It’s the Red-Black Aggro mirror, and it’s a tight race. Here’s the scenario I presented last time:
There are a few options here, so let’s break them down. You don’t have lethal unless you draw the third Fiery Temper off of Copter (and your opponent has nothing), so you are most likely looking to get some damage in and not die on the following turn.
1) Crew Copter with Courier, use Key to the City on Inventor’s Apprentice, and attack with Copter, Thopter, and Apprentice.
This gets at least 3 points of damage in, and lets you see what you draw off Copter before deciding whether to play Pia Nalaar. The opponent either blocks Copter with their Thopter, or trades Thopters. Assuming you don’t draw anything great, you play Pia and have enough blockers back to survive if the opponent doesn’t have a removal spell.
Alternately, you can run this play and not attack with the Thopter token, giving you more insurance in the case of a removal spell. There’s a decent chance this leaves you with lethal next turn, and is relatively safe.
2) Crew Copter and make it unblockable with Key.
This is similar to the above line, but requires tapping fewer creatures (though it doesn’t force the opponent to chump with a Thopter token).
3) Attack with Bomat Courier, and make it unblockable with Key after attacks. Keep everything else back, and play Pia second main.
This plays around removal, while stacking up cards with Bomat Courier and Key. It only deals 1 point of damage, but leaves you with enough of a board presence to set up good blocks, and prevents the opponent from profitably using Fiery Temper or Unlicensed Disintegration on Copter. Plus, if the opponent wants a Bloodhall Priest trigger, they have to play their spell before attacking, meaning your Copter is safe.
There’s a good chance you can set up lethal soon, and this play makes an opposing removal spell much less impactful. Additionally, it lets you keep a bunch of blockers back, and because of the timing on Bloodhall Priest, gives you solid defensive options. With Key to the City and Bomat Courier going, you have a sizable advantage the longer the game goes, and unless the opponent has multiple burn spells, this should give you the best shot.
I believe you can play around one removal spell, and this is the best way to do so. If you were at a lower life total, or the opponent had more cards, I’d be less inclined to take this conservative line, but as things stand, I like playing for the slightly longer game.
Have a sweet scenario of your own? If you think you can stump the readers (and me) then send it to LSV@ChannelFireball.com*, or via Twitter—just send a screenshot @LSV and I’ll be happy to take a look!
*Please keep your answers in the comments below, and not in my email inbox—I love reading through these responses, but I wouldn’t want to lose any good submissions amid the answers. Thanks!