Your local game store’s Halloween event is taking place in a few days, and the preparations are growing more visible with each passing day. Some of the store employees are now having their measurements taken by the local cosplay chapter, and a couple of regulars have offered to make a run to the nearby market for some candy.
You, on the other hand, are playtesting a few creations for the theme-deck table. The store already has a nice Vampire deck behind the counter as well as Werewolf and Zombie decks that give challengers runs for their money. Somebody handed in the plans for an effective Frankenstein deck (involving cards like Frankenstein's Monster and Sutured Ghoul) and a mummy deck that looked terrible on paper turned out to be surprisingly good with self-milling effects and Vengeful Pharaoh.
And that, of course, is why they stuck you with a witch deck. Even the worst decks have to have playtesters, after all.
Despite the deck’s shortcomings, you have the upper hand in your current game against Wendy. You brought an early Bogbrew Witch into play along with your Bubbling Cauldron, and it was a simple matter of fetching up some Festering Newts to devastate your opponent’s creatures and life total. That said, you’re eager to move on and finish this game so that you can see what’s next on your playtesting schedule.
After Wendy plays a Village Survivors on her turn and attacks with her now-vigilant creatures, you cast Skeletal Scrying for the rest of the cards in your graveyard. It’s only then that you realize your mistake: One of the cards you draw is the last Festering Newt in your deck, and it’s something that you could simply have searched up with the Bogbrew Witch. You just shake your head and keep playing.
“Any other responses?” Wendy asks.
You think for a while. Wendy’s not going to be building a bridge out of you anytime soon, but you’d rather not draw out this game any longer than you need it to be. Besides, it appears you have the opportunity for a great play here. Now if you could only figure out what it is . . .
Wendy has just declared the end of her turn; you may still cast spells or activate abilities in response. Defeat Wendy before the start of her next turn.
You are at 14 life with the following cards in play:
- Cackling Witch
- Plague Witch
- Bogbrew Witch
- Bubbling Cauldron
- 7 Swamps (two tapped)
- Polluted Mire (tapped)
- Haunted Fengraf
You have the following cards in your hand:
You have only one card in your graveyard:
You do not know the identity of the top card of your library. You do, however, have a hastily-scribbled decklist that outlines the cards remaining inside:
- More witches: Copies of Bitterheart Witch, Bog Witch, Cuombajj Witches, Divining Witch, Thoughtpicker Witch, and an additional copy of each witch you control;
- Copies of Witch's Mist, Black Cat, Witch's Familiar, Witch Engine, and a Witches' Eye;
- Copies of Curse of Death's Hold, Curse of Misfortunes, Curse of Thirst, Hex, and Tomb Hex;
- A couple more copies of Crown of Suspicion (which, as the deck’s designer points out, looks a little like a witch’s pointy hat);
- A lot of Swamps.
Wendy is at 5 life and has no cards in her hand. She has the following cards in play:
- Folk of An-Havva
- Loyal Sentry
- Norwood Archers
- Foot Soldiers
- Village Survivors
- 5 Forests (three tapped)
- 4 Plains (two 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 — This is My Broomstick”. We’ll include the best ones in next week’s article along with the next puzzle!
Last Week’s Puzzle
Correct solutions were received from Russell Jones, Aaron Golas, Carlo Picar, Sanjay Saith, Sebastien Clement, Quadrangolo Tetra, Eric Williams, Andrew Muravskyi, Greg Swain, Hyman Rosen, Joe Hurt, James Parmenter, Vik Patel, Lane Engelberg, and Martin Bobovsky.
This puzzle threw a lot of people for a loop, and the tricky part was figuring out where to begin. “We have no mana restrictions,” Andrew Muravskyi writes. “We are able to cast all of our spells, but we are somewhat thin on other resources. War Flare not only makes our creatures bigger, but helps us activate Sparksmith twice, but we can't hit for more than 5 damage combined or we'll die. We are gifted with efficient removal (Temporal Isolation) and evasion (Gods Willing), but it isn't going to be enough.”
In order to figure out a plan of attack, Quadrangolo’s Tetra did some detailed reasoning:
- Stybs has five untapped creatures. Of those, one has shadow, and one has flying. The nonevasive creatures don't share any color.
- Sparksmith can currently hit for 2. Mogg War Marshal will allow us to hit for 3 or 4, too, but we only have 6 life and no life-gain, so we can't deal more than 5 total.
- This means that Sparksmith—even if we untap it with War Flare—can either kill both the Lotus Path Djinn and the Dauthi Slayer or either Yotian Soldier or Gray Merchant of Asphodel.
- With Hissing Iguanar, this represents 1 to 2 damage. We can deal another 2 damage with Mogg Fanatic, but unless we find another way to kill things, we still have to deal at least 10 damage in combat.
- Even with War Flare at our disposal, we need to push both of our 3-power creatures through—or either one of them and both of our 1-power creatures.
- To push through on the "real" plane and on the ground, we'd have to remove three (untapped, nonshadow) creatures and also use Gods Willing to bypass a fourth. Even if we use Temporal Isolation as removal, we can get rid of two relevant creatures, but not three. So that plan has to go.
- Since the ground is not an option, we'll have to get through in the air and in the "shadow plane." We don't have any creatures with innate shadow, but Temporal Isolation can be used on our creatures, too, and we already noticed that we can get rid of Lotus Path Djinn and Dauthi Slayer with Sparksmith.
- Gods Willing can be used to remove Auras, so the path is showing itself. All that's left is sequencing.
The most common submitted solution, in fact, involved sacrificing Mogg Fanatic for 1 damage to Stybs himself. Sanjay Saith writes:
- Tap Sparksmith to deal 2 damage to Dauthi Slayer and 2 damage to yourself, taking you to 4 life.
- When Dauthi Slayer hits the graveyard, Hissing Iguanar's effect triggers, dealing 1 damage to take Stybs to 13 life.
- Cast Mogg War Marshal, which will create a 1/1 Goblin token when it enters the battlefield.
- Cast War Flare to boost all your creatures by +2/+1, and untap Sparksmith.
- Enter combat, and attack with Mogg Fanatic, Hissing Iguanar, and Daring Skyjek. Daring Skyjek's battalion ability triggers, giving it flying.
- Sacrifice Mogg Fanatic to deal 1 damage to Stybs, making his life total 12.
- When Mogg Fanatic hits the graveyard, Hissing Iguanar's effect triggers, dealing 1 more damage to take Stybs to 11 life.
- Activate Sparksmith to deal 3 damage to Lotus Path Djinn and 3 damage to you, taking you to 1 life.
- When Lotus Path Djinn hits the graveyard, Hissing Iguanar's effect triggers, dealing 1 more damage to take Stybs to 10 life.
- Before blockers are declared, cast Temporal Isolation on Hissing Iguanar.
- At this point, you are attacking with a 5/2 Hissing Iguanar with shadow (that can't deal damage) and a 5/2 Daring Skyjek with flying. Stybs has no creatures with flying or shadow and thus cannot block.
- After no blocks are declared, cast Gods Willing on Hissing Iguanar, giving it protection from white. This causes Temporal Isolation to fall off.
- Your creatures assign a total of 10 combat damage, reducing Stybs's life to 0.
Timing is key for some of these steps. “We need to be very careful when we cast Temporal Isolation,” Martin Bobovsky writes, “so that it does not prevent any damage from the Hissing Iguanar trigger; otherwise, our whole effort is shot.”
Martin also notes that if you’re not inclined to make a bunch of priority stops during combat, you can do the bulk of the work during your main phase:
- Use Sparksmith to deal 2 damage to Dauthi Slayer and kill it.
- Hissing Iguanar triggers and deals 1 damage to Stybs (13), and you take 2 damage from Sparksmith (4).
- Play War Flare to give all your creatures +2/+1 and untap them.
- Play Mogg War Marshal. While its trigger to put a Goblin token into play is on the stack, use Sparksmith to deal 3 damage to Lotus Path Djinn and kill it.
- Hissing Iguanar triggers and deals 1 damage to Stybs (12), and you take 3 damage from Sparksmith (1).
From here, the solution goes as expected. You sacrifice Mogg Fanatic after removing the Temporal Isolation, of course.
Alternatively, you could also sacrifice Mogg Fanatic to control your Goblin population enough so that Sparksmith’s activation doesn’t kill you. Russell Jones’s solution provides another variant:
- Tap Sparksmith to deal 2 damage to Dauthi Slayer, killing it. You go to 4 life. Hissing Iguanar triggers for 1 damage, dropping Stybs to 13.
- Play War Flare, giving everything you have (right now) +2/+1 and untapping Sparksmith.
- Play Mogg War Marshal and make a Goblin token. Neither of these creatures gains the War Flare bonus since they weren't around when it resolved.
- Go to combat, and attack with Daring Skyjek, Hissing Iguanar, and Mogg Fanatic. Battalion triggers, causing Daring Skyjek to gain flying.
- Before allowing blockers to be declared, sacrifice Mogg Fanatic to deal 1 damage to the Mogg War Marshal, killing it. Make another 1/1 Goblin token. Hissing Iguanar triggers twice, dropping Stybs to 11.
- Tap Sparksmith. There are now three Goblins, the Sparksmith itself, and the two tokens from Mogg War Marshal, so deal 3 damage to Lotus Path Djinn, killing it. You go to 1 life. Hissing Iguanar triggers, dropping Stybs to 10.
A fourth possibility involves removing the Lotus Path Djinn first, although the bulk of the work needs to be done during the combat step in this case. Andrew Muravskyi demonstrates:
During our main phase:
- Cast Mogg War Marshal. Put a 1/1 Goblin token on the battlefield.
During our combat phase:
- Attack with Mogg Fanatic, Hissing Iguanar, and Daring Skyjek. Battalion triggers, giving Daring Skyjek flying.
- Sacrifice Mogg Fanatic, targeting your Goblin token. Don't resolve the trigger yet.
- Resolve Hissing Iguanar’s trigger (from Mogg Fanatic). Stybs is at 13.
- Activate Sparksmith's ability, hitting Lotus Path Djinn and ourselves for 3.
- Resolve Hissing Iguanar’s trigger (from Lotus Path Djinn). Stybs is at 12.
- Resolve Mogg Fanatic's trigger, destroying your Goblin token.
- Resolve Hissing Iguanar’s trigger (from the Goblin token). Stybs is at 11.
- Cast War Flare, pumping Daring Skyjek and Hissing Iguanar to 5/2 and untapping Sparksmith.
- Activate Sparksmith's ability, hitting Dauthi Slayer and ourselves for 2.
- Resolve Hissing Iguanar’s trigger (from Dauthi Slayer). Stybs is at 10.
And from there, the combination of Temporal Isolation and Gods Willing combination sees 10 damage come through.
“All in all,” Eric Williams remarks, “this puzzle takes careful manipulation of the stack. I would hate to have to do it on Magic Online.”