Showing posts with label salivanth. Show all posts
Showing posts with label salivanth. Show all posts

Sunday, August 2, 2009

The 10 Levels Of Magic Mistakes

Magic is a game of increasing perfection. The players who win more make less mistakes than those who win less. The more mistakes you eliminate from your play, the better you will become. However, not all mistakes are made equal. A new player will make mistakes you never will, and the top players in the world will eliminate mistakes you don't even know exist.

I am not a top player, so I will not be able to fully detail this system, but I present, to the best of my ability, the 10 levels of Magic mistakes. Generally, a player will almost never make mistakes two or more levels below them, occasionally make a mistake one level below them, and fairly often make mistakes at their level. They will almost always make mistakes above their level: catching a mistake at the level above you often makes you a better player.

Level 1: The Basics

Level 1. Most players who read this blog will never make a mistake at this level, as it has become subconscious. This includes things like remembering the steps of a turn, drawing your card, untapping mana, and playing lands and spells (not necessarily the RIGHT spells, just remembering to play them). Players at Level 1 are the ones still learning the game. They haven't yet achieved competence. If you're at this level, focus on mastering the basics so you don't forget them.

Level 2: Low-Level Strategy
Level 2. This is the level of playing Magic not just properly, but correctly. Again, most people reading this blog will have achieved mastery of this level. This level includes areas like playing spells after combat, playing instants on your opponent's turn, and countering / killing threatening cards. As a litmus test to see if a player has passed this level, generally someone who chump blocks at 18 life or trades their 3/2 for your 2/2 at 15+ life hasn't achieved this. A part of low-level strategy is resource management: mana and life. Card advantage doesn't come into play just yet. If you're at this level, focus on doing the most with your resources at the most advantageous times.

Level 3: Mechanics

Level 3. A player at this level will start being interested in the mechanics of the game. He starts learning and actually understanding (though not necessarily mastering) card advantage, card quality, mana curves, what you can expect at each mana cost, etc. He may begin reading Magic theory like this blog. He will understand why Enchant Creature cards are bad unless they're very high quality, and knows the advantage of combat tricks, even if he can't pull it off reliably yet. If you're at this level, focus on learning what makes the game tick, and what can give you an advantage.

Level 4: Outside the Game

Level 4. A player at this level has now gotten a thorough grounding of low-level concepts. He may still hit and miss on them, but he knows them and works on using them. A player at this level now realises that as good as they may play, there is room for improvement when not actually playing Magic. They start getting interested in deckbuilding, and in improving their decks. They begin to learn how to mulligan, and understand on some level the use of a sideboard. They know of the existence of a 'metagame', but they don't really understand it yet. A player at this level may start entering tournaments. If you're at this level, find a local tournament scene, and ask one of the players there to mentor you. A complete newbie won't benefit from this much, but you're now at the level where you can learn from them.

Level 5: Reading the Opponent

A player at this level has probably taken some tentative stabs at the tournament arena. They've probably been beaten a fair bit. Their mistakes are that they don't know what the opponent has, and probably haven't looked into it much. They start getting interested in this now. They start focusing not just on their play, but the opponent's. He learns the common cards a player might have, and knows to be wary if the opponent has mana up and cards in hand. If you're at this level, practice playing against some people that are less skilled than you and try to read what tricks they have. Once you've learnt how to, practice it on people at your level or higher.

Level 6: The Metagame

A player at this level now notices that powerful decks are played often, and remembers the metagame he's heard about. He starts researching, and slowly assimilating what he learns. It may take months to fully understand the metagame, but he's committed to doing it. His main mistakes at this level are not knowing what his opponent may have. At this level, a player may start playing a metagamed deck, and start doing better all of a sudden. If he can't do this, he'll at least be a better deckbuilder. They'll also start eliminating sideboarding mistakes. If you're at this level, focus on learning. If you can, go to a second tournament scene once in a while to expose yourself to more input.

Level 7: The Best Plays

A player at this level probably plays fairly well. But now they start looking toward the future. They start considering what the opponent may have when he gets to X mana, and conserve resources for a reason, not just because he knows he should. He'll get better at reading his opponents, and conserve the answer to a specific threat his foe has. Normally he couldn't do this, but now he knows the metagame. He can also play around tricks his foe may have. They may start becoming interested in more major tournaments, even though he probably isn't ready. If you're at this level, work on the skills you're already working on. Learn to experience the ebb and flow of the game. Also, pick one deck, and play it. A lot. Test it so you know how the deck works so you can make more intelligent predictions.

Level 8: Outplaying Your Opponent

At this point, a player has very good technical skills. Now he needs to put them to use. The next step is to recognise the mistakes your opponent is making and capitalise on them as best you can. You want to play not just as well as your opponent, but better than him. You want to win matches with your play skill, even if luck goes slightly against you. This is the level I am currently almost at: I'm in the transition. Because of this, I won't be able to write very much about the next levels. At this stage, you should be focusing on taking dominance over every part of the game, seeping into every area you can gain an advantage in, no matter how small (except cheating, of course!)

Level 9: Totality

At this level, you want to experience everything about every aspect of the game. You want to know where it's been, where it's at, where it's going, if that's good for you, how you can make it good for you if it's not, how to keep it there if it is, and what needs to happen for you to win. You should always read signals correctly in a draft and not be trapped in one that gets cut off. You should know exactly what you're doing at all times.

Level 10: Making Your Own Levels

At this level, you want to be at the forefront of Magic theory, inventing it, bettering it, and using theory the rest of the world doesn't even know yet. You should be able to progress in ways that lesser players can't even imagine. Lesser players may think you're playing suboptimally when in reality, you're playing at a level they can't possibly grasp.


There are almost certainly more levels even beyond Level 10, but I don't know them, and I'm not going to lie and say I do. I hope this has been an entertaining read for you all. An interesting exercise for you is to go back and remember your own progression through each level: it's quite interesting. I remember the moment it sunk in not to play instants as sorceries:)

Until next time, may you reach the next level.

Saturday, August 1, 2009

Tournament Report: August Week 1

There are a few advantages to getting your teammate to give you your deck at the event, but one major disadvantage. Unless you manage to get the answer out of him beforehand, you don't know what deck you'll be playing. As soon as I get all the cards for the Kithkin list I intend for that to change, and fast.

I showed up to the event, only to find that I would end up playing Five-Color Control, not exactly the deck of choice to play without testing. I became a bit more confident after demolishing Jeremy's Blightning deck in 3 straight games with it, however.

Quick aside: my team is composed of:

Me. I'd like to think I'm the best player out of the three, but I may be wrong. Adam's fairly skilled. My main problem is a lack of money so I can't play top-tier decks. This problem has been alleviated since I joined the team (the name is still up for debate).

Jeremy Tjaardstrada. I think that's how you spell it. Jeremy has a few competitive decks at any given time since he varies between playing them a lot. This is helpful for the team because we get to play a larger selection. He usually goes 1-3 or 2-2 at events though, and I routinely beat him. He's good, but he doesn't put in as much effort to seriously improve his game.

Adam Sesperez. A new addition to the team, me and Jeremy have known him for a while. He usually plays Merfolk or an artifact deck: he likes the Tier 2 strategies. No idea if that will change now or not. He's an experienced, skilled Magic player.

So I have a Five-Color Control deck with a suspicious lack of M10 tech (no Great Sable Stags in the SB, and no Bolts) and not all the choices I would have agreed with (no Anathemancer in the main, only one in the sideboard). But hey, what can you do, right? Pairings are drawn for Round 1 and we get underway.

Round 1 I play Jared Buellesbach. Jared is one of the better players at our store, but I've inched my way ahead of him slowly. He always plays an aggressive Red deck of some sort.

Game 1: He plays Vexing Shusher and Rise of the Hobgoblins(?). I Pulse his Shusher and take a few damage from the token. He Flame Javelins and bashes me to 13, at which point I drop a Broodmate Dragon. He uses a combination of a Mutavault and Redcap to kill my Broodmate Dragon, and I start swinging. He tries to Bolt my other one after blockers, but I Cryptic Command it, and bash him to 8. He tries for a Rise of the Hobgoblins, I Broken it and reveal a Broodmate. He concedes.

SB: In: 2 Jund Charm, 3 Firespout, 2 Celestial Purge. Out: 2 Hallowed Burial, 4 Mulldrifter, 1 Essence Scatter (remember, I'm unfamiliar with the deck. I'm almost certain these choices are wrong, but I don't know what was correct)

Game 2 we play land-go for a while. Turn 3 he lays a Dragon Fodder. I Jund Charm his guys in response to attackers, and he Javelins me to 16. He bashes me down to 13 with Ram-Gang, and on his second swing I cast Plumeveil to block. He Bolts it to finish it off. He plays a Shusher, and when he attacks I use another Plumeveil. He has nothing except Tattermunge Maniac, which he has to attack with. I block, and use EOT Esper Charm to draw two. I lay a Wall of Reverence, and at 13 life, about to gain 4 per turn, he concedes the match.

At this point I stop taking detailed notes and start taking briefer ones.

Round 2 I go up against Desmond Ng, a member of Team OMG, and a powerful opponent. Game 1 we have a long standoff, and I gain loads of life from double Wall of Reverence, until I stupidly go for a Cruel. He counters it, then Cruels me back, plays Ajani, blows up my lands, and plays Liliana. Faced with Broodmate death over the next 10 turns or so, I concede. That one was purely my fault.

I don't know what I SB'd out, but I sided in Anathemancer and Purges.

Game 2 is very uneventful. He plays Great Sable Stag and bashes me to death. My only answer is Hallowed Burial, which I don't find. I go to X-1.

Round 3 I go up against Justin Cheung, one of the top-rated players in Australia. Just my luck, eh? He's playing Five-Color Blood, though thanks to Gilt-Leaf Palace and Twilight Mire I think he's playing G/B Elves, then Jund Elves, then it finally sinks in halfway into Game 1. His Anathemancers hurt me quite badly, but I drop Obelisk of Alara and claw my way, agonisingly, to victory. It was a very long game, and we go to Game 2.

Game 2 he plays Great Sable Stag, then ANOTHER Great Sable Stag. I learnt my lesson and sided in Firespouts this time, but don't find them.

Game 3 I remember him playing a GSS and me Firespouting it, but little else. I got a Cruel off at some point, but that's the only damage I ever did to him and I got bashed to death.

Round 4, I'm now 1-2, and I go up against Tim Burke. Tim is a former National Champion, and an exceptionally good Legacy player, but he's not much for T2 anymore. Since there are no Legacy events where I live, he's getting back into it.

From the first turn I know what he's playing. As I expected, it's Elf Combo, the only Tier 1 deck that Standard and Legacy both play.

Game 1: He starts off with Nettle Sentinel, and I lay a couple of lands. He plays double Elvish Archdruid and I'm worried about him going off, but instead he bashes me for 11. I pray, and crack a Hallowed Burial off the top. He fights some more, but he's in topdeck mode and I play a Broodmate that gets there.

Game 2 I sideboard in Firespouts and Jund Charms for Plumeveils and Walls of Reverence.

He does well in this, but I draw about 3 sweepers. Heritage Druid and Nettle Sentinel get Jund Charmed, Ranger of Eos + 2 Llanowar Elves get hit with Firespout, and I have Hallowed Burial in reserve. I counter his Ranger of Eos #2, and bash him with Broodmate despite a Regal Force landing. I end the tournament 2-2. I come 6th, however, top of the 2-2's, since I played up in Rounds 2 and 3.

Then it's time for a wait before the draft. The draft is triple M10, which is good for me. I love to draft M10, and I'm pretty good at it. I usually end up with a U/B deck, but this draft may be different.

During the draft I open a Great Sable Stag first pack, first pick. So naturally, I take it. I get passed a green fattie, a decent red guy, and then, somehow, a Lightning Bolt fourth pick. I take this to mean red's wide open and set myself up for R/G.

Unfortunately, in Pack 2 it totally, TOTALLY dries up. I get almost nothing from this pack, and have to hope Pack 3 ties it together.

And boy does it. I crack Platinum Angel, which I draft instead of a great red card, because I absolutely could not resist. I also get passed some Craw Wurms, and an Enormous Baloth.

At the end of the draft I'm short a lot of playables and am forced to maindeck Dragon's Claw and Ignite Disorder. However I'm very confident that once it hits 6 mana my deck is unstoppable. I play 18 lands, including a Gargoyle Castle I was fortunate enough to grab. I have mixed feelings about my deck, but it's time to draft!

Match 1 I play Jarred Mack, a guy I haven't seen around before. Game 1, the deck works exactly as I expect. I take some early damage from Child of Night (he's playing B/R) before stabilising with a 3/3, and then start dropping Craw Wurms, Berserkers of Blood Ridge, and an Inferno Elemental. I start bashing him, but he clogs the ground. I drop Platinum Angel one turn, crack my Gargoyle the next turn, and it's all over in short order.

Game 2 was a long and difficult one. I mull to 6, and he keeps. We both get manascrewed, but me a bit more than him. I get Land 3 after a couple of turns, and start laying guys when I get a Forest. I gain about 8 life from Dragon's Claw in this game. We fight back and forth with creatures, him getting my 4/4 with a Kindled Fury. He plays Acolyte of Xathrid and Prodigal Pyromancer and starts pinging me. I play a Craw Wurm, but he drops Ball Lightning. I drop dangerously low, still being pinged, and have to block Lightning with Craw Wurm. I drop another one, and a Baloth, and I might win the race, but then he plays Wall of Bone to stop half my offence, and I lose.

Game 3, in an anticlimax, wasn't very fun. I mulliganed to 5 and didn't draw any good cards all game. He, on the other hand, curved out well and blew me over in short order.

Round 2, I play Desmond again, but I have a decent chance to beat him in Draft if I play well.

Game 1 we both play Awakener Druids. He kills mine, but I get it back with Nature's Spiral and Oakenform it after replaying it. A creature stall develops, and while I'm searching for a Platinum Angel to blow it open, he plays Overrun, and I die.

Game 2 we both keep. We start out playing small guys and trading a lot. I start getting guys out. I play a Baloth, and he Fireballs it for 7! I play a Craw Wurm which gets double blocked, then I topdeck Platinum Angel. I play it. He plays Overrun and swings. I drop to -2, and bash him to 7. I activate my Gargoyle Castle, giving him one turn to find a removal spell. He doesn't. On to Game 3!

In Game 3, he keeps, and I mulligan to 6. Not only that, I get stuck on 4 mana. I get my fifth in a couple of turns though, and begin playing big guys. In desperation, he Overruns, but I sac 3 creatures to kill 2 of his and take 6 from the last guy. I could have taken more but knew he had Fireball, so I was playing around it. I then play a Craw Wurm, and a Baloth, and he dies beneath my onslaught of giant men.

Round 3 I play Bret Willcocks. Bret's a fun guy to play, in Constructed and Limited. I usually beat him but occasionally he'll just blow me away.

Game 1 we both keep, and he's playing mono-blue. He plays a Snapping Drake and Alluring Siren, but I Ignite Disorder to kill both of them. I play a Craw Wurm, and he Clones it. I play another Craw Wurm, and our Craw Wurms trade. I pop a GC, and I've got the board advantage and win, despite his chump blocking with 1/1 fliers.

Game 2 I accidentally flip a Forest, revealing his secret sideboard plan. Not that I can do anything with the knowledge. However, to be fair I show him the Windstorm that I sided in. It's FNM so I don't get a game loss, but I do need to be more careful.

We both play small creatures, and a lot of trading happens as we fight back and forth, neither of us taking damage. I play a Craw Wurm but he Mind Controls it. I force a trade with my 4/4, and play another 4/4. From there I don't really know what happened. He just ran out of guys. One minute it was an even fight, the next I had him backpedalling. It was pretty weird, but I suppose someone at a higher level of skill than me would be able to identify what critical thing went wrong for Bret. (More on this topic in the strategy article tomorrow) And then the draft ends, and I'm 2-1.

It's a happy ending though, as the 2 OMG members who come 1st and 2nd already have playsets of Honor of the Pure, and the one who comes third takes Goblin Warchief for his deck, so I take a miracle 4th-pick Honor of the Pure, so I now have 2 out of the 4 I need.

All in all, it was a fairly good day, although 4-3 is actually a bit on the low spectrum for me: I usually go around 5-2. Still, I'm happy with my result, and especially with my Honor of the Pure, which I'll put to excellent use next Saturday.

Join me tomorrow, when I'll start talking Magic strategy.

Until next time, may your topdecks be awesome and your play be spot-on.