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Batterskull token:
A highly recommended play :-) and no one uses Dismember in that way. Plus: Goyf, Tombstalker, Shaman, Thalia..all creatures of the format that FB cannot hit. But if you are afraid of the life loss and only 3 Goyfs in the list you can beef things up by playing 1 Dismember and 1 Tarfire.
Hey Guys, I am following this thread for quite a while and enjoy reading it daily (btw thx to beddecksplayer for the idea with needles in the sb, my opponents were so surprised in the tournees I attended ;) )
So every once in a while I come in a situation like this:
You have the perfect Hand, like Stifle, Delver, Force, Bolt, 1 random card and a Ponder plus exactly one Land.
It is the first game against my opponent and I dont know what he plays. Would you keep it? And if, would you play Delver turn 1 or ponder for the hope of another Land.
Everytime I am in a situation like that, I keep the hand with the most strange feeling and fear of a opposing turn 1 Wasteland. Furthermore I always start with a Delver, because i think creating Tempo is important.
How would you guys decide?
Regards,
Blitzkreuz
Hello Blitzkreutz, welcome onboard! :)
I like the Needle and I'm a big fan and proponent of it. Nice thing is that it stops several DRS at once and unlike removal, it stops their future draws. Bad thing is that it may be removed, but well... better Needle than Goyf as we all agreed. ;)
On your question - it's pretty hard to tell, but I'd definitely wouldn't lead with Delver.
Either you keep Stifle mana ready for Waste/fetch, or you should immediatelly Ponder for another land.
Delver alone does very little in this scenario, and if they'll cut you of your only land, the game will be over pretty fast.
Turn 1 Land --> find land and start your game on turn 2
Thanks for the fast replies :)
But you two would definitely keep such a hand? Even at the risk of finding no further Land with Ponder?
Yep as RUG Delver nearly always wins if you can keep
the full hand without mulligans. RUG Delver is not a mulligan friendly deck. Your cantrip action will get you a good hand. So unless the starting hand is not 4 lands or no lands always keep if it is 1 land plus cantrip or 2 lands. Even the 4 land hand can be kept if you have cantrips in your opener.
Also, mulliganing away such a pretty seven just to open a Wasteland-only or zero-cantrip hand? No thanks, never!
has any thought of running 1 of each blue fetch land and 4 wooded foothills to play a kind of mind game with people? just a thought
Capitalization and punctuation are required when posting on these boards. Please use them in the future. Thanks. -zilla
Depends.
If you play solely in lgs where everybody knows you, it won't help. For a bigger tournament you may try it, because it doesn't hurt. "Strand, go" or "Foothills, go" is the least Stifle-telegraphing opening ever* and with Foothills you may even trick them into thinking that you're piloting Jund, Elves/Goblins/burn... or even Zoo.
But mostly this doesn't matter. Ppl are used to these tricks.
*) Except for Swamp, One With Nothing, go. This leaves no doubt that you're not going to Stifle anything.
The hand is definitely a keep, and I would start with fetch for volcanic - delver. If RUG does not apply pressure, it's a dead man walking. I'd rather take the risk of being wasteland-locked for some turns than have the certainty of lose a full turn of pressure.
If you look at my list (I posted it earlier today) you'll notice that it's exactily as you suggested :D
me: wooded foothills, go.
him: fetch, crack...- BAM, stifled into game 2. it happens sometimes, and it feels soooo nasty :D
Btw mind tricks and stuff are the sub-theme of my RUG, as I play 2 thought scour, a snapcaster and a tarfire to surprise the opponent in addition to the off-color-fetchlands trap that I could never miss ;)
ah sorry i missed your post XD and on another note i do tend to change places on were i play so only a few people know what i'm playing and there people who don't tell others whose playing what so that's all ways good. I was just surprised more people at bigger events don't do it like you said in the quote it can be pretty bad to go foothills in to stifle also this line of play can make them think your playing a weird home brew. so it can just mess with there mind and they have to over think what you might be playing
Last edited by deadend; 11-06-2013 at 10:36 PM. Reason: fix
1. how do you guys beat BUG decks?
Whats the best way to SB against it with a standard deck, with spellsnare and forked bolt.
The only way i can win is if i deny mana with stifle and wastelands and loam.
2. whats the best way to board against Miracles?
That is right. Although I don't know if that anti-synergy happens too often. But yeah two Dismembers and a Izzet are perhaps the way to go when it comes to removal spells.
It is situations like this that probe really shinnes, yes it does not happen always. But just the information would let you know exactly how to play, instead of a sub-optimal play that you just picked on a hunch. Does he have fetches or wasteland? Does he Bolt to remove you delver on turn one? etc
Mike Flores has: http://www.starcitygames.com/article...ore-Games.html
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