Originally Posted by
benthetenor
Game 1:
Opening on the play: 3 island + High tide + Reset + Turnabout + impulse
T1: play island
T2: Draw Brainstorm. Play island
T3: Draw island. play island. Impulse in opponent eot (island + mage + opt + BS. take mage)
T4: Draw mage. Play island. Mage in eot for impulse (tide + repeal + cunning wish + mage. take wish)
T5: Draw remand. Go off.
s1: HT
s2: BS for Fetch + FoW + Murmurs. Top: remand + fetch
s3: Reset (UU in pool)
s4: Murmurs (U) for: HT + fetch + remand. HT to yard
s5: Mage for HT (s6)
The best sequencing here would be: High Tide, Snapcaster Mage targeting High Tide, flashback High Tide, Cast Reset, cast Murmur's from Beyond.....
As of Spell 2, you already had a High Tide in the graveyard, Snapcaster Mage in hand and access to 6 mana (having 4 lands in play). Instead you cast Brainstorm, Reset and Murmurs from Beyond before getting around to the Snapcaster Mage/High Tide play. You wasted at least 2 mana off of the Reset by casting it before flashing High Tide back. And the rest of your sequencing in that game was really not good. It's pretty clear why you fizzled.