Okay, here we are at that classic keep or mull. Aggressive deck on the draw with only one land.
Deck Here. Pretty mediocre RW deck, lacking some of the strong uncommons. Still, a vicious curve-out with the Keldon Strike Team as a topper can win games.
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).
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!
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.
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!
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?
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.
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?
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.
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?
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
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.
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?!