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KHM Premier #2 - Game Analysis

2/7/2021

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Game 7 - Was 5-1 at this point
  • Opening Hand. Ick. 3 swamps and need a red source, though I can foretell the Reinforcements on Turn 2. Need a mountain but this is a slow start. Worse case is that I Seize the Spoils if I draw a Mountain.
  • Turn 1. Straight forward. Nice Mountain. Set up foretell on Turn 2 unless I can get some board presence. 
  • Turn 2. Too bad I didn't have the Pup in opening hand. But foretell works. 
  • OP Turn 2. Solid creature for OP. Go wide?
  • Turn 3. Okay this is s mistake. RW on opposing side, Is should get some creature on field with Reinforcement. Mistake on my side. Pup and Rune would have been fine as well. Seize is too greedy. Could have cast the pup as well with the treasure. 
  • Turn 4. Letting OP "conserve" mana by foretell. I should be building a board. Now I pay the price for sacrificing the Mire. Last turn should have clearly been Mire + reinforcements. But at this point, I could have Foretold the Reaper, Dwarven Reinforcement and brought out the Pup. I'm clearly not the beat down and need to play more conservative. 
  • OP Turn 5. Look at all those creatures. 
  • Turn 5. I am playing really unintentionally which is what happens when you are distracted. I mean I could have cast the Dwarven reinforcements, Pup, and the Rune of mortality and saved the Saga for future. 
  • OP Turn 6. The trick comes out and wham. I deserved it. 
Game 8 

Opening Hand. 1 Swamp + 2 Mountain - good start. Kardur - very good. Feed the Serpent good. Not a fan of the Saga but we'll see. Breakneck Berserker is useful. Sad there's no 2 drop but we'll keep
  • Turn 1. Not sure difference between Snow and non snow to start. I'll do Snow just to make them think I have a snow deck. 
  • OP Turn 2. Foretell. Uh oh.
  • Turn 2. Sad to just pass but no 2 drop.
  • OP Turn 3. Solid Packmate 3/3 and replace card in hand. 
  • Turn 3. Okay, let's see if they are willing to trade the packmate. I mean I _coudl_ play the Duskwielder but no reason. Get in for 3. Happy to trade but good for 3 damage.
  • OP Turn 4. Seeker and a tapped land. That feels like it will slow them down
  • Turn 4. Let's build out the board before we bring out Kardur. 
  • OP Turn 5. My board threatens them. Wow. Not spending 5 mana. Obviously I have the Feed the Serpent. 
  • Turn 5. Okay time for Kardur. Okay not to attack this way I can swing for maximum. 
  • OP Turn 6. I was very concerned about combat trick on the Seeker. And again, passing with 6 mana up. That was the key on their Turn 5. 
  • Turn 6. Let's swing in. Keep feed the Serpent. I am worried about Doomskar. Let's use all the boasts. And at the end of my turn, ah that's why they left mana open. 
  • OP Turn 7. I would have taken the damage and given them the 5 life. Rune + Bound in Gold used up most of their mana. 
  • Turn 7. Okay Feed the Serpent the Giant blocker (luckily not giving them any life gain) and let's swing. And boast + Kardur FTW.
Game 9
  • Opening Hand/Turn 1. Reasonable with 1 Swamp + 2 Mountains. Liberator on 2 and Arni on 3. 
  • Turn 2. Liberator. Koma's Faithful might be a better 3.
  • OP Turn 2. Nice that OP is hitting their curve perfectly. That's a hard thing to stop. 
  • Turn 3. I did not realize that Runes replace themselves. Also mana does not line up, where I would have cast Duskwielder and Rune. Koma's Faithful isn't a bad choice here to block Fynn. 
  • OP Turn 3. Hitting curve perfectly, sigh. Toughness 3 on 2, 4 on turn 3. Dang.
  • Turn 4. No land. This isn't good. Probably should have played Rune here to hopefully draw a land. Arne does nothing right now. 
  • OP Turn 4. Tapped land and probably will get a Manalith out.
  • Turn 5. Another non land. Again, probably should cast the Rune of Mortality, so if I get a land, I can get Shadow in Foretell.
  • OP Turn 5. Uh oh. Immersturm Dragon. And Saga. 
  • Turn 6. If there was any way to kill one of their creatures I would be able to cast Tegrid's Shadow and get rid of that Dragon. I guess the Saga is the only hope to wipe the board. Hopefully they don't bring out more creatures. 
  • OP Turn 6. Arni and the Predator sigh. Heart sinks when they cast the Mentor and bring out the other Elf and then Seeker comes out. And Predator of course removes from graveyard - such the bad matchup for me. 
  • Turn 7. Get rid of Swamp. Hope Rune finds another swamp. Otherwise, I'm kind of stuck. 
  • OP Turn 7. Of course another Arni Saga
  • Turn 8. Not much I can do here. About to get thumped next turn. So Close. 
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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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