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Nov
30
2009
43

The Trouble with Competitive Magic

ROME, ITALY – As the dust settles around the Colosseum (that’s where Worlds was held, right?) Magic players all around the planet frantically refresh their facebooks, twitters and dailymtgs hoping to be among the first to peruse the winning deck lists.  For most, the inevitable Jund vs. Anti-Jund clash was already written in stone.  The only unknown for most followers of competitive magic was whether it would end up being ‘Jund vs Jund’ or ‘Jund vs Anti-Jund’.   Of course, the deck’s pilots and their respective home countries wished upon a star that their particular Jund build would reign supreme and that lady luck would invariably smile down upon them in particular.

Though this blog offers the average Spike a bit of the Spikish sustinace he so desperately craves, the average article is designed to give a more unique perspective on the game.

Though this blog offers the average Spike a bit of the Spikish sustenance he so desperately craves, the average article is designed to give a more unique perspective on the game.

In the end, the savage forces of Jund were quelled by the deck built specifically to beat them back.   Surprisingly absent were the big American names of Magic as it was Austria vs. Portugal in the final match.  It was a World’s concluded with an anticlimactic Anti-Jund crushing of Jund between two players who were, before that moment, known to only the innermost sanctum of MTG pro players.

Competitive Magic and I have had a rocky relationship.  If you’ve spent any time reading the articles in the Gathering Magic archive, you’ll know that this blog has never been a super-spike-destroy-all-opposition-keeping-up-with-the-latest-decklist type of medium.  To me, competitive Magic is at once excruciatingly appealing and also hopelessly irrelevant.  While many of us have technically played magic for a decade or more, if you’re honest with yourself, you’ll probably agree that your complete understanding of the game didn’t congeal until much more recently.  So for me, this most recent World’s was the first that I could have watched and 1) known every card on the table; 2) understood and anticipated the meta and 3) felt as though I could have built/piloted either deck in the championship round without incident.  Unfortunately, this new-found perspective didn’t better my opinion of competitive MTG, in fact, it reaffirmed my worst fears Magic as an emulous sport.

BobbyFischer

Chess' ranking system can easily determine who is undisputedly "the best".

The object of any “World Championship” is supposedly to determine whom the best player in the world is.  Many games are very good at figuring this out.  Chess is dominated by undisputed masters who are almost never beaten by someone with a lower rank.  Bobby Fischer used to set up 25 games with 25 unique players and win all of the matches.  Competitive Magic is nothing like chess.  Magic is much more akin to Baseball.  Baseball has a season of 162 three-hour games and it’s “World Championship” consists of seven games spread out over more than two weeks.  If any team wins more than 65% of these games they are considered “the best in the world”.   Like baseball, Magic consists of a very long “season” and pro players earn their way into a world championship series through a point system based on wins.  Unlike baseball though, players with a lot of pro games under their belt are given “byes” for sometimes 50% of any given event they attend.  Attend enough of these events and even players with only a moderate amount of skill will invariably win 40% of the time and end up earning enough “pro points” to make it to World’s.  Competitive Magic is based more on attendance than anything else.  And unfortunately for most of us, traveling to Japan, South America and Europe all in one season just isn’t an option.  Imagine if baseball teams could “skip” games and your team wasn’t able to make it to all of their matches while the Yankees always played a complete season.  Which team do you think would have the wins necessary to make it to the playoffs?

arena01

The paper, rock, scissors phenomenon is in full effect both in WoW and MTG.

Competitive Magic is also comparable to World of Warcraft in the sense that you’re all given the same opportunity to use the same game pieces.  Anyone can get to level 60 and get the same set of Epic armor.  Likewise, everyone has access to a Jund deck or an Anti-Jund deck and those who have made it to world’s can probably pilot the deck almost as well as the next guy at worlds.  Many different “builds” emerge but it becomes quite clear which one (or hopefully two) builds are the best.   Once a deck has dominated for long enough, an “anti-deck” emerges.  Usually this deck is weak against most other builds but utterly dominates “the deck of the day”, in this case- Jund.  It’s similar to the age old fantasy equation- (Warrior > Mage,  Mage > Rogue,  Rogue  >Warrior).  In the end you simply roll the deck of the day, or the antidote to the deck of the day, cross your fingers and hope you play the right opponents.  If everyone is rolling the same decks, and most of these people aren’t making glaring “mistakes” at the world’s level the only variable left to play itself out is luck.

My point?  Magic is a game in which you will never know, nor will there ever be a “best player in the world”.  While Magic is very good about separating good players from poor ones.  It has never been very good at separating the merely good from the truly great.  When the runner-up at worlds is playing, card for card, the same Jund deck you’ve rolled with for the past six months, your perspective on competitive Magic shifts.  You think to yourself-  “I could both build, and play that deck just as well as he probably did.”  My point isn’t that I am some sort of Magic God (though the more I think about it…).  It’s simply that an MTG blogger from Seattle, WA could have gone to worlds and gotten second place with a dime-a-dozen Jund deck, a tiny bit of luck and a plane ticket.  I don’t know about you but that notion cheapens the idea of a Magic the Gathering  “World Championship” just a tad.  When I watch Ichiro Suzuki play baseball, I never think to myself “heck, I could do just as well…”  But as I watched the MTG world championship, live at 7:30AM PST last weekend, I did.  While I respect the winner’s ability to “analyze the meta” it didn’t take a genius to anticipate Jund as the dominant deck of the day and subsequently, play anti-Jund.

5d53d9be-152f-42dd-88d7-9059d859b3ef

Best in the World? Nah. One of the best? Most definitely.

While the pro tour isn’t a great way to find the best player in the world, it is good at determining the best decks in the world, for the time.  But I could have saved everyone the effort and fanfare by handing you the Jund / Anti-Jund decklists three months ago.   The Pro Circuit is also an effective engine for seeing cards that might otherwise never see play.  Would Goblin Ruinblaster be as popular as it is without Jund?  Great Sable StagCelestial Purge?  A playset of each card can be found in the winning deck this year.  Many of the innovations we all take for granted were debuted and honed on the Pro circuit stage.  But today, MTGO coupled with other online communities like this one beat them to the punch.  A highly visible competitive Magic scene gives us something to aspire to, to follow as players and to speculate about as commentators.  Hell, would this article even exist if it hadn’t been for Worlds?  It’s a great marketing tool and it gives Kelly Reid over at Quiet Speculation a reason to buy 35 copies of Emeria Angel when a Top 16 deck stumbles upon a random combo. (much love Kelly)

Unlike many other games, there will never again be a godlike figure in Magic the Gathering, winning every game he or she plays.  The Pro Tour consists of the best players in the world but on any given Sunday, any one of them could be the Champion.  Congratulations André Coimbra.  You are one of the best in the world.

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Nov
26
2009
12

Giving Thanks in 2009

LeafThanksgiving has arrived and that means a few traditions have too.  Winter is almost here and it is time to see family and friends, enjoy some togetherness, and eat until you pass out.  Also, if the group you share the Holiday with is anything like just about every other, one of the elder members will inevitably have one request.  That everyone, in turn, tell the rest what they are thankful for.  This cliche had held true at every Thanksgiving I have had since I was a toddler and I still get jealous when someone else takes the “I’m thankful for all of you” answer.   Or as I call it, “not wanting to actually answer the question.”  (Although I am probably just bitter because I became too old to use that answer about ten years ago.  Now people expect an honest, meaningful response.  Ugh.)  In a literary sense, it has come my turn around the Gathering Magic table and I want to share the things about MTG I am thankful for in 2009.

well done wotc, well done

well done wotc, well done

turkey40Everything Magic 2010 Did Right - And trust me, there was a lot to choose from.  In no particular order here are the best things about M10: the rules changes, the return of classic cards, Baneslayer Angel, and more adherence to the typical fantasy flavor.  When WotC released a 3500 word article on new changes to basic Magic rules our reaction as a fan base was mixed to put it lightly.  At the time we here at Gathering Magic actually defended these new rules as a step towards a more intuitive and cleaner game.  Not to mention more fun.  Six months later the changes have all but been forgotten.  And Magic is better for them.  Duelists received a much more obvious reward when a few absolute historic cards were announced for the core set.  Lightning Bolt alone would have been enough of a hook to grab many veteran players, but they added Duress, Ball Lightning, and Darksteel Colossus.  Cards some players thought may never return.  Lest we all think this set was purely a jab at our nostalgia Magic 2010 also gave birth to Baneslayer Angel.  A creature so flat-out good that you could argue whether it was a Timmy card or a Spike card.  And while you argue that, why not debate if it the greatest creature ever printed.  After all it might be.  Finally, the return to ‘classic’ fantasy for MTG was long over-due.  No offense intended to Changeling/Kithkin/Boggart lovers everywhere.

what took so long?

what took so long?

turkey40Full Art Lands Available in a Real Expansion Set - Fantastic idea.  Full art lands are visually better in every way to the crusty old school lands with giant skulls or trees smack in the middle of the text box.  The way LB added to the appeal of M10, basic lands added to Zendikar.  Draft tables no longer had piles of unused land waiting to be recycled or thrown out.  Some of us bought fat-packs simply to make sure we had enough of each land type to fill out our decks.  Of course the more you dwell on the greatness of these lands carrying some importance, the more one questions burns to the surface.  What in the heck took so long?!?  WotC removed all text from basic lands after the release of Portal in 1997 and that was about five years late.  Even after the popularity of Unglued and Unhinged lands WotC still denied us.  And now Mark Rosewater is telling us they were a one-time deal.  A gimmick to fit with Zendikar’s land theme!  Why!?  Alright, I need to calm down before somebody gets smashed with a six-pound turkey leg.

turkey40A Fresh Breath of Mono-Colored Air - Much has been written in this space about the callous lack of respect for the color-pie displayed in 2008.  Well allow a bit more.  The Shadowmoor to Eventide to Shards of Alara to Conflux run meant no sets were released in 2008 without gold cards or hybrid mana.  From the perspective of a person playing mostly casual and limited formats this was devastating.  Drafting Alara?  Good luck with that Rhox War Monk and Sprouting Thrinax combo.  That was then and this is now.  Zendikar (and of course M10) brought us back full circle with strictly mono-colored cards and it has been grand.  No worries that my newly pulled Mythic can’t be played in any existing decks because none of them are Esper colors.  It may not seem like much, but it has made  a world of difference to some.  Especially in formats where a mana-base isn’t quite so easy to fix.

the essence of cool

the essence of cool

turkey40Sorin Markov, Planeswalker - What separates Sorin from his 2009 peers in planeswalking Nicol Bolas, Chandra Ablaze and Nissa Revane?  A few things.  First, the art is as cool as MTG cards get.  Menacing vampires dressed in all black and looking ready to kick some serious butt are pretty much always awesome.  Right Blade?  Second, Sorin is the only walker of the four to hit every level of Magic play:  casual, competitive, limited, multiplayer, EDH, etc.  You name the format and chances are Sorin works pretty well within it.  Third, the flavor of Sorin makes him the best candidate to be included in a future core set, maybe even M11.  Unlike Nicol Bolas with his three colors or Nissa Revane with an ability that demands inclusion of another card (Nissa’s Chosen).  Sorin will be bringing smiles to our faces for years.

Last but not least, I am thankful for a forum in which to discuss all these things.  Gathering Magic is another child of 2009 and it could not have begun at a more perfect time.  This was a big year for Magic.  The core set brought about some of the most significant changes to gameplay in a decade.  WotC continued to expand the Magic brand with new products like Divine vs Demonic, From the Vault: Exiled, Premium Decks: Slivers, Planechase, and Garruk vs Liliana.  Alara Reborn produced one of the most dominant tournament builds in some time with Jund aggro.  And Zendikar gave us priceless treasures to hunt along with the aforementioned lands.  Pretty impressive and it was exciting to be following it all, and a priviledge to be writing about it too.  For that I am most thankful.

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Nov
23
2009
31

What Lies Beneath

JiggyAvatarHow did you learn to play Magic?  Some of you probably saw it in its infancy, picked up some Alpha cards, read the somewhat vague rules and figured it out with your friends.  As rules were updated and streamlined, you read or heard about the biggest relevant changes and adjusted your play accordingly.  Others saw the light later on, being shown by a friend.  Your friend explained the basic premise, walked you through some games (or mercilessly bludgeoned you, depending on his or her teaching skills) and let you get a feel for the general flow of the game while teaching you lingo (like “in response”).

WrathOfGod

Can you spot the Black Knight in this picture?

I’ve gotten the impression that most people learn Magic by the cards.  Back in Alpha, with vague rules and a tiny card pool, there was little underlying structure.  You didn’t learn a framework into which the cards would fit, because many cards were unique in filling their roles.  You didn’t learn how mechanics worked together so much as you learned how card X interacts with card Y, and when a new card came out, you learned its interactions individually as well.  Similarly, a newer player will often learn interactions on a card-by-card basis (like “Wrath kills Black Knight“) rather than learning the underlying rules (like the definition of protection, which will not leave you wondering about Black Knight and Wrath of God even if you’ve never seen either card before).

There are some pros and cons to this trend.  On the “pro” side, learning enough of the game to start flinging cardboard happens much more quickly if you don’t stop to read pages and pages of rules first.  Also, most people would rather learn as they go because reading a rules document, especially one as big as that of Magic: the Gathering, just isn’t that interesting.  (Actually, I sometimes read game rulebooks for fun, but I’m weird.)  The downside of “learning by the cards,” however, is that each time a new set comes out, you’ve got hundreds of new cards to learn.  If you’re willing to make the down payment and learn the underlying rules, however, you have a lot less learning to do when something comes along that seems intimidating.  Warp World isn’t scary.  Cascade is just another triggered ability, no more confusing than drawing a card from Elvish Visionary.

419976117_79fe0b10afNow, my goal here is not simply to spend 1,500 words on a glorified “RTFM”.  Rather, I want to give examples of the types of issues I see most commonly, so that if you’d like to begin your investment of learning the rules in greater detail, you’ll have a place to start that will yield the greatest immediate returns.

Here’s an example from the Alara Reborn pre-release (the debut of the infamous Cascade mechanic) in which I bit my tongue while the local judge-in-training actually ruled incorrectly.  Player A controls some Hill Giant-esque creature while Player B is at 3 life and controls a Tukatongue Thallid.  Player A casts Demonic Dread on the fungus, and Cascades into Terminate, which he also points at the little green man.  Terminate resolves, and Player B puts out a saproling.  Player A then calls the judge to see if Demonic Dread can keep the token from blocking and thus seal the game.  The judge rules (incorrectly) that it works.  Let me show you why that’s not the case.

The Tukatongue Thallid died from a Terminate cast via Cascade.  In order for Cascade to have triggered in the first place, Demonic Dread had to have been cast, which includes choosing a target (the Thallid).  This means that once we get to the point where we try to resolve the DD, we see that its target, which was already chosen (about six priority passes ago), is no longer on the battlefield and therefore isn’t a legal target anymore.  We can’t choose a new target (like the saproling) because targets are chosen during casting.  Therefore, Demonic Dread is countered on resolution due to having no remaining legal targets.

DemonicDreadTo segue into my next point, it’s very important to note that spells or abilities with no remaining legal targets are countered.  Now, I’m sure it’s clear enough that Demonic Dread, which does exactly one thing to its only target, ends up doing nothing if its target is gone – you can get that far on common sense alone.  But what about more complicated cards?  Maelstrom Pulse can affect plenty more objects than it targets.  Cruel Ultimatum has only one target (an opponent) but does all kinds of crazy things.  What happens when a target gets out of the way, but the spell wants to do more things?  If I sacrifice my Vampire Hexmage in response to your Path to Exile, do I still get a land?  Many people operate under the assumption that a spell will do everything it can, and just skip the part that was made illegal.  Unfortunately, this is incorrect.

Let me make a distinction here: if a spell or ability has multiple targets, and only some of them become illegal, then yes, the effect resolves, doing as much as it can.  However, when a spell’s only target becomes invalid, the entire spell is countered, and you don’t perform any of its effects, even if some of those effects appear unrelated to the target.  So if you try to Narrow Escape your Turntimber Ranger(no doubt with shenanigans in mind) and I kill it with a Doom Blade, your Narrow Escape will be countered and you won’t gain any life at all.

I feel like telling another story, so how about another Cascade example?  This one is all about priority, a rules term that is part of every game yet is very rarely mentioned during play.  Pre-Zendikar, I was testing a Naya Cascade deck (mediocre, but tons of fun) on Magic Workstation against a Jund-wielding opponent.  I cast an Enlisted Wurm and popped out a free Chandra Nalaar (I told you it was fun).  Once we established that Chandra and the fatty had both resolved, my opponent tapped some lands and aimed a Bituminous Blast at the wurm (perhaps he had a Bolt in hand?), then before I could stop him he’d flipped up a Maelstrom Pulse and pointed it at Chandra, no doubt pleased with himself that I hadn’t gotten to use any of her abilities yet.  Unfortunately for him, he’d just made an illegal play.  What was wrong?

ChandraNalaarNow, Chandra does resolve before the Enlisted Wurm, and since her abilities are sorcery speed, there is a window while the wurm is still a spell that my opponent can mess with the fire chick with instants (double Lightning Bolt or whatever).  But, since he was relying on the Bituminous Blast, he had to wait for the Enlisted Wurm to resolve as well.  The surprisingly little-known rule that now becomes relevant is this: whenever an object on the stack resolves, the active player is the first to receive priority.  This means that by the time the wurm is on the battlefield and able to be targeted by Bituminous Blast, my opponent is stuck waiting for my before he can do anything.  Heck, I could even play a land or activate mana abilities (neither uses the stack or requires a pass of priority) and my opponent would have to just sit and wait patiently.  Since he can’t cast that B-Blast until I pass priority to him, I’m able to activate one of Chandra’s abilities (if I don’t try to do something else first, like change phases) before he can even think about flipping a free Pulse onto her.

Here’s the neat thing about all these stories: what you just read doesn’t just explain a couple of scenarios; it explains how to decode and decipher anything else that involves triggers, targets or timing.  Knowing the rules involved in these examples will help you tackle Storm, Landfall, Warp World, interactions with Oblivion Ring, and any other related shenanigans that WotC manages to dream up.  All of them.  Ever.  Suddenly, these rules and definitions start to look a little more worthwhile, don’t they?

4_rulebookNow, I’m not suggesting that you go and read the entire Comprehensive Rules from start to finish right now.  However, there are some things that come up more often than others and would be worth reading up on.  You may never need to know that the effects of Mutavault and Giant Growth use different sublayers.  However, have you ever regenerated a creature?  Given it protection from red?  Needed to activate an ability during the first strike combat damage step, before the regular combat damage step?  Do you know when your opponent’s last chance is to tap your potential attackers?  Do you know why it can be best to pump your shade one point at a time?  All of these are areas in which you can give yourself an edge.  If you do your homework now, it will pay off for as long as you keep playing Magic.  And that, my friends, seems like a worthwhile investment.

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