Your local Oath of the Gatewatch release party hasn’t gone well. You’re currently stuck in the 0–2 bracket of your eight-person Booster Draft, playing for the single booster pack that’s acting as today’s consolation prize.
In retrospect, it’s probably your fault. Having picked up some spectacular devoid cards early on (including a first-pick Kozilek's Return), you decided to try your luck at a colorless Eldrazi deck. It turns out that a few great cards aren’t necessarily equivalent to a great deck, however, and that’s probably why you’re facing defeat in the third game of your bottom-rung match.
Your opponent Brandon is playing what looks to be a pile of random red and green cards. Nevertheless, it hits like a truck, and Brandon’s managed to bring you down to a single point of life this game. Your opponent hasn’t been able to take it any further than that, though, after you clogged the table with several high-toughness creatures.
Eventually, things became worse from there. First, Brandon drew and played a Wastes, triggering landfall on his Embodiment of Fury and turning one of his Mountains into a 3/3 Elemental. Then he cast Press into Service to steal your Ruination Guide, tossing a couple of +1/+1 counters onto his creatures in the process. Then, he used the Wastes to activate Immobilizer Eldrazi and make sure you couldn’t block . . . and sent four of his creatures into the red zone!
In desperation, you cast Expedite to see if your library will offer you anything. Unfortunately, your draw is an Abstruse Interference . . . which might have been a lot more useful if you had drawn it while Brandon was still casting his spells.
Cursing your luck, you look at the board one more time to see if you can somehow survive this turn. You’re not quite thrilled at the possibility of ending this day on a low note.
It is the beginning of the combat phase on Brandon’s turn. Survive Brandon’s turn, and find a way to defeat him before the end of your next turn.
You are at 1 life with the following cards in play:
- Hedron Crawler
- Kozilek's Sentinel
- Cultivator Drone
- Herald of Kozilek
- Vestige of Emrakul
- 4 Islands
- 4 Mountains (one tapped)
- Wastes
You have the following cards in your hand:
- Dimensional Infiltrator
- Abstruse Interference (drawn this turn via Expedite)
- Sweep Away
- Volcanic Upheaval
You do not know the identity of any of the cards that are currently on top of your libraries (either yours or your opponent’s).
Brandon is at 9 life and has no cards in his hand. He has the following cards in play:
- Lifespring Druid (tapped, not attacking)
- Immobilizer Eldrazi (attacking, with a +1/+1 counter)
- Ruination Guide (stolen from you this turn via Press into Service, attacking)
- Embodiment of Fury (attacking)
- Mountain (currently a base 3/3 Elemental creature, attacking)
- 3 Mountains (all tapped)
- 3 Forests (all tapped)
- Wastes (tapped)
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 — Sucker Punch”. 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 Dorian Sinclair, Russell Jones, Norman Dean, Sanjay Saith, Regis Michelena, Aaron Golas, Andrew Muravskyi, Mark Churchwell, Lane Engelberg, James Koutroulias, Matthew Harvey, Chadwick Bond, Quadrangolo Tetra, Evelyn Kokemoor, Grzegorz Wilczy?ski, Rob Salisbury, Victor Munson, George Leung, Matthew Myrick, David Jacobs, Subrata Sircar, David Foodym, Ji?í Jech, Bill Murphy, Miko Losantas, Vincent Bud, Luke Pebody, Ryou Niji, Alex Boscolo, Eduardo Racciatti, Andrew McLaren, Bob Wilson, Luke Paulsen, and Kriz Lee.
The Two-Headed Giant rules turned out to be a sticking point for some solutions, specifically this one (from the Battle for Zendikar release notes):
Most people who got this bit incorrect were close enough to a correct solution, though, and have been included in the above list.
With regard to the solution itself, David Foodym’s analysis hit the nail squarely on the head: “The twins may have ten creatures, but only three of those creatures have flying or reach (Angel of Renewal, Windrider Patrol, and Netcaster Spider), so an attack in the air seems to be the most likely path to victory. We can use our Steppe Glider to give any creature with a +1/+1 counter flying and vigilance (not just our creatures), so pairing that powerful ability with Cécile's removal suite should get us there.”
Lane Engelberg illustrates the most direct solution, which involves removal and straight combat:
- First, Cécile brings the twins down to 9 life by using the Zulaport Chainmage's cohort ability, tapping the Vampire Envoy. Cécile gains 1 life from the Envoy, so the twins go to 9 and we go to 8.
- Because Cécile gained life, the Bloodbond Vampire's ability triggers, giving it a +1/+1 counter. It's now a 4/4.
- Cécile can now cast Clutch of Currents with awaken, paying , targeting one of her untapped lands with the awaken trigger and bouncing one of the twins' flyers or the Netcaster Spider.
- If the awakened land is an Island, Cécile can cast Bone Splinters on another blocker, sacrificing one of her tapped creatures. If the awakened land is a Swamp, she can cast Gift of Tusks instead to remove that blocker's abilities.
- Now we can use Spawnbinder Mage's cohort ability by tapping it and Serene Steward to keep the final flyer/Spider from blocking.
- Finally, let's go for the kill. We can pay to give the awakened land flying and vigilance with Steppe Glider and then do it again to give Bloodbond Vampire flying and vigilance.
- We now attack with all three of our flyers: The Glider hits for 2, the Vampire hits for 4, and the awakened land hits for 3. In total, we deal 9 points of combat damage, bringing the twins to 0.
- Notably for this solution, Lane shows that it doesn’t matter which land you awaken with Clutch of Currents: Cécile will have a way to remove a blocker in either case!
That said, as Evelyn Kokemoor writes, “There are multiple solutions to this puzzle if we start by using the three pseudo-removal effects on the opponents' three flying/reach creatures. From there, the only issue is placing +1/+1 counters on enough creatures to target with Steppe Glider, and there are many valid options here. I like the solution that involves a flying land, but you can give flying to any creature you like by putting a +1/+1 counter on it with Serene Steward. Even the Allies can be used for this since Steppe Glider also gives them vigilance.”
This logic leads to a second solution, which Subrata Sircar notes:
- You tap three Forests and a Plains, floating .
- You cast Elemental Uprising (paying ) on a Plains. It’s a 4/4 creature.
- Cécile taps all but one of her Islands, floating .
- Cécile casts Clutch of Currents for its awaken cost (), bouncing the newly animated Plains and awakening her untapped Island. She then sacrifices her Zulaport Chainmage to Bone Splinters () the Angel of Renewal. That leaves her a 3/3 awakened Island, a Vampire Envoy, and a Bloodbond Vampire.
- You tap the Serene Steward and Spawnbinder Mage to tap the Windrider Patrol. That’s two blockers down.
- You activate the Steppe Glider (paying ) to give the 3/3 Island flying and vigilance until end of turn.
- Play a Plains. You gain 1 life from Jaddi Offshoot and can tap the new Plains for to have Serene Steward put a +1/+1 counter on the Vampire Envoy.
- Attack with the Steppe Glider, the awakened flying vigilant Island, the Vampire Envoy, and the Bloodbond Vampire. Once you attack, before blockers, Cécile gains 1 life, which puts a +1/+1 counter on the Bloodbond Vampire, making it 4/4. Tap a Forest and a Plains for to activate the Steppe Glider, giving Bloodbond Vampire flying and vigilance.
- Cécile can now tap her attacking vigilant Island to cast Gift of Tusks on the Netcaster Spider, which makes it a flying Elephant without reach. You now have four flying creatures—a 2/5, a 3/3, a 4/4, and a 2/4—coming in unblocked for 11 damage and the win.
Interestingly, you can choose to put Serene Steward’s +1/+1 counter on either the Envoy, the Mage, the Chainmage, or even the Steward itself in this way, and a variant of this solution would still work.
But then again, why bother removing all three blockers? George Leung submits a solution in which you can leave the twins with a single blocker and still overwhelm them with superior force:
- I activate Spawnbinder Mage's cohort ability by tapping it and Serene Steward to tap Vampire Envoy, gaining Cécile 1 life. Bloodbond Vampire's ability triggers, and it gains a +1/+1 counter. It becomes a 4/4 creature.
- I tap two Forests to cast Elemental Uprising targeting a Plains. The Plains becomes a 4/4 creature that's still a land. I tap it for .
- Cécile taps three Islands and two Swamps to cast Clutch of Currents with awaken, returning my 4/4 Plains to my hand and awakening her untapped Island.
- I play the Plains, which triggers landfall on Jaddi Offshoot, gaining me 1 life. This triggers Serene Steward's ability, which I pay for with the from Step 2. I target Zulaport Chainmage with Serene Steward's ability, putting a +1/+1 counter on it. It becomes a 5/3 creature.
- Cécile taps her remaining Swamp for and sacrifices Vampire Envoy to cast Bone Splinters targeting, say, Angel of Renewal, and destroying it.
- I tap a Plains and a Forest to activate Steppe Glider's ability targeting Cécile's awakened Island. I tap another Forest and another Plains to activate the ability again, targeting Bloodbond Vampire, and then I tap my last Plains and Forest to activate the ability a third time, targeting Zulaport Chainmage. All three gain flying and vigilance.
- We declare Steppe Glider, Zulaport Chainmage, Bloodbond Vampire, and the awakened Island as attackers.
- Before blockers are declared, Cécile taps the awakened Island to cast Gift of Tusks targeting, say, Windrider Patrol, which loses all abilities and becomes a 3/3 Elephant creature.
- Then, at any point before combat damage is assigned, Cécile taps Zulaport Chainmage and Bloodbond Vampire to activate Zulaport Chainmage's cohort ability. Our opponents lose 2 life and go to 9.
- The only remaining valid blocker our opponents have is Netcaster Spider. Assuming that it blocks the attacker with the highest power (the 5/3 Zulaport Chainmage), this leaves a total of 9 damage unblocked, dealing lethal damage to our opponents.
“What is notable,” Matthew Harvey writes, “is that if these had been two one-on-one games, neither we nor Cécile would have been able to win. But thanks to this being a game of Two-Headed Giant, we can help each other out.”
“And thus, the twins are defeated,” Andrew Muravskyi adds. “But they're still young and have a lot of time to develop their skills. And if they'll become too good at Magic, they may be banned from playing Modern . . . ”