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By: Raddman, Graig W
Jun 22 2010 2:18am
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We all have fond memories growing up right?  Mine include Donkey Kong, Zelda and seeing my Uncle's Bug Collection, he was a science teacher after all.  I also can't forget my first baseball game where I got a chance to watch Eric Davis (my favorite baseball player) hit in a few runs while playing for the Cincinnati Reds.  Sometimes the memories are vague, sometimes they are detailed.  One thing is for sure, we all have memories good and bad.

I was never a big reading type of kid.  I usually preferred playing some type of organized sports, chasing spiders/bugs or playing some type of video game.  One thing I do remember from my childhood was loving to read the Choose your Own Adventure books.

 

           

 

After taking a trip down memory lane, I decided it was time to get you, the reader, more involved.  I decided it was time to write an article where you choose your own Adventure, Legacy style.  I am at a point in my magic life where I want to be challenged.  I want to learn, not just the basics, but to figure out more specifically which play is correct.  The greatest thing about this game is the willingness of other players to help teach you to improve.  They may do this directly through obvious methods or indirectly through the replays you should be watching of those more successful than you.  So I figured, what better way to improve my own game than to include all of YOU in the decision making process.

 

It is time to Choose your own adventure.

Over the next several articles, we will be focusing on these 3 decklists.  Imagine yourself as the tournament player ready to upload these lists and begin tournament play. 

Decklist #1

 

Decklist #2

Zoo
Choose Your Own Adventure Decklist #2
Creatures
3 Grim Lavamancer
4 Kird Ape
2 Knight of the Reliquary
4 Qasali Pridemage
4 Tarmogoyf
4 Wild Nacatl
21 cards

Other Spells
2 Fireblast
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
3 Price of Progress
2 Sylvan Library
16 cards
 
Lands
2 Arid Mesa
1 Forest
1 Horizon Canopy
1 Mountain
1 Plains
2 Plateau
2 Savannah
3 Taiga
3 Windswept Heath
4 Wooded Foothills
20 cards

Tarmogoyf

 

 

Decklist #3 

 

You select Death and Taxes as your decklist this week, join the tournament and pairings begin.  You briefly look at the pairings and see the following 16 players (the event fired at the minimum amount required).

  1. Soron
  2. Relopsist
  3. Jumman
  4. BarelyKnew
  5. FarfromTruth
  6. I8Pizza
  7. Framer
  8. Hero's Welcome
  9. Mythea
  10. Sections
  11. SilentAcceptance - You
  12. Darkside
  13. FivO
  14. Tristan
  15. Rathmon
  16. GymDandy

You are a relatively seasoned tournament player.  You know it is bad to make assumptions, but you have some based on frequent players in the tournament who usually play the same decks.

Here are your assumptions before sitting down to play round 1.

  • Sections has played Mono Blue Merfolk in the last three Daily Events
  • Rathmon plays several decks including New Horizons, UGR Thresh and Landstill
  • BarelyKnew is a clanmate and you know he is playing Reanimator
  • I8Pizza is known as a rogue type player, usually playing something controlling
  • Darkside is known as a zoo player, but has also played Ad Nauseam and Belcher in the past
  • Framer is also a clanmate, but you are unsure of which type of deck he might play this time,  Your guess is Landstill or Merfolk
  • Mythea you have never seen in a Legacy Tournament
  • FivO was seen playing Dredge in the Tourney Practice room a few days ago
  • You played Jumman in a 2man about a week ago and he was running a Rockish Type of Deck which you beat easily.
  • GymDandy is probably playing Goblins, although he sometimes throws in Affinity.

 

 You mentally prepare yourself, pop a few Tylenol and take a gulp of Mountain Dew.  You see your first round opponent is Sections and you begin to assume Merfolk.  He wins the dice roll and elects to go first.

Here is your opening hand:

Wasteland Karakas Benevolent Bodyguard Flickerwisp Swords to Plowshares Runed Halo Oblivion Ring

 

What is the play here?

  • A.  You decided to Mulligan in hopes of something better?
  • B.  You take your chances and roll with the punches?

So let's think about the possible plays on both ends?

We assume he is playing merfolk so what are his options?

  • Lay Island and Play Cursecatcher
  • Lay Land and play Aether Vial
  • Lay Land and do nothing
  • If he lays an Island and plays vial, is he holding Daze?

What are our options?

  • Lay Karakas into Bodyguard
  • Lay Wasteland and kill his Mutavault if he plays it
  • If he plays Mutavault into Vial, is Wasteland a good play?
  • If he plays Island into Vial, do we play around Daze and not cast Bodyguard?

So Tell me in the comments, what would you do for Scenario #1?

 

Onto the next part of the adventure:

We kept the hand, he played Island into Vial.  We cast Bodyguard and it resolves.  Is he sandbagging Daze?

On his turn, he plays Mutavault after putting a counter on Vial, plays Silvergill Adept, then passes the turn.

We draw Jotun Grunt, so what is the play now?

  • We can attack into Adept hoping he will block the bodyguard
  • We can play Wasteland and kill his Mutavault, or just play Wasteland.
  • We can Swords to Plowshares his Adept
  • We can play Jotun Grunt and hope he didn't sandbag Daze
  • We can play around Daze and just play Wasteland and Pass

So Tell me in the comments, what would you do for Scenario #2?

You decide to play Wasteland and pass the turn.  At the end of turn, he casts Cursecatcher via Vial.

He sets his vial to 2, lays another Island, he taps an Island to set up Mutavault and attacks.

So here is what you are facing.

Mutavault Silvergill Adept Cursecatcher

  • Do you block the Adept with Bodyguard, hoping he doesn't have Lord of Atlantis to trigger Vial?
  • Do you block the Adept and kill the Lord with Swords if he Vials?
  • Do you worry about Spell Pierce maindeck in Merfolk
  • If he does have Daze and you block Adept then Swords his Lord, will he Daze and Cursecatcher you?
  • Did you even think he might be holding Force of Will
  • If you don't block and he vials Lord, you would take 8 damage

These are all thoughts that should be going through your head during a match.

So Tell me in the comments, what would you do for Scenario #3?

 You decide to not block, he Vials out Lord, you cast Swords on it, he Dazes, then sacrifices Cursecatcher.  You take six damage.

 

You draw Plains (woo hoo), what are your plays?

 

So Tell me in the comments, what are your plays for Scenario #4?

 You end up scooping after Game 1 and late in Game 2 you are faced with the following scenario:

You have these cards on your board:  You are at 12 life and he is at 14 life.

Oblivion Ring hiding his Merfolk Sovereign

Serra Avenger

Aether Vial set to two

Jotun Grunt with enough cards in graveyard to keep him active at least 3 turns

Benevolent Bodyguard

Your lands are Karakas, 2x Plains, Wasteland.  You Hand consists of Stoneforge Mystic, Serra Avenger, Oblivion Ring

His board looks like this:

Silvergill Adept

Coralhelm Commander with 3 Level counters

Aether Vial set at 3

Cursecatcher

Lord of Atlantis

His lands are 2x Island, 2x Mutavault and he has 3 cards in hand.

For Scenario #5 I want you to answer these questions.

  • What are all your plays?
  • What plays could he possibly have?
  • Which creatures should you attack with or should you attack at all?
  • What is the clock for you and for him?
  • What is the correct play?

 

You end up winning this game and it's onto Game 3. 

For Scenario #6 I want you to answer these questions.

  • What are the 5 most important plays you can make with your deck against Merfolk?
  • What are the 5 most important plays he can make against you?

 

 You pull out the Match Victory like a Champ and head onto Round 2.  You watch as many replays as you can and find yourself paired up against GymDandy who is playing RB Goblins.

Here is your opening hand, you win the Dice Roll and elect to go first.

 Benevolent Bodyguard Serra Avenger Plains Plains Oblivion Ring Mangara of Corondor Aether Vial

 For Scenario #7 I want you to answer the following questions.

  • What are your turn one plays?
  • What could your opponent do turn one?
  • Do you keep this hand?

 

 For Scenario #8 I want you to answer the following questions.

  • What are the 5 most important plays you can make in this matchup?
  • What are the 5 most important plays your opponent can make against you?

 

 

That ends the adventure today.  I know responding to the scenarios will be lengthy, if you don't wish to respond to all, you could respond to some.  Remember, this is your opinion.  Hopefully this article will challenge your thought process during your matches.  We should be thinking of not only the plays we currently have, but also the plays we have next turn and the turn after.  There is an old saying that says, "Prior Preparation Prevents Piss Poor Performance".   Make sure you are prepared during your matches. Make sure you know the decks you will be facing by doing research prior to entering the tournament.  Make sure you know your own deck in and out.  Don't forgot to take time to review replays inbetween rounds, I guarantee people are watching yours.  I would love to make this series productive to you and your game play.  Please add any ideas to further this agenda in the comment section.

Join me next time as our adventure sends us off with playful Banter.

Thanks for reading,

Graig W.

-ImpinAintEasy on Mtgo-

3 Comments

1. If I think he plays by dunkle_stille at Tue, 06/22/2010 - 06:54
dunkle_stille's picture

1. If I think he plays merfolk, def mull. This hand folds to Wasteland. I think in this MU, without ever played it, having a Vial is the key. Also, Runed Halo and Flickerwhisp are stinkers here. If the Karakas would have been a basic plains I would keep it btw.

2. I see playing around Wasteland as a loss here, opp already has some tempo advantage, and most of our cards are pretty bad on their own. Rihgt now theres nothing in the grave so playing Jötun can't be correct. I play wasteland and wait for him to play a lord.

3. Block adept. Either he vials a lord in that we can Stop ( or not, if he has Force ) or just does nothing. I always prefer to trade in situations like that. if he has Force we are pretty screwed, if daze and curse he has to use 2 cards to disrupt one thats fine. Either way, better than taking 8. Plus, a filled grave is good for the Grunt.

4. Hm. Play Flickerwhisp and reset Vial. Wish I could untap Wasteland, but I need to make sure to cast that O_ring next turn.

5. Playing the O-ring on his flying lord and attack with Avenger is what I would do here ( if he doenst counter ring of course ). He could have another Lord, Force, Daze or maybe Stifle ( if that version plays it ). Force or Stifle would be annoying, but not the end of the world. For the ring, we let Wasteland untapped.
When he attacks we try to prevent as much damage as possible and not to sacrifice the Wasteland, so we can vial Stoneforge in, search for Jitte so we can gain control of the board next turn. Life total is more important for us as we need to survive. Once his board is cleared he could have 10000 life.

6. Uhm.
Dnt: Playing Vial? Vial Stoneforge into play? Bring a jitte with him into play ( or sword )? Waste his Mutavault and kill his lords? Somehow you confuse me with your questions, but then I have never played either of the decks.

7. Keep. As I can play first I play Vial turn 1. Tempo is they key in these matchups, doing things with instant speed also pretty important. All my opponent could do is either play turn 1 Lackey or a Vial of his own.

8. 5 plays uhm... kill his lackey and destroy his vial. Recurring Mangara and Jitte also look strong. Keep him off Mana... if that works.
My opponent... could play warren weirding to get his lackey through, or cycle genpalm incinerator. Resolving Siege Gang or Ringlear is also horrible for us. Resolved Vial that we can't handle is our worst nightmare.

1) Mul ! Even vs reanimator, by LOurs at Tue, 06/22/2010 - 13:35
LOurs's picture
5

1) Mul ! Even vs reanimator, the hand is good but risky. So to deal with merf, I immediatly mul without any doubt ... How many time did I loose a game being overoptimistic and being ravaged by a simple wasteland ? Not this time thank you... and not even a vial to have a reasonnable doubt.*

2) I attack with the bodyguard, play waste and that's all. I wont keep bodyguard in defense because if he drops a lord on next turn, my defense is useless. I wont play grunt because I dont believe my opponent will use Daze on it, and even if he's doing it, he's still in the tempo thank to vial... No need to play it now. As for wasteland, I could hesitate but I'd keep it : if he plays stifle, to wait with waste isnt a good idea althought he got now no untapped land. But vial is the real problem here, and I will be slowed more than him. Plus, my waste could help me to getenough mana to :1) play grunt dazeproof, 2) play O.ring ... Last thing, sword is definitly not for the adept, I'll keep it for lords.

3) My only chance here is to gain time : I cannot clear the board now. So I will minimize damages. I will block the adept with bodyguard. If he vial lord, I stp immediatly, I'd be dazeproof. If he want to sacrifice cursecatcher+daze to stp, the deal is ok, I'll lose 1 bodyguard & 1 stp but he'll loose 1 creature + 2 damages to me +1 land drop and would have all his mana tapped ... not that bad. If he'll FoW, that is not that bad either for me for almost the same reasons. Once all this phase done, I could also waste the muta. All in all my position is not that good, but let him attack without reaction is probably the worst thing for me i guess.

4) I'd play grunt, probably the best blocker I have. My wasteland + previous plays allow me to hink that I get enough cards in th GY to keep it alive more than 1 turn... It could stop any of his critter. If he counter me, the turn after I could try o.ring with less possibilities for him to counter I guess

5) My biggest fear is the commander : he's the only merfolk with evasion (flying) vs my deck. Plus it is a lord. I would try to erease it with O.ring : if it resolved, I would be able bloc any of his creature with a bigger creature (4/4); and btw, even if he manages to destroy the ring (i dont know how, but surprises happen) he will loose all his counter which is a nice timing gain. Then I'd attack with avenger as it is a creature he couldnt block. As I have 3 lands, I hope to draw another one to play stoneforge next turn and get jitte as soon as possible.

6) Pretty hard to answer, especialy with the impressive amount of tricks DnT allows ... I would say that to resolve vial & jitte and to manage to control opponent's vial & jitte is the key here. Whatever the way you choose to do that. I think also that stp for me, and stifle for him are very important card in this match, each of them could be decisive...

7) It's keepable on R1 ( If i loosed a round before, I think I could mul as the tempo isnt very favorable to us here with only T4 creautres and no fast removal). T1 play ? Vial ! vs gob, I have to get a very good quickness to keep the tempo. It could allow me to play bodyguard T2 and eventualy O.ring T3.

8) Hard also to answer. I'd say I will try to harm his tempo strategy which means manage to keep away his vial & his lackey either with stp/oring, or with mangara if it is not too late. His strategy is exactly the opposite : try to abuse of vial & lackey; siege gang being a solid creautre also without the bodyguard protection ...

PS : mentionning the adventure book, just a special & nostalgical big up to Ian Livingstone & Steve Jackson for many enjoyable reads ;)

Thanks for the responses by Raddman at Tue, 06/22/2010 - 13:46
Raddman's picture

Thanks for the responses guys, I know it takes awhile to write up your thoughts on the issues. I appreciate the time you took in doing so.