Play Magic With Tom LaPille

I talk about cube drafting.
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Archive for the 'Standard Operating Procedure' Category...

Filed under Standard Operating Procedure

Zuran SpellcasterMany Magic players are not very good at actually playing spells. I do not mean that they have bad strategic understanding; I mean that they have a very poor grasp on the actual game mechanics behind playing a spell. This article will walk you step-by-step through the process of playing a spell correctly, and will discuss why not doing it correctly can lead to bad things.

Consider the following card.

Meddling Shrapnel Decree Elemental
1WWUR
Hypothetical Creature – Elemental
1/1
As an additional cost to play Meddling Shrapnel Decree Elemental, sacrifice an artifact.
As Meddling Shrapnel Decree Elemental comes into play, name a card. The named card can’t be played.
When Meddling Shrapnel Decree Elemental comes into play, you may pay X. If you do, put X 1/1 white soldier tokens into play.
When Meddling Shrapnel Decree Elemental comes into play, it deals five damage to target creature or player.

I understand that this card would never be printed as is because it isn’t flavorful and is comically confusing. I made it up because it covers everything tricky that I can think of. I am going to use it to show you the precisely correct order of actions for playing a spell and the immediate aftermath. As we walk through this together I will discuss the potential consequences of not doing it properly. Let’s pretend that our lands can produce 6WWUR altogether, and that our only artifact in play is a Sapphire Medallion.

Step 1: Announce the spell

We place our Meddling Shrapnel Decree Elemental card on the table and say the card’s name.

At this point our opponent can tell us that what we are doing is illegal before we give him any extra information. Perhaps we have attempted to cast a spell during our opponent’s end step while he controls a Teferi, or there is a Meddling Mage in play that named our spell. Either way, we will not have to tell our opponent what lands we wanted to tap or what we intended to target.

Step Two: Declare Targets

Our creature spell doesn’t target, so we don’t do anything.

I include this for completeness. If our spell targeted, we would declare targets before paying costs. Once again, this gives our opponent a chance to tell us that our spell is illegal before we give him more information. If a spell cannot be played legally, it simply returns to your hand, so doing nothing else before this makes it very unlikely for something bad to happen to us. For example, if we announce a Terror when the only creature in play is our opponent’s creature with protection from black but we didn’t tap any mana for it, it will just return to your hand painlessly.

Step Three: Lock in and pay costs

We note that the Sapphire Medallion reduces the total cost of our spell by one since it is blue, and lock in the cost at WWUR. We tap WWUR and then sacrifice the Sapphire Medallion.

The game allows you to play mana abilities like those on Llanowar Elves or Chromatic Sphere during the pay costs step, so we should under no circumstances have mana in our mana pool before we actually announce a spell. Doing this can tip off our opponents to what we have in our hand or lead to unpleasant mistakes. For example, you might tap the mana for two spells, play and resolve one of them, and discover that you have the wrong colors of mana left over for the second spell and be forced to burn.

The locking in of mana costs is another important rules detail. This can allow you to play spells in situations that you might not have thought you could. For example, suppose your only permanents in play are Vault of Whispers, Great Furnace, and Chromatic Sphere. You can announce Thoughtcast, lock in the mana cost of 1U, then use the Chromatic Sphere to make the blue mana.

Now that we have announced the spell, declared no targets, and paid costs, the spell goes on the stack. We pass priority. Note that we have not named a card, declared a target for our five damage, or tapped mana to make soldiers. These things don’t happen until our Meddling Shrapnel Decree Elemental comes into play, which has yet to happen. We want to avoid doing these things early because we don’t want our opponent to know anything about our intentions.

When our opponent passes priority, our creature finally enters play and we have things to do. The first thing we do is name a card, since this happens “as” it enters play. We have been careful not to name a card before now because we didn’t want him to know how to respond. For example, someone who announces “Meddling Shrapnel Decree Elemental on Cancel.” before giving the opponent a chance to respond will probably get his spell Canceled if his opponent has one. However, if he had waited, his opponent would have no window to cast the Cancel until it was too late to stop the naming. Similarly, if we told our opponent before the Elemental came into play that we planned on sending the five damage at a creature that he really cared about, he might Cancel it, but if we wait until the Elemental has entered play, there is nothing he can do to stop the trigger going on the stack targeting that creature.

Now that the Elemental has entered play, we have two triggered effects to place onto the stack. We can do this in either order we choose, since we control both of them. The ability that we place onto the stack first will resolve after the one we put on second, since the second ability will be the top of the stack. We must also choose targets for triggered abilities at the time that they go on the stack. We choose to put the five damage ability on the stack targeting our opponent, and then the token making ability on top of that.

When the token making ability resolves, we tap the 6 mana that we can make with the rest of our lands, and put six soldier tokens into play. Note that we did not tap any mana before the ability resolved. This is really important. Until the ability actually resolves, we don’t know if we’ll get the chance to pay that mana; we might get it Trickbinded or Voidmage Hushered. Multiple times in Onslaught block constructed events, I saw many a poor soul tap huge amounts of mana and then cycle Decree of Justice. Their opponents would happily respond “So you have 16 mana floating, right? Stifle the creature-making trigger, and now you burn for 16.” We don’t want this to happen to us, so we don’t tap the mana before the ability resolves.

Finally, our second triggered ability resolves and our opponent takes five damage.

I bring this topic up because I think it’s very important. I can’t count the amount of times that my opponents have given me pretty big advantages by doing this stuff wrong. For example, in an extended tournament I was playing Psychatog against a Rock deck. I played first, and played Island and Underground River on my first two turns. On my opponent’s second turn, he laid a swamp and said “Cabal Therapy naming Counterspell.” I responded by Brainstorming, to which my opponent responded “God, you people ALWAYS have it!” That told me that I was safe to just put my two Counterspells on top of my deck and then show him my hand, since he didn’t seem to think he could name anything else.

When it comes to arcane rules knowledge, Magic Online is one of the best ways to learn. It doesn’t let you take any shortcuts and graphically shows you what is happening with triggers and timing. In order to learn the rules for playing a spell, I suggest that you turn on the “Allow me to announce spells without the proper mana” checkbox in the game options. Then, everything will happen in the order I laid out above, which is the order you should do things in real life too. Just click on a card when you want to play it, pick a target if you have to, and then tap mana.

Playing spells properly won’t give you an edge per se in tournament Magic, but it will keep you from giving away free advantages. If you don’t do it correctly now, it only takes a small change in habits to keep you safe. It is very awkward when people lose games they should win due to rules mistakes like the Decree of Justice one I mentioned earlier, and you don’t want that to happen to you.

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Why Standard Operating Procedure Matters in Magic 

 

Comments (0) Posted by Tom LaPille on Thursday, September 27th, 2007

Filed under Standard Operating Procedure, Mental Game

Auramancer’s GuiseBill Stark of TCGPlayer.com wrote an article that he called Win More Magic Guaranteed. When I first read the title, I was sure it was going to be something parodic or sensational, but I was wrong. That article is by far the most useful of all the Magic articles I’ve read in the last three months. However, I don’t think it goes far enough. Zvi called players’ outside-the-game habits like the ones that Bill talkes about their standard operating procedure, and in my experience the quality of a player’s standard operating procedures is a very strong indicator of how well they will perform in tournaments. We’ll think about why this is the case, and what we can do about it.

Oddly enough, Win More Magic Guaranteed has nothing to do with Magic strategy, but that is why it is so great. Bill challenges the reader to improve his outside-the-game habits, which is far easier than getting better at playing; it only requires a change in routine. Bill’s list of things to do is:

  1. Write Down Sources of Damage
  2. Know the Rules
  3. Take More Notes
  4. Mark the Top of your Deck (for stuff like Pacts and upkeep costs, not to cheat!)
  5. Write Down Your Opponent’s Name

These are all good things to do, and reading Bill’s article is a good idea if you don’t understand why you might do some of these things. However, I think his list only scratches the surface of what is a much deeper and more subtle topic. Zvi calls everything you do in tournament Magic that is outside the game “standard operating procedure”. Your sleeves, life pad, deck box, dice, tokens, and the physical cards you play all fall under this category. Let’s think about why this might matter.

Picture this: it is the first round of Friday Night Magic at a store you’ve never played at before, and you don’t know anyone there. Player A, one of the players in the match next to you has new, shiny sleeves on his deck, a metal deck box, and a life pad and pen. He shuffles smoothly and piles a few times during his shuffling routine. His opponent, Plaeyr B, has sleeves that look a few months old, was storing his deck in one of those long white cardboard boxes with the deck held together by a rubber band, and is keeping track of his life with dice. His shuffling is awkward, and he just does some half-hearted overhand shuffles and then presents.

As an observer, who do you think is going to win? My money is on Player A. I have no idea if he is better player or has a better deck, but if he’s doing everything outside the game right, I have to assume that he is going to do everything better inside the game.

Imagine being player A here. You probably feel like you deserve to win. Your opponent doesn’t even have a life pad or a deck box, and he can barely shuffle! Now imagine being player B. Your opponent has it all together, and you don’t. You might even think to yourself, I guess it’s okay if I lose this one, since my opponent is probably good.

Suddenly, these two players have entirely different mental attitudes. Player A believes that he is not supposed to lose, and he will be very unhappy if he does. Player B, on the other hand, is setting himself up to accept losing even before the game begins. Player A is going to work very hard to win the match, becuase he is supposed to win; he’s going to make all the right plays, and he won’t let his opponent get away with anything. Player B is not going to work as hard, since it doesn’t matter if he wins or not. He probably won’t play well, and this isn’t becuase he can’t- it’s because he’s not supposed to win, so why try? I would go so far as to say that Player B will actively try to lose. He won’t be aware of the fact that he’s trying to lose, but he’ll subconsiously know that he’s supposed to, and he’ll look for ways to make it happen.

You want to be player A. Good standard operating procedure subconsciously reinforces to you and your opponents that you deserve to win. After all, why would you show up with nice sleeves, a nice deckbox, dice, and so on if you weren’t good? Good players do that.

Even if you aren’t a great player and you know it, you can still trick everyone by doing everything right outside the game. Have nice sleeves. Buy a nice deckbox. Get a life pad and a pen. Have a few dice handy, but not too many. Bring something that you like for tokens, if you think you’ll need them. You might feel unnatural at first, but then you’ll start feeling like you deserve to win, or at least you’ll feel like you have to win to maintain your new good player image. Sooner or later, you’ll have tricked yourself into getting better. Alternatively, I might argue that having good standard operating procedure is a sign of self-respect. If you respect yourself enough as a player to equip yourself with a nice set of sleeves, deckbox, and maybe even some foreign cards to show off, you’re telling the rest of the world that it should respect you too. That self-respect will cause you to work harder to get what you feel you now deserve inside the game; you won’t miss subtle plays, you won’t miss judge calls, and you’ll win more.

In the real world, no truly good player is going to be impressed by your new shiny deckbox, fresh sleeves, or cool japanese cards. All of this stuff really is for your own benefit only once you get to high levels of competition; you’ll play better because you came prepared and you want to win. At something like an FNM, though, you’ll encounter an awful lot of Player B’s, and if you appear prepared and competent those people are going to unknowingly let you win if you don’t convince them not to. I’ve never lost a match that began with my opponent asking me to keep track of their life on my pad while they put away their dice. You probably shouldn’t either.

After all, you deserve to beat that guy, right?

Comments (3) Posted by Tom LaPille on Thursday, September 20th, 2007