After twenty straight games with your new deck, it finally did something that it was supposed to do: Get Sekki, Seasons’ Guide into play. Your deck is built to produce more than a few nasty combos involving damage-dealers and large numbers of spirit tokens, and Sekki happens to be the cherry on the sundae.
Unfortunately for you, Dylan hit Sekki with a Doom Blade before it spent more than two seconds on the table. Now you remember why the big dumb 8/8 spirit never really caught on.
That said, you have more pressing problems. The turn after he took out Sekki, Dylan tapped all of his mana and dropped one of his win conditions on the table. Giant Adephage isn’t quite as big as an 8/8 spirit, but it’s got trample and can make copies of itself. With you lacking a good base of blockers, you won’t be able to hold it for long.
Now, if you only had Sekki in play, you wouldn’t be worrying as much. Too bad he’s chilling with the other spirits in your graveyard right now. Maybe if you ask nicely…
It is the beginning of your first main phase. Get Sekki, Seasons’ Guide into play this turn.
Dylan is at 13 life, has no cards in his hand, and has no untapped lands. He has these cards in play:
- Gyre Sage (tapped, with three +1/+1 counters on it)
- Giant Adephage
- 2 swamps (both tapped)
- 3 forests (all tapped)
You are at 16 life. You have these cards in play:
Your cards in hand:
You have the following cards in your graveyard:
You do not know what the top card of your deck is.
You have exactly one more copy of Sekki, Seasons’ Guide somewhere in your library.