Subject: Networking and The Metagame Date: 13 Mar 98 07:28:09 EST From: John.P.Wiggins@Dartmouth.EDU (John P. Wiggins) To: fkusumot@ix.netcom.com After reading the previous postings on the supposed metagame in the Best of the Net section, I felt compelled to add my own small contribution to this topic. What follows is the summation of the experience I have had with Magic and competitive play thus far (as well as a gratuitous listing of my own opinions as to what are the current T2 "Decks to Beat") Communication is the key to competitive play. That is where information stores, like The Dojo, come in. Networking is becoming, perhaps the most important skill in Magic. If you can foresee what will be played in a tournament (large or small), then you are ahead of most if not all of the field. The best way to do this is to contact the players themselves. If you are willing to go beyond the reports and actually contact the players that wrote them, you will find they are a much richer source of information than their tournament journals. Finding out why they chose certain cards for their deck, what changes were made before playing, and how they built and used the sideboard are as simple as an email in most cases. Networking brings knowledge, and the best players use this knowledge to get ahead in the tournament. Reading through the reports on PTLA, I notice one common theme. Those players that played superior decks, had no real need to ask for or share advice on construction. The deadguys showed up at the Queen Mary and went to sleep. Indeed, it was much the same for several top 64 finishers. They needed the information about what was going to be played tomorrow as much as anyone else. The difference between those who went to sleep and those who stayed up cramming desparately was Networking. Those players who slept were already aware of what would be played tomorrow. Those who were not (either after sleeping or cramming), were soundly defeated by a flood of unexpected Red decks and their own inexperience with a new deck. Once again, the important commodity here was not "top-decking skillz" or matchups, but information about what was to be played and how your deck interacted with this decks. Unfortunately, many very good players failed to network correctly, and consequently were prepared for the wrong environment (this is witnessed by the astounding number of Blue/X control decks not featuring a single Chill, and the almost total lack of monoblue which could have done quite well in the environment). Another underestimated power in the game is playtesting. Playtesting is the most obvious and yet most neglected method of preparing for a tournament. Playtesting alone is the best reason to begin a team. By trying out deck after deck, matching against archetypes and past champion decks, you give yourself the advantage of familiarity. How is it that great players of the game can go through tournaments and PTQs with records like 21-0? How is it that they can play complex decks which offer so many choices, and surprisingly make no errors in play or strategy? The single best answer is playtesting, its value cannot be overemphasized. By testing against as wide a variety of decks as you can you improve your playing skills, deck-building ability, and understanding of the strategies and problems faced in each deck. There is nothing more frustrating than thinking a deck looks superior on paper, only to find it is a dismall failure. Playtesting is the easiest and best way to guard against this sort of error. Lastly, I want to address playing against oneself or goldfishing. Either exercise is easy to become accustomed to, and hard to break away from. The practice of playing against yourself with just one deck or playing for 2 decks takes away from several elements of the game. Playing a duel out from both sides tells you next to nothing about the decks involved and can in fact, lead to the temporary loss of certain dueling skills. It is all to easy to become used to not tapping mana before you play a card, taking back moves that were a mistake, skipping and revisiting phases, and countless other play errors. Now that all that is over with, here is a listing of the decks I believe to be Top Tier, and why it is so. (Note: These are the decks I am currently aware of, so I leave room to be dazzled by top secret decks in the months to come) Monored Sligh "King of Consistency" This is *THE* deck to beat, it is the deck against which all other decks in the format are measured. If you can beat Sligh (before or after boarding) then you MIGHT be viable. The ability to beat Sligh should be first and foremost in the minds of deck builders and players. Deceptively simple decks like T. Bui's Cursed Sligh set the tone for the format and are just all-around good. Amazingly, thanks to the additions from Tempest, Sligh is more ready than ever to get around its personal hosers. Cop: Red is useless unless you can kill the scrolls and drop it early enough, with enough mana back to stop the weenie rush. Chill is ineffective without Worb or geddon to back it up, all Cursed Sligh has to do is wait until turn 2 to do anything and drop Ankhs and Pyroblast attempts at stoping them or Boil. Warmth, like Cop: Red, must be played early and you must somehow stem the tide of weenies that are more than willing to reclaim the two life they gave you. Prosperous Bloom- The archetype for Combo decks Ever since its incarnation, bloom has been either feared or laughed at. Like many "gimmic decks," Bloom has an undeserved rap as fragile and inconsistent. To be sure there are better and worse versions out there, but on the whole Bloom is a force to be reckoned with in type 2. With the lack of popularity in heavy white (white weenie, or white control), bloom rarely sees its nemsis Aura of Silence. The problem when playing against bloom is that there are very few things other than Heavy discard (ie Pox) that stop Bloom. With Abeyances, Cities of Solitude, and counterspells, bloom can out power most counter-heavy decks in the first 10-12 turns. Sligh and Stompy can sometimes kill bloom before it goes off, but that's not exactly a comforting strategy. The sheer speed of Bloom is its best asset, out playing decks that, in the later rounds, would eat it for breakfast. Schneider Pox This is perhaps the most popular "rogue deck" I've ever heard about. Rogue hardly fits it, but that is the most used term in its description. It kills control of all kinds. Counter decks, creatureless, Bloom, The Trap, 5cX, and many creature-based strategies die to Pox. It is full of creature-elimination and hand destruction. Pox coupled with wastelands is enough to mana screw many decks alone. Its main weakness comes in the form of Sligh. It is so very good against everything, but Sligh. Not even by siding in Bottle Gnomes, can the Pox player expect to win even half his games against Sligh. This inability to beat the most popular deck in the format, is perhaps the main reason Pox is still considered a "rogue deck." 5cG - w/ Tradewind/ Geddon Combo and can stop Perish 5cG, much like Pox, is great against almost every deck in type 2. However unlike Pox, its nemesis isn't Sligh, it is black decks. Perish can single-handedly kill the 5cG strategy if played early enough. With this in mind, many 5cG decks must take up valuable sideboard space with Lifeforce and Sleight of Mind. This is a shame, because the sideboard is a 5 color deck's best resource. 5cG more than any of the other varieties provides a stable source of alternative color mana. It is more consistent, faster, and better prepared for a wide variety of decks than wither 5cB or 5cW. It has the ability to play with the best creatures in type 2 (Jolrael's Centaur, River Boa, Wall of Roots, BoP, Tradewind, Uktabi, Granger). It kills weenies and kills control. When watching a well-built version of this deck played, I no longer wonder why Perish was ever printed. 5cG is literally that powerful. Those are (IMO) the top tier decks. Of course, there are many other 'good' decks out there, but each has its own problems which inevitably outweigh the rewards. For example: CounterHammer (P. Chapin Version) Is killed by so many strategies its pitiful. Pox kills it, mana denial rapes it, Sligh explodes on it, but it does have a chance against Bloom and The Trap (on a good draw). Canyon Stasis or Bouncy Blue The problem here is that it doesn't do what it is built to do, mainly, to kill Sligh. Bottle Gnomes are great if you can cast them, but if you're worried about countering ball lightnings, boils, and ankhs as well as playing your own anti-red cards, then you're playing right into Sligh's hands. Excellent against many other decks, with the exception of mana denial, Pox, or Bloom. Propaorb or Steel Curtain Shares many of the problems of Bouncy Blue. The problem here is that dropping an orb and Propaganda (assuming you draw or get to them early), still doesn't stop Sligh. This is especially true sincy the creation of decks using the cursed scroll. On the bright side, Chill works MUCH better with worb than alone and can spell the end of a match against Sligh if dropped early. This is also a fairly good strategy against mid-speed creature decks (such as 5cB). Once again, can't handle Pox and is too busy setting up its defense (diamonds, worbs, enchantments) to win against bloom first game. 5cB This deck nearly was posted above with the top tier decks, but it shares one major fault: It must have the *PERFECT* sideboard to do well. Without such a finely tuned board (it requires almost psychic powers to do it well enough), 5cB is a mediocre creature elimination deck with the possibility of mana denial. 5cW I often wonder if this deck was created simply because 5cB was. It packs disenchants and aura of silence, and as such offers huge problems to Bloom and The Trap decks, as well as giving some problems to slower enchantment/artifact decks. The problem here is that 5cW simply cannot beat blue consistently. Unless it's holding an incinerate when blue plays Ophidian, it has no answer. This says nothing of the manner in which Man O War and Capsize kill the Empyrial Armor idea. This deck dies horribly to Pox. Discard, creature elim., land D, and life loss just don't sit well with 5cW. (but what does it sit well with other than Pox?) Monastery Simply great against creature decks. Simply horrible against creature light/creatureless decks. Necroanything (bottle, steel, etc) Great deck, that unfortunately, is in the end mediocre. The deck itself is great, and the card drawing engine is second to none. The problem is that you can only really prepare for two kinds of decks. You either fight Sligh or you fight everything else. If you fight sligh then Dancing Gnomes is the way to go. Unfortunately that will most likely be countered, discarded, or simply never have enough mana to reach that stage. If you go against control and the other decks, you will be burnt out by Sligh and the Ball Lightning band. Sligh was built to defeat Necro, remember. Its weaknesses to Burn and mana denial spell doom in the current environment. Nevertheless, a great concept and a solid deck. Stompy Let me say a few things about Stompy. Perish, Wrath of God, Propaganda, Tradewind-Lock, Earthquake, Firestorm, Evincar's Justice, Nevinyrral's Disk. Thank you, that's all I have to say about Stompy. Well thank you for reading, and staying with me if you made it all the way through. If you did like this report, then please feel free to email me. If you didn't like this report then may the fleas of a thousand camels infest your armpits, and I'll still respond to your mail =) JP