February 4, 2013

Magic101 : Planning Hit or Run - MTG Tactics



Today we will be talking about a topic that we all practice doing but we may think this is very basic that we may actually think it is completely useless - "hunches". However, identifying this tool as a strategy can help you win games as it can affect your decisions - not just letting it delve in your subconscious and deciding about something at an instant. Don't get me wrong, when playing magic "hunches" can win you games - but these hunches have a reasoning behind them and these reasons usually come to us when we think about how to win a certain game given current board positions, number of cards in your opponents hand, etc. What I am trying to say is that we cannot depend on hunches forever - we need to turn these hunches into plans. Plans that are formulated before the match starts - not as a game time decision or response to a current board position of cards in the graveyard of your opponent.

When talking about game-time decisions, I usually trace back to my experience in college when I played against a good friend of mine - Bryan Jeffrey Borromeo. I was the one who introduced Bryan to Magic. I always complained about his being defensive-mindedness but I also believed that it is the quality that made him very difficult to read and he ends up maximizing each turn and each play that he makes - well, I actually learned that the hard way. Back then he was using a Gruul deck (Red-Green) and I was using my Dimir (Black-Blue) deck. The game went long that the current state of the board was that he had a Scab-Clan Mauler in play and a Giant Growth in his hand.


I think my life is less than 10 at that time, he attacks with Scab-clan Mauler and that time I knew he had a Giant Growth in his hand - but he did not cast the giant growth. With no cards in my hand, I constantly told him that he should cast the Giant Growth for extra damage, since later when I will draw my removals, I can play removal spells to destroy his creature as he plays the Giant Growth to pump his creature for lethal damage. The difference between us was that I had a HUNCH but he had a PLAN. I was so concerned with removal that I would have rushed playing that Giant Growth. But his plan was different, it was to win the game with the Mauler and the giant growth was a lifeline. May it be because he saw that he may not have enough burn spells left in his deck as an option if I had removal - I don't know. But later in that game I drew a Moroii.


He timely uses the Giant Growth to save his mauler when I needed to block with my Moroii. And the next turn, he finishes the game with another attack as I drew a land. Options are always available in magic - that's why I named this article by a split card - Hit and Run. We should always know when to Hit and when to Run in all our matches.

Hit or Run?
 
Hitting or running should be backed up by a plan - not by a hunch. Most of us tend to be so focused in our deck strategies that we limit ourselves with the potential options that we have. Giant Growth was, for me, an offensive card - that can be used as defense. But Bryan saw it as a defensive card - that can also be used as offense. During our game, he decided to be defensive and not waste the G-growth for 3 extra damage but used it to protect his creature. If we use an Aggro deck, we should not think that since we are using aggro - aggro is the only way to win. Likewise, in a control deck - control is not the only option for victory. Planning out when to hit and when to run can certainly make a difference.

Hit
A good scenario for this is when you are using a blue deck with Midrange cards - Snapcaster Mage may be enough as an example. When your opponent is Planeswalker control, even though in your experiences you end up winning all your matches in the long game, you need not wait for the long game because it usually wins games for you. You would pretty much lose this match-up late game 90% of the time since your opponent's deck was better built for control compared to your deck- more counter spells than you for example. Even though you are both control decks, no two decks are equal - one deck should have more cards for control than the other. Since your opponent in this case is more control-ish than you, you can Flash cast your Snapcaster Mage (even with no targets in the graveyard) on the 2nd turn of your opponent and go aggro - since his cards are more suitable for longer games. You can then save your counterspells to protecting the Mage. Well, that is giving yourself an option to go aggro rather than always view your deck as control. If you know your opponent's deck before the game starts, going aggro can now be your plan.

Run
The same principle can be applied to aggro decks. Although your deck is Aggro, you may eventually meet an opponent whose deck is more aggressive than yours. That way, when the game begins, or in the next game, you can layout a plan - say for example: save your burn spells to win you the game OR if you think you have more burn spells, use your burn spells to kill your opponent's creatures and attack your way to victory. Aggro decks can be defensive too, if that can win you the game then why not do it?

That may be it. As a summary, no deck is absolute. We should always plan out when to hit and when to run. Planning out options is better that to let yourself decide on the instant the opportunity presents itself. We should also learn switching our strategies to offensive and defensive from time to time - depending on which strategy can increase our chances of winning. Again, you may hear this many times, but playing more and more games will help improve your skills especially in reading matches and deciding when to go offensive and when to go defensive.

Thanks for droppin' by!

February 2, 2013

Esper Midrange - Post Gatecrash


Last fnm, I was able to finish 2nd (tied with 1st place) and finished the tourney with 3 wins and 1 draw - the draw coming from the 1st placer wherein the final round resulted to a draw. I used a Blue-White-Black midrange deck that featured some Gatecrash cards. I was able to pick Breeding pool and Lord of the Void as the prizes for draft and 2 booster packs.


Let's talk about the gatecrash cards that I used.

The obvious additions for fixing the manabase would be the Gatecrash dual lands - Watery Grave and Godless shrine. I run 10 slots for Hallowed Fountain, Watery Grave and Godless Shrine combined currently and I think that number will stay the same for the moment - unless I feel the need to run Obzedat Ghost Council in the future when the metagame makes me do so - but for now 10 RTR and gatecrash duals is enough for me. Along with M10 and Innistrad lands, I haven't had a difficult time fixing my mana the entire tournament.


Another card that I was happy about was Blind Obedience. This card was stronger that what I expected. I originally placed a copy of this to prevent UW Flash and UWr midrange decks to Flash-block my dudes with their Snapcaster Mages and Restoration Angels. However, in the late-game, extort makes a difference. Also, decks running tokens cannot block for 1 turn. This card along with Feeling of Dread can definitely clear the way for your Geist of Saint Traft for an early victory if left unanswered. Also rogue decks running Gilded Lotus and Keyrunes are also delayed by a turn. I am pretty happy with this card as it annoys the opponent in the first game and will make them realize that this card needs to be dealt with. However, sadly, I end up siding out Blind Obedience in almost all rounds to bring in sweepers or counterspells - but that may be a good thing since opponents will be boarding in cards to deal with Blind Obedience in game 2 - making their sideboard choices partly useless.


Removals: I think the additions for removals for Black has greatly helped this deck. The addition of Devour Flesh made other Geist decks easier to handle. This card is also good against bant auras deck since this is your early game out for Hexproof creatures such as Invisible Stalker and Geist of Saint Traft. The second addition is Dimir Charm. Although this charm was not highly praised in the advent of the release of Gatecrash - being overshadowed by Boros Charm, and even Orzhov and Simic charms, the creature removal part of this card makes you deal with spirit tokens (as response when equipped with Pike), Snapcaster Mage, Huntmaster of the Fells and even Silverblade Palladin, which I think is a very strong card in the format right now. Although rarely can you use the other mods of this charm - an option to counter a Bonfire of the Damned, Rakdos Return or fixing your next draw and putting more spells in your graveyard for Snapcaster Mage and Runechanter's Pike are good options to put on your sleeve.


For the final Decklist, this is what I ran yesterday.

 Lands:
4 Hallowed Fountain
4 Watery Grave
2 Godless Shrine
4 Isolated Chapel
4 Glacial Fortress
4 Drowned Catacomb
1 Moorland Haunt
1 Vault of the Archangel

Creatures:
4 Snapcaster Mage
4 Geist of Saint Traft
4 Restoration Angel

Others:
1 Runechanter's Pike
2 Blind Obedience
2 Dissipate
1 Rewind
2 Ultimate Price
2 Devour Flesh
2 Dimir Charm
3 Azorius Charm
2 Feeling of Dread
2 Sphinx's Revelation
2 Think Twice
2 Lingering Souls
1 Supreme Verdict

Sideboard:
2 Jace, Memory Adept
2 Supreme Verdict
1 Curse of Death's Hold
3 Negate
1 Sundering Growth
2 Purify the Grave
1 Dungeon Geist
1 Erase
1 Paraselene
1 Psychic Spiral

 That's it! Feel free to comment and if ever you try to use this deck, please share your experiences. Although I have played this game for 15 years already I am still a student of this game and I continuously talk and discuss with other people to properly evaluate my card choices and decisions in the game.


After the tournament, I grabbed a snack then relaxed a bit in a local coffee shop. I had some Cafe Mocha at Bo's Coffee Shop while reading Artifact's Cycle Book 1. I also had time to catch up with friends and my girlfriend. It was a great day and probably take a break from Magic today and watch the Jacky Chan's movie - Chinese Zodiac.

See you around. Thanks for droppin' by my blog.

January 29, 2013

January 28, 2013 DCI Banned and Restricted List


Hello everyone,

These are the recent bannings in Modern and MTGO Pauper

For Modern :
Bloodbraid Elf and Seething Song are banned.


For Magic Online Pauper :
Empty the Warrens, Grapeshot, and Invigorate are banned.



This was announced by Wizards last January 28, 2013 however, the effective date is on February 1, 2013. The Magic Online effective date is on February 6, 2013.

January 22, 2013

February 2013 FNM Card - Reliquary Tower with Picture


Here it is, February 2013 FNM Promo card is Reliquary Tower.


 I definitely love the FNM foil art of Reliquary tower better than the original. But for you guys to see it, I attached the original art of Reliquary Tower from the M13 reprint. See for yourself.




January 20, 2013

January 2013 FNM Card - Searing Spear with Picture


The Friday Night Magic Promo card for January 2013 is Searing Spear.

Although Searing Spear is not of the same caliber as previous 2 mana burn spells like Incinerate, Magma Jet, Searing Blaze or others, Searing Spear has found a home in Standard as a staple in decks running red. 3 damage for 2 mana and being an instant makes it very hard to overlook. May it be for your Red-x aggro decks or the midrange decks like Blue-White-Red Falsh/Geist build, Searing Spear defninitely gives you the edge of instant removal for your opponent's creatures early game and your reach to finish the game.

Besides, the artwork for this promo is better than the non-promo counterpart so I think it's a pretty sweet giveaway for FNMs this month.

Here it is, your January 2013 FNM card, Searing Spear.






January 13, 2013

Snapcasting 2012 and Revealing 2013


This blog has been inactive for quite a long time, in fact so long that I wasn't able to write about anything at the end of 2012. The end of 2012 was a mixture of excitement and exhaustion in my part. At work, we were constantly battling deadlines everyday and overtime work slowly became a routine for us. Then something unexpected happened, I was being sent to Japan for bug fixing tasks for our project. Although people were saying that the project in Japan will be more exhausting compared to what we experienced here in the Philippines side, I just thought that work will always be challenging and I cannot even think of passing a chance to go to Japan.

Although I only stayed for two and a half months in Japan, it was full of memorable experiences. First off, I loved the food! No matter how busy we were at work (working from Monday to Saturday and trying everyday not to leave by the last train), I gained weight - much to a surprise of the people I know because most people indeed lose weight when placed in such environment with pressure in work. I was only free during Sundays and I really thank my girlfriend for giving time to meet me on Sundays and little by little, visiting places that we can during my half-day availability - since we were 50 minutes away from each other by train. But we were able to visit Hachiko in shibuya station, was able to shop in Shibuya, explored Shinjuku, went to the outlet shops in Yokohama, touch the inner children within us and be amazed by the magic of Tokyo Disneyland, Great Viking buffet where you get to cook your own food and so many little things that are memorable from eating ramen and trying out different food shops to grilling our own food.

Work was challenging but the most challenging/difficult for me was communication. Although I am an N4 passer and studying N3 already for Nihongo, I panic when actually speaking with the client/bosses - but I end up realizing I understood what they were saying after the conversation when I had finally broken down their statements. = |

Hobbies were something that were really a highlight for me in Japan. Card games were rampant in Japan, and sadly, my favorite card game Magic:the gathering is sometimes overshadowed by local card games. However, in the bigger cities, bigger MTG shops were located and those were my comfort areas. Although I didn't have the time to play and I left my MTG cards in the Philippines so that I can focus doing work and other things in my short stay in Japan, I was able to purchase some Japanese cards, which I thought were amazing since I am able to read some of the texts already - thus inspiring me to do better in studying Japanese. = ). I was also able to buy Gundam miniatures, wherein you get to construct them. I happily formed them during my holiday break and definitely would be looking to buy more when I get the chance to return to Japan.

Lastly, I was able to buy Kobe System VII in the Nike outlet shop in Yokohama and this can hopefully inspire me to improve my game in basketball. With so many months of not playing basketball I hope I can get back to game shape soon by joining our Wednesday play group here in the office.

With those things that were part of my 2012, I was able to formulate my 2013 resolutions:
- reduce weight, be physically fit and staying in shape
- be a better boyfriend
- improve Japanese skills
- improve skills in Magic: the Gathering (since there is no Grand Prix Manila this year, I will be targeting to get to Day 2 and hopefully be in top 64 next year)
- improve skills in basketball
- be more technically capable in work

Hoping to achieve everything at the end of this year!

Happy 2013!


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