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Rhinos VS Lantern Control [MTG Modern] [Magic Con Chicago Prep] 

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11 сен 2024

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@phlsphr42
@phlsphr42 6 месяцев назад
Your discord invite link is expired, it seems. @2:10, I think the correct card to get with Urza's Saga is a Needle for Boseiju. The Lantern pilot doesn't have enough information of what's in the opponent's hand, and they already have a 2-rock lock (which is typically sufficient for the Rhinos matchup). The major worries with the gamestate at this timestamp is if the opponent has a Force of Negation, Flame of Anor, and/or Boseiju. @2:40, it's probably better to let the opponent draw the Violent Outburst here. The probability that a Rhinos player kept a hand without a cascade spell is remarkably low. The priority here should be to prepare to dig for discard spells and/or a 2nd Bridge. Additionally, it's probably better to wait to mill during their upkeep. This way, if the opponent *really* wants to draw a card, then they have to spend mana for a cantrip to draw it. This provides time to get a discard spell to pull the card out of the opponent's hand (since they cannot cast the spell that they just spent mana to draw because they don't have the mana to do so). @4:23, there is no reason to mill the Violent Outburst here. @4:30, the Rhinos player drew two cards for their turn (the Footfalls, and then quickly drew another card and didn't show it to the opponent). The opponent asked about it, and the Rhinos player then revealed the Island. Regardless, the Rhinos player drew two cards for that turn. @5:25, it's probably incorrect to mill the Thoughtseize that's on top. The Lantern pilot doesn't have a whole lot of information about the opponent's hand, so the Rhinos player could be playing intelligently and just building a boardstate to win with one attack phase, so could be sandbagging a Flame of Anor, Otawara, or Boseiju. The Lantern pilot *needs* that information in order to prevent this potential strategy from working. @7:27, we see a great example of what I mean about the importance of Thoughtseize. Now the opponent has been able to cast a LoRevealed, which could potentially draw them an answer for Bridge, and the Lantern pilot wouldn't be able to do anything about it. if they had drawn the Thoughtseize, they could have taken the LoRevealed and prevented this. The Lantern pilot got lucky that the 2 cards underneath were also blanks. @8:27, there is no reason to mill the fetchland nor the Subtlety. It is always best to leave a dead card on top at the end of the opponent's turn unless you know for absolutely certain there are no live cards in the opponent's deck and that they have no outs in hand. For game 2, what kind of hand did the Lantern pilot keep? I see Wastes, Thoughtseize, Lantern. If it helps, the spreadsheet on the Lantern Discord helps, and we've had good discussion on what hands are keepable with Lantern. This hand does not appear to be near keepable. @13:09, the Lantern pilot should have known they were dead on board and needed a Bridge or they were dead, and they didn't use the Lantern to shuffle and hope for a Bridge? Instead they drew a card that would do nothing for them in that situation. @16:06, it's probably incorrect to mill the Agent here. The Lantern pilot *needs* a discard spell and a Bridge here. The Rhinos player already has threats in hand. Instead, the Lantern pilot should have used Tutor to go get a Bridge and then dig to a discard spell to get rid of Force of Vigor. Instead, they helped the Rhinos player by digging them to Force of Negation. The Force of Negation is now a serious threat for the Lantern pilot, and they let the Rhinos player draw it (rather than sacrifice Lantern to make the Rhinos player shuffle).
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