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Too Close to the Flame

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Mental Agony
Forty minutes into your match, you wonder why you haven’t won this game yet. But then again, that’s how the Unabridged Cube rolls: As a collection of one of each card ever printed, it has a tendency to leave you stuck in these kinds of situations.

The good news is that your opponent, Fah, is at a mere one life. The bad news is that she’s been incredibly lucky so far, frustrating each and every one of your efforts to defeat her. If it’s not her wall of blockers that’s causing you problems, it’s her lifegain effects; and if she’s not her lifegain effects, it’s her damage prevention abilities.

Even worse is the fact that Fah has been able to hold on long enough to build an army of creatures. You’re still at a high enough life total that you’re not too worried about an alpha strike, but if you don’t finish this game soon, then Fah’s going to wear you down over the course of several turns. And that’s assuming that your head judge doesn’t decide to call your match a draw.

That said, you do have a couple of cards in hand that might prove useful. You just have to wait for Fah to declare the end of her . . . 

“Tap four mana to cast Mental Agony?”

You look up. “What?” you ask.

“I cast Mental Agony on you,” Fah says. “It makes you discard both of the cards in your hand.”

“Oh,” you say. “Uh . . .  that’s not good.”

Fah waits patiently for your response.

“I guess I’ll tap two plains and activate my Peace of Mind twice, pitching both of them.”

“Okay,” Fah says. “You gain six life total, then lose two life from Mental Agony . . .  so you’re now eleven life?”

You glance at your score pad. “Yeah,” you finally say. “Eleven life.”

“I’ll end my turn,” Fah says.

You sigh; so much for that plan. You untap your permanents and draw a card, hoping for something good that’ll make up for your loss. Unfortunately, all you get is a Sejiri Steppe — which won’t help you much against Fah’s horde of creatures.

You tap the table in thought. Fah’s practically hanging by a thread at one life, and you wish you had a pair of scissors handy.

It is the start of your first main phase. Defeat Fah before the beginning of her next combat phase.

You are at 11 life, with the following cards in play:

You have the following card in your hand:

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

Fah is at 1 life and has no cards in her hand. She has the following cards in play:

If you think you’ve got a great solution in mind, don’t put it in the comments! Instead, send it to puzzles@gatheringmagic.com with the subject line “Puzzle — Too Close to the Flame” by 11:59 P.M. EST on Sunday, May 28, 2017. We’ll include the best ones in next week’s article along with the next puzzle!

Last Week’s Puzzle

Hapatra, Vizier of Poisons
Correct solutions to last week’s puzzle were received from Addison Fox, Russell Jones, Aaron Golas, Norman Dean, Ryou Niji, Allen Smith, Nakai Salway, Florian Kupferschmid, Hyman Rosen, Alex Jagrowski, Greg Dreher, Bill Murphy, SubrataSircar, Dominic Chan, Jonah Comstock, Paul Seitz, Esteban Landerreche, Enrique Cordero, Luke Paulsen, and David Arnold.

“The board here is frankly a mess,” Addison Fox writes. “Slither Blade is unblockable, but at 0/1, that doesn't matter too much. We could use Supernatural Stamina and Scribe of the Mindful to get it up to 4/1, but that leaves us a point shy, and no other creatures can get in to deal the last point.”

“Wiley also has a creature with reach and a creature with flying, so our one flier is not likely to get through,” Allen Smith adds.“Even if we bounce both of them (using Scribe of the Mindful to re-buy our Winds of Rebuke) and pump, we're only getting through for four damage, so clearly we need some non-combat damage. The only source we have of that is Trespasser's Curse, so that means we need to find a way for our opponent to get more creatures. The only way to do that is with Hapatra, Vizier of Poisons, but only if we give her back.”

Magic: the Gathering card design has largely moved to making triggered abilities optional,” Greg Dreher continues.“For example, Festering Goblin has to give a creature -1/-1 when it dies — even if the only targets are your own creatures —but Amonkhet's Festering Mummy makes giving out its -1/-1 counter optional. But there are still some non-optional triggered abilities, and they will force Wiley to lose.”

“To make all that happen, though,” Jonah Comstock writes, “we have to be very smart about how we play our cards:

  1. Cast Winds of Rebuke our own Lay Claim for bu. Hapatra returns to Wiley's board.
  2. Using all Black mana, cycle the Lay Claim that's now in our hand and pay 1 for Ruthless Sniper’s trigger, targeting Miasmic Mummy.
  3. In response, cast Supernatural Stamina targeting the Mummy. We've now spent one Blue mana and five Black mana.
  4. Everything resolves, but we hold priority in response to Miasmic Mummy’s delayed trigger effect that brings it back to the battlefield. Before the Mummy comes back, sacrifice Scribe of the Mindful to get back Winds of Rebuke, paying u.
  5. Still holding priority, cast Winds of Rebuke on Wiley’s Giant Spider with our last two mana.
  6. Then we just sit back and watch the triggers happen:
    • The Mummy enters the battlefield, forcing Wiley to discard the Spider.
    • Archfiend of Ifnir’s ability (not a ‘may’ ability!) triggers, placing five -1/-1 counters on your remaining creatures.
    • Hapatra’s ability (also not a ‘may’ ability!) triggers, giving Wiley five snake tokens.
    • Trespasser's Curse (you better believe it's not a ‘may’ ability!) triggers five times, killing Wiley.

Note that instead of targeting Giant Spider with Winds of Rebuke, you may instead choose to bounce Dune Beetle, Bitterblade Warrior, Defiant Greatmaw, or even the Cartouche of Strength — any of these would produce the same result.

“The funny thing is,” Dominic Chan adds, “if this game was down to the wire and we had drawn most of our library, we still would have won since all this happens before Lay Claim's cycling ability resolves . . .  so we wouldn't have drawn a card yet.”

Rather than cycle Lay Claim to kill Miasmic Mummy, however, there’s also the possibility of sending the Mummy into combat. Alex Jagrowski explains:

  1. During your first Main Phase, cast Supernatural Stamina targeting Miasmic Mummy.
  2. Declare Miasmic Mummy as an attacker, but don't attack with any other creatures.
  3. If no blocks are declared:
  4. If Wiley blocks the Mummy:

When Miasmic Mummy dies due to combat damage at this point, it then triggers the Supernatural Stamina / Miasmic Mummy / Archfiend of Ifnir / Hapatra, Vizier of Poisons / Trespasser's Curse interaction.

Curiously, you can also win via a single attack from Hapatra herself, which follows a similar approach. Ryou Niji demonstrates:

  1. Pay b to cast Supernatural Stamina on Hapatra, Vizier of Poisons.
  2. Attack with Hapatra, Vizier of Poisons.
    • If the opponent does not block, then we can pay u and sacrifice Scribe of the Mindful to return Supernatural Stamina to our hand, then pay b to cast it on Hapatra again. Hapatra becomes 5/1 — a lethal attacker. So we assume that the opponent does block.

  3. Let combat damage happen. Since Hapatra has only one toughness and all of the opponent's creatures have at least 1 power, Hapatra must die to the block. The opponent's blocker(s) may or may not die.
  4. Supernatural Stamina triggers, returning Hapatra to the battlefield under its owner's control — that is, the opponent's control.
  5. Pay bu to cast Winds of Rebuke, returning Miasmic Mummy to our hand.
  6. Pay u and sacrifice Scribe of the Mindful to return Winds of Rebuke to our hand.
  7. Pay bu to cast Winds of Rebuke again, returning a likely creature (maybe Defiant Greatmaw) to the opponent's hand.
  8. Pay bb to recast Miasmic Mummy. When it enters the battlefield, the opponent must discard Defiant Greatmaw.

At this point, the opponent discards a card and begins the interaction that leads to the Trespasser's Curse win.

Because Supernatural Stamina is an instant, Aaron Golas and Subrata Sircar both observe that you could actually attack with both Miasmic Mummy and Hapatra, Vizier of Poisons:

Finally, Enrique Cordero follows a similar logic and notes that you can also use your 0/1 Slither Blade:

  1. Cast Supernatural Stamina on Slither Blade, making it a 2/1.
  2. Attack with both Slither Blade and Miasmic Mummy.
  3. Wiley takes 2 damage, going down to 3 life.Miasmic Mummy dies.
  4. Cast Winds of Rebuke targeting Lay Claim. This returns Hapatra to Wiley.
  5. Sacrifice Scribe of the Mindful to return Wander in Death to our hand.
  6. Cast Wander in Deathto return Miasmic Mummy and Tah-Crop Skirmisher to our hand.
  7. Cast Miasmic Mummy, forcing Wiley to discard a card. This triggers Archfiend of Ifnir’s ability, Hapatra’s ability, and Trespasser's Curse’s ability, killing Wiley in the process.

“It is said that Cleopatra committed suicide via an asp bite,” Aaron muses. “We've managed to recreate the story here, as the snakes summoned by Hapatra spell death for their master!”


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