That's fine. Since we are a mill deck, we don't care about anything except getting cards out of their library. I'm more than happy to specifically target the largest threats in the deck, one of which is definitely LB. Additionally, Snapcaster allows me to get as many as 8 uses from 4 SE. That's a lot of specific targets vs Burn. Along with Ensnaring Bridge to stop threats like Goblin Guide, and lifegain from Crypt Incursion, I've had great success vs Burn. I've had several scoop as soon as I play Crypt Incursion.
What you do not want to do is pay life for Surgical Extraction.
from the UBx mill thread - are burn players afraid of Surgical Extraction? i think it's strict card disadvantage but "Daeye1" believes it to contribute enough to the mill strategy...
I generally don't care about surgical extraction, but there are cases where it's very damaging.
1. You have more copies of a fetch in hand and they target one of that fetch in your grave. This likely means you can't cast any spells. Once you're at 3 mana, this doesn't matter anymore.
2. You have several copies of a card in hand and they target it in your grave. This makes surgical function like Cabal Therapy if you aren't able to respond by dumping copies from your hand. Once you're hellbent, this doesn't matter anymore.
In a situation where they target something like Boros Charm and they take the other 3 from your deck, Surgical Extraction was basically a wasted spell on their part. You won't be drawing Boros Charm this game, but about half of the deck still says "pay mana, bolt face". Mill is a very easy matchup for Burn unless they bust you with multiple Archive Trap. I don't recall ever losing a match to Mill, but maybe I've lost 1 or 2 (ie. 5-10% or so). I'll check my spreadsheet later.
I suspect that his success is from Crypt Incursion moreso than surgical. If they're gaining 15 when half your library is gone, you won't be winning the game before they mill you out.
Is there anyone going to GP team constructed in toronto the 19th may ?
I'm going and I will be the modern player, with RWg burn.
Is burn a good meta call right now ?
With the rise of the new teferi, I'm afraid that there will be more jeskai control, wich is not good for us.
And there is more players playing boggles, wich is a bad matchup for us.
I guess a lot of players will be playing the classic decks (affinity, humans, jund) wich seems an even matchup...
And I think there will be less Tron decks than usual because they might be scared of damping sphere. Is that realist ?
So what are we expecting to see at this GP ? and how should we adapt ?
My main deck is pretty stock, 3 skullcrack, 1 grim lavamencer, 20 lands and 4x of the rest.
My sideboard is : 2 path, 2 kor firewalker, 2 RIP, 1 relic of pregenitus, 4 destructive revelry, 2 searing blood, 2 deflecting palm.
I tried ensnaring bridge instead of deflecting palms. I'm not a big fan of the bridge.
Yes It might buy you some time against creatures decks (if they dont disenchant it), but then it does nothing more. usually against those kinds of deck, you dont need 8 more turns to win, you usually are racing and need only 1-2 turn max to win. Which is what deflecting palm can do by fogging and burning at the same time. And we might get lucky by deflecting a wurmcoil engine/emrakul/a big boggle.
Is there anyone going to GP team constructed in toronto the 19th may ?
I'm going and I will be the modern player, with RWg burn.
Is burn a good meta call right now ?
With the rise of the new teferi, I'm afraid that there will be more jeskai control, wich is not good for us.
And there is more players playing boggles, wich is a bad matchup for us.
I guess a lot of players will be playing the classic decks (affinity, humans, jund) wich seems an even matchup...
And I think there will be less Tron decks than usual because they might be scared of damping sphere. Is that realist ?
So what are we expecting to see at this GP ? and how should we adapt ?
My main deck is pretty stock, 3 skullcrack, 1 grim lavamencer, 20 lands and 4x of the rest.
My sideboard is : 2 path, 2 kor firewalker, 2 RIP, 1 relic of pregenitus, 4 destructive revelry, 2 searing blood, 2 deflecting palm.
I tried ensnaring bridge instead of deflecting palms. I'm not a big fan of the bridge.
Yes It might buy you some time against creatures decks (if they dont disenchant it), but then it does nothing more. usually against those kinds of deck, you dont need 8 more turns to win, you usually are racing and need only 1-2 turn max to win. Which is what deflecting palm can do by fogging and burning at the same time. And we might get lucky by deflecting a wurmcoil engine/emrakul/a big boggle.
What do you guys think ?
I'm not sure of any good source for drawing any conclusions about the meta, because a lot of it is tainted by the current 5-0 decklist policy on MTGO that manufactures artificial diversity. I'm also not one who would make a "meta call" and choose to play or not play Burn, because I just play Burn.
Your maindeck is fine. At a glance, I don't think I'd expect too much land destruction and that means you could probably play 19 lands if you wanted to. I would replace Kor Firewalker with Exquisite Firecraft. I also don't like bridge much, because I'd rather have cards that do something to further Burn's gameplan. I don't personally love DPalm, but it's ok if you don't have something else you'd rather play.
We already have a very good Storm matchup and traditional Tron decks are also quite good matchups. The only one that isn't good is ETron, and I think it's fallen out of favor and isn't hurt as much by Damping Sphere since they're casting 2-5CMC things rather than 6+.
Hi all, I was looking at the meta and popularity of different decks and performed and analysis of which sideboard choice cover most of the decks that are popular right now. I am playing a pretty stock Boros list splashing for Destructive Revelry. Based on my analysis, I ended up with the following sideboard:
I'm not sure about the ensnaring bridge. It feels like bridge plays the same role as Deflecting palm, and we will bring bridge and palm in pretty much the same matchups, wich might be too many cards.
I would cut the bridge for 2 other cards. In my sideboard (listed a couple of post before) I replaced the bridge for 2 kor firewalker as I expect to play against other burn decks.
You could also replace the bridge for 2 Firecraft exquisite if you expect to play against a lot of UW/x control
I'm not sure about the ensnaring bridge. It feels like bridge plays the same role as Deflecting palm, and we will bring bridge and palm in pretty much the same matchups, wich might be too many cards.
I would cut the bridge for 2 other cards. In my sideboard (listed a couple of post before) I replaced the bridge for 2 kor firewalker as I expect to play against other burn decks.
You could also replace the bridge for 2 Firecraft exquisite if you expect to play against a lot of UW/x control
Thanks for the reply, and I guess I should have read your post before asking a very similar question, since the main deck is almost the same as yours. I am running 4 skullcracks and 19 lands instead. I think your comment makes sense, I will probably just go with 2 firewalkers and remove the bridges. The main reason for me to include them was Hollow One, but I would hate to have to play the mirror without firewalker.
I think your comment makes sense, I will probably just go with 2 firewalkers and remove the bridges. The main reason for me to include them was Hollow One, but I would hate to have to play the mirror without firewalker.
I don't remember by heart what I side in/out against Hollow one (I don't have my sideboard sheet with me right now), but I use the sideboard tech on the first page of this tread.
I believe I'm taking out 4 Eidolon and 3 lava spike to bring in 2 path, 1 relic of progenitus, 2 RIP and 2 Dpalm.
Dont forget that they might have some Kologhans command, so Palm might be better than bridge it that case.
I went 3-1 last night to mark my first successful outing with burn. I'm running a straight RW list with one lavamancer main and nineteen lands, meta is surprisingly fair, mostly comprised of three color midrange and control with some creature combo like elves. I'm still learning, so I'm not going to focus much on sideboarding (plus my sb never really came up).
R1 vs BW control, won the die roll, but lost 0-2
This was one of those token/planeswalker control decks, main deck Sorin and Shambling Vent are a pain. There's not much to say here besides keeping a questionable hand game 1 that didn't have a creature in it.
R2 vs 8whack, lost the die roll, won 2-0
Game 1 was very close because on turn four he was able to dump his hand and kick a bushwhacker to deal twelve damage. I ended up drawing three lightning helix and a searing blaze through the match though, which obviously helped a lot. I won at one life.
Game 2 was not as close, though, double searing blaze in the opener made it an easy keep.
R3 vs 5c Humans, lost the die roll, won 2-0
Game 1 we each mulled to 6. I kept a fairly aggressive hand with two lands and a goblin guide with spells. She led on turn one aether vial from cavern of souls, but didn't see another land the rest of the game. Again, two searing blaze came up to stop early blockers.
Game 2 I mulled to 6 again, but again had a turn one goblin guide against a turn one horizon canopy into noble hierarch from her. Her two starting lands were canopies, though, and she seemed to be a bit too conservative by delaying her board development to get a second hierarch and third land into play rather than rely on taking 2 damage per turn from lands. Though an Auriok Champion did come down, it was a bit too late as I was able to finish the job with grim lavamancer. I would have lost the next turn, but it is tough to say whether it was the right move for her to avoid using the canopies early.
R4 vs jund, won the die roll, won 2-1
Game 1 he got manaflooded, only played an IoK and one kill spell the whole time
Game 2 I had double eidolon, but no turn one creature. He stabilized early enough with scavenging ooze to win, nothing crazy here
Game 3 was very close, as he got scooze up and running early, but with only one creature to exile the lifegain was minimal. A kitchen finks came down that was met with path to exile. I was able to skullcrack in response to a collective brutality. Basically his SB showed up in force, but I had the best counter options. Brought him down to four life and topdecked a boros charm. A good topdeck, but given how a lot of lifegain had already been used I still had a good chance of just drawing bolt into bolt or something to win anyways.
My previous outings were 0-2 drop and 1-3, so now with a 4-6 total record I do feel like I am getting a bit more comfortable with playing. I used to play combo and control, so this is a very different way of thinking that will take some more time.
Hi SRADracer,
I like your play (#1) of searing blaze on turn turn 2. I would have done the same play, I always try to play searing blaze as soon as I can (with the 3 damage activated) because you never know if you are going to draw anymore lands.
So at that point, your oponent is already at 14 life wich is good knowing the rest of your hand is just gas.
If you would have played the option #2, your oponent would have been at 15 life at the end of the turn.
With 17 lands remaining in your 51 card deck, that means you would have had 33% chance of drawing a land for your searing blaze... It's risky.... imagine if you draw another searing blaze ... now you have 2 "almost dead" cards in your hand :S
Thats why I tend to always play my searing blaze as soon as possible, specially against mana creature (elfs, birds, hierarchs)
I think you should play Blaze there every time. Blaze disrupts their plans by killing their dork while dealing damage to their face. You're now less likely to see a broken turn 2 on their side and can deal with whatever they do on two with a bolt on t3 if necessary. Elves is all about controlling their board and blaze is the best card for it. I'll always blaze a dork when I can.
I wouldn't look at it as blaze kills the dork and then you "attack for 2". I would look at blaze+swift as 5 damage on the turn.
I can't think of any situation where I would leave Chalice in play when I'm able to remove it.
What else would you do here? The only fear in that situation is that your opponent can vial in a cursecatcher, but you can try again next turn anyway. The best line is to probably attack with Guide to see if they tap vial for a blocker and blow up Chalice in response to them tapping vial. If they don't, just blow it up before your eot. You might think about waiting until their eot to do it, but I wouldn't do that because then they have blue mana open (though dispel and spell snare are turned off by chalice, so maybe it's safe to wait until their eot so that Chalice affects them as well).
I have a question on gameplay. I was playing against Merfolk, I won game 1 and on game 2 it goes:
Turn 1: Island, Vial; Vantage Goblin Guide
Turn 2: Island Chalice on 1; Fetchland
I have 2 Revelry in hand and a couple of 1 drops. You always take down the chalice first, right? (that is what I did btw)
Thanks
Depends on the rest of my hand. If chalice is shutting down most of my cards, I'm blowing up chalice first. hell depending on how the game develops I may even just hold the drev an extra turn or two in case they play a second chalice. If I have more two mana stuff like an eidolon and a couple of searing blazes I'd lean towards vial. Blowing up vial on one when they probably boarded out 1-drop spells in favor of chalice sets them back tremendously, you get in more goblin guide damage before they put blockers out, and your higher-cost spells can finish the job. The only fear is them either countering my drev attempt next turn or playing a second chalice on 1.
I can't argue against your play, but I'd be careful about creating "always" situations.
I can't think of any situation where I would leave Chalice in play when I'm able to remove it.
What else would you do here? The only fear in that situation is that your opponent can vial in a cursecatcher, but you can try again next turn anyway. The best line is to probably attack with Guide to see if they tap vial for a blocker and blow up Chalice in response to them tapping vial. If they don't, just blow it up before your eot. You might think about waiting until their eot to do it, but I wouldn't do that because then they have blue mana open (though dispel and spell snare are turned off by chalice, so maybe it's safe to wait until their eot so that Chalice affects them as well).
Interesting point about chalice and their countermagic. The line I took at the time is exactly your first suggestion, I attacked with Guide and blew up the Chalice at my EOT for fear of counters when they untapped.
Just to let you know how the game progressed, they played another Chalice on 1 on their turn so I blew that one up too and the Vial remained in play the whole game. I ended up winning easily.
I have a question on gameplay. I was playing against Merfolk, I won game 1 and on game 2 it goes:
Turn 1: Island, Vial; Vantage Goblin Guide
Turn 2: Island Chalice on 1; Fetchland
I have 2 Revelry in hand and a couple of 1 drops. You always take down the chalice first, right? (that is what I did btw)
Thanks
Depends on the rest of my hand. If chalice is shutting down most of my cards, I'm blowing up chalice first. hell depending on how the game develops I may even just hold the drev an extra turn or two in case they play a second chalice. If I have more two mana stuff like an eidolon and a couple of searing blazes I'd lean towards vial. Blowing up vial on one when they probably boarded out 1-drop spells in favor of chalice sets them back tremendously, you get in more goblin guide damage before they put blockers out, and your higher-cost spells can finish the job. The only fear is them either countering my drev attempt next turn or playing a second chalice on 1.
I can't argue against your play, but I'd be careful about creating "always" situations.
The reason why I decided not to wait for the DRev play is that I have 2 and I am afraid of spreading seas getting rid of my only green source (or of having to use a DRev on Spreading seas after floating the green mana).
You are right about the "always" comment. I should not have used that since there are small details that make all the difference. Thanks for the comments. It is always interesting to me when I hear people say that deck is a super linear deck to play. They clearly do not see that in order to maximize your chances there are many small decisions that matter a whole LOT.
I can't think of any situation where I would leave Chalice in play when I'm able to remove it.
What else would you do here? The only fear in that situation is that your opponent can vial in a cursecatcher, but you can try again next turn anyway. The best line is to probably attack with Guide to see if they tap vial for a blocker and blow up Chalice in response to them tapping vial. If they don't, just blow it up before your eot. You might think about waiting until their eot to do it, but I wouldn't do that because then they have blue mana open (though dispel and spell snare are turned off by chalice, so maybe it's safe to wait until their eot so that Chalice affects them as well).
Interesting point about chalice and their countermagic. The line I took at the time is exactly your first suggestion, I attacked with Guide and blew up the Chalice at my EOT for fear of counters when they untapped.
Just to let you know how the game progressed, they played another Chalice on 1 on their turn so I blew that one up too and the Vial remained in play the whole game. I ended up winning easily.
I think you did the right thing. Waiting a turn is risky. The vial is their avenue to beating you and you'd like it gone to slow them down, but the chalice actively stops you from winning and must go. I'd be worried about waiting a turn to do it because of counters, you never know if they're packing negate or something.
I'm glad you're enjoying Atarka's Command. I have been on RW lately. There are way too many local Burn players for me to play 3 colors right now.
You made your opponent so angry about losing that they refused to shake your hand? Well done!
I'm not personally very high on Hazoret in Burn. I'd worry about situations where it's just dead because I don't have enough lands to play it. I'd rather just have a burn spell.
Hi guys it’s been a while. Two questions. I’m usually the only burn player out of all the regulars at my LGS. Sometimes a random burn player will show up but it’s usually just me. My meta is mostly control, humans and token decks(bw tokens, pyromancer). I stopped running Atarkas command for lightning helix RW with a splash for green revelry in the side. For my meta would it be ok to play atarkas command and back to three colors. I’m not worried about other burn players. Also what would goblin chainwhirler look like in the side as a two of. I play 1-2 humans and 1-2 tokens deck every week. All the tokens have 1 toughness and humans have about 90 percent creatures with 1 toughness. Is it worth it? Thank you
On a side note I played 1 hazoret mainboard for about a month back in December. Any game he entered the battlefield I never lost. It was the hands with not enough lands that sucked
Burn just led me to my first ever 4-0 at a weekly modern event. It does help when I play against two lantern control decks back to back, but yeah I am feeling really good right now. $45 store credit let me pick up a couple of bloodstained mire, so now I have seven fetchlands to work with.
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from the UBx mill thread - are burn players afraid of Surgical Extraction? i think it's strict card disadvantage but "Daeye1" believes it to contribute enough to the mill strategy...
limited - https://www.youtube.com/watch?v=Vkfx2kA8gok&feature=emb_logo
limited - https://www.youtube.com/watch?v=I3RYiZJFCK0
limited - https://www.youtube.com/watch?v=j18HlKybrm8&feature=emb_logo
standard - https://www.youtube.com/watch?v=JiAEzfAgpbI
standard - https://www.youtube.com/watch?v=3vNr_4ubfMg
standard - https://www.youtube.com/watch?v=EJcwpxraL-g
modern - https://www.youtube.com/watch?v=V8MyVNLVYNw
modern - https://www.youtube.com/watch?v=4-M5ffoArnY
modern - https://www.youtube.com/watch?v=x_yQEBOPi_w&feature=emb_logo
extended - https://www.youtube.com/watch?v=qLpUB9zpyr4&feature=emb_logo
1. You have more copies of a fetch in hand and they target one of that fetch in your grave. This likely means you can't cast any spells. Once you're at 3 mana, this doesn't matter anymore.
2. You have several copies of a card in hand and they target it in your grave. This makes surgical function like Cabal Therapy if you aren't able to respond by dumping copies from your hand. Once you're hellbent, this doesn't matter anymore.
In a situation where they target something like Boros Charm and they take the other 3 from your deck, Surgical Extraction was basically a wasted spell on their part. You won't be drawing Boros Charm this game, but about half of the deck still says "pay mana, bolt face". Mill is a very easy matchup for Burn unless they bust you with multiple Archive Trap. I don't recall ever losing a match to Mill, but maybe I've lost 1 or 2 (ie. 5-10% or so). I'll check my spreadsheet later.
I suspect that his success is from Crypt Incursion moreso than surgical. If they're gaining 15 when half your library is gone, you won't be winning the game before they mill you out.
I'm going and I will be the modern player, with RWg burn.
Is burn a good meta call right now ?
With the rise of the new teferi, I'm afraid that there will be more jeskai control, wich is not good for us.
And there is more players playing boggles, wich is a bad matchup for us.
I guess a lot of players will be playing the classic decks (affinity, humans, jund) wich seems an even matchup...
And I think there will be less Tron decks than usual because they might be scared of damping sphere. Is that realist ?
So what are we expecting to see at this GP ? and how should we adapt ?
My main deck is pretty stock, 3 skullcrack, 1 grim lavamencer, 20 lands and 4x of the rest.
My sideboard is : 2 path, 2 kor firewalker, 2 RIP, 1 relic of pregenitus, 4 destructive revelry, 2 searing blood, 2 deflecting palm.
I tried ensnaring bridge instead of deflecting palms. I'm not a big fan of the bridge.
Yes It might buy you some time against creatures decks (if they dont disenchant it), but then it does nothing more. usually against those kinds of deck, you dont need 8 more turns to win, you usually are racing and need only 1-2 turn max to win. Which is what deflecting palm can do by fogging and burning at the same time. And we might get lucky by deflecting a wurmcoil engine/emrakul/a big boggle.
What do you guys think ?
I'm not sure of any good source for drawing any conclusions about the meta, because a lot of it is tainted by the current 5-0 decklist policy on MTGO that manufactures artificial diversity. I'm also not one who would make a "meta call" and choose to play or not play Burn, because I just play Burn.
Your maindeck is fine. At a glance, I don't think I'd expect too much land destruction and that means you could probably play 19 lands if you wanted to. I would replace Kor Firewalker with Exquisite Firecraft. I also don't like bridge much, because I'd rather have cards that do something to further Burn's gameplan. I don't personally love DPalm, but it's ok if you don't have something else you'd rather play.
I don't think Damping Sphere is great for Burn.
We already have a very good Storm matchup and traditional Tron decks are also quite good matchups. The only one that isn't good is ETron, and I think it's fallen out of favor and isn't hurt as much by Damping Sphere since they're casting 2-5CMC things rather than 6+.
3 Path to Exile
2 Rest in Peace
2 Deflecting Palm
2 Searing Blood
4 Destructive Revelry
2 Ensnaring Bridge
If you have comments about these choices I would appreciate them. Thanks!
I like 13 of your 15 sideboard cards
I'm not sure about the ensnaring bridge. It feels like bridge plays the same role as Deflecting palm, and we will bring bridge and palm in pretty much the same matchups, wich might be too many cards.
I would cut the bridge for 2 other cards. In my sideboard (listed a couple of post before) I replaced the bridge for 2 kor firewalker as I expect to play against other burn decks.
You could also replace the bridge for 2 Firecraft exquisite if you expect to play against a lot of UW/x control
Thanks for the reply, and I guess I should have read your post before asking a very similar question, since the main deck is almost the same as yours. I am running 4 skullcracks and 19 lands instead. I think your comment makes sense, I will probably just go with 2 firewalkers and remove the bridges. The main reason for me to include them was Hollow One, but I would hate to have to play the mirror without firewalker.
I don't remember by heart what I side in/out against Hollow one (I don't have my sideboard sheet with me right now), but I use the sideboard tech on the first page of this tread.
I believe I'm taking out 4 Eidolon and 3 lava spike to bring in 2 path, 1 relic of progenitus, 2 RIP and 2 Dpalm.
Dont forget that they might have some Kologhans command, so Palm might be better than bridge it that case.
R1 vs BW control, won the die roll, but lost 0-2
This was one of those token/planeswalker control decks, main deck Sorin and Shambling Vent are a pain. There's not much to say here besides keeping a questionable hand game 1 that didn't have a creature in it.
R2 vs 8whack, lost the die roll, won 2-0
Game 1 was very close because on turn four he was able to dump his hand and kick a bushwhacker to deal twelve damage. I ended up drawing three lightning helix and a searing blaze through the match though, which obviously helped a lot. I won at one life.
Game 2 was not as close, though, double searing blaze in the opener made it an easy keep.
R3 vs 5c Humans, lost the die roll, won 2-0
Game 1 we each mulled to 6. I kept a fairly aggressive hand with two lands and a goblin guide with spells. She led on turn one aether vial from cavern of souls, but didn't see another land the rest of the game. Again, two searing blaze came up to stop early blockers.
Game 2 I mulled to 6 again, but again had a turn one goblin guide against a turn one horizon canopy into noble hierarch from her. Her two starting lands were canopies, though, and she seemed to be a bit too conservative by delaying her board development to get a second hierarch and third land into play rather than rely on taking 2 damage per turn from lands. Though an Auriok Champion did come down, it was a bit too late as I was able to finish the job with grim lavamancer. I would have lost the next turn, but it is tough to say whether it was the right move for her to avoid using the canopies early.
R4 vs jund, won the die roll, won 2-1
Game 1 he got manaflooded, only played an IoK and one kill spell the whole time
Game 2 I had double eidolon, but no turn one creature. He stabilized early enough with scavenging ooze to win, nothing crazy here
Game 3 was very close, as he got scooze up and running early, but with only one creature to exile the lifegain was minimal. A kitchen finks came down that was met with path to exile. I was able to skullcrack in response to a collective brutality. Basically his SB showed up in force, but I had the best counter options. Brought him down to four life and topdecked a boros charm. A good topdeck, but given how a lot of lifegain had already been used I still had a good chance of just drawing bolt into bolt or something to win anyways.
My previous outings were 0-2 drop and 1-3, so now with a 4-6 total record I do feel like I am getting a bit more comfortable with playing. I used to play combo and control, so this is a very different way of thinking that will take some more time.
I like your play (#1) of searing blaze on turn turn 2. I would have done the same play, I always try to play searing blaze as soon as I can (with the 3 damage activated) because you never know if you are going to draw anymore lands.
So at that point, your oponent is already at 14 life wich is good knowing the rest of your hand is just gas.
If you would have played the option #2, your oponent would have been at 15 life at the end of the turn.
With 17 lands remaining in your 51 card deck, that means you would have had 33% chance of drawing a land for your searing blaze... It's risky.... imagine if you draw another searing blaze ... now you have 2 "almost dead" cards in your hand :S
Thats why I tend to always play my searing blaze as soon as possible, specially against mana creature (elfs, birds, hierarchs)
I wouldn't look at it as blaze kills the dork and then you "attack for 2". I would look at blaze+swift as 5 damage on the turn.
Turn 1: Island, Vial; Vantage Goblin Guide
Turn 2: Island Chalice on 1; Fetchland
I have 2 Revelry in hand and a couple of 1 drops. You always take down the chalice first, right? (that is what I did btw)
Thanks
What else would you do here? The only fear in that situation is that your opponent can vial in a cursecatcher, but you can try again next turn anyway. The best line is to probably attack with Guide to see if they tap vial for a blocker and blow up Chalice in response to them tapping vial. If they don't, just blow it up before your eot. You might think about waiting until their eot to do it, but I wouldn't do that because then they have blue mana open (though dispel and spell snare are turned off by chalice, so maybe it's safe to wait until their eot so that Chalice affects them as well).
Depends on the rest of my hand. If chalice is shutting down most of my cards, I'm blowing up chalice first. hell depending on how the game develops I may even just hold the drev an extra turn or two in case they play a second chalice. If I have more two mana stuff like an eidolon and a couple of searing blazes I'd lean towards vial. Blowing up vial on one when they probably boarded out 1-drop spells in favor of chalice sets them back tremendously, you get in more goblin guide damage before they put blockers out, and your higher-cost spells can finish the job. The only fear is them either countering my drev attempt next turn or playing a second chalice on 1.
I can't argue against your play, but I'd be careful about creating "always" situations.
Interesting point about chalice and their countermagic. The line I took at the time is exactly your first suggestion, I attacked with Guide and blew up the Chalice at my EOT for fear of counters when they untapped.
Just to let you know how the game progressed, they played another Chalice on 1 on their turn so I blew that one up too and the Vial remained in play the whole game. I ended up winning easily.
The reason why I decided not to wait for the DRev play is that I have 2 and I am afraid of spreading seas getting rid of my only green source (or of having to use a DRev on Spreading seas after floating the green mana).
You are right about the "always" comment. I should not have used that since there are small details that make all the difference. Thanks for the comments. It is always interesting to me when I hear people say that deck is a super linear deck to play. They clearly do not see that in order to maximize your chances there are many small decisions that matter a whole LOT.
I think you did the right thing. Waiting a turn is risky. The vial is their avenue to beating you and you'd like it gone to slow them down, but the chalice actively stops you from winning and must go. I'd be worried about waiting a turn to do it because of counters, you never know if they're packing negate or something.
You made your opponent so angry about losing that they refused to shake your hand? Well done!
I'm not personally very high on Hazoret in Burn. I'd worry about situations where it's just dead because I don't have enough lands to play it. I'd rather just have a burn spell.
On a side note I played 1 hazoret mainboard for about a month back in December. Any game he entered the battlefield I never lost. It was the hands with not enough lands that sucked