Though many players refuse to do them, it's pretty obvious what things players can do to avoid turning FNMs into slow play drawfests. I'm wondering what measures game stores have taken to discourage slow play at their events. Sadly, I'd suspect that many stores are negligent in addressing even eggregious instances of slow play.
First step is to make draws bad and no advantage at all, so players have no "reason" to draw.
That means, prices should be given to WINS, ignoring draws (not possible for something like a top 8 cut, but all people with equal WINS should get the same amount of prices).
That also encourages players to play the game, no intentional draw, as a draw is like both players losing, if none of them gets a price as nobody got a win.
In FNM and other newbie events, its a good idea to ask a "slow" player after the game what they where thinking about and help them to get faster ; as a lot of them simply think very slow, as they want to think about any possible outcome and they do that turn after turn, they dont really "remember" what they allready know, and that results in a terribl slow process, especially if 2 players do that.
Its a learning process as a player. Newbies start out without any knowledge of the game, so they run into otherwise obvisious things on the board. At some point they learn the value of "bluffing" , keeping cards in hand, and they know what kind of stuff could happen if they attack ; at which point players tend to overthink extremly , so the next lesson they need to learn is, Magic is a game in which you have to think FAST in addition to being clever.
In the majority of times if someone is notoriously slow, theres a reason for that and it can be solved by providing education for that player how to become a better player , think quicker, think about what matters and make choices faster.
This is definitely a serious problem and my LGS has had a few of these type players. I have an opinion here, but I'll post it later.
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One store I go to on occasion does pack/$5 in credit per win, doesn't pay out on overall standings, so players are more encouraged to go for the win rather than draw.
of course with this you still run into the problem of Player X winning game one with barely any time on the clock amd just stalling game 2 to win the match 1-0
First step is to make draws bad and no advantage at all, so players have no "reason" to draw.
That means, prices should be given to WINS, ignoring draws (not possible for something like a top 8 cut, but all people with equal WINS should get the same amount of prices).
That also encourages players to play the game, no intentional draw, as a draw is like both players losing, if none of them gets a price as nobody got a win.
In FNM and other newbie events, its a good idea to ask a "slow" player after the game what they where thinking about and help them to get faster ; as a lot of them simply think very slow, as they want to think about any possible outcome and they do that turn after turn, they dont really "remember" what they allready know, and that results in a terribl slow process, especially if 2 players do that.
Its a learning process as a player. Newbies start out without any knowledge of the game, so they run into otherwise obvisious things on the board. At some point they learn the value of "bluffing" , keeping cards in hand, and they know what kind of stuff could happen if they attack ; at which point players tend to overthink extremly , so the next lesson they need to learn is, Magic is a game in which you have to think FAST in addition to being clever.
In the majority of times if someone is notoriously slow, theres a reason for that and it can be solved by providing education for that player how to become a better player , think quicker, think about what matters and make choices faster.
The issue with the first step is that you're unfairly punishing the other player, who is trying to play at a reasonable rate of speed but now has a draw on his record because the other player is playing slow because they're new/they're just slow players/they're trying to game a draw instead of a loss.
Two experienced players can typically hammer out most matches in about 20 minutes. Sometimes a game goes on longer and it takes 30-40 minutes, and sometimes you wind up with two good players playing really grindy decks and you can get a legitimate draw through no one's fault, players should not be punished for this as well. Back in Theros block an experienced friend of mine playing a Whip of Erebos based deck and I got paired up against each other. I was piloting Chromantiflayer. We both had absurd amounts of life (at one point we were both well over 100) and the combat steps were massive in figuring out how much damage was being done and how large the life swings were. It was literally "swing for 42" "oh, cool, I take it. Go down to......126....my turn, backswing for 36, gain 36 life....." We were turning some heads when neither of us were batting an eye at 40 point attacks, but we were playing as fast as we could as neither of us wanted to draw, but neither of us wanted to quit as we both believed we could win.
The correct procedure is to notify the judge at the shop or whoever and have them watch the suspect for slow play, and encourage them to pick up the pace. They will either do so or eventually get warned enough to equal a game loss. Obviously we cut newbies a little slack for a while, but then there's also the people who have been playing for 3 years, play a land, tap out, cast something, attack, and then sit there durdling instead of passing turn as though there was something else they could possibly play. Hate. That. So. Much.
You got 50 minutes and 5 turns. With a few exceptions, you should be able to finish the match, but sometimes draws do just happen and players are already taking a hit from it, there's no need to punish them farther. However, many newish players don't understand exactly how getting a draw negatively impacts your scoring. It might be good for the TO to take a minute before the event starts to point out that drawing is a bad thing for your records and if you're interested in doing well, you will try to avoid incurring them.
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That means, prices should be given to WINS, ignoring draws (not possible for something like a top 8 cut, but all people with equal WINS should get the same amount of prices).
That also encourages players to play the game, no intentional draw, as a draw is like both players losing, if none of them gets a price as nobody got a win.
In FNM and other newbie events, its a good idea to ask a "slow" player after the game what they where thinking about and help them to get faster ; as a lot of them simply think very slow, as they want to think about any possible outcome and they do that turn after turn, they dont really "remember" what they allready know, and that results in a terribl slow process, especially if 2 players do that.
Its a learning process as a player. Newbies start out without any knowledge of the game, so they run into otherwise obvisious things on the board. At some point they learn the value of "bluffing" , keeping cards in hand, and they know what kind of stuff could happen if they attack ; at which point players tend to overthink extremly , so the next lesson they need to learn is, Magic is a game in which you have to think FAST in addition to being clever.
In the majority of times if someone is notoriously slow, theres a reason for that and it can be solved by providing education for that player how to become a better player , think quicker, think about what matters and make choices faster.
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Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)of course with this you still run into the problem of Player X winning game one with barely any time on the clock amd just stalling game 2 to win the match 1-0
The issue with the first step is that you're unfairly punishing the other player, who is trying to play at a reasonable rate of speed but now has a draw on his record because the other player is playing slow because they're new/they're just slow players/they're trying to game a draw instead of a loss.
Two experienced players can typically hammer out most matches in about 20 minutes. Sometimes a game goes on longer and it takes 30-40 minutes, and sometimes you wind up with two good players playing really grindy decks and you can get a legitimate draw through no one's fault, players should not be punished for this as well. Back in Theros block an experienced friend of mine playing a Whip of Erebos based deck and I got paired up against each other. I was piloting Chromantiflayer. We both had absurd amounts of life (at one point we were both well over 100) and the combat steps were massive in figuring out how much damage was being done and how large the life swings were. It was literally "swing for 42" "oh, cool, I take it. Go down to......126....my turn, backswing for 36, gain 36 life....." We were turning some heads when neither of us were batting an eye at 40 point attacks, but we were playing as fast as we could as neither of us wanted to draw, but neither of us wanted to quit as we both believed we could win.
The correct procedure is to notify the judge at the shop or whoever and have them watch the suspect for slow play, and encourage them to pick up the pace. They will either do so or eventually get warned enough to equal a game loss. Obviously we cut newbies a little slack for a while, but then there's also the people who have been playing for 3 years, play a land, tap out, cast something, attack, and then sit there durdling instead of passing turn as though there was something else they could possibly play. Hate. That. So. Much.
You got 50 minutes and 5 turns. With a few exceptions, you should be able to finish the match, but sometimes draws do just happen and players are already taking a hit from it, there's no need to punish them farther. However, many newish players don't understand exactly how getting a draw negatively impacts your scoring. It might be good for the TO to take a minute before the event starts to point out that drawing is a bad thing for your records and if you're interested in doing well, you will try to avoid incurring them.
EDH: Grand Arbiter $tax, Freyalise Stompy, Mimeoplasm Death From the Grave