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.




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