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.
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.
'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.
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.
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.
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.
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.
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.