Your at 6 and your opponent is at 10. They have armada wurm(tapped) + token (tapped) and kingpin's pet (untapped) alongside 7 untapped mana GGWWBBB. Your opponent made their last land drop. They have 2 cards in hand.
You have 7 lands (after land drop) with an additional land, flesh//blood, and zhur-taa druid in hand. You have a guttersnipe and a maze runner in play, alongside a prophetic prism that allows you to fuse flesh//blood.
Your grave has 2 2 power creatures and pyrewild shaman, your opponents grave has a boros mastiff.
In your deck: You have no fliers and a 3/3 mossdog as your only reach creature. You have punish the enemy, annihilating fire, and homing lightning as some of the more relevant spells/removal in your deck. Your largest creature is 4/5 other than the maze runner.
Whats your play? Why do you make it? What are you playing around? Does your play change if you think your opponent is very good? Very bad? Mediocre?
You Flesh the Pyrewild Shaman onto the Maze Rusher, then Blood from Maze Rusher to your opponent, dealing 2 with the Guttersnipe and killing him or her with the 9 point burn. Aside from targeting one of the 2/2s in your graveyard instead, which is almost exactly the same, you really don't have any other options - all of your possible plays lose to instant speed removal, and if you don't kill your opponent this turn, his or her board will almost certainly kill you on the following turn, or the one after. You could try to use the Flesh // Blood to make a lethal attack, but this is a generally inferior play, as it still loses to removal and opens you up to combat tricks.
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"Far better is it to dare mighty things, to win glorious triumphs, even though checkered by failure... than to rank with those poor spirits who neither enjoy nor suffer much, because they live in a gray twilight that knows not victory nor defeat." - Theodore Roosevelt
You Flesh the Pyrewild Shaman onto the Maze Rusher, then Blood from Maze Rusher to your opponent, dealing 2 with the Guttersnipe and killing him or her with the 9 point burn. Aside from targeting one of the 2/2s in your graveyard instead, which is almost exactly the same, you really don't have any other options - all of your possible plays lose to instant speed removal, and if you don't kill your opponent this turn, his or her board will almost certainly kill you on the following turn, or the one after. You could try to use the Flesh // Blood to make a lethal attack, but this is a generally inferior play, as it still loses to removal and opens you up to combat tricks.
Yeah - the list of things you can afford to play around when you're facing lethal damage is pretty low.
You lose to any removal spell they have, so you can't play around that.
That said: I agree with the flesh/blood play. But I would always go for the Shaman, since that plays around 1 instant speed extort trigger.
My initial idea was to go to combat first since it doesn't matter if he has a combat trick (as in pumping the kingpin's pet to kill your maze runner) since you can then kill him off with flesh/blood giving guttersnipe +6+6. But this opens you up for a range of flash creatures and populate tricks.
The play I intended to make was exactly the one suggested.
I think their is no question that you want to exile pyrewild shaman when you flesh//blood. There is no reason not to play around the possibility of the extort trigger.
The real question is whether you want to try attacking first. Attacking first opens you up to druid's deliverance, sundering growth, avenging arrow, and executioners swing. Pump spells and cards like smite arent really an issue. If our opponent blocks, smites, and double extorts he goes to 12 then dies to fleshblood on guttersnipe (2+8+2).
What about fatal fumes? If I attack with both and he has fatal fumes he has a couple options. He cannot really not block, which means he either blocks maze runner or guttersnipe. He will very likely cast fatal fumes immediately, because the extort trigger is very critical in this case. If chumps maze runner and cast fumes on snipe its pretty bad for us, but we can cast blood killing one 5/5 and then zhur-taa druid allows us to live the turn, and we can hope he has nothing... If he fumes maze runner and blocks it, then he takes 2 going to 9 (after extort) and then we can win by fusing flesh//blood on guttersnipe.
If he spectacle its also possible he just takes 2 off guttersnipe and kills maze rusher...
I said "intended to play" as when I announced I was fusing flesh blood (precombat) my opponent panics and slams fatal fumes (with extort) targeting maze runner. I took this to mean that he was employing a shortcut "I will target maze runner regardless of flesh//blood targets". Regardless he got me with kingpin's pet as he continued to draw gas.
After the match he said his intent was to fumes maze rusher and finish it with pet...
When I made my play I was thinking of all the cards that he could have to mess me up (avenging arrow/executioners swing, etc) but even if there are more cards, those cards may be less likely to be in his deck, which was reasonably aggressive game 1 with fliers and (pet and sunspire griffin) and this game he had played call of the conclave, making the defensive spells somewhat less likely.
There is also the fact that by attacking I give him the opportunity to mess his blocks, which is of very little value vs "pros" but can increase fnm win %.
The real question is whether you want to try attacking first. Attacking first opens you up to druid's deliverance, sundering growth, avenging arrow, and executioners swing.
Well, there are a lot of other factors involved here. What was happening in the game? Did your opponents have other opportunities to use these cards? Could/would they have played them earlier if they did? Have you seen any of these cards in earlier games?
It's a big leap from "these cards exist" to "my opponent might have this card in hand."
You have 7 lands (after land drop) with an additional land, flesh//blood, and zhur-taa druid in hand. You have a guttersnipe and a maze runner in play, alongside a prophetic prism that allows you to fuse flesh//blood.
Your grave has 2 2 power creatures and pyrewild shaman, your opponents grave has a boros mastiff.
In your deck: You have no fliers and a 3/3 mossdog as your only reach creature. You have punish the enemy, annihilating fire, and homing lightning as some of the more relevant spells/removal in your deck. Your largest creature is 4/5 other than the maze runner.
Whats your play? Why do you make it? What are you playing around? Does your play change if you think your opponent is very good? Very bad? Mediocre?
Yeah - the list of things you can afford to play around when you're facing lethal damage is pretty low.
*DCI Rules Advisor*
That said: I agree with the flesh/blood play. But I would always go for the Shaman, since that plays around 1 instant speed extort trigger.
My initial idea was to go to combat first since it doesn't matter if he has a combat trick (as in pumping the kingpin's pet to kill your maze runner) since you can then kill him off with flesh/blood giving guttersnipe +6+6. But this opens you up for a range of flash creatures and populate tricks.
I think their is no question that you want to exile pyrewild shaman when you flesh//blood. There is no reason not to play around the possibility of the extort trigger.
The real question is whether you want to try attacking first. Attacking first opens you up to druid's deliverance, sundering growth, avenging arrow, and executioners swing. Pump spells and cards like smite arent really an issue. If our opponent blocks, smites, and double extorts he goes to 12 then dies to fleshblood on guttersnipe (2+8+2).
What about fatal fumes? If I attack with both and he has fatal fumes he has a couple options. He cannot really not block, which means he either blocks maze runner or guttersnipe. He will very likely cast fatal fumes immediately, because the extort trigger is very critical in this case. If chumps maze runner and cast fumes on snipe its pretty bad for us, but we can cast blood killing one 5/5 and then zhur-taa druid allows us to live the turn, and we can hope he has nothing... If he fumes maze runner and blocks it, then he takes 2 going to 9 (after extort) and then we can win by fusing flesh//blood on guttersnipe.
If he spectacle its also possible he just takes 2 off guttersnipe and kills maze rusher...
I said "intended to play" as when I announced I was fusing flesh blood (precombat) my opponent panics and slams fatal fumes (with extort) targeting maze runner. I took this to mean that he was employing a shortcut "I will target maze runner regardless of flesh//blood targets". Regardless he got me with kingpin's pet as he continued to draw gas.
After the match he said his intent was to fumes maze rusher and finish it with pet...
When I made my play I was thinking of all the cards that he could have to mess me up (avenging arrow/executioners swing, etc) but even if there are more cards, those cards may be less likely to be in his deck, which was reasonably aggressive game 1 with fliers and (pet and sunspire griffin) and this game he had played call of the conclave, making the defensive spells somewhat less likely.
There is also the fact that by attacking I give him the opportunity to mess his blocks, which is of very little value vs "pros" but can increase fnm win %.
Well, there are a lot of other factors involved here. What was happening in the game? Did your opponents have other opportunities to use these cards? Could/would they have played them earlier if they did? Have you seen any of these cards in earlier games?
It's a big leap from "these cards exist" to "my opponent might have this card in hand."
*DCI Rules Advisor*