Friday, August 7, 2009

10 Ways To Do Better At Your Next PTQ

1. Test your deck.

Any deck you take to a PTQ you want to have tested for a minimum two weeks before hand, hopefully more. Test online, test offline, play it at FNM, read about it. Test as much as you think is necessary, then double it. Then test some more. The more you test the better you'll become with the deck, and it's important to get every advantage you can get.

Yes, sometimes people can win with a brand-new deck or an audibled deck, but most PTQ's are won by someone who has mastered a particular archetype that is well-placed in the metagame. Which brings me to point 2...

2. Analyse the metagame.

And make sure it's up-to-date. For example, people who played Kithkin last week were likely to get their asses kicked, even though it was a great, PTQ-winning deck just a fortnight ago. The metagame can change very quickly.

If you don't analyse the metagame, it's like not bringing a sideboard. Why the hell would you go to a PTQ without a sideboard? Exactly.

3. Bring two different decks.

There's no rule that says you need to know your deck in advance. This is NOT contrary to Rule 1: you simply need to do more testing. Test both decks. And don't pick two similar decks, like Elf Combo and Kithkin which are both vulnerable to the same thing. A better idea might be Kithkin and Five-Color or Jund. Both are very, very different and beat different decks.

Arrive early before the tournament, and scope out the PTQ metagame, then pick which of the two decks you will use based on that information. Some call it overkill, but why would you not get every advantage you can get? More than two decks is not recommended however, because it's hard to test more adequately.

4. Get a good night's sleep beforehand.

Yes, this is obvious. Yes it's been said before. Yes, you already know it. But so many people don't DO IT. I know I would much rather be well-rested for a tournament than bleary-eyed and subsiding on caffeine. You may not feel the difference, but you'll probably have lots of 'bad luck' that day, and end up dropping. But through no fault of your own of course. *end sarcasm*

If you're serious about the PTQ, get a good night's sleep. If you have to choose between fine-tuning your deck and adequate sleep, you haven't prepared enough. Have your lists ironclad several days in advance.

5. Bring more than 15 sideboard cards.

An extension of Part 3. However, there's an art to this. Rather than tossing together 15 cards 10 minutes before registration ends, have a piece of paper with a few different sideboard plans on it. An example might go like this for GSS Jund:

Cards to bring:

Anathemancer
Jund Charm
Thought Hemorrhage
Firespout
Deathmark
Broodmate Dragon
Maelstrom Pulse
Sygg, River Cutthroat
Stillmoon Cavalier


Five-Color Control Centric Metagame:

4 Anathemancer, 4 Jund Charm, 4 Thought Hemorrhage, 3 Firespout

Jund-Centric Metagame:

4 Anathemancer, 4 Firespout, 4 Deathmark, 2 Broodmate Dragon, 1 Maelstrom Pulse

Fae-Centric Metagame:

4 Firespout, 3 Deathmark, 1 Broodmate Dragon, 2 Maelstrom Pulse, 2 Sygg, River Cutthroat, 3 Stillmoon Cavalier

Note that especially in the Fae example, where you have almost an auto-win against them, you not only aim your sideboard at the dominant deck, but also at the deck that BEATS the dominant deck. Note these sideboards are very rough, and probably not optimal for the situation. (I would run Anathemancer maindeck in a PTQ now anyway).

6. Eat healthily.

Eating highly crappy, greasy food is a norm at tournaments, and is fine for FNM, but if you've done all this extra preparation, you may as well eat well. Otherwise it's like fitting your car with the latest and greatest safety features and parts, and then feeding it garbage fuel. Treat your body with more respect than that.

It may be hard to obtain food at the event that's healthy, so a good idea might be to pack some sandwiches just in case. Still healthier than take-out, and quicker to eat, and it won't grease up your sleeves either.

7. Play precisely.

Unlike in FNM, where it's usually fine to draw then untap, or forget your Bitterblossom trigger until you're about to play a land, these things can haunt you in a PTQ. A couple of missed triggers and that's a game loss right there. And won't that make you feel stupid?

Announce when you're entering the following: upkeep, draw, main, declare attackers, declare blockers, combat damage, postcombat main, end. Anything more is fairly anal, but those seven are a necessity. Also, don't play two spells at once. Allow your opponent time to reply. Give them about 3-5 seconds unless they give a verbal cue that they are considering. Such a wait time is expected and will not get you penalised for slow play.

Work out your plays in your head during your opponent's turn so you don't spend 20 seconds every turn thinking: only when your draw changes your plans. That'll make it far less likely for you to be warned for Slow Play. However, it is worth noting that some minor infractions will receive two warnings rather than one. Of course, it's best to avoid them altogether.

8. Be ruthless.

On the flip side of 7, is to penalise your opponents for their misplays. If they flip over one of your cards, or miss a trigger, or play too fast / too slow, CALL A JUDGE. Your opponents will do the same to you, and I've heard several cases where a player has committed a minor infraction, their opponent chose not to penalise it, and then that player did the same thing again later that match, and were warned. If they'd called a judge first time, it would have been a game loss, and they would have won the match.

Always call a judge if players don't play correctly. And if you make an obvious mistake, call a judge immediately rather than trying to hush it up. You're more likely to receive a lighter penalty if you call a judge after flipping an opponent's card rather than try to shrug it off and have the opponent call one instead (and they almost certainly will).

9. Know your tiebreakers.

You're 6-1, and you're offered a draw by your last-round opponent. You don't take it, and lose, and later find out you would have gone into the Top 8. Even worse, you DO take it, and wind up 10th place. Know your tiebreakers. Before the round starts you should know whether or not you can ID into the Top 8 (this only matters in rounds 7+, so is not applicable to all players, but it would suck to hit a miracle streak then not have the knowledge you need to hit the Top 8).

Knowledge is power. If you can ID into the Top 8, go ahead and try. But you need to know if you can first.

10. Maintain focus.

You're in the Top 8, but you've just fought 6-8 grueling rounds of Magic. In an ideal situation, you've ID'ed the last round and can relax and grab some food with friends before the Top 8. However, if that's not possible, at least take a few minutes to relax your mind and bolster your resources. The Top 8 will be the toughest part of the tournament. You don't want to be playing at anything less than your best.


Now sometimes you'll do everything right and still X-2 drop: this advice is not an automatic ticket to the Pro Tour. But there's only finite amounts of PTQ's in a year (This advice is even more important in Australia. The competition is only slightly less than America, and unless you're willing to fly, there's only 1-2 PTQ's you can get to in a year!) and you may as well do your best. Do not take a PTQ likely. Don't attend on a whim. Some of the area's best will be there, and the more preparation you do, the better.

Because rest assured: if you're not well-rested, prepared, tuned for the metagame and ready to play your best, you'll be competing against someone who is.

Until next time, may you prepare for a month so that people can label you an overnight success when you win.


4 comments:

  1. It's worth noting that most minor errors like accidentally flipping a card off your opponent's library doesn't upgrade until the third infraction.

    ReplyDelete
  2. Thanks Anusien. I appreciate it, mate. Article edited to include your info.

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