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Tuesday, November 22, 2011

The Ides of November, Sorta....






Well hello to all of the faithful, or not so faithful blog viewers (we love everyone regardless). I have to sort of appologize for the lull in content on the site, I have to take full responsibility for it. I have been trying to get stuff together for a big statement I hopefully will be making soon. (With God's grace). Unfortunately, I have not had the time or budget as of late to be more involved with our local store and gaming community. Therefore out of site out of mind. I have not had the opportunity to play Magic myself which has hindered my ability to write my own articles.

I do still want to take this time to thank EVERYONE who has in some form or fashion contributed to this Blog. Without you guys there would be nothing much for me to be talking about or appologizing for. Even if none of you who have contributed decide to stay actively involved I am still very grateful.

So I take this time to say thanks to everyone and I/We will be working hard to keep this thing up and running and to keep this an interesting place to visit for years to come. Just bare with me as I continue to work on this Blog and make it one of the coolest places on the web..... hopefully.

Thanks,

Tony D.

P.S. nothing good comes easy.

Thursday, November 10, 2011

The Right Commander For The Job





So a couple of your card filpping buddys wants to play some commander. But you don't have one of these fabled commander decks. The solution to this problem seems pretty straightforward build one. But you don't just want any old Legendary critter. no you want a general that will Bring you that Glorious victory. Or at the very least have some fun trying. You need the right commander for the job. first things first you have to decide what your deck does.

There are three main archetype in magic. As i am sure any one reading this knows. aggro, control ,and combo aggro rarely ever works in commander. You may get one or if your lucky two players down. But you normally lose soon after. Don't get me wrong it's still a option just the weakest of the three. Combo on the other hand is quite good especially if you have the right set up and some tutors. cards like niv mizzet the fire mind who can win the game with a sample two card combo. Stuff like curiosity and similar effects can end the game quite easy if not interrupted. Last but not least you have control. and it is by far the most widespread of the trio. Commanders like sakashima the impostor that can and will become the spitting image of the biggest guy out there. And merieke ri berit who can just steal the best creature on the board make it do her laundry kill the creature then rinse and repeat. are just some of the manipulative commanders out there.

After you have decided on a archetype it's time to pick the color or colors of the deck and the overall theme of the said deck. Not all commander decks have to follow a theme but there are many generals that are stronger when the deck supports its theme. Take zur the enchanter; for example without any enchantments for him to fetch up he is no good. but put even a few halfway good ones in and he is quite dangerous. it is also important to remember that some color combinations have assess to many different commanders with different themes. blue and black has guys like grim grim corpse born who needs a steady flow of creatures to be effective while oona queen of the fae works best in a deck that has a strong mill focus.

Another important aspect to keep in mind when picking a commander is its mana cost. You want your generals out on the battlefield as much as possible. and due to the hostile nature of commander creatures die including your generals. So getting them off the bench again is key to your survival. This is why rhys the redeemed is one of the better generals out there. Not only is he extremely cheap and easy to recast but he can build his own army one that keeps growing with every passing turn. But with that being said your average generals cost anywhere between 3 to 6 mana. If you do plan on playing one of the more expensive legends, then it should have a game ending effect lona shield of emeria is a prime example of a general that will most likely only come out once. But can easily stop the game cold in it's tracks.

The last thing to consider when picking your commander is how much attention do you want to attract. After all commander is a format full of politics alliances and of course back stabbing. Some generals are just so easy to abuse to the point where the game is one sided and not fun. Even if your deck is not made to be abusive the other players will for the most part still be weary of your decks capabilities and try to target you. Generals such as zo-zu the punisher, azami lady of scrolls, jhoira of the ghitu and momir vig simic visionary are just a few of the generals that will put a target on your head. that is all i have for now it is time to retire the old keyboard.

Wednesday, November 9, 2011

Zen and the Art of Metagame Analysis

The biggest problem that most intelligent players run into in their attempts at becoming better and better at Magic is that they hit a plateau and have trouble figuring out why they can't get beyond it. There's any number of things that could be holding you back, but after a certain point, it is rarely the usual suspects. In the early stages of your career, mistakes are obvious in every aspect of your game; you keep hands that are terrible, you give your opponent free information by playing spells at the wrong time, you miss on-board tricks, or you just plain forget triggers all the time. While these errors are glaring, they are also fairly easy to correct if you're willing to learn, and as you get more skilled, some of them disappear entirely.

So let's fast forward. You're a fairly skilled player, better than the average, but not among a pantheon of elites. You consistently perform well in small tournaments and maybe even have a PTQ Top 8 or two to your name. You rarely miss triggers, and while you may choose a less-than-perfect line of play, you almost never pick a path that's strictly wrong. You still make mistakes and don't always play perfectly, but there's no glaring problems with your playskill. This is the plateau that most competitive players find themselves on. You have room for improvement in your in-game decisions, but you are unlikely to see massive leaps forward in your abilities like you saw when you first started. So how can you still get an edge on the competition?

Well, there's several areas of Magic outside of the game itself that affect your chances of victory. This is actually one of the most wonderful parts of Magic; the tournament is as much won a week ahead of time as it is the day of. You are rewarded for forethought and effort in addition to your raw ability to out-think your opponent. I will, in time, discuss all of these aspects of the metagame of Magic, but for now, I'm just going to cover one: Deck testing and selection.

So the big tournament is coming up in three weeks. Let's say it's a Standard PTQ for simplicity's sake. There's a new set coming out in a week, and you already know the full card list, but haven't had any chances to play any new decks in FNM's to get a feel for how good they are. But you've got your group together and plenty of proxies. Where should you start?
Well, the first thing you should consider are the known quantities, and these exist for almost every tournament, even the ones where the format is experiencing upheaval. For Alara's rotation, this was Valakut, for the release of New Phyrexia, it was Caw Blade and RUG, and more recently for Zendikar's rotation, this was the multitude of Pod lists. These three actually provide some excellent examples of the different situations you can encounter with these known decks.

During the rotation of Alara, the biggest elements in the metagame were Jund, which was on the decline, Mythic, which was completely dominating everything, and then Valakut, which along with Mono-Green Eldrazi was on the rise. With the rotation coming, it looked like Valakut lost almost nothing and even gained a few new tools, and it was probably where everyone started. And when the first tournaments like States came around, it turned out that it really was just better than everything else. This is possibility A, that the known deck from the previous format is actually still the best deck. This is one of the easiest situations to recognize, and realizing it early means you can focus in on maximizing the quality of your particular list.

When you find yourself in this situation, you should ask yourself some questions. Was this deck popular before the change? If the answer is yes, you should put a significant amount of your time into the mirror match. Any edge you can get will be crucial in your hopes of winning the day, and you are likely to be a favorite in most of the matchups where your opponent is playing a different deck. Don't waste your effort, or your sideboard slots, trying to beat decks you're already favored against, unless the matchup is complex and you are only favored if you really understand it well. The exception to this rule is the deck that really beats yours. That's a different part of metagame analysis that I'll cover later on. Also, how tuned is this deck for the new metagame? When there is a change in format, the best deck may remain on top, but it usually needs to be tweaked to respond to new threats, be they from new competitors, or simply the mirror match.

Now let's look at the release of NPH. Prior to New Phyrexia, RUG Control and Caw Blade we're clearly the dominant forces in Standard. At GP Dallas, they split the top 8, and made up 15 of the decks in the top 16, marred only by Paulo playing Boros, and let's be honest, he could play Mindcrank combo and top 16 a GP. These were the decks to play, and no one really had a good chance playing anything else. Based on our last example, it would seem like you'd be pretty safe with either of these going forward, and you'd have almost been right. Except that Wizards decided to print a certain card called Batterskull that completely cemented Caw Blade's place as the best deck. RUG Control could never compete with that clock, and it never made another serious showing. This is possibility B, that one of the best decks in the metagame gets a card, or cards, that its rivals can't compete with. This may seem fairly obvious, and in this example it was, but it's not always easy to identify when this has happened. You have to understand how the decks interact with each other and evaluate how the new pieces fit into that puzzle.

So what should you do in this situation? Provided that you have accurately ascertained that a deck has gotten such a massive upgrade that no one else can compete, you should play that deck. It seems straightforward, and it is, but a lot of people struggle in this situation. This comes up in Magic more often than we'd like to admit, where there's a deck that has become so dominant that it has forced its main competitor out. This may seem like it was the case in possibility A, but it actually wasn't. In that example, Valakut still had aggressive decks like Mono-Red to keep it from just steamrolling everything. Caw-Blade never had that (prior to bannings), and yet, even at its peak, it never saw more than about 50% tournament representation. Why? Well, some players can't afford $800 decks, but at PTQs, we can start to push that group out of the equation. The real truth is that people don't want to win with the best deck. They want to be the person who came up with a way to beat the best deck, and in testing, they have trouble letting go of that. I cannot stress this enough. When you have a deck that is clearly better than every other deck in the field and has no real predators, play that deck. Decide if your goal is to win the tournament or outsmart everyone, and make the right call.

Finally we have the situation that we just went through recently with the Zendikar rotation. This is sort of the least common of the three, in that it's fairly rare for none of the dominant decks to remain after a change. Now, Pod was still around, but Pod had never dominated. Still, it was expected to be where most people started building for the new Standard, since it lost nothing except the Twin combo and gained some new toys. But as anyone who tested extensively prior to States can tell you, Pod wasn't good enough. How does a deck go from being a competitor in one Standard and then lose nothing and be a poor choice in the new one? Put simply, the environment changed. This is why it is so important to understand the metagame when choosing your deck. At first, Red reappeared, having previously been forced out by Timely Reinforcements and the prominence of white decks. The clock the deck could force on the Pod decks, combined with the somewhat suicidal nature of Phyrexian mana spells, made for a fairly poor matchup. Oh, and then there was Wolf Run, a deck that, much like Valakut, answered an opponent tapping out with immediate death. Because the Pod decks operate purely at sorcery speed, a Wolf Run player never even needs to respect open mana, and that makes for a bad situation.

This is possiblity C, when the known quantity isn't good enough anymore, and this is probably the hardest for people to accept. I mean, if it worked before, why shouldn't it now? We get set it in our ways, used to playing a certain deck or a certain style, and we mentally skew our results to fit our idea of how good we think our deck is. If we're wrong, we might not discover it until the actual tournament, and by then it's too late. Keep track of your testing results, and get good players playing good decks to try and beat yours. If they can, don't rationalize the losses away. Sure, they beat you because they topdecked the burn spell, but the deck is designed to do it. Sure, it's just a couple of bad matchups, but how many 90-10 matchups does it take to move on to something else?

For our example, we're going to assume it's option C, where there is no clear best deck, and there's enough of a shakeup that most of the group's ideas are coming from scratch. So we need to figure out what we're playing against to decide if our ideas are good enough, but there's so much to do, where do we even start?

First, I think it's always best to start with those decks that tend to exist in every metagame. Mono-Red and White Weenie fall into these categories, as they are very proactive, and their success tends to rely more on the quality of the cards available to them than on the other decks in the meta. Next, pick out any potential combos in the available card pool. If they are more than two cards, bench them; it's hard enough to get a two-card combo together consistently and you'll almost never make a consistent deck from more than two. Then look for powerful cards that you can make into an engine for a deck. Any kind of fast mana or repeatable card draw mechanic is a good candidate for this, but it varies from format to format.

Now, with some prototypes for those decks built, start testing. Test all of the builds against each other, and make note of which cards are performing well and which ones you hate having in your hand. Now, inevitably you'll have a couple of decks that seem like they aren't competing, but that doesn't mean you should abandon it. Figure out why the deck isn't working well. If you find yourself dying too quickly to aggro, add in some early defense. If you're having trouble keeping your opponent from stabilizing with a sweeper, add in some burn to give yourself reach. I can't tell you the specific solution, as they vary wildly from deck to deck. You might throw a deck out because you can't figure out the combination of cards that fixes all of the problems, and that's okay.

So let's say you've got three, maybe four, decks among your group that are all testing fairly well. Now is the time to brew control decks. You can't really do this without some idea of what decks are good. True control decks are very reactive. They respond to threats, trade one for one, and then eventually establish themselves and win from there. Now, control is an overused and underspecified term. Caw-Blade was aggro-control, for example, and thus much easier to build in a vacuum, because of its proactive gameplan, and then later tuned to the meta. But purely reactive control decks need to be special tailored to what everyone else is playing, so add them in later.

Now, the new set just came out and they had a Star City Games Open event. Mono-Red crushed, putting 8 decks in the top 16, 4 in the top 8, and won the event. This may seem like really good news, considering you had been testing Red and it was a front-runner to be your deck for the event. But it's actually the opposite; decks like Mono-Red are very easy to hate out of a meta, and it just made its way onto everyone's radar. This is something you need to be very aware of in testing: some decks are only as good as the preparation that everyone else is making for them. I like to call this Dredge Syndrome. Dredge is a deck that lives and dies by how well your opponents prepare their sideboards to fight it. These decks are sometimes the correct choice. They have a lot of raw power, but they sacrifice stability for it. These glass cannons lose a lot of their potential in metagames that are prepared for them.

So you continue testing as you have been, trying out new cards and improving designs. Another week passes, and with it comes another Open Series event. As we expected, Mono-Red gets beaten down, both by the decks that prey on it and because of over-sideboarding by the decks that are weak to it. Control decks designed to handle its clock seem to rule the day. Except for that one deck that no one has heard of that tears its way through the Swiss and wins the whole tournament. This is a major shakeup, as we now have a deck out there that appears to beat everything and that no one seemed to expect. This is a dangerous situation in a metagame, especially when it develops just before the important event. People favor results that seem particularly vivid and compelling, even if logic doesn't support them. You watch a deck crush an event, and it becomes easy to get locked into that deck without any further thought. But you're letting someone else do your testing for you, and that's never a good way to get ahead. There's a lot to consider when a deck breaks a single tournament open, especially when no one knew it was going to be played. Does the deck do something that can be easily disrupted? Are there strong hate cards for it? Can the existing decks adjust to compete and make it a pretty good deck instead of the best one? How does this affect decks that you've written off, like Mono-Red? While it may be easy to jump on the bandwagon of the vogue deck, there's a lot of things that could make it a very poor choice. Keep a healthy perspective on everything that's going on, and don't get caught up in the hype.

You'll notice that I haven't at any point really explained how to build a deck from scratch. That isn't merely oversight. Deckbuilding is a complex thing that I could devote an article series to, and the specifics aren't really the point in this article. I'm assuming that you understand why you shouldn't run twenty lands or which cards go in which decks. If you don't, you probably don't spend a whole lot of time playtesting for PTQs, and this article is explicitly tailored to you. And that's okay. This article has some bleed over into deckbuilding; many of the ideas I've described are things to keep in mind when building a deck regardless of occasion. But what I am going to discuss in detail is constructing the right sideboard.

This is an area that some people put too little effort into and some people put too much effort into. Building the right sideboard is easiest when you recognize what it actually is: hedging your bets. A sideboard isn't a magic pile of cards that guarantees you victory, but it also shouldn't just be ignored. You simply have to understand what each card does for you. This is one realm where matchup percentages, which are usually arbitrary and distracting, provide a good visual for what your goal actually is. Let's use an example.

You're playing Mono-Red pre-Zendikar rotation, and Soul Sisters is a deck. Prior to boarding, you feel this is a really horrible matchup, maybe 10-90 in their favor. So you're looking at some sideboard options, and you realize that Leyline of Punishment does a good job of shutting them down. So you board four of them and slam your opponents, right? Not quite. Let's do a little simple math. Boarding four Leylines doesn't even guarantee one in your opening hand, and it's probably too late if you hardcast it. Let's say, optimistically, it takes your matchup up to 30-70. Now, Soul Sisters is not very well represented in the metagame. At a 7 round PTQ, you'll probably play against it once. You'll probably lose game one, statistically speaking, so you're under the gun in game two. Boarding in the Leylines increases your matchup by twenty percent, which is pretty good. That means that out of ten games, you'll win two more than you used to. But you need to rattle off two straight to win the match, and with just a thirty percent chance to win, you have only a 9% chance of winning the match. Now, without the sideboard changes, your chance of winning is a measly 1%, which means those four cards have upgraded you 8%, which is not meaningless. But consider that this is one match in the entire tournament, and that your chances of winning both post-board matches is still below 10%! Is that worth 4/15ths of your board space?

Now let's consider a different situation. You're playing against an artifact heavy deck, maybe Grand Architect, still with Mono-Red, and you figure that pre-board, the match is probably 40-60 in their favor. Now let's say that you bring in 4 Manic Vandals that really hurt them and swing the matchup to 60-40 in your favor. Again we have an increase in post-board game win percentage of 20%, but this time we go from a 16% chance of winning both games two and three to a 36% chance after adding the Vandals. And let's say hypothetically that Grand Architect represents 3 of the 7 matches you'll play in the day. That seems like a much better allocation of slots than the Leylines.

Without doing the math, let's consider a matchup that you're a heavy favorite in game one. You can board in four cards to go from 70-30 to 75-25, but is that really worth it? Based on what we've seen before, you're only getting a marginal increase, and you're also favored to win game one and thus not need to win both post-board games.

I think you're probably getting the picture I'm trying to paint here. It's not worth trying to save your really bad matchups; if there are enough of them that they warrant half your sideboard to just bring them to feasibly winnable, then you probably have the wrong deck for the tournament. And you shouldn't spend slots trying to improve matchups you're already likely to win, even if that deck is very prevalent. I've seen Soul Sisters decks with 8-10 sideboard slots devoted to Mono-Red because it's prevalent, but statistically, those cards aren't earning them wins, and that's what it's all about. Your sideboard cards are best in the middle of the field, where they can eat up large percentages and turn bad matchups into good ones. If you make a bad matchup close but still lose, you don't get points for trying, and you don't get extra points for blowing opponents out. Use your sideboard to maximize your wins, and your tournament results will improve.

There's a lot more in depth that I could go into about building and utilizing sideboards, and I'll probably cover that in my next article. But for now, I've led you up to the day of the tournament, and hopefully your metagame analysis has put you on the path to success. Until next time.

Late Disclaimer: I'm hardly flawless at math, especially probabilities, and I will be the first to admit that the calculations above may be off slightly, or even a lot. I don't think it affects the merits of my points, but feel free to correct me in the comments, as it is my desire to know the correct approach.

~Kyp Maher

Monday, November 7, 2011

Fix This Deck! (UPDATE)


Needs More PRIMETIME!!!!!!!!



Hello again everyone and thanks for checking out our corner of cyberspace. Well here is a quick update on some of the changes I have made to the EDH deck I recently posted. Of course it is still a work in progress but I want to give you a look at what I have done so far.

Out: Nezumi Graverobber
In: Fauna Shaman

Reason: Shaman is just so much more powerful than the graverobber, and does not have to stay on the board for as long to make an impact on the game. Obviously Shaman has the ultimate utility of finding what you need then later you can reannimate large targets you pitched early on.

Out: Fleshbag Marauder
In: Dimir Doppelganger

Reason: This is sorta a no brainer, marauder sometimes is just horrible. Doppelganger is really good at stealing craetures that have died earlier in the game like Primetime etc. It also keeps them from using the creatures later. the best part is that you can change targets and keep removing their creatures from the game. (works well with Living Death)

Out: Triskelavus
In: Primeval Titan

Reason: I don't think I really have to tell you why on this one, lol

Out: Artisan of Kozilek
In : Woodfall Primus

Reason: Primus is so much more useful and really affects the board sooner. Primus also has persist which makes him good against mass removal and makes him an awesome reannimator target. Its like a 4 for 1 on a regular basis.

Out: Mitotic Slime
In: Simic Sky Swallower

Reason: I used to love the idea of getting so many creatures in a mass removal heavy EDH world, but its just not enough. Having one really big flying, trampeling guy that can't be targeted is much better. :)

Out: Lhurgoyf
In: Vorinclex, Voice of Hunger

Reason: VOH is just so much more impactfull. Lhurgoyf unfortunately just does not do much, if it had trample or something it would make it much better. It just relies too much on what everyones graveyard looks like and can be really bad sometimes.

Out: Ancestral Vision
In : Imp's Mischief

Reason: I would much rather steal someone else's draw card spell than to have to wait 4 turns on my own, lol. Maybe not the best or most consistent choice, but this is EDH, its supposed to be fun.

Out: Carefull Study
In: Life from the Loam

Reason: Fauna Shaman is so much better than carefull study as a looter effect. And I really wanted a spot for Life from the Loam. Loam also works extremely well with cycle lands etc.

Out: Mortivore
In: Vigor Mortis

Reason: Wanted more reannimator effects and Mortivore was next on the cut list, especially since I had already cut his brother Lhurgoyf.

Out: Dimir Signet
In: Explosive Vegetation

Reason: Wanted a more "explosive" ramp target, lol. Plus is less common that your basic lands get blown up.

Out: Mind Twist
In: Decree of Pain

Reason: Mind Twist is good 1v1 but bad in multiplayer. Decree of Pain is awesome in multiplayer and very flexible.

Out: Swamp, Mortarpod
In: Strip Mine, Reliquary Tower

Reason: Adding in Primetime and Loam made me need to up my land quality just a bit.(could do even more though). And Mortarpod went from bad to worse when I took cards like Trikelavus and Mitotic Slime out.


Well...... Its getting better but still needs a few more things. Still looking for a Genesis (cough cough). But its all about fun and I can't wait to play some more. Thanks and let me know what other ides you may have.

Tony D

Thursday, November 3, 2011

Build this Sealed!

Okay folks with the Sealed PTQ season in Full swing I thought this would be a great exercise and also a way to get people more involved than we have been in the last week or so. Now granted this sealed pool is I think pretty cut and dry. I'd like to see what we can come up with.

Here is the pool:



First off I looked at what colors were playable immediately eliminating Green and Black. I had already decided I was playing some of the red cards no matter what being that there was a Volley and a Devil's Play. The rest of the red was still quite strong. After that I immediately saw a Snapcaster which has some synergy with Volley so I checked out the Blue and while it was okay I found it to be lacking in in overall card quality. Next I went to White which had everything you could want in creatures and removal. I then explored U/W/r because of my Moorland haunt double Sticher's Apprentice and double Intangible Virtue but it looked weak and had some mana issues. I also explored U/W but, ended up deciding my red was just too good not to play.

Here is how I built it:



I really liked the pool and think the deck was solid. Now lets see what you guys can do with it!

Thanks for Reading,
Daniel

OrbstinityMaster on MTGO