Very cool, I tried to solve it in my head and had it as a tie, I didn't fully think through that the Plunderer could just accept the life race and go that route, I'll have to remember that for future puzzles.
It's a draw, correct? Hexdrinker gets one level up counter before stasis lock is possible and swings sooner, but then trade until plunderer player is at 6, hex player is at 10; create treasure, swings for 3. Hex is at 7, uses treasure for 2nd level up, 3rd counter doesn't kill opponent and would result in stasis lock, so only hit for 2; plunderer player at 4. Plunderer creates another treasure, plays stasis and swings for 3. Both players are at 4, but both creatures are tapped. Hex player can't destroy stasis or plunderer will give him another treasure and kill him first. Plunderer couldn't hold back on attacking because he had to threaten lethal or else the stasis gets destroyed and he would only get one attack before losing. So they sit there under stasis.
I also think it is a draw. There is a zugzwang right at the beginning of turn 3 when Hex is at 1 (with untapped forest) vs Plunderer (Plunderer at 18 life). If Plunderer doesn't have a winning line, they can block Hex, and Hex can't level up (need to keep the forest untapped). Since one player can force a draw, we can check if they could win. Plunderer doesn't have a winning line. Their fastest clock (creating treasures) is beaten by Hexdrinker lvl 3. There slowest clock (no treasures) is behind Hexdrinker by 4 life (2 turns too slow). Finally the hybrid clocks (your example or an adaptation of the video's version) are all at least 1 turn too slow for the Plunderer.
If pick your poison said "target player sacrifices and artifact" instead of "each opponent sacrifices an artifact" it would be a draw since the hexdrinker player could use it on themselves to destroy the treasure before attacks. (I think)
all the stasis player needs to do is trigger plunderer twice. with two treasure tokens on the board, one can be cracked for blue to cast stasis and another one to protect the stasis from the second clause of 'pick your poison.' examining this from the other side of the board, the hexdrinker player will not have enough damage close out the game and will be locked because the stasis player will have an extra sac target
Plunder doesn't actually have to wait till "turn before win" (they're at 4, Hexdrinker player at 6), so long as they only creature treasures on one turn before also doing so on the final turn. Assuming neither player makes a clear mistake, Plunderer effectively just has to follow 4 strategies to always win. 1. Always attack, 2. Never actually play Stasis, 3. Never make treasures more than twice with 4. One of those times being on last turn for lethal. As long as they do, they can create a treasure for the first "3-damage-attack" on any turn, not the last two to get in the last 6-damage.
This isn't actually true. If Hexdrinker is offered treasures earlier, Hexdrinker can begin to use their Forest to level their Hexdrinker while leaving the treasure available to cast Pick Your Poison in case Stasis is ever cast. Hexdrinker will reach level 3 early enough for it to swing the match in their favor.
Very cool, I tried to solve it in my head and had it as a tie, I didn't fully think through that the Plunderer could just accept the life race and go that route, I'll have to remember that for future puzzles.
Ooo this one is cool, kinda surprised I found the line just in my head. Good guruing practice
this was a good one. really had me going back and forth as more details and lines were uncovered
It is also interesting to solve the inverse problem (Hexdrinker first)
It's a draw, correct? Hexdrinker gets one level up counter before stasis lock is possible and swings sooner, but then trade until plunderer player is at 6, hex player is at 10; create treasure, swings for 3. Hex is at 7, uses treasure for 2nd level up, 3rd counter doesn't kill opponent and would result in stasis lock, so only hit for 2; plunderer player at 4. Plunderer creates another treasure, plays stasis and swings for 3. Both players are at 4, but both creatures are tapped. Hex player can't destroy stasis or plunderer will give him another treasure and kill him first. Plunderer couldn't hold back on attacking because he had to threaten lethal or else the stasis gets destroyed and he would only get one attack before losing. So they sit there under stasis.
I also think it is a draw. There is a zugzwang right at the beginning of turn 3 when Hex is at 1 (with untapped forest) vs Plunderer (Plunderer at 18 life). If Plunderer doesn't have a winning line, they can block Hex, and Hex can't level up (need to keep the forest untapped). Since one player can force a draw, we can check if they could win.
Plunderer doesn't have a winning line. Their fastest clock (creating treasures) is beaten by Hexdrinker lvl 3. There slowest clock (no treasures) is behind Hexdrinker by 4 life (2 turns too slow). Finally the hybrid clocks (your example or an adaptation of the video's version) are all at least 1 turn too slow for the Plunderer.
i got it rigth but didnt have the right reason (i didnt know when you turn the corner)
A win is a win
If pick your poison said "target player sacrifices and artifact" instead of "each opponent sacrifices an artifact" it would be a draw since the hexdrinker player could use it on themselves to destroy the treasure before attacks. (I think)
It would also have to be an instant instead of a sorcery.
all the stasis player needs to do is trigger plunderer twice. with two treasure tokens on the board, one can be cracked for blue to cast stasis and another one to protect the stasis from the second clause of 'pick your poison.' examining this from the other side of the board, the hexdrinker player will not have enough damage close out the game and will be locked because the stasis player will have an extra sac target
You are going to need to read Pick Your Poison a little more carefully, but I confess that I made the same mistake when I first looked at this
Plunder doesn't actually have to wait till "turn before win" (they're at 4, Hexdrinker player at 6), so long as they only creature treasures on one turn before also doing so on the final turn.
Assuming neither player makes a clear mistake, Plunderer effectively just has to follow 4 strategies to always win.
1. Always attack, 2. Never actually play Stasis, 3. Never make treasures more than twice with 4. One of those times being on last turn for lethal.
As long as they do, they can create a treasure for the first "3-damage-attack" on any turn, not the last two to get in the last 6-damage.
This isn't actually true. If Hexdrinker is offered treasures earlier, Hexdrinker can begin to use their Forest to level their Hexdrinker while leaving the treasure available to cast Pick Your Poison in case Stasis is ever cast. Hexdrinker will reach level 3 early enough for it to swing the match in their favor.