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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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    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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