MTG-STRATEGY-L FAQ/Strategy Guide

Strategy Guide

Version 3.0 Last updated 2/4/96
http://www.physics.usyd.edu.au/~edney/strat.html

Contents

  1. Total Beginners Guide to Deck Construction
  2. What To Do To Prepare For Your First Tournament
  3. Playing Technique
  4. The Metagame
  5. How much land is needed for a deck?
  6. Sideboard Strategy
  7. How Chanpheng Won
  8. Rick's Booster Draft Strategies
  9. Rick's Alliances-Ice Age Strategy Guide
  10. Flashpoint: a take on Magic deck design
  11. 'Rules' of Permission
  12. Overlooked and Underused
Part 1 FAQ

  1. Total Beginners Guide to Deck Construction
  2. These are some basic do's and don't for constructing a deck. There are no secrets of the universe in here, but if you are a novice player these points may help you get past some of the early mistakes that people make. It is aimed at someone who is constructing a deck for the first time or who has played a few games and has not had a great deal of success.

    Stephen Edney edney@physics.usyd.edu.au


  3. What To Do To Prepare For Your First Tournament

    There are many steps to insure that you have a good time at your first tournament.

    • Do not expect to win. Especially since this is your first tournament, there will be many seasoned veterans at that tournament who are much more experienced at playing and deck building. On the other hand, play every game hard. Only by pushing yourself will you become a better player.

    • Playtest. I hear complaints from numerous people who say that they built their deck the night before and now it doesn't work. No kidding. One of the keys to better deck building and better playing is to playtest. Playtesting will give you the understanding of how cards interact, and will also teach you how to use cards most efficiently.

    • Keep your eyes and ears open. Most of the important lessons on how to build and play will be learned at tournaments. Don't be afraid to ask advice from your opponent at the end of the match. One thing I ALWAYS do is after a match (round), I ask my opponent what he/she sideboarded in against me, and I show them what I sideboarded in as well. This will give you a better understanding of how to beat your deck, and hence you will be able to strengthen those weaknesses.

    • Enjoy yourself. Whether it is just playing the game, or the competitive level, or the camaraderie, you MUST enjoy yourself. The moment you stop enjoying the tournament is the moment you start to lose. Keeping your morale up is crucial to playing at a competitive level.

    • Be gracious. If you lose, congratulate your opponent. If you win, thank your opponent. It will keep the game more enjoyable if you can walk away from the table without a chip on your shoulder.

    • Never cheat. It ruins the integrity of a fine game. People will also find out, and soon you will be shunned.
    • Bring something to eat. Too many times have I seen my opponent lose their concentration to their growling stomach. Your mind cannot function properly if your body is in pain. Also, take advantage of lunch and dinner breaks.

    • Bring cards to trade. Tournaments are THE BEST place to trade. There will be many people there, and more than likely some of them will have what you want for some of what you have. As well, an early departure from the tournament will give you a chance to stay at the tournament, soak in the atmosphere, and trade.

      For example, I was playing at a qualifier tournament for the Origins Professional Tournament. I came in 10th. Since I was not in the finals (top 8), I was out. I then proceeded to finish my set of black-bordered dual lands (4 of each) and pick up some other cool stuff. I would not have had the opportunity to do this if I had not dropped out.

    Seyil Yoon wings@io.org


  4. Playing Technique
  5. This is from a article posted by Robert I. Eachus, on the 1st of May 1996

    • Always cut the cards. Shuffling your opponents deck is a good idea, and the three piles trick is useful, but at least cut the cards, and know what a "forced" cut is.

    • Never cast a creature or a land before you attack, unless you intend to use it during an attack, or to bluff using it.

    • Hold back land whenever possible. A lot of decks toss Jokulhaups or Armageddon and hope you are helpless. Know how many land your deck needs, and don't play more unless you have several "extra" in your hand. (And with Land Tax this is even more important. Your opponent can wind up holding the Tax in hand if you never give him a chance to use it.)

    • I can attack with three Mishra's for six, or one Mishra's for four, which is better? I don't know, but at least ask yourself the question! If it makes no difference to the number of turns your opponent will live, why not give him fewer targets, for Fire Covenant and other multiple take out instants.

    • Always play your game, not your opponents. And, yes, games where both players have the same (non-permission) strategy can be the most enjoyable. You sometimes need to react to your opponent's strategy, but the whole idea behind sente is that you will win when the game is played your way. Why make it easy for your opponent by adjusting to his strategy where you don't have to.

    • If you stick your neck out it is very likely to get chopped off. If you are playing a poor player, you can often penalize him for not being a good player. However, you shouldn't need to. But there are what are referred to in bridge as LoLs out there. (Little old ladies, who are often male and usually none of the three.) These are players who enjoy suckering you in more than they enjoy winning a game or a tournament. Favourite cards include Mirror Universe, Reverse Damage, and Ray of Command. (The fact that these players favor such cards doesn't mean they are bad, just good hooks for the sucker play.) So if something looks too good to be true, it probably is.

    • Never switch horses in the middle of the stream. Your deck may, and often should support more than one strategy. But choosing the wrong one early and sticking with it is often much better than changing strategies in mid-game. (Between games is a very different matter.)

    • Never leave your opponent at one life. Just like goal-line stands in football, Magic is a lot easier to play if you can rule out lots of tactics quickly, and are willing to take insane risks. For example, I once Consulted for a Zuran Orb with eleven (counted later) cards left in the library. You are much better off leaving your opponent, still one turn from death, but where just one more blocker will keep him alive. (Then play the Giant Growth, Blood Lust, Stampede, or Howl. ;-)

    • Be patient. Sounds silly from a blitz deck player, but if your opponent lost the first game, he is under much more time pressure than you are. Don't delay the game, that would be bad sportsmanship. But you can take advantage of the fact that your opponent is going to be aggressive and play more defensively than usual. I've actually done the jujitsu version of this. I lost the first game, and was ahead (in some nebulous fashion) in the second game. Since the first game had been long, and my opponent seemed to be losing this one, he wanted to get to the third game. I just waited and sniped with flyers, and eventually he attacked. I blocked his Flyer (Mesa) with my Sengir, and let the rest through. Now it was a race to zero. After I won the third game in short order, he told me that he had been holding a Righteousness in hand. I told him that I get very leery when a white weenie deck holds anything back. ;-)

    • If you can't use it, don't play it. Zuran Orbs have been mentioned in this regard, but I have seen unused Mana Vaults played, Icy's for which there is no good use, etc. Sometimes this even means taking "extra" Vice damage, but it is worth it.

    • If you can win on the table, why cast more creatures? I don't know how many times I have seen this. Someone will cast a creature, then attack, when they can win if their opponent is not holding something--like a Wrath, or Earthquake or.. You get the picture. This also applies when adding a creature to the attack will speed things up a turn or two. This doesn't mean that a white weenie player should only play one creature, but that on turn six, that Serra will be a waste of good mana unless your opponent has something up his sleeve, and then she belongs up yours.

    • Always smile. It's a game. Even if you are the best player in the galaxy you are going to lose some games. If you instantly put them behind you instead of getting angry, you are going to be in much better mental shape if and when you get to the finals. If you don't reach the finals? Then you will have enjoyed playing instead of spending a miserable day.


  6. The Metagame
  7. "Metagame". What images does that one word bring to mind? The best players, playing a game *outside* the game, perhaps? Not just what's happening, but what's *really* happening? The ability to make an incisive analysis of the field, and then going for the jugular?

    Well, here's some news. At the upper levels, there is no metagame. Oh, it's a fancy word which is often bandied about, but when you think about it (something which I shall later show is quite dangerous...), it's just a fancy name for guesswork. And I deliberately leave the word "educated" out as a possible adjective to "guesswork", for reasons which I'll discuss later.

    Let's set the scene with a classic example. The place is the US National Championships, and the year is 1995. A group of eight players had been created from the top finishers in the pool games, and were to play off for the title, and the right to represent the USA at the World Championships that year. The deck which a player used in the finals did not have to be the same as the deck used in the pool games. To be horribly broad, six of the eight players had used Black decks in the pool games, and two had not. Mark Justice elected to play his Finals deck with Lifeforce and Whirling Dervish standard in the main deck, and scored a resounding victory when, to all intents and purposes, no one else changed their deck. Justice was hailed as a "Master of the Metagame" in a number of articles at the time (both on the Net and in print), which is to the best of my knowledge the first published use of the term as it is used today.

    Unfortunately, this has created an impression about a "higher level" of the game which is out of all proportion to its significance. Certainly, there are some aspects involved in thinking about the environment within which ones plays, but there are quite low limits on how far such thought processes can be legitimately applied, before running into the wall of pure, blind luck. What I want to do here is set out a few of the precepts, concepts, and dangers involved in thinking about "the game outside the game".

    In World War II, there were thousands of spies employed on both sides of the conflict. A few hundred or less were what is known as a double agent: side A thought that Mr Spy worked for them, but he *really* worked for side B. Of course, if side A found out about Mr Spy's real employer, they generally became pretty pissed off. As a result, we know of less than ten cases of triple agents: either a double agent who "turned" to save his skin, or an elaborately planned dupe to plant a false double agent. [Aside: of course, the *really* successful agent's, we'll never know about...]. As you might well imagine, there are no recorded cases of deeper deception *by people* than this - although you might try to turn a few double agents, anyone prepared to change sides again just wasn't worth the risk.

    This introduces the idea of the extended bluff. We all know about the single bluff - I leave UU untapped. I am trying to give the impression that I have a Counterspell, in an effort to discourage you from taking some action. Essentially, I am trying to turn any card I might draw into a Counterspell by the very threat of such a possibility. If I don't have UU, then there's no bluff. If I have no mana, there's even less of a bluff. [Aside: Alliances changes this, but that's a detail :-) ] But what if you try and turn this bluff around on me? I have UU, you draw, smile, and cast a spell, looking enquiringly in my direction and without releasing the card, all ready to move it straight to the graveyard if I counter it. I am in a quandry - are you bluffing? Or are you just trying to make me *think* that you're bluffing?

    Now, go one step deeper. Is UU ever a bluff? What happens if a bluff is always called? What happens if you actually didn't think about all this, just went ahead in your cheerful way and cast the spell without thinking about the possibilities of a Counterspell? Where does that leave the poor UU player? :-) Bluffs only work against thinking opponents. Bluffs do not work against deep-thinking opponents. Double bluffs occasionally work against deep-thinking opponents, but generally fail on people who just think. Triple bluffs only get you shot :-) And the non-thinking player doesn't care at all....

    A similar example is the case of a Green player attacking with an Elvish Archer, while an untapped Serra Angel sits on the opposite side. Should the Angel block? Is there a Giant Growth waiting? Does it matter? Trying to figure out the reasoning of an opponent can be very, very tricky, especially if they are working to a plan of non-predictability. Which looks very similar to someone who doesn't have a bloody clue :-)

    So, the concept of a bluff is dependent on the opponent. The precept of a bluff, what you require to make it work, is a thinking opponent. The wise man does not become involved in a games of wits with an idiot, since he can only lose by frustration. "Your puny Jedi Mind Tricks will not work on me..." - is that because you think too much, or too little? :-) Any group of people is made up of individuals, and the behaviour of such a group is only tenuously linked to the behaviour of the individuals as far as MtG is concerned. To quote Henry Stern, another USA National Representative, when talking about his deck for the Worlds:

      "Also note the strong anti-black element (2 dervishes standard and 2 more in the sideboard) that was a by product of the US Nationals, and was not quite as useful at Worlds."

    Henry perhaps suffered from thinking too much. Does this mean that he doesn't understand the metagame? Or that he just guessed wrong? By the same reasoning, did Justice just get lucky, or did he know something? I don't think anyone can honestly credit a player with telepathy or precognition, which leaves the first option. As to *how* lucky he got...well, we'd have to ask him for his own thoughts at the time to get an idea of motivations, and the six Black players as to what they thought at the time. Did any of them consider changing? Did any of them go through the circuit of possibilities: if we all play Black, then anti-Black will win; if everyone else thinks the same way, then robust will win; if anyone else gets this far, then Black will win; oh, but then... :-)

    Often, such thinking can lead to such a roundabout of ideas, and you have to choose where to get off the ride. You can try and think what your average opponent will do, but you must always bear in mind that you play an individual, not a gestalt being.

    To take another example from game theory, consider the Mad Hatter's Party. You are in a room with a group of other people. You are wearing either a red hat or a green hat. You aren't allowed to look at your own hat, but can of course see everybody elses. You "win" by leaving the room, and announcing correctly the colour of your hat to the referee. You lose if you get the colour wrong. You get pretty bored if you're the last person sitting in the room :-)

    Generally, you have some knowledge about the distribution of colours. Let's take the simplest worthwhile example, where there are five players, and no more than three hats of each colour. When you sit down, you see before you two Red hats and two Green hats. What colour is your hat?

    Obviously, you can't work it out by yourself :-) However, the game can be solved by putting yourself into the position of one of the other players, and assuming they are intelligent. Take one of the Red-hat people you can see, for example. If your hat is Green, then he can see three Green and one Red hat, and should know immediately that his hat is Red (there can be no more than three Green hats, as stated above). Hence, if he gets up and leaves, then you know your hat is Green, and you can leave too. If your hat is Red, then he sees two Green hats and two Red hats, and is in your position. So if he doesn't get up, then your hat is Red, and you can leave.

    Easy, hey? However, what if he's a bit slow on the uptake? You, with a lightning-quick brain, work out the entire sequence above, and when neither of the Red-Hats gets up, you charge out of the room and say "Red!"...only to find that the two Red players were still working their way through it, and you're actually Green :-) Or, just as you get up to leave, the two Red players stand up. You look at each other, wondering who got up first (they've been trying the same trick, you see...). So you all sit down again. Etc, etc, etc....

    Now extend the game to more players and different hat distributions :-) How do you best solve the game? Walk out and take a 50-50 call....'coz you just can't trust the others to be as smart as you are :-/

    Of course, in something as simple as MtG, this sort of thing tends not to happen - you can beat the poor player without relying on such obscure concepts :-) But thinking about an opponent's motives can be very, very dangerous. I mean - did they make a mistake? Or do they have, to quote S.-O. Baldrick, "A cunning plan"? It's a step up on the two-untapped-U bluff, really, which is always best solved by calling the bluff. If you always call, then it isn't a bluff...sente :-) Do what you want to do ("...be what you want to be, yeahhhh", from some rather poor song). Trying to reason out an opponent's actions is based on a large number of quite variable parameters, and inherently dangerous. If you're that way inclined, you could try and reason out the probabilities of your opponent: 1) having a counter; 2) being able to cast that counter; 3) wanting to counter whatever you cast. Of course, if you base your decision on what your opponent has done before, be prepared for the occasional rude shock ("What?? You didn't do that last time?!!", "Oh yeah, I forgot to. I do that sometimes.").

    In fact, the interplay of deck interactions (the rock-scissors-paper analogy as a simple case) can be modelled surprisingly well by the Prisoner's Dilemma. In the Simple variation, you and an associate have to decide - independently - whether to cooperate (C) or fight (F). If you both cooperate, you each get 2 points. If you both fight, you each get 3 points. If just one of you fights, he gets 0 points and the other gets 5 points. The idea is to minimise your point score. If you take the simple, single-person view, then you should choose to fight, since you get a maximum of 3 points that way, and might reduce it to zero; whereas if you cooperate, you will get at least 2 points, and might get 5. But if the other person thinks the same way, then you'll always choose to fight, always get three points each, and lose to the pair who always cooperated :-)

    Why the hell would you choose to cooperate, given that I've proved that the best individual strategy is to fight? Because, like the iterations in MtG, you're playing another player who can think a few steps deep. In the Simple Prisoner's Dilemma, for example, although the "goldfish" strategy might be F, if you think your opponent (partner?!) is smart you might want to try C, since that will net less points to both of you. Of course, he might think one step deeper, and choose F hoping you'll choose C. In which case, you should choose F. But no, that's nasty - surely he'll play for... :-) Notice a recurring there here? And in particular, by taking all this time to consider options, are you *any* further advanced than a simple random choice would take you?

    The Extended Prisoner's Dilemma increases the number of people, and either looks at multi-player cooperation/fighting or, in the more MtG-applicable case, considers a sequence of matchups between individuals. To make it interesting, you might have 100 iterations of the Dilemma between each pair of players, to accumulate a score. You then move onto the next matchup. At the end of the experiment, you've played everyone 100 times and have a total score, where the lowest total score wins. The question is, is there a strategy for cooperating and fighting in each set of 100 iterations which is the "best" (lowest-scoring) strategy? For example, you might choose to "Always Cooperate", or "Always Fight", and see how you go against the rest of the field.

    More advanced strategies might be "Cooperate, then Tit-for-Tat" (where you always offer C first, then choose whatever your opponent chose on the last iteration), or "Look, I Want To Be Friends" (where you offer C twice before going TfT). Aggressive players might like "Fool Me Twice" (where you offer C twice, and if you haven't had a return C you choose F until he cooperates). There are more advanced strategies: the "You Trusted Me, Didn't You?", or "Fink" strategy, where you play some generally cooperative scheme like TfT, but make your 100th move F to grab a few bonus points against fellow TfT users, for example. Or the "Secret Handshake" version, where you follow a pattern of C's and F's which only certain other people know, so that you get collectively more points off the other strategies. Woe betide the "I Was Really A Journalist" strategy here, though, where a Secret Handshake player uses his inside knowledge to maximise his points off other Society members, at their expense, by altering his own pattern :-) Then, there's the random strategy. You use a random number generator to pick your tactic. It is surprisingly successful, *especially* in a pool of otherwise "intelligent" systems, because it's impossible to deal with in a meaningful manner.

    What happens at the end? Which system is the best? It all depends on the people involved. Computer simulations indicate that there is a stability plateau dependent on the exact point scoring for each of [CC, CF, FF] and the pool of strategies employed: if you happen to be the only always-F in a pool of always-C, you will win. If you happen to be the only always-C in a pool of always-F, you will lose :-) But if there are enough always-C's in the pool, they will win out over the nasty aggressives....and at the end, the Finks come out on top. Depressing, really, but strangely reminiscent of the real world.

    Anyone who has got this far either has too much time on their hands, or has read so much that they're hoping I'm going to say something deep and meaningful. Bad luck, people. Life isn't that easy.

    To go back to the initial "Justice" example, what would have happened if the others had changed? They all had the same opportunity, and could well have decided on a similar strategy. Or, of course, have gone one step deeper, and entered the merry-go-round :-) The correct choice can only be determined by hindsight: in this case, either the opposition didn't think about changing, went full circle, decided that no one would go for the anti-B option, decided they'd win anyway even if that happened...or any one of a number of options :-) Occam's Razor tells us that they probably just decided that what they had was good enough anyway. Similarly, Justice either thought through all the options, or didn't, but regardless he chose correctly. That time :-)

    And that brings us to another point which is at least vaguely related to the metagame concept: subjective (selective) memory. This is the bane of many a new player, frequently dominates supposedly objective reporting, and is the cause of many anecdotes and apocryphal stories (perhaps its only redeeming feature :-) ). Classic example is the first-turn Hypnotic Spectre. You know that it happens every other game where the opponent is playing with Hypnos and Rituals, don't you?. Well, it at least seems like it :-) In fact, the chances of it are only about 20% - one game in five. Of course, if you're the Black player, and you're up against a Red or White opponent, how often does the first turn Hypno get Bolted or Plowed? Every f**king time :-) Makes you wonder why you bother, doesn't it - you might as well be playing Birds of Paradise given the speed with which that early Hypno leaves the mortal coil. In a manner of speaking, of course.

    That's the selective memory effect - it is natural for us to remember the outstanding, odd, or otherwise *memorable* events, as opposed to the run-of-the-mill, standard, boring things. Like stars in the night, we remember the high points and wash out the low points. You really want to try and train yourself to look at the big picture - in MtG terms, how does your deck perform in the long term? That Necro/Land's Edge deck is great - it keeps on killing people second turn!! So why doesn't anyone (seriously) use it? Because those are the spectacular results - a lot of the time, the combo doesn't appear. It is important to be objective in both wins and losses, if you want to stand any chance of learning and adapting.

    A famous study on people outguessing themselves was presented by Paulos in "A Mathematician Reads the Newspapers". The player is presented with a red light and a green light, is told that the red light has a 70% chance of coming on, while the green light only has a 30% chance of illuminating. He is asked to guess each time what light will come on, and proceeds to get about 58% of his guess right. In essence, he guesses "Red" 70% of the time, and "Green" 30% of the time; his success rate is then (0.7)^2 + (0.3)^2 = 58%. If the player simply guessed "Red" every time, he's be right about 70% of the time :-) By trying to think too far in what is essentially a random environment, his performance suffers.

    The pack mentality: recently, there has been a lot of interest in the so-called "Necrodecks" (mono-Black, hand denial/card superiority, with Disks to reassert permanent superiority). Ignoring how the craze got started (which would be the subject of a quite interesting study, I imagine), reports at the peak of the craze contained stories of 80% of tournament entrants playing slight variations on this theme. At this point, it is very difficult to change people's attitudes on an individual basis. For example, let's say you have a deck which beats Necro 70% of the time. If everyone else is playing Necro, what is the chance that you win a 6-round elimination tournament (64 players)? (0.7)^6, or less than 12%. Anyone watching will only see you succeed one time in ten or so - or, more to the point, they will see Necro triumph over you 90% of the time! This can lead to funny stories, such as the person who defeated seven Necro decks in an event, only to lose to one in the final round, and promptly get told "See, Necro is superior!" :-)

    Note, though, that if your deck went just 50% against Necro (or the field in general), you'd only win a 6-round elimination event (0.5)^6 = 1.6% of the time. Your winning chances have increased by a factor of eight or so, but the huge numbers of (inferior) Necro decks dominate people's thinking. If you intend to play the metagame, in terms of guessing the field, be prepared to have other people play the same game. There are other amusing stories which relate to 80% of the field turning up to play with *anti*-Necro decks, fully expecting a huge Necro turnout. In that situation, you'd be better off playing an *anti*-antiNecro deck :-) But if everyone else thinks the same way... :-)

    You're better off, in many ways, just making a good, effective deck, and sideboarding to cover your perceived weaknesses (and everyone's got them). Guess about the field as much as you want, but it is someone who guesses correctly, good? Or just lucky? The fact is, there *is* a pool of unthinking players out there; but there are also a lot of people who are willing to put the same amount of effort in as you are, by reading this discussion. It's unlikely that a community will spontaneous change states from stability (say, 80% Necro) to incoherency (all sorts of crap) overnight, but you should always be prepared for interesting "flip-flops" (80% anti-Necro, for example).

    Just as Harry Seldon's psychohistory could not deal with the Mule, on the small scales involved in MtG it is dangerous to prepare for "the average opponent". You never play such a beast, if it even exists: your opponents are players - people - with their own sum of experiences, foibles, blind spots, preconceptions, and yes, even tricks. Remember - you're one, too. If you get nothing else from this article, just think about seeing yourself as others see you.

    David J. Low dlow@kurasc.kyoto-u.ac.jp


  8. How Much Land in a Deck
  9. Reliability is key

    When building a tournament deck, above all else, reliability is key. After all, good ideas won't work if you cannot get them to appear reliably. And the first step to building a reliable deck is mana distribution.

    Now this goes beyond just how many lands to play with, but also how many sources of a given color one should play with, as well as whether one should use "alternate" sources of mana, such as creatures or artifacts.

    Now working in the current TYPE II format, the considerations are as follows:

    Number of mana sources
    Before we begin, when I say "mana sources," I mean cards which can provide mana. It is very important that cards such as Ice Floe or Glacial Chasm do not fall into this category. In fact, it may be advisable to not play with non-mana producing lands, as they will cripple you if it is the only land you draw.

    Most decks, in order to be reliable, will require the ability to play a source of mana every turn for the first three to four turns. This means that on average, you want four mana producing lands (we will consider alternate sources later) in your first eleven cards. This adds up to around 22 mana producing lands in a 60 card deck. Now with the key word being ``reliability'', we may want to up this to around 24 or 25. The reasoning for this is that it is much better to have too much mana at the beginning of the game as opposed to too little mana.

    Now for people who have not played much outside of casual groups, this may come as a shock. The traditional ratio of mana cards to non-mana cards has usually been 1 to 2. After all, if one plays with 25 lands, then there is only space for 35 other cards. And as well, what happens in the mid-game, when you're cursing under your breath because all you are drawing is land? Without getting into actual deck building strategies, my answer is that in the mid game, one should either be putting all this mana to good use (e.g. Jayemdae Tome, Disrupting Scepter), or be winning outright. Getting mana screwed is much worse than having an abundant source of mana, as one situation will have you drawing cards which you cannot use (becoming a target for Black Vise), while the other lets you either increase your hand size (to counter The Rack or Disrupting Scepter) or play some extra mana for future use. The point is, you have more options, and when the cards you need are drawn, you can actually play them.

    Number of "alternate" mana sources
    The main reason for playing with "alternate" mana sources, such as Llanowar Elves or Fellwar Stones, is to avoid being dominated by land destruction. Almost everyone in TYPE II plays with some sort of land destruction, be it just Strip Mines or even some Stone Rains and Icequakes.

    Having alternate mana sources can also help in the mid-game, especially if your opponent is playing with Armageddon. As well, it forces the land destruction player to deal with non-land cards.

    As a last point, alternate mana sources help to achieve a certain amount of mana more quickly in the beginning of the game. Even if the sources are disposable (Tinder Wall, Dark Ritual), the advantage gained by an early boost of mana may make it very difficult for the opponent to come back.

    How many mana sources of a given color
    This is actually a very tricky issue, especially if you are playing with more than 2 colors.

    For a single color deck, it is usually straight-forward. In fact, single color decks can usually get away with playing with very few mana sources, since the type of mana they need will consistently show up. Note that this only applies to weenie decks (and perhaps black due to Dark Ritual), since their mana dependencies are very low. All-green decks with big creatures tend to play with many mana- producing elves and sometimes even with Nature's Lore and such, and as a result tend to play with very few lands, but overall play with many mana producers. For decks using two or more colors, it becomes very important to determine the color dependencies of cards, and when you are likely to play them. A card is considered very color dependend if it requires a lot of mana of a particular color to play. Cards which are very color dependend tend to be less reliable, since the mana required to play them may not always be available. This is one of the main reasons why artifacts are good, and this is also a big part of why Erhnam Djinns are very dominant in TYPE II play.

    Another factor in deciding how much mana of a given color to play is when you are likely to play the cards of that color. If you throw in one Fireball into your deck, and this is your only red card, then it may not be such a bad idea to play with, say, 4 or 5 sources of red mana, the reason being you've only included it in your deck for the end-game, at which point you will very likely see at least 1 source of red mana. On the other hand, if you play with Balance as your only white card, then you may wish to play with quite a few white sources, since Balance is not necessarily an end-game type of card. Keep in mind that a white source of mana need not give white mana exclusively. In fact, it would be very prudent to make those white mana sources give up some other color as well. Being stuck with a plains could be very bad if Balance is indeed your only white card.

    Brasslands and City of Brass
    With dual lands being out of print, the next best choice for decks which require two or more colors of mana are Ice Age dual lands (Adarkar Wastes, Brushlands, Karplusan Forest, Sulfurous Springs, Underground River) and City of Brass. But putting these cards into your deck haphazardly can amount to a lot of damage which your opponent will thank you for.

    Brasslands are very flexible in that they provide colorless mana painlessly. If your deck contains many basic lands, this can be a great boon because you will only take damage in tight situations. Having that extra reliability is always good, though, because bad draws will always happen and it is up to you as the deckbuilder to minimize those bad draws.

    As for the City of Brass, it is usually only necessary in large quantities (3 or 4) if you are either REALLY pressed for reliability (e.g. permission decks REALLY want blue mana in abundance) or your deck requires a lot of differently colored mana. Two color decks with a touch of a third color should consider playing with City of Brass, depending on what cards are of the third color. Any deck which uses three colors extensively will probably require the reliability of City of Brass.

    To build a successful tournament-level deck, the most important thing to consider is reliability. And the first step to reliability is good mana distribution. If you can ensure that you will never be mana short, then you will actually be able to play your deck and test out your new ideas.

    Seyil Yoon wings@io.org


  10. Sideboard Strategy
  11. When I build a sideboard, I build it based on several factors.

    • What type of tourney am I in? Singles, Teams, Multiplayer?
    • What are the most potent cards I would add to my deck concept if I knew what my opponent was playing (both colorwise and *conceptwise*)
    • What are my decks weaknesses?
    • What cards would my sideboard cards be replacing? Could I afford to remove cards from my main deck.

    In detail, I'll cover each of these topics.

    • Tourney format

      Almost all tourneys where I play are singles, but I have been in a few Team and Multiplayer tourneys. For single tourneys, you must design your deck and sideboard for the fast kill. For team play, the emphasis is for coordinated attacks/spells. For multiplayer the goal is ultimate defense, hold out as long as possible, slow and unpreventable death for your opponents. Each of these factors should replay over and over again in your head as you design your deck and your sideboard. If you are unsure if you should add a card to your deck or sideboard, ask yourself "Does this really fit the tourney format?" and if not, dont add it.

    • Building the Sideboard

      Most people build sideboards to combat certain colors of cards. But since you usually have only 4-6 cards/color in the sideboard, this accomplishes nothing since they have a whole deck of that color and you can only sideboard a few cards. Therefore, each card has to REALLY REALLY count - has to do something major. Therefore it is better to make a sideboard to face Deck TYPES, not deck colors.

      For instance, you could make a sideboard like this:

        4 Fellwar Stones (vs. Land Destruction)
        4 Guerilla Tactics (vs. Discard)
        4 Mishra Factories (vs. counterspell/permission decks)
        3 Pestilence (vs. weenie decks)
          
      Each time you get one of your sideboard cards, it does not just fight one card or one color, but rather it fights their whole deck concept. And aside from the Tactics, all the cards are REUSABLE, not oneshot. If your sideboard cards are oneshot, then they are limited in use. If they are lasting, then even one will attack their concept and weaken it.

      But, it is important to realize the potential for ALL cards. A Karma vs. a Black player is an incredible sideboard card, even though it only attacks their color instead of their conecpt. That is because it is a lasting, ongoing effect, not a oneshot, like Tsunami. Rather than adding a Shatter, I would add either an Energy Flux or a Titanias Song. The key to successful sideboarding is that any ONE of the cards has to count. Having one REB vs. a Permission deck is useless. Having one Mishra Factory can win the game.

    • What are my weaknesses?

      The best way to determine this is to play the deck in casual play against as many different decks as you can. Once you find out a weakness, write it down, be it land, creature or spell. Once you have a list, group common things into a single category, such as Weenies, Blast, Permission, Land Destruction, Discard, Enchantments, Artifacts, Green, whatever. If you have more than 3 things that the deck is particularly vulnerable to, the deck needs re-working. Having 2 vulnerabilities is average. Having 1 is terrific, and I'd love to see the deck + sideboard once you win the World Champs...:) There ain't no such thing as having none... Now, take 5 cards that combat each weakness (or 7-8 if you only have 2).

    • What cards do you replace?

      Most decks have at least a few emergency cards or bonus cards (like Ivory Tower, a few disenchants, a tranquility, etc.) It is important when making your sideboard that you ALREADY KNOW which cards you'll be switching for which. I usually make a list and keep it in my card box so I can simply pull it out (I usually show a judge so they dont have a fit) and quickly sideboard. Never pull out cards that are integral to your deck concept, like Pestilence in a Pestilence deck or a Stone Rain in a Land Destruction deck. It may seem that you could get away with one less of your core cards for the sideboard replacement, but any weakening of your core concept will negate the sideboard bonus. I would also suggest playtesting the deck with the sideboard cards in.

    Ken Lignelli kjl@dart.thomsoft.com


  12. How Chanpheng Won
  13. > Justice lost 0-3 in the best of five match. Should he have
    > done better or was that to be expected?

    OK, here goes :-)

    Firstly, I'll note the standard WW test deck, which Tom's deck mildly resembles (in, like, it's a white weenie too :-) ):

    Knights, Orders, Orders, Lions, StP, Disenchant, Armageddon, Strips, Sleights Tax, Balance, Vise, Orb Adarker Wastes, Sextants, Plains [Tune numbers to your personal taste - fours of everything legal, then usually down one for Geddon; full land count puts you over 60, so prune and maybe drop an Order/Sleight - Dave's school of deck tuning :-)]

    Side: this is a test, remember? :-) You might want to go for something snazzy, though, if you want to see how it fares against Necro :-)

    Standard variations include things like going for banding via Infantry or Pikemen, and varying the bauble component (these days) by adding Lodestones, which help in your recovery after Geddoning, as well as speeding up access to those handy little Restricted cards (ban the List!). History of basic variations I've seen on this deck - it's taken top 4 at a Regional, won the 95 Australian title, and a few other minor things afterwards :-)

    Basically, everyone serious about MtG testing and analysis has one of these, with maybe half a dozen cards different. They're solid, but open to hosing.

    Chanpheng (World Champion)
    --------------------------
    4 White Knight, 4 Order of the White Shield, 4 Order of Leitbur, 2 Serras, 2 Phrexian Warbeast, 4 Savannah Lion, 4 Disenchant, 4 Swords to Plowshares, Armageddon, Balance, Reprisal, Reinforcements, Zuran Orb, Sleight of Mind, Land Tax, Loadstone Bauble 4 Strips, 4 Mishras, 15 Plains, Kjeldoran Outpost [Editor's note: there's got to be some U in here somewhere :-)]

    * [Note there was no U in this deck, Chanpheng forgot to list 4 Adarkar Wastes in his deck listing and had to play with sleights, but no U mana! - Steve]

    Sideboard
    ---------
    4 Divine Offering, 2 Arenson's Aura, Sleight of Mind, Spirit Link, 2 Serrated Arrows, Energy Storm, Kjeldjoran Outpost, Reprisal, Exile, Black Vise

    Essential variations between the "test" and Tom's: remove the Geddon anvil, leaving a token one behind. Hence, Mishra's and Serras become viable, as does the Outpost. Same for the Sleights. The rest is pretty much icing (oh, there's a sweeping generalisation!). The sideboard is interesting, when combined with the main deck: he can go up to seven targetted critter removals (eight if you include SL), and eight targetted artifact killers. Arenson's Aura confuses me somewhat :-) Unlikely to get the mana for the counter option, lack of targets for the first. But hell, he's World Champ and I'm not :-) Oh, and "Good white weenies don't need Crusades", long-time readers might remember me saying :-) This is an example. Crusades just slow you down.

    What's funny about this deck? It ignores everything the Americans talk about as being important :-) One-to-many card advantage (except the Outpost, which serves mainly as a Strip/LD target in today's environment, I would guess), over-mana concerns, etc... It's just brutally efficient, in a manner unto the Bentley Necro. Both Bentley's deck and Tom's are examples of what's played at home a lot - kill, kill, kill, and take any losses you get with a smile, then shuffle for the next game :-) Metagame back home's a real pain in the arse for that reason, BTW, although Nathan Russell was the first to take the "live, live, forget about killing them now, but live!" approach to it :-) The number of times he came back from life totals 1-26 down against me....anyway, that's beside the point :-)

    Yes, it's a gamble. But I think people realise that to win a tourney - especially one where the "chaff" factor will be lower than usual - *requires* you to be lucky to win. Being good isn't enough - variability will beat skill in small sample spaces.

    This is an interesting difference in thought, actually. Justice, for example, is a believer in gain through small amounts. IMHO, this is a mistake. Take his view on Necro at the US Nationals [Duelist Sideboard, V1#2, p.4]: in testing, he could find decks which beat Necro 60% of the time, and up to 80%, although there were tradeoffs against the rest of the field in between. But by trying to take a "best possible deck", his overall expected win percent decreased - sort of like Paulos' Red/Green light example. An alternative solution - one which is quite popular back home - is to guess the field, and take something which is likely to kill the field. If you happen to come across a nemesis, shrug :-) Some people have a "mental block", in Julian's words, from being able to do that somewhere like the Nationals or the Worlds :-)

    Embrace variance, and it will be your friend :-) [No, Patrick, you still can't have any of what I'm smoking....!]

    What that means, is that Justice is likely to continue placing highly, but is likely to lose in the finals of big events unless he goes the gambit :-) Take the 1995 US Nationals - by betting big (Dervishes and Lifeforce in the main deck), he won big. Magic's a pretty random game :-) What does Tom do against a first turn Gloom, or a Sligh variant? He grins, and looks forward to the next game (or, more likely, tournament!) :-) It is sad, but I think true, that when a grafter comes up against a bloke on a lucky streak, the bloke on the lucky streak will win :-) Hence, it's better to plan to be the lucky bloke *if you want to win*. If you want to place well, be a grafter :-)

    There's a quote from Queen/Highlander here which people might or might not agree with, but sums up a lot of philosophical differences - is it better to burn out than to fade away?

    Justice (World Champion Finalist)
    ---------------------------------
    2 Ishan's Shade, 4 Hypnotic Spectre, 3 Black Knight 4 Hymn to Tourach, 4 Necropotence, 4 Dark Ritual 3 Contagion, 3 Drain Life, 3 Nevinyrral's Disk 2 Serrated Arrows, Fireball, Zuran Orb, Ivory Tower 4 Sulfurous Springs, City of Brass, Lava Tubes, 2 Ebon Strongholds, 3 Mishra's Factory, 4 Strip Mine, 10 Swamp

    Sideboard
    ---------
    Contagion, 4 Dystopia, 3 Shatter, 2 Pyroblast, 2 Demonic Consultation, 2 Infernal Darkness, ???

    In analysing the relative performances of these two decks, consider a number of things:

    Critter ratio: Justice has 9 (5 prot-W) plus 3 Mishra's : Chanpheng has 20 (12 prot-B), 4 Mishra's, Outpost (+1S), and Reinforcements :-)

    Critter removal:

    Justice has 3 Drains/3(+1S) Contagion which cannot hit
    the prot-W's; 2 Arrows/1FB which can; 3 Disks which clear
    everything; and 4 Dystopia on the side;
    Chanpheng has 4StP which can hit Spectres/Mishra, or
    Knights/Shade after Sleighting; and Reprisal (plus 2 Arrows,
    Reprisal, Exile, SL in the side).

    Artifact removal:

    Justice has 3 Shatters in the side, plus the Disks,
    although with few viable targets;
    Chanpheng has 4 Disenchant plus 4 DO in the side (versus
    Disks/Tower, sub-Arrows/Mishra/ZOrb).

    Other stuff:

    Hymns and Necro give Justice card advantage, Rituals give him speed

    Pre-sideboard analysis:

    Justice disadvantaged, primarily due to a low critter count. He would need to outdraw his opponent about 3-1 for some time to gain equality, and that is unlikely to happen in the face of the onslaught. His Disks are unlikely to go off for significant advantage, his roads to victory are few. Lucky Hymns would help, but we all know how over-rated *they* are...and they only work for lucky bastards, not grafters :-)

    Post-sideboard analysis:

    Justice doesn't feel well thinking about it, in all likelihood :-) Disks are unlikely to go off, but you need them to try and reassert superiority, since you know that the Necro card-pull isn't going to help you in time. Dystopia is the big hope, but even that is flawed - if it comes out early, you can't sustain it; if it comes out late, you can't sustain it :-) An early Shade would win it, though, but it's a bit late to start planning for luck....

    Evaluation:

    3-0 might have been a tad lucky. I would have had money on 3-1 with a side bet on 3-0, and depending on how drunk I was, insurance on 3-2 (all at evens, of course). I'd have wanted odds of more than threes before thinking about taking Justice for the match, although I would have jumped at eights :-) The reason for the caution is the low life totals that one would expect Tom to win at - Knights passing each other like ships in the night, so to speak :-) Tom winning with a life total of about 6+/-2 would be a fair bet.

    Basically, White-Sleight-Knight walks through Necro, especially low-critter Necro. When Stern defeated Tam, then Justice defeated Rade, I think all watching/listening Aussies breathed a huge sigh of relief :-) 3-0/3-0 was a bit harsh on the American Necro's, but highlighted the problems with their approach to the game. Tom took the risk of an early exit to non-Necro, against the chance of likely victory against Necros, and the risk paid off. Would it do so next time? Probably not. But it doesn't have to, and *that* is the key to that way of thinking. It only has to win the World Championships once...some other lucky bastard can do it next time :-) But I'll bet on lucky bastards a long while before I'll bet on grafters, if we're talking finishing top in the short term.

    "Know when to hold 'em, know when to fold 'em,
    Know when to walk away, and know when to run".

    And if you don't know, guess :-)

    Conclusions? White weenie was unexpected, Tom got lucky :-) Good on him. While the Necro of Justice would likely do extremely well against other Necros or ErnieGeddon, and even TS, the sacrifices it makes to do so (less critters for Contagion, use Dystopia rather than Gloom, and play the Shatters, in essence) leave it open to the classic WW horde, and conceivably the sort of RG-weenie-blaster that's popular in Adelaide.

    Will we see a resurgence in WW? Well, to tell you the truth, it's been back in Oz for a month or so, especially the Melbourne scene from what I hear :-) Steve - has it spread to the hotbed of Necro in Oz, that den of all evil and perversion known as Sydney? As far as the American scene goes, I would imagine that there's likely to be some turbulence, before things settle back down again. Weenie decks - even Necro-weenie decks - need critters. Nine+Mishra's just isn't enough, against a balanced field. Key word: *balanced*. If the environment is unbalanced, anything goes (and usually does). But really, I think people will try it, and not like the fact that it can suffer quick exits. It's a deck to bet on finals with, probably not the sort of thing you'd want to try and win a Swiss event. Unless you reckon there's going to be a lot of 9-critter Necros :-) The most interesting thing might be that it forces people to consider it, which obviously tends to weaken a deck. The more threats you can ignore, the stronger you are; the more you have to worry about, the weaker you get. Unless you start ignoring threats, which can occasionally be the percentage play....

    When I used my version in 95, it was a gamble. Necro was just taking off back home around July 95, and I was praying not to meet anyone using it. As it was, I met a BW-Knight deck in the last Swiss round (we don't play no silly elim finals....) which served me my head, as expected. Nearly made it through seven or eight rounds without seeing one :-) For the Nationals, I reverted to my favourite RG, while Nathan Russell took the WW gamble and ended up with a ticket to the 95 Worlds (finishing =12th or so, I think; Glenn Shandley took =9th) :-) In the words of one of Oz's top players from QLD (Tom's home state), "If you feel like claiming that white sleight-knight is an SA invention, or that that lump of crap Nathan was running was in any way representative, feel free, as long as it's in jest, and I can claim to be the sole progenitor of ErnieGeddon". Well, it would be silly to claim invention of something that simple; given performances, it's a pretty good lump of crap; but I ain't going to name names as far as ErnieGeddon goes :-)

    Regards,

    David ("Second Place is for Frenchmen" :-) ).


  14. RICK'S BOOSTER DRAFT STRATEGIES
  15. by Rick Laig (aka Steel Dragon)
    druid@cnl.net or steeldragon@geocities.com
    October 22, 1996

    Introduction

    Most players of Magic: the Gathering are familiar with the usual environment where players make decks out of cards they own and pit those decks against one another. This is known as "constructed deck" play, of which there are three types, Classic (Type 1), Classic Restricted (Type 1.5), and Standard (Type 2). Then, there is the "limited environment", where players are given cards and they must construct competitive decks out of those cards. There are two types here, Sealed Deck (SD), and Booster Draft (BD).

    Booster Draft

    Tournament History

    Booster Draft is reportedly one of the favorite formats of Magic creator Richard Garfield. It tests both the skill of the player in recognizing the power of cards in the limited environment (which can be very different from constructed environments), and the speed at which he can construct a viable deck. It also tests the ability of a player to play with scarce resources, and the ability to improvise deck strategies almost instantaneously. BD is a recent development on the MTG tournament scene, being officially formalized in Pro Tour 2 (won by Shawn Regnier). It has since become a standard part of the most major of MTG tournaments, particularly the World Championships. A player who aims to become one of the best in the world must necessarily be capable in Booster Draft.

    Format

    Competitors sit down at a table (ideally eight to a table), and are given identical sets of boosters - typically two (2) 15-card boosters and one (1) 12-card booster. On the signal from the tournament judge, the players open one booster specified by the organizers. They then have a limited amount of time to look through the cards, and "draft" one card. They then count out the remaining cards to the player on their right or left, as specified. Once the allotted time expires, the judge gives the signal to pick up the cards on the players' left or right, and then draft again. The time for succeeding rounds is reduced, reflecting the diminishing number of cards to consider. This repeats until each player has drafted fifteen cards. The second booster is then drafted in the same fashion, with the passing direction reversed. Finally, the third booster is drafted, with the passing direction reversed again. The players than are given any type and amount of basic land they wish to construct their deck with.

    As can be seen, the interactive dynamics of this format are very different from any other. Players new to booster draft should consider the following:

    BEFORE THE DRAFT

    1) Familiarize yourself with the cards. You don't have time to read cards during the draft - being able to take time to consider the strengths of each card is crucial. Try to have at the very least a passing familiarity with the card sets being drafted. This can be done by reading the various card lists available on the net.

    2) Know the strengths of cards in limited environments. No one uses cards like Cuombajj Witches or Goblin Sappers in constructed environments. In BD, these cards could win you matches. As the motto of the Pacific Coast Legends goes - "If it flies, draft it!" The primary reason for this is that cards that take away resources are scarce in BD. Creatures that cannot be blocked (landwalking, flying, protection), or that force your opponent to do things he would normally not want to do (Norritt, Lure, Siren's Call), or that take away choices from him (banding) are very powerful in this environment. Also, any card that has direct damage capability of any sort, from the strangest (Brothers of Fire, Banshee, Voodoo Doll) to the most obvious (Disintegrate, Incinerate, Drain Life, Kaervek's Torch), and cards that kill or control creatures (Afterlife, Ray of Command, Control Magic, Dark Banishing) are very valuable in BD. My friends in Team Wyrms, Jun Llorin and DJ Paculio, have a simple formula - if your deck has good creatures, and good anti- creature capability, you have a good BD deck. Finally, for lack of a better way to put it, BIG is good. Big boys like Crash of Rhinos, Craw Wurm, Obsianus Golem and any Dragon are excellent drafts, simply because they are fiendishly hard to kill.

    3) Be flexibile in playing colors and styles. You have to know how to play each and every color of Magic effectively, and you cannot be stuck in a "color mindset". You cannot decide, before the draft itself, that you will draft and play red and green. Be prepared to end up with the strangest color combinations or strategies, even if you hate "cheesy DD" or "cheesy counterspells". If they get passed to you, draft and play with them. Don't play permisson? Learn. Case in point here is Regnier's PT2 draft - he came up with a strategy seldom seen in BD - the primary road to victory of his deck was by decking opponents, and he had no Millstones to help. His draft of four Gaseous Forms were essential to his game plan. He drafted them, and had a strategy in mind when he did that. That's why he won.

    4) Practice, practice, practice. If you want to compete seriously, then practice makes perfect. Don't have the cash to buy a lot of boosters? Simulate them with the cards that you do have! There's a great program out there called Decksealer that will generate boosters for you to make out of the cards you have. Don't have a specific card? Substitute it with a card of the same rarity. Then draft away. It helps to compare drafts with the other people at your table when practicing. You will find that each player has a unique outlook on how to use cards, or why he took one card over another. (F'rexample, my teammate DJ drafted a Kaervek's Torch over an Amber Prison. I would have taken the Prison over the Torch - I prefer battlefield control, while he wanted a sure finishing kick. Differences in opinion and style, neither obviously better than the other.) After the practice draft, make decks and play to see if your draft strategy worked, and to get the feel of playing with a deck made in this environment. Soon, you'll notice that you're drafting faster, and your choices are surer. Now you can go to that tournament.

    DURING THE DRAFT

    1) Check your table and choose your seating (if allowed). Some tournaments will allow you to choose the table where you will draft. If you can, sit beside someone who might not draft well. If you know a certain player likes playing black no matter what, then sit beside him and he'll probably pass you good cards that are not in black. Or sit beside a kid who'll grab the rare card and pass you the commons that win BD games. The people beside you in the draft are important - they're the ones who'll be passing you cards that can make or break your deck.

    2) Let the first eight cards set the mood. Don't expect to be able to go mono in BD. It's likely that at least one other player at the table will be drafting the same color as you. A simple rule we have made is that for the first four cards, take the best card you can see regardless of color. You shouldn't have more than three colors in the first four cards. For the next four cards, draft the best cards in the two to three colors you already have, unless it's a DD spell and you're not in red. At the end of the first booster, you should have a clear idea of the two to three colors you'll be playing. (The third color should be minor, typically just two or three important cards with no more than one specific colored mana in casting cost.)

    3) Recognize the colors being drafted. You might notice that certain cards just float by you, and you wonder what the guy beside you drafted. If a good card or two get passed to you in the middle of the round, then there's a good chance that there are few people drafting in that color. If you're already in that color, good. If not, consider "jumping" to that color. If your guess is right, the next two booster rounds will be very good to you.

    One evening, we settled down to practice a Mirage/Chronicles draft. Early in the first booster, I began drafting blue flying creatures. By the fifth round, I noticed that two Dirtwater Wraiths had passed by me - ergo, no one seemed to be drafting in black. I drafted black cards in the next three rounds, and the Wraiths came floating by again, confirming my suspicions. In the second booster, I got passed Harbinger of Night and Abyssal Hunter in the middle rounds, giving me a fantastic set of creature control cards. My recognition that there was little competition in black paid off.

    4) Review your draft after the first pack, and between packs. Check the fifteen cards you now have. Remember that you should have something like fifteen to twenty decent creatures in a standard draft. If you already have lots of creatures, go for other stuff in the next pack. If you're short on creatures, then that's what you'll be drafting next. Remember, good creatures and good anti-creature cards are essentially what you're after. Other things like fast mana (elves, Nature's Lore, Untamed Wilds), land destruction and artifact destruction are less important (though ideally you should draft one or two of those in the later rounds when you've got all the creatures you need). Remember to try to get small, fast creatures (for the early game), and BIG stuff (to hold the field in the mid- and endgames).

    Don't forget to count your cards between rounds. You should have the exact number of cards for the boosters you just drafted. Miss out on a card and you could get disqualified.

    5) Round out your draft deck with the last pack. By the last pack, you should know what's missing from your draft. This is the last chance to grab the stuff missing from your deck. Now, you can afford to pass up decent creatures (say, War Mammoth) to get a card you need to destroy potential threats (say, Tranquility for COP:Green). Take note that you won't necessarily be playing against the people at the table where you drafted; BDs are usually Swiss in format. Get some cards to deal with every permanent type, if possible - just in case you run into the guy at the other table where less capable drafters passed him all the COPs.

    AFTER THE DRAFT / BUILDING YOUR DRAFT DECK

    1) Balance your deck. When putting your deck together, return to the axiom that I've been repeating : creature and anti-creature. Toss in fourteen to sixteen of the best creatures, keeping in mind that costs should slowly escalate. Add all the anti-creature cards that you were lucky enough to draft (note that these two categories may overlap; Orcish Cannoneers, Prodigal Sorceror, Pirate Ship). Add whatever other "good stuff" you think you absolutely have to play with (I tend to slap in Living Lands and Orcish Oriflamme when I have them), and add land. As in constructed (actually, those skills are what you're relying on here), thirty-five to forty percent mana should be the way to go (see why I like Living Lands?). That's about sixteen land in a forty-card deck (as in constructed, try to stick to the limit unless you have a good reason to do otherwise).

    2) Designate your sideboard. Set aside the stuff that you drafted "just in case" - cards that get rid of enchantments, artifacts, land and whatever else. Note the stuff in your deck that you'll use as "sideboard space". This will make your sideboarding decisions during matches faster and easier.

    3) Test draw. The simplest of the "testing tools", the test draw will give you a feel for your deck. Actually, if you can play test games against other players (ideally your friends), that would be best, but this is usually prohibited. Besides, your friends might still be building their decks. BD is a format where time is usually scarce. You can also play against "The Punching Bag"; just see how fast your deck can deal twenty points of damage.

    PLAYING YOUR DRAFT DECK

    1) Count your cards, before and after every duel. Very simple, yet many players forget to do this. The main reason for this is that lots of cards in BD get played in the opponent's territory, notably creature enchantments. It's easy to forget that Pacifism you played on your opponent's Volcanic Dragon. Failing to get it back may cost you your the Pacifism (if the opponent leaves the tournament), or it could even cost you a duel or match (if that Pacifism was your 4oth card and you began your next match without realizing it was gone).

    2) Patience, patience, patience. It's easy to slap down creatures turn after turn and attack, but a single Savage Twister, Wrath of God or Harbinger of Night could ruin you. Pay attention to the environment, and always have contingency plans. Hold a spare creature in your hand, or save that solitary Afterlife for something really unmanageable, like a Crash of Rhinos. BD games tend to last longer than constructed deck games. Watch and wait for the opportunity to gain an advantage, and seize it when it comes.

    In addition, try to save any "X DD spell". Use it to kill a creature if you must, but these spells are best used to deliver a killing blow.

    3) Exercise care in, and pay attention to creature combat. Nine times out of ten, BD games are won and lost on the creature battlefield. (Hammer's deck was that 1 out of 10.) Knowing how to play creatures - maximizing combat abilities and playing creature enhancers at the right time - is the key to winning close duels. Players who habitually play creatureless constructed decks (I admit to being one of these) tend to have problems in BD play. Practice makes perfect, here. How do you use banding to the hilt? When do you cast that Ether Well? Should you use your only Armor of Thorns to pump up your Gibbering Hyenas, or wait and use it to kill an opposing creature? These are the decisions that make or break you in BD play.

    4) Use your sideboard. Don't forget that you have a sideboard in BD - that's all the cards that you drafted and didn't put into your deck. Check it after every duel - you might see something that will help. Kaervek's Hex has won me several games, and spells like Soul Rend and Mind Harness work very well against specific creatures or strategies. Remember those "just in case" cards you got? Now you can put in the Tranquility for the guy with all the COPs in the world, or the Tropical Storm for Mr. Flying Critters. Hosers work very well, even in Booster Draft.

    AFTER THE TOURNAMENT

    1) Reflect. You might have found a card that didn't seem like a good draft at the outset, but which has now proven its worth. Conversely, you might have lost a duel because of a card or strategy played well by your opponent. As they say, there's no substitute for experience. Share your experiences with your friends or team. If you didn't win this time, maybe next draft will be better. It usually is. ;-)

    Any questions, comments or flames? Send them my way - druid@cnl.net I've been playing Magic since the Revised/The Dark period, and have played in very major tournament in the Philippines since. Thanks to Team Wyrms - Bot Butaran, NiX Garcia, Jun Llorin, Froggy Ong and Deej Paculio, for the input. Magic: the Gathering is a trademark of Wizards of the Coast. All rights reserved.


  16. RICK'S ALLIANCES-ICE AGE STRATEGY GUIDE
  17. by Rick Laig (aka Steel Dragon)
    druid@cnl.net or steeldragon@geocities.com

    History

    The Duelists' Convocation introduced the Limited Standard environment in Pro Tour 3, utilizing the first "standalone expansion" for Magic: the Gathering, ICE AGE, and its own expansion, ALLIANCES. When he first conceived the idea of expansions, Richard Garfield designed them with card backs different from the basic MtG set, and meant them to be played separately. The former idea fell through, and all expansions were made with the same card back, but the latter idea came to be when Ice Age (IA) was introduced as the first standalone MtG expansion. The IA card set included several basic cards from the basic set, with different art, and with black borders. The greatest impact it had was the return of an out-of-print card, Icy Manipulator, with new art, but functionally identical to the original. Alliances made an impact with its powerful cardset, many mimicking powerful out-of-prints cards.

    Format

    Players can only draw from the Ice Age and Aliances cardsets to build decks, which must conform to standard Type 2 deck construction rules. There is only one banned card, Amulet of Quoz (an ante card), and only one restricted card, the Zuran Orb. Players may use cards from other editions/cardsets, as long as the card names are identical. Functionally identical cards with different card names are not allowed (Orcish Cannoneer and Orcish Artillery, Fyndhorn Elf and Llanowar Elf, et. al.).

    The Environment, color by color

    Red : Red retains its direct damage power in this environment, with Incinerate, Lava Burst and Pyroclasm (which is the most efficient "creature sweeper" in the environment). It is the most powerf land destruction color, with Stone Rain and the dual-purpose Pillage. Pillage is backed up in the anti-artifact department by Shatter and the powerful Primitive Justice. Red's creatures are powerful, particularly the fast Balduvian Horde, the firebreathing Storm Shamans, and the large Goblin Mutant. Finally, red possesses the most radical game-altering spell, the global destruction sorcery Jokulhaups.

    Black : Black is relatively weak in the environment, with its most known Ice Age Card, Necropotence, hamstrung by the weaker black creatures. Still black has Knights of Stromgald, Abyssal Specters and the enigmatic Phantasmal Fielnds and Stromgald Spies to rely upon. Its anti-creature suit is still strong with Dark Banishing, Stench of Decay, Ritual of the Machine and Soul Burn, and it retains its speed with Dark Ritual and the Lake of the Dead. It still has nothing to deal with artifacts, but Dystopia, Infernal Darkness and Leshrac's Sigil have their uses in the game.

    Blue : Blue's countermagic arsenal is intact, with Power Sink, Counterspell, Arcane Denial and the pitching Force of Will. The enchantment Browse has an entire deck built around it, and blue can still filch permanents with Binding Grasp and Magus of the Unseen. It has the best deck manipulation cards in the environment with Library of Lat-Nam, Lat-Nam's Legacy and Foresight, and the cantrips Brainstorm and Portent, plus iits Alliances special land, Soldevi Excavations.

    White : White's weenie swarm is somewhat weaker, but is still potent with Order of the White Shield, Wild Aesthir and Kjeldoran Knight. Despite retaining Swords to Plowshares and Disenchant, white lacks any creature sweeping effect to rival Wrath of God. What it does have is the horrific creature-generating Kjedloran Outpost, which all decks in this environment must prepare to face. Several enchantments are also notable, particularly Inheritance, one of the few card-drawing effects avilable, and Hallowed Ground, which effectively makes its Kjeldoran Outposts near-invincible. Speaking of invincible, Blinking Spirits and Ivory Gargoyles are just that, and show up in decks quite often.

    Green : Green's creatures are still its big ticket, and big is definitely it when describing Yavimaya Ants and Deadly Insect. Fyndhorn Elves and Elders generate fast mana, while Balduvian Bears, Gorilla Berserkers, Gorilla Chieftains and Yavimaya Ancients are all excellent creatures for their costs. By far the most-used greenie is the Wooly Spider.

    Gold : The only gold card truly worth mentioning in this environment is the red/green enchantment Stormbind, which is seen in almost all the deck with those two colors. Some decks sport the library-searching Lim-Dul's vault, and a few utilize Surge of Strength to bolster their creatures. The most-used gold creature is another spider, the Giant Trapdoor variety.

    Artifacts : Zuran Orb is in every single deck. Phyrexian Warbeast finds its way into some, and the Jester's Cap and Soldevi Digger are fixtures in Browse decks (and some others, too). The Icy Manipulator is a staple in many decks, and the library-thinning cantrip-artifacts Urza's Bauble, Lodestone Bauble and Barbed Sextant are fairly common.

    Land : Other than the Alliances lands (of which the Kjeldoran Outpost and Lake of the Dead are most seen), one other land deserves special mention: Thawing Glaciers. This land pulls basic lands out of libraries at the rate of one every other turn, and in multiples it definitely helps thin out a deck. Decks of all stripes use them.

    Common ALICE Decks

    BugBind - R/G/(w) BugBind's staple cards are just that: Bugs (Wooly Spiders, Giant Trapdoor Spiders, Deadly Insects, Yavimaya Ants), and Stormbind. The deck spits out creatures at a fast rate, clearing the way with Stormbind, Incinerate, and Pyroclasm, and ending games with Lava Burst if necessary. Some variants splash white for Swords to Plowshares and Disenchant. Others, to live up to the "BaubleBind" myth, add Urza's Baubles and Lodestone Baubles. Other cards to look for in these decks are Pillage, Primitive Justice and Jokulhaups.

    Browse - U/W/(r) Browse decks operate on a complex concept : they put up defenses and Browse to the bottom of their libraries, then use Soldevi Digger to return certain cards to the bottom of their libraries. Those cards are then recycled to kill off the opponent. Sounds easy, but it's fairly difficult to achieve. The recycled card is usually either an Incinerate, or in the absence of red, a Jester's Cap. Cards to look for, other than the Browse and Digger, are the blue countermagic spells, Swords to Plowshares, Disenchant, Circles of Protection (often built in), Kjeldoran Outposts (used primarily to generate blockers), and Icy Manipulators. Those variants with red will pack Pyroclasm.

    White Weenie - W/(u) White Weenie lives in ALICE, though rather weakly. Other than the aforementioned weenies, these decks pack Slight of Mind to help protect against hosers like Anarchy and Dystopia. Other weenie creatures that may show up are the banding Kjeldoran Warrioirs and Skyknights, and occasionally Phyrexian Warbeasts are seen beefing up the white troops. The usual Disenchant and Swords to Plowshares are seen, and there are variants that employ an "infinite engine", consisting of Enduring Renewal, Skull Catapult and Inheritance. These variants often carry Arcane Denials to protect the engine.

    GarBlinkyHaups - W/R/(u) This deck type sports a set of virtually unkillable creatures : Blinking Spirits, Ivory Gargoyles, and the boys of the Kjeldoran Outpost. With the strong creature killing power of red and white, it dinks away with its power 1 and 2 creatures until it can cast a Jokulhaups, clearing the board of everything other than its Ivory Gargoyles, which then clinch the victory. This deck carries the usual red and white complement (Incinerate, Disenchant, Pyroclasm et. al.), and some carry blue for Arcane Denials to make sure that the Jokulhaups goes off as planned.

    Dark Water - B/U/(r) or (w) Dark Water decks are built around black creatures and blue defense, usually bolstered by either red or white spells. Main offense is provided by Phantasmal Fiends, Abyssal Specters, and Stromgald Spies, backed up by countermagic (and blue to flip the Fiend's stats). Red support is Incinerates, Pyroclasms and Lava Burst, while white support is Swords to Plowshares and Disenchant. (Red is more popular.) The Lake of the Dead powers game-ending Lava Bursts or Soul Burns.

    Any comments, flames, suggestions or reactions? Email me - druid@cnl.net If you reply to the list, please snip irrelevant parts of your quotes to save bandwidth. Just a reminder. Rick Laig (The Steel Dragon)


  18. Flashpoint: a take on Magic deck design
  19. Benjamin Seck bseck@WR.COM.AU

    Have you ever wondered why some tournament decks get going, despite the apparent slowness of the deck? How does a Willoggeddon compete in an environment of Necro and other faster decks? A group of friends of mine have discussed this idea, and I have decided to write about it. It all comes down to a phenomenon we call flashpoint.

    The flashpoint of a deck is the magical number of mana that a deck requires to suddenly get rolling. The lower the flashpoint, the quicker the deck. A "rolling" flashpoint is the number of mana required for the deck to consistently win. For example, the traditional pre-hymnstrip restriction necro has a flashpoint of two. At this two mana points we have knights and orders, basically the meat of a necro deck. On the other hand we have a willowgeddon, but it has a flashpoint of 4, where ernhams, armageddon, wraths of god occur. the lower the flashpoint of a deck, the more consistent it becomes. This is why sometimes a necrodeck will steamroll a willowgeddon, with sheer speed.

    But, a deck does not just contain one type of flashpoint. There is a second level of flashpoint, which I will call the "disruption" flashpoint. It is at this point that deck, does not necessarily get going, but at least attempts to disrupt the opponents strategy. It is by the "disruption" flahpoint that we may account for the apparent disparity between the "rolling" flashpoints of different decks. For necro, it is still two with the Hymns to Tourach. But we now see for willowgeddon it is 1-2 with StPs, disenchants, elvish archers and spectral bears. One may wonder why I classify elves and bears under disruption. Well when you do see a willowgeddon really work, do the early elves and bears actually kill? Usually not, they merely provide early blockers, so that the ernhams and later elves and bears can finish the job, usually after an armageddon of some sort. The "rolling" flashpoint of willowgeddon is deceiving, as it contains mana elves and birds that lower the unusually high flashpoint of the deck. To make an efficient deck the "disruptive" flashpoint of the deck must be at least equal or less than the faster decks of the general field.

    Then why does willowgeddon lose to necro? Willowgeddon does, after all, have a comparable "disruptive" flashpoint to necro's "rolling" flashpoint. This is because that necro, with its prot white creatures effectively makes Willowgeddon' "disruptive" flashpoint 4, as only things such as Wraths of God and Serrated Arrows can effectively deal with Knights and Orders consistently (we do not take into account Balance due to its restricted nature). This is why Necro does lose somewhat to a g/r Ehnham-Burn'em Deck, with the various bolts, an E-B deck has an effective disruptive flashpoint of 1-2 against most decks (since there are few early creatures that are either prot red or have toughness greater than 3).

    So what does this concept of flashpoints give us for Magic strategy? Consider most of the tournament winning decks, and you'll come to the conclusion that the most consistent decks have both a "disruption" and "rolling" flashpoint of two or less. Necro-weenie, White-weenie, Stasis, even the Prison to an extent. It is this fact that make Land Destruction not a consistently viable strategy in type two (especially without strips), as it is a turn behind most decks in terms of flashpoints. Deck design has even been moving towards lowering this flashpoint further with the inclusion of Contagion and Force of Will. It is these cards that in the new era of deck design (post hymnstrip), will push flashpoint to one and below. Force of Will allows Stasis a level of consistency that it could never have achieved without it. Since it effectively cannot actively disrupt an opponents strategy until the stasis lock is achieved, many decks would roll over Turbostasis, but with FoW, right from the start the option to counter makes it a formidable threat.

    When designing a deck, look for cards with a low casting cost with some sort of disruptive ability. You will start looking at certain cards in a different way, such as Ankh of Mishra. It provides an environment where just playing (as you need to put down land) costs damage. It effectively lowers the starting life totals by 4-8, and so if one can build a deck with this reduction in life totals in mind, it can prove to be quite formidable. It is important to keep the idea of lashpoints in mind, as it can usually tell you how effective you deck is even before playtesting.

    With the idea of flashpoint in mind, it is also easy to see why Strip and Hymn were restricted. Strip Mine was restricted because it allowed colorless disruption at no cost. It effectively made many decks "disruptive" flashpoints a heap lower, and often made powerful strategies degenerate (such as LD with a vise in hand). Hymn's "disruptive" power is contained within its potential disruption. Some people say it balancing factor was its luck, but its degeneracy was its luck. If one was to draw two lands in early game, it is powerful. If one was to draw two creatures in mid-game it is powerful. If one was to draw direct damage endgame, it is powerful. The simple power to disrupt at any stage of the game "potentially", was enough to make it a problem.

    Please feel free to write concerning the issues I have raised.

    Benjamin Seck


  20. 'Rules' of Permission
  21. Len Blado

    Annonymous person writes: > There was a whole lot more tactics and fun in playing that good old > counterburn deck back when IceAge hit the market. Now the whole idea of > counterdecks has degenerated into 'whoever has the most counters will win' > deck. After Alliances has left the T2 environment, I believe/hope players > are going to think of their counters as a valuable resource instead of a way > of winning at the cost of the fun and creativity of deck construction and > playing.

    Ah... the good ole days... :) Hate to say it, but permission vs. permission has *always* been 'whoever has the most counters will win'- between players of equal skill that is. The fun in permission is (1) most everyone is a bad permission player, so you can simply outplay them... something you can't do with standard burn decks very easily and (2) making sure that you always 'have the most counters'.

    Since this *is* a strategy forum, though, as long as we're on the subject, some personal 'rules' of permission:

    1. Know everything. The reason the best players in Magic tend to play blue a lot has much less to do with the fact that there some sort of bias out there than with the fact that in *order* to play blue successfully you've got to have an encyclopediac knowledge of rules and strategy. Not only do you have to know your own options, but you've got to accurate guess your opponent's options and be prepared to deal with them. In addition, you've got to be able to instantly assess an opponent's deck- in one deck, it may be essential to counter that Jayemdae Tome; in another, it would be pointless. A good friend of mine often wows the newbies by going to tournaments and, after 3-4 turns, rattling off every card in their deck (usually missing by 5-6 cards). Needless to say, he's pretty good at playing permission.

    2. Be aware of what countermagic is for. The next time I see a Turbostasis player counter an Ernham Djinn, I reserve the right to strangle them. Countermagic plays many roles in many decks, but the most common use is for protecting permanents, *not* denying your opponent vital resources. Counterpost and Turbostasis are both examples of this school of countermagic use. In each, your primary interest is to protect the key permanents of your deck- that's why such decks are so comparitively light on countermagic. In Turbostasis, for example, all I need to do is have more countermagic than you have Disenchants, and I'm usually ok. A Hammer/Permission deck, on the other hand, tends to use Countermagic for 'disruption'- meaning that you could care less if your Wildfire Emissary gets Terror'd, so long as you keep countering the Tombstone Stairwells. This doesn't mean that countermagic is 'locked in'- it just means that you should always be aware of *why* you put it in the deck in the first place.

    3. Don't get involved in countermagic wars unless you really need to. Most players assume that, since they have a counterspell in their hand, they should automatically aim it at any counterspell that comes in range. Don't fall into this trap. It is almost *never* in your interest to 'counter a counterspell'- it runs you out mana on your turn (usually), giving your opponent free rein. It also unnecessarily drains you of countermagic that (most likely) you'll need later. While there are times when you'll want to ensure that a spell gets through (or doesn't get through), make sure to 'pick your fights'. And if you pick a fight, be sure to *win* it.

    4. Watch the mana. The single most important element in playing with countermagic (especially against another countermagic deck) is to play the mana game correctly. I've seen people take booster draft decks against tuned Type II decks and wreck them in countermagic wars, simply because they paid attention to the mana situation and their opponent ignored it. Every now and then you'll have to battle your opponent for control of some vital point- make sure when you do, you have the mana advantage. Without it, you're dead. With it, you're virtually guaranteed to win. Even *if* you lose, it will be most likely because of spells like Arcane Denial and Force of Will, which will come back to haunt your opponent later.

    5. Don't get sucked into the 'must counter' trap. A large number of players are under the impression that some set of spells exist that a countermagic deck *must* counter, or suffer some heinous fate. This belief leads to bad permission players- the kind that you say "I cast Tsunami", and the counterspell is already on the table. There is no such thing as a 'must counter' spell- in fact a large number of these probably won't hurt your deck much at all if you stop to think about it. Countermagic decks have a variety of other spells in them for a *reason*. You're not packing Disenchant just in case you don't have a Force of Will in your opening hand, after all. And those Thawing Glaciers and Cities of Brass, while useful on their own, probably make a very nice answer to that Tsunami. The entire point of playing permission is versatility- if a single card hoses your deck, your permission deck probably isn't so hot.

    6. Don't play by the 'rules'. Basically, whenever a situation comes up where you *might* have the opportunity to use countermagic, sit back and think about the options- never blindly follow some set of 'rules' for countermagic use. Each situation is totally unique, and depends on a lot of factors that most folks simply don't pay attention to- no set of general rules can possibly cover it. Little things like using the wrong land, a creature being tapped or not, or how many cards someone has in hand can have major effects on the game when countermagic comes into play. Note that you should *always* think about these things whenever *any* spell is cast- even if you don't have any countermagic in your hand.

    Len Blado


  22. Overlooked and Underused
  23. Have you ever wondered where those great 'new' decks come from? Or those 'killer' cards or combos? They can't just pop out of thin air, right? Well, here's where they come from: strict analysis and testing of certain cards. Many cards are killer on their own. For many of them, their uses are obvious, and even the basest player can pick up on them. Cards like Demonic Tutor, Black Vice, and Regrowth fall into this category. But there is another category of great cards, those that aren't apparently obvious as amazingly powerful cards. They have to be tried and retried until they are discovered, and include such cards as Juzam Djinn, arguably the most powerful creature in the game, who was scorned when first released because of the upkeep of losing one life, as well as Necropotence, which for months was labeled one of the worst cards in Ice Age because, again, of loss of life only to turn into a pivotal card in a deck that would dominate type II tournaments until Ice Age was rotated out.

    Len Blado  writes:
    >
    >        I'm afraid you've fallen into the abyss of revisionist history
    >here.  While certainly folks who were not terribly good players (like,
    >say, the editors of Duelist and Inquest) scoffed at cards like the
    >Juzam and Necropotence, a fair number of players immediately saw the
    >potential in them.  The *real* reason people weren't using them in
    >tournament decks is that they did not function well in the environment
    >they initially arrived in- Necrodecks function poorly in a 4-vase/no
    >fast mana environment, and Juzams function poorly in an environment
    >where
    >black is overall fairly weak (which pretty well describes black with
    >only UL/AN cards).
    >
    >        You'll notice that as soon as these environmental restrictions
    >were lifted, the cards took off- Juzams became popular once Legends
    >arrived (boosting Black's power), Necropotence did well once people
    >no longer could throw 4 Vises in every deck.  In effect, what occurred
    >is that many good players *knew* these were great cards- they were
    >just waiting for the environment to be appropriate for their play.
    >
    

    This is a very good point, and something that deserves to be in this article. Many cards may have a drawback that is only a drawback in the current environment (such as a sacrifice of a land in a Land- Destruction heavy environment, or loss of life in a Direct-Damage environment). And while an environment may make one card more harsh, it may make another more smooth. As Len said, many good players can spot the abusable cards, even if they aren't necessarily abusable at the moment. It takes a good player to see it, work with it, and wait until it can be used to it's fullest. Thanks, Len.

    So you're asking, what's my point? Well, someone had to figure out that these cards were good. Very good. And that person had an edge that not everyone has. I'm going to tell you how to get some of that edge. Basically, you need to know three things: Why do I want to do this, How do I spot these cards, and How do I use them. So, why should you care, why do you want to use these overlooked cards? You say you're happy using the same old cards you've always used, and the same old decks. Well, then be happy and play. But for those who say that tournaments are boring, that they are dominated by a few decks that all look the same, well this could be your cure. You can find a card that has been overlooked by many and make your own, new, creative, and possibly winning deck around it. For myself, that's what this game is all about. For others, they would prefer to play, at least in serious competition, with tried and true cards. Now on to the most important, how do you spot the overlooked and powerful cards? Well, there are a few signs to look for:

    -It breaks the rules: something that allows you do something that the rule book does not allow is very often a powerful card. the rule books are there for a reason, and breaking them is a special privilege. Fastbond was a card that was ripe for abuse, but the real spark didn't come along until Storm Cauldron was released (which, in and of itself, minority breaks rules).

    -It has a unique ability: Often if a card has a one-of-a-kind ability, that means the ability is useful. As well as sometimes being powerful, these are often the most fun cards to use. The Soldevi Digger has the ability to repeatedly replace cards from your graveyard to your library. WHile it's hard to use effectively, when it is used effectively it works wonders. Stormbind, as well, had a relatively unique ability, and turned into one of the most powerful cards in Ice Age.

    -The card has a nasty drawback: this is often the best indicator of a powerful card. After all, those drawbacks are put there for a reason, right? Some more common drawbacks are Upkeeps, sacrifices of lands or creatures (Keeper of Tresserhorn, Polar Kraken, Zuran orb), loss of life (Necropotence, Juzam Djinn), or aiding your opponent with cards, permanents, or life (Phelldagriff, Soldevi Sentry, Sibilant Spirit, Varchild's War-Riders). The fact that you have to hurt yourself to bring a card out usually means long-term value, especially if the way you hurt yourself is short term.

    Arthur Kimes  writes:
    >
    >   You made a lot of references to cards which are undercosted
    > but had a drawback.  I've been looking at a group of cards which
    > are usually considered to be OVERcosted and have an advantage.
    >   This advantage is usually not thought to be worth very much.
    > That being the case, many of the cards that have this advantage
    > aren't used in tourney decks.  But maybe this advantage is worth
    > more than it looks...
    >   I'm speaking of those creatures which don't have summoning
    > sickness.  Not the "staples" like Ball Lightning and Yavimaya
    > Ants but the ones that aren't used like Ambush Party, Balduvian
    > War Makers and Talruum Minotaur.  Ambush Party and BWM have
    > a 5 mana casting cost.  Steep price for a 3/x creature with
    > first strike or rampage:1.  The Minotaur is a 3/3 for 4 mana
    > with no special abilities (other than no-summoning-sickness).
    > 3/3's for 4 mana without killer special abilities are rarely
    > seen outside of sealed deck.  So how much is
    > no-summoning-sickness worth?  Based on my recent experiences, it
    > may be worth a lot!
    >       Those "worthless" Ambush Party's and War Makers wreak havoc!
    >You get into the habit of assuming that if the opponent has no
    > creatures in play it's safe for you to attack.  When ALL of your
    > attacking creatures don't have summoning sickness you have to play
    > differently. In fact, you have to build you deck differently to deal
    > with it.  And who builds decks specifically to combat
    > no-summoning-sickness creatures?
    >    Overcosted and Underused.  No summoning sickness critters
    > are worth a look!
    >
    

    What Arthur says also goes along with having a unique ability. While not unique (anymore), creatures that can attack the first turn they are in play are rare, and generally fall in with 3 colors: Red, Black and Green. They are a perfect example of a card that may seem overcosted, but have an ability that is good enough to be worth it.

    -the card is generally undercosted: this goes along with the previously mentioned because drawbacks equate to lower casting costs, and is easiest to spot in creatures. Just compare the card to others of similar ability, for example the Erhnam Djinn. As a 4/5 for G3 mana with a mediocre drawback, it's comparable to Durkwood Boars, G4 for a 4/4 with no drawback, Ironroot Treefolk, GG3 for 3/5 with no drawback, and Jungle Wurm, GG3 for 5/5 with a minor drawback. Obviously, we can see that at 4 mana, no matter what color, this card is undercosted. Going along with this is sometimes multiple colors in the casting cost. many spells use 2 or 3 colors and make the casting cost lower for the reason that it's harder to use those specific colors in your deck and get them out at the right time.

    -Most people don't use it: One of the worst arguments I've heard against using certain cards is that they aren't popular. This is just silly; while many times the pack mentality is useful, if someone can't give you a better reason that they dislike a card or that the card 'sucks', you might want to take a look at it.

    So, you've got your great undercosted card with a huge drawback. Now, how to use it. Generally, what you have to do is look at the advantages and disadvantages of the card. These are what you base the deck around. Use cards that make up for the disadvantage; if it's loss of life, put in some life gainers (for Necropotence, which paid life to draw cards, Ivory Tower was perfect, as it gave life for excess cards), if the disadvantage is a sacrifice of creatures, make the deck rely more heavily on smaller, lower casting cost creatures. Watch out, though, if you are devoting too much deck space to supporting your card, you will probably find it counter productive. Now, look at the advantages and capitalize on them. If it's a big creature you've got, make it bigger or find ways to get it through to your opponent. If you've got library manipulation, try to remove select cards from the library that either you don't want your opponent to have (in the case of manipulating your opponent's library) or that you don't need (in the case of manip- ulating your own library). This is where your deck needs to shine; you're putting the card in because it has a great ability, now capitalize on it.

    So, now you have your deck with your new killer card. Test it out. As with any deck, this is most important. What does the card do? Do the support cards you put in work? (I remember hearing many people using Library of Leng with Necropotence... since you draw the cards into your hand at the end of the turn, the RV forward Libraries basically meant you couldn't ever draw again...) If something is wrong, go through the editing stages of the deck, but always watch your key power card and see how it works. You might have it pegged wrong, or perfectly right, maybe it just doesn't work the way you thought, or has an unexpected twist that lets you win all the time. But, sometimes, it just won't work no matter what, and you have to know when to give up .

    So, go grab your commons box, and look over those worthless cards again. maybe you'll see something like Spatial Binding that breaks the rules. Or maybe you'll find Balduvian Hordes which depletes your resources. Or perhaps Force Spike which is undercosted compared to other counters. Whatever it is, try it out, and you just might find it's not -that- worthless after all.

    Bennett Campbell apparatus@juno.com --- hcschc@cnsibm.albany.edu


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