Monday, December 29, 2025

Ravnica Clue EDH over SpellTable

Over a month ago, I made a webpage to play Ravnica Clue remotely.  Since then I've failed to get a group together to play, until tonight.  I convinced two victims friends to play with our commander preconstructed decks and we set up to play on SpellTable.  I wanted someone else to be in charge, so we randomized the play order until I wasn't first, then P1 opened the site and started a new 3-player game.

... and there was immediately an error!  The buttons that were generating the links for everyone weren't working right.  I fixed it, uploaded the new version of the page, and we were off again.

We decided to play with 35 life instead of 40.  (Looking back, I think 40 is probably the correct amount.)  P1 was on Vren, the Relentless.  P2 was running Y'shtola, Night's Blessed.  I was going third, playing Celes.  

Here was my hand of Clue cards for the game:

 
One suspect and five rooms!  Yikes! 

The first two turns were all spent playing land and mana rocks, but P1 started off the third round by dropping Vren.  I played The Warring Triad and Phoenix Down, getting ready for Celes next turn.     

P1 started off the fourth round of turns by hitting me with Vren.  They suggested Mustard, Candlestick, and Ballroom.  I had to pass.  Then they cast Tribute to Horobi.  We took our tokens and they passed the turn.  P2 hit P1 with a Rat token, guessing White, Wrench, and Study.  P1 showed them a card.  I cast Crackling Doom, then hit P2 with a Rat.  I guessed Peacock, Knife, and Hall, and they showed me Senator Peacock.  

In the fifth round, P1 gave everyone another token, then cast Lord Skitter's Butcher.  P2 cast Y'shtola.  I attacked each of my opponents with one rat.  Both blocked and killed them, which was good because then they weren't going to go to P1 on their next turn.  I played Celes, discarded Strago and Relm, and then Reanimated them.  

In the sixth round, P1 hit me with Echo of Death's Wail, guessing Plum, Lead Pipe, and Secret Passage.  I passed.  P2 cast Lingering Souls.  I cast Priest of Fell Rites and attacked P2 with Celes, but they blocked with a Rat.  I was close to having Threshold and was feeling pretty good.

In round seven, P1 hit us both, naming Peacock, Candlestick, and Ballroom.  P2 showed a card, which didn't tell me anything since I already knew they had Senator Peacock.  Boo!  Then they cast Make an Example, which killed off my Priest and Strago & Relm.  They played a 3/3 rat token with Vren's ability and ended their turn.  P2 untapped and cast Eye of Nidhogg on their remaining spirit, then attacked and hit P1.  They guessed Mustard, Lead Pipe, and the Secret Passage.  P1 passed.

Now, note that I had already passed on those three things, from attacks by P1 in the fourth round and the sixth round.  P2 knew I didn't have them and they didn't have them themselves.  They also figured that P1 was asking about sets of cards they (P1) didn't have because in the turn prior, P1 guessed three cards that P2 had all of.  So they felt pretty confident P1 wouldn't have them.  They attacked to make sure, and then immediately accused the same, Commander Mustard, Lead Pipe, and the Secret Passage.  They used the site's accusation feature to try it out, and it worked!  


Prior to clicking the button.  (I checked their accusation on my page.)


After clicking the button!  They were right!

This game ended really fast, and seemed completely out of nowhere to me!  I learned two lessons:

  • I should have been more defensive.  Yes, it's good to learn information by attacking, but it might be more important to make sure people don't learn information from you!
  • It's important to include your own cards in some suggestions.  If you only ask about cards you don't have (which I did on my only guess) then you're revealing your own hand whenever you make a suggestion.   

I'm also really excited that the site worked!  (After some quick adjustments.)  I hope you and your friends can give it a try as well.

Happy Magicking and Murder Solving, even remotely! 

Tuesday, December 23, 2025

Chaos Collects Clues (WUBRG Drafting)

We finally got a chaos Clue draft off the ground last night!  We only had three players, but it worked and was quite fun.  Perhaps this is the way to "salvage" drafts with three players in the future; normally we cancel if we can't hit four.

We did make a mistake and only played with 20 life.  I feel confident that this number is too low and we should have gone with at least 25; maybe 30.  I'm really interested in feedback on this!

We got our packs, went over the rules, and divvied out the Clue cards: one of each to the envelope, then six to each of us and none to the middle.  I used three play boosters (Edge of Eternities, Duskmourn, and Foundations) I'd recently got in a "House of Horror" bundle-type thing.

It's just a triangle this time!  We added the Clue supplies to give the picture more substance.


I did a bad job of drafting lands, and I passed on a Moldering Gym, hoping it would come back.  It did not.  Thankfully I got bailed out by the Clue treasure mechanic as well as the land cyclers I drafted.  I picked up Crime Novelist late when I suddenly realized how well it worked with treasures!  I also went for Raise Dead/Resurrection effects because I keep telling myself to do that.  Here were all my picks:

In my greed, I took lots of 2-pip cards in many different colors.


The Clue cards I was dealt were Apothecary White, Commander Mustard, Headliner Scarlett, Knife, Rope, and Hall.  

Suspect-heavy!


I was able to put together a functional deck.  I made some choices here that I might not under normal circumstances; evasion and blocking are extremely important in the Clue format because you can win just be getting in little amounts of combat damage many times.  Here's what I built:

Disguise counts as a MV of three.


I won the die roll.  My opponents were Evasive Esper (EE) going second and Gruul You Out (GYO) going third, which means I was competing for each color with only one other person.  Prior to the game, GYO was very confident, claiming their plan was to kill us before the murder was solved.  Both of my opponents mulliganed; GYO twice, which probably put a hamper on their plans.  (The first mulligan is free since there are more than two teams.)  

No attacks happened until the end of the fourth round when GYO hit EE with Ty Lee, Artful Acrobat.  They guessed Mustard, Wrench and Dining Room.  EE showed them a card.

In the fifth round, I swung with Seedship Broodtender into GYO, guessing Plum, Lead Pipe, and Study.  They had to pass.  I sacrificed the Broodtender to get Rakish Scoundrel onto the board, but EE immediately hit it with Epic Downfall.  EE attacked GYO with a 5/5 Hei Bai, Spirit of Balance, guessing Green, Wrench, and Hall.  GYO showed him a card.  GYO struck back with a 5/4 Ty Lee and a 3/3 Earthbent land, hitting us both.  They guessed Scarlett, Wrench, and Library; I showed them Scarlett.  

In round six, I sacrificed a treasure with Crime Novelist to get out Twinflame Tyrant, immediately becoming the Archenemy.  I attacked GYO with the Novelist, but they chump blocked it.  I finished my turn with an Expedition Lookout.  GYO cast Elfsworn Giant, but EE countered it with Sokka's Haiku.    

I started the seventh round by hitting GYO with the Twinflame Tyrant.  I guessed Peacock, Candlestick, and Library, and they showed me Senator Peacock.  I cast my Dragonfly Swarm and passed.  EE decided to Collect Evidence 6 and guessed Peacock, Knife, and Conservatory.  GYO showed them a card, which I expected was Senator Peacock, but later realized must be something else.  Then GYO cast Gearbane Orangutan to have something to block my fliers, and also Collected Evidence 6 to guess White, Wrench, and Billiard Room.  I showed them Apothecary White.  

In round eight, I sent my fliers into my opponents: the Tyrant towards EE and the Dragonfly Swarm to GYO.  EE had a plan.

That panda has wings!

Hei Bai with Fleeting Flight blocked and ate my dragon.  The swarm still got in on GYO, so I guessed Green, Rope, and Kitchen.  They showed me Emissary Green, so now I knew that the murderer must be Professor Plum!  I had another flyer in my hand, though, and dropped the Quantum Riddler.  My opponents both eschewed attacking so they could Collect Evidence six again to make guesses on both of us.  EE guessed Peacock, Candlestick, and Secret Passage.  GYO showed them a card.  GYO guessed Plum, Wrench, Billiard Room.  I passed and EE showed a card.  

We were getting really close now!  GYO was clearly honed in on the correct suspect.  They said they were close enough that guessing would be a coin flip and were afraid of dying soon.  Since the tyrant had died, though, they elected to pass instead of making a risky accusation.  There was an interesting rule question here where I was clearly considering casting a spell at their end of turn.  GYO saw this and said, okay, I pass priority at the beginning of my end step.  If the Clue rules worked the way GYO was implying, then the current player could choose to to make their accusation after other effects happen after the beginning of the end step.  My intuition is that the options for the current player to make a suggestion and an accusation both go on the stack at the beginning of the end step.  We chatted about this, but left the matter unresolved as I finished hemming and hawing and decided not to do anything.

I attacked with my fliers again to begin the ninth round, one on each of my opponents.  GYO elected not to block with his Orangutan so I guessed Mustard, Pipe, and Kitchen to them both.  EE cut the process short and showed me the Kitchen, but hopefully I was doing a good job of misleading about Commander Mustard.  I was now ahead in the life game too, with 17 against 10 (EE) and 5 (GYO).  EE and GYO made a plan and made short work of that life lead.  


EE attacked me with Hei Bai and GYO Clammy Prowler, which was blocked safely by a 3/3 land.  The panda was now unblockable, however, so I took nine and went to eight.  They guessed Mustard, Candlestick, and Lounge.  I showed the only one I had, Commander Mustard.  GYO killed one of my creatures, played Treetop Fighters and swung at me with their team, using Ty Lee's ability to hamper my other creature.  I had a little trick up my sleeve.

Flash creatures are so good.

I cast Appendage Amalgam and blocked Ty Lee to stay alive at three life.  GYO guessed Plum, Candlestick, and Conservatory.  I could only pass.  They then moved to their end step and made a gambit accusation with the same choices: Plum, Candlestick, and Conservatory.  The checked the envelope and were incorrect.  Whew!

I was tapped out, but had two cards in my hand.  I needed a big turn, so I cast Bombard on my upkeep to kill EE's Dreg Recycler.  They sacrificed it in response, putting the life totals to 2 (me), 11 (EE), and 4 (GYO).  That was actually fine for me because now GYO was dead to my Riddler.  And I'd still used up the card in my hand, so I drew two from the Riddler's ability in my draw step.  One of those two was Rescue Skiff, which I was happy to use to bring back the Twinflame Tyrant.  I swung out with all my creatures and won via glorious combat.  The correct cards were Plum, Lead Pipe, and Conservatory.  GYO was really close to winning!

The big issue here were the life totals.  As I've mentioned before, the Clue format is probably at it's best when the murder gets solved right before someone dies.  So... we probably should have been playing with more life.  The best amount is probably either 25 or 30.  

We decided to squeeze in a second game.  I didn't take notes, mostly because that was part of the reason it took so long.  (I have to pause to write down what happens with each suggestion.)  GYO took that game real well.  Not only did they have a great fast start, but they got real lucky and blind guessed both the weapon and room in one suggestion and won shortly thereafter. 

The real lesson is that this format is viable and fun!  I want to do more chaos Clue drafts!  I will probably suggest this anytime I think the group would be willing to make it happen!

Happy Murder-Solving and Magicking! 

Saturday, December 20, 2025

Two Multiplayer Mostly-Avatar Drafts (WUBRG Drafting)

I had a Friday free and took advantage with some moderate-distance Magic tourism, driving to Krum's Comics in Winter Garden, FL.  Their drafts are unique for being chaos (to some extent) and played in a single multiplayer game with a starting life total of 30.  (Multiple people there referred to this as "pod drafting", but I feel like "pod" means other things too.)  I am obviously a fan of both of those things and since they run two drafts back to back on Fridays (1pm and 4pm), it's worth it for me to go up every once in a while, especially since the atmosphere is really chill and new-player friendly.  I have been twice before.  (Travel note: if you do plan to go and are coming from some distance, double-check the drive time during the day as there could be Disney-traffic involved in your trip.)  The store has switched over to the pick-two format.  I don't believe that actually solves any issues with low-set sizes, but whatever.  The drafts cost $25 each, tax included.  

We started a bit late to get a full pod of four.  Everyone wanted to do straight Avatar packs for the first one, so we did that.  I decided a priori to try five-color-allies for the first time, so that drove a lot of my choices.  I did, however, remember to prioritize Vigilance, especially with evasion.  Here were all my picks:

I was desperate for fixing in the third pack.  Also, Cat-Owl's ability is like super-vigilance.

 

Unfortunately, I didn't pay enough attention to the cards that I was taking.  For some of my cool allies, e.g. Sokka, Bold Boomeranger, I needed to also have a bunch of lessons.  After taking that into consideration, my deck came together pretty quickly.  Here it is:

This is not my first time with Earthen Ally.


We rolled to go first and the player to my right won.  They (P1) were a relatively-new player who had built Selesnya Allies.  To my left, P3 was an experienced player running Yore-Tiller (all-but-green) Shrines + Appa.  Across from me sat P4, playing Yore-Tiller (yes, also) Mais and who I think started playing within the last three months.  (No wonder I'd had to fight for some mana fixing!)  My opening hand had Hermitic Herbalist and the mana to cast it, so I kept and we were off!

I dropped the Herbalist on my second turn.  P4 ended the round by playing Mai, Jaded Edge.  

In the third round, I played Zuko, Exiled Prince.  These were followed by Iguana Parrot and Earthen Ally on my fourth turn.  I didn't get to attack with Zuko all that often, but I did on my fifth turn and I pushed all my mana through Earthen Ally to turn my Rumble Arena into a 5/5 creature.  

While I was going off, P1 and P4 had built up respectable boards, but P3 had already played two Crescent Island Temples for four prowess-powered monk tokens.  I was not ready for the shenanigans that were to come, but for the moment I was quickly becoming the Archenemy.

My usual philosophy in these multiplayer games is that I should try to keep opponent life-totals relatively even unless one player is an obvious current or future threat.  Nevertheless, I painted that target on myself and overextended, using the Firebending mana + Earthen Ally trick on the next two turns as well, painting a big target on myself.  The first of those animated a second land while the third buffed my Rumble Arena when it got caught in a bad block.  

On my seventh turn I was idiotically holding a big target.  That allowed P3 to flash out Appa, Steadfast Guardian and airbend both of his temples.  I sensed a bigger threat brewing.  

In the eighth round, I attacked with my 10/10 vigilant Rumble Arena (I don't remember who chump blocked or with what) and made another 5/5.  More importantly, P4 played their second Mai, this one the Scornful Striker.  My deck was heavy on creatures, so I was very happy with this change, especially if it hurt P3 for playing more shrines.  

On my ninth turn, I attacked into everyone with some safe creatures.  (My Iguana Parrot had been regularly getting in for damage.)  P3 played Barrels of Blasting Jelly on their turn, however, and correctly took out my Earthen Ally.  

On my tenth turn, I attacked again.  P3 cast Lost Days on my Rumble Arena.  At that point, my Archenemy horns were quite broken, but no one seemed to notice.  P4 cast Razor Rings on my Iguana Parrot, so it's days of easy damage were also over.  On their turn, P3 cast Ember Island Production, copying Appa, which airbent both temples (again) and the original Appa.  There were going to be a lot of monk tokens!

I was stuck on turn eleven, but P3 wasn't.  They replayed the two temples, which also triggered the prowess on the army of monks they already had.  After playing an additional Invasion Submersible (another prowess trigger) they attacked me with an army of 4/4 monks.  I blocked with a bunch but took mega damage and went to 1 life.  My opponents were at 15 (P1), 11 (P3), and 17 (P4).  

I did leave my Cat-Owl alive.  In the twelfth round, I (foolishly) attacked P4 with it.  P3 recast the original Appa and put the temples back in play.

Monks and Monks and Monks and Monks


With their new monk army, P3 swung out and killed P4.  Without my Cat-Owl attack, the attack wouldn't have been enough.  Oops!  

P1 started the thirteenth round by swinging out on me.  I lost most of my creatures (bye Cat-Owl!) but didn't take any damage.  I cast Sokka, Tenacious Tactician, but it wasn't enough.  P3 attacked us with over twenty creatures and won the game.  

We ended almost exactly at 4pm.  P1 had to leave, but another person showed up right in time and took their spot.  They also seemed to be a relatively new player and this was their first draft.  (That person wound up winning the roll to go first and no one switched seats, so I won't bother to rename people.)  We assured the new P1 that this was a chill group and format, so they could certainly ask us questions at any point.  

This time we agreed to do a chaos draft, but everyone chose three Avatar packs.  

I flexed my chaos muscles.

 

I ditched the ally plan and drafted for fun instead.  My opening pack had two rares and a mythic.  When Zuko, Conflicted tabled back to me, I figured that as well as Iroh, Tea Master meant I was in for some donating shenanigans.  Here were all my picks:

People are always welcome to pass Ozai, the Phoenix King to me.


This deck was more difficult to cut for.  I only went down to 24 with 16 lands since I had the two land cyclers.  Risky, but I went with it.  Here was my deck:

Fewer of these are Nobles than I realized.  Sorry, Lo and Li.


My opponents this time were P1 on WUBRG, P3 on Witch-Maw (all but Red) Tokens, and P4 on Ink-Treader (all but Black) Metalbending.  I think this is the most number of opposing colors I've ever had to compete with in a four-person draft!  I can't believe I nabbed so much mana-fixing!

My opening hand had Iroh, so I went with that and gifted my food token to P3 on my third turn in exchange for a 2/2 ally.  I kept it up on my fourth and fifth turns, donating that and then a 3/3 ally.  On my sixth turn, I played Canyon Crawler and donated the food token to get another ally.  At some point in this mess I got Jem lightfoote out, my vigilant flier of choice for this game.  Throughout this, P1 was stuck on three lands, though they had four colors.  So, they were usually the target of my donations.  

On my seventh turn, I gifted a 3/3 ally and attacked with the Crawler and Jem.  P3 followed that up by getting to a third copy of Joo Dee.  At this point they had Tolls of War out so they had an Ally token to sacrifice every turn.  

Awesome combo moves from P3 in both games!


In the eighth round I swung with Jem again and she got killed to Osseous Exhale.  P4 was good at killing my vigilant fliers!  

Unlike the first game, I lost track of the turn numbers.  Things stalled out.  I had to stop donating my creatures (until I later popped my Mardu Monument for three more donateable warriors) and P3 kept building up an army of Joo Dees.  P4 had played Toph, the first Metalbender and built their own land-creature force.  

Finally, P1 broke the stalemate by casting Suki, Kyoshi Warrior.  When it swung on the next two turns, it came crashing in as a 10/4.  This caused P3 and P4 to start swinging back.  I did not like this because I needed to convince the table that P3 with their Joo Dee army was the main danger.  That failed, though, as P1 swung out again at P4.  (I don't remember how Suki died, but I think it only got the two attacks in.)  I had Destined Confrontation and Ozai in my hand, so I was waiting for the right time to nuke the board.  I got Iguana Parrot out for the second game, and started swinging away.

My field, mostly consisting of donation-created allies.

 

Then P3 used Shifting Grift to steal Toph, which fractured their alliance.  This was in preparation for their main move, though.  I played Combustion Man, thinking I was going to get ahead, but P3 surprised us on their turn with Foggy Swamp Visions.  They paid 10 and took advantage of our deep graveyards.  

Hey, some of those were mine!


P3 launched an attack on P1, smaller than I expected, but it was reasonable.  It was also enough that P4 was able to finish off P1 on their turn.  

I untapped.  I wasn't sure I could win, but I went for it anyways.  I swung out with enough to kill off P3, then dropped the Destined Confrontation.  My Pirate Peddlers was very happy to gain 10 +1/+1 counters.  Without enough to get through on me, P4 had to pass their turn.  I cast Ozai the next turn, floated the two extra mana to give it flying, and attacked for the win.  

I really enjoy these chill drafts and playing the big multiplayer games.  

Happy Holidays and Happy Magicking!

Saturday, December 6, 2025

A Full Pod of Chaos (WUBRG Drafting)

I got a wacky draft running this week.  I had five people total, but that jumped up to eight right before the event.  Excellent!  There are good things to say about lots of different numbers of people, but eight is a perfectly round number for pods.  

It's early December, but the holidays are chaotic.  I might not get another chance this month, so, just in case, I went festive with my pack colors: Red, White, and Green.  Here's what everyone opened:

Very chaotic!

 

Before we were getting things figured out, though, one player brought a bunch of packs and was putting them in piles of three.  I'm not exactly sure what they were doing, but it was exciting to see the different packs!

Maybe planning for future drafts?


We decided to do best-of-one rounds.  (I was a bit dumb and forgot to tell people that the first mulligan was free... oops!  My fault!  Thankfully the veterans brought it up pretty early in the playing.

 

You can tell from my draft picks that I'm greedy.  I turned down a few good mana-fixing cards, but I did have some good finishers.  The real boon came in the third pack, when I was passed an Ultima!  That bailed me out on my first pick of that pack, the Archpriest of Iona.  I did have at least one each of the creatures for a full party, but I don't think there was enough to be good enough.  Here were all my picks:

I should get more criticism for these.


After ditching the Party theme, I quickly built this deck:

My deck includes the cards for an ethical dilemma.

 

We paired up and got to playing.  I managed to get in my rounds with five opponents, starting off against a Jund Mana-Dorks deck.  My opponent played two early mana dorks and played Saber-Tooth Moose-Lion on turn four!  That was followed by a Spinewoods Armadillo, then turn six yielded an Honest Rutstein, which got the Moose-Lion back, which also hit the board (again).  If that wasn't enough, turn seven brought Beifong's Bounty Hunters.  Thankfully I drew into a plains that following turn and I was able to cast Ultima.  Thanks to the "End the turn" part of that spell, the Bounty Hunters' ability didn't resolve.  Even with that, the game was not decided.  They Sold Out my Mongoose Lizard, then played Feral Deathgorger.  I was able to handle that with Master Piando and either the best or only mana-fixing combat trick, Prishe's Wanderings.  From then on I just kept attacking and won.  1-0.

The second round pit me up against a deck of Orzhov weenies.  They started with Abandoned Air Temple and then played little creatures including a Rally the Monastery.  

Court Street Denizen kept triggering!

I got Hakoda down on turn four, and Jeskai Brushmaster, but it wasn't enough to hold off the onslaught and I died on the next turn.  1-1.

In the third round, I faced my first Glint-Eye (non-white) deck of the night.  (Why is everyone drafting so many colors?)  

It's like I'm playing against myself.  Oof!

I was doing pretty well, but my opponent had a great play against me.  I tried to Lightning Bolt their Locke Cole, but they played Fleeting Reflection.  Targeting my Fblthp.  My one-for-one turned into myself getting two-for-oned.  Then they played Flopsie.  I thought I was sunk there, but I did get Ultima.  Somehow my opponent still drew more bombs and played Iron Giant the turn later, killing me the following turn.  1-2.

Next up I challenged an aggressive Boros deck.  I had more time than I should have against a deck like this, to the point where I was able to cast Malboro on my sixth turn.  I thought I might have a chance to come back, but my opponent got two 3/2 fliers that I couldn't deal with: Aang, The Last Airbender, and Wanted Griffin.  I thought I had another turn to find an answer, but my opponent played How to Start a Riot and I was done early.  1-3.

In the fifth round I was up against my second Glint-Eye opponent!  For a while it was my Blind Hunter against their Goblin Assailant, just trading hits back and forth.  They played Teval, but I put it to some Honest Work.  I got the Brushmaster down and Glider Kids and got there.  2-3.

What a great draft!  I feel like my deck could do a bit better than it performed, but I found nonetheless.  I'm not sure what I can do to beat faster decks aside from draft more early blockers like the Temur Devotee that I pulled this time.  I am genuinely interested whether I could have built a better deck from my draft pool too.

I hope you have some Happy Magicking and Happy Holidays!

Wednesday, December 3, 2025

Ravnica Clue + Avatar: TLA Beginner's Box

On a bit of a whim, I picked up an Avatar: TLA Beginner's Box from my FLGS, Intergalactic Plastic.  That's likely a bit unethical of me, since I'm not the intended audience, but I was really excited that it had exactly the right number of Jumpstart decks (not exactly packs) for a five-player game of Ravnica Clue.  

That parenthetical may need a bit of explanation.  The Beginner's Box comes with ten 20-card Jumpstart-style "decks" of 20 cards:

  • I don't want to say "packs" because they aren't individually wrapped.  They are all packaged together with divider cards between them.
  • There are two for each color.
  • All ten are different from the decks that can be found in the Jumpstart boosters for the set!
  • Two are designed for a scripted game and are meant to be played one against the other to teach two people how to play the game.  (One is Red (Zuko), one is White (Aang).)
  • The remaining eight decks function like individual Jumpstart packs.

I put each of the ten decks in a perfectly-sized paper envelope and kept them with my Ravnica Clue box waiting for the right time. 

This week I got lucky enough to get a group to try it out.  I sat down with three other people to play.  Since there were four of us, not five, we decided to leave the two scripted packs out and used the other eight.  I think it would have been okay for those to be part of it, though.  

We decided to try playing at 20 life.  (A higher number might have been better.)  We rolled to determine who was going first and I was second.  Player 1 (P1) had the Earthbending and Allies decks.  I had Firebending and Attacking.  P3 had Waterbending and Counters.  P4 had Big Creatures and Spells.  For Clue cards, I was dealt the Lead Pipe, the Billiard Room, the Dining Room, and the Secret Passage.  Revealed to everyone were the Hall and the Library.

My opening hand had good land but not enough small creatures to participate in the first few turns.  In the first round the most interesting thing that happened is that P3 dropped a Gilacorn, which they hit me with on the second turn.  They guessed White, Candlestick, and the Ballroom, which I passed to.  

In the third round of turns, P1 hit me with their Kyoshi Warrior Guard (slightly better than Squire).  They guessed better with Mustard, Knife, and Billiard Room.  I showed them the Billiard Room.  With that treasure, I was able to cast Fire Nation Archers on my turn.  That was enough to turn away attackers for a bit.  P3 hit P4 and guessed White, Candlestick, and Ballroom.  P4 showed them a card.

In round four, P1 hit P4, guessing Green, Pipe, and Conservatory.  P4 showed them a card.  P4 later hit P3, guessing Mustard, Pipe, and Conservatory.  P3 had to show them a card.  (At the time I was not sharp enough to notice that this meant P4 probably had Emissary Green.)

In round five, P1 hit P3 and P4.  They guessed Scarlett, Rope, and Dining Room.  P3 immediately showed them a card.  I figured I needed to get in on the attacking so I swung into P1.  I guessed Plum, Wrench, and Kitchen; they showed me the Kitchen.  P3 also hit P1 back and guessed Plum, Candlestick, and Kitchen.  They obviously showed P3 a card.  P4 attacked me with their Turtle-Seals.  I had Roku's Mastery, but only five lands, so I took the damage.  They guessed Mustard, Pipe, and Secret Passage.  I showed them the Secret Passage and gained a treasure token.

At this point, battlefields had started to get pretty wide, but people were mostly attacking with one or two creatures just to make suggestions. 

P1 started the sixth round off by attacking me with their Glider Kids that had a +1/+1 counter.  With the newfound treasure, I was able to kill them with Roku's Mastery, saving myself from having to reveal any new information.  On my turn, I played one of my favorites: Mongoose Lizard.  I took out P1's Haru, Hidden Talent with the ETB.  I didn't attack with the archers just because I was wary of more creatures coming on me.  P3 played Fire Nation Sentinels, but P1 immediately Rocky Rebuked it.  Undeterred, P3 attacked P4, guessing Green, Candlestick, and Ballroom.  P4 showed them a card.  P4 made the big play, however, bouncing my two creatures with Water Whip.  They hit me for six damage and guessed Peacock, Pipe, and Billiard Room.  I showed them the room and put my life counter to nine.

The seventh round started with P1 finishing me off.  Oof!  I revealed my Clue cards to everyone and they seemed pretty confident that the game would end soon.  (This does bring up an important rules question that I'm not sure about.  If a player dies to combat damage, does the person who hit them have to make a suggestion?  The only reason this matters is because it means they couldn't do that and make a Collect-Evidence-6-based suggestion at the end of the turn.)  P1 didn't have enough information to win, however, and passed.  P3 took their turn and refused to attack.  They Collected Evidence 6 to guess Mustard, Knife, and Ballroom.  P4 passed, but P1 showed a card.  P3 then made their accusation: Mustard, Knife, and Study.  It was correct; they won!

 

This game was great!  I did die very suddenly, but that seems to have been a tactical misplay by P4 and P1, as it led to P3's immediate win.  So, there's an open question of whether 20 life was too small.  Here are some arguments for more life:

  • It's good when life totals get small right before someone's about to solve the murder, but no one was close to that until my cards got revealed.
  • 30 life is the amount for the Ravnica Clue Jumpstart-style packs that come with the set.  These "packs" seem similarly aggressive.  

On the other side, however:

  • Killing me did not help either of those players to win.
  • Do these packs actually have as much evasion as the Ravnica Clue packs to aid in getting damage through?  Maybe not!

I would love to know what you think?  How much life should we have started with?  More importantly, though, have you played Clue with some other Beginner's Box or Jumpstart packs?  I want to play this format over and over again!  I have already put my other Jumpstart packs together to hopefully use in the future.

No matter how you're playing, Clue or not, Happy Magicking! 

Sunday, November 23, 2025

Frepack Draft: Clue and Explorers of Ixalan

I got some people together today for a Ravnica Clue draft using the cards given to me that I've repacked to run free drafts.  Afterwards, we played with the same decks using the Explorers of Ixalan tiles and rules, which turned out to be very fun!  

These packs happen to contain a bunch of Battle for Zendikar cards, which one player capitalized on.  Here were all of my picks:

Two Skyrider Elves?  I knew I liked BFZ!


I forgot just how bad Stratadon is, so I ran it.  My deck was not all that exciting, but I thought it would be able to put up a fight:

Skyrider Elf goes in the 5-mana slot.


We shuffled up, rolled for first (someone won with an 11 on a d20), and sat down to play.  We had decided ahead-of-time to play with 20 life, but I think that was a bit high.  I don't know that anyone was close to dying by the end of the game, especially with these relatively low-power packs.  P1 was running Bant Allies, P2 was playing Izzet Devoid, P3 was me, P4 was playing Sultai, and P5 had built another WUBRG deck!  We sorted out the clue cards and randomly picked one each of the suspects, weapons, and rooms.  For five players, you then remove three rooms so there are fifteen cards left, three to deal to each player.

The revealed rooms with the hidden solution in the sleeve.


I was dealt the Knife, the Rope, and the Library.  I knew a lot about weapons, but nearly nothing about the suspects.

The first few turns were pretty uneventful.  P1 played a 3/4 Tajuru Stalwart on their third turn.  P5 hit P4 later that same turn and guessed Apothecary White with the Candlestick in the Ballroom.  P4 had to pass on that.

On round 4, before P1 could attack, I flashed out Bounding Krasis to tap down the Stalwart.  (It seemed like they were going to attack me!)  On my turn, I attacked P2 with the frog lizard, guessing Peacock, Pipe, and Hall.  They showed me the pipe.

In round 5, P1 had the biggest board (four creatures wide) and attacked me, P4, and P5.  They guessed Green, Knife, and Library.  I was first in the turn order, so I had to respond first.  I revealed the Library, hoping to keep the weapons hidden.  P2 spent their turn hitting P5, guessing Mustard, Rope, and Conservatory.  P5 passed.  I attacked P4 with my Krasis and guessed Plum, Candlestick, and the Secret Passage.  They showed me the Passage.  They then hit P5 and guessed Scarlett, Wrench, and Lounge.  P5 showed P4 a card and gained a Treasure.

P1 seemed to have an advantage in round 6 with their Makindi Patrol.  Their ally deck was humming right along and they played another one to give their whole team vigilance.  They got in for damage on P2, me, and P5, guessing Peacock, Wrench, and Dining Room.  The three of us passed, however a mistake was made here.  P5 heard "Scarlett" instead of Peacock; they shouldn't have passed!  We didn't realize this until much later.  I can't claim I was paying much better attention, because at this point I realized I was forgetting to update my life total.  (I corrected it.)  You really do get fixated on the Clue aspect of the game and can forget that you can also die via other means!  

Still in the sixth round of turns, P2 hit P5 (who was becoming a bit of a punching bag) and P1, guessing White, Rope, and Conservatory.  They both passed.  I also hit P5 and guessed Scarlett, Candlestick, and Hall.  They passed, but I was able to deduce that they had the Lounge from previously showing a card to someone.  Then I played my Skyrider Elf as a 5/5, the way nature intended.  P4 drew a much-needed swamp and hit P5 and me.  They guessed Plum, Rope, and Ballroom.  P5 passed and I had to show the Rope.  There was a silver lining, however, as I was able to figure out the rest of P5's hand due to the process of elimination.  I marked off that they had Commander Mustard and Emissary Green, as well as the Lounge.  Of course, I was wrong because of the prior mistake... but it would have been really good.  (They actually had Senator Peacock.)  P5 finished out the round by dropping the Bane of Bala Ged, but P2 immediately Dispersed it.  Fearing they were going to lose by their next turn, they made an accusation: Apothecary White, with the Wrench, in the Dining Room.  They checked the envelope and it was incorrect, but everyone seemed pretty confident that we were getting very close.  I still had very little idea about the room.

P1 started the seventh round off by killing my Skyrider Elf with Broken Wings.  Then they swung in on P2, me, and P5.  They guessed Green, Pipe, and Hall.  P2 showed a card, which I figured to be the Hall by process of elimination.  (After the mistake, I don't know that that was true.)  P2 took their turn and hit me and P1, guessing Mustard, Wrench, and Dining Room.  We both passed.  Thinking I had P5's cards figured out, I swung at P4 instead, but they blocked with an Eldrazi token.  I still played my Ruin Processor and processed one of their big creatures to gain the five life.  This turned out to be a mistake because they used that card to Collect Evidence 6 at their end step and make a new guess: Peacock, Wrench, and Conservatory.  P5 showed them a card and this is the point where we realized something had gone wrong.  While we were sorting out the wreckage and figuring out the issue, I asked P4 whether they thought they were going to win that turn.  They gave a fervent "maybe".  We decided to minimally punish the mistake with not getting a treasure token for showing that last card and kept on.  On their turn, P5 played back down the Bane of Bala Ged.  At the end of turn, P1 cycled a Winged Shepherd.  

That cycling wasn't a nothing-burger.  Winged Shepherd was a 6-mana spell that had just gone to the yard.  They used it to make a Collect-Evidence-6-guess: Dining Mustard, Wrench, Dining Room.  P2 passed, I passed, and P4 showed a card.  I thought that was probably Mustard, since I now knew that P5 probably didn't have that, but I found out later that it was actually the Dining Room.  Then they made an accusation: Commander Mustard with the Wrench in the Conservatory.  That was incorrect too!  P2 hit me with their team and guessed White, Knife, and Library.  I showed them the Library.  I made a CE6-guess: White, Candlestick, Dining Room.  This is where P4 showed me the dining room.  But, afraid I wouldn't get another turn, I also took the accusation gambit: White, Candlestick, Ballroom.  That was not what was in the envelope.  Now only P2 and P4 could still make accusations and guesses!  P4 struck down the Bane of Bala Ged with Oblivion Strike, then made a CE6-guess for White, Wrench and the Conservatory.  Everyone passed and they made the same accusation to win!  

This was a great game where things really came together.  It's crazy that FOUR accusations were made!  I've never seen that before!

The drafting and deckbuilding part of that had taken about 90 minutes, and the game itself had taken only another 90, so we decided to give the Explorers of Ixalan variant a try.  (We asked P1, who had brought it, how long it would take.  The instructions said 30+ minutes.  That + is putting in a lot of work.  It took us 1 hour and 45 minutes to play, but we had the time.)  This is a free-for-all format except that you can spend mana to explore randomly-chosen tiles put down on a map in this shape:

It looks a lot like Catan, but it's really not Catan.


The rules are like this:

  • On your turn, you can pay the mana cost on a tile to take that tile.  You can only do this once per turn, as a sorcery, and only if the tile isn't touching any tiles of a lower cost.  This is called Exploring.
  • The tiles are one of three kinds:
    • Events: they happen immediately (they do go on the stack) and then are discarded.  Like sorceries. 
    • Quests: They have a triggered ability.  When it resolves, you get some kind of bonus and then they are discarded.  These generally promote attacking other players, which is an excellent way to keep a free-for-all game moving.
    • Sites: They grant some kind of bonus.  When someone deals combat damage to you, they can take one of your sites.  Kind of like Initiative and Monarch.  
  • You have a token that can be placed on a tile.  At the beginning of your turn it returns to your hand.  When you Explore, if a previously-unavailable tile became available, you can put your token on that tile.  While a token is on a tile, it cannot be Explored.

Us using the tokens incorrectly at the beginning of the game, followed by us getting it right later. 

I did not take as good notes because I couldn't keep up with all the tiles that were getting explored.  Nevertheless, it was really fun and here's a synopsis of what happened.  I went first (winning the die roll on a 12) but I'm going to keep the player name( variable)s the same.  I played a tapped dual on my first turn, but everyone else took advantage of the 1-mana tiles.  P4 flipped the tile "Broadside Assault" which dealt two damage to all opponents.  We started at 20, so now four of us were at 18.  P5 got a Site that allowed them to Rummage (discard one to draw one) at the end of every turn.  P1 got an event that gave them a Saproling and they gained two life.  P2 got Cannons to Starboard, a Quest which let them draw a card if they hit their right-side opponent with combat damage.  

I joined in the fun on my second turn, playing an Evolving Wilds and using my first land to get a tile: Cannons to Port.  On their second turn, P2 (who had been given a 1/1 Saproling from a different event) made the smart move of Exploring before combat.  The Quest they flipped over let them look at the top four and choose one to put in their hand in place of their next draw.  They then got to resolve both Quests by attacking P1.  

On the third round, P4 Explored the first 3-mana value tile, which gave them a Site that generated a Treasure at the end of each of their turns.  This one got passed around a lot!  It was immediately stolen by P5, who now had two sites.  (Note that with the rules, you only get to steal one from a player if you hit them for combat damage!)  

In the fourth round of turns, P4 flipped over "Unwitting Accomplice", which was essentially Threaten.  They hit me with my own Krasis.

On their fifth turn, P5 got the "Blade and Claw" Quest.  This triggered when they attacked with two creatures, giving them each +2/+2 and... menace or something.  They elected to only attack with one creature for a while to save it.  On their next turn, they played the Bane of Bala Ged, which scared a lot of people.  

Somewhere hereabouts I got attacked for a lot from P2, which I wasn't expecting.  I went to 3, but played a gain land on my next turn to go up to 4.  (My apologies if I'm a turn off here!) 

On the seventh round, P2 made a surprise attack against me.  They cast Act of Treason on P5's Bane of Bala Ged and swung with a bunch.

All coming at me!

I went down to 3.  I pitifully played a gain land on my turn to go up to 4, but I also got a Quest that would copy the next instant I played.  Perfect for Nocturnal Hunger!  On their turn, P4 had built a wide array of creatures, though none too big.  They seemed to be the Archenemy.  They Explored a 3-mana-value tile which gave them a 3/3 Trampling Dinosaur token. 

P4's board state around this time.  T.T. stand for Treasure Token.  There were a lot of those flying around.

P4 then placed their reserving token on the only exposed 6-mana-value tile which they had just opened up.  

Little black reserving-dragon for P4.  These are not the actual tokens that come with the set.

P5 immediately took the Archenemy mantle, though.  They Voltroned up the Bane with an equipment and Squee's Embrace.  I considered using Nocturnal Hunger to kill the Bane of Bala Ged before the aura hit, but I held back and bided my time instead.  This was a crucial choice.  P5 and P4 worked out a non-aggression pact and P5 hit P1 for 14 damage to kill them out of nowhere.  I had managed to get a bunch of smallish creatures back on the board, but I was not a big threat to anyone.  

Game note: when setting up the map, you have to be sure to include the tile Orazca, the Golden City as one of the 6-mana-value tiles.  P1 had told us it's really good. 

On their eighth turn, P4 asked P1, "How good is the city?"

P1: "So good."

P4 Explored the first 6-mana tile and flipped it!  On a 1-in-4 chance, they got Orazca, the Golden City.  It is a Site that lets you draw two cards when you acquire it.  During your upkeep, you also draw two cards and deal three damage to each opponent.  P4 took their two cards and passed the turn.  P5 immediately gave up on the non-aggression pact (thankfully!) and swung in.  P2, acting like a bit of a wild card, cast Invigorated Rampage on the Bane of Bala Ged to give it trample.  They dealt 13 in the attack, conquered Orazca, and decimated P4's board.  P2 used their turn to get more damage in on P4.  They were now down to three.

I started my ninth turn by drawing Meria's Outrider.  I had four basic land types (all but Plains), but it looked like a pretty good win condition for me.  I had the lowest life, though, and could not let P5 start their turn with Orazca.  P4 had nothing to attack with, so I attacked P5 and took the Golden City, saving P4's life.  With my extra cards, I pulled Jaddi's Offshoot, which I gladly played before dropping a Forest.  Five life.  I had the chance to Explore for 3, but I forgot to take it.  I had Ruin Processor and Skyrider Elves, but I didn't want to cast either because I might need to cast the Nocturnal Hunger.  I got lost in thinking about casting stuff from my hand, but I did have an extra three mana that I could have used to get another tile.  Oh well!  P4 took their turn and Explored for 3, which got them an event that swapped control of two creatures.  They traded my Kozilek's Sentinel for P2's Thopter token.  This meant that I had one extra flying blocker!  On their turn, P5 killed P4 and replayed the Bane.  They tapped out to cast something else and ended their turn at seven (I think) life.  

On their ninth turn, P2 Voltroned up one of their own creatures and attacked me.  This was their last chance to prevent me from having the Golden City in my upkeep and it seemed strong as they had four attackers and I had only three blockers.  Thankfully I still had Nocturnal Hunger up my sleeve, which I used to kill the Bane, and killed the biggest attacker with the copy.  P2 ended their turn on eight life.

I untapped, hit for three with the city, and drew into a Plains (one of three cards).  I played it, then cast Meria's Outriders for the win with the trigger!  Woo!

 

This day was right up my alley!  I love adding weird things to Magic and these are both perfect add-ons.  I do think that with these Frepacks, Clue would be better with a starting life of somewhere like 15 to 17.  I do wonder whether that would get people drafting more defensively, though.  Perhaps it would have the wrong effect!

For the Explorers of Ixalan, this was my first time ever playing this and... I have no notes.  It seems to have worked perfectly, especially with drafting these packs.  It's supposed to be for three or four players, but was great with five.  I would definitely do this again!  Thank you to the player that surprised us by bringing it and offering to do it.  They actually hadn't played it before either.

No matter what wacky things you add, Happy Magicking!

Avatar: The Last Airbender Draft, Round 2 (WUBRG Drafting)

My FLGS, Intergalactic Plastic, held their first Avatar draft and I got to go!  This is usually the most critical event of a new product cycle for me.  I like drafting significantly more than sealed, and if a set is either not popular or really popular, this may be my only chance to draft it for a long time.  If it's not popular, then people might not show up for the second week (e.g. Aetherdrift).  If it's too popular, they might be sold out by that second week (e.g. Final Fantasy).  So, I was really glad I got to go!

I sat down to draft in a pod of nine people.  This is a real good amount for WUBRG drafting; you usually want to be sitting with more people.  Nine to eleven is real good.  (Once you hit twelve, most places will split it into two pods of six.)  We did something I've never seen before: we put the tables into a T-shape and drafted that way.

The best faceless photo I could get before people sat down.

This worked great!  Three people sat along the top of the T and three each on either side of the stem of the T.  It was a little awkward because the people on the sides of the top of the T would be staring right at someone from the side while they were drafting.  (I was one of those people, though, and I didn't see anything I shouldn't.)  

The nine people were all regulars aside from one visitor in town for a Pickleball tournament!  There was a lot of table talk and the newcomer seemed cool with it.  Sadly, I didn't get to play against them, but I loved that they were spending their downtime checking out the local magic scene!  (I don't usually get to draft while I'm traveling.)  

Here are a bunch of things that happened while drafting:

  • I took Elemental Teachings early, thinking "Oh look, color fixing," but didn't run it.  I'm not sure this is any good in draft for WUBRG.  If you're looking for a specific color, you need to have at least three lands with different names that produce that color, otherwise your opponent can force any you need into the bin.  Has anyone had better luck with this?  I would rather have a Cycle of Renewal.  
  • I half-heartedly went for Shrines.  I only noticed the four that I picked.  They were pretty good, but not good enough for the mana cost.  Is it likely that you'd see more than four in a draft with nine people?  I don't know.  I did get "lucky" in that I passed on the Southern Air Temple in the last pack and it came all the way back around.  
  • I often chose landcyclers over dual lands.  I was really excited when I completed the cycler-cycle midway through pack two.  Somehow I still managed to get a good slate of dual lands anyways.  Maybe this is the right way to treat these kinds of sets!  Unfortunately, I also picked them over removal which I was lacking in my pool in the end.

Here's everything I picked:

Let's go Earthen Ally!  I feel like there's a hidden meaning if you're a Rainbow-compatible ally. :)

I didn't have the right cards to run my first pick, the Phoenix Fleet Airship.  Looking back, a food/clue-based build would work.  I didn't do that.  Instead, here's the deck I built:

Dear Rival, does this count as five-color-shrines, or just five-color-soup?

This build has only sixteen lands.  I actually started with fifteen, because of the six landcyclers, but I think that sixteen was probably better.  I had four mana-fixing lands, the six landcyclers, the Great Divide Guide, Energybending, and Cycle of Renewal.  Energybending was not great; every time I cast it, I was just cycling it and not using it to mana fix at all.  

I started off matched up against an opponent running "Gruul Grind".  I kept a bad hand, but I drew into fixing that saved me.  On my fifth turn, I played Earthen Ally, but he was hit immediately by Combustion Technique.  I followed that up with Giant Koi, who was facing down Suki, Kyoshi Warrior, a 1/1 ally token, and (I think) two 2/2 earth-bent lands.  They played Foggy Swamp Vinebender and a Secret Tunnel and a few turns later started used it to hit me for nine unblockable damage, putting me to eight.  I had to drop Meteor Sword the next turn as land destruction.  My opponent played Combustion Man the next turn.  They then went all in for a big attack, targeting my big fish with the Combustion Man.  I took the damage and then blocked what I could, soaking only one more in the end to go to 3.  My opponent tapped out to add a counter to their Vinebender.  I had not damaged my opponent at all, but I took a quick look at my board state and counted exactly twenty.  I equipped the Meteor Sword and swung out to win from what seemed like out of nowhere.  

In game two, I got the Great Divide Guide out on the second turn.  On the next turn, my opponent Rockalanched their Secret Tunnel.  I got Fire Lord Zuko out, which they overmatched with Suki.  I played Southern Air Temple, followed by Northern Air Temple on the next turn.  Unfortunately, in between those turns, they Earthbending Lesson-ed their Secret Tunnel, resulting in a 5/5 unblockable creature.  I attacked for eight, but they killed my guide with Earth Rumble and finished me off two turns later.  

The third game got real exciting.  I pulled off a cool first turn with White Lotus Hideout into the Northern Air Temple.  My opponent got the Secret Tunnel out right away again, but then got stuck on two lands until turn five.  I didn't get to take notes that were quite as good this time, as we were moving quite quickly, but we went to time.  On time-turn 1, I cast Spirit Water Revival waterbent (seriously, that card is great with the landcyclers) hoping to draw into things I could play on turn 3 to attack and win with on turn 5.  On time-turn 3, I played Dai Li Agents and War Balloon.  I had built up four counters on my Airbender Ascension, so I got to flicker Dai Li Agents and double the number of man-lands I was in charge of.  On time-turn 5, I attacked to win...

Here's everything, with some free glare!

See that Pillar Launch on the top left?  That kept my opponent from dying to the War Balloon.  It was the one and only card in their hand.  0-0-1.

In the second round, I was up against Rakdos Facestealing.  In the first game my opponent got mana flooded and I thought that could give me the edge.  Instead it meant they played Rough Rhino Cavalry on turn five, then played Koh and stole my Fire Lord Zuko's face.  On their next attack, Zuko-faced Koh provided six red mana while firebending, so they exhausted the cavalry with only firebent mana.  I tried to get in once with Earthen Ally, but they played Fire Nation Attacks and killed it.  

In the second game, they played both Mai and Ty Lee, Artful Acrobat, but I was doing pretty good.  I used Meteor Sword to kill Ty Lee (I think) and get the advantage on the board.  They played Koh the next turn.

Bye bye, Mongoose Lizard.

I dragged the game out a bit by blocking Koh with spirits from Realm of Koh, but it wasn't enough to keep me alive.  0-1-1.

In the third round, I was paired up against "Simic Venerables" with pseudo-commanders Gran-Gran and Uncle Iroh.  In the first game, they played Gran-Gran on turn 1 and I didn't have a blocker (Great Divide Guide) until turn three.  We both built up a huge board but I got behind on land a bit.  That mattered because they played The Legend of Kuruk and flipped it two turns before I could hit it with Meteor Sword.   They got some of the shadowy spirits out and then played Flopsie.  I didn't have any spirits to block with and died.  This game came close to the end as they only had five cards left in their library.

In game two I got three temples out and had Fire Lord Zuko plus Airbender Ascension.  I was going to start attacking in for real damage...

Those monks are looking real good here!


... but then Flopsie came down again and put a damper on that.  Giant Koi swung in unblockably four times to kill me.  0-2-1.

I only won one game all night.  Only three of the games were really competitive.  All of my games were fun, though.  (I hope my round two opponent didn't mind my over-dramatic comments about getting my face stolen.  I think I'm hilarious.)  I think there's a lot of unexplored space for five colors here!  I do think I wouldn't bother taking Energybending next time, though.  

This really damaged my overall Avatar: TLA draft record, which is now 2-3-1.

Happy Magicbending!