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Devil's Due

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Today, you’re playing against Zelda in a Cube Draft match. It’s not just any Cube though; you’re revisiting the Unabridged Cube, a Limited environment that uses one of every Magic: The Gathering card ever printed. And you’re actually in a winning position—for once.

Archdemon of Greed
After stabilizing the table at a low life total, you created a major threat on your last turn when you drew and cast Gather the Townsfolk. The resulting five Human creature tokens made your Ravenous Demon so happy that he was willing to wreak havoc on Zelda’s life total, and Zelda has nothing that can deal with your 9/9 flying trampler.

So when Zelda drew a land on her most recent draw step, she became desperate. First, she activated and exiled her Relic of Progenitus to draw a card (and wipe out all graveyards). Then, she cast the Evincar's Justice she drew, killing several creatures and bringing you to 1 life—close, but no cigar. You decided not to activate your Soul Net in response, mostly because you didn’t think it would matter: You’re still alive, your best creatures are still up and running, and Zelda’s going to die to your next attack.

Shortly after Zelda declared the end of her turn, however, you realized that you now have no Human creatures in play. That means that when your next upkeep comes around, your new Archdemon of Greed isn’t going to be as happy as you originally thought . . . 

Zelda has just declared the end of her turn; you may still cast spells or activate abilities in response. Defeat Zelda before she defeats you.

You are at 1 life with the following cards in play:

Mosquito Guard

You have the following cards in your hand:

Venerable Monk
You have the following cards in your graveyard:

Zelda is at 5 life with the following cards in play:

Zelda has only one card in hand. You know that this is Evincar's Justice because she paid its buyback cost when she cast it.

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 — Devil’s Due”. We’ll include the best ones in next week’s article along with the next puzzle!

Last Week’s Puzzle

Scavenger Drake
This puzzle received a large number of responses. Correct solutions were received from Simon Lazarus, Russell Jones, Tyler Heath, David Jacobs, Hyman Rosen, Yuji Nakano and Jacob Grant, Daniele Civelli, Luke Bokota, Ira Polinsky, Aaron Golas, Sam Cocchiarella, Norman Dean, Dennis Crenshaw, Jonathan Kustina, Brian Dolan, Matthew Wilson, John Stein, Ryan Sextro, Andrew Vo, Mark Koster, Adam Eidelsafy, Evelyn Kokemoor, J. Josiah Jacobs, Andrew Taylor, Brad Neidkowski, Tim Rice, Tim Gerheim, Andrew James Lim, John Healy, Ian Albers, Seringit, Martin Gruszczyk, Sannindi, Matthew Harvey, Zach Moroni, Andrew Muravskyi, Brandon Wharton, Jeremiah Glick, Will Lewis, Max Brett, and João Filipe Cid.

Several people wrote in to advise that Scavenger Drake’s ability triggered when Domenico sacrificed his Eldrazi Spawn tokens last turn. For the purpose of the puzzle, though, we’ll assume that you missed these triggers—and that, as a result, your Scavenger Drake is still a 1/1 flyer, you’re kicking yourself for forgetting about the +1/+1 counters last turn, and you’re hoping to pull off the win despite that issue.

There are several possible moves that result in your dealing 10 damage to Domenico, all of which come up short of our target. In order to get 11 damage out of our cards, Tim Gerheim points out the critical observation: “The key to this puzzle is assembling a creature with 4 or more toughness so that you can pump it with Nameless Inversion.”

In their joint solution, Yuji and Jacob note:

Whilst each of the Equipment on hand costs a total of 3 mana to play and/or equip onto the Kor Duelist to give it double strike, only the Flayer Husk allows the Scavenger Drake to have enough toughness to be targeted by Nameless Inversion without dying.

Evelyn clarifies this further:

Moving the Flayer Husk gives us an extra death trigger, so losing the extra 2 damage we would have gotten from Copper Carapace or Darksteel Axe lets us boost our Drake for 3 power without killing it.

Sannindi’s solution follows the sequence below:

Flayer Husk

John Healy notes that Domenico himself wasn’t exempt from strategic errors this game: “The funny thing is that with Moonlit Strider on board, it would have been easy for Domenico to play around this by equipping the Kitesail to the Gorehorn Minotaurs. Oops.”


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