Showing posts with label Chains of Mephistopheles. Show all posts
Showing posts with label Chains of Mephistopheles. Show all posts

Monday, September 4, 2017

The New Civil War (ongoing) and Magic

A few (I use the term loosely) years ago, I wrote a series of posts about the Magic card game from Wizards of the Coast. At this point, I really haven't played any since sometime shortly after writing those posts, something which makes me sad on one level, but it is what it is. You have to pick and choose what you make time for in life, and Magic just isn't in the cards at the moment. But that's beside the point...

For those of you haven't realized it, yet, this post is going to be an analogy. Maybe an extended metaphor. I'm telling a story to make a point.

Before I go on, I should point out that one of the things I liked to do was make working, even winning, decks out of cards other people believed were worthless. In fact, my signature deck was built around
because one of the guys in my gaming group dismissed the card as a curiosity and nothing you could use to build a deck around. And everyone agreed with him. So, well, not only did I build a deck around it, I built a champion deck around it.

Back when I was into tournament play, I was responsible for having two different deck types banned from our local tournaments in north Louisiana. The first deck was organized around this card:
Chains was a card I was immediately drawn to (for reasons I'm not going to try to explain, since it would take more time than it's worth to get the point across to people who don't understand the game) when the Legends expansion came out, though it was mostly deemed a useless card by everyone else. Once I was able to gather the cards I needed for the deck (actually a difficult process where the Legends expansion was concerned), I put it together and took it to a tournament.

Without going into detail, each opponent I played, once I got the combination of cards out that I needed, cried foul. The tournament judge had to come over each time and verify that what I was doing was not, in fact, cheating and that the cards were operating as designed. Each opponent I played got all pissy about losing to the deck I was playing and, basically, accused me of not playing fair. Basically, because I had put together a card combination that no one else had thought of and created a deck no one had a counter to, I had done something that wasn't fair. One player quit in the middle of our match and stomped out of the store vowing never to come back because the judge wouldn't side with him against my deck, and the final player I was to play, the match for the tournament win, forfeited without playing a single game. He had watched my last couple of matches, knew he couldn't win, and didn't want to play against the deck I had.

Of course, my deck was banned after that from future tournament play and, several weeks later, WotC restricted the use of Chains because it was too powerful. The card everyone thought was useless. And the dude who stormed out? He was back the next week and expressed to me his admiration for the deck. No one, however, ever suggested that my win be declared illegitimate due to the immediate banning of my deck or the later restriction of the card.

The other deck I had banned was a deck built around creatures called thallids. Again, I'm not going to get into the mechanics of the deck, but let's just say it was a slow build deck and the issue around it was that it caused long games. When you're trying to keep a tournament to a reasonable length of time, decks that cause long games are not looked upon favorably. And, yes, I built the deck because it was general consensus that you couldn't win a tournament with thallids.

One thing of interest about that tournament:
The guy I played the championship against also had a slow build deck, so our championship match took a long time to play. He had, however, gotten a lucky break in the second game and won a quick victory so that we were tied one to one going into the third game. My deck was such that, though, if you hadn't beaten me by turn four or five, there was no way you could, so we played on and on until I could get to a point where I could wipe him out. The spectators started getting antsy because the game was taking so long and started urging one of us to forfeit. The other guy refused and, being the rules lawyer that he was, everyone knew there was no point in trying to convince him to surrender even though it was painfully obvious that he was going to lose. Eventually. So everyone started trying to convince me to quit and let him win, the logic being that since everyone knew I was going to win, I could forfeit and claim, "I was going to win, anyway."

Yeah, that didn't do it for me, so we played until the bitter end, and my deck was banned from future tournaments. Don't worry; it would have been banned even if I had forfeited.

This is the part where I get to the point:
No one that I beat came back later protesting that their losses had been unfair because my decks ended up being banned. No one came back saying that the tournament outcomes should be re-decided because of any kind of unfair advantage that I'd had.

But, see, white supremacists have lost two wars, two very major wars, and here they are whining about how unfair it's all been that they're not being allowed to "win." They're like little cry baby spoil sports who can't take their losses and realize that no one else wants their white supremacist bullshit.

Or, to flip the analogy (because I can do that sort of thing), I didn't whine about how my decks were banned and keep bringing them to tournament after tournament demanding to be allowed to play with them. No, I went home and came up with new deck ideas.

A good example of how pissy and whiny they are happened this weekend (as I write this) in San Francisco. After being denied all of their tools of violence and ways to broadcast their violence, the white supremacist ninnies called their event off all together. No one barred them from holding their "rally," but when told they couldn't bring their guns and other weapons and paraphernalia, they called the whole thing off (more than once), and played the "Fine! I'll just go home, then, and never come back!" card. [Many of them have said that they want attempt to come back to San Francisco (like it's some kind of threat?).] And everyone shrugged and said, "Okay, go." But the fact that they chose to not hold their rally shows what their true intent was all along: to incite violence. Being barred from that, they had nothing to say.

But they're not going to come back next week and say, "You know, that was well played. We lost fair and square." No, they're going to whine about it and talk about how they were treated unfairly and barred from holding their rally, and their #fakepresident Trump is going to support them in their whining. It seems even Magic players are more mature, much more mature, than white supremacists.

Wednesday, February 20, 2013

How To Win at Magic: Part 3: Playing the Deck (or "It's All in the Timing")

Okay, so you've collected your cards, and you've built your deck, now you need to play the game. Now, it's time to win! Right? Right! That's what this is all about.

There are two basic schools of thought about winning at Magic:
1. It's the deck.
2. It's the player.
As with most extreme positions, it's a combination of the two. The best player in the world can't win with a crappy deck, and the best deck in the world isn't going to help a crappy player. But, since we've dealt with the deck building (on a very superficial level), let's deal with the crappy player. Um, I mean, let's deal with playing the game.

There are, of course, too many different deck types and styles to go into any specific detail about how to win with any particular deck, but there is one general reason why people lose with even the best decks possible. That reason is bad timing. Yeah, playing Magic is more than a little like being good at telling jokes. Jokes are all about the timing, too. But, then, so are books.

Here, let me give you an example:
There is this card:
Before this card was removed from the game, it was the most common first turn spell in the game. I'm just gonna say that there is no reason to throw a "Lightning Bolt" on the first turn of the game. That's what's called bad timing. Despite its appearance, the bolt is a very versatile card, and using it on the first turn is a waste of something that could turn out to be more useful later on.

In similar fashion, players of blue tend to be very prone to using
at their first opportunity. I don't know about you, but the first spell I play is never my best card, so you wasting a "Counterspell" on it only helps me out. What I really used to love watching in tournaments is when someone would throw a "Lightning Bolt" on his first turn, and the other player would counter it. The most amusing thing about that was that one of those players was still gonna win.

So I want to jump back to my "Mr. Suitcase" example from the last post. Specifically, I want to talk about Mr. SouthLA. He waltzed into the store sometime during the summer of '94, literally, with a briefcase full of the top cards. I'm talking, like, 20 or "Black Lotuses" and everything else that implies. He had just moved up from south Louisiana to open a law office. No, I don't actually have any idea whether he was a good lawyer or not, but I will say I would never have hired him based on his Magic skills. Or lack thereof. See, he thought that merely the fact that he owned all of these cards that rest of us could only salivate over (it actually took me a really long time to build my complete collection of Beta/Unlimited and Arabian Nights (because we never got those sets in Shreveport, and it didn't take long before they were impossible to order) made him the best player in the city.

Oh, how wrong he was.

See, he had a timing problem, and, although he could build decks that only the rest of us could dream about, he didn't know how to play them. He never really got it, either. The fact that he had all of  these amazing cards often allowed him to play through his whole hand, or pretty close to it, on his first turn. The problem was that, once he'd done that, he had nothing left to play, and everyone knew it. There was no reason to wonder what he might have in his hand or anything, because we all knew he had nothing.

Of course, he started complaining that it was the fault of his deck. So he and I did a little experiment. We switched decks. Let me make it clear, here, that my decks were mostly composed of common cards. There were a few rares here and there but, mostly, commons, and I would just beat the stuffing out of him, and he couldn't understand why. I mean, his cards were better, right? That must mean his deck was better, too? Okay, his deck was pretty good. Anyway, we switched decks, and I proceeded to kick the snot of him with his deck. Which made him mad, so we switched back. And I knocked the stuffing out of him. I'm sure you get the idea.

The point is that winning at Magic is not all in the deck. It's also in the playing of the deck. The biggest issue most people have with being effective players is patience. You can't just play through everything in your hand as you draw it. There's lots of waiting and knowing when to use specific cards.

Which is a lot like writing. It doesn't matter how good your story idea is if you don't know how to plot it out. You can't just throw everything at your reader at once and expect people to want to keep going.

A while back, I read this particular paranormal mystery book, because, for some reason, people love the series, and I figured I may as well see what was up with it. Did I say it was a mystery? Well, that's what it said, anyway. So I was reading this nearly 300 page long book, and I hit about page 85, and, bam!, there's the killer revealed right there. But I'm thinking "no way" because I'm only on page 85, and there's no way she'd just lay it right out there for us and in front of her protagonist, too. So I kept reading, and it was increasingly apparent that I'd pinpointed the killer, but I kept thinking "no way" because it couldn't be that easy, right? There must be some kind of twist that I couldn't see coming! These books were popular, so it just could not be that easy. Her protagonist could not be that dumb, right? Well, it was that easy, and her protagonist was that dumb, and I never read another one of those books. And I'm still not sure how, after reading that first book, anyone would ever continue on to read a second one. At nay rate, the author cast her "Lightning Bolt" on the first turn and, then, continued to play through everything in her hand in the same way until she had nothing left to play but 200 pages left to write. It's the holding back that keeps the readers reading, not the giving away.

Like telling a good joke, timing is everything. In Magic and in writing. Seriously, I always loved when my opponent would go first and hit me with a "Lightning Bolt" on his first turn, then, on my first turn, I'd drop a
and a
And, yet, the same people would do that same kind of thing over and over, because they could not resist playing the card just because they could play the card. That's seldom a good reason for doing anything.

Here's the thing, people don't fear an empty hand. Because I was known for holding back, for always having something ready, I was able to win games even when I had a big hand full of nothing. They'd hold back in fear of what they were scared was in my hand; all it took from me was, "Are you sure you want to do that?" That's the same kind of feeling you want your readers to have. You want them to have that tension over what might be coming, even if what's coming isn't really that bad. It's the tension that keeps the reader going, and it's the release of tension, the relief or the horror, that gives the reader enjoyment.

Contrary to the evidence I've given (with the Kird Ape deck), my favorite types of decks were the ones that were slow builds and allowed me to control the game.  As a writer, I want to control the game in the same way. Keep the player going just enough to allow them to think he had a chance and, then, slam! killing blow! I mean, keep the reader going... yeah, that's what I meant.

And some cards:
The deck I built around this card was so powerful that people forfeited to me (in tournaments) rather than play against it. I even won one because my final opponent refused to play against the deck. It was another of those decks that I made because the card was considered useless, and it's one of my favorite decks ever. I was actually banned from playing it, because so many people refused to play against it.
Land destruction was always one of my favorite deck types.
As were decks designed to do away with my opponent's library.