UB fairies is proving to be a very strong deck and certainly consolidated in the format, presenting top 8 weekly, and even becoming an option instead of the traditional UR Skred for many. And I, as an UB player and champion in the last Challenge, keep the same choice of deck for this challenge. with small changes, related to testing, from the list I won earlier:
Main deck: -1 Dismal Backwater,-1 Brainstorm, -1 Echoing Truth, +1 Dimir Aqueduct, +1 Chainer's Edict, +1 Prohibit;
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Side Board: -1 Unexpected Fangs, -1 Cartouche of Ambition, +1 Blue Elemental Blast, +1 Echoing truth.
Match 1 vs Temur Affinity - AlwaysFace (2-0)
Unlike Jeskai Affinity, this match is very easy, usually it makes one creature per turn so you can follow by giving removals or counters. The only concern being the explosive initial turns with Springleaf Drum and Frogmite, which give access to more than one spell per turn and you can't keep up. That's what I always say, the danger is Atog + Fling, the rest can be taken care of.
Game 1
Initial hand (2 Spellstutter Sprite, 1 Faerie Seer, 1 Thorn of the Black Rose, 1 Ponder, 1 Ash Barrens, 1 Swamp);
I was in the play with a very good hand and, although I couldn't start with Faerie Seer, I would easily guarantee a Spellstutter Sprite in turn 2 or in the following turns. However, my opponent ended up starting with Frogmite followed by Gearseek Serpent (which I ended up killing with mine single removal). I made a Gurmag Angler to defend myself, leaving only two mana open to counter; while my opponent, with 5 mana, makes a Myr Enforcer and a Flayer Husk. I don't counter either because if he did an Atog with the remaining lef mana, I wouldn't be able to get him off the table. I lose my Gurmag Angler to the equipped Myr Enforcer and, on the way back, with 6 mana, I do a Thorn of the Black Rose and I end up, at the same time, countering a Galvanic Blast to keep my creature with deathouch, which would block the Frogmite, opening the opportunity for my opponent to kill me. However, as everything implied that he did not have the two pieces of the combo, this ended up being a move that unfortunately I had to make, so as not to lose the monarch. I trade my Thorn of the Black Rose for the Frogmite equipped and after he makes a Gearseek Serpent. From that moment on, I start to attack always keeping a blocker, while my opponent steals the monarch at a cost of 6 mana (giving the snake an unblockable), until, with 2 health, I finally find a removal. Besides that all the time I kept several counters that I was drawing with Ninja of the Deep Hours and with cantrips, guaranteeing me the victory.
After Side:
In: +2 Blue Elemental Blast, +2 Chainer's Edict, +1 Dispel, +1 Thorn of the Black Rose;
Out: -2 Faerie Seer, -2 Counterspell, -1 Prohibit, -1 Ninja Of the Deep Hours.
Game 2
Initial Hand (1 Preordain, 1 Ponder, 1 Dispel, 1 Spellstutter Sprite, 1 Snuff Out, 1 Island, 1 Swamp)
In the draw, starting hand as good as game 1. I end up drawing a Dismal Backwater, starting with the perfect mana. I do lands and, in his first 3 turns, my opponent plays3 lands, 1 Chromatic Star and 2 Relic of Progenitus, only without doing the main thing, which is a creature to win the game. On my 3rd turn I do a Faerie Seer, having access to the counter for cmc 2, in addition to finding a Ninja of the Deep Hours at the top. My opponent makes a Gearseek Serpent, I kill his creature with Snuff Out (cast for life), because as he didn't have more creatures, I believed I would need Dispel, so I had my backup counters. He again doesn't play any more creatures, and now with 5 mana I feel confident to do ninja with Spellstutter Sprite + Dispel up. But for each creature my opponent didn’t have, he had removals. He does Galvanic Blast on my ninja, I do Spellsttuter Sprite, he Electrcikery, I Dispel and then he closes the turn with Pyroblast. I pass it completely covered to my opponent, he draws with 2 cards in his hand and passes, and then comes his possible missplay: he should have used the Relic of Progenitus to find any threat. After that, I play Faerie Seer. I have 2 Preordain in hand, I continue my game normally and, when my opponent starts playing creatures. It is too late again, since my top decks are better than his.
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Match 2 vs Mono Red Burn - InacioBR - (2-1)
Match very simple: hope your opponent comes with creatures and you with removal. Hope there is time to have enough life to counter the burns that come, and Ninja of the Deep Hours to generate that victory value. Games 2 and 3 end up being a lot easier because we have access to Blue Elemental Blast.
Game 1
Initial Hand (1 Faerie Seer, 1 Spellstutter Sprite, 1 Preordain, 1 Chainer’s Edict, 1 Evolving Wilds, 1 Ash Barrens)
In the draw, mulligan to 6, with that slow hand, but very playable, and then when you see that it is Burn you already think that you lost hahahaha. My opponent in his t2 makes a Thermo Alchemist and I follow with Chainer's Edict with the untapped land I bought (phew). However he returns with the best card of the g1, which is Curse of the Pierced Heart. There it is, since I have no way of removing the card from the table and not even gaining life. When he has 0 cards in hand and I decide to make a Gurmag Angler to try 4 attacks, but with 6 health, he draws a Lightning Bolt and, therefore, I don't have enough turns to deal 20 damage.
After side:
In: +3 Blue elemental Blast, +2 Dispel, +1 Chainer's Edict;
Out: -3 Snuff Out, -1 Augur of Bolas, -1 Echoing Decay, -1 Thorn of the Black Rose.
Unlike Game 1, which is a little more for your opponent, g2 and g3 end up turning to our side. Blue Elemental Blast is a machine, you end up having access to so many forms of counter that you can calmly reach a moment in the game where both Ninja of the Deep Hours and Gurmag Angler guarantee you the victory.
Game 2
Starting Hand (2 Island, 1 Swamp, 1 Dimir Aqueduct, 1 Dispel, 1 Prohibit, 1 Ninja of the Deep Hours)
In play, risky hand, but I'm terrified of mulligan against Burn. Also, the hand is playable and any decent draw would greatly improve the situation, so I ended up keeping it. My first draw was a Spellstutter Sprite <3 improving my hand by 300%. My opponent made his first magic in turn 4 (to my delight), which was a Rift Bolt suspended in his t3, but then I already had access to 4 mana, he has only two mountains in play which uses to play Chain Lightning, I counter with the Spellstutter Sprite, he tries to kill her, I do Dispel, and my opponent's game goes crazy, since I would have it in the next turn a Ninja of the Deep Hours. Next turn he tries a Curse of the Pierced Heart, I counter it and, consequently, he gives up.
Game 3
Starting Hand (1 Gurmag Angler, 1 Ninja of the Deep Hourse, 1 Faerie Seer, 1 Blue Elemental Blast, 1 Chainer’s Edict, 1 Evolving Wilds, 1 Swamp)
In the draw, that starting hand without any synergy, but with Blue Elemental Blast. I BELIEVE! That top deck with Dismal Backwater making my moves a lot easier, my opponent plays Thermo-Alchemist and I respond with Chainer's Edict. I end up having two more lands tapped in my hand which makes me have to go through with the only counter / removal I have. My opponent makes a Githu Lavarunner and so I was forced to respond with Blue Elemental Blast. Post-fight he makes the second Githu Lavarunner (fear of the SpellStutter Sprite), played correctly. Here comes the turn that I have to open the doors, because the only way to deal with his creature is blocking, I tap myself and do the Gurmag Angler. At this point I have 14 life, so it is difficult for me to take a blowout. My opponent attacks, I obviously block, and my Gurmag Angler is finished off by a Bolt, (I saved 5 life). Finally I play my Faerie Seer, I see another Blue Elemetal Blast, I have a Dispel in my hand, a removal, plus the Ninja of the Deep Hours that I will do the next turn, then I just managed the resources and won the game.
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Match 3 vs UB Faries – Cherryxman- (2-0)
Mirror match is a complicated business, it involves player skill for sure, but sometimes it is the Top Deck too. A tip: always have land drop in the first 5 turns, because usually whoever taps himself first and loses the exchange, practically loses the game.
Game 1
Starting hand (2 Islands, 1 Dismal Backwater, 1 Swamp, 1 Evolinvg Wilds, 1 Brainstorm, 1 Spellsttuer Sprite)
In play, obviously keeped because of Brainstorm. I do Dismal Backwater, and when I see my opponent's turn 1 being a Faerie Seer with Island not snowy, I see that it is a mirror and I feel that this Brainstorm has to be good. I draw a Ninja of the Deep Hours and do the Brainstorm on the main, having access to 3 good cards (none being Snuff Out), so I didn't want to blow up the Evolving Wilds that I had. My opponent makes a second Faerie Seer, hits and passes with an Island up. On my turn I “risk” my Echoing Decay and he has the damn Dispel. But, luckily for me, my opponent comes back doing a third Island, attacks, doesn't have the Ninja of the Deep Hours, does an Augur of Bolas revealing a Snuff Out and passes it to me. I pass with 4 mana standing, my opponent strikes again, loses the land drop and I play the Spellstutter Sprite on the pass. I attack and do my Ninja of the Deep Hours. He loses the land drop again, ruining his game too much. I remove the only blocker he left, and it was a snowball. In addition, I manage to fit a Thorn of the Black Rose one turn after he finds a Swamp and the game continues for quite a while, but it is too late, the amount of cards I drew outweighs his.
Post side:
In: +2 Dispel, +1 Chainer's edict, +1 Suffocating Fumes;
Out: -1 Prohibit, -1 Echoing decay, -1 Faerie Seer, -1 Ponder.
In that test track, I decided not to put the Stormbound Geist, because sometimes it ends up being useless and I think that this match has no time for that. Obviously your opponent can have and screw you, but then it is the randomness of the game, as you can have Augur of Bolas, and Gurmag Angler and your opponent nothing.
Game 2
Starting hand (1 Dispel, 1 Brainstorm, 1 Preordain, 1 Spellstutter Sprite, 1 Snuff Out, 1 Island, 1 Ash Barrens)
My opponent starts with Dismal Backwater and I with Evolving Wilds. My opponent t2 plays two Preordain, which is really good for me, because initial threats like Faerie Seer or Augur of Bolas can be complicated to play against. The opponent loses the land drop, I make the fourth land and pass. He draws the Swamp, which releases a possible Snuff Out. I make my fifth land and attack. At the end of my turn my opponent makes an Agony Warp, I do a Spellstutter Sprite for cmc 2, because I needed creatures on the board, and he then tries to answer with a Counterspell. I Dispel, he Snuff Out on the Spellsttuter Sprite and I end the turn with a Counterspell. As he snuffed out last (I had a feeling he had a Thorn of the Black Rose in his hand, so if I lost that exchange, he would practically win doing the monarch with a backup removal). He does a Gurmag Angler on his turn and I draw my wonderful Ninja of the Deep Hours. I have two mana standing, my opponent makes Ninja of the Deep Hours in the hard cast and passes with one standing. I had a Cast Down to do on the pass, but it would be the wrong move, as he may have Dispel. The turn passes to me, then I do a Cast down, he does his Dispel, I do the Spellstutter Sprite. Finally I play a Snuff Out in Ninja of the Deep Hours and he concedes.
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Match 4 vs UB Faries - Nekonekoneko (2-0)
Game 1
Starting hand (3 islands, 1 Swamp, 1 Preordain, 1 Ponder, 1 Gurmag Angler)
Play. I kept that hand thinking it was against Tron and, in a way, I could try a quick Gurmag. I starts with Ponder, saw 1 Echoing Decay and 2 lands, shuffled and draw a Counterspell. First turns we kept looking at each other, since I have the possibility to do an Augur of Bolas on my 3rd turn, however, I was afraid to be Countered. I do it on my turn 4, opponent doesn't react, tries a Spellstutter Sprite on the pass. I counter it, because I don't have removals in my hand, and then I open the possibility to the worst scenario, which is him untap and playing a Thorn of the Black Rose + Snuff Out. Ironically he was in the worst possible scenario, playing Moon Blade Shinobi on the hardcast. I come back doing two cantrips, found a removal and a Faerie Seer. My opponent kills the Augur of Bolas with Snuff Out, and plays a Ninja of the Deep Hours hardcast. When Ninja of the Deep Hours does not do 2-by-1, either by card value (returning the Augur of Bolas / Spellstutter Sprite to hand) or by his draw, you are extremely far behind in the game, and that is what happened. I do Gurmag Angler, I have blockers, more spells than him and I end up managing the advantage until the victory.
In: +2 Dispel, +2 Chainer's Edict,
Out: -1 Prohibit, -1 Echoing Decay, -1 Faerie Seer, -1 Ponder.
Game 2
Starting hand (1 Agony Warp, 1 Preordain, 2 Islands, 1 Swamp, Evolving Wilds, 1 Ash Barrens)
It's definitely a pretty good keep and since I was on the draw, had removal and a cantrip, I felt safe. I end up drawing a Preordain and I found a Counterspell with 2 lands on top. I choose to leave it at that and played Ash Barrens. My opponent does two cantrips in the first two turns. My opponent passes with 3 lands standing in t2. I choose to make a third Island, he then makes a Spellsttuter Sprite, I play Counterspell, he Dispel, and I Dispel. Again I enter the line of Thorn of the Black Rose + Snuff Out, however, statistically, it would be easier for him to return with one of the Ninja of the Deep Hours, which would be just as bad. He passes with 4 manas open to me, I do the same. This time he tries another Spellstutter Sprite, I don't try to kill it, as I could take any counter with the remaining manas (including a second Spellstutter Sprite). In this line of reasoning he attacks and I let him do Ninja of the Deep Hours, only he doesn't do it. Come back to me, and my hand is 1 Preordain, 1 Agony Warp, and 2 Gurmag Angler and, as I am not in a very good position, because any risk he takes will work, I decide to make a Gurmag Angler and leave two Islands on hold. He snuffes out my Faerie Seer, and does his Ninja of the Deep Hours, leaving two mana for the fairy. On my turn, I force the preordain to kill the Spelsttuter Sprite, and leave the blocker Gurmag Angler. He tries to remove my creature but I counter it with the Counterspell I found. I played a second Gurmag Angler and went to the race. He, with 10 health, chooses to attack with the two Ninja of the Deep Hours to find a removal, finds nothing and concedes.
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Match 5 -I couldn't play for personal reasons
Match 6 vs Fog Tron- Hampuse1 (2-0)
That match that cannot be missed in the Challenge, Game 1 is based on Ninja of the Deep Hours and outdraw the opponent. Game 2 ... also. But he has to be aware that he has 4 Pyroblast, so play with a little more caution.
Game 1
Starting hand (2 Augur of Bolas, 1 Faerie Seer, 1 Ninja of the Deep Hours, 1 Counterspell, 1 Dismal backwater, 1 Island)
In the play, great hand, except for the 2 Augur of Balls, which are a bit "meh". I started with Faerie Seer looking for Island standing up to do Ninja of the Deep Hours turn 2. This really happens, in addition to finding another Ninja of the Deep Hours. I end up doing land tapped turn 3 and pass with Counterspell up. I countered a Bonder’s Ornament and return with Faerie Seer and another tapped land. The only thing I wanted at that moment was to make a land drop per turn and get my cards down. It turns out that every advantage I had starts to fall, as he does not lose a land drop, despite not closing tron. In the meantime he does Mystical Teachings for momentary peace, Ghostly Flicker in prism to draw, Weather the Storm and, after his seventh land drop, I find my fifth land, but I still feel that I have the advantage, because he doesn't have neither tron nor bonders to draw cards. The game progresses and I start making land drops every turn. I end up missplaying an Evolving Wilds before attacking with Ninja of the Deep Hours (draw an Island), and lost the ninja for exactly one mana. After about 2 turns between Momentary Peace, card draws, Mystical Teachings and my opponent already with the Tron closed, with 6 life, he makes Bonder’s Ornament and I let it be resolved. He passes it to me, I passed the priority not being able to cycle my Ash Barrens and, luckily, I draw a Counterspell. Here comes the move where maybe my opponent was inattentive, I do my eighth land drop which is an Ash Barrens (moment you should suspect that I need this mana) I attack with 1 Ninja of the Deep Hours, 2 Faerie Seer and 1 a Spellstutter Sprite. He let it resolve until the blocker declaration stage, so I spend two manas to do the ninjustu on the Spelstutter Sprite, he flashes the Momentary Peace, I counter with Spellstutter Sprite, he does Mystical Teachings, I do Counterspell. He flashbacks another Momentary Peace. I counter and he takes exactly 6 damage.
Post side
In: +3 Blue elemental blast, +2 Dispel, 2 Relic of Progenitus, +1 Thorn of the Black Rose;
Out: -3 Augur of Bolas, - 2 Cast Down, -1 Echoing Decay, -1 Agony Warp, -1 Ponder.
Game 2
Starting hand (2 Dispel, 1 Preodain, 1 Thorn of the Black Rose, 1 Dismal Backwater, 1 Swamp)
This match was sad. My opponent mulligan to 2 and I could play a Ninja of the Deep Hours in turn 3 ...
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Quarterfinals vs UB Delver- Escobaronen (2-1)
Match is even. I would say that if you hit any Ninja of the Deep Hours or extract value from the Spellstutter Sprite it is very easy. What really works are multiple Gurmag Angler, which end up being difficult to deal with. G2 and g3 depend a lot on how you and your opponent will sideboard.
Game 1
Starting hand (2 Islands, 1 Ash Barrens, 1 Evolving Wilds, 1 Snuff Out, 1 Cast Down, 1 Ninja of the Deep Hours)
Relatively bad starting hand, because you are not going anywhere and it depends on your draws, but as it was playable, keeped it. I started with Evolving Wilds. My opponent started with Delver of Secrets. I draw a second Snuff Out. I wait for the Delver of Secrets flip, which doesn't reveal anything, so I destroy it. He does an Augur of Bolas revealing Counterspell. I do another Snuff Out for fear of a possible Ninja of the Deep Hours. Until then I thought it was a variation of UR Skred, because the day before there were several players playing with 2 Delver of Secrets in the deck. He then makes the second Augur of Bolas, and reveals a Snuff Out. In the meantime I just draw land and end up giving up when he makes the second Delver of Secrets.
Post side:
In: +2 Dispel, +2 Chainer's Edict, +1 Relic of Progenitus, + 1 Thorn of the Black Rose, +1 Stormbound Geist;
Out: -2 Faerie Seer, -1 Echoing Decay, -1 Snuff Out, -1 Counterspell, -1 Prohibit, -1 Ponder.
It was a little dubious exchange because I took a Counterspell, but the idea was to keep the same functions, but with different angles and efficiency. My mistake here was to admit that my opponent would sideboard like I would if I were with UB Delver.
Game 2
Starting hand (1 Counterspell, 1 Augur of Balls, 1 Ninja of the Deep Hours, 1 Chainer’s Edict, 1 Snuff Out, 1 Island, 1 Dimir Aqueduct)
Good hand that can do everything I want in the early range, depending on what my opponent does. I end up drawing an Island in the second turn, making an Augur of Bolas that misses. My opponent plays Evolving Wilds. I drew one more Counterspell and there is only one play to be made, since I need to make the bounce land, so I risk the Ninja of the Deep Hours. My opponent had no Snuff Out and I pass. Then, to my bad luck, he untaps and does Stormbound Geist + Snuff Out. I come back with Augur of Bolas drawing a Snuff Out and leave two mana standing for Counterspell. He then makes a second Stormbound Geist and I use Counterspell, which he used a Dispel to nullify my counter. On my turn I do a Stormbound Geist + cantrip. My opponent attacks with the two Stormbound Geist and I am forced to block to start removing as soon as possible. Then my opponent, not satisfied, makes a land drop, Gurmag Angler and 2 more Delver of Secrets, zeroing his hand. I thought I lost. Now the "heart of the cards" begins. I do Ponder (2 land drop + Cast Down). I choose to do the land drop, as I would have the Augur of Balls to block the Gurmag Angler and, as I didn't have a Swamp, I wouldn't be able to Snuff Out for 4 of my life. Then my opponent does not flip the Delver of Secrets (good thing), I chump block the Gurmag Angler, Snuff Out, on hard cast, on Storbound Geist 3/3 and he passes the turn. I cantrip and pass. Again the Delver of Secrets do not flip, and this time, he attacks with the Delver of Secrets and the Gurmag Angler. I kill the Gurmag Angler and do the Spellstutter Sprite to trade with a Delver of Secrets. At that moment I end up in front, because my opponent continues to draw very badly. He does not flip again and then “you are gone”. I counter the Thorn of the Black Rose he drew and start attacking (with a healthy 15 life) trying to get my opponent to cast Chainer's Edict, which doesn’t happen. The game continues, I end up drawing better than him and finish the game with Gurmag Angler.
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Post side:
In: +1 Stormbound Geist;
Out: -1 Thorn of the Black Rose.
Due to the composition of creatures that my opponent had I opted to have another aerial blocker.
Game 3
Starting hand (2 Islands, 1 Cast Down, 1 Agony Warp, 1 Chainer’s Edict, 1 Brainstorm, 1 Ninja of the Deep Hours)
I was on the draw. From the posture that the opponent showed in the g2, I believed that he had kept many creatures, so I trusted a hand of several removals. He certainly had no black mana, but he had turns to draw it. My opponent starts with Delver of Secrets, I draw Ash Barrens. Delver of Secrets does not flip. He then makes land tapped and I use my Chainer's Edict. In the fourth turn of my opponent he cycles Ash Barrens, makes an Augur of Bolas (revealed Snuff Out) and, before he reveals, I risk an Agony Warp, because I had the possibility to return with Thorn of the Black Rose. He then uses a card that I didn't know he had, Force Spike. I casted another Chainer’s Edict. Here was another one of those turns I took chances. He generate his mana to make a Gurmag Angler, holding 3 cards in his hand, indicating that he has another copy of the Gurmag Angler. My opponent didn't want to Snuff Out. Moving on to my turn, I have 4 lands on the table, 2 Ninja of the Deep Hours, 1 Thorn of the Black Rose and 1 Cast Down. I attack, I do the ninjustu, my opponent plays Snuff Out and, as I was 19 life and time, I risk another ninjtsu instead of Casting down the Gurmag Angler. However, he has another Snuff Out. On his turn, he does the second Gurmag Angler. On my turn, I draw another Ninja of the Deep Hours. I kill one of the Gurmag Angler and go to 9 life. And again, in the end phase cast Spellstutter Sprite. I do ninjutsu and he Cast Down. I do ninjutsu again in response and this time, go! In his turn he kills the ninja, and damage me 4 life. I went back with Cast Down. As he doesn't counter, I try a Thorn of the Black Rose to guarantee the victory. He had an Exclude, to my sadness. At that moment I “froze” (I was scared: D) because it was a chance for him to return to the game. He does a Delver of Secrets and I, without removal, do a Ninja of the Deep Hours in the hard cast, denoting two manas standing for Counterspell. The option was this, because, if I draw one more land, I could attack and try to flash Chainer’s Edict that was in my graveyard. He flips revealing an Echoing Decay and takes me to 1 life. In my maintenance he tries to kill my Ninja of the Deep Hours, but I use Counterspell. Because I still had the Spellstutter Sprite, so I trusted that I could still chump block. And, in the Ninja of the Deep Hours draw, salvation. The third Chainer’s Edict! After that, there were 2 draws per turn, which my opponent was unable to keep up with, besides that he was already half bad.
Semifinal vs Boros Monarch- _Batutinha_ (0-2)
Game 1
Starting hand (2 Island, 1 Ash Barrens, 1 Ninja Of the Deep Hours, 1 Counterspell, 1 Ponder)
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In the draw, muligan to 6, keeped with a hand very ok knowing what I was facing. Opponent starts playing on turn 3 by casting a Bonder's ornament, I counter, do an Augur of Bolas (I choose to reveal a counterspell instead of an agony warp), my opponent returns with Prophetic Prism + Kor Skyfisher, but I was without removal. I do Gurmag Angler, because I have two ninja of the deep hours locked in my hand, he comes back with Glint Hawk. I end up having to make a ninja through an Gurmag Angler. My opponent tries to make Palace sentinel, I counter. I remove the Kor skyfisher and lose my ninja blocked by Glint Hawk. Do another Augur of Bolas and an Gurmag Angler in the same turn. My opponent has the perfect turn that is Journey of Nowhere in Gurmag Angler, Lightning Bolt in Ninja of the deep hours, and a Thraben inspector. I think that due to stress / haste I end up making the move that will make me lose the match, I try a thorn of the blackrose + a back up counterspell, but it takes double removal and lose the monarch to Thraben inspector.The game still takes its time, it is an exchange of resources for so many rounds, I could even steal the monarch after I don’t know how many turns. I kill his creatures, he killed mine. He steals my monarch, and there is a back and forth of resources until the card that wins his game: 1 Reaping the Graves arrives. He does it for 5 creatures, and I keep playing until he wins because the watch is in his favor
.Post side
In: + 2 Chainer's edict, +2 Stormbound geist, +1 Thorn of the black rose, +1 Dispel;
Out: -2 Counterspell, -2 Faerie Seer, -1 prohibit, -1 Ponder
Always, always put at least 1 Relic of progenitus against Boros monarch, you have to respect Reaping: the card wins the game alone, but I didn't do it. The rest is very debatable, the game is always kind of your best way to win is an early monarch.
Game 2
Starting hand (1 island, 1 brainstorm, 1 ponder, 1 snuff out, 1 chainer’s edict, 1 cast down, 1 stormbound geist)
Keeped trusting the cantrips, since I have a very good creature and removals that I need at the beginning. I then do the cantrip and find a bounceland , improving my manas a lot. My opponent with the thraben inspector at the table, post attack makes a Kor Skysfiher, and I commit the missplay for passing the priority on his turn, don't killing it with snuffout. This may have made a lot of difference in the game, because he now has one more clue to draw a card, besides that he would have to return a land or a clue that was on the table. I felt very back in the game. He does another thraben inspector, he has 3 draws, and I have a stormbound geist on the table. I deal with a glint hawk and a Kor skyfisher, and I get beaten up by the two terrestrial creatures, while I attack him with the stormbound geist. All of a sudden my game starts to develop with the value of enter the battleield trigger and he stagnates in land, removal, land, removal, land, removal ... I don't always like it, the only thing I needed was a damn thorn of the black rose, which is the best thing in this type of situation. My opponent in the meantime solves a bonder's ornament and with 27 cards on the deck, he finally finds the Reaping, which tells me that if I had a relic of progenitus I would definitely won by deck out or even by time, he won me with 1 minute less on the clock.
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Conclusão
I really enjoyed the performance I had in that championship. I believe that if I had played a little better in the semifinals I would have won, but that is part of it, stress, sleeping deprivation, among other things, the excuses of a loser hahaha! Put relic of progenitus against Borarch monarchs!
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