13: Waking Life

One of the first lessons you learned about playing Magic was “don’t overextend”. You laughed it off at the time; after all, what reason would you have to play more cards than you absolutely needed? The lesson was so easy to forget, that you easily forgot it after a while.

Now you’re in a bad spot. After a decisive early game where you brought Voytek’s life total into the low digits, you settled into a mid-game stalemate. You were confident that you would draw something that would deal those last few points of damage, and that you would do it before Voytek’s deck decided to go into high gear.

Unfortunately, Voytek had other ideas. It turns out that the one big spell in his deck is In Garruk’s Wake, and last turn he wiped out your entire team with it. He missed out on killing you right then and there, but you’re at one life with no creatures now, and in his eyes, you’ve got a miniscule chance to recover this game.

Then again, he hasn’t taken your play skills into account. There’s a way to derail Voytek’s midnight train to victory right here, and it’s somewhere in the cards…

It is the start of your first main phase. Can you win the game this turn?

Click the image for a larger version.

Voytek is at 6 life, and has no untapped lands. He has these cards in play:

You are at 1 life, and have no nonland permanents in play. You have these lands in play:

  • 6 mountains
  • 3 plains

Your cards in hand:

You have the following cards in your graveyard: