Thoughtseize - first turn options

Standard forum

Posted on Sept. 13, 2013, 3:04 p.m. by Rayenous

So, I know an understand the power and usefulness of Thoughtseize .... but not being a Modern player, I've got a few questions about how to get it's most effective use.

Main thing I'm wondering is about T1 of game 1, on the play, and don't know their deck...

I play Thought seize, and see that they kept a 2-land hand, and a bunch of decent 2-4 drop spells...

Should I hit a land, as there is now a likely chance they could be mana-screwed? (playing on the concept of "never keep a 1-land hand")

If not, should I be hitting the "biggest threat", or the "more easily played" card (thus likely getting me early tempo)... or does it also depend on my deck, and goals?

Any details on the card, pertaining mainly to early game use, would be helpful.

Epochalyptik says... #2

What format? Modern?

Thoughtseize doesn't hit lands.

It's impossible to answer general questions like this. Everything depends on the matchup and the details of the game itself.

September 13, 2013 3:08 p.m.

Chubbub says... #3

Well, Thoughtseize says a nonland card, so you couldn't take a land even if you wanted too. If I were you I'd take the card that is the hardest for your deck to deal with.

September 13, 2013 3:10 p.m.

This is also highly dependent on the deck you're facing too.

September 13, 2013 3:15 p.m.

meecht says... #5

I think once you look at the opponent's hand, you'll get a sense of what kind of deck they're playing and make a decision from there.

Against aggro, I'd say remove whatever will throw them off curve the most. If they have 1, 2, and 3 drops in their hand, remove the two drop to create a gap.

Midrange would depend on whatever they have in hand that you feel you'll have the most trouble dealing with.

Control might be a little bit trickier because it'll greatly depend on what you're playing, too.

September 13, 2013 3:18 p.m.

Rayenous says... #6

Sorry... should have put this in Standard.

And you're right... Don't know how I missed that, can't hit land.

I was really just trying to decide if early play should be hitting a card to get 'tempo' (i.e.. disrupting their early game), or hitting to get 'control' (ie. hit the card that's harder to deal with, even if it's not out for a while.)

September 13, 2013 3:18 p.m.

Goody says... #7

Assuming you're piloting a midrange, sort of all-around deck, against aggro decks, you wanna make them lose early plays, as their early game is all they've got. Against control decks, you wanna give yourself the early plays, probably by removing whatever control they currently have, as you wanna finish the game as quickly as possible.

This is, however, completely general and dependent on each deck.

September 13, 2013 4:06 p.m.

Depends on the matchup, what they have in their hand, and what you have in your hand.

If they have a hand full of lands, and a 1-2-3 drop and you can deal with the 2 and 3 drop with what you have in your hand, make them lose their turn one play.

If their 1-drop is Faithless Looting and their 2-drop is Tarmogoyf , you probably want to hit the goyf.

It's all situational. Play out the next two turns or so in your head for each choice, and see which of those choices puts you the farthest ahead.

September 13, 2013 4:18 p.m.

gnarlicide says... #9

My suggestion to you, bro, is to wait on casting your thought seize until around turn 3 or 4. This is for playing it in Standard, of course. Usually, huge threats get dropped around that time, depending on what deck you are up against. Just a thought. Playing thought seize on turn 1 seems really iffy to me in standard, I have seen it during Lorwyn block, and people would be more likely to whiff on the first turn.

Play thought seize whenever you want or feel it necessary. But I think many people are going to be starting the game at 18 or 16 life often for the next few months, and even though it looks like the game will be a little longer, that just means that big threats are going to drop a few turns later, so you may want to play them conservatively.

Thats just my 2 cents.

September 13, 2013 4:36 p.m.

gnarlicide says... #10

Modern is a much faster format, mind you. And a turn 1 thought seize is something you should never NEVER pass up.

September 13, 2013 4:38 p.m.

Khanye says... #11

as landgrafb suggests: It's all situational. Play out the next two turns or so in your head for each choice, and see which of those choices puts you the farthest ahead.

September 13, 2013 4:39 p.m.

xzavierx says... #12

splintertwin....always!

September 13, 2013 4:43 p.m.

Morokai says... #13

another option is to remove what will hurt you the most (such as a counterspell, when you really need to drop those next few cards)

September 13, 2013 8:31 p.m.

This discussion has been closed