December 18th, 2008 — Games, Magic, You Make the Play
Hello beloved readers!
Before we get to the next You Make the Play (in case you hadn’t yet noticed You Make the Play is about Ajani-times more popular than anything else to read on this site!), I wanted to tie up some older installments of You Make the Play. First, regarding Thoughtseize v. Rampant Growth – Fight! (itself a response):
The opening hand consisted of these pretty pixels:
And the question was how to spend a first turn Thoughtseize. My opponent took the Rampant Growth (which I at the time didn’t want him to take) and I beat him up with a Civic Wayfinder on the way to winning the match.
What do the kiddies have to say?
#1 Apprentice Asher ManningBot Hecht
“Civic Wayfinder, obv. You probably did like six before he stopped it. That matters.”
I hadn’t thought about it from that perspective, but good old Civic Wayfinder did in fact get in for relevant damage!
The Pennsylvania Champ, Brett Blackman
“I would have taken Rampant Growth.”
Isn’t this what we spent the preceding post debunking? Well, this isn’t the last time YT clashes with his betters.
But now I’m getting ahead of myself…
Next: Deciding on DisappointmentÂ
Zack Hall has four cards in hand and a Figure of Destiny (1/1) in play. You have four lands including a Ghitu Encampment. Zack is up a card due to playing second, and is presently nuking you with Blightning. This is your grip:
What do you pitch?
Now before we get all the way settled, let me just ask you a question. Which side of this divide would you rather be on?
GP Top 8 competitors Zack Hall and Gerard Fabiano…
… or Magic commentators, Evan Erwin and Mike Flores?
Choose carefully.
To answer Dave Petterson, the life totals were 19-14 my lead.
Interestingly, most of the earlier responses favored holding onto a Flame Javelin, and most of the later responses –especially after the absolutely superb response by Alexan — had us holding Demigod of Revenge. The Demigod of Revenge camp, which included the newly wedded BK, were much more strategic: “We’re probably losing… now how do we find a way to win, however improbable?”
At this point it probably won’t surprise you to learn that…
Team Keep the Demigod: Fabiano & Hall
Team Keep the Flame Javelin: Erwin & Flores
Of course my favorite response was from wobblethegoose:
“Pitch a Demigod of Revenge and Flame Javelin. Prior scouting lets me know that Hall is running Unwilling Recruit, significantly reducing the EV of a resolved Demigod.”
What a savage metagamer.
Anyway, this is what I was thinking… Two things:
1) I am behind, but I can predict what Zack is going to do with his mana. Unless he has a Demigod of Revenge, he is going to put four mana into the Figure -at some point- if not next turn, and I can steal mana and take out his key threat, potentially buying me the time to topdeck out of this situation.
2) I lost a fair number of Demigod mirror matches in Block Constructed because I tried to play the Demigod beatdown. I went for it with Demigod of Revenge and my opponent sat and waited, Flamed my Demigod, then counterattacked with his Demigod when I was tapped.
It’s as Kowal said, we’re probably not going to win… and maybe I wasn’t playing to win… but I did. This is how it went down:
I pulled a land and immediately played it. I coyly looked at my graveyard and eyed the Demigod.
Zack’s eyes rolled back. “Please don’t slow roll me!” I had previously double-pumped both fists and danced about when he shipped to Paris in Game One (you may have seen this dance on The Magic Show). I smiled and didn’t have it this time, passed with all five lands open.
Zack played his fifth land and played Demigod of Revenge. He did not attack with his Figure of Destiny, no doubt worried that I might eat it with Ghitu Encampment.
Of course I killed the Demigod with Flame Javelin.
Along the way I got a little card advantage back with a Blightning of my own, revealing a pair of Unwilling Recruits. Had I kept the Demigod of Revenge, I am pretty sure I would have lost to those on the spot. My last turn, I got in with a Hell’s Thunder when Zack’s remaining removal spell was a Lash Out, and landed the last three with a topdecked Incinerate.
I obviously got immensely lucky on topdecks, and that Zack’s last removal card couldn’t stop the four from Hell’s Thunder, but I was just so used to getting beaten up when I “went for it” with my own Demigods in Block that I was almost “trained” not to try. I don’t know if this is faulty thinking, but in this case it got there when the alternative might have cost me the game.
More to come, of course!
LOVE
MIKE
November 22nd, 2008 — Games, Magic, You Make the Play
This is the follow-up to “You Make the Play – How Do You Spend Your Thoughtseize?” … a discussion as to which card a first-turn Thoughtseize SHOULD take given these options…
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I was very interested in what you guys had to say about this one.
For those of you who have not read the responses to You Make the Play – How Do You Spend Your Thoughtseize, the Five With Flores readership came out heavily in favor of nabbing Gift of the Gargantuan over taking Civic Wayfiner… and not a one [at the time of this writing] said he would take the Rampant Growth.
I really enjoyed reading how you guys puzzled through this problem. There were some very well thought out responses and if you haven’t read through them, I recommend all of them, but especially starwater, Gifts Ungiven, and Private_Dream.
…
So this is what happened in real life: My opponent and I were playing for 6-2 at best and despite the slight chance for Top 8 it was a very friendly match. I was frankly quite surprised at having pulled out Game Two given I had kept a slow, two land hand, especially as he stole my Rampant Growth on turn one.
When I showed him my hand, I secretly wanted to keep the Rampant Growth… But this is because of the curse of patterned behavior. One of the things that I am really going to work on — and I am going to encourage anyone reading this blog to work on — is to break this lazy and comfortable “autopilot” approach to the game. In those rare tournaments where I have done exceptionally well for myself, I can always pick out a couple of rounds that I won specifically because I did not do what my mana said to do… Just think of how many times you miss Top 8 by one game or so, and cross-reference with this statement.
So what if Rampant Growth is the only thing I can play on turn two? It doesn’t really get me anywhere unless I immediately rip Chameleon Colossus [remind me to bring this up when I do the response-to-the-responses for the first You Make the Play].
But I think consciously I knew Gift of the Gargantuan was the strongest card in my hand [for him to pilfer with Thoughtseize] and I actually suggested he take it. Did he think I was running the Jedi Mind Trick? Like I said the game was friendly, so I don’t know that he thought I was trying to fool him. He probably also fell into the same pattern as my “secret wish” and took my Rampant Growth in order to deny turn two action; no, I didn’t immediately pull the Chameleon Colossus, but I did get a little action over the next couple of turns just off the top of my deck.
In fact, after my Civic Wayfinder, I didn’t have time to play my Gift of the Gargantuan for three or four more turns, and when I did, I was already ahead just thanks to the top of my deck.
So what is the right choice?
I think that Rampant Growth — which is what I secretly wanted to keep and what he ended up taking — is the weakest candidate. It is only relevant if I get Chameleon Colossus right away.
From my deck’s perspective, I will generally play Civic Wayfinder before playing Gift of the Gargantuan for two reasons: 1) I want to get some board presence so I can start attacking as soon as I can, and 2) I like Thawing lands out of my deck before playing Gift so that I can increase the chances of a relevant two-for-one (even if you are generally favored to get a two-for-one, Thawing a Forest out of your deck increases the chances of scoring with a Treetop Village for instance). In that sense, it is not only faster at affecting the game, it might therefore be “better” in this game.
From the Fae deck’s perspective in the abstract, Civic Wayfinder is not really a relevant threat. It is a a Balduvian Bears stapled to a Lay of the Land… “card advantage” for Green, but not something the Fae need typically to worry their winged boots over, at least not by itself.
However, given how much the Jund Mana Ramp side favors the Civic Wayfinder over the Gift of the Gargantuan, I would seriously consider taking the 2/2. Remember that the humble Wayfinder is also a “two-for-one” and a more consistent [two-for-] one at that. At least half of “interactive” Magic: The Gathering is denying the opponent what he actually wants to do, not just doing what you want to do (and maybe more).
In fact, in writing this post, I actually reversed my opinion (which was originally Gift of the Gargantuan)! Imagine how slow the Jund Mana Ramp side will be with no turn two, and no board position on turn three (just a potential two-for-one, not even guaranteed). Fae should have some kind of response by turn four, right?
I am going to ask Blackman (Fae Champion of the Commonwealth of Pennsylvania)… But believe it or not, I now think the right answer is Civic Wayfinder!
LOVE
MIKE
Discuss of course.
November 20th, 2008 — Games, Magic, You Make the Play
An all-new, all-different You Make the Play: What play would you make? What play do you think he made? What is the right play?
The situation:
Round Eight of the New York State Championships.
You are playing Fae, consensus best-or-second-best deck in the format.
Game One you won against a donkey with a Jund Mana Ramp deck utilizing some combination of Bitterblossom, Spellstutter Sprite, Mistbind Clique, &c. You know, how your deck rolls.
Game Two was highly improbable. Your opponent kept a hand full of expensive spells, but only two lands and a Rampant Growth. He could theoretically start playing his ponderous three mana spells (Civic Wayfinder, Kitchen Finks, stuff like that) if you let him play the Rampant Growth. Strategically, you took it with a first turn Thoughtseize.
Donk slumped back in his chair. No action.
Yep, he missed his third land drop, too. He had nothing going on.
Yet somehow he topdecked a land or two and managed to draw out of it.
The rest of the game went a long murder of Chameleons, Cloudthreshers, & Finks; from your side a succession of Puppeteer Cliques keeping you alive by slowing down the Chameleons. Your Mistbind Cliques took forever to show up… Not until after he resolved a Mind Shatter with Gutteral Response backup. The game was long and increasingly awkward from both sides — with your blocking way too many times with Bitterblossom tokens — but he eventually pulled it out by attacking over and over.
So onto Game Three…
You are on the play and open up on Thoughtseize.
This is what you see:
He has four assorted lands [note: I don’t really remember what lands they were. -MichaelJ]; you can take one of…
Civic Wayfinder
Gift of the Gargantuan
Rampant Growth
Wow, a relatively slow hand. This is your opportunity to lock up 6-2 and potentially sneak into the coveted last spot in the Top 8.
Once again you have the opportunity to snag a first turn Rampant Growth, the only play he can make before turn three.
But… What card do you take?
LOVE
MIKE