Keep or Mull: solitary land

Ah the classic conundrum: keeping a one land hand when on the draw. Oppo is also playing an aggressive deck and this is game three. Each previous game whoever was on the play was the winner, just through front-foot aggression (god bless you SNC). So, what do we do here?

  • Baseline heuristics: keep any hand that only needs one land over the next two draw steps to work. However, always mull if it needs a particular kind of land. This hand clearly needs a mountain, so mull.
  • Oppo has already mulled. Even if it doesn’t matter, that always makes it feel safe to mull.
  • I do have one of those family fixers. So if I draw a second land but it’s a swamp, I can still turn on my hand by casting it.
  • I also have sweet sweet one mana removal that can help me catch up.
  • This hand is straight gas if it gets going (double Body Droppers with sacrifice fodder in the Magician).

What’s the play?

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What’s the play: starting to stall

Definitely starting to run a little dry on SNC. With the spikes leaving the format I’m drafting Brokers uncontested and winning a lot of games easily. While nice for the gem count it’s not great for interesting play moments. But last night had some spice!

17 Lands Deck

Specific Play

Okay, so opponent just cast the Maestros Diabolist, got their devil but then held back from attacking this turn. Opponent has a bounce spell in hand, but not enough mana to cast it this turn. I have one flier in the air, the Angel combat trick, and a removal spell. Here are the lines as I see them

  • Just dink in with the 2/1 flier and pass turn
  • Hold for Ransom their Diabolist, attack with the flier and 3/2. When they block with the devil to try and ping my flier, cast the Majestic Metamorphosis
  • Same as above, but swing with the team to trade 1/1s and push more damage through.

What’s the play?

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What’s the play: to stabilize or…

This was one of the better fought games lately. Facing a quasi-Maestros mirror in the rubber match. Oppo got out to a fast start, removed my blocker, and has me pretty firmly on the back foot. But now it’s Echo Inspector time!

17 Lands Link

Deck

Do I pitch a card to make the E.I. a 3/4? That can block the 3/1 initiate but *can’t* block the Body Dropper due to threat of activation. Is that worth a card? Potential lines include:

If I pitch a spell, I probably pitch the Slip out the Back, looking to build up my own Body Droppers with a blitzed Night Clubber.

If I pitch a land, I’m priced into trading the E.I. for the Initiate, which doesn’t feel great. I set up a double Body Dropper next turn along with a Slip out the Back to protect them (or buy a turn with a block). What to do?

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What’s the play: regarding mulling

Keep or mull is usually a bit more straightforward than the multiple facets of a What’s the Play. But it’s still good to keep one’s hand in. So here’s a good one. We are on the draw in game 1, already mulled once.

17 Lands Link

Pretty self-evident keep with good removal and early plays and a pretty powerful card. But what to toss? Normally when on the draw I pitch the third land automatically. However, is that the best choice here?

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What’s the Play: turning the corner

Mana advantage is a real thing, and being able to triple-spell on turn 5 is usually a pretty delightful thing. While I doubt there’s a wrong answer, it’s important to squeeze out every angle of value.

17 Lands

Situation

options

It’s clear that we’re casting all of our spells, but at what?

  • Lifelinker in the sky
  • A gathering throng that trades with our ground forces
  • Or that stupid 2/1 epic common angel
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What’s the play: smelling a trick

I don’t love that Arena automatically gives tells when oppo has an something they can do at instant speed. But it’s available and I’d be a fool not to use it. Oppo has something at instant speed and this is the second round of attacking into my 4/4 (my 2/2 traded with their 2/2 last turn). What’s the play?

  • Block the 3/2 with either of my smaller creatures
  • Force the trick by blocking their 2/4 with my 4/4
  • Take the damage, there’s still time.

17 Land Details

This Turn

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What’s the play: turning the corner (ish)

17lands Info

The Play

Okay, at last a welcome change from being cornered in a bad situation. I’ve finally stabilized versus a pretty good UW deck. I just countered their 7-mana shattered Seraph, some good card advantage in Evelyn’s exile pile and a big-honking flier. Of note, we are both in some danger of decking (I have 9 cards, oppo has 5) What’s the play

  • Attack with the 4/5 and the 5/5 flier
  • Attack with just the 4/5 to leave the flier back on defense
  • Cast Raffine’s Informant
  • Or mill some more with another 3/3 Snoozy.

What’s the play?

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What’s the play, Vol IV

Deck and details found here

This turn found here

I’ve fallen behind and oppo has a pretty threatening flier. That said, I’ve stabilized and have a great steal n sack in my hand. There are really only two choices

  • Steal their flier, attack & sack it
  • Play second body dropper and plasma jockey and wait a turn to steal
  • More aggressively you could Blitz out the Jockey with a 2nd Body dropper to chip in damage and get additional counters.

Which do you choose and why?

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What’s the Play: All Bad Choices

Sometimes you face a bunch of bad choices. Had a fun deck with five Body Droppers and only 15 lands. Good times! But sometimes you end up cornered.

I have drawn my sacrifice fodder but not my sacrifice eaters. Oppo took the play, pulled, and ate a discard but has a board with 5 power to my 2. Here are the lines as I saw it:

  • Attack with open mana and use Quick-Draw Dagger if they block.
  • Blitz out the Plasma Jockey and attack with the team.
  • Pass the turn with open mana to try and block the attack.

What’s the play?

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Decision Points Pt 2

Another pretty good one. It’s hard going deep into the tank and then, after fifteen+ seconds of grinding, remembering to capture the screenshot.

This was a pretty decent, aggressive BW brokers deck. And I have some interesting options! Some context: I attacked with both Lackeys last turn and they didn’t block (rightfully sniffing out the combat trick). The race isn’t going great in my favor.

  • Drive out of town a blocker and swing
  • Attack holding up Metamorphosis
  • Hold for Ransom… something.

And which do I target with which? What’s the play?!

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