Oh my god, I don't believe it happened again. One is going to start thinking I'm just horrible at this game.
On the plus side, Magic Online v3.0 won't work on my current computer, so perhaps my agony will be ended for me.
Opening pack I'm facing Sulfurous Blast, Castle Raptors and Stuffy Doll. Blast is the correct choice (I think), but I have come to HATE the Blast. It kills all your creatures, but doesn't always kill his. Once in a while it's amazing when you fall behind, often it's an even trade, and maybe it's three to the head. The Raptors are very, very solid.
I take the Blast anyway. Get passed foil Lightning Axe and a bunch more red cards. Don't really have a second colour so I go with blue and have a Kraken and some weak blue. Final build - mostly red with 10 Mountains and 7 Islands. I have Warrens and two Grapeshot to go with Whispers, Dead, Lightning Axe and Brute Force as just the 1cc spells, not to mention two Coal Stokers. My hope is to get storm synergy (two suspend guys) or fast attackers with some removal, or at worst, Sulfurous Blast once I've put out the Wildfire Emissary, Slipstream Serpent or Deep-Sea Kraken.
Game 1 I roll him. He's a 1601 ranking and I remove all his creatures and don't even need to pop the Kraken for the win. I miss my fourth land drop, but that's okay - my decks can handle that for a turn. Game end has me at 6 lands and 10 spells. I note that he's playing Havenwood Wurm.
Game 2 I should have mulliganed. I keep 3 mountains, 2 islands, Skycutter and Primal Plasma. I then throw away the Plasma when he has 7 mana untapped and I foolishly attack into Havenwood Wurm. I'm an idiot. He draws four slivers to my Mogg War Marshal and Ironclaw Buzzardiers and I get my but kicked with 10 lands and 6 spells, including an un-popped Kraken. I note that he actually has TWO Havenwood Wurms.
Game 3. Opening hand:
Coal Stoaker, Conflagrate, Synchronous Sliver, Ironclaw Buzzardiers, Snapback, Island, Island.
Do you keep?
Obviously not - even if you draw one of your ten mountains, you also need to draw lands 3, 4 and 5 to get your curve out. And the Stoker doesn't curve into anything if you play the Buzzardiers on turn 3. The removal is pricey or temporary - there's little to like about this hand.
So why did I keep it?
See game 2 - I'm an idiot. I was playing first and didn't want to risk getting screwed, which is stupid, stupid, stupid. I should have drawn against him, because my deck has a half-dozen cheap removal spells and can handle the rush of inadequate creatures.
Turn 1: Island
Turn 2: Island
Turn 3: Curse the Gods
Turn 4: Opponent asks why I'm upset with my draw as I discard Conflagrate.
Turn 5: Island, Snapback Mana Skimmer (LD always shows up at times like these!)
Turn 6: Begin writing LJ post in my head.
Turn 7: Island.
Turn 8: MOUNTAIN
His board is Mana Skimmer (tapping my Island) and Phantom Wurm. Amazingly, I'm not dead! I play Coal Stoker, Dead the Skimmer and Grapeshot the Wurm to 3/1. In response, he flashes in Havenwood Wurm. Oh well, so much for not being dead.
On his turn, Uktabi Drake joins the fun and Strength in Numbers finishes me off when I block! And of course from my opponent...
(Of course, I didn't actually say that, and it's not his fault at all, but I had to let it out for all of you who have always wanted to say it)
Final Tally - 9 spells, 5 lands, which just goes to show that the order they arrive in can often matter a lot more than how many actually appear. I'm heading back into the trenches because I'm on tilt - expect another update in about 45 minutes.