I got it for free a while ago, and it was pretty good. If you like reading about Magic and think Chapin is a rad guy you'll like it, but if you don't like Chapin you won't like the book as it does read as sort of pseudo-biography.
Edit: As a player who has been playing for a while and has been in tournaments for a while, with exposure to other pros, I can't say I learned a massive amount, but it was a really fun read.
If you want to read more about Magic, check out Steve Menendian's book about the schools of magic too. It's basically a history of magic and how the deck types we know today were developed, and some of the stuff that was debated back in the day. It does have a Vintage focus to it, but it's still good for the Magic reader.
So we get the enemy colored painlands and not the allied color ones? Well that's reverse of the norm, but I thought Wizards was planning to do full 10 land cycles from now on.
Enemy pains could indicate allied Fetches in the next set, to offset the colour imbalance. It would also make sense since it would allow Modern to have access to all 10 Fetches as opposed to only 5.
Or you could read the article, and now that's not true.
Its a good read if a bit overpriced. Its more of a way to help you think about the game more than it will actually improve your game. It was very helpful in this regard as defining the ideas of magic out on paper helped me look at actual things in a new and more strealined light. It certainly is not the be all end all of magic theory, far from it, but it will still help the average or beginer some amount.
So if you can spare the money go for it.
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Currently Playing:
Modern: RUGScapeshift[RUG...Occasionally with goyfs RUGTarmotwinRUG(RIP)
Legacy: UWxuwr miracles and stonebladeUWx
Commander: UWRShu Yun/Ruhan SmashUWR
You'll probably learn *something*, but if you really want to make money playing cards, you're probably much better off investing in a copy of Doyle Brunson's Super System.
Anyhow, the best I can come up with myself is a game in the top 8 of a PTQ back during Urza block in which we were starting game 3 with time already expired, so the tiebreaker rule was that whoever had more life after 3 turns would win. And I lost to... healing salve.
I got it as a gift as well, and it's actually quite a read.
It is, of course, pretty worthless if you don't actually attempt to apply what he says, so I'd also suggest doing that once you've read. Some cool anecdotes throughout the book, though I agree, Chapin uses the word "jedi" a little too much for my tastes.
If you know little in the way of management skills, or are much younger (early twenties, younger) I don't think you'll find the book as useful (but that does not mean you shouldn't read it if your interested), it speaks to an older audience and/or folks with some management background.
The book teaches how to management and work with magic on a tournament level, teaches better organization skills, how to make contacts and form relationships to better further your magic goals (winning tournaments, getting the cards you need etc.), talks about why having a solid playgroup and it is important (and how to build a good one without bozos involved, or at least how to cut them).
And I'll stress the playgroup really is important, being a pack hunter offers more protections and gain than being a lone wolf, he talks about that in the book as well.
Your call, its a good read, $40 is nothing it spend on a book if it's a useful tool.
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Edit: As a player who has been playing for a while and has been in tournaments for a while, with exposure to other pros, I can't say I learned a massive amount, but it was a really fun read.
If you want to read more about Magic, check out Steve Menendian's book about the schools of magic too. It's basically a history of magic and how the deck types we know today were developed, and some of the stuff that was debated back in the day. It does have a Vintage focus to it, but it's still good for the Magic reader.
Oh... Ok... Clearly.
http://www.starcitygames.com/article/28097_Next-Level-Deckbuilding-Seminar-In-Richmond.html
So if you can spare the money go for it.
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
It is, of course, pretty worthless if you don't actually attempt to apply what he says, so I'd also suggest doing that once you've read. Some cool anecdotes throughout the book, though I agree, Chapin uses the word "jedi" a little too much for my tastes.
If you know little in the way of management skills, or are much younger (early twenties, younger) I don't think you'll find the book as useful (but that does not mean you shouldn't read it if your interested), it speaks to an older audience and/or folks with some management background.
The book teaches how to management and work with magic on a tournament level, teaches better organization skills, how to make contacts and form relationships to better further your magic goals (winning tournaments, getting the cards you need etc.), talks about why having a solid playgroup and it is important (and how to build a good one without bozos involved, or at least how to cut them).
And I'll stress the playgroup really is important, being a pack hunter offers more protections and gain than being a lone wolf, he talks about that in the book as well.
Your call, its a good read, $40 is nothing it spend on a book if it's a useful tool.