I am pretty much new to MTG. I know the rules, and how each color works, but I have hit a little problem.
Recently I have been playing MTG Arena since I don't have the budget to play IRL, and neither do I know a lot of people who even play. Unfortunately, I have been on a losing streak, and no matter what I do I end up losing anyway. Do I just not have the right cards? Or am I missing something?
I enjoy playing MTG, but I really want to get out of this losing streak and get better.
The first thing to do is to find out why you are losing. There are many contributing factors in the game for losing, and you very likely have issues with all of them to a degree, being new and all.
First, we should examine your deck(s). Can't say wether your card choices are a major factor without knowing what you play. So please provide us with a deck list (and rememeber to autocard).
Some general points to look out for in your decks:
1) Too few lands
New players often cut lands in order to pack more spells, leaving them open to mana screw and unable to actually play those cards. A usual midrangy deck needs around 24 lands in its 60 cards.
2) To many cards
Try to stick to the minimum deck size. Going over by a few is fine for Casual play, but having like 5+ additional cards really screws with a deck's consistency.
3) To many 1-ofs
You want to draw your best cards as often as possible. So those cards should be played with as many copies as possible (usually a set of 4). If your deck relies on drawing a singleton card, or even several singleton cards, then even with a bunch of tutors, you'll have a hard time getting those.
4) Mana curve
You need to be able to participate in the game right from the beginning. You don't have to actually do anything during the first turns, but you need to be able to. So make sure to have some cheaper cards that you can use early.
5) Player interaction
You are not playing solitaire, and neither is your opponent. (That's debatable with some combo decks, though.) Make sure you have cards to twart your opponent's game, like removal, counterspells, discard, bounce, etc. If your deck can't win reliably before turn 4, you have to make sure that your opponent can't either.
6) Have a plan, and have only one plan
Many newer players want to play a lot of different stuff, cramming in cards that don't really support a single strategy. Or they want to have a second plan for when the first fails. That won't work. Having one plan and a deck where ever cards supports it will be far more successful than having many plans that are not well supported or even contradictory. Oftentimes, a secondary plan will emerge on its own from the cards that you are already playing for the primary one.
7) Card advantage
Cards are the most valuable resource in the game, because they represent options. The player with more options usually wins the game. So be on the lookout to net a 2-for-1 (spending one card and gaining the equivalent of two out of it or making the opponent lose two). Or better yet, get more than a 2-for-1 if possible. Card draw spells like Harmonize are good for a reason, and it is that reason that makes Ancestral Recall so broken and got Treasure Cruise banned. Also, don't spend several cards to deal with a single one unless you absolutely have to.
And some thoughts on playing:
1) Wait
Instants and most activated abilities can be used any time, so you don't have to use them right away. The opponent's end step is still early enough to play them before your next turn begins. Combat tricks and many removal spells are most efficient after blockers have been declared. Cards that don't affect combat should be played after combat to leave mana open for bluffing. Etc.
2) Don't overcommit
If your board looks good and you have the upper hand, start storing cards in hand to rebuilt after the opponent messes it up. If what you have can easily deal the remainig 10 damage to the opponent already, there's no point in putting out another 20.
3) Life is cheap
Yo start the game at 20 life (usually). And only one of those life points actually matters: the last one. The rest is a resource. Even if you are not playing cards like Moltensteel Dragon to dump life into, your life total can and should serve to soak up damage. Don't throw valuable creatures in front of attackers if you don't have to.
4) Mulligan
If your opening hand does not contain a viable early game, draw again. If you have to draw a specific card to do anyhing with your opening hand, draw again. A starting hand that isn't good is bad. So try again. At least within reason, going down to 4 cards is not advisable, but if a 7 or 6 card hand doesn't provide, don't be afraid to go down again. 5 cards is borderline, though. Your mulligan is the first big decision you make during the game and it has a huge impact.
I hope this was helpful. A lot of minor stuff comes with experience, and added up, that, too, can have a major impact. But you have to start somewhere.
Good luck.
I feel that one of the big things is knowing why you are losing and learning how to address that. The previous post when I was typing this is probably the best way to put it so I'll try and add new opinions
are you losing because you're keeping bad hands? Learn what kind of hands you want to keep in any matchup. Also making sure you are happy with the numbers of cards in your deck and adjust accordingly. often running as close to 60 as you can get with the correct ratio of spells and lands can make a huge difference.
One big thing that helped me was the concept of "who's the beatdown?", as in what role does your deck play in this matchup? does it want to be the more aggressive deck and force them to have the answers or does it want to be the control deck and have the answers? Some decks the answer will be straight forward, as in usually burn or affinity decks will almost always want to be the aggro or slower decks such as URx control will always want to be the control. Some decks, such as midrange decks will have to adjust to the matchup and properly assigning your role can make or break the game. This is something that's a bit more complex but if you're interested in this concept, it's pretty helpful.
As previously said, a lot of stuff comes with time. Playing on arena can be kind of tough without chat as you can't really ask your opponent what you can do better. Another thing I can suggest is watching people stream so you can hear them explain their logic behind plays. I always enjoy consuming content through plays like MTGS and many other places.
1) Don't be trigger happy
You usually have only a limited amount of removal in your deck, so you have to choose carefully what to use it on. The same goes for counterspells. Don't just play a card because you can and have a target. Make sure that it is a good target. Save those cards for the things that truly matter.
2) Don't hesitate too much
I've encountered many newer players, who simply are afraid of attacking even if there is a good attack for them. They fear losing creatures, but creatures die all the time. You just have to make sure, that they take something worthwhile with them.
3) Make attacks according to your deck's plan
Some players are hesitant to attack with their Elvish Mystic or other utility creature into an opponent's empty board, because they are not playing the card for attacking. But if your deck relies on winning with combat damage, that one more damage can make the difference. Otoh, if your deck does not rely on combat to win, or doesn't need all the combat damage it can get through (like most control decks), attacking with a utility creature early can be detrimental, especially into open white mana, because a lot of white removal targets attacking creatures.
4) Plan ahead
Your are not limited to the cards you have available right now, same goes for your opponent. Take into acount, what you and your opponent could be drawing later. Sure, this comes down to probability, so planning with that is tricky, but if you know how you can still win, you can play accordingly to set up the game for that possibilty. And if you are on your way to winning, keep in mind what your opponent could draw to stop you. The cards he already played and the colors he's playing can give you clues for what to expect.
1) Don't be trigger happy
You usually have only a limited amount of removal in your deck, so you have to choose carefully what to use it on. The same goes for counterspells. Don't just play a card because you can and have a target. Make sure that it is a good target. Save those cards for the things that truly matter.
4) Plan ahead
Your are not limited to the cards you have available right now, same goes for your opponent. Take into acount, what you and your opponent could be drawing later. Sure, this comes down to probability, so planning with that is tricky, but if you know how you can still win, you can play accordingly to set up the game for that possibilty. And if you are on your way to winning, keep in mind what your opponent could draw to stop you. The cards he already played and the colors he's playing can give you clues for what to expect.
1. I actually ran right over a player at fnm for this reason. He recently started playing a UR control deck, probably not the guild pack as it didn't look like it. I quickly realized I could get him to just counter the first spell I played each turn regardless of what it was. so just jammed the one I didn't care about and won with a reveler both games because he was too trigger happy countering my first spell. Basically, don't be that guy and learn to know what you care about and don't.
4. I feel that knowing what to expect and having a knowledge of the metagame can be huge. Knowing what cards to expect and being able to play around cards can make or break matches. I've lost games I've had won by going all in when I didn't need to because I didn't play around certain thimgs
1. I actually ran right over a player at fnm for this reason. He recently started playing a UR control deck, probably not the guild pack as it didn't look like it. I quickly realized I could get him to just counter the first spell I played each turn regardless of what it was. so just jammed the one I didn't care about and won with a reveler both games because he was too trigger happy countering my first spell. Basically, don't be that guy and learn to know what you care about and don't.
This might be more advanced/psychological/too much gamesmanship to start with, but in face-to-face Magic everyone has tells. Learning to spot your opponents' and recognize and suppress your own is a great thing to do, especially in multiplayer/political games.
1. I actually ran right over a player at fnm for this reason. He recently started playing a UR control deck, probably not the guild pack as it didn't look like it. I quickly realized I could get him to just counter the first spell I played each turn regardless of what it was. so just jammed the one I didn't care about and won with a reveler both games because he was too trigger happy countering my first spell. Basically, don't be that guy and learn to know what you care about and don't.
This might be more advanced/psychological/too much gamesmanship to start with, but in face-to-face Magic everyone has tells. Learning to spot your opponents' and recognize and suppress your own is a great thing to do, especially in multiplayer/political games.
tbh, it came from when I played a lot of control and knowing that people would often try and bait me first before trying to resolve the spell they actually wanted resolved. so it was something that I picked up over the years as well, try and bait the counter first with something less improtant
And do include plenty of answers. Remember, you aren't the only one playing. Beyond that, don't get too trigger happy with spot removal, and if you play a global effect of some sort (such as Day of Judgment), make sure it benefits you more than it does your opponents.
And if you play combo (i.e., two or three cards that, when played together, basically win the game on the spot), you do need a backup plan, as well as ways to protect your combo.
Private Mod Note
():
Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Recently I have been playing MTG Arena since I don't have the budget to play IRL, and neither do I know a lot of people who even play. Unfortunately, I have been on a losing streak, and no matter what I do I end up losing anyway. Do I just not have the right cards? Or am I missing something?
I enjoy playing MTG, but I really want to get out of this losing streak and get better.
First, we should examine your deck(s). Can't say wether your card choices are a major factor without knowing what you play. So please provide us with a deck list (and rememeber to autocard).
Some general points to look out for in your decks:
1) Too few lands
New players often cut lands in order to pack more spells, leaving them open to mana screw and unable to actually play those cards. A usual midrangy deck needs around 24 lands in its 60 cards.
2) To many cards
Try to stick to the minimum deck size. Going over by a few is fine for Casual play, but having like 5+ additional cards really screws with a deck's consistency.
3) To many 1-ofs
You want to draw your best cards as often as possible. So those cards should be played with as many copies as possible (usually a set of 4). If your deck relies on drawing a singleton card, or even several singleton cards, then even with a bunch of tutors, you'll have a hard time getting those.
4) Mana curve
You need to be able to participate in the game right from the beginning. You don't have to actually do anything during the first turns, but you need to be able to. So make sure to have some cheaper cards that you can use early.
5) Player interaction
You are not playing solitaire, and neither is your opponent. (That's debatable with some combo decks, though.) Make sure you have cards to twart your opponent's game, like removal, counterspells, discard, bounce, etc. If your deck can't win reliably before turn 4, you have to make sure that your opponent can't either.
6) Have a plan, and have only one plan
Many newer players want to play a lot of different stuff, cramming in cards that don't really support a single strategy. Or they want to have a second plan for when the first fails. That won't work. Having one plan and a deck where ever cards supports it will be far more successful than having many plans that are not well supported or even contradictory. Oftentimes, a secondary plan will emerge on its own from the cards that you are already playing for the primary one.
7) Card advantage
Cards are the most valuable resource in the game, because they represent options. The player with more options usually wins the game. So be on the lookout to net a 2-for-1 (spending one card and gaining the equivalent of two out of it or making the opponent lose two). Or better yet, get more than a 2-for-1 if possible. Card draw spells like Harmonize are good for a reason, and it is that reason that makes Ancestral Recall so broken and got Treasure Cruise banned. Also, don't spend several cards to deal with a single one unless you absolutely have to.
And some thoughts on playing:
1) Wait
Instants and most activated abilities can be used any time, so you don't have to use them right away. The opponent's end step is still early enough to play them before your next turn begins. Combat tricks and many removal spells are most efficient after blockers have been declared. Cards that don't affect combat should be played after combat to leave mana open for bluffing. Etc.
2) Don't overcommit
If your board looks good and you have the upper hand, start storing cards in hand to rebuilt after the opponent messes it up. If what you have can easily deal the remainig 10 damage to the opponent already, there's no point in putting out another 20.
3) Life is cheap
Yo start the game at 20 life (usually). And only one of those life points actually matters: the last one. The rest is a resource. Even if you are not playing cards like Moltensteel Dragon to dump life into, your life total can and should serve to soak up damage. Don't throw valuable creatures in front of attackers if you don't have to.
4) Mulligan
If your opening hand does not contain a viable early game, draw again. If you have to draw a specific card to do anyhing with your opening hand, draw again. A starting hand that isn't good is bad. So try again. At least within reason, going down to 4 cards is not advisable, but if a 7 or 6 card hand doesn't provide, don't be afraid to go down again. 5 cards is borderline, though. Your mulligan is the first big decision you make during the game and it has a huge impact.
I hope this was helpful. A lot of minor stuff comes with experience, and added up, that, too, can have a major impact. But you have to start somewhere.
Good luck.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
are you losing because you're keeping bad hands? Learn what kind of hands you want to keep in any matchup. Also making sure you are happy with the numbers of cards in your deck and adjust accordingly. often running as close to 60 as you can get with the correct ratio of spells and lands can make a huge difference.
One big thing that helped me was the concept of "who's the beatdown?", as in what role does your deck play in this matchup? does it want to be the more aggressive deck and force them to have the answers or does it want to be the control deck and have the answers? Some decks the answer will be straight forward, as in usually burn or affinity decks will almost always want to be the aggro or slower decks such as URx control will always want to be the control. Some decks, such as midrange decks will have to adjust to the matchup and properly assigning your role can make or break the game. This is something that's a bit more complex but if you're interested in this concept, it's pretty helpful.
As previously said, a lot of stuff comes with time. Playing on arena can be kind of tough without chat as you can't really ask your opponent what you can do better. Another thing I can suggest is watching people stream so you can hear them explain their logic behind plays. I always enjoy consuming content through plays like MTGS and many other places.
1) Don't be trigger happy
You usually have only a limited amount of removal in your deck, so you have to choose carefully what to use it on. The same goes for counterspells. Don't just play a card because you can and have a target. Make sure that it is a good target. Save those cards for the things that truly matter.
2) Don't hesitate too much
I've encountered many newer players, who simply are afraid of attacking even if there is a good attack for them. They fear losing creatures, but creatures die all the time. You just have to make sure, that they take something worthwhile with them.
3) Make attacks according to your deck's plan
Some players are hesitant to attack with their Elvish Mystic or other utility creature into an opponent's empty board, because they are not playing the card for attacking. But if your deck relies on winning with combat damage, that one more damage can make the difference. Otoh, if your deck does not rely on combat to win, or doesn't need all the combat damage it can get through (like most control decks), attacking with a utility creature early can be detrimental, especially into open white mana, because a lot of white removal targets attacking creatures.
4) Plan ahead
Your are not limited to the cards you have available right now, same goes for your opponent. Take into acount, what you and your opponent could be drawing later. Sure, this comes down to probability, so planning with that is tricky, but if you know how you can still win, you can play accordingly to set up the game for that possibilty. And if you are on your way to winning, keep in mind what your opponent could draw to stop you. The cards he already played and the colors he's playing can give you clues for what to expect.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
1. I actually ran right over a player at fnm for this reason. He recently started playing a UR control deck, probably not the guild pack as it didn't look like it. I quickly realized I could get him to just counter the first spell I played each turn regardless of what it was. so just jammed the one I didn't care about and won with a reveler both games because he was too trigger happy countering my first spell. Basically, don't be that guy and learn to know what you care about and don't.
4. I feel that knowing what to expect and having a knowledge of the metagame can be huge. Knowing what cards to expect and being able to play around cards can make or break matches. I've lost games I've had won by going all in when I didn't need to because I didn't play around certain thimgs
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
tbh, it came from when I played a lot of control and knowing that people would often try and bait me first before trying to resolve the spell they actually wanted resolved. so it was something that I picked up over the years as well, try and bait the counter first with something less improtant
And if you play combo (i.e., two or three cards that, when played together, basically win the game on the spot), you do need a backup plan, as well as ways to protect your combo.
On phasing: