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Game Analysis - ZNR Premier #57

12/31/2020

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ZNR 57- Game 1 (Win vs UB Rogue on Draw)
MVP: Shatterskull Minotaur
  • Opening Hand/Turn 1. Looking at Turn 2 Bug-Catcher to Turn 3 Electromancer + Packbeast and then Turn 4 Minotaur. That's a pretty good curve here. 
  • Turn 2. Bug-Catcher to be able to attack next turn with party out. OP brought out Thought-Thief, not really worried about milling unless a crab comes out. Not sure what I would do if I drew a Roil Eruption, would I get rid of Thought-Thief right away? Probably not. 
  • Turn 3. I think we stick with the plan and bring out the party. 
  • Turn 4. The pivotal turn after he brings out the Skulker. I have a handful of attackers in my hand, so I can afford to go down a creature. Minotaur doesn't make sense anymore due to Skulker. Outrider damage won't help that much when OP can block. So Utility Knife have not have been necessary but I think putting it on Electromancer makes it more of a threat. I keep the Packbeast back due to Party and it being fragile. I am going to Rage the creature that Geysermage blocks. Fine with OP losing two creatures while I lose one. 
  • Turn 5. I think it's pretty straight forward Minotaur. I keep Packbeast back in case of Duelist.
  • OP Turn 6. Not sure why they attack here, even with bringing out Blight Priest and Maul of the Skyclaves. I'm the beat down here.
  • Turn 6. Was thrilled to see only one blocker and tapped out. Boom

Minotaur and Outrider are really good in aggro decks. Opponent doesn't expect the extra damage. Both in party decks. 
ZNR 57 - Game 2 (Loss vs WB Clerics on Draw)
MVP: OP's Expedition Healer
  • Opening Hand/Turn 1: I got Packbeast to play on turn 2. Roil Eruption to keep anything crazy in-line. Journey to Oblivion as well. Nice Luminarch draw. Need to play Fury as land to make sure I hit the curve for red and options for Roil Eruption.
  • Turn 2: Nice Grotag Bug-Catcher. I think I have one more turn before I have to kill the Cleric of Life's Bond. 
  • Turn 3: Clearly a roil eruption on Cleric of Life's Bond. Blood beckoning can bring it back but I can't let it keep getting bigger and hitting me. 
  • Turn 4: Double spell. I put the token on the Aspirant to protect against Subtle Strike. 
  • Turn 5: If I bring out the Minotaur, they are likely going to double block. I also realize that I will get to +1/1 something. This is the interesting thing to analyze. Where should I put the counter. I think the exile of the Blight-Priest is the right call with the 3 power and pinging me for 1 when they gain life. I can take out one of their creatures if they block. Token on the bug-catcher so they can only kill it with a double block and I would kill both. OP has no open mana. Interestingly, I debated playing the land here but chose not to. If it could have led me to playing Minotaur and attack, I would have. 
  • OP's Turn 6: Annoyed by their vigilance. 
  • Turn 6: Minotaur helps with blocking attacks given the likely growing Felidar. I think I missed this attack. They would have practiced tactics the bug-catcher earlier. They can only do 2 damage. I should have attacked with both the bug-catcher and Minotaur - at least one. I think I was worried about 6 life. They either go down to 10 life or lose both creatures. Bad miss by me. 
  • Turn 7. What a top deck. Had to double check I would have full party. Should have put counter on Minotaur and attacked with both Bug-Catcher and Minotaur. 
  • OP Turn 8. Uh oh, clock starting with that Gloomhunter coming out.
  • Turn 8. Should have attacked with the Minotaur AGAIN. It would trade with the Felidar or take out the other two. This was REALLY bad by me, especially SINCE the clock started. 
  • Turn 9. Kite sail would be the top deck I need. And that is NOT the top deck that I need. 

Clearly once I get a reasonable stabilization, I need to be more aggressive. Missed three turns attacking with Minotaur and at least one turn with the Bug-Catcher. Good lesson learned by reviewing the log. Probably fear with 6 life drove too much of this. Had opportunities to win this match. 
ZNR 57 - Game 3 (Win vs WU Mill on Play)
MVP: Grotag Bug-Catcher
  • Opening Hand/Turn 1. I have Bug Catcher for turn 2 and worse case is bring out packbeast on 3. 
  • OP turn 1. Wind robber looks scary than it is. Right now just milling for one.
  • Turn 2. Another land is nice to see. 
  • Turn 3. Took a while to think through if I was going to play the Stampede as land here. Debated on Mountain of Stampede. In the end, took the conservative route and played as land. So far I've seen my boards go wide, so I could see if being useful in late game. No attack with that Lynx with the big butt and 2 power.
  • Turn 4. Bring out the Minotaur to either take out the Lynx or do 5 damage. 
  • OP Turn 4. Sell-Sword with 3 damage - I don't like. 
  • Turn 5. Okay Roil Eruption options now. Thought initially that I could double spell Outrider and Eruption, but alas, no. Check that mill is only at 3 cards. I just noticed they missed a land drop or they would be using the Relic Golem to mill. Time to keep up the pressure so they have to play creatures. Could either roil eruption the Lynx and make them trade the sell-sword for the bug-catcher or Outrider so I have two 5/4s that they have to trade both creatures to kill one of mine. I did see that they had one blue mana open... I don't make the same mistake as last game and attack with both. 
  • Turn 6. Apparition is interesting. I was counting all the possible things I could do with the Eruption and the Scavenger Blade. I realized most damage by killing apparition and now I have 3 creatures next turn. Next time, I should spread out the power when they are low and put the blade on the packbeast. 
  • Turn 7. Wow they are stuck on 4 lands. I didn't realize that got to 8 cards in my graveyard. Lucky for me my top deck saved me. I think I could have equipped the blade on a creature and then fury'ed to face.

Small mistakes by me. Put pedal to metal and keep up the pressure. 
ZNR 57 - Game 4 (Win vs WB Clerics on Play)
MVP: Akiri , Fearless Voyager
  • Opening Hand/Turn 1. Was a bit sketchy with no creatures but I thought Roil Eruption was a safety valve, otherwise everything else really wants a creature on my side. Was definitely a gamble but I like 3 lands + MDFC. Going first meant no draw obviously.
  • Turn 2. Land. Nice. 
  • Turn 3. I guess I'll take out the Blademaster, as double strike and helping other equipped creatures get double strike is dangerous. Drawing the Practiced Tactics is kind of funny given that I don't have any creatures. So many spells with no creatures.
  • OP Turn 3. I was relieved when they brought out a Spare Supplies. Not really building a board but maybe they needed that swamp.
  • Turn 4. Stampede mocks me. In hindsight, I probably should have played the Stampede as land here, given that I have no creatures and wasn't going to play a spell. And be able to cast Journey to Oblivion or even a 4 mana creature and equipment. 
  • Turn 5. Utility Knife, once again ,wow it would be nice to have a creature. Curious if I'm drawing everything that's not a creature in my deck. I do have 14 creatures here. I should have drawn a creature by now - 84% chance. At least OP hasn't done damage to me, and they use a Blood Price to do damage to themselves and draw some cards.
  • Turn 6. Akiri is NOT a bad draw especially given her power and I can put equipment on her right away. Whew.
  • OP Turn 6. Does OP not realize I can use her power, or they just want me to tap her so she can't block. It seems the latter now that I look at it. 
  • Turn 7. Clear out the growing Felidar. Hope to use Tactics or Fury later. Put the kite sail on Akiri to protect her more than the flying. 
  • Turn 8. Draw the charger and debating Charger + Knife. Fury and Charger damage to the Celebrant. Finally decide on the Minotaur and attack, knowing I have practiced tactics if they double block. Though I know I'd leave Akiri open to direct damage. Worth it for the clearing of their board. 
  • Turn 9. 4 turns in a row of creatures - ha. Akiri drawing card helps. I decide to build out my board while attacking with Akiri. And I can equip the Knife but decide to keep Akiri safe. 
  • OP Turn 9. I was surprised they didn't bring back the Kor Celebrant. Blademaster does have double strike but I hadn't seen equipment yet. 
  • Turn 10. Very very proud of this move. I assume a subtle strike would ruin it all but none came. Two removals for two cards. Not sure why Kabira Takedown came here except they wanted me to unequip. Probably could have attacked with Minotaur  but it would only kill the Vampire. Was tempted to attack with Electromancer to kill 1 of theirs but I wanted the Wizard for Party. Leaving Akiri without equipment made me feel so naked. 
  • OP Turn 10. Not sure why OP attacked with both besides getting the feeling they had to go. I could always make Bug-Catcher invulnerable, so block and if I have to use Akiri's power, I will do so. Killing the Blight-Priest also stops making Expedition Healer Lifelink. 
  • Turn 11. Packbeast to buff Bug-Catcher. Kitesail on the Minotaur leaving Akiri naked again. Akiri card draw is so nice. Again not sure why OP casting spells and making me use Akiri power when it doesn't matter. 

Not sure I learned the right lesson or not being able to affect the board really until Turn 6 with the one exception of the Roil Eruption on the Blademaster. I should probably mulligan if I can't cast anything on the board on turn 2. 
ZNR 57 - Game 5 (Loss vs BR Party on Play)
MVP: OP's Sea Gate Colossus
  • Opening hand/Turn 1. Have a turn 2 creature that's pretty good and some removal/combat tricks.
  • Turn 2. In hindsight, looking at OP with RB mana. Party is an interesting read, should I have attacked with Bug-Catcher and used the Rage if they block. That actually seems like a good attack. If not, then cast Adept. Probably missed a turn here. Rage on the Bug-Catcher is a good play, as the extra power gets through. So should have attacked with Bug-Catcher and if blocked, cast Rage. Otherwise, play Adept post combat.
  • Turn 3. Probably should have cast Expedition Champion and kept the Roil to maximize mana play here. Knowing that no land is in my hand. 
  • Turn 4. Could do it again. Could also attack with both and Rage the one blocked that would die. That's actually what I should have done. And then cast Expedition Champion afterwards if I don't cast spell. Again Bug-Catcher with Rage would get through. And if they double blocked Adept could remove both.  Again, this is RB party so they want to preserve their party, I could have gotten in for some damage. Need to push against party decks trying to keep their party on board.
  • OP Turn 4. Preserve the Roil Eruption when they cast Acquisition Expert.
  • Turn 5. Okay this is bad play by me again, I could have double spelled, Roil Eruption one of the Champions and attacked. And held the rage for combat and brought out packbeast. I was being too defensive by playing the Expedition Champion. They are tapped out. Need to push. 
  • Turn 6. Should be worried they passed without casting a spell. Realized I couldn't cast all 3 spells. Smart to debuff one of expedition champions. I am playing face up, OP wouldn't make this block without knowing I could cast the Rage. Too aggressive after being too conservative. Sigh. I played badly this game. 
  • Turn 7. Yeah my party is over after the Colossus comes out. 
  • Turn 8. Yuck. 

This game was me not realizing that I was the beat down with my cards and board state. I think this was probably a winnable game by me and just not realizing where I needed to push. In hindsight, they would not have given up the Blight-Priest for much. 
ZNR 57 - Game 6 (Loss vs BG Counters on Play)
MVP: OP's Kazandu Nectarpot!
  • Opening Hand/Turn 1. Turn 2 Bug-Catcher. Kitesail and Roil Eruption are good. 
  • Turn 2. Bug-Catcher but I see Black which worries me for removal. 
  • Turn 3. Okay, Nectarpot to hold defense. We got Akiri on the draw. Debating NOT playing it turn 3 because it's naked and unprotected. Won't have equipment, won't have an open plain. Attack hoping to get through. They are smart to block. I wonder if taking so much time contributed. Okay Akiri to see if she can survive one turn. Would have been nice to have another party member to have made Bug-Catcher do 3 damage, but oh well.
  • Turn 4. I think I have to deal with the Grakmaw before it gets out of hand. Kitesail and Roil Eruption and leave a plains open.
  • OP Turn 4. Nice to have double Nectarpot. I guess I'll be doing 3 damage, they will gain 2 life. While I lose 3 life to his token. This is not a good race.
  • Turn 5. I should have put the knife on bug-catcher, attacked with it and kept Akiri to block. 
  • Turn 6. Not having the extra plains is hurting. Look at all that open mana that I am wasting. 
  • Turn 7. They got some creatures on the board. I attack to draw a Plains but now I have options. And I plan it out to Rage and block the 3/3 and then Fury the 5/4, as long as they don't have their own tricks. 
  • OP Turn 7. I do the move and hope they don't have tricks. I scry a PLAINS! But uh oh Ancient Greenwarden... Of course it has reach.
  • Turn 8. Not sure what I can do now. Not sure if I could have won this game. I could have definitely played better. This is where the Adept is annoying to give OP a card but I need cards. Debated attacking to draw a card but then Akiri would be open on their turn. 
  • OP Turn 8. Yeah land gives them 4 life AND they bring out a Hornbeetle. 
  • Turn 9. Not enough horsepower now. Need the body of the Outrider but I don't cast it. So much wasted mana by me in this game. 

Played out the rest but didn't get there.

I think there were edges I could have taken but did not. Utility knife on the Bug Catcher to attack would have been good on turn 5. And no plains is bad. They have a very synergistic deck. Impressed. 

Summary/Thoughts

This deck was very fun to play. It could do a  lot of damage with the Bug-Catcher. I definitely did not push with this deck when I was the aggressor. I need to do the math and push my advantage. Also be aware of the kind of deck the OP has and how much they value their cards. 

Disappointing 3-3, definitely the first two losses felt like they could have been avoided pretty easily. 
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Draft Review - ZNR Premier #57

12/30/2020

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​Here's the Draft Log for ZNR Draft #57:

Since they don't currently save P1P1, here it is (I switched but in hindsight...):
Picture
As always, here's my thoughts post draft but before playing a game:
  • P1P1. As seen in photo, I had Thundering Rebuke picked before I switched to Deadly Alliance halfway through. Probably should have picked Thundering Rebuke, it feels like Deadly Alliance is being more available these days. 
  • P1P2. Akiri was not an instant pick. Two colors, needs equipment. Nothing else speaks to me. Previous picker took a common P1P1. Spoils of Adventure was interesting after hearing Sam Black's Drafting Archetypes episode on Blue/White. But in the end I've had Akiri be pretty good  and if it's open, I know what I need to go get - equipment and Warriors. 
  • P1P3. Journey to Oblivion or Windrider Wizard. I guess Visionary gets a look too. Oblivion is good white removal, not great as it's an enchantment removal but it's only one white (vs Nahiri's Binding 2 white and the creature leaves the battlefield). Still dangerous with a Into the Roil getting OP's creature back, at least it has summoning sickness.
  • P1P4. Nothing outstanding in this deck, Gnarlid Colony is good but Vastwood Surge is better. Funny, I'd have all colors but blue after this pick! Lots of lanes. 
  • P1P5. I could get the Blue Geysermage but maybe we're pushing Red/White Warriors, maybe WR party. Therefore, Outrider seems like a reasonable pic here. Geopede felt a bit too narrow but would work with the Vastwood Surge. Though RG is not powerful enough.
  • P1P6. Gnarlid Colony seems like the most powerful card that would allow for a good pivot to Green if it's open. Hellhound - been too burned recently by RG landfall. Sea Gate Banneret was tempting given White Warrior.
  • P1P7. Scythecat vs the Hornbeedle. I don't think there's enough counters stuff going on to take the Insect. Expedition Champion was temping due to Red Warrior, but Scythecat would work well with the Vastwood Surge. Hoping to get another Expedition Champion later. Felt like we're a bit all over the place, but we could go Green or RW. 
  • P1P8. Charger seems very reasonable for 8th pick. Is Red open from this pick? But before this pick I really only has Akiri for red.
  • P1P9. Probably a mistake. Should have taken Fissure Wizard for Red Party. Geopede gives options. 
  • P1P10. Nothing really grabs me, though Kitesail will help as equipment with Akiri.
  • P1P11. Seems late for Roilmage. No kicker player? Rage > Hellhound.
  • P1P12. Happily taking the Practiced Tactics for white removal here. 
  • P1P13. Already grabbed the Geopede earlier, Ambusher is definitely playable but not must have.
  • P1P14. Tuktuk! Haste works well in select circumstances. 
  • P2P1. Luminarch Aspirant. This card is awesome. Relic Amulet - not really Wizard at al. Vanquish isn't that good, given only one black. Nothing even comes close to talking Luminarch pick. 
  • P2P2. Debated Kazuul's Fury vs Shepherd of Heroes. Flying, life gain for party. Fury can be so great as damage to the face though.
  • P2P3. Needed the Grotag Bug-Catcher in this deck. Stampede is good. Another Deadly Alliance. 
  • P2P4. Shatterskull Minoatur - great pick-up for Warrior/Red + Party. Expedition Champion would be nice but not as nice as the Minotaur
  • P2P5. OMFG. I was like ANOTHER Akiri! But wait, there's a Roil Eruption! Man oh man. 
  • P2P6. Happily taking another Grotag Bug-Catcher. Sea Gate Banneret would be nice in this deck but not over Bug-Catcher.
  • P2P7. Fissure vs Farsight. I think let's take the Farsight. An argument could be made for equipment as well, the weak Utility Knife but it helps out Akiri pretty well.
  • P2P8. Okay, NOW I'll get my Expedition Champion.
  • P2P9. Resolute Strike is useful in a Warriors deck. Wish I had more equipment, like the one in this pack. 
  • P2P10. Take the Electromancer now
  • P2P11. Tormenting Voice wil do, probably won't play it.
  • P2P12. Woot! Expedition Champion wheels. 
  • P2P13-P2P14. Not likely to make my deck.
  • P3P1. Roil Eruption! Fissure, Bala Ged Recovery - nothing can beat the Roil Eruption. 
  • P3P2. Yuck pack for me. I guess I"ll take the 2nd Farsight Adept. I guess I should have taken the Ambush, given that I know that I am unlikely to put the Adept in my deck as the 2nd copy. 
  • P3P3. Debated on Stampede vs Journey to Oblivion. I already have one Journey to Oblivion and Roil Eruptions and maybe splash for Deadly Alliance (esp with Party)
  • P3P4. So. I would be curious on thoughts. We could have taken: Akoum Warrior (MDFC, Red, Warrior), Thundering Sparkmager (Wizard/Party, Party reward), Scavenged Blade (equipment), or Sea Gate Banneret. I think a creature is important and Sparkmarge can help get rid of another creature.
  • P3P5. Could have taken a 3rd Bug-Catcher, but Packbeast can help make sure the first two are most effective.
  • P3P6. Nothing really for Red/White. I guess I could have taken Dauntless Unity, but Deadly Alliance would help IF I do splash for black. 
  • P3P7. Expedition Champion or Packbeast. Again, Packbeast enables so much in deck, as well as filter for black.
  • P3P8. Cleansing Wildlife lets me get a swamp into play if I have only been drawing Mountains/Forests. Otherwise, Scorch Rider would have been the choice. 
  • P3P9. Need some equipment, Utility Knife
  • P3P10. Base Camp is useless but UNC (Vault progress). Not going to play Green, and already have a tormenting voice.
  • P3P11. Happily take the Ambusher at this stage. 
  • P3P12. Scavenged Blade - yes please for attacker. 
  • P3P13. Sigh Base Camp
  • P3P14. Negate to the sideboard.
I think it's a reasonable deck and should be fun to play. Akira + Luminarch will be fun to play. Lots of my first few picks are sitting it out. Let's see how it goes. ​

Deck Evaluation 

Picture
Let's try something new as part of the evaluation:
How does this deck win? 
  • Power level is on the short-end. This is an aggro deck that wants to attack quickly with combat tricks.
  • Akiri can give a bit of card draw.
  • Luminarch Aspirant can help buff up creatures.
  • Kitesail can help creatures go over theirs.
  • Get a big creature to Kazuul's Fury or Makindi Stampede a broad board.
  • The deck isn't focused enough on strictly aggro. It's weakness.
  • I tried to splash black and 2x Deadly Alliance but it just took up too much space and we have the Roil Eruption, Journey to Oblivion, and combat tricks. 

What is this card missing for its archetype?
  • Kargan Warleader
  • Kor Blademaster
  • Goma Fada Vanguard
  • One sneaking Guide (of all things)
  • More Cliffhaven Kitesails (instead of Utility Knife or Scavenged Blade)
  • Obviously a Maul of the Skyclave would be great.
  • If I had more Kitesails, I think Akiri instead of Roil Eruption (P3P5) would be right. Actually in hindsight, t's possible Akiri would have been better in any case. 
Prediction
  • 2-4 wins
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​ZNR Draft 56 - Game Analysis

12/29/2020

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Game 1 (Win vs WB Party on Play)
MVP: Bala Ged Recovery
You could make the case that Scute Swarm is really the MVP of this match but it wouldn't have been possible without Bala Ged Recovery. Phylath was just the exclamation mark on the OP killing several Scute Swarms.
  • I knew Gnarlid Colony on 2 and Baloth on 4. 
  • I did miss an attack on 4 by casting the Baloth BEFORE the attack. There was no harm in attacking. 
  • Turn 5. Learned my lesson and attacked with open mana, not that I could have cast anything.
  • Turn 6 was a good turn where I brought back the Scute Swarm. I debated. Looks obvious now. 
  • Turn 7 for OP - glad he did not target a Scute Swarm. 
  • Turn 8 - Phylath for the exclamation mark.
Some random thoughts: I am very proud of how I thought about my play here, as I did not plan on playing Phylath when I hit 6 lands and luckily I got the best draw on 6 with the Scute Swarm. For Phylath, I wanted to be able to boost one of the plants. Also it was interesting to absorb that it only counts basic lands and I drew the right lands at the right time. But in reviewing the play, should I not play Phylath on 6 as I would get a bunch of 0/1 plants and if he killed Phylath I can Bala Ged Recovery it back, while the plants chump block. Hmmm. 
Game 2 (Loss vs WU Party on Play)
MVP: OP's Shepherd of Heroes with full party
  • Needed to mulligan with 3 mountains + Phylath and 3 green creatures, including two 2-drops and no MDFC. Mulligan turned out good with good options. 
  • Turn 1 Bala Ged Recovery as land, make sure I hit my drops
  • Turn 2 Vine Gecko into Turn 3 Reclaim the Waste with cheaper Kicker is great
  • Turn 3 Reclaim the Waste kicked and buff Vine Gecko
  • Turn 4 OP probably would trade Gecko for Geysermage, so good to hold
  • Turn 4 by OP - probably should let the 5 get through. They have 2 open mana. I was thinking into the roil but should think about OP bringing out Sell-Sword before attack. The practiced tactics is going to be useful anytime by OP. I block thinking Into the Roil was worse case, but sadly I got hit. Not a horrible outcome. In hindsight, shouldn't block unless I had mana open for Kazuul's Fury. 
  • Turn 5 - probably shouldn't attack here, should have stayed back - though two of his 3 creatures are 3 damage. 
  • Turn 5 by OP - nice to have a full party. If they didn't bring out Shepherd of Heroes, I would have attacked and then Kazuul's Fury for 12, but sadly, it wasn't meant to be.
  • Turn 6 - First time casting Valakut Awakening. Getting a sense of how it plays out. I think it was the right play to give me a chance to draw a creature. Okay got all spell/lands. I didn't do the math with the +2 life from the Scale the Heights. I shouldn't have attacked with the Baloth and seen what OP did with one card. I have very little chance to win but maybe I get Phylath. 

Should have known Blue White Party wants to protect creatures and something as valuable as Packbeast would not be put at threat. In hindsight, I didn't play until the end because I didn't think through all the lines. 
Game 3 (Win vs UB Mill on Play)
MVP: Phylath
Wow this was a game that I felt like I needed to make the right plays over and over after some bad plays.
  • Opening Hand - Would be nice to cast the Ardent Electromancer on turn 3 but I got options with at least one creature at 2 and rabid bite. 
  • Turn 1. With two Bala Ged Recovery and 2 lands, make sure that I get to 3. 
  • Turn 2. Pretty straight forward - Dauntless Survivor. It paused on casting, so he's probably got a Duelist. Thank you for milling me away 2 forests. 
  • Turn 3. I had thought of Electromancer - > Wildfire his island to prevent another Duelist. And in hindsight, I should have. The land for me was not going to be important with just the replacement. I would still get to draw a land. This was a bad play by me and I paid the price for it. 
  • Turn 4. The canopy baloth is a big threat and I know I can go get it. But the mistake was not putting the land into play since I needed the 4th land anyways to cast Baloth and no reason not to. Check timing on landfall and bringing out lands. 
  • Turn 5. Good Rabid Bite here. Damage coming as well as card draw. 
  • Turn 6. Interesting choice here. If I cast Hellion and get the land back, I am 1 turn further from being able to cast Stomper or Phylath - BUT he's not pressing at all, as I want the Bala Ged Recovery. So I think it's fine at this time.
  • Turn 7. Should have cast spell/play lands after attack. Need to play the land, because it's 2 turns before stomper or Phylath. 
  • Turn 8 - joyous Forest. The question is whether to play the forest now or wait until next turn to get value out of it and then cast Phylath or stomper. I pause. Interestingly, Baloth draws the one card in OP's hand and deadly alliance. Little do they know what's coming next. In hindsight, probably should have played the forest here as stomper would bring two back andI could play one. Once they get rid of the Baloth, I think I should play Forest here.
  • Turn 9 - Phylath -> Stomper will allow me to have lands to power Phylath. 
  • Turn 10 - Stomper to get the lands. I guess they got rid of a Plant to prevent 4 damage/losing a creature. I guess that's better than bouncing Phylath or Stomper. Put Pick-Axe on Stomper to buff the trample.
  • Turn 11 - Oh look-e here, Roil Eruption. Looking at damage from stomper and then Roil to face, but getting rid of the Cleric for 3 blocking as well as freeze. 
  • Turn 12 - You can see me almost just play the Canopy and then almost play the Valakut. But I thought through it. Do the Math for attackers. Casting Valakut is bad with the mill coming at me. 

Made a few boneheaded plays but worked my way through.
Game 4 (Win vs UG Kicker on Draw)
MVP: Canopy Baloth
Even though Canopy did not deliver the killing blow, he could have. 
  • Opening Hand/Turn 1 - Good mix of cards. Two 2-drops. 
  • Turn 2 - Vine Gecko into Turn 3 Reclaim the Waste is good, knowing I have the 3rd land.
  • Turn 3 - Reclaim the waste is really good at making sure I have those lands to play. And 3/3 Vine Gecko helps against Duelist.
  • Turn 4 - Canopy Baloth is good 4 drop. Big threat. 
  • OP Turn 5 - It's interesting when someone taps out, you have much more clarity on possibility space of actions. I really think this is one thing about reviewing my plan and writing about my games. I look back at "oh they did have untapped lands". 
  • Turn 5 - This is where Electromancer can shine with 2 drops. Debate here is playing Bala Ged Recovery as land so we can be sure to hit Stomper the next turn. Not sure why I cast all my creatures BEFORE I attacked. They are all tapped out but that was a bad play by me. I know if I attack, they'd have to sacrifice both Gnarlid Colonies to block. I think I need to get better at always attack before play. 
  • OP Turn 6 - Was worried getting down to 7. But I have small creatures to block Riptide. And Vine Gecko could help block the trample Gnarlid Colony. I guess the worry would be getting a counter on RIptide and giving it trample. That would have been bad. 
  • Turn 6 - Glad there wasn't anything too temping to bring back from Graveyard with Bala Ged Recovery. Just played the straight game here. Glad I attacked before casting this turn :D
  • OP Turn 7 - Gave up Wizard vs Survivor because I had 2 wizards and only one warrior. Can't remember if I have any party cards at all
  • Turn 7 - I think that is a nice top deck. I think I should have just cast the Kazuul's Fury first, instead of all the other things I did. Because then I could Bala Ged Recovery it back into my hand. The question is should I have Fury'ed the Canopy or the Stomper. Scale the Height +1/+1 on Vine Gecko was right call but I could have done that next turn if they blocked my Fury.

Good smart game. Some small mistakes here and there but I got there.
Game 5 (Win vs UR Wizards on Draw)
MVP: Scute Swarm
Pretty funny battle between Scute Swarm and Relic Amulet. OP said GG once Scute Swarm hit the board. 
  • Opening Hand/Turn 1 - Gnarlid Colony and 4 lands make me happy that I'll likely be able to cast either Canopy Baloth/Visionary on 4 or I'll be able to double spell or be confident to get Pyroclastic Hellion and Stomper out. Hellion does slow the progress to Stomper though. 
  • Turn 2: Straight forward Gnarlid Colony
  • Turn 3: Cast the Scale the Heights before play so I can +1/1 the Colony and nice to play another land to accelerate. Not that I could do it, but don't cast Scute Swarm early, especially with Relic Amulet. I know I want to time it so I can bring out Scute when Relic Amulet is tapped, as well as having at least 6 lands to create another Scute Swarm.
  • Turn 4: Debated on Hellion since it's using all my mana but I think getting Canopy Baloth on the board to start fighting is key. Played the land BEFORE casting Baloth because of the counter spell. 
  • Turn 5: I could cast Scute or Stomper, but the OP does not have any pressure. Watching the Amulet very closely now so I can cast Scute Swarm. 
  • Turn 6: Decide NOT to return lands so I can cast Scute Swarm next turn. 
  • OP Turn 7: Glad they used the Relic Amulet so I can play Scute Swarm. 
  • Turn 7: Apply the pressure, bring out the scute swarm. Interestingly, in hindsight, they cast the Into the Roil on the stomper when they should have cast it on the swarm token, so they could relic amulet the 2nd one. Though I guess Stomper is going to do a lot of trample damage
  • Turn 8: Did I cast Canopy before attacking, sigh. 
  • Turn 9: Not sure in hindsight if giving the scute a +1/+1 counter makes sense - it makes that one out of 1 turn relic amulet but the other copy is not. I guess I know I can give another +1/+1 counter or I can get a card that allows me to play multiple lands. It's a race while my  big creatures hit. 
  • OP Turn 10: I guess if you can't relic amulet charge, the Scute count is about to go to 4 and might as well resign the tug-of-war.
Game 6 (Loss vs UR Wizards on Draw)
MVP: OP's Risen Riptides
Made several mistakes. Didn't even realize OP was Mythic #1294 until after the game. Let's count the mistakes:
  • Opening Hand/Turn 1 - Fissure Wizard is turn 2. 4 mana to Canopy Baloth. Good but not great start. 
  • Turn 2: Fissure Wizard - he hasn't cast anything yet. Rogues? Trade in extra land. 
  • Turn 3: Oops. Ordering here is bad and I missed 6 damage here or killing his riptide. Should have done axe, land, wildfire. That would have been 6/5 and he'd have to decide. I didn't think about how all my cards would work here. Was using cleansing wildfire here for draw card but should have used it maximally. 
  • Turn 4: Instead of bringing out the Baloth I decided to attack with Wizard. They missed land drop. Maybe I should have only played one land, since it would have killed it and kept the land for Baloth. Could have done more damage with the Dauntless Survivor before the attack. So right now I've missed 7 points of damage. OP should be down to 6 or with less Riptides. 
  • Turn 5: Since I wasn't attacking, should I have played a land and saved one for next turn and Baloth?
  • Turn 6: Lots of choices here. We can apply pick-axe, we can Bala Ged and get back scale the heights. 
  • Turn 7: I'm with the Scale the Heights on the Survivor. If we drew a forest/mountain, then we wouldn't have to get rid of Bala Ged Recovery.  The question is since I drew the Hellion, do I play the Bala Ged Recovery. I 'm obviously afraid of Into the Roil. So I keep Bala Ged Recovery and attack. OP has option to cast before attack, so yeah. Baloth for one riptide isn't horrible. I can now go get it back. 
  • Turn 8: Why did I cast Hellion and not Baloth and Survivor here. I guess I wanted two big creatures. Hmm. 
  • Turn 9: Should always be afraid of the 1 blue mana open. I debated putting the Pick-Axe on - should have to make sure. Axe on the Electromancer probably the right play here. They've stabilized now. 
  • OP Turn 10: Survivor not critical. Where's another Baloth. 
  • Turn 10: I think I should be playing Defense here and not attacking. OP with all the tricks. 
  • Turn 11: Could have used the Survivor with the Electromancer still around. 
Lots of edges I gave up to a Mythic player with a good deck. Can't do that. Great learning lesson on thinking about full sequencing. 
Game 7 (Loss vs WB Clerics on Draw)
MVP: Scion of the Swarm
I thought I was doing really well until I did the math. Ouch. Fliers, and this is even with me getting rid of one. I think there's not enough removal in this deck.
  • Opening Hand/Turn 1: Cleansing Wildfire can get me a forest. I have two 2-drops, so I can at least do the Fissure if I don't get a forest. And pitch the survivor for a try at a forest. Options. I'm on the draw as well. 
  • Turn 2: Reclaim the waste can go get forest but obviously i need a forest in the first place. Fissure Wizard can trade the Pick-Axe or Survivor. Debated just going Cleansing Wildfire to make sure I draw a forest. Again, I can get a Forest with the Cleansing Wildfire. 
  • Turn 3: Okay time to go get a forest. So I'm derping around with land and getting land when I could/should be building a board. 
  • OP Turn 4: Okay that's a threat.
  • Turn 4: I guess I should take care of it with the Roil Eruption. 
  • Turn 5: I guess I should have saved the Roil Eruption for the Scion of the Swarm. I wonder if I could have been better there. I don't think so. 
  • Turn 6: Oh no another one. This is bad. Not sure that I could have done much else given the draws I had. 
  • OP Turn 7: Once the Shepherd of Heroes came out, there's not much I can do about all those fliers. Clock has started. 
  • Turn 7: Should have chucked my hand once I did the math (which I did not). I guess Rabid bite is the card I needed. I should have thrown my hand away and seen what I could have drawn. If I didn't, then there's no way to win. 
Not sure if I could have turned this one around - some issues with deck construction to deal with Fliers. Luckily I survived the Blue/White deck earlier and the Blue/Black one. This one got me. Two Scions. Ouch. 

Summary/Thoughts

I had a pretty good deck but it definitely had some weak spots. I think the Axe was just too clunky to use. Reclaim the Waste was great. Hellion was great. Scute is busted as well as Phylath. Canopy Baloth did a bunch of work and I guess I need some more supporting cast. I wonder if I should have gotten a Legac (3/4 and landfall for damage). I also wonder if Broken Wings would have been useful for Artifact and Flying hate.
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ZNR Premier Draft #56

12/29/2020

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Here's the Draft Log for ZNR Draft #56.

Since they don't currently save P1P1, here it is:
Picture
As always, here's the thoughts post draft but before playing:
  • P1P1 - Phylath is a really good card but it's RG landfall, not the best deck. I know that I am willing to pivot away if the next few cards tell me that the deck isn't there. Lullmage's Domination and Familiar seem very restrictive as pick 1s without as much crazy power. Into the Roil is an interesting pick (though would be nice with the Lullmage's Familiar). So I know I'm passing 2 kicker cards. Nothing else screams signal to my OPs.
  • P1P2 - Another Kicker card in Vine Gecko. I'd like to note a 2nd Canopy Baloth out of 2 packs. Raw power seems like Kazuul's Fury. Linvala is tempting to try to go Blue/White Party. I choose Kazuul's Fury as a way to finish games.
  • P1P3 - Red/Green Pathway fits but is there anything clearly I want? 3 out of 3 packs for Canopy Baloth. Hope to get some on wheel. Also Cleansing Wildfire or Blightblade on wheel as well.
  • P1P4 - Nothing jumps out on power level. Kabira Takedown is a very good white removal card. But Rapid Bite seems like it would fit my deck with big creatures and it's damage not fight. Maybe I can pick up a Blightblade as well. 
  • P1P5 - Debated between Expedition Champion and Warleader. Dauntless Survivor seemed like I would get more options. I thought maybe Red primary and could splash either green or white. 
  • P1P6 - I think I maybe should have taken Omnath. Nothing else jumped out at me and Baloth will work in a deck prioritizing landfall (as would Omnath in hindsight). 
  • P1P7 - Stomper to help with the land pick up
  • P1P8 - Survivor for a 2 drop. Debated Electromancer.
  • P1P9 - Wow, Bala Ged Recovery wheels. That's a clear signal green is wide open. I'll take that, Baloth wheeled as well. 
  • P1P10. Whoa. Vine Gecko wheels. Almost took Sneaking Guide or Strength of Solidarity, but realized at worse Vine Gecko is a 2-drop at 2/2 with side benefits from a few kicker cards I'll get.
  • P1P11. Cleansing Wildfire helps with Landfall
  • P1P12-14. Feels like Green and Red are open, including the MDFC at P13. 
  • P2P1. Hmm. I really wasn't sure if I should take a speculative Squad Commander. Now in hindsight that would have worked really well with Linvala. Hornbeetle seemed like best possible power here, where everything else is replaceable. Not doing party, so even splashing Squad Commander seems like a bad idea.
  • P2P2. Nothing great for a pick 2 but I'll take a Baloth.
  • P2P3. All the Red/Green cards in this pack I can get later. I'll take the R/W pathway. 
  • P2P4. Nothing really fits my deck but I'll take the Scale the Heights for counters, land, and drawing a card.
  • P2P5. Thought about Bug-Catcher but I'm not party. Thought about Stomper but I already have one and have a few top end already. Visionary will help drawing the right cards/lands.
  • P2P6. Gnarlid Colony best of bunch. Kicker and 2 drop
  • P2P7. Valakut - MDFC and can draw a bunch of cards. Could come in handy except as tapped land. Rockslide Sorcerer - not many Wizards, so deferred on that one.
  • P2P8. Canopy Baloth #3 works for me. 
  • P2P9. Turntimber Ascetic. Big body. 
  • P2P10. Sideboard for the Broken Wings
  • P2P11. Glad the Hellion wheeled.
  • P2P12. Tormenting Voice - could be useful to dig for land or one of the payoffs
  • P2P13. Sideboard for the Spare Supplies, doesn't seem like I'm short playables.
  • P2P14. Happy to take the Axe as P14
  • P3P1. Roil Eruption - kicker, direct damage. Gladly taking it. 
  • P3P2. Funny that the Blue/Red pathway came up here if I had actually taken Omnath. Sorcerer seems like the best option here. Visionary was temping, maybe would have been the right call?
  • P3P3. Nothing really that powerful but Reclaim the Waste, kicker + lands.
  • P3P4. Um. I'll take a rare landfall bomb here! Think about how I need to protect against Mana Drain. Need to be aware with Phylath, Scute Swarm on OP's colors and potential cards.
  • P3P5. Debated between Bala Ged Recovery and Cleansing Wildlife. MDFC is more useful here and ability to get card back from graveyard.
  • P3P6. Reclaim the Waste helps with land. Akoum Warrior is very expensive. 
  • P3P7. I guess in hindsight I could have taken Snarecaster as anti-flying as well as big butt. Might of Murasa kicker and combat trick (may help with removal)
  • P3P8. Scale the Heights - more land. Counters.
  • P3P9. Dauntless Survivor - 2 drop with counters.
  • P3P10-P14. Nice Red and Green fillers

I think this deck is going to be high variance. So I tried to get the ability to make sure I hit landfall and there are a few landfall payoffs in this deck. There's a small backup of Kicker but not a big emphasis.

Let's see how this plays. Starting deck below. 
Picture
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ZNR Draft 55 - Game Analysis

12/27/2020

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This White/Blue Party deck deserved better. Ended up 1-3. This was played on my other son's account, again because of the Sale on Draft Tokens on Christmas Eve.
Game 1 (Win vs RG Kicker Creatures on Play)
MVP: Dauntless Unity, kicked on three unblocked creatures
The curve played out well and I kept up the pressure and just enough removal. 
Game 2 (Loss vs Naya Phylath on Play)
MVP: OP's Phylath, World Sculptor
I think I missed a big attack which could have brought OP down to 7 but they would have still been able to cast Phylath the next turn. Six 0/1 Plant creatures and then being able to make them into 4/5 creatures really hurt. I didn't have the top end of my curve here with flying creatures. 
Game 3 (Loss vs WG Party on Draw)
MVP: OP's Veteran Adventurer
They hit their curve perfectly to bring out the Veteran Adventurer and that was a beast on the tables I could not grab anything substantial enough. I think I learned that Dauntless Unity isn't really removal with +2/+1 and requiring attacking. 
Game 4 (Loss vs UR Wizards on Draw)
MVP: OP's Umara Mystics
Just one of those games when you start with 2 Island hand and never draw a Plains. They basically got their board developed and then 2 Umara Mystics. Quick dead.

Summary / Thoughts

I think this deck deserved a better fate than 1-3, but one of those games lost to a bomb, another lost to mana screw (no Plains), and the last was just them hitting their curve while I did not. There were definitely not enough big pay offs and the "really good" cards were not stars. Cleric of Chill Depth is really just a Cleric body and not worth multiples unless I need Clerics. And I was right that I did not have enough 2 drops.
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    Started playing Magic in 1993 and played a lot until 1996. Sold my collection. Magic is now my mid-life crisis obsession, restarting in 2018. Spending a lot of my hobby/free time on Arena now.

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