Manaspore Thallid 2G
Creature-Fungus Mutant (U)
Manaspore Thallid enters the battlefield with four +1/+1 counters on it.
Remove a +1/+1 counter from Mana Bramble: Add one mana of any color to your mana pool. A fusion of magic and nature,each spore bursts with new life.
0/0
Gives us the remaining three mana, and replenishes 1 mana if we take off all counters.
Globe
Thallid
(puts us at 5 mana and all lands)
Goblin ( redundant, but replenishes mana )
Expand (Kind of redundant might be better for atrius to do our domain spell seeing as J can only do small spells)
Globe
Goblin
Thallid
(puts us at 5 mana,all lands, and 1 left over)
Expand (see above)
Nath'd:
another with new card from atrius
Globe
Thallid
Prismatic
Goblin
Casting Order:
Cast Recursive Globe for :4mana:, tap it for (Total spent = 4)
Goblin March for RG to search for Forest and Island (Total spent = 4R)
Spend 2G for Manaspore Thallid. (Total spent = 6RG)
Remove 3 counters to add WBR
Tap Forest and Island to have WUBRG in the mana pool.
Cast Prismatic Diverge
Any objections?
Private Mod Note
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Atrius' Posts1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead. "Wait, can you actually win a thread?" - Atrius.
I'm not sure if we still need to get past Pitfall Traps...
Prismatic DivergenceWUBRG
Sorcery (R)
All permanents are all colours until end of turn.
If we do have to get past the traps if you were to change it to permanents gaining protection from all colors, thought would satisfy our domain and protect us from the traps if they exists.
..also, i'm about to head out for my RL in an hour and I doubt I'll be back before the dealine for the next round hits so,
so I leave my card for this round:
Manaspore Thallid 2G
Creature-Fungus Mutant (U)
Manaspore Thallid enters the battlefield with four +1/+1 counters on it.
Remove a +1/+1 counter from Mana Bramble: Add one mana of any color to your mana pool. A fusion of magic and nature,each spore bursts with new life.
0/0
..and I'll leave you gentleman decide in what order it goes in the grand scheme of things.
Casting Order:
Cast Recursive Globe for :4mana:, tap it for (Total spent = 4)
Goblin March for RG to search for Forest and Island (Total spent = 4R)
Spend 2G for Manaspore Thallid. (Total spent = 6RG)
Remove 3 counters to add WBR
Tap Forest and Island to have WUBRG in the mana pool.
Cast Prismatic Diverge
Any objections?
Sounds spentaculirific. We still have a 1/1 in the end, plus 4 0/1 creatures, ourselves, and all 5 have protection from all colors.
6RG isn't too bad for a single round, I'd say. I wonder what happens next?
Recursive Globe4
Artifact (Rare)
Recursive Globe is a land while on the battlefield that possesses each basic land type, in addition to its other types. T: Add a mana of any color to your mana pool. Detailed on its surface is every rock and pebble, every cloud and tree, every living creature, and even itself.
This is fairly hard to compare to any other card. Nothing else really is one card type but becomes another when you cast it. If it actually becomes a land with all the types, it won't need the mana ability either. In most cases, it is an expensive rare Manalith.
Goblin MarchRG
Sorcery (U)
Search your library for up to two land cards and put them onto the battlefield. Sacrifice those lands at the beginning of the next end step. Tracking Goblins requires only moderately good eye-sight and a worse sense of smell.
This is an interesting idea, although I think it could go to at least three lands to be more like a ritual. If you already have red and green, this doesn't seem like great fixing, Manamorphose is a lot better.
Manaspore Thallid :2mana::symg:
Creature-Fungus Mutant (U)
Manaspore Thallid enters the battlefield with four +1/+1 counters on it.
Remove a +1/+1 counter from Mana Bramble: Add one mana of any color to your mana pool. A fusion of magic and nature,each spore bursts with new life.
0/0
I'm not really sure how anyone thought a 4/4 for 3 mana was acceptable. Sure there are creatures that can be more efficient, but they all require at least clearing some sort of condition. This is just straight up 4/4 for 3. Plus it doubles as a mana fixing near Seething Song.
Prismatic DivergenceWUBRG
Sorcery (R)
All permanents gain protection from all colours until end of turn.
Compared to the 17 instants that grant protection of some type, there are absolutely 0 sorceries that do so. Not only is this probably four colors it doesn't need to be, it is basically just a "creatures you control are unblockable this turn." Could have flavor text for sure.
4/10
According to your actions, you spend 6RG here. Your cards worked together reasonably well, but you could have thought about the balance and feasability of your teammates' cards a little better. Teamwork bonus this round is 2/3. That means you are left with:
Team Tropesalot
Mana Available: 7WWWWWWWUUUUBBBBBBBRRRRRGGGGGG
Random_Nation(Druid) — 5 life — 6
Flabort(Artificer/Auramancer) — 5 life — 7
Atrius(Warlock) — 5 life — 6
Jwanders(Taskmage) — 5 life — 8
Team Results
LEVEL ONE: 7.25 PASS
LEVEL TWO: 6.75 PASS...barely
Your methods are unconventional, but you manage to string a few spells together. The Recursive Globe is tossed into the basin, rattling about as it responds to the basin's hunger for mana. Water and plants emerge from it briefly, and the unsuspecting Thallid finds his strength sapped to fuel the ritual. Protecting yourselves once again, the door opens, and you pass through.
A long, straight stone corridor is spotted with doors here and there. You find a few dusty storerooms and evade a few traps before you find one that looks really interesting. Heat seeps out of the room, blurring the air, but one look through the door and you know that it holds one of the ingredients for the legendary recipe. For here, amongst the terrible heat, is one of Asmoranomardicadaistinaculdacar's most famous culinary discoveries, the delicate meat of the Granite Gargoyle. Now if only you can remember how to cook it properly...
This room contains two Granite Gargoyles, who strike out at Atrius and jwanders as you enter (it is the opponent's beginning of combat step). In order to properly roast a Granite Gargoyle, you must kill it by dealing exactly three damage to it. However, this room is so hot that it acts as a Furnace of Rath, doubling all damage, and both Gargoyles have access to unlimited red mana, which they use to activate their toughness pump once in response to any spell cast.
Kill at least one Gargoyle by dealing it exactly three damage, and do not die.
Well, it's not easy to come up with a card that costs exactly WUBRGthat helps to avoid Pitfall Traps in 24 hours...
Ditto on a creature that pulls mana out of it's ass.
But I digress.....
On to the next challenge!
If our two team mates under attack can hold off for a round
Idea:
Skyburner Devil RRR
Creature-Devil (U)
When Skyburner Devil enters the battlefield,deal 3 damage to target creature with flying With a flash of flame and a sizzle of flesh, the angels wings had been roasted and dinner was served.
1/1
If not then:
Idea:
Harmless MageWW
Creature-Rabbit Wizard (R)
Flash
When Harmless Mage enters the battlefield all creatures your opponent controls lose all abilities and are 1/1 White Rabbits until end of turn
1/1
The key here, I think, is getting dealing _exactly_ three damage while Furnace of Rath is out. My first thought was something like Lashknife Barrier, which could reduce the damage by one after it was doubled.
8/1/2005: If multiple effects modify how damage will be dealt, the player who would be dealt damage or the controller of the creature that would be dealt damage chooses the order to apply the effects. For example, Mending Hands says, "Prevent the next 4 damage that would be dealt to target creature or player this turn." Suppose a spell would deal 5 damage to a player who has cast Mending Hands targeting himself or herself. That player can either (a) prevent 4 damage first and then let Furnace of Rath double the remaining 1 damage, taking 2 damage, or (b) double the damage to 10 and then prevent 4 damage, taking 6 damage.
The gargoyle's controller chooses the order, so they'd prevent 1 damage before it was doubled, not after... unless we gain control of them first!
So, what I suggest is
1. Spell that gains control of one or both Gargoyles (until EoT)
2. Instant that can prevent one damage to a creature.
3. Something that deals 2 damage to a creature (can be a creature we control, even as a cost).
4. Something that takes care of the other Gargoyle. (Bounce, Remove from combat, etc).
Saving GraceXW
Instant (U)
Prevent the next X damage that would be dealt this turn you, your teammates, and each creature and planeswalker you control.
Remember that we're in the opp's combat step, so everything has to be instants, have flash, or something like a cycling or channel effect.
They each pump toughness once in response to a spell - we cast a spell to protect ourselves from Red Damage (creatures you control have protection from Red), cast a spell to produce mana, and cast a spell to deal 3 damage to all creatures.
They wind up with 6 toughness, and taking 6 damage. Then we need a fourth spell to do something...
Anyways, this means we deal EXACTLY 3 damage, take care of both, and save our own hides.
Once again in the interest of time I have 3 different options
Protection from Red:
Hellfire Warder1WW
Creature- Human Cleric (U)
Flash
When Hellfire Warder enters the battlefield, all creatures you control have protection from red until end of turn. With the faith of Avacyn behind us, even the most unholy fire can be quelled.
1/2
Extra mana for casting:
Groundbreaker Adept RR
Creature-Goblin Shaman (U)
Sacrifice Groundbreaker Adept: Add RRR to your mana pool.
1/1
In case above have been taken by other cards open:
Essence Drinker 2B
Creature-Vampire Shaman (R)
Whenever another creature dies, you may addB to your mana pool. That mana doesn't empty from your mana pool as steps and phases end. The last breath of their victim,to them is as beautiful as a symphony.
2/1
How it works: Eventually we're going to run out of mana, especially if the difficulty keeps upping. I figured this card gave us a "in game" way of snagging two extra B mana. It's mainly as a forth card if you all deal with the other portions of this strategy that still has tie ins with the rest.
If I'm not available later...i give my team permission to choose which card would best suit the strategy and submit it on my behalf due to my odd work schedule today.
In case this is a problem with my wording and not your understanding, I want to clarify one point. Dealing 6 damage is too much. If you cast a spell that deals 3 damage with the Furnace of Rath applying, it will deal 6 damage, and you will not pass this challenge.
Edit - I see now that jwanders has picked up on this fact. He is correct in stating that, given the choice, the gargoyles will choose to prevent damage before any doubling occurs.
OK, that makes sense. Yeah, lets go with jwanders plan.
I got step 1, in that case. We need a way to prevent 1 damage, and a source of 2 damage. And a way to take care of the other.
Capture Collar2
Artifact - Equipment (Rare)
Flash.
You gain control of equipped creature. It gets -1/-1 while under your control.
When Capture Collar is unattached from a creature, it's owner gains control of it, and it deals damage to you equal to its toughness.
Equip UG
The only problem is that Flash doesn't really fit this card, which may entail a penalty to me. And it's wording could possibly be improved on.
Oh, since we're taking control of one gargoyle during the combat step, perhaps we can use it to block the other, therefor solving our 2 damage problem, as the other has 2 power?
Saving GraceXW
Instant (U)
Prevent the next X damage that would be dealt this turn you, your teammates, and each creature and planeswalker you control.
This not being symmetrical could be a problem, but I guess it's basically a bad Safe Passage unless you are having 1 or 2 damage dealt to things you control. Including teammates and so on is an interesting touch. I can't really tell what you mean X to be here, I guess 1?
Ambush Sniper2W
Creature-Human Archer (U)
Flash
When Ambush Sniper enters the battlefield deals 2 damage to target attacking or blocking creature.
2/1
Sure, it's pretty good but probably comparable to Benalish Knight, maybe a 2 for 1 if they are attacking with two 2 toughness guys. Everything is good except that it needs to say "When Ambush Sniper enters the battlefield, it deals 2 damage..."
Soothing Hymn 1W
Instant (C)
Remove target creature from combat. As the chorus of angels flew nearby, Brogg no longer felt like pummeling the guards.
Sure, Hollowhenge Spirit says this is still squarely in white's color pie. I imagine it could be pulled off for a single mana, since it seems a lot worse than even Soul Parry.
Capture Collar2
Artifact - Equipment (Rare)
Flash.
You gain control of equipped creature. It gets -1/-1 while under your control.
When Capture Collar is unattached from a creature, it's owner gains control of it, and it deals damage to you equal to its toughness.
Equip UG
You can't equip equipment to creatures other players control, so this does nothing but give your guy -1/-1 unless you use Magnetic Theft. The "gain control" clause needs a trigger. As you know, flash makes little sense here, and I guess that flash is the reason for the green mana, but the equip cost is strange.
1/10
Unfortunately, no plan of attack was posted here, so that will equal a 0/3 for teamwork this round. In any case, the cards presented do not provide any way to deal exactly three damage to a Gargoyle. Therefore:
The heat is too much. In a breakdown of communication, you fall one after another, sauteed to a crisp on the hot granite floor. If only you could have tasted that legendary recipe...
Send in the next team! I will update this post with final scores for Team Tropesalot tomorrow.
Team Much Larger Dave
Mana Available: 20WWWWWWWUUUUUUUBBBBBBBRRRRRRRGGGGGGG
KoolKoal(Druid) — 5 life — 0
Emocakes(Artificer/Auramancer) — 5 life — 0
Prophylaxis(Warlock) — 5 life — 0
Balefire(Taskmage) — 5 life — 0
Team Results
FLOOR ONE: __
LEVEL I
PAR 5 Do You Have a Reservation?
You proceed down the stone steps, with only your torches against the darkness. The sulfurous smells of the volcanic landscape outside fade with surprising speed, replaced by a barrage of varied smells; dark stains on the wall with a fishy smell, tufts of lemongrass charred with hellfire, even cloudy chunks of brown ore protruding from the walls that reek of cinnamon. Finally, the torches flutter as a light breeze stirs the stagnant, fragrant air, and the stairs twist about into a spiral descent to a stone floor. Coming out into the chamber, you find four identical doors, open arches with stone carvings of a crossed fork and knife above each one. They lead out in the four cardinal directions from this room, but it is too dark to tell what might lie beyond each one. One of your members takes a few steps forward, but you sense a magic in the doorways, and caution him to hold still. The devious Asmoranomardicadaistinaculdacar is not likely to have left his tomb without protective traps.
Find the correct door and proceed without any of your members dying. (Each door is considered a different player with one card in hand. Three of the doors hold Pitfall Traps that will be cast on anyone approaching them. Remember, you are each 0/1 creatures. The doors take no other action, but you each only have one card to cast this round.)
Private Mod Note
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Gives us the remaining three mana, and replenishes 1 mana if we take off all counters.
The Anabyn
Stay Hungry My Friends....
which makes jwanders and random nations ideas redundant, right now. A 0 mana card, and our domain card, are the safest options right now. Right?
Edit: Nath'd. Random's new card makes Expand redundant, now it only costs us 6G if we follow the Globe with the Thallid.
Ashamed of posts from years ago.
Prismatic Divergence WUBRG
Sorcery (R)
All permanents gain protection from all colours until end of turn.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Globe
Thallid
(puts us at 5 mana and all lands)
Goblin ( redundant, but replenishes mana )
Expand (Kind of redundant might be better for atrius to do our domain spell seeing as J can only do small spells)
Globe
Goblin
Thallid
(puts us at 5 mana,all lands, and 1 left over)
Expand (see above)
Nath'd:
another with new card from atrius
Globe
Thallid
Prismatic
Goblin
The Anabyn
Stay Hungry My Friends....
Cast Recursive Globe for :4mana:, tap it for (Total spent = 4)
Goblin March for RG to search for Forest and Island (Total spent = 4R)
Spend 2G for Manaspore Thallid. (Total spent = 6RG)
Remove 3 counters to add WBR
Tap Forest and Island to have WUBRG in the mana pool.
Cast Prismatic Diverge
Any objections?
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
If we do have to get past the traps if you were to change it to permanents gaining protection from all colors, thought would satisfy our domain and protect us from the traps if they exists.
..also, i'm about to head out for my RL in an hour and I doubt I'll be back before the dealine for the next round hits so,
so I leave my card for this round:
Manaspore Thallid 2G
Creature-Fungus Mutant (U)
Manaspore Thallid enters the battlefield with four +1/+1 counters on it.
Remove a +1/+1 counter from Mana Bramble: Add one mana of any color to your mana pool.
A fusion of magic and nature,each spore bursts with new life.
0/0
..and I'll leave you gentleman decide in what order it goes in the grand scheme of things.
The Anabyn
Stay Hungry My Friends....
Sounds spentaculirific. We still have a 1/1 in the end, plus 4 0/1 creatures, ourselves, and all 5 have protection from all colors.
6RG isn't too bad for a single round, I'd say. I wonder what happens next?
Ashamed of posts from years ago.
This is fairly hard to compare to any other card. Nothing else really is one card type but becomes another when you cast it. If it actually becomes a land with all the types, it won't need the mana ability either. In most cases, it is an expensive rare Manalith.
5/10
This is an interesting idea, although I think it could go to at least three lands to be more like a ritual. If you already have red and green, this doesn't seem like great fixing, Manamorphose is a lot better.
6/10
I'm not really sure how anyone thought a 4/4 for 3 mana was acceptable. Sure there are creatures that can be more efficient, but they all require at least clearing some sort of condition. This is just straight up 4/4 for 3. Plus it doubles as a mana fixing near Seething Song.
4/10
Compared to the 17 instants that grant protection of some type, there are absolutely 0 sorceries that do so. Not only is this probably four colors it doesn't need to be, it is basically just a "creatures you control are unblockable this turn." Could have flavor text for sure.
4/10
According to your actions, you spend 6RG here. Your cards worked together reasonably well, but you could have thought about the balance and feasability of your teammates' cards a little better. Teamwork bonus this round is 2/3. That means you are left with:
Team Tropesalot
Mana Available: 7WWWWWWWUUUUBBBBBBBRRRRRGGGGGG
Random_Nation(Druid) — 5 life — 6
Flabort(Artificer/Auramancer) — 5 life — 7
Atrius(Warlock) — 5 life — 6
Jwanders(Taskmage) — 5 life — 8
Team Results
LEVEL ONE: 7.25 PASS
LEVEL TWO: 6.75 PASS...barely
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
PAR 7
Flambé
Your methods are unconventional, but you manage to string a few spells together. The Recursive Globe is tossed into the basin, rattling about as it responds to the basin's hunger for mana. Water and plants emerge from it briefly, and the unsuspecting Thallid finds his strength sapped to fuel the ritual. Protecting yourselves once again, the door opens, and you pass through.
A long, straight stone corridor is spotted with doors here and there. You find a few dusty storerooms and evade a few traps before you find one that looks really interesting. Heat seeps out of the room, blurring the air, but one look through the door and you know that it holds one of the ingredients for the legendary recipe. For here, amongst the terrible heat, is one of Asmoranomardicadaistinaculdacar's most famous culinary discoveries, the delicate meat of the Granite Gargoyle. Now if only you can remember how to cook it properly...
This room contains two Granite Gargoyles, who strike out at Atrius and jwanders as you enter (it is the opponent's beginning of combat step). In order to properly roast a Granite Gargoyle, you must kill it by dealing exactly three damage to it. However, this room is so hot that it acts as a Furnace of Rath, doubling all damage, and both Gargoyles have access to unlimited red mana, which they use to activate their toughness pump once in response to any spell cast.
Kill at least one Gargoyle by dealing it exactly three damage, and do not die.
Maybe a way to prevent activated abilities, with split second...
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Ditto on a creature that pulls mana out of it's ass.
But I digress.....
On to the next challenge!
If our two team mates under attack can hold off for a round
Idea:
Skyburner Devil RRR
Creature-Devil (U)
When Skyburner Devil enters the battlefield,deal 3 damage to target creature with flying
With a flash of flame and a sizzle of flesh, the angels wings had been roasted and dinner was served.
1/1
If not then:
Idea:
Harmless Mage WW
Creature-Rabbit Wizard (R)
Flash
When Harmless Mage enters the battlefield all creatures your opponent controls lose all abilities and are 1/1 White Rabbits until end of turn
1/1
The Anabyn
Stay Hungry My Friends....
So, what I suggest is
1. Spell that gains control of one or both Gargoyles (until EoT)
2. Instant that can prevent one damage to a creature.
3. Something that deals 2 damage to a creature (can be a creature we control, even as a cost).
4. Something that takes care of the other Gargoyle. (Bounce, Remove from combat, etc).
Saving GraceXW
Instant (U)
Prevent the next X damage that would be dealt this turn you, your teammates, and each creature and planeswalker you control.
Remember that we're in the opp's combat step, so everything has to be instants, have flash, or something like a cycling or channel effect.
Idea 2
Ambush Sniper 2W
Creature-Human Archer (U)
Flash
When Ambush Sniper enters the battlefield deals 2 damage to target attacking or blocking creature.
2/1
The Anabyn
Stay Hungry My Friends....
They wind up with 6 toughness, and taking 6 damage. Then we need a fourth spell to do something...
Anyways, this means we deal EXACTLY 3 damage, take care of both, and save our own hides.
Ashamed of posts from years ago.
Instant (C)
Remove target creature from combat.
As the chorus of angels flew nearby, Brogg no longer felt like pummeling the guards.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Protection from Red:
Hellfire Warder 1WW
Creature- Human Cleric (U)
Flash
When Hellfire Warder enters the battlefield, all creatures you control have protection from red until end of turn.
With the faith of Avacyn behind us, even the most unholy fire can be quelled.
1/2
Extra mana for casting:
Groundbreaker Adept RR
Creature-Goblin Shaman (U)
Sacrifice Groundbreaker Adept: Add RRR to your mana pool.
1/1
In case above have been taken by other cards open:
Essence Drinker 2B
Creature-Vampire Shaman (R)
Whenever another creature dies, you may addB to your mana pool. That mana doesn't empty from your mana pool as steps and phases end.
The last breath of their victim,to them is as beautiful as a symphony.
2/1
How it works: Eventually we're going to run out of mana, especially if the difficulty keeps upping. I figured this card gave us a "in game" way of snagging two extra B mana. It's mainly as a forth card if you all deal with the other portions of this strategy that still has tie ins with the rest.
If I'm not available later...i give my team permission to choose which card would best suit the strategy and submit it on my behalf due to my odd work schedule today.
The Anabyn
Stay Hungry My Friends....
Edit - I see now that jwanders has picked up on this fact. He is correct in stating that, given the choice, the gargoyles will choose to prevent damage before any doubling occurs.
I got step 1, in that case. We need a way to prevent 1 damage,
and a source of 2 damage.And a way to take care of the other.Capture Collar 2
Artifact - Equipment (Rare)
Flash.
You gain control of equipped creature. It gets -1/-1 while under your control.
When Capture Collar is unattached from a creature, it's owner gains control of it, and it deals damage to you equal to its toughness.
Equip UG
The only problem is that Flash doesn't really fit this card, which may entail a penalty to me. And it's wording could possibly be improved on.
Oh, since we're taking control of one gargoyle during the combat step, perhaps we can use it to block the other, therefor solving our 2 damage problem, as the other has 2 power?
Ashamed of posts from years ago.
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
This not being symmetrical could be a problem, but I guess it's basically a bad Safe Passage unless you are having 1 or 2 damage dealt to things you control. Including teammates and so on is an interesting touch. I can't really tell what you mean X to be here, I guess 1?
6/10
Sure, it's pretty good but probably comparable to Benalish Knight, maybe a 2 for 1 if they are attacking with two 2 toughness guys. Everything is good except that it needs to say "When Ambush Sniper enters the battlefield, it deals 2 damage..."
8/10
Sure, Hollowhenge Spirit says this is still squarely in white's color pie. I imagine it could be pulled off for a single mana, since it seems a lot worse than even Soul Parry.
7/10
You can't equip equipment to creatures other players control, so this does nothing but give your guy -1/-1 unless you use Magnetic Theft. The "gain control" clause needs a trigger. As you know, flash makes little sense here, and I guess that flash is the reason for the green mana, but the equip cost is strange.
1/10
Unfortunately, no plan of attack was posted here, so that will equal a 0/3 for teamwork this round. In any case, the cards presented do not provide any way to deal exactly three damage to a Gargoyle. Therefore:
The heat is too much. In a breakdown of communication, you fall one after another, sauteed to a crisp on the hot granite floor. If only you could have tasted that legendary recipe...
Send in the next team! I will update this post with final scores for Team Tropesalot tomorrow.
I honestly think people need more time...
Atrius' Posts 1W
Instant
You win target thread. If you aren't Atrius, Atrius wins that thread instead.
"Wait, can you actually win a thread?" - Atrius.
Frankly I agree, but I'm not making the rules.
Mana Available: 20WWWWWWWUUUUUUUBBBBBBBRRRRRRRGGGGGGG
KoolKoal(Druid) — 5 life — 0
Emocakes(Artificer/Auramancer) — 5 life — 0
Prophylaxis(Warlock) — 5 life — 0
Balefire(Taskmage) — 5 life — 0
Team Results
FLOOR ONE: __
PAR 5
Do You Have a Reservation?
You proceed down the stone steps, with only your torches against the darkness. The sulfurous smells of the volcanic landscape outside fade with surprising speed, replaced by a barrage of varied smells; dark stains on the wall with a fishy smell, tufts of lemongrass charred with hellfire, even cloudy chunks of brown ore protruding from the walls that reek of cinnamon. Finally, the torches flutter as a light breeze stirs the stagnant, fragrant air, and the stairs twist about into a spiral descent to a stone floor. Coming out into the chamber, you find four identical doors, open arches with stone carvings of a crossed fork and knife above each one. They lead out in the four cardinal directions from this room, but it is too dark to tell what might lie beyond each one. One of your members takes a few steps forward, but you sense a magic in the doorways, and caution him to hold still. The devious Asmoranomardicadaistinaculdacar is not likely to have left his tomb without protective traps.
Find the correct door and proceed without any of your members dying.
(Each door is considered a different player with one card in hand. Three of the doors hold Pitfall Traps that will be cast on anyone approaching them. Remember, you are each 0/1 creatures. The doors take no other action, but you each only have one card to cast this round.)