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By: Godot, Ryan Spain
Oct 29 2009 1:07am
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WaitingForGodotSmallest

Last week, I detailed the deckbuilding and first round of my Zendikar prerelease, in which I lost in three games. Stuck in the loser’s bracket, I’m hoping to win out and salvage a 3-1 finish. Fair warning: I checked replay functionality after the match, and unfortunately, several games in the final three matches had corruption issues. With no time to enter another prerelease (and no guarantee its replays would end up any better anyway), I decided there was enough content in the replays that survived to make a column of it, but I won’t be stepping through every game this week.

In the comments of last week’s column, there was some surprise and dissent over the inclusion of Goblin War Paint in my final build; understandable given the general (and appropriate) disdain for auras vulnerable to a 2:1. I chose it over several other bottom-end cards on the premise that the Goblin War Paint would convert reliably for more damage than my other options, which included Blood Seeker, Vampire's Bite, and Goblin Bushwhacker.

It can be tough to decide on those last few cards during deckbuilding, particularly when deciding between the least of evils instead of the best of solid playables. Whenever there are multiple defensible options for the final slot or two in a deck, I like to play the “Would You Rather” game during the matches. When a card I was debating appears in my hand, I ask myself if I’d rather have one of the benched cards instead. Now, even if I draw that card in every game, the sample size isn’t going to be large enough to produce a statistically-relevant conclusion, but it’s a good exercise nonetheless. First, if one card is consistently the one you want to have, or consistently isn’t, that starts to say something important, even if it’s not conclusive. Also, it’s an excellent way to get a feel for where marginal, bottom-end cards are good and where they stink, which helps inform future cuts to 40.

R2G1

I win the roll and draw seven:

imageHaving a turn-one play is nice, but there’s no action after that, and the Spire Barrage is currently a five-mana, sorcery-speed, half-Shock. Villain keeps while I take a fresh six:

image This looks much better, although I’ll be in trouble without a Mountain. We have a war paint sighting as well, and I think in this spot, not knowing what’s coming, it’s clear I’d want Blood Seeker from among my low-end possibilities for the slot based on my available mana. My first draws are a turn-two Mountain and a turn-three Plated Geopede, while Villain’s first play is a turn-three Makindi Shieldmate. I draw a Bladetusk Boar instead of a land on turn four, and face an interesting turn. What’s the plan?

image R2G1 #1

I see two choices: swing in with the Bloodghast and Burst Lightning the shieldmate after combat, or put Goblin War Paint on the Plated Geopede and attack with both Bloodghast and Plated Geopede to ensure some damage, but leaving me unable to kill the defender. I like the second play. Villain has to choose between temporarily killing the Bloodghast and taking three, or blocking the insect and taking two, either of which is fine for me. The shieldmate jumps in front of the Bloodghast and I hit for 3.

Villain drops a Khalni Heart Expedition but no actual threat, and passes. I mise a Swamp to make the whole turn hum, bringing back the Bloodghast, pumping the geopede, and reaching Bladetusk Boar mana, all in one land drop. My attack goes unblocked, the boar joins my team, and I ship the turn back with life totals at 20 – 9. Villain plays a land and casts Expedition Map but again no threats, leaving me wondering if I should be playing around something in his four-card hand.

image R2G1 #2

Even if I know I’m up against Into the Roil or Pitfall Trap, the correct play is still to swing with everything, so I send in the team. The shieldmate blocks the geopede, but 8 more sneak through, and Burst Lightning seals the deal after combat.

Despite the haste being irrelevant, Goblin War Paint led to more damage for me than Blood Seeker or Vampire's Bite would have, although I was fortunate to avoid Journey to Nowhere, Into the Roil or Pitfall Trap. Again, this is one game and is in no way statistically relevant, but slowly building up a mental case file can really help with future decisions.

R2G2

I didn’t take sideboarding notes, but I feel pretty sure I took out the Mind Sludge for something. I have these seven on the draw:

image An easy keep. Villain starts off with a Blazing Torch. I draw a Goblin Shortcutter and open with the tap land to gain a life, which feels odd in a black/red deck without a drain effect.

No action from across the table is a good sign for me, meaning my two drop can swing in for one attack before anything can be torched. I pull a Quest for the Gravelord and have two creatures to choose from: Plated Geopede and Surrakar Marauder. Which do you cast and why?

image R2G2 #1

The shortcutter is going to be very good later so I want to save it, and either of my other two drops will likely connect in combat next turn. Since the torch won’t be active until after my third turn at the earliest, I’m going to have to present both the geopede and the marauder anyway. Given that, I may as well go for maximum damage, which means the geopede. I expect Villain to take out the geopede over the marauder, but I think over the course of an entire game, the marauder is likely to hit for more because of the unblockability, so I’m fine with that.

Greenweaver Druid enters the battlefield across the table, which means Villain will have to choose between accelerating or throwing the torch next turn. I untap and pull a Guul Draz Vampire. Knowing that the geopede is likely to die to the Blazing Torch next turn, what should I play alongside the Surrakar Marauder: the Quest for the Gravelord or the vampire?

image R2G2 #2

I think having a 5/5 zombie token in play a turn sooner will be worth more damage in the long run than running out a 1/1 that isn’t likely to do much until it becomes a 3/2 intimidate anyway. I hit for 3, cast the quest and the marauder, and pass. Villain has Gomazoa plus the mana left over to equip the torch to the druid. Gomazoa is annoying, but between all my intimidate and the shortcutter, it may never have the chance to block anyway.

I rip and play a Mountain, and the geopede eats the torch before the landfall trigger can resolve. I’m still able to hit for two and cast the Bladetusk Boar, passing the turn with the life totals at 21 – 15 and a board strongly in my favor.

A kicked Sphinx of Lost Truths tries to change the balance, but despite the amazing a card advantage, I still have aggression and a superior board—I just need to seal the deal before those extra cards have a chance to matter much. I rip a land to clear the way for 5 points of intimidate, and a Kazuul Warlord in my second main piles on the pressure.

Life totals stand at 21 – 10 when Villain casts a Grazing Gladehart and an Expedition Map, and finally drops a Turntimber Grove to gain two life and buff the sphinx. I take 4 damage in the air before getting the turn back. I draw a Spire Barrage and plot the turn. What’s the play?

image R2G2 #3

Attempting to win a race against a Grazing Gladehart is not advisable—that thing has to die soon, but not necessarily this turn. It will be worth more to the damage race to use the Goblin Shortcutter to falter the Gomazoa and swing, which leaves mana up for the Guul Draz Vampire as well. With Gomazoa unable to block, I obviously I attack with the boar and the warlord, but the marauder has to stay at home because I don’t want to trade it for the druid.

I send in the boar and warlord as planned, and when the Grazing Gladehart jumps unexpectedly in the way of the warlord, I prepare for the Vines of Vastwood about to come. Sure enough, the antelope inflates to a 6/6 and annihilates my 4/4. Side note: instant-speed removal is fantastic. A Burst Lightning in that spot instead of the Spire Barrage I drew would have been a blowout. Still this isn’t a terrible trade, since it’s clears out a trick that could “counter” my removal, and it’s going to be tough for a non-evasive 4/4 to get through successfully from here anyway. I drop an intimidating Guul Draz Vampire after combat and pass.

That intimidate only lasts for a moment, as a land drop on Villain’s turn puts the score back to 17 –11, but there’s no other action. I draw into my Magma Rift and plot the best way to use the removal at my disposal:

image R2G2 #4

Now the gladehart needs to die, especially with the Expedition Map guaranteeing at least another two life if it lives. If I can keep Villain at 10 or less life, I should be able to end this with another landfall trigger. It would be nice to save the Spire Barrage for a dome shot, but I think I do more damage in the long run by aiming at a creature with it anyway, so I may as well do that now. Barrage the antelope, swing for 3 to make it 17 - 8, and hopefully a land drop will be all that’s needed to finish the game next turn.

Villain manages a River Boa and an Archive Trap. The archive trap is fine with me, I love it when my opponents pay five mana and a card to shuffle my library. Happily, only three lands are milled (as is my Bloodghast: please, don’t play a singleton mill cards, kids), meaning ten of the remaining 13 cards in my library are game-winning draws: nine land and one Burst Lightning. I like those odds! I pull a Swamp and that seals the deal, sending 8 points of intimidate into the red zone.

R3G1

This replay isn’t even in the list and corrupted, it’s just not there at all. There are about 11 total minutes of clock gone in game two, so it was a fast game. I remember Villain was red-white with great removal in both colors (red burn two, Journey to Nowhere and a Pitfall Trap) and a maindeck Seismic Shudder that gave me a scare, but I managed to pull out a win. I remember seeing so many one-toughness creatures in game one that I brought in my own Seismic Shudder for something.

R3G2

Villain elects to play and keeps (so I must have won game one), and I evaluate my seven:

image Oh, two-landers! You look so pretty, but can be so disastrous. Still, I have good early plays, and a couple of lands should turn this into a real beauty. Keep.

No plays at all from Villain through three, and no land for me through three. I draw Goblin War Paint, though. Normally I would consider what low-end card I would want here, but being up against a known Seismic Shudder, I’m definitely in the war paint camp for this matchup. Do I play it out there?

imageR3G2 #1

No, he’s shown too much removal. I really want to play the paint in this matchup when I’m at least getting in for a guaranteed swing in case I get 2:1ed after. Sure enough, I swing in and get Pitfall Traped. With no plays, I pass, and Villain casts a Bladetusk Boar. I again fail to pull a land, and ship the turn. The pressure mounts, with a Goblin Bushwhacker creating a 6-point attack.

image R3G2 #2

I make a terrible mistake at this point, failing to use my Seismic Shudder to save a couple of damage and add a counter to the quest, thinking it was a sorcery, because most one-point Earthquake effects have been in the past. Reading cards: highly recommended! I manage to find a Swamp, but I still have no play besides crippling myself again with the Magma Rift (or recognizing that the shudder is an instant). I pass, and the boar applies some Goblin War Paint to add to the pile-on. I manage to find another Swamp, which means I can’t play the Shatterskull Giant. What should I play?

image R3G2 #3

I have to burn the Magma Rift now to ensure my survival. The Seismic Shudder misplay is looming large: I’m about to take four extra damage and be unable to make a 5/5 zombie token because of my no-play on the shudder. Huge. I take another point, but Villain has no play despite six lands and three cards. I find a replacement land on my draw, and work out which creature to cast:

imageR3G2 #4

I go with the 4/3, but I’m not really expecting anything to live. Yup, Inferno Trap. This completes the quest and I make a 5/5 after Villain casts a Geyser Glider, then I cast the Nimana Sell-Sword on my turn. Villain removes both my 5/5 token and my sell-sword, then drops a teetering peaks to hit for exactly seven for the game. All told, I took six unnecessary points from the bushwhacker. I didn’t have removal for the glider, but who knows, maybe I could have come up with some in time to turn it around if I’d played the shudder correctly.

R3G3

imageThat will not do on the play when I need to come out swinging. I send it back. Man, Mind Sludge is decent at best in this deck, and has so far been nothing but ugly.

imageThat looks much better. Villain mulligans to five, and I’m hoping that will buy me the time I need to beat down and win before I’m facing much of a defense. Despite not drawing a land on turn two, I opt again for the Plated Geopede turn two over the Surrakar Marauder. If I don’t draw land I’m likely going to lose anyway, so I may as well play as though I’m going to draw some.

Villain casts a turn-two Goblin Shortcutter off of a second Mountain, which are both good signs for me: no Plains, and no better turn-two play than a guy you’d rather play on turn four or five. I can't find another land, though, so I hit for one, play the marauder, and pass. Villain has Adventuring Gear for the goblin, but also misses the land drop. The race to unscrew is on!

I rip Unstable Footing, play Quest for the Gravelord, and crash in with both. I’m happy to offer a trade right now since it puts me 2/3rds of the way towards a 5/5 zombie for . He accepts, and I hit for 1. We both continue to miss land drops, and I finally hit my third on turn six. My only play is the Giant Scorpion, but at least the geopede hits for three this time.

Villain finds a third land too, but it’s another Mountain, and he’s already confessed to having a grip full of white cards. My deck laughs at my situation with Adventuring Gear off the top, and I throw it on the scorpion to diversify my threats once I finally find a land. Hitting with two creatures sets off an Inferno Trap, and I lose my scorpion to it at the end of my turn.

At long last, Villain finds a Plains and sends my other insect on a Journey to Nowhere. I pop the quest at the end step, and finally draw my fourth land. Mana! What precious commodity! How should I play this spot, now that I actually have some options?

image R3G3 #1

I can either equip the zombie, drop the land and hit for 7, or attack for five, play the land, and cast Nimana Sell-Sword. Assuming I find another mountain in the next four or five turns, I can effectively think of the life totals as 21 – 7 because of the Unstable Footing. Given that, hitting for 7 now would be good, setting me up to win off any Mountain. If I don’t find a Mountain, though, I will have failed to develop my board with that play, leaving me creatureless next turn if Villain has removal, which I’m predicting at this point.

Hitting for 5 and dropping the sell-sword also sets me up for a win off a Mountain next turn, though, unless Villain can take out both creatures. Without a second Plains that seems unlikely, but there are definitely some scenarios where I could lose both creatures before the end of my next attack phase.

I decide to max out my mana and develop my board with the sell-sword play. It has some advantages, but in my quest for turning my 95% chance of winning into 96.5%, I like equipping and attacking Villain down to within Unstable Footing range in hindsight. It gives me a certain inevitability: unless I can’t find a second red source in the next 5-10 turns or so, I’m going to win with that play.

I attack for 5 and pass, and my giant zombie shuffles off on a Journey to Nowhere, leaving behind the sell-sword. I don’t have to wait 5-10 turns: a Mountain is on top, and the attack plus the Unstable Footing take the game and match.

Round Four

Sadly, two out of three of my round-four games were corrupted, and this article is starting to run long anyway, so I’m going to summarize my final match.

G1

Villain was playing a red-black splashing blue for two Windrider Eels with the help of anAkoum Refuge and a Khalni Gem. In the first game, I’m the early aggressor with Bloodghast, a Giant Scorpion and a Nimana Sell-Sword. Villain has an early Quest for the Gravelord which gets a couple counters when he blocks my Bloodghast with his not-very-intimidating Surrakar Marauder. I drop him to 9 before he stabilizes with a kicked Gatekeeper of Malakir. I sac my Bloodghast of course, but now he has a 5/5 to hold the ground.

We stall out, but I have Heartstabber Mosquito and six land, so I figure to be taking out the zombie shortly. Then, Villain casts Ob Nixilis, the Fallen and drops a land to make it a 6/6, and my mosquito target changes in an heartbeat. Of course, instead of pulling a land, I pull the Magma Rift, again putting me in the spot of having six land, the mosquito, and the rift. I have the Giant Scorpion though, so while I have to take an attack from the 5/5, I have some time to find land #7.

I hit it on the next turn, take out the now-9/9 Ob Nix, and breathe a sigh of relief. Without missing a beat, Villain untaps and casts Kalitas, Bloodchief of Ghet. Wow, he has my pool from the cancelled event! I Magma Rift the vampire bomb of course, and I’m feeling like I can win this thing with the life totals at 9 – 7 and me with the 2 /2 flyer, but Villain drops two Windrider Eels on me the following turn. A couple landfall triggers later, I’m toast.

G2

This one was equally tight, but I end up winning on a play error. I almost had the game, but Villain stabilized just in time with Kalitas, Bloodchief of Ghet, and this time I had no removal for it. All he needed to do was use Kalitas’s ability to destroy one of my threats and use the resulting token to hold off the other, but instead he cast a creature that used up one of his three black mana sources. That allowed me to charge in for just enough damage to win, and he saw his mistake immediately, lamenting about it at the start of game three.

G3

I won game three fairly convincingly with the turn-one Adventuring Gear, turn-two Plated Geopede, turn three equip, drop a land, swing for five, and play Surrakar Marauder. I had my Kazuul Warlord and Magma Rift in hand, so I elected to play my Heartstabber Mosquito as a 2/2 flyer for 4, as it curved me out nicely and applied intense pressure along with the 5/5 first striker. With removal to clear out a key blocker, I won the game before I would have ever been able to play the mosquito kicked anyway. I can get greedy with sweepers and kicker spells, but I managed to find the right play that time, and salvaged a 3-1 out of it.

That’s all I’ve got for you this week, although there ought to be a new podcast up today as well over (link below). Thanks for reading, and join me next week for a Zendikar draft walkthrough!


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40 Comments

What I really like most about by Paul Leicht at Thu, 10/29/2009 - 02:57
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5

What I really like most about your articles is that even when you fail to provide the replays (damned Gremlins and Squirrels!) You still manage to provide some meat on the bones. Thanks for the read.

Nice warp up , too bad the by Who me ?> (not verified) at Thu, 10/29/2009 - 03:15
Who me ?> 's picture

Nice warp up , too bad the last game you don't have a replay ,
but on the bright side you should be thankful Mtgo didn't crash like it did so often on these release /pre release days.

when i played seald (or kicked you out and by the time you manage to login it was game loss)
I have a feeling mtgo sucks the last few days and its feels like V2.5 days
anyway after all the grunting nice to catch up on your articles , been missing it lately.

Don't feel too bad about the by Anonymous (not verified) at Thu, 10/29/2009 - 05:04
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Don't feel too bad about the Seismic Shudder play. I also thought it was a sorcery until I read this article :)

nice article by NightAngelRj (not verified) at Thu, 10/29/2009 - 10:47
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On R2G1 I think I would have placed the pants on the bloodghast and attacked with it alone. But the difference is rlly minor as your opp was clearly backed against the wall with no options. Yes, war paint did make a difference there, but I'd rlly resist playing it unless I had no other choice. Ive done over 40 sealeds so far (no kidding) and have yet to use the war paint, or have it used against me and die because of it. Anyway, it worked, so it's all good.
I've found that whenever I make a play mistake that costs me the game, the next game I usually have serious mana issues, whether screw, flood or color problems. I feel that it is the universe punishing me - "I gave you the tools to win and you didn't use them so now just sit there and take the beating". It rlly gets me in a sour mood.

I like the "Universe is by Paul Leicht at Thu, 10/29/2009 - 12:31
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I like the "Universe is punishing me" thought even though I read it at first as "pushing me" and that made more sense. I think in some sense after you come off a lost game it is harder to play the game calmly with detached perspective. Mana issues just happen and when you are playing well they are largely irrelevant but when you are error prone they matter greatly. Well that is my point of view. I don't think feeling badly because of it is a good response but I know sometimes you just have to let the feeling ride.

"Mana issues just happen and by NightAngelRj (not verified) at Thu, 10/29/2009 - 12:49
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"Mana issues just happen and when you are playing well they are largely irrelevant". Are u kiddin me ? Lol. Seriously Paul, maybe in constructed you can get around the occasional mana imbalance, but in limited it is usually pretty fatal and has absolutely nothing to do with skill. I've had so many ridiculous mana situations like once I was playing 10 X land, 7 Y land, and i draw FIVE Y land and only one X. Etc etc. And in those situations skill has 0% with your chances of winning, except in one thing: when to mulligan. Even so, you might get a couple of unplayable hands on your way to mulligan to 5, and then just get smashed by card advantage.

Im sorry I don't mean by Paul Leicht at Thu, 10/29/2009 - 12:54
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Im sorry I don't mean irrelevant on a game by game basis but on the overall scheme of things. I haven't played as much limited as Id like lately but my experience with it is that usually mana issues are not the deciding factor on how a series of matches go. Sometimes they are and that sucks but you have to roll with it. It is MUCH harder to overcome a mana problem when you are down a game and facing pressure to not lose. That was my point. On the other hand Ive come from way behind in limited with mana issues and still won so it isn't an auto loss. I agree that constructed may be a little easier since you can play fixers to help overcome such problems but I think people play limited precisely for the narrow nature of the field.

As for feeling badly by NightAngelRj (not verified) at Thu, 10/29/2009 - 12:51
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To each his own. To me, I find it disappointing to lose to bad luck or simply because my deck is a pile of steaming dung, but when I make game-deciding mistakes it really eats me inside. Can't help it. Of course after a little bit I cool off, I dont have a huge list of mistakes I keep tormenting myself with. Bygones bygones, but when its still fresh.. oooh, it devours me. :)

That shows that you are of a by Paul Leicht at Thu, 10/29/2009 - 12:59
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That shows that you are of a competitive nature which is a good thing. I don't think accounting for your mistakes is terrible but dwelling on them isn't particularly healthy. "Oh! That card plays as an instant! Stupid me! Next time I'll read the damned card." :P Yes its a mistake I've made in prereleases. Heck I've done things like that in casual play with new cards. Very annoying but if you let it get to you, your future games may be tainted by your self-recriminations. When something like that happens, IF I am aware of the mistake, it makes me tighten up and play a little more carefully. I only really get down afterward if I missed it entirely.

Luck-based losses don't by Godot at Thu, 10/29/2009 - 23:47
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Luck-based losses don't really bug me at all at this point, which I think is what Paul was getting at, but mistake-based losses really bug me. Try posting them for the internet to see afterwards... :/

That's going to be the case for any pure Nuts & Bolts Spike. To quote Mark Rosewater (from http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr258):

The last subgroup has moved beyond decklists and metagames. Nuts & Bolts Spike focuses his energies in perfecting his own gameplay. He believes that the ultimate key to victory is flawless play. As such, Nuts & Bolts Spike spends his energy looking within. He tries to understand his own internal flaws and works to improve them.

Because of this focus, Nuts & Bolts Spike tends to spend more of his time on Limited formats, as it allows the most opportunities to improve his general skills. (This by the way, is mostly due to the fact that Limited has more variety and a wider level of power variance.) Some Nuts & Bolts Spikes do focus on constructed but it is the minority of this subgroup.

The most important thing to understand about Spikes is this. To them Magic is a means to test themselves. As such, their enjoyment comes from marking their own progress. While that often means winning, there are Spikes who measure their success in other ways. For example, some Spikes measure themselves not against winning or losing but by how perfect their play was.

------------------------------

Ryan again. That last sentence? Yeah.

The second comment above refers to your last-rnd opp by NightAngelRj (not verified) at Thu, 10/29/2009 - 10:53
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Also changed my mind on sludge, it is a pretty good card, though it is a bit unreliable.

You gotta do what you gotta by Godot at Thu, 10/29/2009 - 23:35
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You gotta do what you gotta do in a sealed pool, but I'm not ever going to be happy about running it with fewer than 10 Swamps in my deck. More than that, and it's a game-breaker played on turn five or six.

When I was following along I by Dorian (not verified) at Thu, 10/29/2009 - 11:13
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When I was following along I would also have put the Warpaint on the Bloodgast in R2G1. It negates the 2 for 1 possibility and gives a creature that can get through the Shieldmate without a land drop.

However in R2G2 I would have shot the Gladeheart with the Barrage instead of playing the Shortcutter and that would have turned out worse as he had the Vines.

Another play I should have at by Godot at Thu, 10/29/2009 - 23:38
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Another play I should have at least considered (I'm responding from the bottom up, the first one is down there somewhere). I think I disliked the idea of paint on the bloodghast *because* it's a creature that I want to be fairly suicidal with, and I really like it on geopede, but I think the bloodghast/paint play is an option there.

Godot, do you have any by Anonymous (not verified) at Thu, 10/29/2009 - 11:36
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Godot, do you have any methods/tips for calculating the mana base for decks in sealed play? I've pretty much been just running 17 lands and guesstimating what the color splits are going to be (I pretty much just always run 2 colors in sealed). I feel like there's probably got to be a better/more scientific way of figuring this out then what I'm currently doing.

Mana Base by NightAngelRj (not verified) at Thu, 10/29/2009 - 12:37
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Yes, I'd be interested in your rationale for manabase. I have my own but it's always nice to get additional analysis from an experienced player.

I'll try to be more by Godot at Thu, 10/29/2009 - 23:33
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I'll try to be more deliberate about describing my mana base process, but it's a meaty topic probably worthy of a full article some week where I want to take a break from the walkthrough thing. It's also a topic on the list for the Limited Resources podcast, so keep an eye out for it there.

Best. Limited writer. by AndreFM (not verified) at Thu, 10/29/2009 - 12:57
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Best. Limited writer. Ever.

Epic win once again, everyone else doing draft/sealed recaps on the internet, seriously, just concede to Godot :)

Also in r2g2 u may have by Anonymous (not verified) at Thu, 10/29/2009 - 15:29
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Also in r2g2 u may have actually just domed your opponent for the 2 damage.it activates your vampire,u deal 6 that way that turn and negate his lifegain from gladeheart actively.Of course it leaves u open to a harrow blowout,but then his leaving the sphinx on defense seems a little strange.if he had whiplash trap then his non-attack is kinda odd also.But if u knew his hand was land,land say.then burning him to "blood" your vamp is correct.maybe im missing something

Interesting line, certainly by Godot at Thu, 10/29/2009 - 23:28
Godot's picture

Interesting line, certainly seems defensible, it's going to win the game on the next turn *without* needing an out like I did, unless Villain deals with one of the intimidators and plays a land.

I tend to think board control with my burn unless I can get the kill, but I should have at least considered that play. I didn't even see it.

this wuz da greatst artical by mtg player 4eva (not verified) at Thu, 10/29/2009 - 21:37
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this wuz da greatst artical of all time shawty.

Kanye? by Godot at Thu, 10/29/2009 - 23:24
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Kanye?

I'mma let you finish. by The D.K. at Fri, 10/30/2009 - 13:33
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"This was a great article, and I'mma let you finish... but... Hamtastic has one of the greatest articles of all time!"

XD

Very good by Windcoarse at Thu, 10/29/2009 - 22:16
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5

Loved the article, but I have a minor confession. I skipped right to the end to tune into the ongoing saga of your padawan learner. Alas, it was not to be.

I'm kidding, of course. Obviously, you have to change it up a bit as even the most heart-warming stories can dry out with your audience if you give them too much exposure. Your insights into the game of magic are helpful, as always. It's the personality of your voice as a writer that keeps me coming back to read your stuff though.

Thanks again.

Ha, thanks. Actually, Oliver by Godot at Thu, 10/29/2009 - 23:19
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Ha, thanks. Actually, Oliver and I haven't had the chance to play this week because we had out-of-town guests over the weekend which is usually when we get our games in. Stay tuned, though, I'll continue with updates as we continue to play...

R2G1#1: As a few others have by ghweiss at Fri, 10/30/2009 - 01:19
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R2G1#1: As a few others have posted, my instinct is to play the War Paint on the Bloodghast, which you didn't even list as an option! This play not only does more damage immediately, but also sets up your next turn much better in the case that you don't draw a land (which should really be your greatest concern right now).

R2G1#2: You could actually lose this game if he has Arrow Volley Trap, so I would just attack with the Intimidate guys. (You mentioned Pitfall Trap and Into the Roil but he doesn't have either one of these. You know this because he clearly drew Expedition Map last turn, and chose to cast Khalni Heart Expedition the turn before. He would have cast either removal spell that turn instead.)

R2G2#3: Vines of Vastwood (or Primal Bellow) is going to be tragic for you no matter when he plays it this game. However, you gave him the most value for it (Kazuul Warlord AND Shortcutter's trigger) when you attacked instead of attempting to Spire Barrage the Gladehart first. Also, ideally, you'd want to have that Gravelord in play before you cast the Shortcutter.

R2G2#4: Shoot him to 9, which activates your Guul Draz. Attack for 6, which means you can kill him next turn even without drawing a land.

R3G2#1: It is absolutely correct to cast War Paint now. Of course, it really shouldn't be in your deck in the first place since you noticed last game that he had a ton of removal. At any rate, the War Paint has virtually no value in the hand you drew. When are you planning to cast it? Turn Eleventy? On the other hand, casting it now could easily mean 2 damage if his only removal is Journey to Nowhere; even more if he decides to drop a 4cc creature instead; more still if he has no removal at all, or if he topdecks Burst Lightning or Seismic Shudder as his only removal. On that note, what about the Seismic Shudder in YOUR hand? It's uncastable while the Marauder stays in play without War Paint.

R3G3#0: I'd keep that hand. It's not great, but you are on the play (thus 6 cards are riskier) and your draw steps will be mostly good to you. Only basic Mountains are dead draws. Additionally, Mind Sludge should be excellent against his removal. You only have 1 Swamp now, but you'll have drawn 4 more cards before you can even cast the Sludge (or more if you wait, of course).

Thanks again for a great walkthrough!

I take it back about the by ghweiss at Fri, 10/30/2009 - 01:24
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I take it back about the Arrow Volley Trap. We know he doesn't have it for the same reason that we know he doesn't have Pitfall Trap or Into the Roil. Swing for the fences!

"please, don’t play a singleton mill cards, kids" by NightAngelRj (not verified) at Fri, 10/30/2009 - 09:22
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Even hedron crab? I'm a bit on the fence for it but will usually run it. It won't draw me into playing blue, but if I'm already blue it will usually make the deck (especially with other enables like the living tsunami and green landfall).

Crab is kind of odd... by Shaterri at Fri, 10/30/2009 - 10:34
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Godot and I have been talking a bit about Hedron Crab lately (I was, in fact, considering using it as an example in my next article), and I think the jury's still out. Here's the thing: those limited games are generally going to last about 8-10 turns, meaning 40-(7+8) = 25ish cards left in the opponent's library. (For instance, if you look at Godot's library in the examples this round, you can see he has roughly 25-26 cards left in virtually every game). That means that if you want to mill your opponent out with Crab, you have to hit probably 8 land drops after playing Crab. That means it's a bit of a crapshoot even on turn 1, and almost certainly dead after turn 2-3. That isn't to say that Crab can't work; with a decent-looking U/G shell (for instance, my current league pool at work has Harrow, Khalni Heart, Frontier Guide, Misty Rainforest and Oracle of Mul Daya!) then the chances of Crab being effective go up substantially, and with more than one things start to look much better on two fronts — your odds of hitting one early virtually double and you suddenly have the distinct possibility of drawing both and dropping that landfall number from 8 to 4, so if you see a late one in pack one of a draft and you're in U/G you can pick it up and start looking more actively for others. At that point, though, you have to start looking at building your deck around Crab, crafting more of a defensive structure to try and draw the game out longer. The main reason to do it when you do have the shell is that as a non-combat win condition it's that much harder for your opponent to interact with; normally-solid cards like the White traps and Giant Scorpion are just never going to touch it outside of exceptional circumstances. But I would be really leery of just trying to run the singleton Miser's Crab and hoping to win off of it.

I was hoping Steven would by Godot at Fri, 10/30/2009 - 11:25
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I was hoping Steven would chime in so I wouldn't have to do math! Thanks.

A random singleton crab in a deck that has no means to trigger landfall other than drawing and playing lands is definitely not good. I remain unconvinced of its worth in decks with multiple landfall enablers as well.

Some people treat the crab as though its rules text reads, "If you play Hedron Crab on turn one, you win the game." If that's what it did, I would run it in any blue deck, but that's not the case. Even when you do drop it on turn one and begin abusing it with landfall enablers, it's likely to draw removal against red and black (which, while good, is hardly "you win"), and when not removed, it's still not guaranteed to go the distance.

Is there some threshold of landfall abuse at which point a singleton crab becomes playable? Probably, but it would have to be a deck built around landfall to begin with, and I think you will be way more likely to just win with your huge eels and baloths than with the crab.

Sealed by NightAngelRj (not verified) at Fri, 10/30/2009 - 13:15
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Well my comment right now was mainly aimed at sealed play, as in draft you can maximize the value of a hedron crab much better. In sealed you'll usually have only one crab, if any, and not much in terms of enablers. However, sealed is a slower format and the possibility of games lasting 8-9 turns you need to win with it is much higher. I have run it in sealed and my experience was this: I got it down on turn 1/2 a few times, and it basically won me a game I would already win by beating down my opponent, as he had a slow start. In that kind of situation simply playin bear, scathe zombie, hill giant, etc, backed by a bit of removal and pump would already be devastating, and crab didn't really do anything special (i'd still run it though if I have at least a couple of enablers like khalni gem or whatnot and dont have anyth much better to run instead, like, say, a welkin tern). Its value also goes up with cheap equipment you have too.

In draft, however, things are pretty different. Consider this scenario which actually happened in a game of mine: I play island, crab. TUrn 2: crab, land (mill for 6). TUrn 3: khalni heart expedition, land (mill for 6). Turn 4: land (mill for 6), harrow (mill for 12), pop the khalni expedition (mill for 12). That's a full milling victory on turn 4. It happened only once, but it was pretty amazing. :)

Right, but the discussion is by Godot at Fri, 10/30/2009 - 13:40
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Right, but the discussion is about a singleton, and again, anecdotal evidence of perfect crab/crab draws (and T1 crab-->lose stories like the one below) are cool but not as useful as math for forming a reasonable opinion.

Steven's statistical by Godot at Fri, 10/30/2009 - 12:39
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Steven's statistical breakdown is more useful than anecdotal evidence for having an informed opinion, but for an interesting example of a turn-one crab failing to win despite Harrow and Living Tsunami, check out this post:

http://forums.mtgsalvation.com/showthread.php?p=4537139#post4537139

I did check out the post by NightAngelRj (not verified) at Fri, 10/30/2009 - 13:30
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and here's the thing: the problem is that the kind of deck that was being played was aggressive (windrider eel makes a horrible blocker and adventuring gear only triggers on attack). On an aggressive deck, playing a 0/2 for 1 is a bad deal - he'd be better off with a kraken hatchling to hold off attackers. But we don't know what kind of pool he had. Maybe that was just a 23rd kind of card, like your beloved war paint :) That's how I see the crab. Just a tiny warm body to flesh out the last cards for your sealed deck if you want one. The difference here with archive trap is that archive trap is not a cheap 1 mana creature. A hedron crab as a 0/2 for 1 is bad as far as creatures go, but it will always have SOME board impact, no matter how small, simply because it is a creature.

I don't think we're really by Godot at Fri, 10/30/2009 - 13:53
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I don't think we're really disagreeing about the crab, are we? That linked game is just one example, and even if you say he shouldn't have had it in the deck because of X, Y, and Z...the bottom line is you are saying it shouldn't have been in the deck, despite double Harrow and Living Tsunami, right? That means the edge cases where a singleton crab is justified over some other piece of filler (an extremely controlling deck with multiple landfall enablers, several pieces of good equipment, and a weak bottom end needing to be filled with *something*) are fairly rare.

(re: war paint: you say "beloved," I say "lame but still better than a blood seeker," let's call the whole thing off.)

Alright by NightAngelBr (not verified) at Sat, 10/31/2009 - 06:29
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Well, I don't think the threshold for playabilty on the crab is THAT high, but ok. I rarely rarely play blue in zendikar sealed, there are just way too many crap commons (trapmaker, expedition, spreadin seas etc) and its depth is usually too low. Black, Red and White comprise most of my decks, and sometimes green can be pretty good (ive learned to stay away from the "green fatties" plan though, usually. A 5/6 for 6 mana isnt going to help u when opp plays a first turn steppe lynx or lacerator).

Also.... by NightAngelRj (not verified) at Fri, 10/30/2009 - 13:38
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That guy severely misplayed in my opinion. He should have blocked the cleric with the crab. Even IF his opponent had vines of vastwood, as his hand was mostly a hand of aggressive evasion beats, he would pretty much die to a timely vines anyway. Might as well make your opp spend a turn , a card and mana to kill the crab. That was some serious bad playing - putting the crab in the deck is defensible, in my opinion, but then avoiding blocks because he thinks it is too valuable? thats wrong. At the end of the day, a crab that absorbs a 5/5 creature attack (1/1 + vines) is a good crab.

Are you saying that the only by pierrebai (not verified) at Fri, 10/30/2009 - 15:18
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Are you saying that the only good crab is a dead crab? :)

(Plus: did you win the final game in thursday's sealed? Hope you did!)

I don't remember by NightAngelBr (not verified) at Sat, 10/31/2009 - 06:21
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Ive been playin way too many sealeds. My latest fad is doing three at the same time. It's hectic. Last night I managed to pull off a 2-2, 3-1 and 4-0, with many matches almost lost to time. Splitting my attention between 3 simultaneous games is also a challenge. :)

Re:crab by NightAngelBr (not verified) at Sat, 10/31/2009 - 06:23
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Nah, what I'm saying is in that particular game the player got so enamored with the notion of a turn 1 crab and a milling victory he forgot the goal of the game is winning, through whatever means possible. And that can mean throwing the crab to the wolves (or allies as the case may be). :)