1. I enjoyed this, thanks. If you are doing this again would it be possible to include a copy of the opponents decklist at the beginning of the video or just in the post, as sometimes you were discussing choices before we even knew what deck they are playing.

  2. You tilted so hard in the finals. For like, no reason really. You took a mulligan or two, your opponent had what I would call pretty average draws from that kind of deck, and you just started whining like a little baby.

    It was kind of painful to watch, really.

  3. I’m all for constructed criticism, but to claim that the finals opponents hands were “pretty average” is absurdly false. All 3 games my first play was Force of Willed, which is the best possible play against a Workshop deck. I play with Fish decks quite a bit, though I am not an expert in them. That said, I can’t remember many, if any, matches where I had 2 Turn 1 FOW’s against an opponent, let alone 3. Workshop decks can gain no card advantage whatsoever, and top decking does not always work, as clearly evidenced in those games. I’m sorry if you thought I was whining, but really, there was nothing more that I could do in the match since I can’t recover with a Brainstorm or a Jace. Next time, I suppose I’ll just sit there in silence since describing the board state as it was is apparently whining.

  4. He mulliganed to 5 one game to find it. Are you really claiming that having a card that is a four of in his opening hand 2 out of 3 times is outside the realm of possibility? Even unlikely? No. Of course it isn’t. If force wrecks you there its your fault for not frikken playing around it.

  5. The only game I won was the one that he mulled to 5, so yes, it is important. You presumably watched the match, so I would love to hear how you would propose that I play around FoW. Do I simply play a land and not play the only artifact that I can cast on Turn 1 and just hope and pray he doesn’t turn around and Wasteland it? There is very little option for a Workshop player to “play around” FoW. The whole point is to get off to an early advantage and lock them out of playing their spells. FoW is the ONLY card that can prevent this and not playing something on Turn 1 for fear of FoW is a guaranteed way to lose.

    Also, having FoW is not the only requirement to cast it on Turn 1. You also need a second blue card. I’d go through the math, but I can only assume that you understand it already, and frankly I have better things to do. Regardless, the opponents deck has 16 non-FoW blue cards. Anyone who has played Legacy, Classic, or Vintage will tell you that it is a highly unlikely chance that someone can have FoW on Turn 1 with an available blue card to pitch in all 3 games. I’d bet it’s something like 1 in 200 chances.