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May
06
2009

A Casual Player’s Guide to your Gentleman’s Club

Some players don’t engage in casual play. Any game that is played outside of a tournament setting is simply “Tournament Practice.”  But most of us enjoy throwing together an extemporaneous deck for a casual multi or single player game.  In casual play (much like the ’sealed’ format) victory isn’t overdependent upon which playsets you bought on ebay or what net-deck you decided to copy this week.  Players find these casual formats to be fun because the games that are played in them are well balanced.  When a friend and I sit down for a casual game of Magic, my intentions are to have an ‘epic-struggle-for-the-multiverse’ where, regardless of our vast card collections or skill level, the game remains in contention and therefore – stays interesting.

gentlemansclub

This is what a casual game should look like.

As MTG grows older (and we do with it) the gap between casual/new players and veterans grows ever wider.  Older expansions become almost impossible to keep track of, let alone actually obtain.  The advantage battle-hardened players have over their more casual counterparts can become insurmountable if certain steps aren’t taken to level the battlefield.   To achieve this, there are several gentleman’s rules you and your Magic group can experiment with that can help keep that disparity in check.  All of the following rules are completely informal and are not intended to be set in stone.  Please consider them in that context.

Limit Protection/Hate – Protection is a somewhat controversial issue.  In a casual atmosphere, where many (if not all) of your decks are known to each of your other Magic playing friends, playing with too much protection can be an issue.  A turn four, mana accelerated, Oversoul of Dusk against a shiny new Grixis Deck is Game Over.  Of course you could argue that decks should include contingency plans for such occasions, if not within the deck itself then at least somewhere in the sideboard.  But what you must remember though (and I’ll harp on this throughout this article) is that your goal isn’t just to disembowel your opponent.  The goal is to disembowel your opponent and have fun.  I wouldn’t want you to hold back in your deck construction, but what is the point of playing with several, cheap, protection from black creatures against a mono black deck?  It isn’t fun for either party.  Other cards like Story Circle are also unnecessarily frustrating in a casual (probably mono-colored) environment.  Consider limiting cards that reduce the game to a “draw X against Y deck and win” situation.  Particularly because you know what your opponent is bringing to the table.  On the flip side, your group members need to both create and bring to the table a variety of decks in order to avoid a mismatch.

I've always had that in my deck, I swear!

Avoid Direct Counters -  Losing to your friends Goblin deck?  Grab some ‘Protection from Goblins‘ for next game!’   Is your buddy reaching for his ‘Big Baddie’ Green deck?  Go for the creature destruction!  Okay, we get the point.  There’s a counter for everything in Magic.  When in a casual atmosphere, you should hope and pray for a good game.  A close game where you didn’t simply “paper, rock, scissors” your opponent.  Most of us are at a level where we understand that every deck can be countered by something.  Don’t ruin your friend’s excitement about his new Giant deck by playing something you know will obliterate it.  Most of us only have a few casual decks and being forced to play them against a deck tailor made to beat it is no fun at all.  You should also be mindful of  the decks you are bringing to your casual matches.  Bring a variety (and make sure your friends do too) so that you can swap out if a given match up is a complete disaster.  Avoid situations where one deck directly offsets another.  This can happen on purpose, and it can happen by chance.  Be prepared to deal with both.

Allow Minor Actions to be Reversed - You and your friend are locked in a titanic struggle that has lasted the better part of an hour.  Life totals are dangerously low.  Your fiendish opponent (and longtime magic buddy) draws his next card and thinks he’s about to make a breakthrough with his 6/1 trample Ball Lightning.  You are both at 1 life and you have no hand and no cards in play.  Foolishly, your opponent taps his pain land to pay for the card he just drew, killing him in the process.  Is the 45 minute struggle for domination over?  Of course not.  Strategic forgiveness for game ending, silly mistakes is key to keeping a casual atmosphere.  Do you really want a game to end either way because someone accidentally tapped a pain land?  Keeping all of the variables straight in your head while under pressure is certainly part of the game.  But why let an otherwise great game end tragically?  In a tournament situation?  – Go for it.  MTGO? – It’ll punish them for you.  However in a casual atmosphere, allowing players to take back a hasty action (particularly in the midst of a great game) is an informal rule I have adopted.

Be Mindful in Multiplayer – Multiplayer politics is a very complicated subject matter.  I won’t try and encapsulate all of the details here.  All of these rules easily apply to MP but in some cases the stakes are even higher.  A player can be either outright killed, or otherwise shut out of an entire 80 minute game.  Its hard to set a specific rule in order to avoid this but what often ends up happening is one of two things.  Either the group smells weakness and swarms the afflicted player; or the group ignores the afflicted player all together.  My personal group tends to let the other player live (though no actual “rule” has ever been issued) in what I like to think is an effort to keep everyone in the game and having fun.  As I said, multi-politics is extremely complex and varies based on deck type, number of players and the attitude of your particular group.  Just stay mindful of the fact that all of these rules apply 10 fold in multiplayer and no one enjoys being shut out of an one hour game after turn three.

discarding

Some combos are no longer meant for this world.

Eschew Heavy Land Destruction/Heavy Discarding – Some combos were never meant to be played together.  Wizards never intended for a player to put every land destruction card ever printed into the same mono colored deck.  They were spread out over 15 years of expansions for a reason.  The fact that you actually put them into a deck and obliterated your buddies best offering does not, in fact, make you cool.  The same applies to heavy discarding.  Nothing is more frustrating than not being able to play a spell.  And while a bit of frustration is healthy in any competitive atmosphere, a deck built around the worst kind of hosing is not enjoyable, and was not intended by the creators of the game.

At the risk of sounding like a hypocrite I want to emphasise:  You need not hold back as a player. If you take one thing away from this article it should be that I do not want you to dummy the game down for your less skilled friends.   These informal, non-chelant rules are designed to help make your casual games more enjoyable.  You probably won’t have to employ most of these decrees because you and your group might already employ some of them naturally.  But sometimes it needs to be explicitly stated that Legacy Land Destruction decks are not something you want to waste your time with in a casual game.  So if you’re struggling with a diverse group of MTG friends with a diverse set of MTG egos; give one or two of these informal rules a shot.  Feel free to comment here with your own experiences.

Like this article? Try these:

  1. Advancing your MTG group through Natural Selection
  2. Why you gotta (color) hate?
  3. An MTG Lover’s Guide to Spicing Up Your Duels
  4. Best Practice – A Healer’s Guide
  5. Mana Mismanagement

10 Comments »

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  • CopySix says:

    Absolutely solid advice Reinhart ! I concur with your views on protection / hate – Great article and I learned a new word – yeah !

  • pes says:

    One quick note to the Multiplayer thing: Nobody wants to be thrown out of game and sit around for the time the game takes. So once we played with an additional rule: You can only attack the player(s) with the highest life points (if multiple players share the same number of life points, you can choose, whom to attack – you can even split for attacking different players at the same time).
    Unfortunately I played this way just one time in a three player group. It was fun, but the player, who suggested the rule came up with a strong artifact creature deck for the late game so it was difficult to get him hurt at his low life (we haven’t had any burn spells). So he used his Loxodon Warhammer on his Master of Etherium and gained somewhat about 20 or 40 life (I cannot remember). Finally he won and had lots of life points.
    But I think the rule is a nice idea and hopefully I can try it once again (in our multiplayer group we always play Emperor).

  • Reinhart says:

    Thanks Copysix :)
    Yeah Pes we kindof have that rule informally. If someone is at 5 life and another is at 16 we usually try to bring that guy down a nothch before taking out the near dead guy. If you’ve played multiplayer in MTGO its the exact opposite. Once someone gets hit they get rocked by the other 5 people in the game. Casually we have that informal rule of trying to keep everyone in the game and trying not to ignore the threat of a dude with 20 life.

  • Leaf says:

    The real key of ‘Gentleman’s Rules’ as you call them, is knowing when to abide by them and when not to.
    Pes’ illustration is the perfect example of why that is. Someone will always take advantage of rules designed to keep everyone happy. That is why I am not such a fan of ‘house rules’ that apply universally or are strictly enforced.

  • Ernster says:

    Heeey, what about the Gentlewomen’s Club?? :P

  • Reinhart says:

    Sorry Ernster – I play magic in my “No Girls Allowed” clubhouse up in my backyard maple tree where, incidentally, no girls are allowed. :)

  • Ernster says:

    Hahaha. FINE, then I’m creating a “Boys Drool” clubhouse and barring all boys! Muahahaha!

    And then I will play by myself. XD

  • [...] has some amount of objectivity to it.  What does it mean to play a competitive deck?  As detailed here few of us would consider playing against heavy land destruction, or heavy discard to be enjoyable [...]

  • [...] group of competitive friends together to play a game like Magic you’ll need to lay down some gentleman’s rules.  Often, making a deck that is completely focused on multiplayer is looked down upon.     [...]

  • Nope says:

    What about affinity? We’ve got a player in our extensive group of friends who plays a nasty esperffinity deck, complete with artifact land. In one on one, unless you build your deck against his, you will lose. In multiplayer, everyone goes after him first. Weve tried to explain it to him, but he still wont change his deck.

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