You always hear about people going swamp ritual duress hymn on their first turn. Isn't going hymn duress better? You have over 50% chance of taking their best two with hymn duress while only about 33 with duress hymn. Am I missing something obvious?
Playing Duress first lets you see if they have permission and take it so your Hymn will hit. Playing Hymn first also makes you vulnerable if they are forced to discard their only non-creature spells in hand, so playing the Duress second greatly increases your chance of whiffing.
Furthermore - a turn one Hymn is most devastating if it hits initial mana sources (typically lands) thereby crippling development and possibly creating enough of a tempo advantage to put the Hymn player in a very commanding position. Duress obviously can't hit lands so removing a non-land before the two random cards are selected improves your chances of hitting your opponents lands wit Hymn.
There's also the fact that Duress can only take certain types of cards whereas Hymn is not so picky. Playing Duress first means you're most likely to actually find a card to take with it.
awesome
Moreover, if you Duress your opponent and see:
you may want to reconsider your Hymn.Yeah, that's a joke. A bad one, but a joke nonetheless.
I know it doesn't really see play anymore, but back in the day Misdirection was a problem, and Duress cannot be Misdirected, whereas Hymn can. As I said, not as relevant in today's meta.
Wakkarr and sunshine pretty much hit all the key points.
Always Duress (or Seize) before Hymning barring weird effects like Daze, Force Spike, Divert, or Misdirection which benefit one line of play more than the other.
In the final analysis, it has nothing to do with Hymn hitting better cards before or after the Duress, but if you Duress after Hymning, sometimes you'll completely whiff (i.e. no valid choices).
Edit: I retract what I wrote above.
I was going to write a really long and rigorous proof about why Duress->Hymn was better than Hymn->Duress in all cases, provided that your opponent doesn't respond with an instant (which is largely zero-sum) and that there is no "negative value" to hitting a card as opposed to whiffing (as would be the case with Basking Rootwalla or Guerrilla Tactics). But it then occurred to me in the course of writing it up that there are some instances in which Hymn->Duress is superior: your opponent has four cards, one of them being a land and three spells, and in this case the land is by far the worst card such that your ideal move is "hit all three of his business spells". You have a 50% chance of doing that with Hymn->Duress whereas you have only a 33% chance of doing that with Duress->Hymn.
However, you wouldn't know that in the course of a real game and it's dependent on a certain type of valuation of cards (often, you want to hit the land or creature, or you simply can't risk whiffing with Duress in an attrition battle by Hymning away all non-land, non-creature cards); thus, in the vast majority of cases, it is better to go Duress->Hymn.
Last edited by lordofthepit; 05-23-2010 at 12:44 AM.
I was extremely bored right now, so while the strategical implication of the choice (read: interaction with Force of Will) should be discussed on their own merits, I figured I'd also run a rough simulation of the outcome. The results are interesting:
X axis = individual chance of each card of being a valid Duress choice
Red line = #Simulations where playing Duress first gave better value
Blue line = #Simulations where playing Hymn first gave better value
Green line = #Simulations where both got the same score
Assuming the model isn't bugged, by far the biggest problem is that I generated each hand by picking seven random numbers from 1 to 100, each representing the "value" of a card for the Duress/Hymn player. Obviously this is horribly inaccurate, since card values aren't usually going to be so uniformly random and diverse - and that's without taking into account that a card's value depends dramatically on the rest of the hand (Force of Will can be worth 100 or 0 dependin on whether there are other blue cards left). Also, whether a card is Duresseable is not independent from its value, but this correlation is probably so complex that it's more justifiable to leave it random.
Here is the MATLAB code, if anyone wants to fiddle with it:
Code:Results=zeros(3, 100); PDuresseable=0; for i=1:100 DWins=0; HWins=0; Draw=0; PDuresseable=PDuresseable+0.01; for Sample=1:20000 Hand = randi(100, 1, 7); DuresseableHand=Hand; for j=1:7 if rand >PDuresseable DuresseableHand(j)=0; end end % Duress first [DFirstScore,DuressedPos]=max(DuresseableHand); DuressedHand=Hand; if DFirstScore>0 DuressedHand(DuressedPos)=0; k=randperm(6); else k=randperm(7); end DuressedHand=nonzeros(DuressedHand)'; DFirstScore=DFirstScore+DuressedHand(k(1))+DuressedHand(k(2)); % Hymn first k=randperm(7); HFirstScore=Hand(k(1))+Hand(k(2)); HymnedDHand=DuresseableHand; HymnedDHand(k(1))=0; HymnedDHand(k(2))=0; HFirstScore=HFirstScore+max(HymnedDHand); %Comparison if DFirstScore > HFirstScore DWins=DWins+1; end if DFirstScore < HFirstScore HWins=HWins+1; end if DFirstScore == HFirstScore Draw=Draw+1; end end Results(1,i)=DWins; Results(2,i)=Draw; Results(3,i)=HWins; end hold on plot(x, Results(1,x), '-r') plot(x, Results(2,x), '-g') plot(x, Results(3,x), '-b')
YOU'RE GIVING ME A TIME MACHINE IN ORDER TO TREAT MY SLEEP DISORDER.
Isn't ritual --> Duress ---> Hymn kinda whack because you're trading 3 cards for 3 cards against decks that recover better than black does?
Si, I like cereal.
No, the point I'm trying to make is it's not tempo or card advanatage. Most decks play blue these days which means they're gonna have a better top deck than you. You're better off turn 1 duress (1 for 1) turn 2 hymn (1 for 2) than doing it all in one turn. Save that ritual for a tombstalker or something instead of blowing your load too early.
Si, I like cereal.
Nihil, that is entirely too much thought on this. lol Nice looking set up though.
If you are against an unknown opponent, I think it's much safer to lead with Dark Ritual and play both discard spells. Against combo you might just get killed when you pass the turn after only having played the Duress. Against Ichorid you could potentially steal game1 if you randomly hit their only land or their Imp/Tribe with hymn, whereas Duress on its own will do nothing. Playing both Hymn and Duress on turn 1 usually also means it's easier to make a 2 cmc dude stick the next turn.
Suddenly, Fluffy realized she wasn't quite like the other bunnies anymore.
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I think the idea is that you sacrifice card advantage in the short term for power in the long term. By crippling their hand you have free reign to do anything you want, basically. I would start by including Hexmage/Depths and Dark Confidant. These more than make up for the neutral card advantage of Ritual>Duress>Hymn.
As for whether to play Duress or Hymn first, I say it really depends on the situation.
Again, you're trading 3 cards for 3 cards against decks that top deck better than you do. period. full stop.
You're blowing your load too early. So you steal a turn because they have to discard a land, "oh shit!" What are you playing turn two? Not your hymn, or anything else above a cc of 2. Mean while they top decked into something better.You're not "sacrificing card advantage in the short term for power in the long term," because decks recover too easily these days. Sure you blow them out turns 1-3, but what are you playing in the meantime to take advantage of assumed tempo you've created. The reason I would duress then hymn and save the ritual is it allows me to unload later in the game. Consistent discard over multiple turns is better than one huge move in the beginning because black based decks don't recover as well as their opponents
Personally, I think duress, then hymn then ritual into tombstalker is a much better play. Instead your down 3 cards on turn one, with most likely nothing come down turn two (sinkhole, confidant maybe) I don't mean to be redundant but your blowing your load too early.
You're all operating under the assumption that the hymn is going to something of importance, sometimes it does, sometimes it doesn't. What if they topdeck goyf instead of having it in their starting seven, I hope you have snuff out. Assuming everything is going to go your way and disregarding counterfactual statements is just bad theory.
Si, I like cereal.
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