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Colors of the Wind

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“…Hello?” Judy asks.

Consecrated by Blood
The new shipment of Shadows over Innistrad at your local game store is several weeks late due to customs paperwork, labor strikes, and rampaging werewolves (at least, that’s what their distributor says). As a result, you haven’t drafted the expansion in the last couple of weeks, and you’re now starting to feel the pinch.

“Can you hear me?”

Fortunately, the store has put most of its existing stock at discount price. So today, you’re doing something you don’t get to do very often: Sealed Deck with seven different expansions! Specifically, you’re playing with one booster pack each of Khans of Tarkir, Fate Reforged, Dragons of Tarkir, Magic Origins, Battle for Zendikar, Oath of the Gatewatch, and Shadows Over Innistrad.

“Hello? Time’s running,” Judy says, waving one hand in front of your face.

Your mind suddenly settles back to the game at hand. “Umm . . . ”

“Where have you been?” she asks. “I’ve been waiting on your next move for a while now.”

Judy’s brought a decent W/U deck to the table against your four-color build, and you’ve split your games so far. You smashed her in Game 1 with a well-timed Radiant Flames, but she fought back in Game 2 by playing four evasive creatures on four consecutive turns. You’ve since sideboarded a couple of flyers from your meager pool, but it’s still been rough going.

“Sorry about that,” you say, trying to get your bearings. The first thing you see is the Consecrated by Blood attached to your face-down 2/2 creature—that, you think, is probably why Judy hasn’t been able to make effective attacks for most of this game.

Fortified Village
Then, your memory kicks in: On her last turn, Judy used the outlast ability on her Ainok Bond-Kin and then played a Patron of the Valiant, enhancing both the Bond-Kin and her Unruly Mob. Then, she played the last card in her hand, a Coralhelm Guide—and given the entirety of her board, it appears she’s going to make your life miserable next turn.

In hindsight, maybe you shouldn’t have waited too long to cast the Radiant Flames in your hand. Now that Judy’s rocking more than a few 4-toughness creatures, its usefulness has gone down a notch. All the same, however, it appears you might have to cast it to survive.

Your draw this turn turns out to be a Fortified Village. This is a bit of a blow, considering you’re already mana-flooded. You’re wishing you had drawn something else when the realization dawns on you: You may have just found a way out of this fix.

Judy quickly notices your change of expression and has one question left: “Why are you grinning all of a sudden?”

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

You are at 5 life with the following cards in play:

Servant of the Scale

You have the following cards in your hand:

You do not know the identities of any of the cards that are currently on top of your library.

Judy is at 10 life and has no cards in her hand. She 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 — Colors of the Wind” by 11:59 P.M. on Sunday, May 15, 2016. 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, Norman Dean, David Jacobs, Merlin Schmitz, Ryou Niji, Sean Dennehy, Matthew Harvey, Subrata Sircar, Andrew McLaren, Troy Kremer, Cody Pulvermacher, Victor Munson, Bohdan Yarema, Chris Anna, Aaron Golas, Hyman Rosen, Andrew Muravskyi, Bill Murphy, Chadwick Bond, and Nick Fera.

I did have a solution in mind for this one (more on this below), but everyone continues to astound me with far more efficient moves! But the analysis should come first . . . 

“With only 5 green mana available,” Subrata Sircar writes, “you can only sacrifice four creatures (as 1 green mana will go to cast the Starved Rusalka). Thus, you can only gain 4 life. This means you can’t let the Magma Phoenix’s trigger resolve—if the Soulcage Fiend isn’t already dead, the combination will kill you.”

“The board is quite a minefield,” Andrew Muravskyi adds. “There are five creatures with death triggers—from small squibs like Goblin Arsonist to giant land mines like Magma Phoenix. The Starved Rusalka’s gain-1-life effect can help us mitigate the life-loss from explosions, but it resolves after the death trigger of the creature we've eaten, so we have to be mindful of that, too.”

“You could probably wipe out most of his board with your Phoenix,” Cody Pulvermacher notes, “but if you do that, it will deal 3 damage to you and kill the Soulcage Fiend, making you lose 6 life in total. But the Soulcage Fiend can cause Fedor to lose 3 life, and if you can have threshold enabled and kill the Treacherous Werewolf, that's close enough for Goblin Arsonist to finish the job. So how to make that happen?”

Altogether, this reasoning leads to the most popular submission, which David Jacobs demonstrates:

Notably, you can reverse the roles of the Soulcage Fiend and the Magma Phoenix in this solution—first, sacrifice Bogardan Firefiend to destroy the Soulcage Fiend; then, sacrifice Magma Phoenix to Starved Rusalka.

One interesting bit is that by destroying the Goblin Arsonist, we return Cessation to Fedor’s hand and effectively make him lose hellbent. This leads to Matthew Harvey’s alternate solution:

The puzzle is named after its most complex solution, however, which involves a lot more stack manipulation. Aaron Golas covers this below:

“I'm very confused why Fedor has let the game last this long,” Matthew observes, “since we would have been dead turns ago to an attack from Soulcage Fiend.”

“As a fellow Orzhov mage,” Chadwick Bond muses, “I must commend Fedor for staying in character despite it being the suboptimal play. But knowing the real reason Fedor didn't attack is that he didn't want to do the combat math? A true Orzhov mage never shies away from math! How else are we supposed to keep track of tithes, extortion money, and other ill-gotten gains? It makes even less sense considering that, due to Fedor's own enchantments, Mari only had two creatures that could have participated in any combat, making figuring out the math quite simple! I, along with all good Orzhov mages, disown Fedor!”


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