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Burn, Baby, Burn

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You and Azrul are getting one last league match done before the year ends, with decks cobbled together from your local game store’s odds and ends. Over the last month, you’ve put together a rather respectable deck with flyers and control elements. Unfortunately, Azrul has a deck with a lot of removal and some nasty creatures, and right now, he has the upper hand.

Angelic Shield
After a lot of back and forth, you’ve finally managed to stabilize the board at 2 life. Azrul isn’t willing to attack into your Angelic Shield, and you’re now just waiting for some form of life-gain so that you can get back into the game.

The bad news is that Azrul picked up a Necrologia on his last draw step, which he then used to add four cards to his hand. You cast a quick Peek before your opponent’s end step wrapped up, and you found out why he was smiling: All four cards in Azrul’s hand are direct-damage spells . . . and you’re looking like a mighty fine target.

Fortunately for you, you have a couple of serviceable draws coming. They’re not quite the Counterspells you were hoping for, but removal is better than nothing at this point. And with a bit of luck, maybe you can stop the fireworks before they go off!

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

You are at 2 life with the following cards in play:

Torment

You have the following cards in your hand:

You have not yet played a land this turn. You do not know the identity of any of the cards that are currently on top of your library.

Volcanic Dragon
Azrul is at 10 life. He has the following cards in play:

Azrul has the following cards in his hand:

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 — Burn, Baby, Burn”. We’ll include the best ones in next week’s article along with the next puzzle!

Last Week’s Puzzle

Correct solutions to last week’s puzzle were received from Russell Jones, Scott Stoops, Norman Dean, Sanjay Saith, Aaron Golas, Andrew Muravskyi, Jonathan Kustina, Quadrangolo Tetra, Chadwick Bond, Kyle Wyatt, Evelyn Kokemoor, Marc Desnoyers, Tim Broman, and Vincent B.

The immediate observation here is that it’s your postcombat main phase, so you’re definitely not attacking for the win in this case. In any event, the first thing you want to do is assess the board. Aaron Golas writes:

The only way to deal noncombat damage to Emilia is through her Coalhauler Swine. The Swine is a symmetrical effect, so you need to pad your life total, but if you can bring it high enough and deal at least 9 damage to the Swine, you'll be in the clear. Let's assess your options for dealing damage and gaining life:

Your potential means of gaining life are:

Your potential means of damaging Coalhauler Swine are:

The final wildcard is Goblin Arsonist. If it dies, it could ping anything, including you or her Swine. From there, it's just a question of balancing the budget with your mana.

The most common solution by far involved a straightforward approach. Tim Broman’s analysis on this one was interesting:

Clearly, we are going to win by dealing 9 damage to Coalhauler Swine while gaining at least 7 life. A quick count of possible damage sources shows we'll have to use Savage Punch to accomplish this.

The only way we can gain more than 7 life is by using Rush of Battle and Savage Punch for a lifelinked fight. Sultai Flayer won't work since Coalhauler Swine's ability will resolve before Sultai Flayer's ability (and trying to find a line where anything with toughness 4 or greater dies before the Swine is not realistic).

Our lifelink options are Rush of Battle and Savage Punch with either Krumar Bond-Kin (not castable, and morphing and unmorphing is too expensive) or Snowhorn Rider. Using Snowhorn Rider will mean casting Snowhorn Rider, Rush of Battle, Sultai Banner, and Savage Punch in the right order as well as playing Mountain. It turns out we have exactly enough mana to do that:

Quadrangolo Tetra notes that a second solution exists, although you’ll need to manage both your damage-dealing output and your life-gain to get through:

The only way we have to deal damage to Emilia is to bash her Coalhauler Swine. Unfortunately, that will hurt us as much as it will hurt her, and we have less life to work with. A quick review shows that Spike Feeder and Highland Game together would only gain us 6 life—not enough. This means that, whatever else we do, we have to play Sultai Flayer.

As long as we move a +1/+1 counter onto Coalhauler Swine, it'll both survive 4 damage from a Savage Punch and take 5 from a Bring Low, which will be enough damage to kill Emilia in the process. Sultai Flayer has to trigger at least twice for us to survive 9 damage of the Swine's retaliation, so we need to kill off two of our creatures with 4 or more toughness:

Finally, there’s the matter of the trapped Thunder Dragon. The problem with destroying the Oblivion Ring to release it is twofold: First, you need to gain some life to survive its 3 damage. Second, bringing the Thunder Dragon back onto the battlefield will kill Emilia’s Goblin Arsonist—and if it targets the Coalhauler Swine, that extra 1 damage may just mess up your plans.

That said, Evelyn Kokemoor’s solution does involve releasing the Thunder Dragon—but cleverly deals with the Arsonist’s ability by moving it to a point where its damage doesn’t matter:

While this last solution doesn’t quite play within the rules (as you’re supposed to win before the start of Emilia’s next turn)—it does get the job done, and it gives your opponent an unwelcome surprise on top of that.


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