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Author Topic: more Force of Will on the draw?  (Read 1183 times)
disrupting specter
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« on: September 21, 2006, 04:43:16 pm »

I always find myself wanting more Force of Will cards (doesn't everybody). Of course there really only have 4, the rest are conditional. How about this on the draw

Opponent does something you really don't like,
remove Elvish Spirit Guilde from the game to put G into the pool
Cycle Tranquil Thicket
hope to draw Force of Will

This means having 4 less card in your hand
-1 Elvish Spirit Guide
-1Tranquil Thicket
-1 Force of Will
-1 other blue card
and up 2 cards
+1 from cycling
+1 for stopping your opponent's card

This is just probably too much of a loss and too chancey. It would probably be better to mulligan. Agreed?
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brianpk80
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« Reply #1 on: September 21, 2006, 04:57:28 pm »

I always find myself wanting more Force of Will cards (doesn't everybody). Of course there really only have 4, the rest are conditional. How about this on the draw

...

This is just probably too much of a loss and too chancey. It would probably be better to mulligan. Agreed?

I find it's better to just pack answers to what you expect an opponent to do rather than bending over backwards to FoW something.  On the draw, there are really only a handful plays that absolutely require a FoW.  One is Ritual, Ritual, Tutor.  Another is Workshop-Trinisphere.  There are a few other Workshop based configurations I wouldn't want to see, as well as Orchard-Mox-Oath, and even Mountain-Goblin Lackey.  After that, most of your opponents plays are things you can address with bounce and removal. 

The fact is that there will be certain hands your opponent may have on the play that are just essentially unbeatable.  The probability of that happening is relatively low (ie, a more common Workshop opening would be Shop-Crucible, or Ruby-Welder-Bazaar), and it's better to just accept that there will be a handful of games you lose due to chance, rather than packing your deck with suboptimal cards like Tranquil Thicket. 

-BPK   
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"It seems like a normal Monk deck with all the normal Monk cards.  And then the clouds divide...  something is revealed in the skies."
Ufactor
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« Reply #2 on: September 23, 2006, 11:57:50 am »

In a tournament setting, since you alternate playing and drawing first, it's important to know which one you win best under.  If you got completely routed game one, then you have the first chance to drop land and stuff next game.  If it goes to game three and you know that the game gets decided upon "Force of Will - or No?", then there is a situation of necessity where you must mulligan.

The second thing to recognize is of the decks that CAN combo out (or develop another game-winning position) on first turn, what is their frequency to do so?  Storm Ten has the highest probability for this at 65% in every game...but that is only when it's piloted by the most skillful of players. Most other decks are in the neighborhood of a 40% chance for a first turn combo.  This figure is important to recognize, because this is the exact same probablily of drawing Force of will in your opening hand.

So, while Leyline of the Void, Misdirection and Disrupting Shoal can help, the most imporntant thing that you can use against an opponent is strategy.





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