A quick question against burn.
I have a opening hand of one fetchland, top, ponder, brainstorm, FOW, Jace, Snapcaster on the play.
I cast a the top, passes the turn. Opponent cast goblin guide. Under such circumstances, would you guys consider countering it?
1. Did your opponent keep 7? Did he mull?
2. How many lands are you running?
3. Assume you go first (cause that's how you described it), I understand that you would cast SDT against an unknown opponent, but since you cast SDT turn 1, isn't that pretty much setting you up to activate SDT on your own upkeep to look for land turn 2? If the top 3 cards of your libraries are not lands, then you have no turn 2 play since you have spent your only Mana on SDT activation. Otherwise, why not just cast turn 1 Ponder to try to ensure you'll make a land drop turn 2?
In short, yeah, I would agree to counter opponent's turn 1 Guide, mostly because your opening would require you to cast spell(s) to find that 2nd land, as well as you have no removal.
I'm of the opinion that going to 6 is more correct than keeping and Pondering (or SDT). Yes, the deck mulligans pretty poorly, but we do want our land drops and even if we play 20-21 lands, there's no guarantee that you'll see any in your top 3. I've been burned countless times keeping similar hands (1 land, 6 gas spells including a FoW and cantrip and/or SDT) and not making my second land drop until turn 3 or even turn 4. Simply cannot take that risk, especially in a deck that wants to hit every single land drop it can until like turn 5 or 6.
The purpose of any moat is to impede attack. Some are filled with water, some with thistles. Some are filled with things best left unseen.
I am running the 20 lands version. ya i guess the correct play was to play turn 1 ponder to ensure a land at least in the top 3. My rationale for playing the top first was that i can top on my upkeep and if there is a land, i can save the usage of the ponder. My line of thought was the same as Minniehajj but obviously i failed to find a land off the top 3 and it was too late. Thanks for the tips guys.
Has there been a consensus on which is better for SB, Kozilek's Return or Pyroclasm? I've seen some people run Clasm more than Return but I don't know if that is an availability issue.
This weekend I'm entering my first GPT of the season to get ready for GP Chiba. Looking forward to getting some practice in. I'm still tinkering with the deck at the moment but I think I want to try to play 2 Jace, 2 Entreat over the Mentors. I still also feel that main EE is where I wana be.
mise 'miz v alter. of might as well (1997) 1: to win when you don't deserve to 2: to top-deck the "tings" you need 3: to be rewarded by an opponent's bad luck 4: to coin a phrase that spreads through the tournament scene like wildfire 5: to fling a monkey 6: to split firewood using a sharp instrument 7: To burn
I agree with both. I'm assuming that even if I warp my play around answering the Goblin Guide, I'm still going to take at least 6-8, and it's hard for me to understand why anyone would think different. Burn is the one deck where you can't easily stabilize at 4 or 5 life; I'm not trying to use my life total as a cushion like I would against a Delver.
But maybe I'm just not playing greedy enough.
I'd have kept that hand, I think it's fine as you're seeing so many new cards with turn one Ponder into turn two Brainstorm or SDT (depends if you find a land with Ponder). I'd definitely Force of Will the Guide, given your hand needs some time to set up the damage output on it is likely higher than any other card in their deck game one with the exception of Vortex, but that's not always in the main.
Agreed. That is a keep. That hand is great in a blind matchup, ok against a burn. It is much better than the average 6 you will get. I am shocked that there is any debate about weather you force the guide with that hand. Unless you are VERY lucky, you are not killing that goblin before it deals 4 damage (likely it will get at least 6-8 in). That force will not get any more value this game.
If you have a 1 land hand, with ponder. ALWAYS ponder on turn 1 over casting top.
If the hand would contain 1 swords to plowshares would you still force the guide? Considering it's trigger could help you find lands. Is the dmg worth it?
Why would anyone want to counter free land every turn? Holy card advantage! Especially when you are in need of one.
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