The "bolt the elf" rule
Posted: Sun Jun 08, 2014 11:37 pm
Do you follow this in Modern? Do you apply it to all decks? This was gospel last Standard season, when we played 2-4 Pillar of Flame, mostly for fucking over green decks that kept greedy hands. In Modern, most decks will only have 4 Bolts as burn, and, unlike Pillar in Standard, it kills most things in the format. Bolting a turn 1 DRS on your main phase was usually a good play, but DRS is also a much better card late game than your average mana dork.
So, when your opponent plays a mana dork on their first turn and, when the turn passes to you, you have a Lightning Bolt in-hand, do you use it? Do you play bolt pretty much thoughtlessly, or do you consider if you should be advancing your own game plan first?
Scenario:
You're playing UR Tempo Twin with an opener of 3 lands, Pestermite, Snappy, Bolt and Spell Snare. They're on the play, and lead with Misty, crack it for
Overgrown Tomb, and drop a Noble Hierarch (typical Melira Pod play). They pass, you draw a Remand.
Do you bolt it?
Do you bolt it if, instead, you're on the play, drop a fetch turn 1, and don't have the bolt until the draw step of your second turn?
So, when your opponent plays a mana dork on their first turn and, when the turn passes to you, you have a Lightning Bolt in-hand, do you use it? Do you play bolt pretty much thoughtlessly, or do you consider if you should be advancing your own game plan first?
Scenario:
You're playing UR Tempo Twin with an opener of 3 lands, Pestermite, Snappy, Bolt and Spell Snare. They're on the play, and lead with Misty, crack it for
Overgrown Tomb, and drop a Noble Hierarch (typical Melira Pod play). They pass, you draw a Remand.
Do you bolt it?
Do you bolt it if, instead, you're on the play, drop a fetch turn 1, and don't have the bolt until the draw step of your second turn?