You are holding the removal for him though. it's a 2-1 which is annoying, but it could be worse.
Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
Agree with not blocking. But I almost certainly play Puma turn 3 instead of Marauder #2. Both creatures are virtually equally effective in the early game (when there are few blockers). And by keeping the Marauder in hand instead of the Puma, I can guarantee being able to play two spells on turn five (or Blaze+Marauder on turn four) if I draw another three-drop or miss my fifth land (both likely). I think that might be more important. Also protects against random mass removal. And gives us a better trade if we want it -- considering that we are on the draw, we actually end up as the "control" player if he curves out.I'm probably in the minority here, and I'll probably change my mind in the morning. But it's worth throwing out there.
The scenario has no mention of life totals, so I presume both are at 20. If that is not the case then obviously the discussion changes, but let's reason on the basis that it is.Having cast his third land pre-combat, your opponent is either a) not aware that he's giving away free information, b) trying to signal that he has Slaughter Cry, or c) actually has it. Seeing that his deck didn't seem too strong in game one a) is a real possibility, but let's pretend worst case scenario and evaluate accordingly. That way it's never more than a calculated risk.1: You block. Marauder dies and you lose a superior creature that's guaranteed unblockable the next two turns. On the upside, your opponent has no other plays.2: You don't block. The Marauder will live to serve its purpose, and your opponent will most likely play a threat instead. This time around he will have his Slaughter Cry in hand, but that's less of an issue as you can Searing Blaze in response to it, which makes for a favorable 2-for-1 scenario. There's the risk that his third land is merely a result of his plan to play Sparkmage, but the odds of that are remote. And then you know something about your opponent: he's sloopy.Considering the above I wouldn't block.
I don't know that the opponent rates to be particularly threat-rich, five cards in hand or no. He did lead off with Goblin Shortcutter, wasting its ETB effect. It may be a thin thread but at this point I'm liking our chances in a race. No block.
No sane person is using a Slaughter Cry to save a Shortcutter. Only if he has no other plays he's going to do it (and this is a reason to not block, but the likelyhood that he has Cry but no other play out of 5 cards is small).
Go draft, young man, go draft!
Either hand seems like a pretty risky keep (though I don't know the exact decklist).
I think the first hand is better because the 2nd mountain in the first hand only helps to cast the rover and both hands require drawing a swamp to become playable (to play your 2-drops). In the second hand, the 2nd mountain is kind of dead so having the hideous end instead is better (though it does require you to draw 2 swamps to play it, it will be good at almost any stage in the game).Either hand seems like a pretty risky keep (though I don't know the exact decklist).