Harlequin
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« Reply #4 on: November 19, 2009, 01:13:18 pm » |
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Echoing what others have said, evaluating this play in the lategame is one of those skill tests that separate great drain players from good drain players. And an almost immeasurable amount of factors would go into the decision.
So I'll focus my answer on a contrived early game example of this.
- Your opponent did first turn land-Mox-> Confidant, which you fought a small counter war over an won. Turn 1 ended. - You played Land -> duress, and took some massive bomb. Seeing no 2nd land drop, Mana Drain, Mystical. - Your opponent draws, and plays a 2nd land (what they drew) and passes. Their board is Land, Land, off color mox all untapped. Their hand is known to be Drain, Mystical. - Your turn begins your hand is: 2nd Land, Mox, Thirst. You draw and its recall. Your board is a land.
-- At this point, you have a few lines of play ... many of which might be bad. - Recall Right now, and walk it into the drain, potentially feigning the need to make a land drop. This puts you down some cards, but potentially up a land drop. Your opponent will now have UU1 + 1 + a random card. or U1 + 1 + a card they mystical for. Which is just enough for Tinker OR yawg. Both of these plays are probably going to result in a loss. So walking your mainphase recall into a drain is probably a bad play. Also note that you will only have 2 cards in hand, without UU open if you do this - so your opponent might play risky hoping you don’t have Force+blue in hand. This would be a risk that would pay off for them.
- Play Land, Mox, and Thirst right now. Assuming they swing at the meatball - This will put them on UU1 + 3 next turn, or U1 + 3 if they mystical. This is probably even worse than above. Because now they can mystical for Gifts or FoF. Which will at least negate your recall advantage next turn, if not win them the game straight up right now. Remember an Early Yawg is still perfectly viable depending on what you duressed back on your turn 1.
- Pass the turn with either Land, Land (mox, thirst, recall) or Land, Land, Mox (thirst, recall)
In either case you are really playing chicken with them. You want them to mystical. You know they don't have a 3rd land drop so unless they mystical for Pact of Negation they won't be able to play the card they mystical for AND back it with drain.
The game right now isn't about winning or losing, its about who can make a 3rd land drop. Our best chance of making our land drop next turn is going to rely on resolving recall.
The question is, do you keep the Mox in hand or not. If you keep the mox in hand, your only castable card is Recall. But if you play the Mox down, you will likely have to discard 2 of the 3 cards you draw... Unless it gets drained.
For now let’s assume you play the mox down, and go with Land, Land, Mox in play untapped with castable recall or Thirst in hand. We can't cast both.
Now let’s explore our opponent's lines of play, and what we do to capitalize on them:
- Our opponent get's antsy and casts their mystical in our end-step. Going to U1 open, drain in hand, with mystical on the stack. -- Bluffing at this point is for the birds, we alpha strike with an uncounterable Recall. Mission accomplished. If they do this, they are almost certainly going to find recall to get their 3rd land drop. Wich will put us 1 card up on them, because they lose a draw via the topdeck tutor (assuming we draw dead on Forces in our 3 cards). Slightly weaker on their part is to say "screw it" and put all their chips on the table, finding Tinker. Now you are 4 cards up on them... and robot shouldn't be too hard to beat knowing everything you do next turn (like Thirst) is uncounterable (assuming they cast tinker).
~ If your opponent greedily goes for Mystical despite taking themself off drain with no 3rd land drop, they are fool. You probably end up on top by burying them in card advantage.
- They do nothing, and draw for turn - Fishing for a land drop.
This is likely what will happen. And what you do is totally dependent on if they rip a land off the top, and actually gets down to the detail of if they leave a fetch open or not... but let’s evaluate what happens.
-- If they either draw and say "Go", or draw play a land and say "Go" we get to make a very cool play.
The play is to cast Thirst during their combat step. The reason is basically the same, but the point is to have them Not want to "waste" their drain mana.
In the case where they drew a land, after draining the mid-combat thirst thier hand is only Mystical - thus the drain mana is wasted.
In the case where the drew a nonland, after draining the mid-combat thirst their board is only an untapped mox. Barring their draw being a non-mox artifact, the drain mana will also go unspent as even if they drew FoF or Gifts, they won't have a 3rd blue mana. (they can't draw both blue mana and a bomb in one draw).
There is one other "balls-y" play we can make if they do the following...
-- They draw, play a fetch land, and thus have 2 non-fetchlands and a fetchland in play (with their mox) and say Go. (hand being Drain, Mystical)
This is the only scenario where we can opt to do nothing and hope they make a mistake. We go to our turn, draw, and say go. If we draw a land here, our line of play doesn't change just play the land and say go.
If they play mystical tutor without cracking their fetch first, we can capitalize on this by playing our Recall after Mystical resolves in our End Step. Now they have to choose between fetching away their Mystical Card - OR - countering our Recall. Either way we end up on top of the card advantage war. Because if they do fetch, they will have no hand + 1 mystery draw. vrs our 3 mana + Thirst + mystery card x2 when we untap. If they opt not to drain we still have our thirst, +4 mystery cards. vrs their Drain + Instant/Sorcery they tutored for.
Again to make this play, we have to assume that they are going to "play sloppy" and forget to fetch before playing their top-deck tutor. A common enough mistake, especially for an unseasoned drain player.
Hopefully after all that, every detail about the game - even the difference between a fetch land and a dual can change your line of play dramatically. Changing parameters around slightly will change my choices here as well. This is but a sliver in the Giant Redwood of possible scenareos. But hopefully, this sort of stream of consciousness type of response helps the reader "think like a drain player."
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