Lots of thoughts on this game. Let me approach it like I was coaching a world class player and looking for tips/edge available for that player after watching a high level game. For those who weren't watching, Reid starts the game with Leyline in play after winning game 2 under Leyline as well. You kept on an opt or consider in response to Reid's t1 thoughtseize and your expression plus the hand you revealed indicated you kept a 3rd Crackling Drake on top despite having only 2 lands and 1 remaining cantrip in your opening hand. I thought that was indicative of someone familiar with how these Leyline games tend to go (we played a ton of post board vamps vs. phx, some argued too much, before locking in the leylines). Under Leyline, urgency is low since the virtual -1 card and incentive to keep regardless of curve the Leyline is representative will take pressure off both players' curves. So this game is not really about the risk of missing a land drop on the way to 4, it's about being able to grind and win against Leyline. Also, the cards you see when passing on Drake #3 are of lower average quality under Leyline (even though here lands are more valuable than average and something like Brazen Borrower is more valuable than average, there are a lot of other cards that have gone way down in value e.g. cruise, phoenix, prankster, cantrips that enable cruise and phx, etc.). Coaching note 1: (assuming you did keep Drake 3 with the cantrip), it probably isn't great that your poker face slipped and showed you had that decision and decided to keep Drake. It informs Reid of how you value Drake relative to digging, at precisely the moment he is about to have a choice between the same Drake 3 and the other cantrip that would provide you more digging. Reid sizes up the situation and draws the same conclusion you drew, and the one I drew, that this game is likely to get grindy and the vamps deck outside of narrow exceptions of having the combo turn 3 is not a door-slamming curve-out deck that wins these games before the opponent can recover from a stumble. So Reid takes a Drake and steadies himself for a battle against the other 2. Coaching note 2: In the turns that followed, when you found some lands and also some Phoenixes, I thought you did a good job trying to pressure Reid with the Phoenixes so that he would face difficult rather than automatic decisions with his removal. Reid had declined to use a Blood token in an end step indicating Fatal Push, the overall tone of the game suggested he had removal in hand, and again urgency was relatively low against no Sorin. Coaching note 3: I thought you displayed great understanding of urgency when milling a Brazen Borrower to a surveil in the midgame - just right after the inflection point where bouncing Leyline was likely too late to be effective. I thought that was a play that demonstrated a deeply intuitive sense of the shifting value of different cards and different lines of play over the course of a game. Coaching note 4: It's important to learn from decisions happening on both sides of the table. I would note that I think Reid's duress on the turn before he cast Vein Ripper was a bad play. He was more constrained on mana than it initially appeared, as the obvious Vein Ripper in hand (he had rummaged away a redundant copy) would cost 6 mana, which he had, but by sacrificing the treasure for Duress and the Mutavault to Sorin, he left himself with only 6 mana for the following turn, when 7 was the magic number for Sorin + copy Sorin with Fable. Reid topdecked the land but it was the Duress he chose to case against a hand containing likely 0 relevant spells that made it a needed topdeck. Coaching note 5: On your final turn, you untapped with a 10/4 Drake vs. a Vein Ripper and Reid's life total of 13 or 15, I forget which. Before playing any cantrip or prankster I think it's important to assess how likely Reid is to block the Drake with Vein Ripper if all of your mana is untapped vs. if some mana is tapped and he has some info about Drake's ultimate size. Now, there's a tradeoff here because if you do find Axe with the cantrips then it might be better to Axe before blockers, but my instinct during the game, staring at the board, was that if you drew your card and confidently attacked Reid would be faced with a tough decision knowing multiple pranksters remained available to you and could be lethal. And if your prankster missed lethal or hit Sleight of Hand after no blocks, Axe would still be a good find that kept Reid off lethal if my memory of the gamestate is correct. You chose to cast spells before attacking and while I'm not confident that's wrong I'd point it out here as something to think about.