Wednesday, October 28, 2009

My love affair with Ondu Cleric

And by love affair I mean chance hookup turned into a crazy psychopath who won't stop drunk dialing you. And that I apparently have not been able to get away from despite the mounds of regret the morning after/0-2 later.

But I have all these allies like Turntimber Ranger, Umara Raptor, Oran-Rief Survivalist, and Nimana-Sell Sword! They make each other awesome!

But how often will you draw them with Ondu Cleric? Probably not as often as you think. How often will you just have Ondu Cleric? More often than you think. And how good is Ondu Cleric by itself? Dreadful.

But I opened three Ondu Clerics!

Congrats, you made all your allies Loxodon Hierarches. Too bad Loxodon Hierarch was a 4/4 and Ondu Cleric is a 1/1.

Yeah, I way overvalue this card in sealed. Lifegain doesn't matter as much as I thought it did, especially when it's your T2 that you waste getting it online when it should be Kor Skyfisher or Plated Geopede. Those guys know how to battle, and are worth way more than a few life.

Tuesday, October 27, 2009

Restate my assumptions

The PTQ in Seattle was a pretty good day if we're not talking about Magic. The suits were incredible, and the effort even more so as people were scrambling for clothing parts like they were scrambling for Constructed cards.

Magic-wise, I had a deck that I thought wanted to play White for Luminarch Ascension and good White guys, and I decided to pair it with Green for Allies and Turntimber Ranger to go with a Kazandu Blademaster and double Ondu Cleric. I considered Blue if I wanted to slow it down and really focus on getting Luminarch Ascension online, and then there was Red and Black for an extra piece of removal, but I stuck with what I thought mattered in the format and went with cheap beaters. I should post the pool as a MODO file so you can try out building it.

I started out 2-0, but then lost the next match in three and the following match in three also to knock me out. In the deciding matches, I got stuck on mana for key spells in my hand and then proceeded to get beat down. I was pretty sure my hands were keepable, but it sucks so much for me to blame a match on mana screw. A couple of people that I have relayed this sentiment to have said that while they agree using mana screw as an excuse for losing is a trap for getting better, it is a valid reason that you can lose because there were not lands at the top of your deck. I could get over this if I were a much more solid player.

The thing is, I haven't been doing great on MODO either in Limited. I think I overvalue White too much, as I don't remember the last time I didn't play it, nor do I remember the last time I started Red in a Sealed deck. I should try something different, or just start looking at the decks that beat me and re-evaluate what cards/strategies matter.

I want to start playing Constructed, but MODO won't pay out Zen for their 2-man queues yet. I liquidated a ton of M10 planeswalkers and things that are valuable but probably shouldn't be, like Lotus Cobra and Sorin Markov, so I can actually get the lands for the Jund deck. But the price on M10 makes it not worth it to grind 2-man queues yet. States is coming up in a little over a month, so I'd like to start evaluating if there are good decks that can beat Jund cascade. (I think I'd agree that there are decks that can beat Jund, but they suck against other decks.)

Wednesday, October 21, 2009

Passive cheating with Brian Kibler

If you haven't watched the Pro Tour coverage, Brian Kibler won Game 5 of his Quarterfinals thanks to his opponent forgetting to destroy a permanent with his Angel of Despair after Hypergenesis. (You can watch Kibler's Game 5 on YouTube, starting at 3:50.)

The issue is that Angel of Despairs comes-into-play ability is not a may, so under the Tournament Rules, Brian is obligated to make sure the trigger is played. A local ringer who played in Austin had a similar situation happen to him when his opponent forgot to draw a card after an Ancestral Vision. In his tournament report, he mentions that he knows it's cheating, but then questions what you would do in his situation. As an extension, what would you do if thousands of dollars were riding on the match?

To be fair, it is entirely possible that Brian forgot just as his opponent forgot. Since it's a trigger, you don't name targets until someone has priority, not in the middle of resolving Hypergenesis. Or he could have known, and under the rules, if that was the case then he cheated for intentionally failing to maintain the game state.

I respect the game like you'd respect the game of golf: if you mess up, you own up to it and the penalty. It's the only way I can justify holding my opponent's to the same standard when they mess up and expect them to play the game honestly the way it is designed to be played. However, if my opponent messes up or is sloppy , the only punishment he can get, as an honest tournament player (and if he hasn't accumulated warnings), is usually a warning. I don't know anything about Kibler's opponent, but I'd trade a warning for a few thousand dollars.

If my opponent forgets to draw a card, he'll get a warning if I decide to call my opponent on it. He's either being careless or was going to try the how-can-you-have-that-many-cards-if-I-have-this-many cheat. And he'd get a warning if you have the heart to call a judge for forgetting to draw a card. Calling a judge for such sloppy play is so tedious and has little reward for you: what are the chances you accumulate three warnings in a match?

Could you modify the tournament rules for Magic to give opponent some incentive for your opponent's failing to maintain the game state? If you forget to draw a card, what if your opponent can call you on it and decide whether you get that card or not? If you forget a trigger, what if your opponent gets to play the trigger for you and Mindslaver-Time Stop you for the rest of the turn? It may require a lot more thought and language to create these kind of rules in the general case, but I don't entirely like to think of what Brian Kibler did in the top 8 (if he was aware of the trigger) as cheating.

P.S. Brian Kibler has ridden the Batmobile before.

Suit up for Seattle!

Joe Timidaiski is an absolute baller. Despite having to go to a wedding the weekend of Grand Prix: Seattle, he was the brain behind the Northwest Magic community growing mustaches for the largest Magic tournament in the Pacific Northwest in history. And he's at it again.

From the Facebook group:
Hey everyone! Joe T had the AMAZING idea of Suitting up for this weekends PTQ. If you are going to the PTQ, wear your sunday best, and lets bring some class to Seattle Center.

If I ever get on the Pro Tour, I'm bringing a suit, but might as well start now. If you're reading this and attending the Seattle PTQ this weekend, you should totally suit up!

Tuesday, October 20, 2009

Foraying into Constructed on MODO

I liquidated my set of Master's Edition II and my remaining M10 packs and ended up with a bunch of tix, so I decided when Zendikar came out I would build a constructed deck. I decided to buy the cards for Jund, so I built this:

4 Bloodbraid Elf
3 Broodmate Dragon
4 Putrid Leech
4 Sprouting Thrinax
3 Bituminous Blast
4 Lightning Bolt
2 Resounding Thunder
2 Terminate
2 Garruk Wildspeaker
4 Blightning
3 Maelstrom Pulse
4 Forest
2 Mountain
4 Swamp
3 Dragonskull Summit
4 Rootbound Crag
4 Savage Lands
4 Verdant Catacombs

Sideboard:
4 Goblin Ruinblaster
4 Jund Charm
4 Duress
1 Pyroclasm
2 Thought Hemorrhage

I didn't have enough for fetchlands, so I just replaced it with 2 Swamps and 2 Forests, and since I haven't played any Zendikar events yet, I don't have Goblin Ruinblasters so I just made them Anathemancers.

I started 2-man queues because there are no Zendikar events until tomorrow. Two-man queues are pretty awesome because you just have to win a little better than half your matches to have positive EV (about 57% right now since they're paying M10 and M10 sells for 3.5 Tix). And there are some really bad budget decks there too (that you might see kids play at FNM), so you can mise free wins that way.

One thing that is frustrating me is the freaking mirror match. I have no idea what the keys are and how to win it. Do you literally just have to Cascade better than your opponent? And freaking Sprouting Thranax, what's the proper way to deal with this guy? I figured that trading Thranax for Thranax is pretty good, Thranax for a Bloodbraid too? No idea. I'm boarding in 2 Thought Hemmorhage and I usually name Bloodbraid Elf if I hit it T4 or Bituminious Blast if I have a guy I don't want to die or something.

Sunday, October 18, 2009

PTQ Boise damage report

I went to lovely Boise, ID this weekend to try and snag an invite. I've done a lot of preparation for Sealed with the boxes that I bought and have a good feel for where a lot of cards stand in the format, and I've been playing pretty well in drafts I've been doing.

The PTQ was just over enough for seven rounds, so you could 5-1 and draw in, and then an X-2 could probably sneak in too. I open a pretty good pool and register this:

1 Steppe Lynx
1 Kraken Hatchling
1 Kazandu Blademaster
1 Kor Skyfisher
1 Cliff Threader
1 Kor Hookmaster
1 Kor Sanctifiers
1 Makindi Shieldmate
1 Reckless Scholar
2 Umara Raptor
1 Pillarfield Ox
2 Windrider Eel
1 Living Tsunami
1 Seascape Aerialist
1 Sphinx of Jwar Isle

2 Burst Lightning
1 Explorer's Scope
1 Journey to Nowhere
1 Summoner's Bane

1 Teetering Peaks
1 Soaring Seacliff
1 Scalding Tarn
1 Mountain
7 Plains
7 Island

I had a Cancel and a Seismic Shudder to bring in from the board, and I was taking out Cliff Threader most of the time when I would board one of them in.

I actually drew my first round of the day against a local, who didn't seem awful but was playing awfully slow. At the beginning of the day I decided I was going to take some advice Alex West had given me and take my time, because getting a slow play warning and getting a draw is less bad than making a mistake and losing a match. I was taking my time, but my opponent was playing very deliberately and tanking too, and we ended up starting Game 3 with less than 10 minutes to go. We end up drawing, but it was a little ironic because while a draw sucks, I was in a very bad position in that game.

In Round 2 I mess up a race by messing up my math and losing to a crackback when he draws a land off the top for Landfall. I wasn't going to get knocked out by a loss, but I realized that I needed to tighten up right then. In Game 2 I was able to get double Umara Raptors online and a Windrider Eel active and won the race. Game 3 I won with Jar Jar Sphinx.

Round 3 I lose to Veen, who's a new Portland player, where I auto-pilot in Game 2 and let a Kazandu Blademaster resolve with Summoner's Bane in hand and mana up like I had planned before I shipped the turn. As scrubby as it sounds, I got distracted when he asked if he could use one of my dice as counters, and he puts the counter on and ships the turn while I stare at the counter in my hand. I ended up wasting a Burst Lightning in hand on it which could have ended up doming him out in a race.

At this point I realize I can't lose again. I had three carmates still in the tournament at X-2, so if I get paired down, I have people that will scoop to me, and I can ask for scoops anyway if I get paired down, which wouldn't happen for the rest of the day. In Round 4 I win a match in three and felt really really nervous and excited toward the end of the match even though I was winning a race that I probably couldn't lose. I don't think it made me play worse, but I definitely wasn't comfortable, so I tried to calm myself down between rounds. In Round 5 I play against a guy who punts Game 1 to me when he tries to Windborn Charge in combat instead of in his main phase (since it's a sorcery) that I would have been cold to. I win the second game when he stumbles on mana.

In the match that knocks me out of contention, I get blown out Game 1 by by Allies on Turns 2, 3, and 4. Game 2 is a blowout in my favor with double Umara Raptors and a mountainwalking Cliff Threader. In the third game, I was trying to race with a 3/3 Umara Raptor. I'm able to make some double blocks resulting in trading up with his guys, but his removal leads to a board where I have a 2/3 holding off three of his 2/2's with me at 11 and him at 9 and both of us drawing off the top of our decks, meaning someone's going to get lucky to win this game. He draws a Hideous End to kill my guy and then beats me for 3, and I lose the next turn. There was one play where I had a Reckless Scholar block a 4/2 because I just didn't want to take 4 damage and go to 7. It felt like it'd be too low a life total and if he draws much more removal I'd lose the game sooner as opposed to trying to loot probably only once more.

In the last round I blow out my opponent with Jar Jar Sphinx both games. I end up in the top 16 and earn a draft set. Mike Dipetrillo from our car top 8'd along with three other Northwest ringers, but he decided the Top 8 of a Pro Tour Qualifier was a good time to experiment with Hedron Crab. Still, he deserves congratulations for his first Top 8.

I started playing better toward the end of the day. In the second to last round where I got eliminated, I felt down after Game 1 and at the beginning of Game 3 when I thought I was going to lose and started feeling excitement when I thought I was going to get out of that match and had good board position, whereas I'd rather just be able to concentrate on the game. I feel I'm getting closer to being capable of making the top 8 of a PTQ. Winning an M10 Daily Event and then Day 2'ing and winning my first draft at Grand Prix: Boston at least showed me that at the very least I can get lucky and succeed, and has given me a little boost of confidence in my game.

It sucks to not top 8 with a deck that seemed really solid, especially since at the next PTQ in Seattle I'll need a deck that can win 7 of 8 matches (or even 8 of 9 matches) to make it to the draft. Of course, your only responsibility in any tournament is to win your next match, so I just hope I win Round 1 next Saturday.

Thursday, October 15, 2009

Sportsmanship in Magic

Claim: There is little to no sportsmanship in competitive Magic.
Claim: This is bad.

I used to think I was a good sport. In high school and my first year of college, the only time I got to play Magic competitively was at FNM and weekly tournaments, I didn't have the heart or the means to start PTQ'ing to the extent that I do now. I had a habit of shaking hands at the end of every match. I guess people at my store thought I was a class act, since I wasn't that good. (All Fun 'N Games in Apex, NC and Phantom of the Attic in Pittsburgh, PA for the random plug/Google hit.)

Then one FNM in college, I'm playing this guy from a group of friends from the dorm I lived in. I didn't particularly like this group because they were weird and just wasn't my kind of crowd, and I guess they didn't like me either because a friend who was invited to draft brought me along and I played the role of the ringer. Nonetheless, I'd like to think I was still respectful at the table. Anyway, it's Constructed and he's playing a Stuffy Doll-burn deck (before Skred), and I'm playing Dragonstorm. Game 3 he basically gets manascrewed and I get there. I extended my hand, and he gives me an absolute stink eye. "It's not fun to get manascrewed!"

To me, I offered the handshake gesture to thank him for playing the games of Magic with me, because I really like playing Magic, so I was offended. It wasn't like I just typed in "GG" before the winning play. But whatever, I don't like offending people, so from then on, I never offered my hand after a win but only after losses.

But there are people that don't even do this! They just acknowledge the end of the game, sign the slip, and leave. Maybe they think they didn't deserve this? Of course they deserved it! Either A) You made mistakes to cost you the game, or B) their draw was supposed to beat your draw, regardless of whether they made mistakes or not. Sure, people don't like losing to worse players or people who make mistakes, but it happens, and Magic will never change to the point where this cannot happen. Now I can understand at an FNM or friendly draft not extending the hand if the stakes are not particularly important, but at a PTQ or GP against strangers, for god's sake, offer your hand when you lose at least!

Another thing I hate is people complaining way too much about games they lose. I don't know that anyone likes listening to people complain about things as petty as Magic cards. So don't complain about bad draws or bad plays your opponent makes. The worst I've heard:

- After a game I played in a tournament that I won, my opponent turns to his friend next to him and says "I love it when my opponent still wins after he misplays." Apparently I didn't deserve this win, but I obviously did since my draw was so good. I got lucky? Sure, but that's why we shuffle the cards.
- I beat someone in a draft who got flooded. Sorry bud, I've been there. He went on about how his deck has so much removal, and even later on, he fans his deck out and shows me all the removal in his deck that would have ruined me. I get it, you flooded. But again, my draw was supposed to beat your draw that game. It would have been more injustice for me not to win that game with that draw.
- We went back and laughed this situation off in recounting, but a player in a Limited PTQ lost a match but decided to berate his opponent and tell him "You do not deserve this win." Honestly, if someone said this to me, my hand's going up for the head judge and I'm going to ask him why I should have to endure this kind of verbal abuse, especially when the match is over? If this isn't unsportsmanlike conduct, what is?

There are some things to be said for tilting your opponent in match, and there are some tactics for tilting that I don't think are very sportsmanlike than should be ruled as such. Magic should be about casting spells, attacking and blocking, and tight technical, not about being surly and witty. If I were a level 80 DCI judge, I'd make an effort to raise the level of sportsmanship in Magic, because I'm not particularly happy with it.

The best Magic compliment I've received wasn't for any kind of tight technically play, and I don't think I'll ever receive a comment for tight play that will top this one. In college I was back home at All Fun 'N Games drafting, and I played against a guy I played once back when I was in high school. When I first played him, he was a new player and wasn't very good, and I can remember him mulliganing to 6 being very upset, mulliganing to 5 being very upset, and looking at his 4 and just deciding to go on to Game 2. I just thought he was bad.

Fast forward to now, and he's gotten much better to the point of competency. We go to Game 3 and I'm mana screwed and he wins. After I shake his hand, he does the whole "Sorry about that" thing, and I tell him the obligatory "It happens". He then tells me that he was impressed with my composure and how years ago and maybe even then he would have thrown a hissy fit in the same situation, but that I was able to brush it off as part of the game.

Best. Magic compliment. Ever.

Wednesday, October 14, 2009

You Make The Play: Solution?

If you haven't seen the original post, I'll just repost the situation:

Him (W/R, 6 life, 2 cards in hand):
5/4 Highland Barbarian (2/1 and 3 +1/+1 counters), equipped with Blade of the Bloodchief
4/4 Tuktuk Grunts (2/2 with 2 +1/+1 counters)
7 land

Me (G/B, 7 life, 0 cards, on top of deck Kalitas, Bloodchief of Ghet)
2/2 Oran-Rief Survivalist (1/1 with 1 +1/+1 counters)
2/2 Vampire Lacerator
2/2 tapped Timbermaw Larva
3/2 tapped Guul Draz Vampire equipped with Explorer Scope
3 Forests
3 Swamps
1 Piranha Marsh

He attacks with his two guys. How do you block?


Here's what actually happened:
I double chump and his 5/4 becomes a 7/6. He plays a Kor Sanctifiers and destroys my Explorer's Scope, which is irrelevant. I untap and draw my Kalitas. I decide that I'm only going to give him one draw phase to get out of this one, so I attack with just my 3/2 Intimidate guy to put him to 3. The 5/5 comes down and my plan is to chump his two bigs and take 2. If he draws something like Journey to Nowhere, I can still chump the biggest guy and also let the 4/4 through and go to 1. I suppose the commons I'd lose to are the Red burn spells to my 2/2 if he equips his 4/4 first, but he has to draw those off the top, which is precisely why I attacked him to 3.

He drew Murasa Pyromancer off the top to burn my 2/2 and buff the Tuktuk Grunts off the Ally bonus and attacked for 7. Darn.

I started writing out on paper what the plays should be if he has certain hands, i.e. combinations of burn, guy, or non-burn removal. It was actually pretty darn complex and I couldn't bring myself to finish it all the way, and even what I did I stopped branching at the end of my turn and evaluated what the board would be.

What I realized is that such deep analysis, unless you are a really fast thinker (and I know people like this), cannot be done in real-time situations. Writing this play analysis out fully would have probably taken me an hour, how much would I tank if I really wanted to do this analysis?

This is where we must rely on heuristics and shortcuts: what is usually the right play in this situation? Play experience helps here; one of the best players I've met, in a conversation about the idea of Magic strategy guides ala Patrick Chapin, said to get better, said to get better "Just play more". Sure, a computer could compute the entire choice tree and find the right play, but you're not a computer. So much Magic strategy ends in generalizing statements like "You'll probably be in fine shape now" without really much quantification.

The point of all this was that maybe the kind of analysis I wanted to do, at least to the level of detail I wanted to do, was overkill, but maybe it's good to go through such analysis so that it becomes intuitive. I don't think I'm going to type up my notes on the play, I'll leave it as an exercise to the reader.

As for my conclusion about the play, I think the double block was right at a very cursory level, i.e. I lose to common burn if I let one guy through, but attacking with the 3/2 was wrong, in the case of what actually happened, and that untapping with the 5/5 will actually swing the board way in my favor: the 5/5 kills a big and gives me a big if he doesn't topdeck a Magma Rift or Journey to Nowhere right away, and I'd just chump with my 3/2 and 2/2 if he decides to attack so that I can take control of the board when I untap, and he really has to topdeck to take the game back. I guess I was thinking too much in terms of tempo and denying him draw phases and not enough about board advantage and inevitability.

Monday, October 12, 2009

Playing against douchebags

I hate playing against douchebags.

I played against a guy at the Canterbury bar who, from observing previous interactions, is a huge douchebag. At an FNM which has a fair amount of kids, he berated a player who might actually have been a little slow, if not just nervous and awkward, for not knowing how rules in the game worked, saying/yelling something to the effect of "Learn the rules, son!"

Yeah, it's as awkward as you read it. I wanted to punch this douchebag in the face, and Zaiem did end up confronting him. But what can you do? Weird people are weird, and douchebags are douches.

Anyway, I had the displeasure of playing against him in this draft. In Game 2 he has Hagra Crocodile and some other guys, and I've got a Disfigure in my hand. He plays a land, and then sends his guys in. I haven't said a word, so I say "Okay, back up, in response to Landfall, I'll kill your Croc." He throws his hands up and goes "Fine!" like he was letting me get away with something. If we want to talk about rules, I never explicitly passed priority at any point, so I'm obligated to back the game up.

Now go to Game 3, and it's tight again. I have the lifelink dude and he had previously played a Punishing Fire. My lifelink guy blocked and I wrote my life change down, and he ships the turn. I draw and play a land, and this goes down:

Him: "Actually... when you gain life, I'll pay 2 to return Punishing Fire."
Me: (looks at the card) "This is a 'may' ability , and you've already passed priority."
Him: "When did I do that?"
Me: "When you said 'Go'..."
Him: "FINE. Well, if we're going to play like that, you never announced the life gain."
Me: (said something to the effect of Nice try, but was probably more polite than that)
Him: "FINE."

Again, if I were a judge explaining this to him, Lifelink is a mandatory ability, and even a static ability, so it's not like it went on the stack. What pissed me off even more was how upset he was getting.

First off, you're not the first person ever to miss a trigger and not get a takeback. Cry about it some more.
Second off, you're throwing a hissy fit in a bar. I think Magic can be more socially acceptable if it weren't for people like you.
Third off, you're making the game less enjoyable for me, your opponent. If this were a PTQ, then sure, tilt me. If I'm a newer player to this scene, I'm probably not coming back here thanks to you, because why would I ever want to play against someone like you?

A friend watched all this go down and after our villain got up, expressed her pleasure in seeing me be a jerk to him. No doubt, I was glad to beat him because he was a jerk, but I don't take much pleasure in playing the game the right way and my opponent expressing his displeasure because of it.

It's okay, you're a douchebag anyway. Go own some noob 14-year olds at FNM, weirdo, or whatever it is you enjoy about this game, because "learning from your mistakes" isn't it. I don't mean for this to sound like Gerry Thompson's Moron of the Week, but this isn't a case of being a jerk because you're on the Internet, but being a jerk and making people not want to play the game and giving people a false impression of the game.

Thursday, October 8, 2009

Your first PTQ

A friend of mine used to be a MODO ringer in high school, took a break from the game in college, but now is in the real world and wants to play more Magic with his copious spare time. He's been asking me what he should know before jumping into the shark-infested waters of Pro Tour Qualifiers.

I told him to read an article Zaiem wrote this for Channel Fireball, and I'm sure he's written it for other sites too: Tournament Mistakes.

The best way to get used to playing in PTQ's is... to play in PTQ's, so I was a little worried about overloading him with information. I think the right way to go about this is to go through my routine. I'm a little bit more of a nit than others, and all I have to show for it is a Day 2 of a Grand Prix, but if you're still curious...

Deck registration - Don't misregister your deck. Just don't do it. Be careful, count the cards you write down, count the cards in your deck/pool. That's all there is to it, but it's still bound to happen if you're careless. I misregistered my second draft of Grand Prix: Boston, and it probably cost me $200.

Pairings - Make sure you have the table number right, and also the guy's name. That way you can be sure you're in the right place and playing the right person when your opponent sits down. Sitting at the wrong table is Game Loss worthy.

Tardiness - If your opponent is not in his seat when the round starts, call a judge. Depending on the head judge, your opponent either has three minutes to show up or else gets game loss or he gets one right off the bat, but you should call a judge anyway so he knows to look for you when 3 minutes is up. Ten minutes is a match loss. You should write down the time from your cell so you know when to call the judge.

Shuffling and presenting your deck - I always pile shuffle my deck to make sure I have everything in my deck. It unclumps your deck and keeps you from giving up game losses for presenting an illegal deck. In Constructed, I also look through my sideboard to make sure it's correct before officially presenting, in case you get deck checked.

You have three minutes before each game to shuffle your deck. With sideboarding, it's a little wishy washy, but definitely after 3 minutes you should call a judge and let him know. He'll probably present right away when your hand goes up.

You should always shuffle your opponents deck. I start by piling his deck, and if he's short a card, my hand goes up for a judge because he's getting a game loss. I'd also shuffle his deck pretty well before hand.

Life totals - I'm more of a nit than others when it comes to this. I write down both life totals with every life change (so I always see the current life totals right next to each other), and make a note of where the life change came from, usually with just the initials of the relevant card. This way, if there's a discrepancy in life, then you have an accurate representation of the game. Of course, you shouldn't try to cheat like this, but you're basically protecting yourself from someone who tries to work you on life totals.

Hands - God almighty, make sure your opponent keeps his hands above the table at all times. If you see them dip, make him keep them up. A lot of players don't mean to do it, but this is why it's a way to cheat.

Being clear about the game state - Your opponent must always answer what phase the game is in, what cards are in what zone, must let you search his graveyard and count the cards in his hand or library, and relevant actions that have taken place (i.e. playing a land, casting a spell). There are some questions that your opponent is actually not obligated to answer, like the P/T of a creature, the number of cards in hand, but he must let you be able to figure it out. Most players, however, don't know that they aren't obligated to answer such questions and will do it anyway, so this is actually moot. I'm planning an article about why players aren't taking advantage of the Derived Information and communication guidelines.

Slow play - You can at any time call a judge and ask him to watch your game for slow play. You can also urge your opponent on if he's tanking for an unreasonable amount of time. Calling for a judge with two minutes to go in the round is pretty moot, so you can be vigilant about it. I usually keep an eye on the clock and see if we're making good time to finish three games: 15 minutes per game should be the pace.

A very good player has said that when he's tanking toward the end of the game, he will actually call a judge to keep himself honest with slow play. And by the way, pretending your thinking to take advantage of the time limit is Stalling and is considered cheating, but making actions to prolong the game and playing for a 1-0 win or 1-1 draw is fine.

Illegal game state and missed triggers - If you and your opponent fail to note a mandatory trigger, you will both get warnings for failure to maintain the game state. If you note the trigger that your opponent missed before it's too late (like forgetting to draw a card), you can call a judge and he will get a warning.

For upkeep triggers you don't want to forget, you can put a die or a pen on top of your deck. For upkeep costs, you can put tapped lands under the relevant card so you don't accidentally untap them.

Judge calls - You're entitled to appeal any ruling you get from a floor judge to the head judge. Do this if you think you got an incorrect ruling.

If you're receiving a lengthy ruling from a judge, you should write down the time the judge comes over, and then ask the judge for extra time. He may or may not grant it, but you can always appeal, and you know how long the judge call took because you wrote down the time.

Drawing extra cards - Drawing a card/extra card when you're not supposed to is a game loss. All I can say is don't do it.

Deals - You are not allowed to prize split *in exchange* for a draw or a scoop. You can prize split without a draw or scoop being a contingency. You can ask for a scoop or and ID without any agreement. If you get caught doing one of these things you're not allowed to do, you're getting Disqualified. If you want to be a jerk (i.e. the win will get you or a buddy into Top 8), you should call a judge when your opponent or someone you see does one of these illegal things before submitting their match slip. If you don't want to be a jerk, though, you can very firmly say "I cannot accept that."

Drawing into the Top 8 - If you've never done the math before, consult with someone who has done it before the final round to see if you should draw in or offer a draw to your opponent.

That's all I can think of. Feel free to chime in some more.

You Make The Play - Zendikar edition

I drafted last night at the Canterbury bar, and while I could write about certain people (who on past occasions have also verbally abused children at FNM) throwing hissy fits, I'll write about a situation where I have absolutely no idea what the right play is.

This is Game 1 of a draft match and he's already drawn his card.

Him (W/R, 6 life, 2 cards in hand):
5/4 Highland Barbarian (2/1 and 3 +1/+1 counters), equipped with Blade of the Bloodchief
4/4 Tuktuk Grunts (2/2 with 2 +1/+1 counters)
7 land

Me (G/B, 7 life, 0 cards, on top of deck Kalitas, Bloodchief of Ghet)
2/2 Oran-Rief Survivalist (1/1 with 1 +1/+1 counters)
2/2 Vampire Lacerator
2/2 tapped Timbermaw Larva
3/2 tapped Guul Draz Vampire equipped with Explorer Scope
3 Forests
3 Swamps
1 Piranha Marsh

He attacks with his two guys. How do you block?

Wednesday, October 7, 2009

Drafting with Zendikar: Thoughts on invidual cards

I drafted Zendikar three times this past weekend, and I really really like this format. You're almost always attacking and it seems way more tempo-oriented than M10. Your most important cards in the game cost 2 or 3, so mana screw doesn't hurt you as badly as it does in M10 or Shards either, and with landfall, you're almost never drawing dead.

There are some cards that I'm not sure how to evaluate. I've gotten mixed opinions from people I've talked to about these guys.

Scythe Tiger: Someone compared it to Mist Leopard in M10, which is pretty darn mediocre and a card I'm not really happy to have to start in that format. But if you think about how much mana you actually need in play vs. how much you need the actually land for Landfall and other effects, to me the sac a land hardly seems like a drawback. Turn 4 play a three drop and play this guy? Clear the board and now deal with a 3 power attacker and his friends? I like this guy.

Ruinous Minotaur: I had multiples of these in a Sealed pool but wasn't sure how great it was to have that many. In draft I can see building the right deck around him, but multiples in Sealed seems so awkward if this is a critical portion of your three-drop slot.

Vampire's Bite: Someone really liked this card. Seems bad to me. Your results may vary, but I think I'd only run this in an extremely extremely aggressive weenie deck.

Into the Roil: I love this card in this kind of format, it's like Temporal Eddy. I opened 3 of these in a pool, a couple of Blue evasion guys, and the Blue 5/5 flyer with Shroud, and wondered if it was worth maining the color for. I guess in Sealed they can keep you alive for a while until you get your good late game cards and then they're still good late. Good thing I saved that pool and I can try it again.

Kor Cartographer: I guess he's fine for enabling landfall, but you couldn't give him three toughness so that he impacts the board more than just trading with some dork? Don't know that I'd be happy having to play this guy in a draft.

Thursday, October 1, 2009

Romanticising Magic

I wish I had someone like Rich Hagon narrating my life. In fact, probably any British sportscaster would do, since they're the only people on the planet that could make me want to watch dart throwing on TV, but I think I'd prefer Rich Hagon. If professional Magic were shown weekly like professional football, it'd sound exactly like the PT Kuala Lumpur coverage with the dramatic play-by-play.

Anyway, I don't read a whole lot of Magic articles nowadays, but I did read this one, the story of a young British Magic player who recently ended a long bout with cancer. If they ever made a movie or documentary about what it's like to be a PTQ grinder (I'm not sure how I'll feel about I Came To Game. Being a pro's a little different than driving to PTQ's every weekend), it'd go a little something like this article. And Rich Hagon would beat out Morgan Freeman for the part of narrator.