Tuesday, December 7, 2010

Life Lessons

I received the recent criticism of only writing for people only involved in competitive magic, and cutting the laymen a tad short, well for this articleI should write, for well the game in general. A long time ago, Tom Rose asked me to write an essay about life lessons from Magic. This was years ago, and knowing his memory, he might not remember, but I still feel somewhat obliged. Besides I am in a very introspective mood. Well I guess that brings me to lesson one:

1. Be confident in what you do, but never arrogant. Humility is important, confusing but important (lol esoteric rules joke). Put yourself in the right framework.

Honestly I would probably just say I am competent at the game, someone like Dan Jordan is good at the game, Gerry Thompson is great at the game, and the Finkels, LSVs, Nassifs, and Buddes are truly awesome. Everything really needs a framework for improvement. Many people I see get real confident and well basically assume there unstoppable, as soon as you do that, well you headed right into a wall. Be truthful about yourself, sure you smart and good, but look for areas of improvement.
I dated a girl back at Marist, and she said was probably more moral than 99.9% of human beings. That promptly end our relationship (not on the spot, more like wow that’s stupid), cause it’s just impossible. Sure you can be good, but how many tough ethical decisions do you make a day? Probably none. Same goes to magic, sometimes you play like a pro, but we all slip and well noob it up.

That said…

2. Just cause you aren’t the best, even good at something try it out, it could be lame, people might make fun of you, but hey f_K em.

A while back I got into writing lame poetry, at first it was to impress someone (I am looking at you Panos), but after awhile I found it aesthetically pleasing. I also started this blog to blog about gay erotica and then it turned into a magic blog. Both have been well mediocre to terrible, but hey irritating people is fun too. Sure you might lose a lot in magic, but hey really the journey is the most important bit. If you’re not good at draft, try type two, not good at that, try edh, not good at all of those, well play anyway if it’s fun to try and improve, besides I really need my rating to increase. I think Babe Ruth said it best:

“I spent my money on women, cars and booze, the rest I squandered”

Oops wrong Ruth quote,

“The fear the striking out should never stop you from hitting a home run”

Sorry about the technical difficulties, my point is hit at the hot girl at the end of the bar, apply to that job that’s a reach, and try a new hobby, cause at the end of the day they could all lead to good things or not. But heck we all know what happens when you do nothing.

“Gee, its lonesome in the outfield. It's hard to keep awake with nothing to do”

-Babe Ruth


3. Be pleasant, be a good sport, try and obey the rules, but never forget the most important rule of standing up for yourself and keeping your honor intact. If you don’t have honor, you don’t have much.

I pretty much always shake hands after matches, a long time ago I beat a player, and he refused to shake hands with me after the match because A. I suck B. He was mana screwed. At the end of the day, well we all know who looked real bad at life rather than magic. A lot of people also say you should only shake after a tight match or a big match. Why not every match? Sportsmanship is important and shaking confirms the legitimacy of the result.

That’s not to say shake EVERY match, as if someone’s a jerk, is cheating, or hates life. One PTQ that I went to in NYC a few months ago, I beat my opponent but never opted to shake, why? the whole time he complained about my deck choice, and how lucky I was. He also insisted on having me shuffle his deck after every fetchland rather than me cut it, almost called a judge on it. Those may be true but, really try and enjoy yourself.

At college, I had similar situation. There was a guy I know through friends who well, is pretty much not a nice guy. I will call him Chuck. Last week in school senoir year, he got into an altercation with someone, spat on them and kicked them in the face. When I scolded him for doing this he tried he threatened me, and spat at me. Five minutes after things were calmed down, Chuck tried to offer a handshake and make it all better. I didn’t take it because well, I deserve better than that. To this day it has alienated someone of my college friends, but at the end of the day you can’t forgive people for everything.

I never really regreted that, for many reasons, one he was a dick outside of that situation, and well two, if people think I should be treated like that, oh well. Afterward I learned to stick up for myself, and fight for me, people aren’t always going to be good to you. However, still treat people with respect and sportsmanship.

4. Live with your decisions

Many magic players learn this the hard way, that taking things back, are actually against the rules. A slight aside, the slogan “no regrets” is actually the stupidest thing anyone has ever said. Probably up there with “hey let’s do heroine.” Life is one big lesson for the next life(as in the next generation). You should have regrets about things you have done, that is not to say be depressed constantly about times you messed up. Heck at times all of us are whores, liars, and not good people. We are all stupid financially, and with playing magic. However, there is a lesson at the end of the day.

“hey man I don’t even care about the past, it’s all about the future, no regrets”

The past is really all we have to learn from. The emotion of regret is according to Webster “to feel sorry and sad about something previously done or said that now appears wrong, mistaken, or hurtful to others” the point is to move on from that feeling to feeling of confidence, but you need that cycle. Sure you may have stolen from the candy store, sure you may have dated the wrong girl just for ass, sure you may have spent too much money, the point is to live with those decisions and not run away from them(all of those are real memories). Cause in fact Magic, just like life has no take backs.

5. Love what you do; who you’re with, the point in life is to enjoy it.

At the end of the day, all we know about this world is well that there is this world. Technology hasn’t proved any other planet with life, although we might suspect extraterrestrial life. Gods, spirits, and angels only appear in what we can so far tell are works of fiction. The only thing you know about this worlds, is well you, what’s there in front of you, and how you feel about all of it. Altough, many would even dispute that claim. Eitherway there is this illusion or reality that comes before us known as life. Magic is the funnest game out there, but many people get upset over it at times. My advice, find the right play group, format, and store to try and maximize the excitement of the game. It isn’t fun, do something else, which may sound anti-magic but heck it’s the truth. The game isn’t for everybody. The reason why we play, is because we love it, not any other reason.

In life you got to do the same thing. Don’t like your girlfriend? Dump her. Don’t like the school you go to? Go to another. Don’t like your job? Grab the Pennysaver. Magic shows that if you take the right approach to things you can be successful, if you can’t find sucess try something else.

Anyway those are the lessons Magic can show you, I hope you liked them. As a good exercise, if you’d like, write what gaming has shown you. If you didn’t like a lesson I put, write why, and then flame me constantly with criticism.

Until next time…

Sunday, November 21, 2010

Should they join Kor Firewalker?

Hey kids! Congrats to Jeff Thomas on winning the last FNM! I think he is still busy making soldier tokens down at 3rd right now. Unfortunately I have decided that a much more interesting discussion would be on the proposal to ban both Jace the mind sculptor in Standard and Survival of the Fittest in legacy. Right now those two cards are inarguably dominating the format and definitely presenting a huge change in the way people build decks. You either beat them(sometimes!) or join them. Anyway let’s talk about the history of banning cards…

Wizards of the Coast official position on banning cards is well, you shouldn’t ban cards, only in dire circumstances. In the past five years, in standard they have let the cards play out unitil rotation…leading to well a player base filled with whiners(not the kind in california or france). The past two standard formats were dominated by Bitterblossum and bloodbraid elf, which in the end weren’t banned, and well dominated until their respective rotations. The last cards to be banned where the well affinity bannings in 2005 which banned all of the artifact lands, disciple of the vault, and arcbound ravager, which led to well the format being dominated by tooth and nail where some people argued for that to be banned as well.

Affinity was one of the most degenerative decks of all time, probably next to academy as the best type two deck of all time. The format forced people to main deck artifact hate, which was almost insane given how bad artifact hate was against the rest of the decks in the meta. Affinity had turn 3-4 kills, was quite resilient to hate, and could win out of nowhere. And that’s even without skullclamp which was banned the previous fall for well being one the best cards of all time.

I guess it all kinda arbitrary, but I suppose it needs to reach the affinity line in terms of power, performance, and well reiliancy. Altough one could quickly argue that all of those strategies and Jace are just as dominiate, I would tell them that having the rest of the field would have 8-12 dead cards against non-affinity opponents. Affinity also gave the opponent very little time to react, and made things very non-interactive(not a Webster word). Either way, point conceded that its very arbitrary the line to ban cards.

Now, that brings us to legacy, legacy being an eternal format which well I guess the “wait till rotation” route doesn’t work out. The last card to be banned was mystical tutor, a key card in both reanimator and Storm decks. Mystical was thought to keep getting more and more powerful, decks were simply made to find there instant or sorcery, play it and win the game.

Alright I guess I will just make a chart based off of past criteria and well my pretend expert opinion:

Suspect #1:

Jace the Minscupltor

Format dominating?

Totally guilty of that, in the last stars city open it was 50% of the top 16. Once played the card needs to be immediately dealt with.

Create a non-intereactive style of play?

Well not really, the thing about jace is that it gets better with player skill, it bounces creatures, finds answers, and controls the opponents draw step. In fact, the card is all about intereaction.

Quick end to games? A combo engine?

Not really, it will certainly put the opponent ahead but it’s not an engine. It finds answers.

Finds a home in a variety of decks?

Yes, it’s not just putting one strategy ahead, there are many kinds of jace decks. Right now we have RUG cobra, UB control, and UR destructive force. Which is a definite argument for it stay giving that it allow multiple types of strategy.

Unstoppable?

Well not really, the valakut ramp decks apparently have good game against the blue decks, and another plan is just win before turn one with vampires, goblins, or elves. Pyromancer’s ascension deck is also a good choice against the Jace decks too. Yes it’s a card advantage, and will take the game over if unanswered but it’s not unstoppable.

You can kill planeswalkers with burn, attacking it, or playing another Jace. Who needs Maelstrom pulse and oblivion ring? Well everyone, but they are not the only the cards.

Verdict:

You probably shouldn’t ban it, there will always be the ‘best’ card in standard. Its powerful, it does win games, but at the end of the day it promotes interaction and smart play. Sure its one of the best blue cards since well I guess brainstorm that doesn't mean its ban worthy.

Suspect #2

Survival of the fittest.

Format dominating?

Yes it certainly is the most popular strategy. However, it doesn’t show up as much as Jace does, however it is a bigger format.

Create a non-interactive style of play?

Yes, it certaintly does. Games in which survival “goes off” are incredibly non-interactive, the other player has to have the answer within a turn or lose.

Quick end to games? A combo engine?

Oh yeah, that’s what it is, an engine with vengevines or necrotic ooze.

Unstoppable?

Well no, but it’s quite resilient. There are a lot of good cards against survivial. But they have plenty of search and discard and counters to play around the hate. Also many have alternate wins with being a ug madness deck or a gw agro. So while you have all those anti-survival cards you have to deal with mongrel or goyf coming in at you.

Will it continue to dominate?

Well I will put it this way if they ban both vengevine and necrotic ooze, survival would still be quite playable as a draw engine, in fact there will probably be cards in the future that will break it.

Verdict:

At the end of the day, I am against survival being banned; however, it seems that has much more criteria to be banned than Jace does. One it’s a combo engine and two there is no rotation
While I say that it’s more bannable than Jace, I still am against banning it. In fact, I am against banning mystical tutor as well. There has to be points were we accept the power level of some cards. Survival is definitely equal to mystical’s power level so I won’t be surprised to see it get the ax.

Props:
Mark Sanchez the best QB in the NFL, yeah I said it

Slops:
The guy in my comments who I remember in the 7th round for taking out a baby and skinning it in front of everyone. Now whose the lying cheater!! =P
You guys for not mentioning anything about blue waffles

Anyway until next time….

Monday, September 20, 2010

don't be a square, cube

So there I was, down to five, lil bear at 3 with an an army of dudes, one being my own Simic Sky swallower(that he bribed), a tide sculler holding onto my malstrom pulse, and an army of black fairy and white sprit tokens ready to chew on my face. On my side an Obelisk of Alara(with a faith feathers on it lol), cameleon collosus, mana vault, and sylan library. My hand was two lands, a nekrataal, and something I can't quite remember. I peer with my sylvan libray and my three cards are Shriekmaw, mana leak and Contract from below. I have ten cards in my library, and I know my way out. I draw two off my library, because of sylvan libray. I have 8 cards in my library. I cast contract from below ante-ing a mana leak(that I intentionally put back). I draw my library. Grab the viridian shaman i was looking for, blow up his tide sculler, grab my pulse, pulse the feathers, and then obelisk of alara dealing three damage thanks to the rupture spire....

I was dead set on writing about Magic 2011 limited. However, the only thoughts I have right now are on cube. For those that do not know, Cube is a limited format, where a player with a large collection, in our local case Bobby "lol Foils" Greene, builds a limited format, containing some of the best cards in the game. Cube has a lot of nuances. This article will be mainly a strategy and general ideas on how one should approach the cube. For those seeking more information than my lame opinion try http://www.cubedrafting.com/. For those who have never played in a cube, ask grandpa about it, and if its cool with grandpa welcome aboard,just don't pull a "Garrett." Anyway, without futher ado, here are some thoughts on the cube:

1. Card advantage is key.

When ever I draft cube I see fact or fiction and Sylvan Library get passed around the table faster than a joint at a strait edge convention. I just pick that stuff up and start giggling.("did dave rice pull a mike phelps and ruin his nice guy image?") Guys, even if the cards you drafted are worse, they should outnumber and thus probably overpower their cards if you have drawn more than them. A player who sees 21/40 cards should beat the guy who sees 14/40 cards. Tempo, should also be mentioned, but only to a small degree. I will put it this way, the decks that win everyweek wins off of card advantage, however please take sol ring and black lotus early and often. Altough if you think about it, sol ring is better than lotus in card advantage, it will be there for you everyturn.

2. Build a deck with powerful cards with some synergy, not a deck with weak cards and tons of synergy, it will not pan out as well.

Cube is not about building constructed deck out of cards you drafted, its about building a broken limited deck. A lot of people I see(myself included) go after the cool one too punches. That said, when you pick a survival of the fittest(a good to great card by itself) and find squee take it. It makes one of your best cards, your best card. However, many people get stuck with their darksteel collusuck or their squee, goblin nanothing, sitting in their hand and mocking them with their uselessness.

3. There's really only three good archtypes in cube.

Mid-range blue with green sometimes white for bant and azorious stuff, or red for blood braid, some gruul stull but mostly izzet stuff. This deck has efficent creatures, some card avantage, and counters to stop the other blue decks with awesome cards and aggroo decks with reach. They like cheap card advantage, big creatures, and exceleration.(key cards Noble Hierarch, Lotus coatl, Sylvan library, and broken blue spells). Then the more control version of blue with white or black or black/red for removal and card advantage with contract(draw 7's), wrath effects, and discard. Jace the mind scupltor and planeswalkers shine in this deck, not that they dont in others, but they shine even more here. Esstentially one is creature based with blue spells to break the game open, and the other is instant and socery based, with creatures to finish the job. It's about ration and the other colors you use in blue, I suppose. The last is the underdrafted agroo achetypes, hopefully has green for some card avatange with survival or sylvan library, or has black/red for discard, bob, and hopefully contract from below. I keep saying contract from below because its the best card ever. Red I hate to say it has a lot to catch up with the other colors in this, and is mostly in support with burn for removal and only really has wheel of fortune as the busted card. Altough reach and removal is something that is good to pick up. Keep in that mind

So in summary there's:
A. The midrange to more aggressive blue deck
B. The more controling blue deck
C. the undrafted aggroo deck

The overall problem is that blue is the most drafted color. Everyone is either playing it as the main, or as the splash color. I love watching cryptic command shuffle around the table as everyone knows they can't possible play it. Blue's downfall in the cube is the color, being the known as best color.

4. Look for a shard, guild or color combo that shows up.

When looking at the draft, there are plenty of discounts to be found for the smart shopper. The cube is filled full of clunky mana costs, that perfectly to fit your bant, UBR, or some other deck. I was in bant last wednesday, I had to decide between baneslayer angel or bant charm. Bant charm was the perfect card, it counters a broken spell, it takes care of a good creature, and destroys an obnoxious equipment. However, I took baneslayer, why?? Someone, is going to be in white out of five people. The charm is really only for my deck. Sure enough 15th pick bant charm came my way. This isnt to say don't pick the best card, but also think about what other players are taking and what is likely to be taken because you could end up with two good cards rather than one.

Also think about fixing, grabing a land 4th or 5th pick solidifying a splash can be a very solid choice. Don't get caught running 3 or 4 colors and no fixing.

5. Have fun.(oh dave and his folksy lessons on life)

At the end of the day, magic is about making mistakes and learning from them. In fact, you can probably see a whole bunch of them right on this page. Still, go out and hack with stacks.

until next time....

Friday, September 10, 2010

Ain’t nothing by G(nome) thang

Ain’t nothing by G(nome) thang
By David Rice

Hear that sound, man you in trouble,
Rolling that dice, he’s about to get double.
Seeing that Gnome roll around seawell,
You know he shot Chenron, straight to hell.

Cause…
HE’S POPPY!
He’s Poppycock.
HE’s COCKY!
You bout to get shocked!
HE’S POPPY!
He’s Poppycock.
He’s stocky!
He’ll show what he’s got!

He’s changes shirts to green, blue, or red,
Watch out demon’s you about to get dead.
He’s got fireball, lightning grasp, and magic missle,
Watch him clean up bad guys as quick as a whistle.

Cause….
HE’S POPPY!
He’s Poppycock.
He’s Sloppy!
You about to get Dropped!
HE’S POPPY!
He’s Poppycock!
He’s naughty!
Painting the town colors in lots of spots!

Now his on a boat, catching some waves,
Going to save some lizards in a cave.
Relying on homeboys Rothar, Gwayne, and Kalareth,
They will win, now that’s a safe bet.

Cause…
HE’S POPPY!
He’s Poppycock.
HE’s COCKY!
You bout to get shocked!
HE’S POPPY!
He’s Poppycock.
HE’S POPPY!
Getting hit dad’s respect is what he saught!

Sunday, August 15, 2010

New fnm format????

Well, I have decided to add my two cents into what the new tournament format at 3rd should be. There has been a lot of discussion about how we should organize the prize pool. Hmm, I guess I should go through the history of Friday Night Magic at 3rd universe.

In the beginning, we had four rounds and whoever was on top after the four rounds, was the winner. Usually that meant whoever, had 12 points or 4-0 was declared champion. The people in the 3-1 bracket usually were in the top four places of the tournament. We went that route for many reasons. One, it was easy, go undefeated and win. Two, it was a small shop, no need to get complex. Three, the prizes were not big enough to fight over. And four, well the tournament organizers didn’t know how program playoffs into the system.

Then bigger tournaments happened at third universe. Occasionally there would be two people who were undefeated. The biggest debate was when Robert “Civil war vet” Greene and Dylan Demartino, both sitting at 4-0, one got a box, and one got three packs o_0. Tie breakers determined the winner, and with a big prize, the difference is huge. Playoffs were immediately entered into the discussion about how to resolve this matter to ban tie breakers. The next prerelease came and went. This time playoffs were added, with a cut to the top 4. In the fourth round, Jesse “Cruel Ultimatum” Adams and Garrett, intentionally drew thus giving each 10 points(3-0-1), which after much debate is more than 9 points(3-1). Intentional draws are when too players decide to draw the match(before play has started) so each get one point in the total standings, rather than one getting three points and the other zero. Thus both benefit rather than one benefiting and one losing out. Intentional Draws have been in competitive magic since the beginning of the pro-tour. Believe it or not they were very controversial, as they are inherently anti-competitive as you are “supposed” to try and win each game. (http://www.starcitygames.com/magic/misc/853_The_Most_Broken_Tournament_Mechanic_Ever.html).In fact, similar strategies like “taking a knee”( http://en.wikipedia.org/wiki/Quarterback_kneel) were at one time controversial, are now like intentional draws accepted by the public. Many seeing an intentional draw for the first time were not happy with this move, although I am perfectly fine with the practice

In the weeks that followed, we had a cut to top 8, which had mixed reviews. I remember one tournament were I was 1-3 and then playing in the top 8, which was almost embarrassing. I really didn’t have any reason to be there. Playoffs in any competitive environment are supposed to mean something; you achieved the right to be there. 1-3 is achieving something? Not really, that’s a bad performance. I shouldn’t be allowed to try and win the tournament with that record.

Anyway we see that we need to have the following, a system that promotes competition (where you try and win every game), a system where people do not lose on tie breakers, and one that is based off of achievement. The best one I can think of is one based off of record rather than standings:
4 wins gets the best prize, maybe two packs and a good foil and a so-so foil. 3 wins gets a pack and a so-so foil. (depending on attendance, Bryan’s generosity, and meaning of the event.)

And that’s the new format I propose. For one thing, there would no longer be anyone who comes in first. So there will be no champion. However, you will get what you achieved, it isn’t based on crazy math, and it’s based on wins. It’s also pretty simple, everyone gets it. If anyone thinks of a better idea please post below.

There is an old cliché in sports “you are your record.”

Until next time…

Thursday, August 12, 2010

choke a red player long enough he goes blue

Before I start today's blog, could I get a set of hands, who here wants to play a new deck not containing Jace, Blood Braid Elf, or vengevine?? Oh wow that’s all six of you out there. Well anyway today I am going to write about a new deck that I been thinking about, I would play it tomorrow unfortunately, I got *sigh* Stef meeting my parents and thus her becoming an even bigger part of my life. I tried to remain alone and miserable with my thousands of stacks of cards, but then she came along. (For those not picking up on the sarcasm please do so now). Anyway, this post is for those of you who want to go a little rogue, but still want to compete. All cards are below $20, so it’s not too hard to build.

Take a look at Polymorpher's Ascension combo:

3 Call to Mind
4 Preordain
8 Island
7 Mountain
4 Ponder
4 See Beyond
4 Mana Leak
4 Time Warp
4 Dragon Fodder
3 Halimar Depths
2 Treasure Hunt
4 Polymorph
4 Pyromancer Ascension
1 Emracruel
4 Scalding Tarn

Sideboard
2 Flashfreeze
1 Iona
4 Negate
4 Lightning Bolt
4 dispel

This takes the new Pyromancer Ascension deck into a different direction. The old win condition was lightning bolt copied many times and killing your opponent. Lightning Bolt is a great card and all, but besides some defense, it does not help you win the game, unless you have already “gone off”. With Polymorph you can have a turn four 15/15, which is pretty good.

The deck's strategy is two fold. Your first is to resolve a Pyromancer's ascension, do the time warp more than a drag queen on Broadway and then polymorph into the win. (in some cases you may be able to tap for 15!). The second is to draw into the polymoph and then swing with Emracruel. There are plenty ways to draw into the combos with ponder, treasure hunt, halimar depth’s, and preordain. For those waiting for a combo deck, here it is!

The deck seems quite hard to play at points but it has a lot of intricacies. For instance, what to discard to blightning is a tough decision.

Cool plays include a Pyromancer’s Ascension at two counters and two goblins out, you can polymorph targeting both, to make really hard disrupt Polymorph, they have to have two removal spells or two counters, or one of each. Out of the board you can “tooth and nail” into Iona and Emracruel.

Either way if anyone builds this by tomorrow let me know how it fares. Next week I will interview a few players at third about draft strategies, favorite cards, and my thoughts on Magic 2011 limited.

Until next time...