If you've been following along this week, you're aware of how this past weekend went and ended, but I left out how it began, so let's go back to last Friday night. Okay, actually, let's go back to April...
Remember how I mentioned that during the midst of a-to-z that my washing machine had broken? Well, it did. Part of dealing with that was rearranging the garage, and part of rearranging the garage was finding things (like that first edition copy of A Game of Thrones). Well, it also meant finding a bunch of my old Magic cards.
As I've stated before, I love Magic: the Gathering. Best game ever made. I love Magic so much that I did a whole series of posts about it and how it relates to writing not all that long ago (you can find part one here). However, I haven't really played it in... a long time. Aside from games with my kids every great once in a while, but, considering that I used to play tournaments and stuff, that hardly counts. For me, anyway. I play it with them to enjoy an activity with them, not because it gives me the kind of game play I want.
At any rate, having unburied all of these cards, I thought it was probably time that I sort them out and sell off all the extra stuff I have. Because I have a lot of extra stuff. But, see, the sorting through them really made me want to play again. I mean play for real again. It is something that I miss doing. So I started checking into the local tournament scene...
There was a big problem with that, a problem I knew would exist, but I was just checking, so I was willing to ignore it for the moment. What problem? Well... see, here's where it gets complicated for those of you (I'm betting nearly all of you) that don't know anything about Magic, so I'll make it as simple as possible: My cards aren't current.
Yeah, I hear all of you non-Magic players out there: "What does that have to do with anything? Cards are cards." Which is true if I just wanted to goof around and play casual games, but it's totally not true for tournaments. To make it simple, due to the large number of expansions and the cost of the older cards, Wizards of the Coast has various formats for tournaments. The most common of these are modern and standard. Modern format tournaments allow cards printed after 2003; I stopped collecting in 2004. Standard format tournaments allow cards from the last couple of blocks of expansions, which means the last couple of years. Basically, I don't own any cards to build decks for these formats of play. That meant that "constructed style" tournaments were out (tournaments where you build a deck beforehand and bring it in to compete with).
Fortunately, in the time since I quit playing draft tournaments have become a big thing (a "draft" tournament is where everyone gets some booster packs of cards and chooses one out and passes it to the next player to choose and so forth until all of the cards are gone); they barely existed back when I dropped out of playing. I'm assuming the rise in popularity is because, theoretically, they put everyone on a somewhat equal footing. And you get to keep the cards you draft, so, even if you lose, you don't come away empty handed. This was exactly the kind of thing I needed. I could compete in a draft tournament.
Except for the one snag.
The draft tournaments are on Friday nights. Friday night is special family time night with a big special meal and all of that.
My wife was not going to be happy.
And she wasn't, but we worked it out. In the end, it was decided that I would take my oldest son, who had never played in a tournament, and go this past Friday night. Probably not the best choice of nights, but it was the only choice of Friday nights anytime around now. The prior Friday night, he was busy. Tonight, he is busy; actually, we all are, because we are going to see him in an improv show with his school drama group. Next Friday night, the whole family is busy, because my younger son will be performing in his school musical. I'm sure you get the picture with our Friday nights. Even with as busy as the weekend was going to be, it was the only Friday night available, so we went.
So, while I was busy working on formatting issues for Charter Shorts, Too and trying to get that finished, my son was looking up rules and stuff. And he kept trying to talk to me about the stuff he was reading, which I couldn't really do at the time. I answered his questions as best I could, but, whenever he would say something like, "hey, listen to this," I told him I couldn't. Now, that's important, so pay attention. In fact, in some ways, it's the point of all of this.
My son and I made it to the store where the tournament was being held at and got all signed up. We were asked multiple times by various employees "have you played in a tournament before?" and "have you played in a tournament here before?" I was very clear about our answers: 1. My son had never played in a tournament before. 2. It had been over 12 years since I had played in a tournament. 3. Seeing that that store had not existed a dozen years before, no, neither of us had never played in a tournament in that store. I kept waiting for some response to that question, or, at least, some kind of clarification as to why it was being asked, but the answer never seemed to get more than a nod, and at no time whatsoever did anyone bother to explain how anything worked.
I became that annoying kid in class that kept asking questions... except I really didn't know what questions I should be asking. And I didn't really get any answers, anyway.
At any rate, being totally unfamiliar with the cards, my son and I began drafting our decks, the slowest people at the table. Of course, once I had my colors worked out (blue and white), I sped up and even had to wait for stacks of cards from the people next to me. My son didn't get any faster and became the bottleneck at the table. But we got through it with only minor difficulties and miscommunications and got our decks built. 60 cards, right? Because that's been the minimum deck size limit since... well, since almost the beginning.
So I played my first match. It was against one of the top players in the store, and it was clear that he expected to win. And he did. Fairly easily, too. But, see, here's where it gets interesting. He took the time to put the cards he'd drafted into sleeves before playing [Sleeves are special flexible plastic covers for the cards so that you don't damage them while playing. I've never been a big fan of sleeves, but a lot of people use them.], so I didn't notice anything about his deck. But, once I had lost, I went over to watch my son in his game, and all I kept thinking was, "His deck looks really small." [Just don't even go there, okay.] So I got worried that he was playing a below minimum deck, but I didn't want to call him on it in the middle of the game. Afterward, though, I asked him, and he was playing with 40 cards.
Which had been one of the things he'd been trying to tell me earlier, that it was just a 40 card deck, because, at home, we always play with 60, because "them's the rules." Except for draft tournaments. Only I hadn't known that which is why that guy beat me so easily. It was definitely a "D'oh!" moment. The only issue I had about the whole situation was that none of the staff ever bothered to give any kind of run down of the rules despite making us repeat we'd never been in one of their tournaments before.
After dropping my deck down to 40 cards, which you can do in a draft tournament--mess with your deck as much as you want between matches (maybe even between games) as long as you are only using the drafted cards--I went on to win my other two matches and take home a prize. My son won his first match but lost his next two, so he didn't get a prize. But, now, he's totally hooked on tournament play. He really loved it and wants to go play again. Except, well, the next several Friday nights are booked.
Moral of the story? Take the time to know the rules and don't expect anyone to tell you what they are, even the people that ought to tell you. After seeing how my modified deck played and watching the guy that beat me play a couple of other games, I feel fairly confident that I would have won that match against him had I known about the 40 card thing. But that's what next time is for.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label deck. Show all posts
Showing posts with label deck. Show all posts
Thursday, May 23, 2013
Wednesday, February 13, 2013
How To Win at Magic: Part 2b: Collecting the Deck
As I mentioned, when we first started playing Magic, we didn't have a lot of cards. My one friend brought back, basically, a handful of cards from his trip to California, and we all ooh'd and ah'd over them, mostly for the art. We didn't even really know for sure how to play, because he didn't have a rule book, and he didn't even have enough cards to make more than one semi-serviceable deck. The first order for cards that we made was slightly conservative, because we hadn't played yet and didn't know what it would be like. When we got that first order, many of us (me) didn't even get enough basic land cards to be able to choose what color we were going to play. We had to play based on the land we had. You can't make a blue deck if you only have 4 islands, you know? Sure you do.
In some ways, those early games were the most fun. We had a limited card pool to draw on, everything was new and exciting, and there was a lot of sharing of ideas and card trading and all sorts of things so that people could try to get enough of whatever color they wanted to play in order to make a deck.
Let me make one thing perfectly clear, from the point of view of walking into a tournament, those decks sucked. Hard. It didn't really matter to us, though, because we were having fun, and, in all actuality, we were learning to really play the game because we had limited tools to play with and had to be innovative. In short, it was a good learning environment. And, well, tournaments weren't really a thing yet, anyway.
But we, all of us, continued playing and increasing the number of cards we had little by little. We increased our tools and we increased our skills and we got more competitive with what we were doing, which only lead to more card buying. There were two schools of thought about this ought to work:
1. You buy packs and you play with what you get. Trading with other players is okay, too.
2. You go out and buy the cards you want on an individual basis. You pay more per card, but you're assured of getting the care you want rather than buying 10, 20, or 50 packs without getting that one card you need.
I was (and am) more of type 1. I really don't like buying cards individually and would much rather buy packs to get the cards that I want. I ended with, well, everything I needed that way. Most of the time. That's how I built almost all of my collected sets.
We had a guy in our group, though, that was a type 2, and he started special ordering all sorts of individual cards through the mail. It wasn't very happy making for a lot of people in the group. Several of them (one of them being my cousin) really gave him a hard time about it.
There became a nickname for that kind of behavior: Mr. Suitcase. That was the general term given to anyone that bought up all the "most powerful" cards and carried them around with them. We had one of those guys at the comic shop. He'd come up from south Louisiana with a briefcase full of the "power 9" and other top cards. The thought, by a lot of these people, was that owning those cards and putting them in your deck insured that you would win. We'll talk more about that later.
But it was true... to an extent. Having better cards, increasing the tools you had at your disposal, allowed you to build a better deck. The more cards you have, the more options you have. The more options you have, the better your deck can be. Having a better deck is the first step to winning at Magic. I mean, before you can play, you have to build the deck, so building the best deck you can is the first step on that journey. I've known a lot of good players that couldn't build a deck that was worth spit, whether they had the cards for it or not.
Anyway, what I found kind of interesting about the whole "Mr. Suitcase" thing is that it was only applied to people that cherry picked their cards. I would have many more cards and, actually, sort of needed a suitcase for mine, because I'd buy boxes of cards all at once, but, since I was relying on the "luck of the draw," it was okay that I had that many cards. It always seemed a distinction without a difference to me, but, you know, oh well. I wasn't derided for it like Mr. South-Louisiana or the guy in my gaming group.
All of that aside, if you did tournament play, there would come a time when you ended up having to buy a card or two to make a deck ready for a tournament. Here is the very first card I bought all by itself:
It was another card I was known for. The limit for any individual card in a deck (other than basic land) is, generally, four, and I only had three of these guys and wanted a fourth for a big tournament and couldn't find anyone willing to trade one. I'd been making hard trades for the three I had, so, really, there just wasn't anyone left that had extras they wanted to trade, so I broke down and bought my fourth one. I won that tournament, too. Ironically, a few weeks later, after I'd gone to all of that effort to get four "Forks," the card became "restricted." A restricted card was limited to only one in a tournament deck. I still have those four Forks, though.
Writing is a lot like this process of collecting cards. You start out with a very limited tool set as a kid. As you grow, you add to your collection which allows for greater innovation in your writing. You can do more. There are two ways to increase the size of your writing tool kit:
1. Writing
2. Reading
I suggest both.
To be a good writer, you need to increase the size of your collection. That's all there is to it. You're not ever going to have anything worth reading (to a larger audience), if you don't go beyond, "See Spot run." That's a very limited collection, and you can forget making it in a tournament with a deck like that. If you see what I mean.
Here are a few other cards that were highly sought after in the early days:
This used to be the second highest priced card in Magic and certainly had a time when it was the most sought after. I think it's fallen a bit, but it's still in the top 10, I'm sure with prices in the $1000.00 range.
I always preferred this one, though. Better art and could go in any deck.
Speaking of going in any deck, the Sol Ring was a must. It was restricted, of course.
This was another card that was common in every deck. At the time, it was the most sought after card from the Arabian Nights expansion. It's dropped to second place, these days, though, and is only worth $250.
The Nightmare... just because I like the art.
In some ways, those early games were the most fun. We had a limited card pool to draw on, everything was new and exciting, and there was a lot of sharing of ideas and card trading and all sorts of things so that people could try to get enough of whatever color they wanted to play in order to make a deck.
Let me make one thing perfectly clear, from the point of view of walking into a tournament, those decks sucked. Hard. It didn't really matter to us, though, because we were having fun, and, in all actuality, we were learning to really play the game because we had limited tools to play with and had to be innovative. In short, it was a good learning environment. And, well, tournaments weren't really a thing yet, anyway.
But we, all of us, continued playing and increasing the number of cards we had little by little. We increased our tools and we increased our skills and we got more competitive with what we were doing, which only lead to more card buying. There were two schools of thought about this ought to work:
1. You buy packs and you play with what you get. Trading with other players is okay, too.
2. You go out and buy the cards you want on an individual basis. You pay more per card, but you're assured of getting the care you want rather than buying 10, 20, or 50 packs without getting that one card you need.
I was (and am) more of type 1. I really don't like buying cards individually and would much rather buy packs to get the cards that I want. I ended with, well, everything I needed that way. Most of the time. That's how I built almost all of my collected sets.
We had a guy in our group, though, that was a type 2, and he started special ordering all sorts of individual cards through the mail. It wasn't very happy making for a lot of people in the group. Several of them (one of them being my cousin) really gave him a hard time about it.
There became a nickname for that kind of behavior: Mr. Suitcase. That was the general term given to anyone that bought up all the "most powerful" cards and carried them around with them. We had one of those guys at the comic shop. He'd come up from south Louisiana with a briefcase full of the "power 9" and other top cards. The thought, by a lot of these people, was that owning those cards and putting them in your deck insured that you would win. We'll talk more about that later.
But it was true... to an extent. Having better cards, increasing the tools you had at your disposal, allowed you to build a better deck. The more cards you have, the more options you have. The more options you have, the better your deck can be. Having a better deck is the first step to winning at Magic. I mean, before you can play, you have to build the deck, so building the best deck you can is the first step on that journey. I've known a lot of good players that couldn't build a deck that was worth spit, whether they had the cards for it or not.
Anyway, what I found kind of interesting about the whole "Mr. Suitcase" thing is that it was only applied to people that cherry picked their cards. I would have many more cards and, actually, sort of needed a suitcase for mine, because I'd buy boxes of cards all at once, but, since I was relying on the "luck of the draw," it was okay that I had that many cards. It always seemed a distinction without a difference to me, but, you know, oh well. I wasn't derided for it like Mr. South-Louisiana or the guy in my gaming group.
All of that aside, if you did tournament play, there would come a time when you ended up having to buy a card or two to make a deck ready for a tournament. Here is the very first card I bought all by itself:
It was another card I was known for. The limit for any individual card in a deck (other than basic land) is, generally, four, and I only had three of these guys and wanted a fourth for a big tournament and couldn't find anyone willing to trade one. I'd been making hard trades for the three I had, so, really, there just wasn't anyone left that had extras they wanted to trade, so I broke down and bought my fourth one. I won that tournament, too. Ironically, a few weeks later, after I'd gone to all of that effort to get four "Forks," the card became "restricted." A restricted card was limited to only one in a tournament deck. I still have those four Forks, though.
Writing is a lot like this process of collecting cards. You start out with a very limited tool set as a kid. As you grow, you add to your collection which allows for greater innovation in your writing. You can do more. There are two ways to increase the size of your writing tool kit:
1. Writing
2. Reading
I suggest both.
To be a good writer, you need to increase the size of your collection. That's all there is to it. You're not ever going to have anything worth reading (to a larger audience), if you don't go beyond, "See Spot run." That's a very limited collection, and you can forget making it in a tournament with a deck like that. If you see what I mean.
Here are a few other cards that were highly sought after in the early days:
This used to be the second highest priced card in Magic and certainly had a time when it was the most sought after. I think it's fallen a bit, but it's still in the top 10, I'm sure with prices in the $1000.00 range.
I always preferred this one, though. Better art and could go in any deck.
Speaking of going in any deck, the Sol Ring was a must. It was restricted, of course.
This was another card that was common in every deck. At the time, it was the most sought after card from the Arabian Nights expansion. It's dropped to second place, these days, though, and is only worth $250.
The Nightmare... just because I like the art.
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