This thread is for the discussion of my latest article, Scrubland: The Art of War. We would be grateful if you would let us know what you think, but please keep your comments on topic.
The fact that you can learn so much from online articles is a big reason why StarCityGames.com decided to start charging for the Premium article content.
Not according to them. They did it because their previous model of paying for the content via increased singles sales wasn't working anymore.
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(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
As for the bit about talking to the 1900+ players:
Most 1900+ players here are meanies. They don't want to help out and prefer just to talk to their other 1900 friends.
Only a few actually talk to me, but they're the nice ones.
I disagree from my experiences. Most of the high ranked players are fairly nice. Sure, there are a few who have become bloated with success, but a lot of them will talk to you, it doesn't hurt them to answer any questions in most cases.
Or at least, I'm over 1900 rating in constructed and limited (well, about 6 points short in limited as of today since the last two FNM's were just processed. Curse you FNM, foiled me again! ) and I'm nice to practically everybody who asks me for help.
Not according to them. They did it because their previous model of paying for the content via increased singles sales wasn't working anymore.
I know the reasons why they had to change something with the way the articles worked. But the reason they decided to change it the way they did was because of the value of the information available.
I have always maintained that the quickest way to improve on your game is to play with those who are better than you and watch how they play the game.
I know most of the top 5 players in my area (one of em's my roomate). These guys don't bother playing FNM anymore because they can't afford to lose ratings like that. I will agree with CD, lots of these guys have some kind of arrogance goin on, but I believe that to be a mixture of confidence and immaturity on their part, plus maybe a bit of misperception on mine.
I do know that none of them are *******s to me, so I let em be as arrogant as they want.
As for the bit about talking to the 1900+ players:
Most 1900+ players here are *******s. They don't want to help out and prefer just to talk to their other 1900 friends.
Only a few actually talk to me, but they're the nice ones.
it's the same way here, the one +1900 i know is a total douchebag, the worst loser i've ever met (he's actually been banned from pretty much every store in the area for trying to bribe people), and even if he would offer me his advice, i wouldn't take it
a friend of mine has actually been authorized to beat his ass if he ever came back by a store owner
i would love to be in an area where there were more people to talk magic with, but it just isn't here
but yeah, good article all in all
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Magic Rules Advisor
"I'd rather have a bottle in front of me than a frontal lobotomy."
-Tom Waits
A piece of advice to some of you who are having with high ranked players: download Magic Online. I know that some of you are adverse towards spending money on it, thats your choice. However, for the 10$ it takes to register a Magic Online account you can watch all the replays you want. If you're a kid without a credit card, as embarrassing as it seems, buy a core set starter and use the Magic Online account coupon in it. Thousands of games are played on there each day that you can watch. Watching Premier Event top eights, and even the normal rounds, really gives you a way to watch people who know what they're doing play, and if a limited event, what they draft. Also, all of these players are just a message away if you want to ask them a question about a play they made. As long as they aren't in a game you will often get a helpful response. Many of the best players play on Magic Online, and as long as you don't pester them repeatedly and are respectful, they'll often help you out with play or draft pick questions.
Not to mention if you sign up using a credit card you get a 9.99 gift certificate for the online store so you can play around a little bit if you want as well. Even if you don't want to play on Magic Online, join up and watch. Its well worth the investment.
I look forward to your next article Feuerdrache. I love this series. I have been a scrub for a long time now, and like it when a writer gives us a look.
Sorry to be a bit of a damper, but I was thinking of something along the same lines as this, and my ideal article and your articles somewhat differ. Although it does offer some great advice about how to get better, the pseudo tournament reports don't quite do it for me.
I would prefer if you focussed less on the game as a whole, but the misplays that you made, or think you made. The jump from casual to competitive magic is a really big one, and although your series is pretty unique in addressing this jump specifically, I don't think you address it enough, if you know what I mean.
Instead of having a quick blurb at the end as to odd/bad plays you made, include them in your actual tournament report. Give the readers your thought processes when you made the misplay, what you thought was right, and why it was wrong.
Sorry to be a bit of a damper, but I was thinking of something along the same lines as this, and my ideal article and your articles somewhat differ. Although it does offer some great advice about how to get better, the pseudo tournament reports don't quite do it for me.
I would prefer if you focussed less on the game as a whole, but the misplays that you made, or think you made. The jump from casual to competitive magic is a really big one, and although your series is pretty unique in addressing this jump specifically, I don't think you address it enough, if you know what I mean.
Instead of having a quick blurb at the end as to odd/bad plays you made, include them in your actual tournament report. Give the readers your thought processes when you made the misplay, what you thought was right, and why it was wrong.
I understand what you mean, but I really shouldn't be walking you through every game to show you what I did wrong. Generally, if I highlight something I did, I either did it wrong or could have done it wrong, and it's up to you to classify it. Because I'm not standing over your shoulder at FNM.
Besides, it's article number two, and I'm pumping them out weekly. You never know what might come next.
Thanks to Feuerdrache for the two articles to date. Not exactly weekly, but here's hoping that another is in the pipeline.
I have a question.
I'm of mature years (>40), and started playing maybe a year ago, having been infected by my 14-year-old son. I've played FNM for maybe 9 months now, with a generally outstanding lack of success. Main reason that I play FNM is because of a lack of any other play group. It's a bit hard to find a peer group at my age. I would rate myself as a beginner. The local store owner says I'm intermediate, but I suspect that he is just being nice.
Anyway: on to the question. My major problem (apart from not being able to play and not being able to put together a deck), is that I often lose without really knowing why. I'm after suggestions about how to overcome this hurdle.
I find watching other people play only of limited usefulness. Often they play with cards I'm not familiar with.
While I guess that some of this will just come with time, the prospect of another year of being consistently beaten is not a cheering concept.
Your article was very good but I do feel there were a few things to help you make future articles better. You did not have any good examples to help describe the part: 'You and Your Paradigm' and in the world of magic as far as I know combo has a dual meanning unless it is clearly described.
The definition of a combo can be generally, but not limited to, a two card combination where if both cards get into play you are likely going to win and the other definition is two cards that have just plain synergy. Before you get all upset with this read on.
While you might call it splitting hairs... we all know there exists 'hard combo locks' (i.e. Kismet + Stasis) and 'soft combo locks' (i.e. Static Orb + Opposition). And the last deck is accepted as more a control deck rather than a combo deck. Also you may be saying to yourself 'well... yeah dumb*** I clearly stated COMBO DECK what else do you think I had meant by this?'
However as you know this site has a high newplayer count and leaving a qualitative example such as 'combo deck' to describe what you mean might lead to some confusion in thier ranks. Lets say a new player sees an old Type 2 deck (Standard) called OP/ORB being played at thier local store and they think its a Combo Deck... so does it hurt at all to drop the good old combo deck name 'Trix' and its' two card combo? (for you new readers of magic: Illusions of Grandeur + Donate)
You did have a decent example of the Bogardan Hellkite in 'Timing is Everything' but different examples (and more of them) would have been nice in the part of 'All War is Based on Deception.'
Quick note to future bloggers: If you say I am petty for splitting hairs in asking to give a little help to new players in understanding a combo deck then you are no better than those 1900+ players for whom you complained about.
Thanks to Feuerdrache for the two articles to date. Not exactly weekly, but here's hoping that another is in the pipeline.
I have a question.
I'm of mature years (>40), and started playing maybe a year ago, having been infected by my 14-year-old son. I've played FNM for maybe 9 months now, with a generally outstanding lack of success. Main reason that I play FNM is because of a lack of any other play group. It's a bit hard to find a peer group at my age. I would rate myself as a beginner. The local store owner says I'm intermediate, but I suspect that he is just being nice.
Anyway: on to the question. My major problem (apart from not being able to play and not being able to put together a deck), is that I often lose without really knowing why. I'm after suggestions about how to overcome this hurdle.
I find watching other people play only of limited usefulness. Often they play with cards I'm not familiar with.
While I guess that some of this will just come with time, the prospect of another year of being consistently beaten is not a cheering concept.
I understand that losing all the time for another year is not very promising. As you may have learned from my previous articles, I've gone through it. For about two years' worth of active competition.
If you go and read some of the strategy articles around the Internet, you may find that they will vastly increase your game. My friend You Are Not Pro has posted a thread here with links to all the classics; you can find it here. Bookmark it.
The only other thing I can suggest is patience. It's for players like yourself that I write these articles. I am continuing this series indefinitely. The month-long delay has been readjusting to college life in the new semester, but rest assured I've been building up things to write about.
Your article was very good but I do feel there were a few things to help you make future articles better. You did not have any good examples to help describe the part: 'You and Your Paradigm' and in the world of magic as far as I know combo has a dual meanning unless it is clearly described.
The definition of a combo can be generally, but not limited to, a two card combination where if both cards get into play you are likely going to win and the other definition is two cards that have just plain synergy. Before you get all upset with this read on.
While you might call it splitting hairs... we all know there exists 'hard combo locks' (i.e. Kismet + Stasis) and 'soft combo locks' (i.e. Static Orb + Opposition). And the last deck is accepted as more a control deck rather than a combo deck. Also you may be saying to yourself 'well... yeah dumb*** I clearly stated COMBO DECK what else do you think I had meant by this?'
However as you know this site has a high newplayer count and leaving a qualitative example such as 'combo deck' to describe what you mean might lead to some confusion in thier ranks. Lets say a new player sees an old Type 2 deck (Standard) called OP/ORB being played at thier local store and they think its a Combo Deck... so does it hurt at all to drop the good old combo deck name 'Trix' and its' two card combo? (for you new readers of magic: Illusions of Grandeur + Donate)
You did have a decent example of the Bogardan Hellkite in 'Timing is Everything' but different examples (and more of them) would have been nice in the part of 'All War is Based on Deception.'
First of all, thank you for your feedback. It always helps to have criticism.
Here's my reasoning for not discussing (in the article) the finer points you've addressed:
When I discussed playing a "combo" deck, I was referring to decks like Dragonstorm or perhaps a Mind's Desire list, decks that have one explosive turn that wins the game. Trix applies here because Illusions' death causes a full 20 lifepoint loss, and that's usually game. The old Fruity Pebbles lists (Enduring Renewal, Goblin Bombardment and Ornithopter) also do the same thing, looping Ornithopter in and out of play an arbitrarily high amount of times until the opponent is dead.
Decks that achieve a hard lock are lock decks, and they're a subset of control decks because of how they're commonly constructed. No-Stick's hard lock (Teferi, Mage of Zhalfir and Orim's Chant imprinted on Isochron Scepter) is the perfect example - it's a hard lock on the game accomplished after controlling the game state.
For this reason, those decks should be played under the control paradigm until you get your lock, but once you have the lock it's game over, so there's really no point in time where you start playing under the combo paradigm.
Decks that go for a soft lock are usually even more like control decks than hard lock decks, because they have to protect their soft lock and keep it going while finding a way to win.
I didn't go into the specifics because I was giving generalized advice about playing the different deck types.
You did an excellent job in describing the combo deck you had in mind and even verifying the differences in terms of the combo deck. To include that responce in the article would have made your article more informative, no? PLEASE dismiss the idea that we look down on you if you state the obvious; because it does shine light when there is a Shadow of Doubt. Also I voted for you to win by the way. I am just a lonely advocate for the new player because I was one once who walked around with a few misunderstandings too. (p.s. I always leave 2 blue mana open in Prismatic.)
Thanks for the article, Feuerdrache. I think there is not a single Magic player who can't still improve, and I think the article worked well for people of any given skill level.
I am sure this is going to sound like a realllly dumb question, but for a beginner, what's the best format to start with. I've spent the last year struggling with standard constructed at FNM, which I chose because I do not have a peer group to play against, and because standard limits the number of cards that I have to try and learn. Just recently, I have begun to wonder whether I should switch to limited.
I'd also like to hear opinions of face-to-face magic vs magic online.
Though I was messing it up with the other article the mtg classic, both were good, but quite abit to read...
Actually with the suggestions thrown around, do writers revise the articles or is it rewritten as another article or..?? I hav'nt been around long enough to witness so i don't really know...
Classics are simply reprints of old articles - we don't change anything except for (sometimes) adding a new introduction. The writers are welcome to rewrite their articles with the suggestions and resubmit it as an updated version, though.
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
I am sure this is going to sound like a realllly dumb question, but for a beginner, what's the best format to start with. I've spent the last year struggling with standard constructed at FNM, which I chose because I do not have a peer group to play against, and because standard limits the number of cards that I have to try and learn. Just recently, I have begun to wonder whether I should switch to limited.
I'd also like to hear opinions of face-to-face magic vs magic online.
Thanks in advance,
In my opinion, the best format to start in is Block Constructed. The format is extremely forgiving due to the restricted card pool, and I think it's a lot of fun because you get to explore mechanics and interactions that normally wouldn't be competitive.
The downside is that it's not very heavily supported, and it's kind of expensive to keep playing year after year (more expensive than Standard, even).
After that, I'd say Sealed Deck is the next-best thing, because it's literally a limited card pool, and you don't have to worry about pick orders or print runs like you do in Draft. Of course, it isn't heavily supported either, and it's the most expensive format (you have to buy new cards every tournament).
This is why most people start with Standard. You have the opportunity to practice a lot more often because it's very heavily supported, and the expense isn't terribly high. Standard's really your best bet, but if you're fortunate enough to have the stars align properly (i.e. your Tournament Organizer is willing to try other formats) and have the money to support the first two, I think you should go for it. It's fun stuff.
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As for the bit about talking to the 1900+ players:
Most 1900+ players here are *******s. They don't want to help out and prefer just to talk to their other 1900 friends.
Only a few actually talk to me, but they're the nice ones.
Not according to them. They did it because their previous model of paying for the content via increased singles sales wasn't working anymore.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I disagree from my experiences. Most of the high ranked players are fairly nice. Sure, there are a few who have become bloated with success, but a lot of them will talk to you, it doesn't hurt them to answer any questions in most cases.
Or at least, I'm over 1900 rating in constructed and limited (well, about 6 points short in limited as of today since the last two FNM's were just processed. Curse you FNM, foiled me again! ) and I'm nice to practically everybody who asks me for help.
I know the reasons why they had to change something with the way the articles worked. But the reason they decided to change it the way they did was because of the value of the information available.
I have always maintained that the quickest way to improve on your game is to play with those who are better than you and watch how they play the game.
I know most of the top 5 players in my area (one of em's my roomate). These guys don't bother playing FNM anymore because they can't afford to lose ratings like that. I will agree with CD, lots of these guys have some kind of arrogance goin on, but I believe that to be a mixture of confidence and immaturity on their part, plus maybe a bit of misperception on mine.
I do know that none of them are *******s to me, so I let em be as arrogant as they want.
it's the same way here, the one +1900 i know is a total douchebag, the worst loser i've ever met (he's actually been banned from pretty much every store in the area for trying to bribe people), and even if he would offer me his advice, i wouldn't take it
a friend of mine has actually been authorized to beat his ass if he ever came back by a store owner
i would love to be in an area where there were more people to talk magic with, but it just isn't here
but yeah, good article all in all
Magic Rules Advisor
"I'd rather have a bottle in front of me than a frontal lobotomy."
-Tom Waits
Not to mention if you sign up using a credit card you get a 9.99 gift certificate for the online store so you can play around a little bit if you want as well. Even if you don't want to play on Magic Online, join up and watch. Its well worth the investment.
Radha, Heir to Keld, Vorel of the Hull Clade, Kemba, Kha Regent, Vela the Night-Clad, Kozilek, Butcher of Truth, Barrin, Master Wizard, Slobad, Goblin Tinkerer, Patron of the Orochi, Oloro, Ageless Ascetic, Thraximundar, Roon of the Hidden Realm, Prossh, Skyraider of Kher, Marath, Will of the Wild, Teneb, the Harvester
If you did this, tell me and I'll credit you!
I would prefer if you focussed less on the game as a whole, but the misplays that you made, or think you made. The jump from casual to competitive magic is a really big one, and although your series is pretty unique in addressing this jump specifically, I don't think you address it enough, if you know what I mean.
Instead of having a quick blurb at the end as to odd/bad plays you made, include them in your actual tournament report. Give the readers your thought processes when you made the misplay, what you thought was right, and why it was wrong.
I understand what you mean, but I really shouldn't be walking you through every game to show you what I did wrong. Generally, if I highlight something I did, I either did it wrong or could have done it wrong, and it's up to you to classify it. Because I'm not standing over your shoulder at FNM.
Besides, it's article number two, and I'm pumping them out weekly. You never know what might come next.
Thanks for reading, everyone!
I have a question.
I'm of mature years (>40), and started playing maybe a year ago, having been infected by my 14-year-old son. I've played FNM for maybe 9 months now, with a generally outstanding lack of success. Main reason that I play FNM is because of a lack of any other play group. It's a bit hard to find a peer group at my age. I would rate myself as a beginner. The local store owner says I'm intermediate, but I suspect that he is just being nice.
Anyway: on to the question. My major problem (apart from not being able to play and not being able to put together a deck), is that I often lose without really knowing why. I'm after suggestions about how to overcome this hurdle.
I find watching other people play only of limited usefulness. Often they play with cards I'm not familiar with.
While I guess that some of this will just come with time, the prospect of another year of being consistently beaten is not a cheering concept.
The definition of a combo can be generally, but not limited to, a two card combination where if both cards get into play you are likely going to win and the other definition is two cards that have just plain synergy. Before you get all upset with this read on.
While you might call it splitting hairs... we all know there exists 'hard combo locks' (i.e. Kismet + Stasis) and 'soft combo locks' (i.e. Static Orb + Opposition). And the last deck is accepted as more a control deck rather than a combo deck. Also you may be saying to yourself 'well... yeah dumb*** I clearly stated COMBO DECK what else do you think I had meant by this?'
However as you know this site has a high newplayer count and leaving a qualitative example such as 'combo deck' to describe what you mean might lead to some confusion in thier ranks. Lets say a new player sees an old Type 2 deck (Standard) called OP/ORB being played at thier local store and they think its a Combo Deck... so does it hurt at all to drop the good old combo deck name 'Trix' and its' two card combo? (for you new readers of magic: Illusions of Grandeur + Donate)
You did have a decent example of the Bogardan Hellkite in 'Timing is Everything' but different examples (and more of them) would have been nice in the part of 'All War is Based on Deception.'
Quick note to future bloggers: If you say I am petty for splitting hairs in asking to give a little help to new players in understanding a combo deck then you are no better than those 1900+ players for whom you complained about.
I understand that losing all the time for another year is not very promising. As you may have learned from my previous articles, I've gone through it. For about two years' worth of active competition.
If you go and read some of the strategy articles around the Internet, you may find that they will vastly increase your game. My friend You Are Not Pro has posted a thread here with links to all the classics; you can find it here. Bookmark it.
The only other thing I can suggest is patience. It's for players like yourself that I write these articles. I am continuing this series indefinitely. The month-long delay has been readjusting to college life in the new semester, but rest assured I've been building up things to write about.
First of all, thank you for your feedback. It always helps to have criticism.
Here's my reasoning for not discussing (in the article) the finer points you've addressed:
When I discussed playing a "combo" deck, I was referring to decks like Dragonstorm or perhaps a Mind's Desire list, decks that have one explosive turn that wins the game. Trix applies here because Illusions' death causes a full 20 lifepoint loss, and that's usually game. The old Fruity Pebbles lists (Enduring Renewal, Goblin Bombardment and Ornithopter) also do the same thing, looping Ornithopter in and out of play an arbitrarily high amount of times until the opponent is dead.
Decks that achieve a hard lock are lock decks, and they're a subset of control decks because of how they're commonly constructed. No-Stick's hard lock (Teferi, Mage of Zhalfir and Orim's Chant imprinted on Isochron Scepter) is the perfect example - it's a hard lock on the game accomplished after controlling the game state.
For this reason, those decks should be played under the control paradigm until you get your lock, but once you have the lock it's game over, so there's really no point in time where you start playing under the combo paradigm.
Decks that go for a soft lock are usually even more like control decks than hard lock decks, because they have to protect their soft lock and keep it going while finding a way to win.
I didn't go into the specifics because I was giving generalized advice about playing the different deck types.
RON PAUL
R[ƎVO˩]UTION
The Philosophy of Liberty
I'd also like to hear opinions of face-to-face magic vs magic online.
Thanks in advance,
Though I was messing it up with the other article the mtg classic, both were good, but quite abit to read...
Actually with the suggestions thrown around, do writers revise the articles or is it rewritten as another article or..?? I hav'nt been around long enough to witness so i don't really know...
Reality is but a perception of your being --
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For, put them side by side,
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With ease, and you beside."
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881
Oooh Dicey:
[dice=1]100[/dice]
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
In my opinion, the best format to start in is Block Constructed. The format is extremely forgiving due to the restricted card pool, and I think it's a lot of fun because you get to explore mechanics and interactions that normally wouldn't be competitive.
The downside is that it's not very heavily supported, and it's kind of expensive to keep playing year after year (more expensive than Standard, even).
After that, I'd say Sealed Deck is the next-best thing, because it's literally a limited card pool, and you don't have to worry about pick orders or print runs like you do in Draft. Of course, it isn't heavily supported either, and it's the most expensive format (you have to buy new cards every tournament).
This is why most people start with Standard. You have the opportunity to practice a lot more often because it's very heavily supported, and the expense isn't terribly high. Standard's really your best bet, but if you're fortunate enough to have the stars align properly (i.e. your Tournament Organizer is willing to try other formats) and have the money to support the first two, I think you should go for it. It's fun stuff.