Patience is key. Not sure if ie would've kept that game 3 hand. Also vs Jund I probably would've just gone for the win instead of letting my opponent UN tap. Also remember that I'm terrible with this deck on a bad day, and average on a good day. (Luckily being average will still allow you to 4-0 most of the time ;) )
Round 2 game 2 are you sure you drew a petal here? If so why not just swing with your insect and go for Ad Nauseum with zero floating? EDIT- never mind you clearly got Wastelanded... in that case going for the gobbos seems optimal since he most likely has a max of 3 Echoing Truths as outs.
Round 3 game 2 is a clear keeper imo. You have 4 cantrips and 2 initial mana sources against a deck packing discard and a horrid clock. You kept and it paid off, well done sir.
Agreed with both. The goblins play is a aggressive, but you're guaranteed to get 12 damage out of it and beating an opponent from 8 is way easier. Or, you might just win. Merfolk is not the easiest matchup, but fortunately you have good tools to fight them with Silence, Swarm, and (usually!) Empty.
Yeah, that hand seems very good against stoneblade. They just don't consistently interact with you in the right ways (except for gaining lots of life, which is relevant against Empty).
Nice report, congrats on the finish!
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1) Most likely yes.
2) This hand is missing additional mana and a tutor, and searching for two things is not great. However, it has a duress and multiple blue spells to sculpt a new hand with. It's also decent against turn-1 thoughtseize.
The next question is: how do you play this hand out if you do keep it?
You have two brainstorms, which you might want to use defensively (ie hold them to use in response to discard) or pro-actively (use them to sculpt a winning hand, possibly with the use of shufflers.)
You have duress, which you might want to use early for information/to take something important, or might want to save for a crucial turn.
Lots of decision-making.
One line for turn 1 is:
Chrome Mox (imprint Ponder) -> Brainstorm.
Play fetchland (shuffle), which enables duress, ponder, brainstorm, or do nothing depending on what new 3 cards brainstorm got you and what you put back.
New Empty the Warrens and Grapeshot art is comically bad. I better not catch anyone playing with those versions.
"I'm willing to imagine a TES where Past in Flames replaces Ill-Gotten Gains entirely, and we just don't play Diminishing Returns." - me, 29/09/2011
Founding member of Team Scrubbad: Legacy Legends
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Couple of comments:
- The Merfolk game one: indeed 10 gobbo's on turn 1 is the right play. Most Merfolk lists play 2-3 Echoing Truth on side. So now you know that for future Merfolk games. In the situation you were in game two I feel that going for EtW should be correct. He has about 20-30% chance to find his Echoing Truth. But as mentioned earlier, if you have a Swarm in play, and the opponent has no pressure on, you have some time to wait for better cards. It's something to consider. At least next time you face such a situation you now know what to consider. He had nothing, and you expected he wouldn't have an answer to your 12 dudes, so going for EtW was logical from your perspective. New perspective, better decisions!
- The Esper matchup keep of four cantrips is correct I think. As you said, their clock is slow and the cantrips should get you a nice hand to go off with. Also, you already held a protection spell, which you were likely to need somewhere.
- The Esper blade player made some errors with Jace I think. If you fateseal, you should in general never put cards on the bottom. Only those that will kill you if you let the opponent have them should be put away. The rest is just nice information for you, and your opponent will think that you hold answers to those cards.
Thanks to all of you who replied with advice and criticism.
I'll do my best to reply and in a couple of spots, clarify.
re: Not playing Ad Nauseam on my own turn.
Originally Posted by Megadeus
Absolutely agree.Originally Posted by Lemnear
Even as I was doing it I had that ill feeling that I was being too cute. Part of me wishes I had lost the game just to drive the point home, but you two giving me an earful about it does that even more effectively.
re: Rd2-G1 vs Merfolk
Originally Posted by Lemnear
Sorry, I wrote this up poorly.Originally Posted by Asthereal
My notes don’t have it, but I think the draw off the Probe was another land. I didn’t have the LED yet. The LED came off the Ponder a moment later, for which I spent my mana from Underground Sea. If Empty had been a T1 option, I definitely would have jumped on it. In any case, I should have seen that it wasn’t the play to make on turn 2 and the lesson will serve me well.
re: Rd2-G2 -- Empty vs. Merfolk
Originally Posted by HammafistRoob
Originally Posted by sconnell
Originally Posted by Jay_Gatz
Originally Posted by Lemnear
Let me start by saying that I didn’t expect Echoing Truth. That’s just poor preparation on my part, not knowing Merfolk very well, and their sideboard plan not at all. For that same reason I wasn’t sure what they’d pack that could deal with Xantid and wanted to get value out of it before they did. The deciding factor was that with 40-minute rounds, I often have trouble getting through a third game. It was tough to pass up the chance to end things quickly.Originally Posted by Asthereal
Not saying that these reasons are right, but that’s why I played it as I did. I will certainly respect the Echoing Truth and look for a chance to play Tendrils in the future.
As it wound up, on his turns after Echoing Truth he landed Reejery, then used it’s tap/untap ability to untap islands, spam the board with Silvergill and 2 more Lords (Mutavault already in play), and very quickly take me down. I couldn’t believe how soon he went from no perms to swinging for lethal.
re: Rd3-G2 -- Whether to keep or mull
Originally Posted by Megadeus
Originally Posted by HammafistRoob
Originally Posted by Phazonmutant
Originally Posted by sconnell
Originally Posted by Lemnear
Seems like most people agree on the keep. I didn’t expect the discussion would go on to how to play it from there (glad it did though), so my write-up skipped ahead several turns. To fill in a key blank, I was on the draw and he opened with Scrubland→Thoughtseize, grabbing one of the Brainstorms, so I was down to three dig spells. I hesitated to imprint one on the Mox, knowing that I needed to find multiple pieces; I’d need all of the help I could get! I played land→Duress to scout and see how much time I had and what I might need to play around. He revealed:Originally Posted by Asthereal
Snapcaster
Force of Will
Extirpate
Tundra
Academy Ruins
I grabbed the Extirpate because I didn’t want allow him a free discard of a Brainstorm (or Ponder if I played it the next turn) with the bonus of limiting my ability to dig for pieces.
Cheers. I succeeded with 1) in rounds 2 and 3. Even though it didn’t win me round 2, I think it made a difference in round 3, which I’ll explain in a moment.Originally Posted by Sockosensei
True, generally speaking. The thing is that I had a lot of cards in hand and lands on the board—it got to the point where I played Petal to avoid discarding at EOT--and he couldn’t be sure which piece I was waiting on. Did I just need protection? Tutor? Mana? From his perspective it must have seemed that any of the cards he saw could be the one that would kill him.Originally Posted by Asthereal
I wish I’d asked or checked after which cards he put on the bottom. I made sure to help his confusion with a mini bluff along the way as if I’d just drawn into the card I needed, counted mana and such, but then held off. I'd like to believe I did it with enough confidence to sell it, whereas last week it would have fallen flat.
Thanks again for all of the comments. The lessons are coming one after another.
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Alright, my Japanese Gitaxian Probe and Duress playsets just arrived. I’m embarrassed to admit that I get pretty excited sleeving up new cards for the deck, but I think you all understand.
Something I want to put the spotlight on is that Socko was very conservative in his mulligans and instead was willing to work slow and steady towards the kill rather than gambling for some uba hands by mulling to 6 or 5.
I play this deck VERY tight myself and consequently notice, read and remark unnecessary mulligans which are imo among the top 3 reasons why TES pilots fail to perform well. The potential turn 1 kill with a mulligan to 6 is a toxic lure it seems...
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Both paragraphs are positive. I just gave a general advice here: Don't mull because your starting 7 appear slow or scetchy on sight. I've seen too Many players mulling into oblivion just because they get a complicated hands with multiple Protection Spiels or cantrips, dismissing those hands "as too slow" only to find even worse hands after a mulligan and throwing games away which often results into claims that the deck is Bad/inconsistant
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My only thought process sometimes is that double silence is super awkward allot of the time. Sometimes it may add well be a Milligan. Same thing with double chrome mox hands. Sure the are times where that is fine, but if both of my protection spells are silences them the hands are usually to awkward to keep
Against a wide array of potential opponents i still rather chain Silences than taking a mulligan.
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Double mox is infinitely worse than double silence.
Still keepable under several configurations which allow a fast Infernal for AN by imprinting cantrips/protection and fire off AN with a topfecked manasource next turn or contain a Wish for the reset via Diminishing Returns (Wish, RoF, Mox, Mox, Silence, U.Sea, Brainstorm ... 4 example)
Edit: I could elaborate on that example, if wished for that
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The difficult thing about TES is that you can't make mental notes like "2 chrome mox -> mull" or something like that. Every opening hand is another puzzle to solve by itself. And not only because of it's actual content but also the deck your opponent's playing, your opponents' knowledge of your deck and even his skill and possible experience with storm to some extent.
This makes deciding opening hands a real challenge.
Have a tournament in like 40 minutes. I hope I'll be able to make notes for a report.
For me the absence of Auto-Pilot patterns like the mentioned "2-Mox-Mulligan" is something that makes the deck to difficult thus rewarding to pilot.
(Render me absent for the upcoming week due to a promotion tour. Today "YOU" fair in Berlin, Mon/Tue Regensburg, Wednesday Prague, Thursday Dresden ... Say "hi" if you are around)
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Yeah, double Mox is one that gets me.
I managed to draw solid hands the other night so it wasn't hard to be patient, as opposed to a week earlier where I drew horribly and mulled in most of the games.
By the way, how do you sideboard for Esper Stoneblade? Also, do we side in anything vs Burn or just rely on speed?
For Esper Stoneblade, somewhere between the UW Landstill boarding and the UW Stoneforge boarding on the primer. For me, could be as simple as -1 IT, -1 EtW, +1 Cabal Therapy, +1 Chain of Vapor.
For burn, definitely bring in both Chain of Vapors, probably trimming Silence. Empty is probably also a reasonable cut on the draw. They'll typically have Mindbreak Trap and/or Pyrostatic Pillar and goldfish turn 4ish.
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