Since I went first last time, would you like the first shot this time? --AC With Pleasure.
Turn 1 (CH)
Striped Birch Creature - Treefolk Shaman (2/1, green) T, Tap an untapped permanent you control: untap target permanent you control Sacrifice ~this~: add 2 mana of any one colour to your mana pool All nongreen creatures gain Treefolk spells cost all players up to 3 less to play If ~this~ would be put into a graveyard from play, remove it from the game instead Discard a card, Sacrifice a Plains: each player puts a 1/1 green Elf Warrior creature token into play
Turn 1 (AC)
Gilt-leaf Dojo Tribal Land - Elf T: add R to your mana pool All Elves gain At the beginning of your postcombat main phase, target player may pay 1. If that player doesn't, clash with an opponent. If you win, target Kithkin creature gets +2/+2 until end of turn
Which will start giving extreme clashing once there's a Kithkin to target.
Turn 2 (CH)
Flamekin's War-Cry Tribal Instant - Elemental (red) clash with an opponent. If you win, clash with an opponent. If you win, all untapped Elementals get +2/+0 until end of turn
...which is a no-op, so I'll have as Utopia. Swing with the Treefolk. Take it.
Turn 2 (AC)
Flamekin Anarchist Creature - Elemental Wizard (2/1, red) 1BG: target opponent puts 4 3/1 red Elemental Shaman creature tokens into play
I don't think I'll be activating that, somehow. Yours.
Turn 3 (CH)
Caprine Changeling Creature - Shapeshifter (1/1, red) Changeling first strike Whenever a Goat comes into play, clash with an opponent. If you win, target red creature gets +4/+0 until end of turn When ~this~ leaves play, ~this~ deals 2 damage to target creature or player
I like this card, but +4/+0 permanently seems a bit much, even if it's only Changelings that'll trigger it. Shall I errata it to UEOT? --CH
Hmm. I'm not normally inclined to errata /TypeFourGenerated cards, in the same way as Wizards prefer to ban cards rather than errata them away from printed wording. But in this case, yeah, that sounds OK to me. --AC
So done. Your turn.
Not quite--it triggers on itself, so you have to clash before you can end the turn, plus either clash again or pay 1 for the Dojo.
You are quite correct, silly me; it is a Goat, an Elf and a Kithkin. Ok, so for the Changeling's own clash ability, I reveal...
Orange Changeling Creature - Shapeshifter (2/2, blue) Changeling Sacrifice ~this~: clash with an opponent. If you win, target creature with power greater than or equal to 1 can't be blocked until end of turn and that creature is a land as well as its types (This effect doesn't end at end of turn) When ~this~ comes into play, clash with an opponent. If you win, target Treefolk gets -2/-0 (This effect doesn't end at end of turn) WU: clash with an opponent. If you win, change the text of target library by replacing all instances of one creature type with another. (This effect doesn't end at end of turn.) It clashes. Converted mana cost: 1
AC: I GROAN at your name-and-flavour-text. Then I reveal: Righteous Giant Creature - Giant Soldier (2/1, white) T, sacrifice a Goblin: destroy target black creature Sacrifice a permanent: target player may return any number of enchantment cards from his or her graveyard to hand
Converted mana cost: 3
So I win the clash, so your guy doesn't fruitlessly get +4/+0. I'll leave the Giant on top of mine. You may now put your clashing changeling on the bottom of your library if you wish; then you have combat, and then you choose whether to pay or to clash for the Dojo (whose effect will also do nothing), or whether to give me the choice instead. --AC I'll put the Changeling on the top, decline to attack, and pay for the Dojo. Your turn.
Turn 3 (AC)
I draw and play the Giant. In my postcombat main phase, my Elf Land clashes, and I reveal: Very Expensive Vital Infusion Tribal Instant - Elf (green) Choose one: target untapped Elf creature gets +2/+1 until end of turn; or regenerate target creature
Converted mana cost: 7
That'll be going on the bottom. You get another chance to put your changeling on the bottom. Then it's your turn. I'll keep the changeling on top.
Turn 4 (CH)
I draw and play the (Orange --AC) Changeling. Now it gets silly. I'll stack the Caprine Changeling's clash trigger (targetting itself) under the Orange Changeling's (targetting my Striped Birch). For the latter I reveal:
Defense of the Small Tribal Enchantment - Giant (white) Sacrifice ~this~: put a 1/1 white Kithkin Soldier creature token into play Sacrifice a enchantment: put 1 1/1 white Kithkin Soldier creature token into play W, sacrifice X Kithkin, where X is the amount of life any player has: each player may return up to 1 creature cards with converted mana cost less than or equal to 6 from his or her graveyard to play Sacrifice 3 Kithkin: any number of target Giants gain T, sacrifice a creature: clash with an opponent. If you win, untap two target Giants until end of turn When ~this~ comes into play, clash with an opponent. If you win, ~this~ deals X damage to target attacking or blocking Giant creature, where X is the number of Giants in play
Converted mana cost: 3
Which I'll put on bottom... AC: ...whereas I generate Bogspreader Ash Creature - Treefolk Shaman (1/1, green) T: each player may search his or her library for 1 basic land card and put it into hand. Each player who searched his or her library this way shuffles it. Whenever you play a Treefolk spell, search your library for a Swamp card and put it into play, then shuffle your library
Converted mana cost: 4 AC: which will also go on the bottom of my library. So the Striped Birch doesn't get -2/-0 permanently, sadly. Then for the Caprine, I generate: Boggart Wisdom Instant (black) draw 1 card, then discard 3 cards Draw a card.
Converted mana cost: 2 AC:...which will also go on the bottom. And I get: Gemlit Grove Tribal Land - Shapeshifter Changeling Sacrifice a land, T, sacrifice ~this~: each player may search his or her library for 4 basic land cards and put them into hand. Each player who searched his or her library this way shuffles it. Whenever ~this~ becomes tapped, regenerate target Shapeshifter creature
So I don't get a pump. That also goes to bottom. Then I decline to attack. In my post-combat, both Changelings trigger for a pointless pump; I reveal:
Wellspring Instant (green) clash with an opponent. If you win, add 2G to your mana pool
Converted mana cost: 2
Which I'll put on the bottom. AC: I reveal Big Magnet Tribal Artifact - Giant At the beginning of your precombat main phase, ~this~ is a artifact as well as its types until end of turn 4, Tap an untapped Giant you control: clash with an opponent. If you win, attach target Equipment to target creature with power or toughness equal to 4. Gain control of that Equipment (This effect doesn't end at end of turn)
Converted mana cost: 3 which goes on the bottom; then Nath's Recruiter Creature - Elf Warrior (2/2, green) Pay 6 life: put 4 1/1 green Elf Warrior creature tokens into play Pay 6 life: put a 1/1 green Elf Warrior creature token into play G, sacrifice any number of Elves: that many Elves are lands as well as their types until end of turn
Converted mana cost: 4 which I think I'll keep on top, assuming it's not deemed overpowerful. --AC Actually, I'll self-censor that one. Getting 8 tokens is too swingy, even for 12 life. Instead I reveal the bizarre: Elvish Springwarper Creature - Elf Druid (1/1, green) G: up to 4 target blue creatures get +2/+2 until end of turn Whenever a token creature comes into play, clash with an opponent. If you win, regenerate target creature Discard a card, Tap an untapped enchantment you control: put a warp counter on target creature GGG: put a warp counter on target artifact Whenever ~this~ deals damage to a player, you may Tap an untapped land you control. If you don't, put a warp counter on target permanent Whenever you play a Elf spell, put a warp counter on target creature All permanents with warp counters on them gain When ~this~ leaves play, add 3GG to your mana pool. Spend this mana only on activated abilities.
Converted mana cost: 3 which itself could be very strong, but only if I generate a blue card... hmm... --AC
And I get: Lys-Alana Alchemist Creature - Elf Shaman (1/3, green) If a green creature would regenerate, instead that creature gets +2/+3 until end of turn His brew won't cure you, but it will make you stronger
Converted mana cost: 5
Which wins, so I get a pointless pump; this stays on top. Your turn.
Turn 4 (AC)
I draw and play the Elvish Springwarper. For sanity, I'll pay 2 to prevent the Dojo doing yet more clashes. No attacks, so your turn.
Turn 5 (CH)
I draw and play the Lys-Alana Alchemist, and pay three likewise. Also no attacks, so your turn.
Mm, lovely ground stall.
Turn 5 (AC)
I generate and play... Hunted Artificer Creature - Elf Cleric (1/1, black, white and blue) All Treefolk gain Sacrifice a land: each player gains X life, where X is the number of poison counters you have At the beginning of your draw step, target opponent may pay 1. If that player does, you reveal cards from the top of your library until you reveal a artifact card. If you do, you put that card into hand and put the rest on top of your library in any order. If you don't, you shuffle the revealed cards into your library. Exiled from the Gilt-Leaf for dabbling with forbidden devices, now he calls the glens and marshes home. Converted mana cost: 2
At first I read that as replacing my draw with the artifact, which would be painful. But as it is, I think it's just a rather odd vanilla 1/1. However, I will let the first of my now-three Dojo clashes happen. I reveal: Glimmer of Opal Instant (green and blue) any number of target white enchantments are 1/3 creatures as well as their types until end of turn and put a charge counter on those permanents
Converted mana cost: 2 Which will be going on the bottom of my library, and I'll be letting the next clash happen as well (so generate two cards).
I get: Tear-stained Bellower Creature - Elemental (2/3, red and black) At the beginning of each player's upkeep, clash with an opponent. If you win, clash with an opponent. If you win, up to 3 target multicoloured creatures get +1/+0 until end of turn When ~this~ leaves play, destroy target Plains deathtouch
Converted mana cost: 5
Which I'm afraid I will keep on top of my library. Fair enough. My second clash generates: Is Land Land T: add U to your mana pool
Which will also go under, and finally I generate Fabwicate Instant (white) you may search your library for a artifact card, reveal it, and put it into your hand. If you do so, shuffle that library afterwards.
Converted mana cost: 2
Well, it's good to get "past" those three. Your turn.
Turn 6 (CH)
Draw and play the Tear-stained Bellower.
Since I'm about to clash in your upkeep anyway, I'll pay for the Dojo.
Turn 6 (AC)
In your upkeep, I get this for the Bellower: Wren's Run Blood-Stoker Creature - Elf Druid (2/1, green) All Elf creatures gain trample All blocking creatures gain vigilance
Converted mana cost: 1 who goes to bottom. If you lose, generate for the second clash.
I generate: Bleaching Yew Creature - Treefolk Soldier (2/1, white and black) At the beginning of your upkeep, destroy target artifact or enchantment. It can't be regenerated. All red creatures are white W: you reveal cards from the top of your library until you reveal a enchantment card. If you do, you put that card into hand and put the rest into your graveyard. If you don't, you shuffle the revealed cards into your library. All nonred creatures are white Whenever an opponent plays a Goblin spell, clash with an opponent. If you win, ~this~ can block an additional creature until end of turn
Converted mana cost: 2
Which will go to the bottom. Then for my turn, I generate: Sootshake Instant (black) up to 5 target artifacts are black until end of turn
Converted mana cost: 1
Which looks distinctly Utopian. My Elves then clash to reveal: Warren Hatchlings Tribal Enchantment - Shapeshifter (black) Changeling All untapped Shapeshifters are black B: sacrifice any number of artifacts. you put that many 1/1 black Goblin Rogue creature tokens into play
Converted mana cost: 3 Off with its head. I'll do a couple more clashes after this, so generate two.
Drain Sap Tribal Instant - Treefolk (green) distribute up to X +1/+1 counters, where X is the number of Merfolk spells played this turn on all creatures with deathtouch
Converted mana cost: 1 That goes to bottom. What's the effect if you win here? For the second clash, I get: Notions of Power Legendary Enchantment (red) At the beginning of each opponent's upkeep, add X blue mana, where X is the number of cards an opponent has in hand to your mana pool
Converted mana cost: 4 Also to bottom
The effect is a meaningless pump of one of your changelings UEOT. For the second clash, I generate: Raise the Alarm Clocks Instant (white) Choose one: put 3 1/1 white Kithkin Soldier creature tokens into play; or target opponent may return all artifact cards from his or her graveyard to hand
Converted mana cost: 3 I'll keep that, and pay to prevent the third clash. So now it's your turn.
Turn 7 (CH)
In my upkeep I clash with the Bellower, producing: Plenish Instant (white) target player reveals the top 4 cards of his or her library. that player puts all enchantment cards from among them into play and put the rest into his or her graveyard
Converted mana cost: 2 which will stay on top. I'll keep my Raise the Alarm Clocks again. --AC
I'll draw and play Plenish, then, targetting you as expected.
Into my graveyard go the Clocks, then. You're not going to believe this, but the next 3 cards were all enchantments, so they come into play! 2 of them are admittedly useless, but the third one is the game's first piece of removal. So I now has: --AC Turquoise Baize Enchantment - Aura (green) Enchant permanent Whenever enchanted permanent is put into a graveyard from play, ~this~ is blue until end of turn
Seal of Armageddon Enchantment (red) Sacrifice ~this~: clash with an opponent. If you win, destroy all basic lands When ~this~ leaves play, target player may pay 2RRR. If that player does, ~this~ deals 4 damage to up to 1 target creatures. Creatures damaged this way can't be regenerated this turn.
Calming Ring Tribal Enchantment - Aura Faerie (blue) Enchant permanent Whenever enchanted permanent becomes untapped, clash with an opponent. If you win, until end of turn, if an opponent would draw a card, instead that player draws a card At the beginning of each player's draw step, target Faerie creature gets -2/-0 until end of turn
No attacks. In my second main, I'll let at least the first two clashes happen. The first produces: Thoughtdrinker Creature - Elemental (2/1, red) 4: clash with an opponent. If you win, you reveal cards from the top of your library until you reveal a sorcery card. If you do, you put that card into hand and put the rest on top of your library in any order. If you don't, you shuffle the revealed cards into your library. If an opponent would lose life, instead target Elemental creature gets +1/+0 for each one (This effect doesn't end at end of turn)
Converted mana cost: 4
While stacking the top of my deck for the price of 4-and-a-clash win would be cool, the second one kinda kills it (given I can't mill you out and all), so that goes to bottom. What have you got as the top 2? 'First up comes this, which is pretty strong. I'll keep it if I can, or respin it if you think it's too powerful. There aren't currently any artifacts for it to enchant, of course. --AC Boggart Treehouse Tribal Enchantment - Aura Treefolk (black) Enchant artifact Sacrifice a Goblin creature: put a 1/1 black Goblin Rogue creature token into play Sacrifice a land: put 1 1/1 black Goblin Rogue creature token into play Sacrifice 1 Goblin: you put a 1/1 black Goblin Rogue creature token into play Discard a card: destroy target nonblack Faerie creature. It can't be regenerated. Enchanted artifact gains protection from white
Converted mana cost: 4
Notions of Knowledge Tribal Enchantment - Elemental (black) As long as you control a creature, Champion a Elemental 4BB: clash with an opponent. If you win, draw a card
Converted mana cost: 2
I think that's worth keeping. I'll still clash the last time, just to keep my mana free, but we know the result. Yours.
Turn 7 (AC)
Draw the Boggart Treehouse, which I can't yet play, so I'll take it into hand. (If only I had my Fabwicate now! Oh well, it's just aleph-0 cards away from the top...) No attacks. Second main phase, clashes happen. I reveal: Scion's Shimmer Tribal Instant - Shapeshifter (blue) Changeling clash with an opponent. If you win, target Faerie can't be the target of activated abilities (This effect doesn't end at end of turn) Converted mana cost: 6
That can go on the bottom. Your Notions of Knowledge get revealed. Then for the second clash, I have:
Stalwart Roots Tribal Artifact - Treefolk Tap an untapped Treefolk you control: ~this~ is a land as well as its types until end of turn T: attach target Equipment to target creature. (Control of that Equipment doesn't change.)
Converted mana cost: 2
An artifact! I'll be keeping that. It'll still be two turns before I get to use the Treehouse, but it'll get there eventually. (Unless you find something similar to Plenish.) I'll pay to prevent the third clash, and then it's your turn.
Turn 8 (CH)
In my upkeep, the Bellower clashes, and nobody wins. I then draw and play Notions of Knowledge. Any response to the CIP ability? No, I don't think so. "As long as you control a creature, Champion" is a rather nice ability - it gets round most of the drawbacks of Champion. --AC Champions the Orange Changeling. No attacks, and I will target you with both Dojo triggers. So you're passing straight to postcombat main? That's when the Dojo triggers. In which case, I'll pay to prevent both clashes. --AC Fine. Your turn!
Turn 8 (AC)
Draw and play the Stalwart Roots. I'll let the first postcombat Elf clash, revealing Boggart Hidey-hole Tribal Enchantment - Goblin (red) Champion a Goblin Converted mana cost: 4 Just in case a scary angel turns up to extract her Vengeance.
That'll go on the bottom. I'll let the next resolve as well, so reveal a card twice. I get: Call of Darkness Instant (black) Choose one: regenerate any number of target creatures with deathtouch; or target opponent sacrifices a basic land. target opponent reveals cards from the top of his or her library until that player reveals a creature card. If that player does, that player puts that card into play and put the rest on top of his or her library in any order. If that player doesn't, that player shuffles the revealed cards into his or her library.
Converted mana cost: 2 which would have been useful last turn. Ship it to the bottom, and clash the second time with: Spreading Terror Instant (black) destroy two target creatures
Converted mana cost: 4 which I'll keep on top. And is possibly about correctly-costed, as well... Eep, scary! My second card revealed is Pointy Rock Land T: add R to your mana pool
which can go under (although it wouldn't be that useless). And finally, I reveal: Elvish Wanderer Creature - Elf Shaman (2/3, green) When ~this~ is put into a graveyard from play, you may pay RGW. If you don't, you may search your library for a land card, reveal it, and put it into your hand. If you do so, shuffle that library afterwards.
Converted mana cost: 5
Which isn't bad, and can stay. Your turn. BTW, I've just noticed the Calming Ring is giving your Caprine Changeling -2/-0 UEOT each turn.
Turn 9 (CH)
Draw and play Spreading Terror, targetting the Righteous Giant and... hmm. The Elvish Springwarper. Assuming those both die, I'll attack with the Bellower. Hmm. Your reminding me of the Springwarper's existence has made me realise I should have put warp counters on some things for my Elf spells. Oh well. Before it dies, I'll pay GGGG to make my Hunted Artificer 9/9 UEOT (as I really should have been doing in previous turns...). Still want to attack? --AC Perhaps not.
In postcombat main, I target you with both my Dojo triggers again. Spend 2 of my 3 remaining mana to prevent them. --AC
Turn 9 (AC)
Rather than draw-and-play the Elvish Wanderer, I'll cast Boggart Treehouse from hand on my Stalwart Roots. I'll then go to postcombat main, target myself with three Dojo triggers, and let the first clash happen, revealing the Elvish Wanderer (CMC 5). I may pay to prevent the others, depending on what you do. I reveal: Goldmeadow Reveille Instant (white) put 3 1/1 white Kithkin Soldier creature tokens into play
Converted mana cost: 5 which I will keep on top. Nice card. In which case, I'll let the next two clashes also happen, with the same result; then it's your turn.
Turn 10 (CH)
The Bellower clash does nothing interesting. Draw and play Reveille. I'll enter combat, and swing with the Bellower. If that all goes through, I target you with the two Dojo triggers in postcombat main. I'll interrupt once you've declared the Bellower attacking. First, I sacrifice Seal of Armageddon. Its clash ability goes on the stack, but above that goes its leaves-play effect. I pay 2RRR to do 4 damage to your Lys-Alana Alchemist. If that goes ahead, I'll then clash for the Seal (revealing my Elvish Wanderer) - whether or not I win doesn't much matter, as Utopia are indestructible. But they can be sacrificed, so I'll then sac 4 lands to put 4 1/1 Goblins into play, which will block your Bellower. I think one of the lands I sac will be the Dojo, just for sanity. Obviously, once damage is stacked, I'll sac them to make 4 new 1/1 Goblins. --AC Er, pants. Not much I can do to prevent any of that, so stuff dies. For the Seal's clash, I reveal Boggart Loreweaver Creature - Goblin Shaman (1/2, red) Whenever ~this~ is put into a graveyard from play, target player may Discard a enchantment card. If that player doesn't, two target untapped Goblin creatures get +4/+0 until end of turn "Poor Rorg. He'd want to be buried with his shinies." "Yeah. Let's keep them."
Converted mana cost: 4 Which I'll dump to bottom. Not much left to do, so your turn.
Turn 10 (AC)
Draw and play the Wanderer. Attack you with the 4 tokens. Nothing after that. Take all four. At end of your turn, I'll use Notions of Knowledge for the first time. I reveal: Gilt-Leaf Tidal Barrier Artifact 4UUUUU: put 4 1/1 green Elf Warrior creature tokens into play Sacrifice ~this~: put 2 1/1 blue Merfolk Wizard creature tokens into play 3GU, sacrifice any number of Merfolk: tap up to that many target permanents
Converted mana cost: 7 Which I will put on bottom
I reveal: Summon the Flamekin Instant (red) clash with an opponent. If you win, put 3 3/1 red Elemental Shaman creature tokens into play Converted mana cost: 2
Yowza! If I'm allowed to keep it, I will. But it's a bit strong, so feel free to ask for a respin. Otherwise, I guess you draw a card with the Notions. If you wouldn't mind... that is a little strong.
Okay, instead I find: Venomous Diaspora Enchantment (green) Pay 1 life, Pay 4 life: each opponent receives 3 poison counters
Converted mana cost: 3
Very interesting. I instantly win if I can get above 20 life, but we haven't seen a way to do that yet. I think I'll keep it on top. And you win the clash.
So I draw: Shifting Chasm Enchantment (red) When ~this~ is returned to its owner's hand, ~this~ deals 1 damage to target creature or player
Which is seriously Jonnyish, if not that useful here.
Turn 11 (CH)
I'll draw rather than play the Chasm.
I've generated this, but it may be a little strong. Merrow Nursery Land T: add 1 to your mana pool Pay 3 life: target player puts 2 1/1 blue Merfolk Wizard creature tokens into play
censored to: Oona's Cloak Tribal Artifact - Faerie When ~this~ is returned to its owner's hand, target player may pay 4U. If that player does, you lose X life, where X is the amount of life you have All Faerie creatures can't be blocked except by tapped Elf creatures Return a creature you control to its owner's hand: draw 3 cards, then discard 3 cards W, Sacrifice a land: all Faerie creatures get +3/+4 (This effect doesn't end at end of turn)
... That last ability pushes it over the top, really, doesn't it? Try again... Leaf Lens Artifact T, Discard a card: two target blue creatures get +3/+3 until end of turn you may play spells by paying G instead of their mana cost
which is, surreally, not that strong in the format. No attacks, yours.
Turn 11 (AC)
Draw and play the Diaspora. Attack with 4 Goblins. Then yours. Take the four.
Turn 12 (CH)
I'll draw again:
Elven Soulbark Tribal Enchantment - Aura Elf (green and blue) Enchant Elf Enchanted permanent is a enchantment as well as its types All Treefolk gain When ~this~ leaves play, you may Pay 4 life. If you don't, attach target Equipment to target Merfolk creature. (Control of that Equipment doesn't change.)
How odd. It can only go on the Caprine Changeling. And I'm running out of time! Yours.
Turn 12 (AC)
I draw and play: Due Respect Enchantment (blue) At the beginning of your upkeep, all creatures with champion can't be blocked (This effect doesn't end at end of turn) Converted mana cost: 6
Which actually doesn't do anything at the moment, since the only permanent with champion isn't a creature. (Which in turn reminds me of the comedy in my last MTGO draft game: MTG: Caterwauling Boggart gives MTG: Rebellion of the Flamekin "Can't be blocked except by two or more creatures".)
Swing with 4, then yours. No blocks. At EOT, wonder why I didn't do it last turn and activate Notions of Power. I generate:
Faerie Pathfinder Creature - Faerie Scout (2/1, blue) Flying Whenever ~this~ regenerates, you may Pay 1 life. If you do, draw 3 cards, then discard 3 cards If ~this~ would regenerate, you may pay 3U. If you don't, instead tap ~this~ any player may play green spells with a converted mana cost not equal to 3 any time an instant could be played
Converted mana cost: 3 Which I'll leave on bottom.
Hmm, not sure why you're keeping an x/1 creature, but as you wish. You're right, now on bottom My clash card is: Pestilential Embrace Legendary Tribal Enchantment - Aura Elemental (black) Enchant creature All green creatures gain fear Whenever enchanted creature is dealt damage, target Elemental is black (This effect doesn't end at end of turn) BB: ~this~ deals 2 damage to any number of target nongreen creatures
Converted mana cost: 7
Er, that last ability is a teensy bit strong. Let me regenerate: Glimmerstone Tribal Artifact - Elemental Whenever you play a Elemental spell, target player may pay R. If that player does, ~this~ gains protection from permanents an opponent controls until end of turn 1G: clash with an opponent. If you win, all Shapeshifter creatures get +1/+1 until end of turn
Converted mana cost: 5
Which I'll put on the bottom. Then it's your turn.
Turn 13 (CH)
I'll draw: Food Fight Tribal Instant - Goblin (black) clash with an opponent. If you win, up to 4 target Elf creatures get -3/-3 until end of turn
Which at least has a chance of taking out some of your non-regenerating creatures. I clash with: Mudbutton Warren Tribal Land - Goblin 2RR, Pay 4 life, T: add 1RR to your mana pool Whenever you play a Goblin spell, put a charge counter on ~this~ 3, remove 2 charge counters from ~this~: ~this~ deals 4 damage to up to 2 target creatures 3, Tap an untapped Goblin you control, remove 4 charge counters from ~this~: any number of target Goblin creatures get +4/+0 until end of turn
So nothing dies. That'll go to bottom. Yours once you've revealed.
I reveal: Shrouded Quarry Land Sacrifice a nonbasic land, Pay 2 life, T: add 3 to your mana pool Which will also go on the bottom.
Turn 13 (AC)
I draw and play: Valiant Oak Creature - Treefolk Knight (2/1, white) WW, T: target opponent reveals cards from the top of his or her library until that player reveals a enchantment card. If that player does, that player puts that card into play and put the rest into his or her graveyard. If that player doesn't, that player shuffles the revealed cards into his or her library. Pay 2 life: put a destiny counter on target permanent T: target land with a destiny counter on it is white until end of turn You should see his steed. Converted mana cost: 1
I'll attack you with my 4 Goblins, noticing as I do so that you have a 1/1 with first strike and wondering why you haven't been blocking with it. If you do block one of the tokens, obviously I'll sac it to the Treehouse to make a replacement. Then it's your turn.
As noted, because of your Calming Ring. No blocks. Activating Notions of Power, I reveal: Cloadgoat Lama Creature - Giant Cleric (3/3, white) 4WWW: clash with an opponent. If you win, you may search your library for a artifact card, reveal it, and put it into your hand. If you do so, shuffle that library afterwards. 4W: you reveal cards from the top of your library until you reveal a Equipment card. If you do, you put that card into play and put the rest into your graveyard. If you don't, you shuffle the revealed cards into your library. flying lifelink All permanents gain protection from green
Converted mana cost: 3
which may just help keep me alive for a while... Just so long as I don't generate a G targetted disenchant! So it stays on top.
I salute your "lama" :P I generate: Elvish Agitator Creature - Elf Minion (1/3, black) All Elf creatures can't block
Converted mana cost: 4
Who's overcosted, but I guess that's a good thing. Not that in this format there's actually much difference between you drawing that card now or later. I'll put it on the bottom. Then yours.
Turn 14 (CH)
Draw and play Cloudgoat Lama. Then yours.
In your end step, I'll sacrifice my two remaining Utopias that aren't enchanted with the Calming Ring, to make two more 1/1 Goblins.
Turn 14 (AC)
I draw and play: Changling Infiltrator Creature - Shapeshifter (3/1, blue) Changeling All green creatures can't be blocked Sacrifice a tapped nonbasic land: draw 3 cards, then discard 4 cards
Converted mana cost: 2
Which is quite nice. Sadly my green creature isn't quite big enough to get through on his own, so... I'll attack with everything that can: the 2/1 Flamekin Anarchist, 1/1 Hunted Artificer, 2/3 Elvish Wanderer, 2/1 Valiant Oak, and 6 1/1 Goblins.
So, that's 2 unblockable, plus another 11. I therefore need to prevent 10 of that 11, since I won't gain life until after I've been dealt damage. So I need to block all but 1 goblin, or 8 creatures. I currently have 6, and the only way I can make more is through discarding to Striped Birch - but I only have one card in hand. So I can't do it. Your game, sir. --CH
Not even trying for a Lightning Helix moment? With 6 mana available, you can at least try to tutor out an Equipment into play, which could do something like "CIP damage to stuff" or "All creatures get -1/-0" or...heck, even "All creatures are red" is good enough to save you! Don't give up yet...just slam it! -SM
You do have a point. Right, spending 4W to go looking for an Equipment. One full graveyard coming right up. --CH
Lys-Alana Stockade Tribal Land - Elf Pay 3 life, T: add X red mana, where X is the number of basic land types among lands you control to your mana pool All Elf creatures gain Whenever a Elf comes into play, target permanent gains protection from permanents until end of turn
Woodwaker Creature - Elemental (2/1, blue) All nonlegendary artifacts gain 2UUU: clash with an opponent. If you win, untap two target Treefolk
Cloudcrown Invoker Creature - Elf Druid (1/2, green) All black creatures get +1/+2 deathtouch At the beginning of each opponent's precombat main phase, target opponent may pay 2RW. If that player does, target opponent gains 1 life Discard a sorcery card: put a 1/1 green Elf Warrior creature token into play Sacrifice X Elves, where X is the number of poison counters an opponent has: destroy target creature with flying
Nectar Flask Tribal Artifact - Equipment Faerie Equip 3 Whenever equipped creature is put into a graveyard from play, clash with an opponent. If you win, ~this~ gains If a Faerie creature would deal damage to a creature, that damage is dealt to target Merfolk creature instead (This effect doesn't end at end of turn) and draw a card and clash with an opponent. If you win, clash with an opponent. If you win, ~this~ is a artifact as well as its types until end of turn and attach target Equipment to target Faerie creature. (Control of that Equipment doesn't change.) Whenever you play a spell during an opponent's turn, you gain 5 life
... which doesn't do it for me, although it's quite a funky card. Now it's your game. --CH
Hand: Shifting Chasm, R Ench. When bounced, deals 1.
In Play: 6x Utopia Striped Birch, 2/1 G Treefolk Shaman. T, T another: untap my target. Sac: 2 mana oaColour. When ->gy, RFG. Discard, sac Plains: all get 1/1 G Elf Warrior Caprine Changeling, 1/1 R Changeling Ench, due to Soulbark. First Strike. When a Goat CIP, clash; a win gives target R creature +4/+0 UEOT
Enchanted with Elven Soulbark, G Tribal Elf Aura. Ench'd is an Ench. Treefolk have "Leaves play, if you don't pay 4 life, attach equip to Merfolk"
Cloadgoat Lama, 3/3 W Giant Cleric. Flying, lifelink. All perms prot G. 4WWW: Clash; a win tutors Artifact to hand. 4W: Mill until an equipment - to play. 3x White 1/1 Kithkin Soldier tokens
Notions of Knowledge, Black Tribal Ench - Elemental. 4BB: Clash; a win gives a draw. As it were. Championing:
Orange Changeling, 2/2 U Changeling. Sac: Clash; a win makes target P>1 unblockable UEOT and a land. CIP: Clash; a win gives target Treefolk -2/-0 permanently. WU: Clash; no-op on win.
Leaf Lens, Artifact. T, discard: 2 target U creatures +3/+3 UEOT. Can pay G for spells.
Graveyard: Plenish, W Instant. Target player reveals top 4, enchantments to play, rest to GY Goldmeadow Reveille, W Inst. Put 3 1/1 W Kithkin Soldiers into play. Tear-stained Bellower, 2/3 RB Elemental. Every player's upkeep clash; if win, clash; if win, up to 3 multicoloureds +1/+0 UEOT. Leaves play: destroy plains. Deathtouch Lys-Alana Alchemist, 1/3 G Elf Shaman. G creatures don't regen - instead, they get +2/+3 UEOT
Flamekin Anarchist, 2/1 red Elemental Wizard. 1BG: opp gets 4 3/1 Elemental tokens. Hunted Artificer, 1/1 WUB Elf Cleric. My draw step, opp may pay 1 to put an artifact into my hand. Elvish Wanderer, 2/3 green Elf Shaman. When dies, if I don't pay RGW, I tutor a land into hand. 6x 1/1 Goblin Rogue token Valiant Oak, 2/1 white Treefolk Knight. Can make lands white via destiny counters. Changling Infiltrator, 3/1 blue Shapeshifter. G ctrs can't be blocked.
Stalwart Roots, Treefolk artifact. Tap a Treefolk: ~ is a land UEOT. T: attach tgt Equipment to tgt ctr. (Enchanted by Boggart Treehouse, giving it prot white.) Calming Ring, blue Faerie Enchant Permanent. When ench perm untaps, clash, doing nothing. Each draw step, tgt Faerie ctr gets -2/-0. Attached to another Utopia. Boggart Treehouse, black Treefolk Enchant Artifact. Sac a Goblin or land: make a 1/1 black Goblin Rogue token. Discard: bury tgt nonblack Faerie. Ench artifact has prot white. Venomous Diaspora, green ench. Pay 5 life: all opponents get 3 poison counters.
Top of Library:
Graveyard: Raise the Alarm Clocks, W inst. either I get 3 1/1 Kithkin Soldiers, or opp returns all artifacts from gy to hand Righteous Giant, 2/1 white Giant Soldier. T, sac a Goblin: destroy tgt black ctr. Sac a perm: return any number of enchantments from gy to hand. Elvish Springwarper, 1/1 green Elf Druid. G: up to 4 blue ctrs +2/+2 UEOT. Tokens CIP->clash, regen tgt ctr on a win. Various ways to put warp counters on things; warped things add 3GG on leaving play. Seal of Armageddon, red ench. Sac: clash, destroy all basic lands on a win. When LP, if player pays 2RRR, it deals 4 damage to a tgt ctr which can't regen. Gilt-leaf Dojo, Elf land, T:R. All Elves clash in their postcombat main phase unless target player pays 1; a win gives target Kithkin +2/+2 UEOT. 5x Utopia Turquoise Baize, green Enchant Permanent, does nothing.