You and your team, intrepid adventurers extraordinaire, have been in search of the fabled Battle Pyramid for what feels like a lifetime. You've scaled the tallest blizzard-torn peaks and descended into the dark depths of the western fault lines. You've crossed the barren wastelands and sailed the nine seas. Finally, here, after countless days of searching, you've found it. Ten days in the deep jungle, a full five of which were spent fighting off a particularly ferocious baloth, and your quest has come to an end.
You slice through one last wall of overgrowth and step out into a clearing. The sunlight, suddenly unfettered by the canopy, beats down onto you with almost tangible weight. You thank your presence of mind to wear a cap with a brim as your eyes slowly adjust to the new source of light. Finally, you see the outline of the Battle Pyramid looming ahead. One of your team members lets out a shout of excitement: "We've finally found it!"
"Come on!" You start the final push toward the Pyramid. You haven't taken the prize yet! However, suddenly you feel a hand grasp at your shoulder. You whirl around and snap out, "What are you doing? Let's go!"
To your surprise, facing you is an unfamiliar man, who seems to be quite at ease with his jungle surroundings, as compared with you and your sweaty and exhausted team. His awful lime green outfit seems nearly blinding in the light, though he doesn't seem to be bothered. Rather than launch into some silly speech, he smiles, hands you a dirty sheet of paper, and then strides off, pushing through you and heading toward the Pyramid. This is a twist you hadn't been expecting. You look to your team, shrug, and follow the man toward the Pyramid. What you've gotten yourself into, you don't know, but there's no turning back now.
On the way, you decide to look at the sheet of paper the man handed you. You notice that it in fact covers the rules for the Battle Pyramid. Rules? You really had just wanted to loot the tomb of a legendary king and get filthy rich, but you suppose that designing custom cards will have to do.
Rules of the Battle Pyramid
0. Megiddo is the Pyramid King, and administers this thread.
1. Your team begins with a set amount of mana.
2. You may use as much or as little as you like each round.
3. There are seven Floors.
4. All attempted Floors are visible to everybody.
5. The team submits one card per person to solve the Floor's Puzzle.
6. The Pyramid King will evaluate your team's entry and grade it.
7. Some Puzzles may span multiple turns of game time. In these cases, provide a mul
-turn explanation of your plays. Your opponent's actions will be simple and well-expl
8. Each Floor has a par score; if your team's score equals or exceeds this, you p
9. If you fail, you are ejected from the Pyramid and must re-enter the que
10. Your individual score, as well as your team score, will be tracked in
11. Entries will be scored and updated once per day. In the event
12. There will be a deadline each day of MIDNIGHT EST. Thi
13. Failure to submit an entry by the deadl
14. There may be additi
15. If y
15
Oddly, the paper appears to have been torn at some point, and is missing what appears to be two entire rules. However, you're sure that guy will answer any questions you might have. He seemed like a stand-up fellow.
Teams begin with 15WWWWUUUUBBBBRRRRGGGG.
Use it wisely.
Just inside of the lobby, the First Floor of the Pyramid spans out into darkness. You can barely see two feet in front of you. As you begin to stumble, suddenly you're attacked by a monster! Its electric shock leaves you paralyzed. Suddenly, you notice that the beast is not alone!
Creatures you control enter the battlefield tapped this turn.
You are being attacked by four 2/1 first striking red Devil creatures. Kill them all before they damage you.
The second Floor has an ominous smell to it. Something seems off. As you navigate the Floor, one of your team mates collapses. Suddenly it dawns on you: That smell is poison gas! You have to act quickly to turn off the source of the poison before it kills you. Unfortunately, you hear some creatures bearing down on you too...
Your opponent controls a tapped Contagion Clasp, untapped Cystbearer, and untapped Plague Stinger. They have infinite mana. You are at 8 poison (and 20 life) and your opponent is at 12 life. It is your main phase. Kill your opponent before they kill you.
Clarifications:
1. Players skip their draw steps. You only get the cards you design this round to use.
2. The team must choose one member to sit out this round (due to poison).
3. You may take as many or as few turns as you wish to kill the opponent.
4. Creatures your opponent controls attack each turn if able.
After taking some time to detox from the second Floor, you head for the third and immediately regret the decision. The entire Floor is almost literally on fire. It's nearly unbearable. Jets of fire shoot out from the ceiling. What looks like molten lava seeps out from the floor. A sign near the entranceway helpfully suggests that you "watch your step." Fortunately, the room doesn't seem to harbor any creatures... but the fire itself will be enough of an obstacle.
Your opponent is at 20 life, has access to RRRRRRRRR each turn, and has a 60 card deck of Devil's Plays. Kill him first! You begin in your first main phase.
Clarifications:
1. You skip your draw step. Your opponent will draw a card each turn as normal.
2. Your opponent will cast a Devil's Play every turn if able. If they can destroy a creature or Planeswalker you control, they will do that. Otherwise, you will be the target. The opponent will flash back Devil's Play if necessary.
3. Your opponent will always spend all 9 mana to cast the Devil's Play unless something prevents this.
4. Mana will be added to your opponent's mana pool as they cast the spell.
5. Socrates made a quick recovery and is now able to contribute again.
The fourth Floor has a very musty feel to it. It seems quite tranquil compared to the inferno of the third Floor. However, as you walk through, you feel your bodies becoming weak. Suddenly, from up above you, you hear a soft "hoo~." A strange-looking owl regards you carefully, its glowing eyes fixed on yours as you tiptoe towards it. One of your team mates points out a second, then a third and a fourth. It then dawns on you that these owls may somehow be sucking the mana from your cache! You have to kill them before they steal all of it!
Your opponent controls four 3/3 blue Bird creatures with flying and converted mana cost 5.
At the beginning of your opponent's upkeep, they will each drain one mana of a random color random from your cache.
Your opponent is at 13 life. You begin in your first main phase.
Clarifications:
1. No draw steps.
2. The birds will not attack unless they are forced to.
3. I will calculate a turn-by-turn based on what you give me. I will, in fact, randomly determine mana to drain each turn. If this results in you being unable to complete your challenge, you will fail.
Now, with your mana reserves drained, your team fears for its ability to continue. Only three more floors remain, though, and you're holding out hope. This floor is coated with ice. You, fortunately, had the foresight to bring some extra parkas in your bags and put them on. You won't be freezing to death today! The same can't be said, unfortunately, for your creatures. As you walk, you see what looks like small Devil frozen completely solid. Oddly enough, nothing seems to be attacking you.
You make it to the door to the next Floor without incident, except that the exit is totally frozen over. You'll need some serious fire power to melt it down to advance.
Your Taskmage is readying a Fireball. Spend at least RRRRRRRRR to cast it this turn to advance.
Clarifications:
1. Creatures you control cant attack, block, or use activated abilities.
2. You have to spend RRRRRRRRR total on the fireball. That means X=8 plus the R in the mana cost.
3. Your taskmage must sit this round out.
The Sixth Floor. After the ordeals you've faced until now, you have no idea what to expect. Deadly dragons? A perpetual indoor lightning storm to navigate? A room full of explosions? The possibilities are endless, and terrifying.
To your surprise (and relief), inside is nothing but a hot tub. Neatly folded beside it is that god-awful lime green jacket and pants that that man was wearing earlier. As expected, he is inside of the tub.
He notices your team, waves, and says, "come on in! The water's great!"
Confused, you and your team make your way to the center of the room and stand somewhat awkwardly around the tub. The guy's wearing a goofy grin that really seems out of character for such a glum person.
He stands up quite abruptly, revealing his choice to skinny dip in a very threatening fashion. One leg propped up on the lid of the tub, he says, "Before I allow anybody to visit the top floor of the Pyramid I always ask that they cleanse themselves. Unburden your bodies and your souls. Come only when you're as clean as you were the day you were born!"
With that, he makes an about-face, grabs his clothes, and stalks across the room toward the stairs.
You shrug, thinking that he was simply spilling bull****, and head to the stairs. As you get nearer, a mysterious force holds you back. None of you can seem to get nearer than about five feet from the door.
"Maybe we need to get into the tub?" One of you volunteers.
"I'm sure he meant something more metaphorical than that," says another.
"I wonder what he meant by unburdening our 'bodies and souls'," says the third.
"Wait, I've got an idea..."
Achieve purification.
Clarifications
1. Your opponent is at 20. You do not have to kill him.
2. You may not cast spells with X in their mana costs.
3. You must spend all of your mana to achieve purification. (6WWWUUUBBBBRRGGG)
Don't forget that each team member should be entering a card. Of course, you don't have to, but that will not work out well in the end for your scores.
Round one is easy... not so much later on.
Oh, In a somewhat embarrassing set of circumstances, this was moved before I had updated my challenge because I fell asleep. That's ok though.
I don't want to retroactively change it now, but starting tomorrow expect things to be a little more difficult. You will actually need all four people to pass
Devilish SchemeXR Instant (U)
Untap target creature with converted mana cost X and gain control of it until end of turn. It gains first strike, trample, and haste until end of turn. "They say six is the devil's number. I say he has a few more than that."
- Lythra, Pyramid Delver
EDIT: If someone makes a card that sacrifices creatures, this will DEFINITELY work (assuming cmc 0, still).
EDIT2: Megiddo, does this place follow the same rules as all the other locales? I don't know if you also forgot to update the OP or something, but this is the only one that's missing the info that we're 0/1 creatures that need to reach the exit by attacking (among other info).
To get through all seven floors, I think we need to spend on average 45/7~6.4 mana each round (1.6 per person). Given that this round is the "easy" one, I think we want to spend 1 mana each and save some. Just as a quick brew, the creatures appear to have CMC 0, so a Disembowel variant would get there.
My cards both spend two right now, but my challenge is theoretically harder because I struggle to even block. I'm working on that.
Shall I set up a QT?
Meg: Do we get to cast sorcery-speed spells here, or are the Devils already attacking us (i.e. it's the opponent's turn)?
for this challenge, yes, it is your opponent's declare attackers step.
Stapler: I fell asleep last night and didn't update. For now, ignore that. Everything should be correct for the second Floor.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Altar of Foresight0 Artifact [c]
Sacrifice a creature: Look at the top card of target player's library. A little knowledge is a dangerous thing. So is a knife.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
Well, I'm using a mana no matter what, so might as well make it work as a contingency plan in case there's something dastardly afoot.
Twinbow VolleyW
Instant (C)
Twinbow Volley deals 2 damage divided as you choose among one or two target attacking creatures. The archer who shoots twice as many arrows has twice the chance to survive.
The second Floor has an ominous smell to it. Something seems off. As you navigate the Floor, one of your team mates collapses. Suddenly it dawns on you: That smell is poison gas! You have to act quickly to turn off the source of the poison before it kills you. Unfortunately, you hear some creatures bearing down on you too...
Your opponent controls a tapped Contagion Clasp, untapped Cystbearer, and untapped Plague Stinger. They have infinite mana. You are at 8 poison (and 20 life) and your opponent is at 12 life. It is your main phase. Kill your opponent before they kill you.
Clarifications:
1. Players skip their draw steps. You only get the cards you design this round to use.
2. The team must choose one member to sit out this round (due to poison).
3. You may take as many or as few turns as you wish to kill the opponent.
4. Creatures your opponent controls attack each turn if able.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
After the snooze-of-a-floor last time, things have really heated up. Socrates is down, dead maybe, noxious fumes emanating all around him. What wicked sorcery is this? Some sort of enchantment? A state-based effect, maybe? In times of crises, the mind of a valiant pyramid-delver has no time for comprehensive rules - only time for comprehensive annihilation.
I see two sort of amorphous vermin. The one with wings strikes me as a particular menace. Foul death from above, it could swoop down and eviscerate us all! Knowing that my compatriots have a penchant for controlling the cold clink of steel, and being a part-time metallurgist myself, I fashion an enveloping aura to harden the very flesh of the foe, to chill its sinews and freeze its foulsome flow, lest it makes a meal of us!
Etherium CoatingU
[U]Enchantment - Aura[/U] [u]
Enchant permanent
Enchanted permanent is an artifact in addition to its other types. Just a dip in her mercurial pools, and one forgets all memory of pain.
Seeing the gleam of metal wrap around its steaming pincers, the high shine, an almost ghastly glow, I brace myself, knowing I have cast all that I can.
Private Mod Note
():
Rollback Post to RevisionRollBack
Quote from ClockworkSwordfish »
Had semenulative upkeep before it was fashionable. Look what you forced me to do, Wizards! IT DIDN'T HAVE TO GO DOWN LIKE THIS!
Quote from LandBoySteve »
Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
I looked on appreciatively as my fellow delvers worked their magic to undermine the uncouth urchins of Phyrexia and dismantle our enemy's twisted toys. With all threats to our safety eliminated, we could breathe a sigh of relief.
However, a problem remained: we had no means of defeating the opponent barring our way deeper into the pyramid. While the malfunctioning monstrosity summoned by ced395 could muster enough energy for a single assault, it would not be enough. I looked down upon the form of Socrates, writhing on the ground for air at our feet, and knew that if we could not find a way to proceed through this dastardly dungeon of doom, our fate would be sealed.
Suddenly, a vision of my past engulfs my thoughts - a man, enrobed in heavy fur pelts and carrying a luminescent staff in the shape of a heron, is telling me of a trick he learned to stay awake during the dangerous nights on his plane...I know what I must do, and cast my spell upon the steel hulk before us:
InvigorationW Enchantment - Aura (U)
Enchant creature
At the beginning of each player's upkeep, untap enchanted creature. "Cloak yourself in the light of the moon and banish the evils of night."
- Volga, Thraben Safeguard
With the energy of the heron coursing through its metal framework, the golem was able to overcome its debilitating fault, and slowly clank its way to our foe for the killing blow.
Well ok, since it looks like y'all are done, let's move this along.
The Golem does its work: The Contagion Clasp that had been poisoning your team grinds to a halt. The Plague Stinger, though it gets one last bash in, clanks to the ground, unable to flap its newly metallic wings. The Cystbearer, dumb beast that it is, runs right into the waiting golem. Though weakened, Stapler's Invigoration spell gives the golem enough power to walk its way right on to victory, one point at a time.
The poison slowly clears from the room. The threats defeated, your team makes their way over to the incapacitated Socrates. You pick him up and carry him on to the third Floor. There's no time to waste: Who knows when the Clasp might turn on again?
Room Cleared
summon_legend: 7.5
ced: 9
Stapler: 8
Team Bonus: 2 Points Team Score: 10.16
Congratulations! You advance to the next Floor! You used 3WU this round.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
After taking some time to detox from the second Floor, you head for the third and immediately regret the decision. The entire Floor is almost literally on fire. It's nearly unbearable. Jets of fire shoot out from the ceiling. What looks like molten lava seeps out from the floor. A sign near the entranceway helpfully suggests that you "watch your step." Fortunately, the room doesn't seem to harbor any creatures... but the fire itself will be enough of an obstacle.
Your opponent is at 20 life, has access to RRRRRRRRR each turn, and has a 60 card deck of Devil's Plays. Kill him first! You begin in your first main phase.
Clarifications:
1. You skip your draw step. Your opponent will draw a card each turn as normal.
2. Your opponent will cast a Devil's Play every turn if able. If they can destroy a creature or Planeswalker you control, they will do that. Otherwise, you will be the target. The opponent will flash back Devil's Play if necessary.
3. Your opponent will always spend all 9 mana to cast the Devil's Play unless something prevents this.
4. Mana will be added to your opponent's mana pool as they cast the spell.
5. Socrates made a quick recovery and is now able to contribute again.
Private Mod Note
():
Rollback Post to RevisionRollBack
Can we have Megiddo removed from the forum forever please?
i'm pretty sure i can find your ***** online within 3 minutes
Whirligig1 Artifact (C)
Whenever a player cast a spell, put a charge counter on Whirligig. T, Sacrifice Whirligig: Put a charge counter on target artifact for each charge counter on Whirligig. "Spells can cause powerful waves of energy that are harnessed by simple devices such as these."
- Verv, Vedalken Researcher
You and your team, intrepid adventurers extraordinaire, have been in search of the fabled Battle Pyramid for what feels like a lifetime. You've scaled the tallest blizzard-torn peaks and descended into the dark depths of the western fault lines. You've crossed the barren wastelands and sailed the nine seas. Finally, here, after countless days of searching, you've found it. Ten days in the deep jungle, a full five of which were spent fighting off a particularly ferocious baloth, and your quest has come to an end.
You slice through one last wall of overgrowth and step out into a clearing. The sunlight, suddenly unfettered by the canopy, beats down onto you with almost tangible weight. You thank your presence of mind to wear a cap with a brim as your eyes slowly adjust to the new source of light. Finally, you see the outline of the Battle Pyramid looming ahead. One of your team members lets out a shout of excitement: "We've finally found it!"
"Come on!" You start the final push toward the Pyramid. You haven't taken the prize yet! However, suddenly you feel a hand grasp at your shoulder. You whirl around and snap out, "What are you doing? Let's go!"
To your surprise, facing you is an unfamiliar man, who seems to be quite at ease with his jungle surroundings, as compared with you and your sweaty and exhausted team. His awful lime green outfit seems nearly blinding in the light, though he doesn't seem to be bothered. Rather than launch into some silly speech, he smiles, hands you a dirty sheet of paper, and then strides off, pushing through you and heading toward the Pyramid. This is a twist you hadn't been expecting. You look to your team, shrug, and follow the man toward the Pyramid. What you've gotten yourself into, you don't know, but there's no turning back now.
On the way, you decide to look at the sheet of paper the man handed you. You notice that it in fact covers the rules for the Battle Pyramid. Rules? You really had just wanted to loot the tomb of a legendary king and get filthy rich, but you suppose that designing custom cards will have to do.
Oddly, the paper appears to have been torn at some point, and is missing what appears to be two entire rules. However, you're sure that guy will answer any questions you might have. He seemed like a stand-up fellow.
Mana Available: 0
ced395(Druid) — 67.5 (8 + 11 + 10 + 9 + 9.5 + 10 + 10)
Summon_Legend(Auramancer/Artificer) — 66.5 (6 + 9.5 + 9 + 10 + 10 + 10 +12)
Socrates(Warlock) — 72 (9 + 10 + 11 + 10 + 10 +10 + 12)
Stapler(Taskmage) — 68.5 (7.5 + 10 + 10 +11 + 10 + 10 + 10)
Team Results
FLOOR ONE: 7.625, RGW
FLOOR TWO: 10.16, 3WU
FLOOR THREE: 10, 5
FLOOR FOUR: 10, 3URR
FLOOR FIVE: 9.83, 3BG
FLOOR SIX: 10, 6WWWUUUBBBBRRGGG
FLOOR SEVEN: 11, GGWUUUB
COMPLETE
Mana Available: 0
BlackBull(Druid) — 64.5
Solesticio(Auramancer/Artificer) — 62.5
WhisperedThunder(Warlock) — 67
queensauce(Taskmage) — 69.5
Team Results
FLOOR ONE: 9.25, GW
FLOOR TWO: 8.8, 6RGGW
FLOOR THREE: 9.25, 8WW
FLOOR FOUR: 9.5, BR
FLOOR FIVE: 9.5, 1R
FLOOR SIX: 11.125, U
FLOOR SEVEN: 8.375, 1UUUBBRG
Teams begin with 15WWWWUUUUBBBBRRRRGGGG.
Use it wisely.
Creatures you control enter the battlefield tapped this turn.
You are being attacked by four 2/1 first striking red Devil creatures. Kill them all before they damage you.
Your opponent controls a tapped Contagion Clasp, untapped Cystbearer, and untapped Plague Stinger. They have infinite mana. You are at 8 poison (and 20 life) and your opponent is at 12 life. It is your main phase. Kill your opponent before they kill you.
Clarifications:
1. Players skip their draw steps. You only get the cards you design this round to use.
2. The team must choose one member to sit out this round (due to poison).
3. You may take as many or as few turns as you wish to kill the opponent.
4. Creatures your opponent controls attack each turn if able.
Your opponent is at 20 life, has access to RRRRRRRRR each turn, and has a 60 card deck of Devil's Plays. Kill him first! You begin in your first main phase.
Clarifications:
1. You skip your draw step. Your opponent will draw a card each turn as normal.
2. Your opponent will cast a Devil's Play every turn if able. If they can destroy a creature or Planeswalker you control, they will do that. Otherwise, you will be the target. The opponent will flash back Devil's Play if necessary.
3. Your opponent will always spend all 9 mana to cast the Devil's Play unless something prevents this.
4. Mana will be added to your opponent's mana pool as they cast the spell.
5. Socrates made a quick recovery and is now able to contribute again.
Your opponent controls four 3/3 blue Bird creatures with flying and converted mana cost 5.
At the beginning of your opponent's upkeep, they will each drain one mana of a random color random from your cache.
Your opponent is at 13 life. You begin in your first main phase.
Clarifications:
1. No draw steps.
2. The birds will not attack unless they are forced to.
3. I will calculate a turn-by-turn based on what you give me. I will, in fact, randomly determine mana to drain each turn. If this results in you being unable to complete your challenge, you will fail.
You make it to the door to the next Floor without incident, except that the exit is totally frozen over. You'll need some serious fire power to melt it down to advance.
Your Taskmage is readying a Fireball. Spend at least RRRRRRRRR to cast it this turn to advance.
Clarifications:
1. Creatures you control cant attack, block, or use activated abilities.
2. You have to spend RRRRRRRRR total on the fireball. That means X=8 plus the R in the mana cost.
3. Your taskmage must sit this round out.
To your surprise (and relief), inside is nothing but a hot tub. Neatly folded beside it is that god-awful lime green jacket and pants that that man was wearing earlier. As expected, he is inside of the tub.
He notices your team, waves, and says, "come on in! The water's great!"
Confused, you and your team make your way to the center of the room and stand somewhat awkwardly around the tub. The guy's wearing a goofy grin that really seems out of character for such a glum person.
He stands up quite abruptly, revealing his choice to skinny dip in a very threatening fashion. One leg propped up on the lid of the tub, he says, "Before I allow anybody to visit the top floor of the Pyramid I always ask that they cleanse themselves. Unburden your bodies and your souls. Come only when you're as clean as you were the day you were born!"
With that, he makes an about-face, grabs his clothes, and stalks across the room toward the stairs.
You shrug, thinking that he was simply spilling bull****, and head to the stairs. As you get nearer, a mysterious force holds you back. None of you can seem to get nearer than about five feet from the door.
"Maybe we need to get into the tub?" One of you volunteers.
"I'm sure he meant something more metaphorical than that," says another.
"I wonder what he meant by unburdening our 'bodies and souls'," says the third.
"Wait, I've got an idea..."
Achieve purification.
Clarifications
1. Your opponent is at 20. You do not have to kill him.
2. You may not cast spells with X in their mana costs.
3. You must spend all of your mana to achieve purification. (6WWWUUUBBBBRRGGG)
Round one is easy... not so much later on.
Oh, In a somewhat embarrassing set of circumstances, this was moved before I had updated my challenge because I fell asleep. That's ok though.
I don't want to retroactively change it now, but starting tomorrow expect things to be a little more difficult. You will actually need all four people to pass
Asleep
Do we have to kill them? Because if not, and this is also true:
this would be my entry:
Devilish Scheme XR
Instant (U)
Untap target creature with converted mana cost X and gain control of it until end of turn. It gains first strike, trample, and haste until end of turn.
"They say six is the devil's number. I say he has a few more than that."
- Lythra, Pyramid Delver
EDIT:
If someone makes a card that sacrifices creatures, this will DEFINITELY work (assuming cmc 0, still).EDIT2: Megiddo, does this place follow the same rules as all the other locales? I don't know if you also forgot to update the OP or something, but this is the only one that's missing the info that we're 0/1 creatures that need to reach the exit by attacking (among other info).
Stapler: I fell asleep last night and didn't update. For now, ignore that. Everything should be correct for the second Floor.
That sentence made more sense back when my card stole ALL the devils.
@Megs, asking more directly: Do the devils have CMC 0?
Artifact [c]
Sacrifice a creature: Look at the top card of target player's library.
A little knowledge is a dangerous thing. So is a knife.
Twinbow Volley W
Instant (C)
Twinbow Volley deals 2 damage divided as you choose among one or two target attacking creatures.
The archer who shoots twice as many arrows has twice the chance to survive.
Stapler steals one of the devils with a own Devilish Scheme! How dastardly! He forces it to block one of the other devils!
Socrates uses Twinbow Valley to take out the final devil!
Summon_Legend sits there.
Room Cleared
Scores:
ced: 8
Stapler: 7.5
Socrates: 9
Summon_Legend: 6
Team Bonus: 0 points
Team Score: 7.625
Congrats, you advance to the next Floor!
Your opponent controls a tapped Contagion Clasp, untapped Cystbearer, and untapped Plague Stinger. They have infinite mana. You are at 8 poison (and 20 life) and your opponent is at 12 life. It is your main phase. Kill your opponent before they kill you.
Clarifications:
1. Players skip their draw steps. You only get the cards you design this round to use.
2. The team must choose one member to sit out this round (due to poison).
3. You may take as many or as few turns as you wish to kill the opponent.
4. Creatures your opponent controls attack each turn if able.
I see two sort of amorphous vermin. The one with wings strikes me as a particular menace. Foul death from above, it could swoop down and eviscerate us all! Knowing that my compatriots have a penchant for controlling the cold clink of steel, and being a part-time metallurgist myself, I fashion an enveloping aura to harden the very flesh of the foe, to chill its sinews and freeze its foulsome flow, lest it makes a meal of us!
Etherium Coating U
[U]Enchantment - Aura[/U] [u]
Enchant permanent
Enchanted permanent is an artifact in addition to its other types.
Just a dip in her mercurial pools, and one forgets all memory of pain.
Seeing the gleam of metal wrap around its steaming pincers, the high shine, an almost ghastly glow, I brace myself, knowing I have cast all that I can.
You have until tonight to make any revisions.
Socrates: Your individual score will be equal to the team score this round.
Sorry. Thank--*coughcoughvomitcough*
... ....
Thank you.
I looked on appreciatively as my fellow delvers worked their magic to undermine the uncouth urchins of Phyrexia and dismantle our enemy's twisted toys. With all threats to our safety eliminated, we could breathe a sigh of relief.
However, a problem remained: we had no means of defeating the opponent barring our way deeper into the pyramid. While the malfunctioning monstrosity summoned by ced395 could muster enough energy for a single assault, it would not be enough. I looked down upon the form of Socrates, writhing on the ground for air at our feet, and knew that if we could not find a way to proceed through this dastardly dungeon of doom, our fate would be sealed.
Suddenly, a vision of my past engulfs my thoughts - a man, enrobed in heavy fur pelts and carrying a luminescent staff in the shape of a heron, is telling me of a trick he learned to stay awake during the dangerous nights on his plane...I know what I must do, and cast my spell upon the steel hulk before us:
Invigoration W
Enchantment - Aura (U)
Enchant creature
At the beginning of each player's upkeep, untap enchanted creature.
"Cloak yourself in the light of the moon and banish the evils of night."
- Volga, Thraben Safeguard
With the energy of the heron coursing through its metal framework, the golem was able to overcome its debilitating fault, and slowly clank its way to our foe for the killing blow.
We pyramid delvers are safe, for now.
The Golem does its work: The Contagion Clasp that had been poisoning your team grinds to a halt. The Plague Stinger, though it gets one last bash in, clanks to the ground, unable to flap its newly metallic wings. The Cystbearer, dumb beast that it is, runs right into the waiting golem. Though weakened, Stapler's Invigoration spell gives the golem enough power to walk its way right on to victory, one point at a time.
The poison slowly clears from the room. The threats defeated, your team makes their way over to the incapacitated Socrates. You pick him up and carry him on to the third Floor. There's no time to waste: Who knows when the Clasp might turn on again?
Room Cleared
summon_legend: 7.5
ced: 9
Stapler: 8
Team Bonus: 2 Points
Team Score: 10.16
Congratulations! You advance to the next Floor! You used 3WU this round.
Your opponent is at 20 life, has access to RRRRRRRRR each turn, and has a 60 card deck of Devil's Plays. Kill him first! You begin in your first main phase.
Clarifications:
1. You skip your draw step. Your opponent will draw a card each turn as normal.
2. Your opponent will cast a Devil's Play every turn if able. If they can destroy a creature or Planeswalker you control, they will do that. Otherwise, you will be the target. The opponent will flash back Devil's Play if necessary.
3. Your opponent will always spend all 9 mana to cast the Devil's Play unless something prevents this.
4. Mana will be added to your opponent's mana pool as they cast the spell.
5. Socrates made a quick recovery and is now able to contribute again.
Biggest first.
Artifact (C)
Whenever a player cast a spell, put a charge counter on Whirligig.
T, Sacrifice Whirligig: Put a charge counter on target artifact for each charge counter on Whirligig.
"Spells can cause powerful waves of energy that are harnessed by simple devices such as these."
- Verv, Vedalken Researcher
durdlin'