Guys i need some insight. I don't understand why the decision to play a turn 2 stoneforge mystic by Chris Vanmeter(with no FOW or Daze in hand) in this game:
http://www.youtube.com/watch?v=8N4Jv..._Jx45ztKGrWT-g
I would have rather waited a turn as is my only threat in my hand and i dont want it to be countered by opposing FOW.
Thoughts?
Can watch me lose twice on this stream...
http://www.twitch.tv/southfloridamagic/b/497400321
around ~44 min and ~3:30
I think I did not sideboard properly match 2. Took out all my FoWs against Bant but I think leaving 2 in is probably the proper play because TNN just wins by itself.
I think it's actually pretty good to slam the Stoneforge T2 in that situation. Frankly, getting it FoW'ed is a pretty good scenario anyway, since it indicates that the opponent cannot handle a resolved creature. Since he has both Ponder and Brainstorm in hand, he could realistically find another creature and play it on T3 if his SFM gets countered.
The Spell Pierce does probably nothing to protect the Stoneforge if you wait until T3: You cannot counter a FoW, because your opponent will have 2 lands in play. You cannot counter a Swords to Plowshares unless your opponent plays into it at end of your T3. You cannot counter a Thoughtseize taking away your equipment on your opponents T3. So the alternative to playing SFM on T2 is a) do nothing, leaving up Spell Pierce (for countering what exactly? there is no relevant T2 play you can Pierce here except a cantrip) or b) play Ponder in your turn, which I would rather do later to find solutions to problems that might arise (like: having no gas after the SFM gets handled) or c) play Brainstorm and shuffle away stuff, which you don't need to because your hand is good.
So, play the Mystic and proceed to win if he can't handle it. More realistically, it will resolve but it will either get plowed or you will get thoughseized, which you cannot prevent anyway. After that, find more pressure and wasteland your opponent to make your Spell Pierce better against stuff like Lili and Jace.
awesome explanation. I have another play I didn't understand for you:
http://www.youtube.com/watch?v=LQQq_..._Jx45ztKGrWT-g
Turn 0 for Scott Game 1. FOW a delver with 2 STP in hand
Not a very hard decision indeed. I would have never forced that Delver. Any land will give him the opportunity to Swords that guy, or he can draw a bolt. Or he can take some damage and do it later. If Brad had Daze backup, the play would have been absurdly bad, especially because he has Daze himself to protect his Swords on T1 if he draws a land. Also, he pitches the best card in the mirror, TNN, which also happens to be his only pressure. Now he has a hand without cantrips and without pressure, not a good spot to be in.
maths tell that he had 17 outs to draw on a 53 cards deck: all fetches (9) + 4 tundras + 4 bolts = 17 giving an almost 35 percent to answer delver on his turn 1 and a 70 % percent chance to answer delver on his turn 2 and here If you want you could also count as outs delvers for turn 1 giving 40 % chance total to find a solution and cantrips(that considering the first 17 outs give a 98 % chance to find a solution on turn 2)
17 outs+8 cantrips 25 outs 94 % chance finding a solution on turn 2
Im very bad in maths so if someone wants to correct my reasoning is wellcome
Ive tried the basic island, replacing the sofaf in the board, for about 30 games now. I think it has really helped get a better win% against the mirror, jund, D&T, delver variants and jund depths. My sb currently looks like this:
4 Meddling Mage
2 RiP
2 Pyroblast
1 REB
1 Island
1 TNN
1 Grafdigger's Cage
1 Wear/Tear
2 Grim Lavamancer
I just lost faith in thesource. He clearly has a lightning bolt in his starting hand, forcing the delver is right away terrible and you all not noticing says a lot about your attention span. The guy defending the force is even worse, but at least that you all got figured out.
Go troll somewhere else. His starting hand was:
Volcanic Island x2
Swords to Plowshares x2
Force of Will
Daze
True-Name Nemesis
He then drew an Arid Mesa for the turn.
How will ppl sidebord against MUD?
I usually sb:
-4 spell pierce +2 grim lavamancer +1 wear/tear +1 island
If you dont have an island in your board, I would bring in a meddling mage.
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UWR Delver/Mono-U devotion
Magic blog at www.rickycabrero.com
Hey again what do you name with Meddling Mage after sidebord in these matchup?
BUG DELVER
Meddling Mage 1st? - 2nd?
ANT
Meddling Mage 1st? - 2nd?
Dredge
Meddling Mage 1st? - 2nd?
Reanimator
Meddling Mage 1st? - 2nd?
Burn
Meddling Mage 1st? - 2nd?
UW Miracles
Meddling Mage 1st? - 2nd?
UB Tezzeret
Meddling Mage 1st? - 2nd?
Last edited by Wupang; 01-25-2014 at 01:14 PM.
Also, he Pyroblasted a Delver late game when he had Lightning Bolt and StP in hand. IMO, Pyro/REB should read "counter target TNN" when playing the mirror match. Seems like some sloppy play by Zachary that game as well as terrible luck drawing all those lands.
janluis1 if you are learning legacy don't always assume that someone on camera is making the correct play.
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