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Game Analysis - ZNR #65 - Match 1

1/17/2021

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ZNR D65 - Match 1 Game 1
  • Opening Hand/Turn 1. Two plains. Expedition Healer and Orah. Will cast Expedition Healer on turn 1 and hope to get plains/swamp to be able to curve 3 and 4.
  • Turn 2. Expedition Healer - Nahiri's Binding is not needed but okay. 
  • Turn 3. Swampy. Wondered about giving OP a card with Farsight Adept when they didn't cast anything Turn 2. Into the Roil, fine waste of that card.
  • Turn 4. Definitely cast Orah to get Cleric out there for Lifelink for Expedition and 3/3 Lifelink on board. Debated trading but we need life gain for Attended Healer, not that we have it yet.
  • Turn 5. Nahiri's Binding helps us get 5 life and hit OP for 5. Otherwise there's be a trade. 
  • Turn 6. Interesting, After Umara Wizard came out, maybe I should have killed it here. I think this was a very weird line by me. Protection from Red does give me the 3 life and kills the Electromancer, which lets me kill the Umara Wizard later. 
  • OP Turn 6. SO Happy they didn't get to use the Sea Game Stormcaller ability. 
  • Turn 7. Again, worried about casting Adept to give them a card. I don't have 6 lands yet for the Sentinel. Trading the Sell-Sword for the Stormcaller, was probably fine, though it would have been nice to have the Warrior. 
  • Turn 8. Fine to trade the Adept for the Diviner - flier. Again, I don't have any party cards in hand, but it would be nice to keep party. Getting rid of flier is more important. Fine with OP casting the Glacial Grasp on their turn, so it'll be just one turn without it. Especially since it's an instant. 
  • Turn 9. Thought it was more important to get Gloomhunter on board as well as nothing else that critical in graveyard. Fine trading Orah for either Wizards. Thought I forgot that removes Lifelink from Expedition healer. I don't see any life gain cards and I know that Gloomhunter will be back in a few turns. Nice to know I have a few turns to figure out game plan.
  • Turn 10. Ah Shepherd of Heroes, where I wish I still had my Sell-Sword and Adept. But alas, flier is important. Did not cast Smite because they would just into the roil, sadly there's just the right amount of mana to cast Into the Roil to save their Wizard. So let's cast Shepherd. Also lifelink the Expedition Healer again.
  • OP Turn 10. I guess lifelink on Healer doesn't matter with that Molten blast. And the Sizzling Barrage. Oh my. 
  • Turn 11. Deadly Alliance, okay that's good. Probably should have cast Smite after attacking since they are all tapped. Now looking back, I would have been able to cast Deadly Alliance on their Diviner and then Smite their Umara Wizard next turn. Bad play here by me. Could have saved the gloomhunter. I knew 100% what they had. 
  • Turn 12. Okay then. Straight forward. 

Sideboard. They have fliers and I thought about removing the Dauntless Unity for the Pressure Point (to tap a specific creature to get in). But I decided to just keep it going. 

Match 1 - Game 2
  • Opening Hand/Turn 1. I like the 2+2 for lands. Spells though not strong, but I know that it'll likely go long. Can't give up the lands. And  I get to draw first. 
  • Turn 2. Another land. Oh well.
  • Turn 3. Farsight Adept time. Not happy about giving them a card but it's useful to get the Wizard out there. And look at that Celebrant. I see Attended Healer and Celebrant. 
  • Turn 4. Attack with the Adept - happy to trade for the Diviner. But later I realize I should protect against Electromancer. Let's play Celebrant, so when I cast Attended Healer it does it's magic. 
  • OP Turn 5. uh oh. Spellcraft to remove the Celebrant. 
  • Turn 5. Okay Blood Beckoning to bring back the Celebrant, so we can do the Attended Healer thing. Debated binding here, but Celebrant to get the engine going. 
  • OP Turn 6. Roilmage brings back the Spellcraft. Diviner attacks by itself. 
  • Turn 7. I know it'll get spell crafted but I have two Attended Helaers and only one Celebrant. So let's let the Attended Healer/Celebrant do its thing. 
  • OP Turn 7. Yep. Take another Diviner attack as well as bye bye Attended healer.
  • Turn 8. Let's stabilize with the Sentinel kicked. 
  • OP Turn 8. Sentinel back to my hand and another Diviner. 
  • Turn 9. Instead of trying to bring back Sentinel back kicked, let's have it trade for one of the Diviners while binding the other one. 
  • OP Turn 9. Need to make the blocks otherwise I'm dead. 
  • Turn 10. Okay Shepherd of Heroes time to block the flier. Do I need the 3 damage from the Adept. Probably puts small amount of pressure.
  • Turn 11. Okay Orah is interesting. Have to read the card a few times and look at the CMC costs. Protector won't bring back Attended Healer. And then I realize that Shepherd of Heroes is enough CMC to bring it back. Yes I'm sacrificing the flier but I'll get the engine going. Any creature card will bring another 1/1 cat as well as 2 life. Guess that was enough. 
  • OP Turn 11. I guess they didn't draw anything good enough to stop engine. Seemed like the game was still in doubt but I built back from 5 life to 14. 
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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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