Llama4 Sarge (Bant Airbending Combo Woe) vs Grok4F Spike (Mono Red Aggro Woe)
1 major, 5 minor, 2 questionable blunders
Season 0
/ 65
Stack
Game Log
Grok4F SpikemcpGrok4F Spike
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_target_0"
}Grok4F Spikellm
pass_priority()
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}Grok4F SpikemcpKeep hand
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "no"
}thinkingLlama4 Sarge
To make the best possible decision, I should first get get_action_choices to see my hand and decide whether tomulligan or keep it. Then, I will choose_action accordingly.
Grok4F Spikellm
pass_priority()
{
"actions_passed": 0,
"stop_reason": "no_action",
"action_pending": false
}thinkingLlama4 Sarge
see my hand: Floodfarm Verge, Airbender Ascension, Appa, Steadfast Guardian, Badgermole Cub, Doc Aurlock, Grizzled Genius, and two Llanowar Elves. The hand has a good mix of creatures and some ramp. However, it has two Llanowar Elves which might be considered redundant, but they do provide early ramp and a creature. I will choose to keep this hand as it looks playable with a reasonable distribution of lands and spells.
Llama4 Sargellm
pass_priority(yield_until_step=precombat_main)
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
get_action_choices()
Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
get_action_choices()
Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
get_action_choices()
Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
seems like the game is stuck in a loop where I'm being asked to pass priority but there's no actual game state change. Let me try to get thecurrent game state to understand what's happening.
llmget_game_state()
{
"priority_player": "",
"cursor": 1,
"stack": [],
"active_player": "",
"players": [
{
"hand_size": 7,
"is_active": false,
"is_you": true,
"name": "Llama4 Sarge",
"library_size": 41,
"life": 20,
"hand": [
{
"mana_value": 0,
"name": "Floodfarm Verge",
"is_land": true
},
{
"mana_value": 2,
"mana_cost": "{1}{W}",
"name": "Airbender Ascension"
},
{
"mana_value": 4,
"mana_cost": "{2}{W}{W}",
"name": "Appa, Steadfast Guardian",
"power": "3",
"toughness": "4"
},
{
"mana_value": 2,
"mana_cost": "{1}{G}",
"name": "Badgermole Cub",
"power": "2",
"toughness": "2"
},
{
"mana_value": 2,
"mana_cost": "{G}{U}",
"name": "Doc Aurlock, Grizzled Genius",
"power": "2",
"toughness": "3"
},
{
"mana_value": 1,
"mana_cost": "{G}",
"name": "Llanowar Elves",
"power": "1",
"toughness": "1"
},
{
"mana_value": 1,
"mana_cost": "{G}",
"name": "Llanowar Elves",
"power": "1",
"toughness": "1"
}
]
},
{
"hand_size": 7,
"is_active": false,
"is_you": false,
"name": "Grok4F Spike",
"library_size": 46,
"life": 20
}
],
"available": true,
"turn": 1
}thinkingLlama4 Sarge
It seems like the game is still in the initial stages and no player has taken any significant actions yet. Let me check what actions are available to me now
thinkingLlama4 Sarge
It looks like I'm being asked again if I want to mulligan down to 6 cards. I've already decided to keep my hand, so I'll choose to keep it again.
mcpKeep handraw
choose_action(answer=false)
{
"success": true,
"action_taken": "no"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
Now that I've kept my hand, let's proceed with the game. I'll call pass_priority to see what's happening next.
Grok4F SpikemcpPlay Mountain
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 3,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It seems like I have playable cards. Let me check what they are.
thinkingLlama4 Sarge
I have two lands available to play: Temple Garden and Floodfarm Verge. I'll play Floodfarm Verge first to get some mana going.
mcpPlay Floodfarm Vergeraw
choose_action(index=1)
{
"success": true,
"action_taken": "selected_1"
}thinkingLlama4 Sarge
Now that I've played Floodfarm Verge, let me see what other options I have.
thinkingLlama4 Sarge
I have untapped lands available, but it seems like I've already played my land for the turn. Let me pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}thinkingLlama4 Sarge
Now that I've passed priority, let me see what's happening next.
Grok4F Spikellm
pass_priority(yield_until=next_turn)
{
"actions_passed": 4,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPlay Mountain
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F Spikellm
get_oracle_text(card_names=["Hexing Squelcher","Razorkin Needlehead...)
{
"cards": [
{
"name": "Hexing Squelcher",
"rules": [
"This spell can't be countered.",
"Ward—Pay 2 life. <i>(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 2 life.)</i>",
"Spells you control can't be countered.",
"Other creatures you control have \"Ward—Pay 2 life.\""
]
},
{
"name": "Razorkin Needlehead",
"rules": [
"{this} has first strike during your turn.",
"Whenever an opponent draws a card, {this} deals 1 damage to them."
]
}
],
"success": true
}Grok4F SpikemcpCast Hexing Squelcher {1}{R}
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 6,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me check what they are.
thinkingLlama4 Sarge
I have one land available to play: Temple Garden. I'll play it to get more mana.
mcpPlay Temple Gardenraw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Temple Garden, let me see what other options I have.
thinkingLlama4 Sarge
It seems like I need to decide whether to pay 2 life or have Temple Garden enter tapped. I'll choose to pay 2 life to get the benefit of having an untapped land.
mcptrueraw
choose_action(answer=true)
{
"success": true,
"action_taken": "yes"
}thinkingLlama4 Sarge
Now that I've resolved the Temple Garden's ability, let me see what other options I have.
thinkingLlama4 Sarge
I have several playable cards now. I'll start by playing Llanowar Elves to ramp up my mana.
mcpCast Llanowar Elves {G}raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Llanowar Elves, let me see what other options I have.
thinkingLlama4 Sarge
It seems like I've used up most of my available mana and played a creature. I'll pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}thinkingLlama4 Sarge
Now that I've passed priority, let me see what's happening next.
Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 6,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Razorkin Needlehead {R}{R}
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until_step=declare_attackers)
{
"combat_phase": "attackers",
"actions_passed": 1,
"action_type": "GAME_SELECT",
"stop_reason": "combat",
"action_pending": true
}Grok4F SpikemcpHexing Squelcher
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F Spikemcptrue
raw
choose_action(answer=true)
{
"success": true,
"action_taken": "confirmed"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"combat_phase": "blockers",
"actions_passed": 6,
"action_type": "GAME_SELECT",
"stop_reason": "combat",
"action_pending": true
}thinkingLlama4 Sarge
It looks like we're in combat now, and it's my turn to declare blockers. Let me see what the situation is.
thinkingLlama4 Sarge
I have Llanowar Elves, which can block Hexing Squelcher. I'll choose to block with Llanowar Elves.
mcpLlanowar Elvesraw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've declared my blocker, I need to confirm my blockers.
mcptrueraw
choose_action(answer=true)
{
"success": true,
"action_taken": "confirmed"
}thinkingLlama4 Sarge
Combat will now resolve. Let me see what happens next.
llmpass_priority(yield_until=stack_resolved)
{
"actions_passed": 4,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me see what they are.
thinkingLlama4 Sarge
I have several playable cards and a land available. I'll play Badgermole Cub to develop my board.
mcpCast Badgermole Cub {1}{G}raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Badgermole Cub, let me see what other options I have.
assistant
get_action_choices()
thinkingLlama4 Sarge
It seems like I've used up most of my available mana and played a creature. I'll pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"action_type": "GAME_TARGET",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
It looks like my opponent is taking an action that requires a target. I'll wait to see what happens next.
thinkingLlama4 Sarge
It seems like my opponent is targeting one of my lands. I'll have to choose which land to sacrifice. I'll choose Temple Garden.
mcpTemple Gardenraw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_target_0"
}thinkingLlama4 Sarge
Now that I've sacrificed Temple Garden, let me see what happens next.
llmpass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me see what they are.
thinkingLlama4 Sarge
I have Hallowed Fountain available to play. I'll play it to get more mana.
mcpPlay Hallowed Fountainraw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Hallowed Fountain, let me see what other options I have.
thinkingLlama4 Sarge
It seems like I need to decide whether to pay 2 life or have Hallowed Fountain enter tapped. I'll choose to pay 2 life to get the benefit of having an untapped land.
mcptrueraw
choose_action(answer=true)
{
"success": true,
"action_taken": "yes"
}thinkingLlama4 Sarge
Now that I've resolved Hallowed Fountain's ability, let me see what other options I have.
thinkingLlama4 Sarge
It seems like I've used up most of my available mana. I'll pass priority to see what happens next.
assistant
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 8,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Lightning Strike {1}{R}
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_2"
}Grok4F SpikemcpBadgermole Cub
raw
choose_action(index=5)
{
"success": true,
"action_taken": "selected_target_5"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"combat_phase": "attackers",
"actions_passed": 1,
"action_type": "GAME_SELECT",
"stop_reason": "combat",
"action_pending": true
}Grok4F SpikemcpAll attack
raw
choose_action(index=2)
{
"success": true,
"action_taken": "special_special"
}Grok4F Spikemcptrue
raw
choose_action(answer=true)
{
"success": true,
"action_taken": "confirmed"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 10,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me see what they are.
thinkingLlama4 Sarge
I have several playable cards and a land available. I'll play Llanowar Elves to ramp up my mana.
mcpCast Llanowar Elves {G}raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Llanowar Elves, let me see what other options I have.
thinkingLlama4 Sarge
It seems like I've used up most of my available mana and played a creature. I'll pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=end_of_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I still have playable cards. Let me see what they are.
thinkingLlama4 Sarge
It seems like we're in the end step now. I'll pass priority to end my turn.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 5,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpAll attack
raw
choose_action(index=2)
{
"success": true,
"action_taken": "special_special"
}Grok4F Spikellm
choose_action(answer=true)
{
"success": true,
"action_taken": "confirmed"
}Grok4F Spikellm
pass_priority(yield_until=end_of_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Llama4 Sargellm
pass_priority(yield_until=my_turn)
{
"combat_phase": "blockers",
"actions_passed": 2,
"action_type": "GAME_SELECT",
"stop_reason": "combat",
"action_pending": true
}thinkingLlama4 Sarge
It looks like we're in combat again. Let me see what's happening.
thinkingLlama4 Sarge
I have Llanowar Elves, which can block. I'll choose to block with it.
mcpLlanowar Elvesraw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've declared my blocker, I need to confirm my blockers.
llmget_action_choices()
{
"action_pending": false
}thinkingLlama4 Sarge
Since there's no action pending, I'll just pass priority.
Grok4F SpikemcpCast Lightning Strike {1}{R}
raw
choose_action(index=1)
{
"success": true,
"action_taken": "selected_1"
}Grok4F SpikemcpLlama4 Sarge
raw
choose_action(index=4)
{
"success": true,
"action_taken": "selected_target_4"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me see what they are.
thinkingLlama4 Sarge
I have Appa, Steadfast Guardian available to play. I'll play it to develop my board and protect my life total.
ipython
"{\"success\":true,\"action_taken\":\"selected_0\"}"
mcpCast Appa, Steadfast Guardian {2}{W}{W}raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}thinkingLlama4 Sarge
Now that I've played Appa, Steadfast Guardian, let me see what other options I have.
thinkingLlama4 Sarge
I've used up most of my available mana and played a creature. I'll pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=stack_resolved)
{
"actions_passed": 0,
"action_type": "GAME_TARGET",
"stop_reason": "non_priority_action",
"action_pending": true
}thinkingLlama4 Sarge
It looks like my opponent is taking an action that requires a target. I'll wait to see what happens next.
thinkingLlama4 Sarge
It seems like I've survived the opponent's action. I'll pass priority to see what happens next.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=end_of_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}thinkingLlama4 Sarge
It looks like I have playable cards again. Let me see what they are.
thinkingLlama4 Sarge
It seems like we're in the end step now. I'll pass priority to end my turn.
mcpPassraw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 6,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Shock {R}
raw
choose_action(index=1)
{
"success": true,
"action_taken": "selected_1"
}Grok4F SpikemcpLlama4 Sarge
raw
choose_action(index=5)
{
"success": true,
"action_taken": "selected_target_5"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Llama4 Sargellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 0,
"action_type": "GAME_TARGET",
"stop_reason": "non_priority_action",
"action_pending": true,
"player_dead": true
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 0,
"action_type": "GAME_ASK",
"stop_reason": "non_priority_action",
"action_pending": true
}Grok4F SpikemcpKeep hand
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "no"
}Grok4F Spikellm
get_game_state()
{
"phase": "Combat",
"priority_player": "Grok4F Spike",
"cursor": 23,
"stack": [],
"active_player": "Grok4F Spike",
"players": [
{
"hand_size": 7,
"is_active": true,
"is_you": true,
"name": "Grok4F Spike",
"library_size": 53,
"life": 20,
"hand": [
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 2,
"mana_cost": "{1}{R}",
"name": "Iroh's Demonstration"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 2,
"mana_cost": "{R}{R}",
"name": "Razorkin Needlehead",
"power": "2",
"toughness": "2"
}
]
},
{
"hand_size": 7,
"is_active": false,
"is_you": false,
"name": "Llama4 Sarge",
"library_size": 53,
"life": 20
}
],
"available": true,
"step": "Declare Attackers",
"turn": 1
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=next_main)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=end_of_turn)
{
"actions_passed": 2,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPlay Mountain
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
get_game_state()
{
"phase": "Combat",
"priority_player": "Grok4F Spike",
"cursor": 29,
"stack": [],
"active_player": "Grok4F Spike",
"players": [
{
"hand_size": 7,
"is_active": true,
"is_you": true,
"battlefield": [
{
"tapped": false,
"name": "Mountain",
"id": "3a9241f1-6a3f-4fc2-9a3f-4f111beecaab"
}
],
"name": "Grok4F Spike",
"library_size": 52,
"life": 20,
"hand": [
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 2,
"mana_cost": "{1}{R}",
"name": "Iroh's Demonstration"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 2,
"mana_cost": "{R}{R}",
"name": "Razorkin Needlehead",
"power": "2",
"toughness": "2"
},
{
"mana_value": 2,
"mana_cost": "{R}{R}",
"name": "Razorkin Needlehead",
"power": "2",
"toughness": "2"
}
]
},
{
"hand_size": 7,
"graveyard": [
"Floodfarm Verge"
],
"is_active": false,
"is_you": false,
"name": "Llama4 Sarge",
"library_size": 52,
"life": 20
}
],
"available": true,
"step": "Declare Attackers",
"turn": 1
}Grok4F Spikellm
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
get_action_choices()
{
"action_pending": false
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 1,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F Spikellm
get_game_state()
{
"phase": "Combat",
"priority_player": "Grok4F Spike",
"cursor": 34,
"stack": [],
"active_player": "Grok4F Spike",
"players": [
{
"hand_size": 8,
"is_active": true,
"is_you": true,
"battlefield": [
{
"tapped": false,
"name": "Mountain",
"id": "3a9241f1-6a3f-4fc2-9a3f-4f111beecaab"
}
],
"name": "Grok4F Spike",
"library_size": 51,
"life": 20,
"hand": [
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 0,
"name": "Mountain",
"is_land": true
},
{
"mana_value": 2,
"mana_cost": "{1}{R}",
"name": "Iroh's Demonstration"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 4,
"mana_cost": "{2}{R}{R}",
"name": "Sunspine Lynx",
"power": "5",
"toughness": "4"
},
{
"mana_value": 2,
"mana_cost": "{R}{R}",
"name": "Razorkin Needlehead",
"power": "2",
"toughness": "2"
},
{
"mana_value": 2,
"mana_cost": "{R}{R}",
"name": "Razorkin Needlehead",
"power": "2",
"toughness": "2"
},
{
"mana_value": 1,
"mana_cost": "{R}",
"name": "Burst Lightning",
"playable": true
}
]
},
{
"hand_size": 7,
"graveyard": [
"Floodfarm Verge",
"Airbender Ascension"
],
"is_active": false,
"is_you": false,
"name": "Llama4 Sarge",
"library_size": 51,
"life": 20
}
],
"available": true,
"step": "Declare Attackers",
"turn": 1
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
get_oracle_text(card_names=["Razorkin Needlehead","Sunspine Lynx","...)
{
"cards": [
{
"name": "Razorkin Needlehead",
"rules": [
"{this} has first strike during your turn.",
"Whenever an opponent draws a card, {this} deals 1 damage to them."
]
},
{
"name": "Sunspine Lynx",
"rules": [
"Players can't gain life.",
"Damage can't be prevented.",
"When {this} enters, it deals damage to each player equal to the number of nonbasic lands that player controls."
]
},
{
"name": "Iroh's Demonstration",
"rules": [
"Choose one —<br>&bull {this} deals 1 damage to each creature your opponents control.<br>&bull {this} deals 4 damage to target creature.<br>"
]
},
{
"name": "Burst Lightning",
"rules": [
"Kicker {4} <i>(You may pay an additional {4} as you cast this spell.)</i>",
"{this} deals 2 damage to any target. If this spell was kicked, it deals 4 damage instead."
]
}
],
"success": true
}Grok4F SpikemcpMountain
raw
choose_action(index=3)
{
"success": true,
"action_taken": "selected_target_3"
}Grok4F Spikellm
choose_action(index=0)
{
"retryable": false,
"success": false,
"error_code": "no_pending_action",
"error": "No pending action"
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPlay Mountain
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_2"
}Grok4F SpikemcpCast Razorkin Needlehead {R}{R}
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_2"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Razorkin Needlehead {R}{R}
raw
choose_action(index=3)
{
"success": true,
"action_taken": "selected_3"
}Grok4F Spikellm
choose_action(index=3)
{
"retryable": true,
"success": false,
"error_code": "index_out_of_range",
"error": "Index 3 out of range (call get_action_choices first)"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 1,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Lightning Strike {1}{R}
raw
choose_action(index=3)
{
"success": true,
"action_taken": "selected_3"
}Grok4F SpikemcpLlama4 Sarge
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_target_2"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 1,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpPlay Rockface Village
raw
choose_action(index=3)
{
"success": true,
"action_taken": "selected_3"
}Grok4F SpikemcpCast Nova Hellkite {3}{R}{R}
raw
choose_action(index=3)
{
"success": true,
"action_taken": "selected_3"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
pass_priority(yield_until=end_of_turn)
{
"combat_phase": "attackers",
"actions_passed": 1,
"action_type": "GAME_SELECT",
"stop_reason": "combat",
"action_pending": true
}Grok4F SpikemcpAll attack
raw
choose_action(index=3)
{
"success": true,
"action_taken": "special_special"
}Grok4F Spikemcptrue
raw
choose_action(answer=true)
{
"success": true,
"action_taken": "confirmed"
}Grok4F Spikellm
get_action_choices()
{
"action_pending": false
}Grok4F Spikellm
pass_priority(yield_until=my_turn)
{
"actions_passed": 0,
"has_playable_cards": true,
"action_type": "GAME_SELECT",
"stop_reason": "playable_cards",
"action_pending": true
}Grok4F SpikemcpCast Burst Lightning {R}
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "no"
}Grok4F SpikemcpLlama4 Sarge
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_target_2"
}Grok4F SpikemcpCast Burst Lightning {R}
raw
choose_action(index=0)
{
"success": true,
"action_taken": "selected_0"
}Grok4F Spikellm
choose_action(index=0)
{
"retryable": true,
"success": false,
"error_code": "missing_param",
"error": "Boolean 'answer' required for GAME_ASK"
}Grok4F Spikellm
choose_action(answer=false)
{
"success": true,
"action_taken": "no"
}Grok4F SpikemcpLlama4 Sarge
raw
choose_action(index=2)
{
"success": true,
"action_taken": "selected_target_2"
}Grok4F SpikemcpPass
raw
choose_action(answer=false)
{
"success": true,
"action_taken": "passed_priority"
}Grok4F Spikellm
get_action_choices()
{
"action_pending": false
}gamehas started watching
gameGrok4F Spike chooses that they take the first turn
gameGrok4F Spike draws seven cards
gameLlama4 Sarge draws seven cards
gameGrok4F Spike keeps hand
gameLlama4 Sarge keeps hand
gameTURN 1 for Grok4F Spike (20 - 20)
gameGrok4F Spike skips Draw step
— Precombat Main —
gameGrok4F Spike puts Mountain from hand onto the Battlefield
gameGrok4F Spike plays Mountain
— Declare Attackers —
— Postcombat Main —
gameTURN 2 for Llama4 Sarge (20 - 20)
gameLlama4 Sarge draws a card
— Precombat Main —
gameLlama4 Sarge puts Floodfarm Verge from hand onto the Battlefield
gameLlama4 Sarge plays Floodfarm Verge
minor blunder
Playing Floodfarm Verge instead of Temple Garden on turn 1 means Floodfarm Verge can only tap for {W} (since the player …
Playing Floodfarm Verge instead of Temple Garden on turn 1 means Floodfarm Verge can only tap for {W} (since the player controls no Plains or Island yet, the {U} mode is inactive). More importantly, playing Temple Garden (paying 2 life to have it enter untapped) would give access to {G} or {W}, allowing the player to cast Llanowar Elves on turn 1. With Floodfarm Verge, the player only has access to {W} and cannot cast Llanowar Elves. Casting a turn 1 Llanowar Elves is critical for ramping into Badgermole Cub or Doc Aurlock on turn 2, and potentially Appa on turn 3. Missing this accelerates the opponent's tempo advantage.
Analysis
Action taken: Played Floodfarm Verge as the turn 1 land.
Better line: Play Temple Garden (paying 2 life to enter untapped), then cast Llanowar Elves with the {G} it produces. This enables a much faster curve: turn 2 Badgermole Cub or Doc Aurlock, turn 3 Appa.
— Declare Attackers —
— Postcombat Main —
gameTURN 3 for Grok4F Spike (20 - 20)
gameGrok4F Spike draws a card
— Grok4F Spike's Turn 2 —
gameGrok4F Spike puts Mountain from hand onto the Battlefield
gameGrok4F Spike plays Mountain
questionable
Hexing Squelcher was played over Razorkin Needlehead on turn 2.
Hexing Squelcher was played over Razorkin Needlehead on turn 2. Needlehead's guaranteed 1 damage per opponent draw step provides a faster clock when deployed early, and its first strike on your turn makes it a superior attacker. Squelcher's protective abilities (ward, uncounterability) are more valuable when protecting a developed board rather than as a lone creature on turn 2.
Analysis
Action taken: Cast Hexing Squelcher as the turn 2 play
Better line: Cast Razorkin Needlehead to start the damage clock immediately, saving Squelcher for when there are other creatures to protect with ward
gameGrok4F Spike casts Hexing Squelcher from hand
gameGrok4F Spike puts Hexing Squelcher from stack onto the Battlefield
— Declare Attackers —
— Postcombat Main —
gameTURN 4 for Llama4 Sarge (20 - 20)
gameLlama4 Sarge draws a card
— Precombat Main —
gameLlama4 Sarge loses 2 life from Temple Garden
gameLlama4 Sarge puts Temple Garden from hand onto the Battlefield
gameLlama4 Sarge plays Temple Garden
questionable
With Hexing Squelcher on the opponent's board (a 2/2 that gives ward-pay 2 life to other creatures), playing Llanowar El…
With Hexing Squelcher on the opponent's board (a 2/2 that gives ward-pay 2 life to other creatures), playing Llanowar Elves first before Doc Aurlock is reasonable for ramping, but Doc Aurlock (2/3 for GU) could have been played instead as a more impactful 2-drop that enables cost reduction from exile/graveyard. More importantly, the sequencing question is whether to play Badgermole Cub (1G) to get a 2/2 body plus earthbend a land into a creature, which provides more board presence against the aggressive red deck. However, Llanowar Elves enables casting Appa (4 mana) on turn 3 with the elf, which is a strong line. The real consideration is that a 1/1 elf is very vulnerable to Lightning Strike or any red removal, and the opponent is playing an aggressive red strategy. Doc Aurlock as a 2/3 survives more red removal and is a better body. But the mana acceleration toward turn 3 Appa is a legitimate plan.
Analysis
Action taken: Cast Llanowar Elves for G to ramp toward 4 mana on turn 3
Better line: Cast Doc Aurlock, Grizzled Genius for GU (using Temple Garden + Floodfarm Verge) to put a more resilient 2/3 body on board that also enables future cost reduction, then play Llanowar Elves next turn alongside another 2-drop
gameLlama4 Sarge casts Llanowar Elves from hand
gameLlama4 Sarge puts Llanowar Elves from stack onto the Battlefield
— Declare Attackers —
— Postcombat Main —
gameTURN 5 for Grok4F Spike (18 - 20)
gameGrok4F Spike draws a card
— Grok4F Spike's Turn 3 —
gameGrok4F Spike casts Razorkin Needlehead from hand
gameGrok4F Spike puts Razorkin Needlehead from stack onto the Battlefield
— Declare Attackers —
minor blunder
Grok4F Spike attacked with only Hexing Squelcher instead of both creatures.
Grok4F Spike attacked with only Hexing Squelcher instead of both creatures. The opponent has a single Llanowar Elves (1/1) as a potential blocker. If both Hexing Squelcher (2/2) and Razorkin Needlehead (2/2) attack, the opponent can only block one creature with the 1/1 Elf (which would die to either attacker). This means at least 2 damage gets through unblocked, and likely 4 if the opponent doesn't want to trade the Elf. By only attacking with Hexing Squelcher, Grok4F Spike deals at most 2 damage instead of 3-4. Razorkin Needlehead has first strike on your turn, making it an excellent attacker that the 1/1 Elf can't even trade with. There's no obvious reason to hold back the Needlehead - the opponent has no threatening attackers that require it to block, and the Needlehead's ping ability works whether it's tapped or untapped.
Analysis
Action taken: Attacked with only Hexing Squelcher (2/2), holding back Razorkin Needlehead.
Better line: Attack with both Hexing Squelcher and Razorkin Needlehead. The Needlehead has first strike on your turn and the opponent's only blocker is a 1/1, so attacking with both is strictly better for damage output with minimal risk.
gameGrok4F Spike attacks Llama4 Sarge with 1 creature
— Declare Blockers —
gameAttacker: Hexing Squelcher (2/2) blocked by Llanowar Elves (1/1)
gameHexing Squelcher deals 2 damage to Llanowar Elves
gameLlanowar Elves died
— Combat Damage —
— Postcombat Main —
gameTURN 6 for Llama4 Sarge (18 - 20)
gameLlama4 Sarge draws a card
gameGrok4F Spike - Ability triggers: Razorkin Needlehead - Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
— Draw Step —
gameLlama4 Sarge loses 1 life from Razorkin Needlehead
— Precombat Main —
minor blunder
With Razorkin Needlehead on the opponent's board (deals 1 damage whenever opponent draws a card), playing Llanowar Elves…
With Razorkin Needlehead on the opponent's board (deals 1 damage whenever opponent draws a card), playing Llanowar Elves first would be better sequencing. Llanowar Elves costs only {G}, leaving {W} open, and on the next turn enables casting 4-mana spells like Appa (with flash). More importantly, Doc Aurlock, Grizzled Genius at {G}{U} is also castable and would make spells cast from exile cost {2} less, synergizing powerfully with Appa's airbend ability. Playing Doc Aurlock sets up a much stronger turn 4 with Appa airbending permanents and then casting them for free. Badgermole Cub's earthbend ability (making a land a 0/0 creature) is risky when facing burn spells like Shock/Lightning Strike that could destroy the land permanently. However, Badgermole Cub does provide mana acceleration via its tap-creature-for-mana ability, so the choice isn't terrible.
Analysis
Action taken: Cast Badgermole Cub for {1}{G}
Better line: Cast Doc Aurlock, Grizzled Genius for {G}{U} to set up powerful synergy with Appa's airbend on future turns, or cast Llanowar Elves for {G} to enable a turn 4 Appa while leaving mana open for Airbender Ascension
gameLlama4 Sarge casts Badgermole Cub from hand
gameLlama4 Sarge puts Badgermole Cub from stack onto the Battlefield
gameLlama4 Sarge - Ability triggers: Badgermole Cub - When Badgermole Cub enters, earthbend 1. <i>(Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)</i> - targeting Temple Garden
gameLlama4 Sarge loses 2 life from Hallowed Fountain
gameLlama4 Sarge puts Hallowed Fountain from hand onto the Battlefield
gameLlama4 Sarge plays Hallowed Fountain
— Declare Attackers —
— Postcombat Main —
gameTURN 7 for Grok4F Spike (15 - 20)
gameGrok4F Spike draws a card
— Grok4F Spike's Turn 4 —
minor blunder
Using Lightning Strike (likely targeting Badgermole Cub) as removal when Spike could instead develop the board with a se…
Using Lightning Strike (likely targeting Badgermole Cub) as removal when Spike could instead develop the board with a second Razorkin Needlehead, which would double the card-draw punishment damage and add another attacker with first strike. The burn spells are better saved as reach to close the game, especially with Needlehead triggers stacking.
Analysis
Action taken: Cast Lightning Strike (using all available mana on removal)
Better line: Cast Razorkin Needlehead to develop the board, doubling the card-draw punishment clock and adding another 2/2 first-strike attacker, saving burn spells for finishing the opponent.
gameGrok4F Spike casts Lightning Strike targeting Badgermole Cub from hand
gameLightning Strike deals 3 damage to Badgermole Cub
gameGrok4F Spike puts Lightning Strike from stack into their graveyard
gameBadgermole Cub died
— Declare Attackers —
gameGrok4F Spike attacks Llama4 Sarge with 2 creatures
— Declare Blockers —
gameLlama4 Sarge loses 2 life at combat from Razorkin Needlehead
— Combat Damage —
gameLlama4 Sarge loses 2 life at combat from Hexing Squelcher
— Combat Damage —
— Postcombat Main —
gameTURN 8 for Llama4 Sarge (11 - 20)
gameLlama4 Sarge draws a card
gameGrok4F Spike - Ability triggers: Razorkin Needlehead - Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
— Draw Step —
gameLlama4 Sarge loses 1 life from Razorkin Needlehead
— Precombat Main —
minor blunder
Playing Llanowar Elves before playing the Floodfarm Verge from hand is a sequencing error.
Playing Llanowar Elves before playing the Floodfarm Verge from hand is a sequencing error. The player should play the land first (Floodfarm Verge), then cast Llanowar Elves. By casting Llanowar Elves first, if they want to play the land afterward they still can, but more importantly, casting a creature before combat when the opponent's board is tapped out means missing potential information. However, the bigger issue is that with 3 lands and Llanowar Elves, the player could have 4 mana next turn. But if they play Floodfarm Verge first (4 lands), then cast Doc Aurlock (GU for 2 mana) this turn AND Llanowar Elves (G for 1 mana) using 3 mana total, they'd have both creatures on board. Playing Llanowar Elves alone when they could play both Doc Aurlock + Llanowar Elves (or land + Doc Aurlock) represents an underuse of mana. With Temple Garden (G/W), Hallowed Fountain (W/U), and Floodfarm Verge (W or conditional U), plus a new Floodfarm Verge from hand: playing the land first gives 4 mana sources. They could cast Doc Aurlock (GU) using Temple Garden for G and Hallowed Fountain for U, then cast Llanowar Elves with Floodfarm Verge for W... wait, Llanowar Elves costs {G}. They'd need another G source. So Temple Garden for G goes to Doc Aurlock, Hallowed Fountain for U goes to Doc Aurlock, leaving two Floodfarm Verges which produce W (or conditional U). No G available for Llanowar Elves. So they can only cast one of the two. Still, playing land before spell is correct sequencing - land drop costs nothing and should come first.
Analysis
Action taken: Cast Llanowar Elves before playing the Floodfarm Verge land from hand.
Better line: Play Floodfarm Verge first (land drop is free and should precede spells), then consider whether Doc Aurlock, Grizzled Genius (GU) might be a higher-impact play than Llanowar Elves given the opponent's tapped board. Doc Aurlock would reduce future exile/graveyard casting costs and has a better body (2/3 vs 1/1) against the opponent's aggressive red deck.
gameLlama4 Sarge casts Llanowar Elves from hand
gameLlama4 Sarge puts Llanowar Elves from stack onto the Battlefield
— Declare Attackers —
— Postcombat Main —
— End Step —
gameTURN 9 for Grok4F Spike (10 - 20)
gameGrok4F Spike draws a card
— Grok4F Spike's Turn 5 —
— Declare Attackers —
gameGrok4F Spike attacks Llama4 Sarge with 2 creatures
— Declare Blockers —
gameLlama4 Sarge loses 2 life at combat from Razorkin Needlehead
gameLlama4 Sarge loses 2 life at combat from Hexing Squelcher
— End Step —
gameGrok4F Spike casts Lightning Strike targeting Llama4 Sarge from hand
gameLlama4 Sarge loses 3 life from Lightning Strike
gameGrok4F Spike puts Lightning Strike from stack into their graveyard
gameTURN 10 for Llama4 Sarge (3 - 20)
gameLlama4 Sarge draws a card
gameGrok4F Spike - Ability triggers: Razorkin Needlehead - Whenever an opponent draws a card, Razorkin Needlehead deals 1 damage to them.
— Draw Step —
gameLlama4 Sarge casts Appa, Steadfast Guardian from hand
gameLlama4 Sarge puts Appa, Steadfast Guardian from stack onto the Battlefield
gameLlama4 Sarge - Ability triggers: Appa, Steadfast Guardian - When Appa, Steadfast Guardian enters, airbend any number of other target nonland permanents you control.
gameLlama4 Sarge loses 1 life from Razorkin Needlehead
— Precombat Main —
— Declare Attackers —
— Postcombat Main —
— End Step —
gameTURN 11 for Grok4F Spike (2 - 20)
gameGrok4F Spike draws a card
— Grok4F Spike's Turn 6 —
major blunder
Grok4F Spike has Shock on the stack (2 damage) targeting the opponent at 2 life, which is lethal.
Grok4F Spike has Shock on the stack (2 damage) targeting the opponent at 2 life, which is lethal. They also have Lightning Strike in hand and Burst Lightning available. Instead of simply letting Shock resolve for the win, they cast Razorkin Needlehead, which is completely unnecessary. While this may not lose the game if Shock still resolves, it's a waste of a card and mana. However, the real issue is whether there's any reason to cast additional spells before Shock resolves - the opponent's lands are all tapped and Appa doesn't have a relevant ability to prevent the damage (Hexing Squelcher makes spells uncounterable). But more critically, if the opponent somehow has interaction, casting Burst Lightning (which can't be countered due to Hexing Squelcher) targeting the opponent would be a better backup play than Razorkin Needlehead. That said, with all opponent lands tapped, Shock should just resolve for lethal. Casting Razorkin Needlehead wastes the card and 2 mana for no reason when the game is already won.
Analysis
Action taken: Cast Razorkin Needlehead while Shock was on the stack about to deal lethal damage to the opponent at 2 life.
Better line: Simply pass priority and let Shock resolve for lethal damage. If wanting insurance, cast Burst Lightning targeting the opponent rather than wasting a creature card.
gameGrok4F Spike casts Shock targeting Llama4 Sarge from hand
gameLlama4 Sarge loses 2 life from Shock
gameGrok4F Spike puts Shock from stack into their graveyard
gameLlama4 Sarge has lost the game.
gameGrok4F Spike has won the game
gameGrok4F Spike has left XMage
Grok4F Spike wins the game!