conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: FullPlateJacket: A hooded figure walks into view, nearly hidden amongst the swamp.
  
   "Perhaps it would be best to end this... quickly." 
  
  Using the black power of the swamp, he summons a vile little boggart covered in spikes.
  
   
   Spoiler 
   Play a swamp, tap it to play Prickly Boggart.
   
  
  In play:
  Swamp (tapped)
  Prickly Boggart
   
conversations.from: human
conversations.value: AgentPaper: Plains stretched out, and a rebel encampment began to form.
  
   
   Spoiler 
  Draw. Play a land. End turn.
  
  Life: 20
  
  Cards in play:
  Plains
  
  Graveyard:
   
conversations.from: human
conversations.value: FullPlateJacket: The swamp seems to swell in power and size. The boggart strikes out at the rebel encampment unopposed, stealing food and supplies.
  
   
   Spoiler 
   Untap, play a Swamp, attack with Prickly Boggart for 1. After combat, tap both Swamps, play Morsel Theft using Prowl to deal you 3 damage. I gain 3 life and draw a card.
  
   
  
  Life: 23
  
  In play:
  Swamp (tapped) x2
  Prickly Boggart
  
  In graveyard:
  Morsel Theft
   
conversations.from: human
conversations.value: AgentPaper: The plains continued to grow, and an amrou force scouted the swamps, ready to call in more forces if needed.
  
   
   Spoiler 
  Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. End turn.
  
  Life: 16
  
  Cards in play:
  Amrou Scout
  (tap) Plains x2
  
  Graveyard:
   
conversations.from: human
conversations.value: FullPlateJacket: The boggart continued his raids as the hooded figure surveyed the camp from a vantage point at the edge of the swamp.
  
   "Hmm... it would be troublesome if those scouts were to call for more forces. I shall deal with them." 
  
  Drawing power from the swamp, he casts a dark spell on the scout forces, causing them to wither up into shapeless husks.
  
   
   Spoiler 
   Untap, attack with Prickly Boggart for 1, tap both Swamps to play Nameless Inversion on the Amrou Scout.
  
   
  
  Life: 23
  
  In play:
  Swamp (tapped) x2
  Prickly Boggart (tapped)
  
  In graveyard:
  Morsel Theft
  Nameless Inversion
   
conversations.from: human
conversations.value: AgentPaper: The encampment never heard from the scouts again. It had to be assumed they were dead. Still, the encampment grew, despite the pitiful raids by the goblins. The food had been hidden well this time. After hope was lost, however, one scout returned. He was...different now, however. He was as a shadow, and he was a zealot in his cause. The denizens of the swamp would grow to regret their actions.
  
   
   Spoiler 
  Draw. Play a land. Tap 3 lands for 3 mana. Play Zealot il-Vec. End turn.
  
  Life: 15
  
  Cards in play:
  Zealot il-Vec
  (tap) Plains x3
  
  Graveyard:
  Amrou Scout
   
conversations.from: human
conversations.value: FullPlateJacket: "...It begins now." 
  
  The swamp swells with power, and the hooded man casts an enchantment on the swamps, turning the sky over them to eternal night. The power of the moon strengthens the swamp's denizens. A clique of malicious faeries joins the hooded man as the strengthened boggart continues his attacks on the encampment.
  
   
   Spoiler 
   Play a swamp, tap two swamps to play Bad Moon. Attack with Prickly Boggart for 2. Tap the last swamp to play Nightshade Stinger.
  
    
  
  Life: 23
  
  In play:
  Swamp (tapped) x3
  Prickly Boggart
  Nightshade Stinger
  Bad Moon
  
  In graveyard:
  Morsel Theft
  Nameless Inversion
   
conversations.from: human
conversations.value: AgentPaper: Still the encampment grew, against all odds. Hearing of their plight, a group of Kor knights rallied to their cause, calling themselves the Outriders. They would keep the city safe from attack.
   
   Spoiler 
  Draw. Play a land. Tap 3 lands for 3 mana. Play Outrider en-Kor. End turn.
  
  Life: 13
  
  Cards in play:
  Outrider en-Kor
  Zealot il-Vec
  (tap) Plains x3
  Plains
  
  Graveyard:
  Amrou Scout
   
conversations.from: human
conversations.value: FullPlateJacket: The faeries join the boggart in their attack on the encampment. Meanwhile, a much more sinister group of boggarts form up outside the swamp, preparing to attack the camp.
  
   
   Spoiler 
   Attack with the Stinger and the Prickly Boggart for 4. After that, tap three swamps to pay the prowl cost for Earwig Squad.
  
   
  
  Life: 23
  
  In Play:
  Swamp (tapped) x3
  Prickly Boggart
  Nightshade Stinger
  Earwig Squad
  Bad Moon
  
  In Graveyard:
  Morsel Theft
  Nameless Inversion
   
conversations.from: human
conversations.value: AgentPaper: The Vec shadow-being attacked the forest directly, none able to block his passage. And with him, another group began to follow him, learning his ways, trying to be as unstoppable as he was.
   
   Spoiler 
  Draw. Play a land. Tap 3 lands for 3 mana. Play Amrou Seekers. Attack with Zealot il-Vec. End turn.
  
  Life: 9
  
  Cards in play:
  Amrou Seekers
  Outrider en-Kor
  (tap) Zealot il-Vec
  (tap) Plains x3
  Plains x2
  
  Graveyard:
  Amrou Scout
  You take 1 damage from Zealot il-Vec.
   
conversations.from: human
conversations.value: FullPlateJacket: The swamp expands, but the new section is greener and grander. At its center lies the Tower of Pendelhaven, the hooded man's base of operations. His lieutenant, Sygg, emerges from the tower to assist.
  
  The faeries and boggart continue their assault, while the "elite" squad of boggarts (armed with torches and... fishing rods?), being less agile, attack the camp directly, making no effort to avoid doing battle with the guards.
  
  The commotion gives another boggart the chance he needs to sneak up on the camp. From there, he starts to command the hooded man's forces, improving their efficiency.
  
   
   Spoiler 
   Untap, draw, play Pendelhaven, then tap two Swamps to play Sygg, River Cutthroat. Attack with the Stinger and the Prickly Boggart for 4. Also attack with the Earwig Squad for 6, but you could block them. After combat, tap Pendelhaven and the other swamp to play the prowl cost for Stinkdrinker Bandit. At end of turn, Sygg's effect activates and I draw a card.
  
     
  
  Life: 22
  
  In play:
  Swamp (tapped) x3
  Pendelhaven (tapped)
  Prickly Boggart (tapped)
  Nightshade Stinger (tapped)
  Earwig Squad (tapped)
  Sygg, River Cutthroat
  Stinkdrinker Bandit
  Bad Moon
  
  In graveyard:
  Morsel Theft
  Nameless Inversion
   
conversations.from: human
conversations.value: AgentPaper: Double block the earwigs with outriders and seekers. Transfer all damage onto the zealot.
  
  The Outriders lead another attack on the enemy, and the il-Vec shadow man himself led a sneak attack, bypassing all their defenses.
  
   
   Spoiler 
  Draw. Play a land. Tap 2 lands for 2 mana. Play Amrou Scout. Attack with Outrider en-Kor and Amrou Seekers. End turn.
  
  Life: 5
  
  Cards in play:
  Amrou Scout
  (tap) Outrider en-Kor
  (tap) Amrou Seekers
  (tap) Plains x2
  Plains x4
  
  Graveyard:
  Amrou Seekers
  Amrou Scout
  
  You take 2 damage from the seekers. 2 more if you don't block the outriders.
   
conversations.from: human
conversations.value: FullPlateJacket: The hooded man casts the same spell as before, destroying the scouts again. All of his forces swarm the encampment.
  
   
   Spoiler 
  Untap, tap two swamps to play Nameless Inversion on the Amrou Scout, then attack with everything for 17. I figure that with no blockers and little mana, you can't stop the alpha strike for the win. Good game?
  
  Life: 18
  
  In play:
  Swamp (tapped) x2
  Swamp
  Pendelhaven
  Prickly Boggart (tapped)
  Nightshade Stinger (tapped)
  Sygg, River Cutthroat (tapped)
  Stinkdrinker Bandit (tapped)
  Bad Moon
  
  In graveyard:
  Morsel Theft
  Nameless Inversion x2
  Earwig Squad
   
conversations.from: human
conversations.value: AgentPaper: Bleh, your win. That was a damned good draw you got. (eyes suspiciously) but I think it had more to do with my mana hose issue. I should have had a lot more guys out. And the killing off of my scouts was just harsh. I would have won simply if you hadn't done that.
conversations.from: human
conversations.value: FullPlateJacket: It was hardly a perfect draw, considering that I was stuck on two lands for a while, then three. But the two Nameless Inversions in the starting hand helped a lot - I knew I had to kill any Scouts I saw.
  
  EDIT: Wait a minute, how is it harsh that I killed the Scouts if you would have won if I didn't do it?
conversations.from: human
conversations.value: AgentPaper: exactly. Scout was probably my only chance of winning. You killing both was harsh. Good tactics, of course, not saying you shouldn't have, but harsh. 😉