Players serious about developing their game eventually become obsessed with "Jedi mind tricks", bluffs, and representation on both their side of the table and their opponent's. What I want to address is the minor fact that for every Mike Long combo-ing off without a win condition, or Zach Hall foiling Mike Flores' dastardly plans with a well-timed "#showme", there are hundreds of thousands of examples of completely ineffective angle shots.
Being able to rationally determine the likelihood of a specific card in your opponent's hand is a valuable tool. But I prefer the golf bag analogy. When it comes to our game, you have many different skills and abilities that you need to develop. Understanding card advantage, proper role identification, card evaluation, and careful attention are all clubs in your golf bag. The point of the game of golf, though, is not to use every club on every hole. You want to get there in as few strokes as possible, which isn't going to happen if you spend time trying to convince yourself a flop shot over a towering pine tree with your new lob wedge is the right play.
In Magic, you will encounter many situations where your opponent could ostensibly have something in their hand which will affect your board position or plays. In fact, those situations come about literally every turn.
I used to enormously enjoy the old Magic Academy and The Play's the Thing series and other articles that focused on the same sorts of things. When someone whose opinion I respect very highly is explaining that playing a Razorverge Thicket instead of a Forest before casting Llanowar Elves is just like taking a baby cat outside and kicking it against an electric fence because you want them to believe you do not have access to white, I try very hard to pay attention, but, ultimately, not every play on every turn is as crucial as you want to believe it is.
To summarize my occasionally incoherent thoughts on this subject, I'll say that I very rarely play around Rebuke in DII drafts. If my opponent has it, it isn't going any where. Whether I attack this turn or six turns from now, I'm going to lose a guy to it. If it's early in the game, I can be fairly certain that whatever I'm attacking with is going to be worth less than the better cards I'll have access to later.
In conclusion, the pro tip of the day that I'm referring to is "In the early game, play as though they don't have it, and in the late game, play as though they do." I'm merely adding that in most actual situations, it doesn't matter either way.
Showing posts with label Flores. Show all posts
Showing posts with label Flores. Show all posts
Tuesday, April 3, 2012
Tuesday, March 20, 2012
Tip of the Day #2
One mistake that a lot of players make when they start transitioning to the semi-pro and pro-level is to give in to the fish-out-of-water feeling that accompanies sitting down at a Grand Prix for the first time. Whether Round Four comes along and you find yourself matched up against a future Hall of Famer, or whether the first hand you draw for the tournament is six lands and a five-drop, whatever the situation, you have to clear your mind and, calm down, and focus on what you need to do.
Execute your gameplan. Of course, that means you have to have a gameplan, so if you don't, well, chalk that up to mistake number two. It is absolutely amazing how few people can articulate what it is that their deck is supposed to do. As an example, let's look at what happens when someone picks up Red Deck Wins for a PTQ.
They might have a short answer to the question about their gameplan, something like, "My goal is to deal 20 damage as fast as possible with creatures and burn spells." Even that limited plan is better than nothing, but if you really want to be playing the deck as well as it can be played, you should be able to explain to your friends and teammates that your plan is to
1) Apply early pressure with a combination of one and two drop creatures.
2) Control the board using direct damage and by economically trading for value in combat.
3) Use more powerful cards to craft an end-game involving a flurry of direct damage, or a massive
swing with powered up creatures.
If it sounds like common sense, it is, and this tip isn't meant for you, but you would be surprised by how often this minor detail gets overlooked. Mike Flores has written several articles about pre-visualization and the importance of your gameplan, and it never hurts to review the foundations that the rest of your game is built on.
Execute your gameplan. Of course, that means you have to have a gameplan, so if you don't, well, chalk that up to mistake number two. It is absolutely amazing how few people can articulate what it is that their deck is supposed to do. As an example, let's look at what happens when someone picks up Red Deck Wins for a PTQ.
They might have a short answer to the question about their gameplan, something like, "My goal is to deal 20 damage as fast as possible with creatures and burn spells." Even that limited plan is better than nothing, but if you really want to be playing the deck as well as it can be played, you should be able to explain to your friends and teammates that your plan is to
1) Apply early pressure with a combination of one and two drop creatures.
2) Control the board using direct damage and by economically trading for value in combat.
3) Use more powerful cards to craft an end-game involving a flurry of direct damage, or a massive
swing with powered up creatures.
If it sounds like common sense, it is, and this tip isn't meant for you, but you would be surprised by how often this minor detail gets overlooked. Mike Flores has written several articles about pre-visualization and the importance of your gameplan, and it never hurts to review the foundations that the rest of your game is built on.
Tuesday, October 11, 2011
History Lesson #1: AA-Gun from Minnesota Champs 2005
Let’s take a walk down memory lane with the first in a blog/column where I’ll be talking about successful decks I’ve designed in the past, the lessons I learned from those designs, and how you can incorporate my strategies into your own tinkering and brewing sessions.
Here is the decklist:
AA-Gun
4 Molder Slug
4 Eternal Witness
4 Viridian Shaman
4 Sakura-Tribe Elder
4 Viridian Zealot
4 Magma Jet
4 Oxidize
4 Sensei’s Divining Top
4 Tel-Jilad Justice
2 Deconstruct
1 Echoing Ruin
1 Creeping Mold
1Tendo Ice Bridge
4 Shivan Oasis
9 Forest
6 Mountain
Sideboard:
3 Plow Under
3 Arc-Slogger
1 Rude Awakening
1 Kodama of the North Tree
3 Kodama’s Reach
4 Pyroclasm
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