch into play along with your Bubbling Cauldron, and it was a simple matter of fetching up some Festering Newts to devastate your opponent’s creatures and life total. That said, you’re eager to move on and finish this game so that you can see what’s next on your playtesting schedule.

After Wendy plays a Village Survivors on her turn and attacks with her now-vigilant creatures, you cast Skeletal Scrying for the rest of the cards in your graveyard. It’s only then that you realize your mistake: One of the cards you draw is the last Festering Newt in your deck, and it’s something that you could simply have searched up with the Bogbrew Witch. You just shake your head and keep playing.

“Any other responses?” Wendy asks.

You think for a while. Wendy’s not going to be building a bridge out of you anytime soon, but you’d rather not draw out this game any longer than you need it to be. Besides, it appears you have the opportunity for a great play here. Now if you could only figure out what it is . . .

Wendy has just declared the end of her turn; you may still cast spells or activate abilities in response. Defeat Wendy before the start of her next turn.

You are at 14 life with the following cards in play:

Plague Witch

You have the following cards in your hand:

You have only one card in your graveyard:

You do not know the identity of the top card of your library. You do, however, have a hastily-scribbled decklist that outlines the cards remaining inside:

Black Cat

Wendy is at 5 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 — This is My Broomstick”. 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, Aaron Golas, Carlo Picar, Sanjay Saith, Sebastien Clement, Quadrangolo Tetra, Eric Williams, Andrew Muravskyi, Greg Swain, Hyman Rosen, Joe Hurt, James Parmenter, Vik Patel, Lane Engelberg, and Martin Bobovsky.

This puzzle threw a lot of people for a loop, and the tricky part was figuring out where to begin. “We have no mana restrictions,” Andrew Muravskyi writes. “We are able to cast all of our spells, but we are somewhat thin on other resources. War Flare not only makes our creatures bigger, but helps us activate Sparksmith twice, but we can't hit for more than 5 damage combined or we'll die. We are gifted with efficient removal (Temporal Isolation) and evasion (Gods Willing), but it isn't going to be enough.”

In order to figure out a plan of attack, Quadrangolo’s Tetra did some detailed reasoning:

  • Stybs has five untapped creatures. Of those, one has shadow, and one has flying. The nonevasive creatures don't share any color.
  • Sparksmith can currently hit for 2. Mogg War Marshal will allow us to hit for 3 or 4, too, but we only have 6 life and no life-gain, so we can't deal more than 5 total.
  • This means that Sparksmith—even if we untap it with War Flare—can either kill both the Lotus Path Djinn and the Dauthi Slayer or either Yotian Soldier or Gray Merchant of Asphodel.
  • With Hissing Iguanar, this represents 1 to 2 damage. We can deal another 2 damage with Mogg Fanatic, but unless we find another way to kill things, we still have to deal at least 10 damage in combat.
  • Even with War Flare at our disposal, we need to push both of our 3-power creatures through—or either one of them and both of our 1-power creatures.
  • To push through on the "real" plane and on the ground, we'd have to remove three (untapped, nonshadow) creatures and also use Gods Willing to bypass a fourth. Even if we use Temporal Isolation as removal, we can get rid of two relevant creatures, but not three. So that plan has to go.
  • Since the ground is not an option, we'll have to get through in the air and in the "shadow plane." We don't have any creatures with innate shadow, but Temporal Isolation can be used on our creatures, too, and we already noticed that we can get rid of Lotus Path Djinn and Dauthi Slayer with Sparksmith.
  • Gods Willing can be used to remove Auras, so the path is showing itself. All that's left is sequencing.

The most common submitted solution, in fact, involved sacrificing Mogg Fanatic for 1 damage to Stybs himself. Sanjay Saith writes:

Timing is key for some of these steps. “We need to be very careful when we cast Temporal Isolation,” Martin Bobovsky writes, “so that it does not prevent any damage from the Hissing Iguanar trigger; otherwise, our whole effort is shot.”

Martin also notes that if you’re not inclined to make a bunch of priority stops during combat, you can do the bulk of the work during your main phase:

From here, the solution goes as expected. You sacrifice Mogg Fanatic after removing the Temporal Isolation, of course.

Alternatively, you could also sacrifice Mogg Fanatic to control your Goblin population enough so that Sparksmith’s activation doesn’t kill you. Russell Jones’s solution provides another variant:

A fourth possibility involves removing the Lotus Path Djinn first, although the bulk of the work needs to be done during the combat step in this case. Andrew Muravskyi demonstrates:

During our main phase:

During our combat phase:

And from there, the combination of Temporal Isolation and Gods Willing combination sees 10 damage come through.

“All in all,” Eric Williams remarks, “this puzzle takes careful manipulation of the stack. I would hate to have to do it on Magic Online.”


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