Limited Liabilities: ZZW 84 #2

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  1. @R1G2 Why not attack with everything and bounce the drake? if he has bounce he would need to top deck a land of which he already has 10 and how ever many you milled, you also have summoner’s bane for any creature he could try to play from there. gratz on your win but i must say you are very inconsistent in your playing such as the not alphsing because he could have bounce but the next turn taking him off it…

  2. Pack 1 – picking net over the Kor seems really suspect. Not only do you really never need the net in UW, but you do want to cut white especially since you passed Queller pick 1.

    Pack 2 – With two blademaster and Raptor it seems like the shieldmate is the highest value card. Even if it doesn’t make the deck it is a good SB option.

    Pack 3 – You had really good ally package, but you had the opportunity for a great one. Not picking the shieldmate cost you two allies. Also, when you pick the first turtle I think you need to consider the manland as well which you neglect to mention.

  3. Round 1

    R1G1 – On the play I keep the first hand since twitch cantrips and defend you or can set him back on mana on his third turn. On the draw you have to throw it back. As it turns out you drew exactly the last you needed and no more after mulling and that usually means you win in limited. :)

    R1G2 – Why are you defending yourself so vigorously from the Serpent? I think you can wait to play Join the Ranks until EOT. I would take the 5 damage and see whether you can gain tempo in his second mainphase by countering something. If you JtR and then he has another large creature in the second main you may put yourself in too big a whole to dig out of (since he has “the abyss” on the board). Protecting yourself from the first 5 damage isn’t worth the risk.

    Also agree with Hovertical about your end game plans, why the flip flop? Also, I don’t see any reason not to play Into the Roil main phase in case you draw a sorcery or creature that would have mattered. You already have hookmaster and don’t have a journey, but drawing another ally could conceivably have mattered.

  4. Round 2

    R2G1 – Ack, when you are ahead on life you want to use bounce EOT in situations when you are winning the race, and the tempo gain will usually gain you more life. In this case your opponent cost himself tempo by playing on autopilot and playing his ‘pede (presumably his original plan) rather than replaying the boar. That misplay plus all the bounce in your hand sealed his fate.

    R2G2 – On the draw that is a pretty tempting one lander – but his RB aggro probably won’t give you time if you stumble… and indeed it would not have.

    R2G3 – Tempest Owl goes for what? 9 damage? and Machete finishes finishes the job. Lol.

  5. The main problem with playing around bounce in r1g2 is that if he has bounce, he can just bounce his own drake and rekick it.