Monday, 29 January 2018

[MTGO] 'Darefire' Deck Solitaire, Part 5.

Had a powerful opening this time, that's how it was played:


1st Turn:

Played Swamp, Dark Ritual & Drana, Liberator of Malakir.


2nd Turn:

Played a Dragonskull Summit land, attacked with Drana, Liberator of Malakir, summoned Olivia's Bloodsworn as well.


3rd Turn:

Played a 2nd Swamp, Black Lotus, sacrificed Black Lotus for 3 red mana, summoned the Bloodline Keeper, hastened the Bloodline Keeper to produce a Vampire token, hastened a Vampire Token, attacked with everything untapped - lowering life points total to 9.


4th Turn:

Played a Mountain, summoned Stromkirk Captain, transformed the Bloodline Keeper, attacked with everything without summoning sickness - lowering life points total to -16.



... a victory in a mere 4 turns, 36 damage dealth within that time.




Sunday, 28 January 2018

[MTGO] 'Darefire' Deck in Action, part 4.

This was a close match, 'Darefire' vs a discard deck.


Opening:

After we both did a mulligan, i've decided to play Swamp on top of my Library - planning for playing the Bloodline Keeper fairly fast.


1st Turn:

Played a Swamp, did Thoughtseize at his or her Mind Twist, while looking at opponent's hand.

Expected Hypnotic Specter soon.

Opponent played a tap-land with black mana that removed my graveyard into exile.


2nd Turn:

Played a 2nd Swamp & Mox Ruby, summoned Drana, Liberator of Malakir to protect myself from the Hypnotic Specter.

Opponent played a Swamp & cast a Distress spell at me, and made me discard the Bloodline Keeper, ruining my initial strategy to play it in 3rd turn.


3rd Turn:

Played Mountain, and attacked with Drana, Liberator of Malakir which got +1/+1 token, becoming a 3/4 Vampire with flying & first strike abilities.

Opponent had no Hypnotic Specter yet, so i could attack without losing my last card: 3rd Swamp.

Opponent Played a 2nd Swamp & summoned the Hypnotic Specter, as expected by me.


4th Turn:

Drew a Vampire Nighthawk, so i could attack with Drana, Liberator of Malakir again without losing a card in a response.

Played a Vampire Nighthawk after attack. Drana, Liberator of Malakir became the 4/5 Vampire with flying & first strike abilities.

Opponent cast Shrieking Affliction and Demonic Tutor spells.

He or she played Maze of Ith land as well.


5th Turn:

Shrieking Affliction started to bite, my life total was reduced to 15 during my upkeep phase.

Attacked with both Vampires, reducing his or her life total to 8 and increasing my life total to 18 with Vampire Nighthawk lifelink ability.

Thanks to Drana, Liberator of Malakir, both of my Vampires icreased in power & toughness by +1/+1.

Played a Swamp despite Shrieking Affliction in play - preferred to play fast, and to have it not be discarded, even if lost life points due to Shrieking Affliction & Hypnotic Specter attack. This turned to be a wise decision in the end. Opponent had Phyrexian Obliterator in hand, as Thoughtseize revealed at play's beginning, anyway - so it added pressure on me to end game fast.

Opponent played 2nd Shrieking Affliction & attacked with Hypnotic Specter.

My life point total went to 16.


6th Turn:

In my upkeep phase, my life total went down to 10 points, so i had only 2 turns to finish the play at best, before losing - because of Shrieking Affliction spells.

Attacked with both of my Vampires, delaying Drain Life to after attack, as usual, as is wise.

Opponent didn't suspect Drain Life, so he or she used Maze of Ith on a lesser threat, Vampire Nighthawk - probably preferring to deny me life points gain via it's lifelink ability.

This seemed wise, but opened me a way to win this 1-game match with a Drain Life spell.

Did cast a Drain Life spell at opponent - for 3 life points total, just enough finish him or her.


... i think i played to best of my ability & reason this time, which allowed me to win.




Friday, 26 January 2018

[MTGO] Fan Art Poetry, Part 1.

... i can light ...

... the Sky ...

... with Thunder. ...






See also, if You wish: Vajra.

/ this blog's author is a Vajrayana Buddhist /.

Thursday, 25 January 2018

[MTGO] 'Darefire' Deck in Action, part 3.

This time 'Darefire' vs 'Counter the Whole World' decks match, consisting of 3 games.


First game was won by me with a raw speed of starting Vampire creatures.

Against counterspells & similar, it's better to play less deadly cards first, to deplete the counters.





Second game was lost byy me, not only because my opening was too direct-damage oriented - but also because i drew Yawgmoth's Will with Vampiric Tutor when Arcane Laboratory was in play.

This mistake had poor effect on my morale, so i surrendered this game.

... at least i saved my precious time / there's 25-minutes limit in most matches, for all of 3 games in match; when time is over, whole match is lost /.





Thrid game was interresting, important points of my play can be summarized as:
- Sideboarded 'Grave Pact' for 'Mind's Eye' - so opponent had one more of spells to counter; this added to my victory conditions in the end,
- i think i should move to a sideboard also the Yawgmoth's Will,
- i've played lesser threats first, to be countered - so in the end Bloodline Keeper entered play,
- i was unfocused too much, forgot to store mana in a Molten Slagheap every turn when still i could,
- Olivia's Bloodsworn increased speed of Vampire token production,
- Created a Vampire token in response to a Cryptic Command unsummoning ability.

Thrid game was barely won by me.





... i think my opponent played psychologically as well, keeping cards in hand, probably to pretend he or she had counters.

... i think 'Counter the Whole World' decks are too defensive & too time consuming, however - but still can be challenging.

Wednesday, 24 January 2018

[MTGO] 'Darefire' Deck Solitaire, part 4.

... a little more of practice with 'Darefire' Deck, as with 'Know Yourself' part of 'Know Yourself, Know Enemy' philosophy.

i've tried to play cards & use mana optimally, i think i did almost perfectly.

... this play demonstrates how fast 'Darefire' can be, Mox Ruby added to that speed.


1st turn:

Olivia's Bloodsworn, with a Swamp & Mox Ruby - but had no red mana left to hasten it.

Still i think it was the best, fastest opening.


2nd turn:

Olivia's Bloodsworn attacked, reducing life total to 18,

Summoned Drana, Liberator of Malakir - but i think Stromkirk Captain before attack would be better this time - as Olivia's Bloodsworn attack would have 1 more of Power.


3rd turn:

Summoned Stromkirk Captain, hastened it, then attacked with every of my creatures, reducing life total to 10.

Thanks to Drana, Liberator of Malakir ability , every of attackers got +1/+1 counters, as well.


4th turn:

Summoned a second Stromkirk Captain, hastened it.

Summoned a Sol Ring as well - while it wasn't neccessary to end game faster, i am trying to develop advantageous habits in my play. Using mana efficiently is advantageous, as is adding pressure - but occasionally we want to keep Sol Ring uncast - to suprise opponent.

There are mass-destruction spells as well, of course - including artifact-destroying destruction spells.

But overall, too much of paranoid caution defeats speed, and speed is one of main tools to win using this deck.

Attacked with everything, reduced life total to -7.

With a better play, could reduce life total to -8, still in 4 turns.


... a Victory in 4 turns.




Tuesday, 23 January 2018

[MTGO] 'The Power Nine'.

'The Power Nine' are the most powerful / therefore expensive / cards in Magic: The Gathering,
all first printed in Limited Edition Alpha, the original form of the game.

Every single one of them is so broken that they are banned in every format except Vintage, and even then they're restricted to one per deck.

These cards i did invest in, and these are:




Monday, 22 January 2018

[MTGO] 'Darefire' Deck in Action, part 2.

Started first, did mulligan but after that opening hand was nice.

i put Vampire Nighthawk summoning spell card on top of my Library.

Sol Ring & Dark Ritual early added speed, perhaps these decided for a victory - as every turn matters, even one turn can turn the tide of a battle.

Timing-wise, preferred to use direct damage / Lightning Bolt / to get rid of the Hypnotic Specter threat on table quickly - gaining speed, applying pressure psychology & tactic, and to play Olivia's Bloodsworn earlier than Stromkirk Captain.

Opponent lost two cards for one / Hypnotic Specter & Dark Ritual for Lightning Bolt /, so i was happy & enthusiastic - in future, i should be calmer & more patient in play.

There was also a risk of creature removal spells used to bypass blockers, as well - which would result in me losing a card from hand.

The red mana needed for haste ability for Stromkirk Captain came just in time, so i got ahead with two points of damage earlier. But statistical-wisdom-wise, i should play this differently.

Clearly, the better solution would be to play Stromkirk Captain in the same turn, and to summon & play Olivia's Bloodsworn's haste ability on itself before attack - so it could attack on it's coming turn, as well.

Constant damage every turn accumulated, so i won in 6 turns - it's fairly quick, considering it wasn't a Solitaire.

Had a Life Total well-over 20 at a moment of victory, as well.

With more calmness, patience & reason i could do 6 more points of damage in the same amount of turns.

At the endgame i didn't play land, even if i could ... preferring to keep mana & card in hand to keep opponent guessing whether i have an instant spell.

As a note - attacking with non-flying Stromkirk Captain when Phyrexian Obliterator was on table would be a mistake, as it would be blocked and i would have to sacrifice two of my permanents.

Preferred to use Flying Vampires to finish him earlier.

Last turn i had mana to play the Bloodline Keeper, hasten it, produce a token, fifth Vampire, then transform for additional damage from attackers.

Probably i should / it had more of advantages than disadvantages /, but i had no patience - i need to work on that.

While time & pressure is also resource, solid decisions & reasoning are well-worth of that little time spent for such.

Lack of patience & calmness in any of card games is the serious error, so i should find a way to improve in these ways - perhaps by meditating on braeth & light.


See also, if You wish: 'Darefire', a Deck.




[MTGO] This is a Sol Ring, a Duel-Song.

Some of a silly play with words, this time.

A duel-song's part, perhaps will be completed with more of art & words later:


... you did attack us,
... this is a Sol Ring,
... we're gonna use it,
... on Certain Mornings.



it's inspired by: Melanie Fiona - Monday Morning.





See also, if You wish: Art is Born in Pain.


An example of the Sorcerer - Artist was Milarepa, the Buddhist Hero of Old.

He did practice Black Magick by mother's wish, caused many deaths with it.

Then suffered karmic consequences, he was tortured in Secluded Caves for long.

His pain made him Sing the Songs, this made him Famous Artist, as well.

Friday, 19 January 2018

[MTGO] A thought exercise: How to win in 1st or 2nd Turn.

There are Vintage format decks that can win in 1st turn, using very expensive cards that i cannot afford for now.

These involve Black Lotus, Moxen, Timetwister, Hurkyl's Recall, Tendrils of Agony.

To increase mana & draw neccessary cards, there's need for many more of the expensive cards.

Optimistically, it can be played that way:

1st Turn (7 cards beginning):

1. Black Lotus,
2. 5x Moxen,
3. Timetwister (Paid with Black Lotus),
4. Draw Mana from all of the Moxen,
4. Hurkyl's Recall,
5. 5x Moxen,
6. Tendrils of Agony (defeats opponent, considering accumulated storm).

... Victory.


Winning in 2nd turn is still too expensive for me - as there's need for Moxen.

Here's how it can be played, on condition that proper cards arrive in a proper order:

1st turn (7 cards beginning):

1. Swamp,
2. Dark Ritual,
3. 3x Tormented Hero,
4. Mox Sapphire,
5. Ancestral Recall,
5. Mox Jet,
6. Mox Ruby.
7. Incinerate at opponent (reduces his or her life to 17 points).

2nd Turn:

1. Attack with 3x Tormented Hero (reduces his or her life to 11 ponts),
2. Timetwister (paid with Swamp, Mox Sapphire & Mox Jet),
3. Black Lotus,
4. 4x Lightning Bolt at opponent (paid with Mox Ruby & Black Lotus - reduces his or her life
to -1 points).

... Victory.


It's too optimistic to rely on these cards alone, but there are ways to increase mana with Hurkyl's Recall & other tricks, there are ways to draw selected cards from library too.

It can be countered easily with Pyroclasm that destroys Tormented Heroes, and in many other ways.

But in reality, it's just a thought-exercise, not much more.

My decks usually aim to win in 4-6 turns, perhaps in 3rd - when cards favour us & when unopposed.




[MTGO] 'Darefire' Deck Solitaire, part 3.

Without mulligan this time, starting hand was decent - but i risked playing with only 2 lands, without mana accelerators.

What i wish to share this time, is about timing of spellcasting & abilities use.

It's usually tactics-wise to attack first, then play sorceries, enchantments, artifacts & summons - in a second main phase.

That way mana is conserved, and opponent does not know if we have something planned for use during attack.

Even if we don't have such tricks, it's worth to be consistent with this - to suprise better, to keep opponent uncertain.

Instants & abilities are best saved until there's need or until opponent's end phase of his turn - to keep mana reserve as long as possible.

But in this game, summoning Stromkirk Captains proved more advantage when done before attack, as was activating Olivia's Bloodsworn's hasting ability.

i like to conserve spells as well, but when faced with discard decks - it's not so wise anymore.

We won in a five of turns.


Thursday, 18 January 2018

[MTGO] 'Darefire' Deck Solitaire, part 2.

Did mulligan once / drawing a new hand of cards, with one less card, then looking at a top card in library and choose whether it's put on top or bottom of library /, got nonoptimal starting hand, without mana accelerators as sol ring, black lotus or dark rituals too.

Still won in 6 turns.

Enjoyed creating a small army & transforming the Bloodline Keeper.

This play demonstrates how powerful creatures - especially tribes - can be, if uncontained.

Tribes are creatures with the same type. In 'Darefire', we use Vanpires tribe. Tribes benefit from tribe-enhancing abilities, often.

Olivia's Bloodsworn, Bloodline Keeper & Stromkirk Captain are a nice synergy together. Decent combat power/toughness, creature numbers & support abilities.

Best counters to this strategy are:
- Creature mass destruction spells,
- Creature stealing spells.

A incomplete list of mass creatures removal can be found: [ here ].

Other of useful removals are:
- Inferno,
- Pestilence,
- Mutilate.

Most notable creature steals are:
- Sower of Temptation,
- Control Magic,
- Mind Control,
- Grab the Reins,
- Insurrection,
- Act of Treason.

Synergy components can be stolen, denying synergy to a certain degree or not.

Stealing tactically selected opponent's creatures even for one turn, especially during opponent's attack - can be a significiant advantage. We can block enemy attack with them, and use other tricks if possible.

When suspecting creature mass destruction, we should resist a temptation of playing too many creatures at once - but without extremity, wisely - as it slows us, and also might mean a difference between a win or a loss.

Pressure is important, as is caution, calmness, intelligence & psychological play. For that we can use Thoughtseize, table advantage & deck's speed as tools. it's important to know one's own & opponent's cards, rulings as well - as with 'know yourself, know enemy' philosophy. i think i need to develop in face-to-face & online poker play tricks, especially playing with psychological feints reasonably.


i think Nevinyrral's Disk puts a pressure & uncertainty on opponent as well, as do instant spells, mana accelerators, mana stores, token producers & many other cards as well. Any of advantage does, and weaknesses as well - when used as feints that lure opponent into playing certain way. Solid reason too - we do not want to be too paranoid.


Even single-creature removal spells/abilities are useful, as they disrupt synergies efficiently and help to win advantage at table. 'Darefire' uses direct damage & other removals for that, and has more of such spells in a sideboard. Direct damage can be used to finish opponent quickly when he or she's low on life, as well.




Wednesday, 17 January 2018

[MTGO] 'Darefire' Deck Solitaire, part 1.

This solitaire play width 'Darefire' Deck demonstrates how important is speed, with low mana-cost spells.

Beginners are often seduced by high cost powerful cards, then lose match before they have enough of mana to cast these powerful spells.

'Mana curve' idea is important in deck building.


Sunday, 7 January 2018

[MTGO] Infinite Mana Combination.

There are many combinations for infinite mana, at various colors.

Using these is usually not the best way to succeed in winning a duel, however - combinations require many cards at once, come into play at later stage of the game, are vulnerable to countering, discarding or disrupting other way.

Here's an example of what's needed for infinite black mana & drain life.




... and here's one of the more obvious counters:




... note that 'You' keyword doesn't indicate a redirectable target, it's still fun however.

... enjoy ;)