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Light and Shadow

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“Wanna hear a bad-beats story?” CJ asks.

“What, from you?”

“Yeah, last week.”

Needle Storm
It turns out that your friend CJ was one of the first people in the release queues for Tempest Remastered Booster Drafts last week. Three Drafts later, CJ found himself in an unenviable position in his last game with very little time left on his clock.

“I won the first game and brought in Needle Storm from the sideboard to deal with my opponent’s flyers. I managed to cast it in our second game, but I was smashed by Angelic Blessing and Skyshaper a turn later.

“In our third game, my opponent played a Sea Monster against me, which stopped me from attacking. Fortunately, I had a few creatures that could block: a Spined Wurm against the Sea Monster and a Thalakos Drifters against her shadow creatures.”

“And that’s the bad beat?” you ask.

“No,” CJ says. “After a few turns, my opponent cast Repentance on my Spined Wurm and then cast Conviction on her Wayward Soul. After she attacked with the Wayward Soul and the Sea Monster, I was down to 3 life!

“Even worse was the fact that, once I started my turn, I had only slightly more than one minute left on my clock. I had to think fast! I was sure that I didn’t have enough time for more than two turns!”

You glance at what CJ has written down. “But you had the Needle Storm in hand.”

Conviction
“Yeah,” CJ said. “I top-decked it one turn too late; her Wayward Soul was already at 5 toughness due to the Conviction.”

“So what did you do?”

“I panicked! I cast the Needle Storm to get rid of the Armored Pegasus and then finished off the Wayward Soul with Rootwater Hunter. But she still won the game on her next turn.”

You pause for a moment. “Yeah, that’s a bad beat.”

“I know, right?”

You glance at the table again. You’d tell CJ right now that he would have won the game if he had played his turn correctly, but that’s not something that friends do.

It is the middle of your first main phase. Defeat KeyboardValkyrie78 before the end of your next turn—and before she defeats you. (That is, you complete this turn, your opponent completes her turn, and then you win the game on your next turn.)

Telethopter
You are at 3 life with the following cards in play:

You have the following cards in your hand:

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

KeyboardValkyrie78 is at 9 life, has no cards in her hand, and 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 — Light and Shadow”. We’ll include the best ones in next week’s article along with the next puzzle!

Last Week’s Puzzle

I had a solution in mind for last week’s puzzle, but I underestimated the creativity and efficiency of GatheringMagic.com readers—at least four alternate solutions to the puzzle apparently exist!

As most respondents pointed out, playing the Swamp in your hand is not necessary to earn the win. Evelyn Kokemoor writes:

Most submissions covered the correct solution above, including e-mails from Russell Jones, Etienne Beureux, Connor Hackney-Smith, Miko Losantas, Aaron Golas, Michael Whalley, Eric Chang, Michael Shoemaker, Mitch Winkens, Jonathan Kustina, Matthew Harvey, Evelyn Kokemoor, Vivien Gaillet, Brent Jeffreson, Chris Luiten, and Parker May.

Jared Herretes took a different route, pointing out that you can also reanimate Sandstorm Eidolon to use its ability a second time:

Ivo de Vero took yet another route, which is a variant of the most common solution. Ivo’s submission is particularly interesting because it leaves Sachi completely untouched:

Akshaya Srivastava goes this solution one better: “You can attack with Fulminator Mage, Akroan Conscriptor, Force of Nature, and Maze Rusher, dealing a minimum of 13 damage to Alfred’s now 13 life because Alfred’s best move is to block Maze Rusher with either his Sachi, Daughter of Seshiro or his Treetop Village.”

Simon Lazarus and Nathaniel Shar both hit upon the most complex solution, of which Simon writes:

“It's possible to take out [enough of] Alfred's green sources to make him take 8, but if we let him untap, he can survive by means of Miren, the Moaning Well,” Evelyn notes.

Nathaniel adds: “There is more than one way to defeat Alfred, but making him take the last 8 damage from Force of Nature's triggered ability may be the most satisfying.”


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