>>137870 Yeah, that's pretty much what I meant by "I might think of something".
Actually, I'm gonna write a wall on the Magic front because I just realized that this is basically a war where you can gain advantages by winning games of Magic.
And that I can do.
Maybe something on the actual battle too.
Actually, let's start with that.
Get air superiority if possible. Then exploit the fuck out of it.
Shivan/Darksteel Dragons with Crucible of Fire.
Okay, on to Magic.
Of what we know of their spells, I'm mostly worried about Glorious Anthem and Righteousness.
Both are very potent buff spells.
Bounce Anthem, hard counter Righteousness if it threatens our limited resources (Darksteel mostly, but also the Dragon infantry, actual Dragons and the fleet), otherwise we should have the mana pool to Leak it quite often, now that we're at "level 6". We're paying 2 mana, they're paying 4. That's a trade I'm willing to take even if they're still taking down some of our lesser units.
Wrath of God will quite possibly hurt them more than us, if we can just time a bit of strategic bounce on our side. Again, we only need to save the important units. Sacrificing the cannon fodder is fine as long as they eat away a decent chunk of their own troops as well.
Drain it as often as possible. Maybe even hard counter it. If they try to WoG us, it means that we have the advantage in troops.
Not to mention all our Darksteel will just wade straight through it anyway.
Speaking of the Darksteel, I'm a bit worried about the "blessed bullets". But I'm assuming it just means "can deal actually lethal damage to Indestructible", in which case they'd still need quite a lot to take down our heavies. And in terms of magic, that just means "bring chump blockers and slap any possible kind of evasion on the biggies". (Cannon fodder to distract them from shooting the Darksteel I guess?)
Blightsteel, we want these to penetrate as deep into their lines as possible. If they don't reach "player hit points" (i.e. their high command or whatever the equivalence of the "player" is in this battle) before dying, we've fucked up. Poison counters are very powerful, especially against mono-/heavy-White (lifegain like fuck, usually).
Their counters are meh, at best. Mana Tithe is a pretty good harassment since it's so cheap and even a deficit of one mana can tip the scales on a combo.
Our Mana Leak is more effective though. 3-for-2 instead of 1-for-1.
Lapse is derp. It's a delaying tactic and can only really fuck up elaborate combos.
This is, at it's core, a Beatdown match. Combos aren't the main game winners here so I'm not that worried about either of them, actually.
I'm seeing a really nice trick here though. If we assume that the Izzet Guildmages can channel some mana of their own. At least to use their own ability, then:
Cast big fucking spell, e.g. World At War, Twincast it.
Izzet Guildmages can't replicate World At War, but they
can replicate Twincast.
Depending on their personal mana pool, they might also be able to help with mass relocations of strategic troops through double (or in a stretch, triple) replicating Boomerangs.
Suddenly moving maybe dozens of units is sure to put our enemy off balance.
They can also be used to "launder" spells into being uncounterable. It costs two extra mana for us, since we have to twincast any spell that costs more than two mana. (Cast, twincast, they replicate twincast through their ability. Can't be countered unless the enemy can counter abilites.)
They should also spend mana on doubling our Mana Drains. Hell, these guys are fucking game winners, as long as we don't have to personally feed them mana every time they're trying to do anything.
This means that we really need to look out for spells like Arrest, Detainment Spell and Faith's Fetters, as they can lock down our Guildmages completely. Pacifism is also very nasty since it will stop all our heavies dead in their tracks until we deal with it. Still, a boomerang solves that problem.
(Unless the mage is vital to us at that specific moment, we should try to boomerang him instead of the enchantment, "killing" the enchantment instead of, at least partially, refunding it.
Heavies... Why didn't we hard counter their spell? They shouldn't be allowed to lock them down in the first place.)
On our side of the "activated abilities" fight, see if we can't get our guildmages some Heartstones for the truly crucial battles. That would put us so far ahead in the magical arms race that it's not even funny. (Each Heartstone reduces the cost of activated abilities by one colorless, to a minimum of one mana. Two stones means feeding them mana beyond their own is more cost efficient than multicasting Twincast.)
Null Rod, Damping Matrix, Cursed Totem: Please tell me we've got some artifact destruction. We've got Red mana, for
Gods' Nicol's sake, so we've got to have
something that can permanently remove artifacts other than hard countering them on cast.
Otherwise these bastards, and anything like them, is top priority for counters.
We really can't afford a lockdown on abilities and/or artifacts.
Corrupted Conscience is a really nice mind control effect since it also adds Infect.
Again, we want poison counters on the equivalence of "player health", so we should keep it for chances like that. Otherwise we're going for just Mind Control.
Blatant Thievery isn't that good here, unless we can twist it's "for each player" clause to mean units of troops or something.
Unnerving Assault is a really nice spell since we're Blue/Red so we can easily get both effects.
It lends itself well to our quantity over quality as far as basic troops are concerned.
Use it when we send in the cannon fodder to make the opposition really feel it.
Runes of the Deus should be used on our more advanced units. Double Strike will be enough. Trample is nice, but First Strike damage wins more creature battles, and the hitting twice effect is delicious on anything big.
Stitch in Time is unreliable, but
really cheap. Use as much as possible, but don't expect it to save our ass in critical moments. It's not a spell to base a strategy around, but it can be liberally used to enhance any and every other strategy.
...Aaand I really need to dig up our spell lists. To be continued.