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Commander Adventures: Prossh vs. Marath Part II


I'd actually thought Prossh would be able to do some sort of counterattack this time But it turned out that Marath is just too damn fast. 

Both players mulligan down to 6. Marath keeps a Mosswort Bridge (which can Hideaway) and a Rakeclaw Gargantuan. Prossh keeps Fell Shepherd and a Scarland Thrinax. Prossh goes first. The first few turns are just land drops. Marath's first draw was Voyaging Satyr, and first land drop was the Mosswort Brige, which hideaways a Behemoth Sledge ( remember this for later).


By, turn 3, Marath is summoned, just on-curve. Prossh summons a Scarland Thrinax, even though that would just be easily burned by Marath. Figured it'd be better than taking 3 commander damage and still have Marath on the field. By turn 4, instead of sacrificing Marath to the Thrinax, a Spellbreaker Behemoth is summoned instead.

Prossh's next few turns were unpleasant. He was stuck at five lands, so he could not summon Prossh. The Fell Shepherd and Spine of Ish Nah both cost 7, so they weren't useful either. Passing the turn to an ever-growing Marath was dangerous. Dangerous indeed: for if only Prossh was on curve, he could've had a fighting chance. 

By turn 7, Curse of the Forsaken has been cast, and Marath gained 4 life by attacking Prossh last turn with the Spellbreaker Behemoth. Life totals are now 44-28, in favor of Marath. This turn Marath is returned, deals 2 damage to Prossh's Huan Tuo, attacks for 6 and gains 3 life. Marath is gaining life as Prossh is helpless against the onslaught. Curse of the Forsaken's life gain would also become significant, later on.



Before that, on Prossh's turn,  he didn't draw the land he needed, but he did draw something that could tilt the scales to his favor. He drew a Vile Requiem, the only thing within reach that can deal with Marath. Prossh also summons Huan Tuo, but that was destroyed come Marath's next turn. So after that, and after casting Curse of the Forsaken, Prossh sacrifices the Vile and destroys the Spellbreaker Behemoth and Marath. That clears the board a bit, however Marath has enough mana to revive himself beyond Prossh's capacity to kill him.

Now, I should tell that a few turns back a 0/1 Plant Token was summoned from a land (forgot the name), and after Marath is played, the remaining 1 mana is used to make the 0/1 become a 1/2. That token and the elemental spawned by Marath attack for 2, gaining 2 life from the Curse. The next turn brought the Opal Palace to Prossh, making him able to summon his commander, along with the 6 tokens. Unfortunately, all mana was spent, and so a turn was passed almost easily. 

Marath draws an unbelievable card at this point in the game. The Darksteel Mutation that locked Prossh down during the first match. He casts it along with Savage Twister, where x = 1, clearing Prossh's board ( and turning Marath's Plant Token 1/2 to a 1/1), and unfortunately, since the Mutation makes Prossh invulnerable, he is still on the field. With enough mana left, the Hideaway card is cast for free: the Behemoth Sledge is now on the field. 



Prossh casts Goblin Bombardment and Fecundity, sacrificing Prossh and draws a Llanowar Reborn. To answer, the Sledge is equipped to Marath, boosting the token, Marath and the 3/4 plant attacks for 10. A fireball is cast for 5 damage, dealing 15 in total.

Prossh concedes with a 54-2, as summoning on the 11th turn is not an option, and the Spine of Ish Nah will deal with Marath, but the Plant Token is still a 3/4 and can still directly attack.

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