Your Angel-themed deck has been in fine form today, and when Michael sat across the table and challenged you to a game, you eagerly accepted. As you took your turns, it became obvious that Michael was piloting a deck based on the defender ability. Once you realized this, you saw no reason to hold back on your attacks.
This proved to be your undoing when Michael dropped an unexpected bomb on you: Meekstone! The cheap artifact immediately locked down your entire offensive line, forcing you to pull back and figure out how best to crack your opponent’s defense.
Unfortunately, Michael timed his play well: Every single creature you’ve played from that point onward has been met with removal, been tapped down, or been unable to penetrate a constant stream of blockers. To make matters worse, Michael has been a master at countering your own anti-artifact measures, and you haven’t been able to get rid of the Meekstone at all.
On the first main phase of his turn, Michael notes that your deck is close to running out. He casts the last card in his hand—a Wall of Denial—and then activates his Doorkeeper to mill the top six cards of your library. You consider destroying one of his creatures in response, but you eventually decide against it—you’ve had enough of losing your mind and having a fit over this game, and you’re ready to pack up your deck and go home.
However, Michael miscalculates. The Doorkeeper leaves you with exactly one card in your library, and Michael has to finish the deal by tapping his Temple Bell. Ironically, your draw turns out to be a To Arms!, and you curse its awful timing.
Then you get to thinking: Maybe it’s a sign. Maybe—just maybe—there’s a way out of this situation. Michael has been frustrating you for most of this game; nothing would be sweeter than frustrating him in return.
It is the middle of the first main phase of Michael’s turn. Defeat Michael before he defeats you.
You are at 36 life with the following cards in play:
- Haunted Angel (tapped)
- Serra Advocate
- Avenging Angel (tapped)
- Basandra, Battle Seraph (tapped)
- Twilight Shepherd (with Pledge of Loyalty attached)
- Akroma, Angel of Fury (tapped)
- Mass Hysteria
- 4 Mountains
- 5 Plains
You have the following cards in your hand:
- Fling
- To Arms! (drawn this turn via Michael’s Temple Bell)
- Warleader's Helix
You have no cards remaining in your library.
Michael is at 8 life and has no cards in his hand. He has the following cards in play:
- Doorkeeper (tapped)
- Guard Gomazoa
- Guard Gomazoa
- Hover Barrier
- Wall of Denial
- Sunweb
- Meekstone
- Temple Bell (tapped)
- Leyline of Sanctity
- 4 Plains (three tapped)
- 4 Islands (three tapped)
- Sejiri Refuge
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 — Righteous Indignation”. We’ll include the best ones in next week’s article along with the next puzzle!
Last Week’s Puzzle
“This was an interesting one,” Brendan McNamara writes. “It took me some time to figure out, until a friend commented that no matter how he looked at it, he was always one short of something: 1 mana, 1 damage, etc. That made me take a closer look.”
More than a few respondents did come up short of a solution, and some suggested that the puzzle was unsolvable. But a solution does exist, and correct submissions were received from Aaron Golas, Russell Jones, Austin Callison, Alexander Breuers, Andrew Muravskyi, Norman Dean, Erin Dixon-Gonzalez, James Parmenter, Hyman Rosen, Jonathan Kustina, Dayton Winter, Ian Ford, Mattias "Slanfan" Berggren, Jacob "@Jakebeleren" Schacht, Miranda Day, Jake Enk, Ryan Hoffer, Iniui Yuan, Lane Engelberg, Quadrangolo Tetra, Matt Cook, Cody Jackson, Aaron Orians, Jesse Cramer, Matthew Harvey, Joeri van der Woude, BouChen Kuo, Heiko Maurus, Maarten Wybaillie, Tyler Thomas, Vik Patel, and Brendan McNamara.
“The trick isn't necessarily in finding the correct answer,” Austin Callison writes, “but asking the right question to begin with. On the surface, it seems obvious: “How can I get enough damage through in the air?” I was stumped for quite a while until I reread Scrapskin Drake and saw the blocking restriction. The trick, then, is actually to go under Stella's blockers instead of over them!”
“It is important to note that you have to draw the Act of Treason,” Alexander Breuers points out. “Otherwise, you have no chance to evade all of Stella's blockers. So it is necessary to draw it due to your Stratus Walk and cast it. This won't let you cast Fiery Conclusion and cast Helm of the Gods and equip it.”
“We already have 2 power on the ground,” Maarten Wybaillie continues, “so we need to threaten 3 more. Unfortunately, the only nonflying opposing creature with 3 power is also the only one we can shoot with Ghirapur Aether Grid. Luckily, the Thornbow Archer can create an additional life-loss with 2 power for a virtual 3 power. But in order to get the life-loss to work, we need to get rid of Stella’s Elves.”
From there, the logic of removal becomes clear. “Deadbridge Shaman dies to Helm of the Gods with Jayemdae Tome and Ghirapur Aether Grid,” Erin Dixon-Gonzalez writes, “but Dwynen's Elite doesn’t, so we have to Fiery Conclusion the Elite. This leaves the Hitchclaw Recluse as the only blocker left to cast Stratus Walk on.”
Erin’s full solution follows:
- Cast Stratus Walk on Hitchclaw Recluse and then draw Act of Treason. (6 mana left.)
- Cast Act of Treason on Thornbow Archer. (3 mana left.)
- Cast Helm of the Gods. (2 mana left.)
- Cast Fiery Conclusion targeting Dwynen's Elite, sacrificing Aspiring Aeronaut. (0 mana left; search for a copy of Infectious Bloodlust and put it in your hand.)
- Tap Helm of the Gods and Jayemdae Tome to activate Ghirapur Aether Grid, targeting and killing Deadbridge Shaman. (Discard Infectious Bloodlust.)
- At this point, we control a Thornbow Archer enchanted with Mantle of Webs and a Reclusive Artificer (as well as our tapped artifacts and Aether Grid). The opponent controls a Scrapskin Drake (with two +1/+1 counters) and a Hitchclaw Recluse enchanted with Stratus Walk. There are three important details to note:
- ALL of our opponent’s creatures now can only block creatures with flying.
- NONE of our creatures have flying.
- NONE of our opponent’s creatures are Elves.
- Finally, we attack with Thornbow Archer (currently a 2/5) and Reclusive Artificer (currently a 2/3). Our opponent loses 1 life from Thornbow Archer's triggered ability and then takes 4 points of combat damage, leaving him or her at 0 life.
Iniui Yuan notes that being forced to draw the Act of Treason has some interesting implications: “There's no point tapping the Tome; you can draw a card for 2 less mana with Stratus Walk while also giving someone flying. This means that the Tome is only good as fuel for your Aether Grid as long as you get Helm of the Gods out first. Assuming both Stratus Walk and Helm are cast, this leaves us with 5 mana to use. We can either equip the Helm and cast both Fiery Conclusion and Infectious Bloodlust or cast Act of Treason and one of the three other spells. The former strategy seems to leave too many available blockers, and so both Act of Treason and Fiery Conclusion are needed.”
“Had Stella attacked last turn,” Tyler Thomas adds, “we would have lost handily! To be fair, if we had a Hydrolash in hand that turn, we would have gone to 1 life had we chosen not to block. It was a fair decision to hold back, but we had the win in our hands after that last scry.”