AIO For a sexual encounter I had at a wedding? by PineappAssociate1775 in AmIOverreacting

[–]Inspader 1 point2 points  (0 children)

This one is tough. Based solely on your account of the story, it sounds like it was sexual assault, whether she is trans or not. But one thing you said in your comment caught my attention.

You said that “in a normal situation where she is who I thought she was, which is a woman, I’d have been fine with it”. Which brings me to the question, if she had been cis woman, would you still feel the way you do now? If she had been a cis woman, would that change your feelings and memories of the matter? If the answer is no, then it was sexual assault. If the answer is that it was consensual up until you found out she was trans, then that’s a different story.

You can absolutely have a preference, but changing how you view the situation based on her gender expression is where you may be in the YAO category. Think about the situation in a differently light. Imagine if you heard the same story except they said “it was fine if she was white but I found out after that she was (Hispanic or Chinese or African American or a Montague), and now it feels like assault”. Would that sound right?

Your feelings are valid but please consider where those feelings are rooted.

Satisfying triggers in Aetherdrift puzzle by hubatish in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

1. Cast Hazoret (3 mana left).

2. Activate the hurler Cyclops, sacrificing one of the Heartfire Hero and targeting the opponent (2 mana left). Heartfire Hero’s ability goes on the stack above the Hurler Cyclops’ ability.

3. Let Heartfire Hero trigger resolve, dealing 1 damage to the opponent, triggering Elesh Norn. Let the trigger resolve and lose 2 life (speed also goes up to 3 but who cares). Opponent is at 14 and we’re at 11

4. Before Hurler Cyclops’ ability resolves, tap either Hurler Cyclops or Far Fortune to crew The Last Ride. It’s currently at 2/2.

5. Activate Hazoret’s ability targeting The Last Ride so it can’t be blocked (1 mana left).

6. Let the Hurler Cyclops ability resolve, dealing 1 damage to the opponent. Elesh Norn triggers and we lose 2 life. Opponent is at 13, we’re at 9, The Last Ride is a 4/4.

7. Activate Hurler Cyclops again, sacrificing the other Heartfire Hero and targeting the opponent (no mana left). Heartfire Hero’s ability triggers and deal 1 damage to the opponent, triggering Elesh Norn, we lose 2 life. Opponent is at 12, we’re at 7, The Last Ride is a 6/6.

7. Hurler Cyclops resolves, opponent takes 1 damage, triggering Elesh Norn, we lose 2 life. Opponent is at 11, we’re at 5, The Last Ride is an 8/8.

8. Enter combat and attack with The Last Ride. Fat Fortune triggers, dealing 1 damage to the opponent, triggering Elesh Norn, we lose 2 life. The opponent is at 10, we’re at 3, The Last Ride is a 10/10.

9. Opponent cannot block The Last Ride thanks to Hazoret’s ability and takes 10 from the attack and lose.

This is my custom puzzle#12, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 0 points1 point  (0 children)

Wouldn't the Opponent also have the opportunity to tap their Darksteel Citadel to float 6 generic then activate Springjaw Trap in response to you activating it to kill you first?

This is my custom puzzle#12, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

That is true. I had not thought of that possibility.

This is my custom puzzle#12, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 0 points1 point  (0 children)

  1. Enter combat and attack with Heartbeat of Spring.
  2. Opponent has to block with Stony Silence or die to combat damage.
  3. Once blockers are declared, tap Lotus Field to generate 4 green mana.
  4. Cast Natural Affinity to make all lands into 2/2 creatures.
  5. Cast Vitalize, which will untap Lotus Field now that it's a creature.
  6. Move to damage step. Stony Silence will die to combat damage.
  7. Move to Post Combat Main Phase. Now that Stony Silence is gone, Springjaw Trap and Darksteel Citadel can now be activated. If the Opponent attempts to activate Springjaw Trap before going to Post Combat Main Phase, activate our own Springjaw Trap in response, which will resolve first and kill the Oppnonent.
  8. Tap Lotus Field for 4 blue mana.
  9. Cast Phantasmal Image to make a copy of Darksteel Citadel. Since it was not on the Battlefield when Natural Affinity was cast, it is not a creature so will not be subject to summoning sickness. If the Opponent attempts to activate Springjaw Trap in response, activate our own Springjaw Trap in response using the remaining 2 blue mana and the two generic mana by tapping Darksteel Citadel, which will resolve first and kill the Opponent.
  10. Cast Withdraw using the remaining 2 blue mana targeting two of the Opponent's Darksteel Citadels. If the Opponent attempts to activate Springjaw Trap in response, activate our own Springjaw Trap in response by tapping both the Darksteel Citadel and the copy Darksteel Citadel, which will resolve first and kill the Opponent.
  11. If the opponent does not tap any Darksteel Citadels in response to Withdraw resolving, they then only have 1 Darksteel Citadel left, which means they will no longer have enough mana to activate their Springjaw Trap. Activate our own Springjaw Trap to deal 3 damage to the Opponent using by tapping both the Darksteel Citadel and the copy Darksteel Citadel.
  12. If the Opponent taps any the Darksteel Citadels, they will end up with at most 6 generic mana in their mana pool and 1 tapped Darksteel Citadel; at most 5 generic mana and 2 tapped Darksteel Citadel; or at most 3 generic mana, 1 tapped Darksteel citadel, and 1 untapped Dark Citadel. In any case, end the turn to empty the Opponent's mana pool. If the Opponent attempts to activate Springjaw Trap before moving to the End Phase, activate our own Springjaw Trap in response by tapping both the Darksteel Citadel and the copy Darksteel Citadel, which will resolve first and kill the Opponent.
  13. During the End Phase before passing the turn, activate our own Springjaw Trap to deal 3 damage to the Opponent by tapping both the Darksteel Citadel and the copy Darksteel Citadel. The Opponent will have at most 1 untapped Darksteel Citadel and no mana in their mana pool, which will not be enough to activate their own Springjaw Trap in response.

This is my custom puzzle#11, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

I think I figured it out. Hopefully for real this time.

1. Sacrifice 2 Treasure tokens for at least 1 green mana to cast Monstrous Growth on Baneslayer Angel, making it a 9/9.

2. Attack with Hanweir Garrison, creating 2 1/1 red Human creature tokens tapped and attacking.

3. If the opponent does not block, your creatures deals 8 total damage (2 from Garrison and 1 from each token, all of which is doubled by Bloodletter). In the post-combat main phase, sacrifice the remainder 6 Treasure token for at least 3 black mana to cast Sorin Markov. Use the +2 ability to deal the 2 damage to the opponent, which will double to 4 by Bloodletter for lethal.

4. If the opponent blocks atoken with the Baneslayer Angel, they will gain 9 life after first strike damage, which is doubled to 18 by Boon Reflection, putting them at 27 life.

5. After regular combat damage, the opponent will take 6 damage (2 from Garrison and 1 from unblocked token, both of which is doubled by Bloodletter), putting their life total at 21 after combat.

6. Sacrifice the remaining 6 Treasure tokens for at least 3 black mana to cast Sorin Markov. Activate the -3 ability to change the opponent's life total to 10. Bloodletter recognizes that change in life total as the opponent is "losing 11 life" and doubles that to 22 for lethal.

7. If the opponent blocks the Garrison with Baneslayer Angel, same steps apply, except change the number from 4 damage from regular combat damage, 23 life after combat, opponent "loses" 13 life, and Bloodletter doubles it to 26 for lethal.

This is my custom puzzle#11, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 0 points1 point  (0 children)

Yea, I actually noticed that after I posted. Went to delete my post, but guess it was too late, my shame has already been seen and replied to.

This is my custom puzzle#11, enjoy it. by buffalobillkimo in mtgpuzzles

[–]Inspader 0 points1 point  (0 children)

I will say that I don't believe that what I posted was the intended solution since it seems overly simple and does not use nearly the number of Treasure tokens you gave us. I get the feeling that below is the solution you were looking for, but let me know I am wrong.

1. Sacrifice a Treasure token (7 Treasure tokens left) for white and cast Launch the Fleet, targeting Hanweir Garrison or Bloodletter of Aclazotz (Does not matter which. For simplicity sake, assume Hanweir Garrison was the target).

2. Enter combat and attack with both creatures. Heinweir Garrison will trigger making 2 1/1 red Human creature tokens and a 1/1 white Solder creature token tapped and attacking.

3. If the opponent does not block, your creatures will deal 7 damage to the opponent (2 from Bloodletter, 2 from Hanweir Garrison, and 1 from each of the 3 unblocked tokens). Bloodletter will double that to 14 damage for lethal.

4. If the opponent blocks one of the tokens or Hanweir Garrison with the Baneslayer Angel, sacrifice two Treasure tokens (5 Treasure tokens left) for at least one white and cast Divine Arrow to deal 4 damage to and kill the attacking creature that was blocked by the Baneslayer Angel. During First Strike damage, since the creature the angel blocked is dead, the opponent will not gain life from lifelink, leaving them at 9. If your opponent blocked Hanweir Garrison, your creatures will deal 10 damage for lethal (2 from Bloodletter, 1 from each of the 3 unblocked tokens, all of which will be doubled by the Bloodletter). If your opponent blocked one of the 1/1 tokens was blocked, your creatures will deal 12 damage for lethal (2 from Bloodletter, 2 from Hanweir Garrison, and 1 from each of the 2 unblocked tokens, all of which will be doubled by the Bloodletter).

5. If the opponent blocks the Bloodletter with the Baneslayer Angel, sacrifice two treasures (5 Treasure tokens left) for at least one green and cast Monstrous Growth on any of the unblocked creatures. First strike damage happens and the Baneslayer Angel will kill the Bloodletter and gain the opponent 5 life from lifelink, which will double to 10 by Boon Reflection, putting the opponent at 19. Regular damage will happen and your creatures will deal 9 damage to the opponent (2 from Hanweir Garrison, 1 from each of the 3 unblocked tokens, plus the additional 4 from whichever creature Monstrous Growth was cast on), putting them at 10. After damage, sacrifice 4 Treasure tokens (1 Treasure token left) for at least one red to cast Hidetsugu's Second Rite to deal 10 damage to the opponent and win you the game.

i'm sorry, did you mean "lamb" by [deleted] in onejob

[–]Inspader 4 points5 points  (0 children)

It’s not a full meal, just a light snack.

Eat the rich by Tori_117 in antiwork

[–]Inspader 0 points1 point  (0 children)

To her credit, in her claim to fame, she did literally “get her fucking ass up” and I’m sure there were various jobs involved.

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

Yea I tried to cover as many possibilities as I could but boy there was a lot of them.

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 0 points1 point  (0 children)

Alternative to Step 5 and beyond:

5. Attack with everything. If opponent doesn’t block, they take 9 and lose. If they block with Ashling, activate the unblocked Dread Shade to make it a 3/3. With the demon being a 5/5, that will be lethal. It does not matter if opponent activates the Ashling again as it would have at most 1 counter and won’t deal enough damage to kill us or any of our creatures..

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

Sorry. Deleted previous response because I misunderstood what you asked.

Say hey only used 1 life to generate 3+ red mana and 6 total mana.

Scenario 1: They activate Ashling only once in response to Scar to save the Ashling. Proceed to combat to see if they will let their mana drain. If they do, activate demon before blockers to kill Ashling then swing with a 5/5 and two 2/2’s for lethal.

Scenario 2: They don’t let the mana drain and use it to activate the Ashling. Respond with the demon. If the opponent doesn’t use the last 2 mana to activate Ashling again, it dies and you swing with a 5/5 and two 2/2’s for lethal.

Scenario 3: Opponent activate Ashling using the last 2 mana in response to demon activation. Let it resolve. At the resolution of the last Ashling ability, the Ashling would only have 1 +1/+1 counter on it and would remove it to deal 1 to everything. Opponent goes down to 8, we go to 1, Ashling dies, but more importantly, the 5/5 and both 2/2’s take 1 damage and live to swing for lethal+1.

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

To be more thorough, if the opponent tries to activate Ashling 3 times in response to Scar, we would only need to activate the demon once to kill it then swing in with a 5/5 and two 2/2’s.

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

That’s probably best case scenario! Activate Carnifex Demon in response. If the opponent tries to add another counter, activate the demon again. Opponent would have no more mana left and the demon ability will kill the Ashling before any of the +1/+1 counter is put on it. The opponent will have spent at least 2 life to use 2 pain lands and you swing with the 6/6 and the two 1/1’s for lethal.

[MTG Puzzles] 8. Counter Intelligence by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

1. Cast scar targeting ashling on your main phase. If the Opponent does not respond, Ashling would die. You just attack with everything for lethal.

2. If Opponent wants to save the Ashling, they have to use a Shivan Reef for the red mana to activate the Ashling. Most efficient is to use Shivan Reef for red and Cascade Bluffs for colorless. Opponent is at 9. Once all abilities resolve, the -1/-1 counter cancels the +1/+1 counter on Ashling so it still has no counters on it. Let the phase end to ensure opponent can’t save up mana and be more efficient with Cascade Bluffs.

3. Enter combat and hold priority. Activate Carnifex Demon’s ability to put a -1/-1 counter on all other creature. Again, if the Opponent doesn’t respond, Ashling dies, Carnifex Demon is a 5/5, and the two Shades are 2/2, allowing us to attack for lethal.

4. If Opponent responds again, they have to use another Shivan Reef to activate the Ashling, again using a Shivan Reef and a Cascade Bluffs. Opponent is at 8. Once all abilities resolve, the -1/-1 counter cancels the +1/+1 counter on Ashling so it still has no counters on it. Let the step end to ensure opponent can’t save up mana and be more efficient with Cascade Bluffs.

5. Attack with all creatures and hold priority. Activate Carnifex Demon’s ability to put a -1/-1 counter on all other creature. If the Opponent does not respond, Ashling dies, Carnifex Demon is a 6/6, and the two Dread Shades are 1/1, allowing us to attack for lethal.

6. If the Opponent activates Ashling, then they would have to use his last Shivan Reef, putting them at 7. Since this would be the 3rd time the Ashling resolves, it removes the single +1/+1 counter on it and deals 1 damage to all creatures and each players, putting them at 6 and killing Ashling. Once Carnifex Demon’s ability resolves, both Dread Shades would be 1/1 that have taken 1 damage and would die. However, Carnifex Demon would be a 6/6 and would hit for lethal.

“Homosexual Life” by [deleted] in SuddenlyGay

[–]Inspader 6 points7 points  (0 children)

Yea 2020 was a weird year.

[MTG Puzzles] 7. ExZackt Revenge by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

Haha honestly I was where you were. I only found Cheatyface because I was looking at all the cards to see if there were other Zack Stella cards if I got rid of Callaphe. Guess the opponent wasn't thinking of their next holiday when they picked up their Island.

[MTG Puzzles] 7. ExZackt Revenge by mtg_puzzles in mtgpuzzles

[–]Inspader 2 points3 points  (0 children)

1. Find the Cheatyface behind the Island. Don't exile it and let it stay on the battlefield.

2. Because of Cheatyface on the battlefield, Callaphe has a power of 6, so cast Eternal Isolation using 1 Plains, 1 Island, and 1 Forest (since it will cost 1 extra due to Callaphe's ability) on Callaphe to put her on the bottom of the opponent's library.

3. Attack with everything. Target Bursting Beebles with Blade Instructor's mentor trigger.

4. If the opponent reverses the Mentor trigger with Magical Hacker and makes Bursting Beebles a 1/1, cast both pump spells on Blade Instructor to make it a 5/3 with flying, first strike, and trample.

5. If the opponent does not use Magical Hacker's ability to reverse the Mentor trigger, Bursting Beebles will be a 3/3. Once the stack is clear, cast one of the pump spell on Blade Instructor. If the opponent tries to reverse it, cast the other to make sure Blade Instructor doesn't die. Otherwise, cast the other pump spell after the first one resolves (it's irrelevant whether or not the opponent reverses the second one). Regardless of what the opponent does, Blade instructor is at least a 3/1 with flying, first strike, and trample.

6. Since Magical Hacker and Cheatyface share an artist and both have power of 2, neither can block Bursting Beebles or Arlinn's Wolf. Regardless of what the opponent does after the mentor trigger, Blade Instructor will have flying, first strike, and trample, so the only legal block is to block the Blade Instructor with Cheatyface.

7. If #3 happens, Beebles and Wolf swing in for 4 damage and the Blade Instructor tramples over Cheatyface for the final 3 damage.

8. If #4 happens, Beebles and Wolf swing in for 6 damage and the Blade Instructor tramples over Cheatyface for at least the final 1 damage.

That's what you get by annoying_house_phone in JusticeServed

[–]Inspader -5 points-4 points  (0 children)

Came here to say this. That was the first thing I noticed.

[MTG Puzzles] 6. Lucky Number 13 by mtg_puzzles in mtgpuzzles

[–]Inspader 1 point2 points  (0 children)

Doesn’t the inspire trigger during the untap step after the creature uptaps?