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Channel LSV: Zendikar Draft #3 – Match 1, Game 1
Posted by admin
November 7, 2009 |
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Jack says: November 7, 2009 @ 4:46 am
If these are supposed to be instructional, is it really a good idea to forfeit at 20 life?
I have never seen luminarch actually used in a game. It’s gotten to the point where it’s just a mystical win-con. If you played it out, we’d at least see what you’d draw. You would’ve lost for sure, but quitting at 20 seems premature even still.
Tristan says: November 7, 2009 @ 4:51 am
@ Jack
He can’t get rid of the Ascension and his opponent makes 2 4/4 flying per turn.
i’d scoop too.
locustkiller says: November 7, 2009 @ 5:09 am
dude. seriously. multiple 4/4 flyers every turn for the rest of the game. that he cannot stop at the source. Drawing both whiplash traps still wouldnt help.
The lesson here is- conserve your time by understanding when you are in a certain to lose situation and conceding the game. Also give your opponent as little information as possible about whats in your deck.
Of course conceding at that point in time gives your opponent some information anyway- like that you didnt have or could draw any outs, etc.
eidolon says: November 7, 2009 @ 6:18 am
@Jack: There is no way that you can win a limited match where your opponent (at 20 life) makes 2-3 flying 4/4s a turn and has a better board than you.
Alex Hemedinger says: November 7, 2009 @ 10:46 am
I agree, it’s basically considerd done. I am glad he didn’t play it out to waiste time.
Ryan says: November 7, 2009 @ 11:26 am
This is likely the guy you were passing to you LSV. Blue was poor pack 2 and he clearly took all the awesome white you passed.
You should have been in white/green.
Blind Fremen says: November 7, 2009 @ 2:18 pm
@ Jack, that was one of the dumbest comments I have seen in a while for the reasons others stated above. You can’t just “will” your way to a win in situations like that. Sometimes you have to know when to quit and move on. The sooner you learn this, the sooner you become a good gamer.
On a somewhat related note, it seems like Wizards made Luminarch Ascension purely as a stupid mise card. Every time I see the card I think “R-R-R-RAGE QUIT!” (from Heroes of Newerth)
Fin says: November 8, 2009 @ 12:11 pm
I beat Luminarch Ascension yesterday in draft. Turns out they need more than three lands for it to be amazing. Bladetusk Boar turning sideways 7+ times won me the game.
Trackback MTGBattlefield says: November 8, 2009 @ 2:12 pm
Channel LSV: Zendikar Draft #3 – Match 1, Game 1…
Your story has been summoned to the battlefield – Trackback from MTGBattlefield…
Bob The Builder says: November 8, 2009 @ 10:30 pm
Not that it would have mattered with the hookmaster, but wouldn’t the correct move been keeping cancel mana up instead of playing the ravager so that he could counter a flying guy and then play the windrider eel? It wasn’t like he was going to be able to get through the kazadu blademaster with the ravager and then he would be able to kill a flying guy with the the removal.
Someguy says: November 9, 2009 @ 8:27 am
@Bob the Builder:
If he doesn’t play the flyer out, he has nothing to get through next turn and deal dmg to his opp to stop the ascension from becoming active.
Ravager is def getting chumpblocked, his hope was to burn the skyfisher and attack with the eel and that way keep the ascension from powering up. He even said the eel was his only hope.
Metalman says: November 9, 2009 @ 8:42 am
I see what hes saying though…If you play Island instead of Mountain and pass the turn instead of playing Ravager is that a better play?
Dunno if it mattered. T2 Ascencion will make LSV’s deck lose just about every time. Its too defensive to attack every turn. Goto Game 2…
-M
MH says: November 9, 2009 @ 9:00 am
2nd turn Luminarch Ascension is really, really harsh, especially if your hand is a bit slow and you have absolutely no enchantment removal.
I bet LSV would’ve loooved to have a Spell Pierce or two in his sideboard right about there.
Alex says: November 9, 2009 @ 10:11 pm
I’m sure active Luminarch Ascension can be beaten. I’m sure this deck can’t do it when the opponent is still at 20 with multiple five drops in your hand and less than five lands on the battlefield. Scoop, game 2.