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Magic Puzzles in Play, Vol 3 – Knowing Your Outs

Once again it’s time to turn some seemingly impossible board positions into sure wins. A couple of the puzzles this volume focus on a specific aspect of Magic that I know a lot of people (myself included) could use some practice with: knowing your outs. Much like in poker, it is critically important for the competitive Magic player to know exactly which cards in his deck can help him to achieve victory.

Once again it’s time to turn some seemingly impossible board positions into sure wins. A couple of the puzzles this volume focus on a specific aspect of Magic that I know a lot of people (myself included) could use some practice with: knowing your outs. Much like in poker, it is critically important for the competitive Magic player to know exactly which cards in his deck can help him to achieve victory. Sometimes you may only have one out, in which case you have to play as if that is the next card you will draw. It can be equally important to know what cards your opponent might have to foil you, of course, but you do not always have that information. Without further ado, here are the puzzles. Solutions will be provided Monday.


Puzzle 7:

During your game with George, you have been building the perfect hand to”go off” with Mind’s Desire. In fact, you’ve been through every card in your deck other than basic land and your lone Tendrils of Agony! George’s horde of Angel tokens don’t look like they’re going to give you any more breaks, so you’d better win this turn, or pack it in.


Goal: It is the beginning of your first main phase. Win this turn.


Opponent: 28 life


No cards in hand / graveyard.


In Play:

12 Plains

4 4/4 Angel tokens (tapped)


You: 4 life


In Play:

1 Seat of the Synod

4 Temple of the False God

Composite Golem

Chrome Mox (imprinting Pyroclasm)

3 Ur-Golem’s Eye


In Hand:

Chromatic Sphere

Chain of Vapor

Blinkmoth Infusion

Mind’s Desire

Sprouting Vines

Rampant Growth

Serum Visions


In Library (in no particular order):

22 Forest

Tendrils of Agony


Puzzle 8:

While your White control cards have kept your opponent Jane’s threats at bay so far, it looks like you may soon be overwhelmed by the goblin onslaught. A glimmer of hope appears, however, when this turn you drew Akroma, Angel of Wrath. Through a recently destroyed Lantern of Insight, you know the top card of your deck is Cloudpost, and the top card of your opponent’s deck is Tooth of Chiss-Goria.


You are at 4 life, opponent is at 19. Kill Jane before she has the chance to kill you.


In Play (you):

Mindslaver

2 Plains

2 Cloudpost

Ur-Golem’s Eye

Gemstone Array (3 counters)

2 Glorious Anthem

Ivory Mask



In Hand:

Akroma, Angel of Wrath

2 Wing Shards

Retaliate


In Play (Jane): All creatures and lands tapped:

11 Mountain

Grand Melee

4 Goblin Piledriver

Goblin Goon

Goblin Sharpshooter

Anodet Lurker


Opponent in Hand:

Shrapnel Blast

Avarice Totem

Oblivion Stone



Puzzle 9:

After an Obliterate wrecked the board, you and Elroy are both trying to build a force large enough to win the game before your run out of cards. In your deck remains 4 Islands, and in his are Triskelion, Wild Mongrel, Scalpelexis, Anger, Badlands, and Exhume (in no particular order.) At the end of your turn, Elroy casts Fact or Fiction. Before looking at the revealed cards, you close your eyes and ponder your chances of survival. Given that Elroy will draw the final card in his library on his upcoming turn, what are your odds of winning this game?


Neither player has any cards in hand or graveyard.


You and Elroy are at 4 life each.


In Play (you):

3 Island

Mahamoti Djinn (tapped)

Cephalid Snitch (tapped)


In Play (Elroy):

Mana Flare

Island (tapped for Fact or Fiction)

Forest (tapped for Fact or Fiction)


I would like to extend my thanks to jtsarnak, who put in a tremendous effort helping me correct and tighten up these puzzles. If you find yourself 1 card or 1 damage short of winning, it’s probably his fault.


Until next time.

Jeff Till

[email protected]