From: ZZanman@aol.com [SMTP:ZZanman@aol.com] Sent: Monday, February 02, 1998 4:19 PM Subject: Re: Why Bad Things Happen to Good Players To the Nedophile - Yes, if they put a big event out in Hawaii, (I'm thinking pro-tour) I'd have to think very seriously about getting there! Tips for the limited environment? I don't think I know much that doesn't sound cliche on this subject, but here's a few. (1) Until the last pack is opened in a draft, or at least halfway through a Rochester, take the best card available, with the greatest ability to change the game in your favor, even if you're not sure that you'll be able to use it. Use the last half of a Rochester, or the last pack of a draft, to cement your best colors. Early in a draft, power cards out of what you think your colors are are much better than just staying in a color. A good three color limited deck will beat a bad one color limited deck. (2) Don't defensively draft. If you don't want a card, can't use it or just plain don't like it, don't draft it just to keep it from someone else. You need to use every possible pick in a draft to make your deck better. Only rarely can you afford to worry about the other guy's potential deck options. Also, it's fruitless to try to imagine what someone else MIGHT be able to do with the cards that you pass on. (3) Don't use even amounts of mana for each of the colors in the deck that you build. Pick the color that is most important, is the fastest, or has the most creature removal options in it, and over-commit to that color. Even amounts of mana allow you to have an opportunity to be evenly mana screwed in every color. On Saturday, I won a booster draft tournament 4-0, never losing a game, playing three colors, red black and blue. 6 blue spells, 10 black spells and 7 red spells. The red spells included three with double red casting costs, so I went with eight swamps, six mountains and THREE islands. The blue spells were knock-out punches that I simply did not need early, and of course, included no double-casters, they included a pair of Breezekeepers, a Tim, a 1U creature enchantment that gives flight and that you can sacrifice to return enchanted creature to your hand and two unsummons. (okay, it was an unusual draft, 4th/Visions/Weatherlight). (4) If possible, practice drawing your deck, with land, for a while before commiting your limited deck to an official decklist. The other guys don't think that this really helps, but this practice has saved me from playing a really DUMB card that looked good at first, and allowed me to become MORE and MORE confident about the power of unbalanced mana. Practice drawing saved me in the final eight at PTQ-Mainz in Little Rock the weekend that I won my first qualifier. Practice drawing was not allowed in Mainz, where you were forced to record your deck before receiving your land. Later, dude! -ZZanman