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Question: Do I make a Part 2?  (Voting closed: February 03, 2004, 11:36:24 am)
Yes - 9 (64.3%)
No - 5 (35.7%)
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Author Topic: Magic, The Way it was meant to be played Part I  (Read 3540 times)
Dj Nohayritmo
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« on: February 03, 2004, 11:36:24 am »

Magic: The Gathering, the way it was meant to be played Part I

When it was created, magic wasn't about tournaments, DCI ratings, or tournament tunned decks, it didn't even have a format structure, it was about the gathering, it was about a group of friends just playing and interacting with each other, it wasn't about combos or 3 turn clocks, it was about fun.

That's something that took me time to relearn, when I started to play I didn't went to tournaments, my first deck was a green fatty deck, I  mean it in all senses, it  had only large creatures, and it had like 150 cards in it, then I went to my first tournament, and as you can imagine, I got my ass handed by a Prosbloom deck.. so I started to play control, and I headed to the dark side of magic, tounaments, I won a lot, but it wasn't the game I liked, so I left them.

Then, almost 6 years later, a trading card game store opened near my house, and I started to organize Type 1 tournaments, we had a pretty cool metagame, there was about 20 people every week, with almost 16 different decks (4 Sligh decks Razz), and every one of them had a chance of winning.

Everything was going fine, but then the administrator of the mall raised the rent.. not a 10%, not a 20%.. not a 50%.. it raised it to the double, you know why? because it's was going to be christmas soon.. asshole..

So that's was my position one year ago.. my Type 1 league had nowhere to play, I was short on money so I couldn't play Type 2.. and I just can't stop playing, I mean it's in my blood, I started to play when I was ten years old, now I'm eighteen... but then I had a great idea, I called all my playmates, then I called Pizzahut, it was going to be multiplayer night at my house.

Some friends brought beer and nachos, then we played like 6 hours.. and damn, it was the most fun magic related evening in my life, so now we do it every other week, we are playing the game the way it was meant to be played, and it is just too fun.

That's my advice to every player out there, relearn how to have fun with magic, you will feel more rewarded if you have fun with your friends than if you win a booster box at a tournament (well... winning a booster box is not bad, but with all the effort that you must do to achieve it, you might as well buy it)

And it's been a year since that, and I have learned a lot, free-for-all magic is totally different to duels, you might say that it's all in the politics, or that it's all in the deck you are playing, but you can't build a deck that is going to win 99% of the time because FFA is too random and self-balancing, and politics do matter but there is always going to be a newbie or a mindless suicidal in the group.

Anyway there are some guidelines that might help you to be prepared for a multiplayer carnage:

An eye for an eye:
it doesn't work, you will only start borderline wars if you do mindless retaliation, if someone beats you with a Hundroog, just take the damage and whine, but if you play like Anthhony Alongi and throw the whole game for the window just to take revenge you are never going to win, you will always take some damage or will lose certain permanents in a multiplayer game , and this takes me to the next guideline;

And this too, shall pass:
for every permanent you play, for each threath that you put in the table, there will be at least one answer waiting around the table, that's why recurssion is a great strategy in multiplayer, so remember that you can't rely in just one plan for the victory, you need a plan B, C and D, in duels you need a totally focused deck, with a straight path to victory, but there are a lot of things that count on duels that doesn't count in multiplayers;

And you thought that you knew it all Smile
Card Advantage, Board Advantage, Tempo Advantage. Those are the pilars of magic theory, if you get any of this advantages in a duel is pretty probable that you are going to win (if you have tempo advantage you are going to win in the early game, if you have board advantage you are going to win in the midgame, and if you have card advantage you are going to win the late game)... but in multiplayer those pilars crumble because they don't apply as well as they do in duels

Let's do some math:

Your starting hand: 7
Your opponent(s) starting hand(s): 7

if you are playing a duel you and your opponent are tied in card advantage, but add just more opponent and you are 7 cards behind, and each time that the table goes one time around you are going to be one more card behind (for each opponentbeside the first).

Technically it's not card disadvantage, but there is a card disparity, that's why if you have a deck filled with spot removal you are going to lose every single time, you can't keep up with the card disparity. And it get's worse if you try to win tempo advantage, because tempo advantage is often related to card disadvantage so just don't do it.

You might try to add some card drawing, but you need to spend time to set it up, and you are going to lose because you are not developing your board side, so everyone is going to gang up on you (unless you are a master at diplomatics... and if you are, go to work in the ONU to stop the wars around the world, don't waste your time playing magic).

(Anyway there are two cards that break part of this guideline; Minds Eye and Rhystic Study, they allow you to maintain card parity, but not to get card advantage)

I know that I just said that board advantage doesn't exist in multiplayer, again let's do some math:

your creatures in play: 2
your opponent(s) creatures in play: 1

if you are playing against one opponent you have board advantage, if you are playing against two you are tied, against three you are down.. anyway no one is going to attack you, even if every one at the table knows that if they gang up on someone, he may have a great board position, but he/she is going to lose anyway.

But they don't do it because you have a complex board position, everyone expects to do the most in their respective combat phases, so if you have at least one way to negate part of the effect of their attack, they are going to avoid you. So if you want to have a long life spam you need some kind of moat:

Psychological Moats (these are not moats per se, but they act like one)

1.- No Mercy:
No one is going to spend their creatures like they where burn spells against you (unless you and someone else are the only two still standing), and it has the plus that it's not player unfriendly, it says: "just avoid me and I will not harm you"

2.- Propaganda:
Some people is just too lazy to do the math so they will just avoid you, but this card is not so intimidating, like No Mercy, so don't rely on it

3.- Sun Droplet:
If you have one in play someone is going to attack you to realize that he did nothing to you, and if you have more than one in play your opponent's will need to kill you in just one blow, or they will not be able to. (get this cards while you can, they will be as popular as congregate inside the "lifer comunity")

4.- Collective Restraint:
An excellent card, but it needs no be used in a especific deck, that's why it isn't rated higher. (I use it in a domain/turboland deck, it lets me breath long enough to set up my massive ordered migrations.. I'm going South BEWARE.. I just love to say that)

5.- Nova Pentacle:
One of the most fun cards in multiplayer (and it's even more fun for the polititians, you just need someone that agrees with you about wich creature must leave the table now.. and the fun part is that: "I didn't killed it.. he did"), best played in a creatureless deck or in a deck filled with untargeteables (gigapede anyone?)

6.- Constant Mists:
Use it once and no one is going to attack you when you have 2 mana open, you are going to need a steady suply of lands, so I recomend it with a Weathered Wayfarer or a Land Tax in play (the fun fact about this card is that if you use it too often in your decks everyone is going to use after a while... and it gets pretty boring after some time)

7.- Moment's Peace:
The first one is a surprise, the one waiting in the graveyard is a permament fog (because everyone tries to make the most of their respective combat phases) The trick with this card is to use only when the attack threathens your life spam, dont use it if you are at 20 life and they are attacking you with a bear.

8.- Maze of Ith:
It negates the effect of almost every creature, and it also lets you screw with other dudes combats, and they deal pretty well with one of the most common threaths in kitchen tables around the world: Akroma, normally it spells doom for almost everyone.. but the dude with the Maze of Ith. It also lets you do some interesting plays when you attack (they work pretty good in response to a fog effect)

9.- Avenger en Dal:
It may save you in two ways, you might remove a creature attacking you, or you may remove your own creature if someone throws an ugly spell at it during combat (you still lose the creature but you gain some life in the process)

10.- Kor Haven:
It looks like a bad Maze of Ith at first glance, but then you read “prevent all the combat damage that would be dealt by target attacking creature”  and you notice that it is missing something... yup it can recieve combat damage, funny isn’t it?


[EDIT=TYPOS]
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st00mie
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« Reply #1 on: February 09, 2004, 09:44:06 pm »

Before you consider writing a part 2, I suggest you consider editing part 1 again.  you may also want to think about using more than one period per paragraph.

http://www.penny-arcade.com/images/2002/20021011l.gif
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Dj Nohayritmo
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« Reply #2 on: February 10, 2004, 11:08:22 pm »

thanks for the tip st00mie, I will when I have time (right now I'm at a cyber coffe in the beach Smile), excuse me if I don't writte to well (you know I'm from chile and we speak spanish, so my english is kinda rusty  Embarassed )

Would you like to help me to edit this kind of posts? (I can send them to you via e-mail, you help me editing and we both get credit for doing this serie  Very Happy )
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defector
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« Reply #3 on: February 11, 2004, 10:52:48 pm »

Chaos games is what FFM is called amongst my friends and we love it because the card pool is larger for choas than for type 1.  By that I mean more is playable, not the raw number.  Royal Assassin x4 is huge for board control letting you snipe from a distance, Sera Angel etc are nice. Sorceres Queen is stronger than Duress and Necropotence combined, HA!  The only thing that's irritating is when dragon kills everyone, or Tangle Wire-Smokstack gets everyone, so we demand courtesy vs certain "solitaire" style decks.  Good luck withe post, this has easliy been 90% of my play experience.
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I play fair symmetrical cards.
Dj Nohayritmo
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« Reply #4 on: February 13, 2004, 11:14:17 am »

We don't ban certain decks in my playgroup, because FFA is self balancing (if someone pulls a heavy lock or combo in the first game, he may not survive a turn in the next one), and almost half of the table always play some counters in their decks (or swords to plowshares, that's why dragon has never won a game in my playgroup)

I have seen only one mishra's workshop in chile (mine Smile) so we don't face ultra fast lockdown decks around
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defector
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« Reply #5 on: February 13, 2004, 08:53:53 pm »

We don't ban them so much as hate them off the table.  Twisted Evil  Chaos involves some serious strategy about how you draw attention to yourself.  My chaos groups range from total scrub to everything but power, I try to tune a deck for each level.  For instance, Mana Flare is a house at the low to mid level, so is Breath of Darigaaz and Urza's Rage.  Against better competition, a stronger deck is required.  The great thing about design in chaos is that its not about speed/redundacy(a typical t-1 start point), but about balance and endurance.  Wrath of God+Avatar of Woe is one of my favorite win condition in chaos, I'd never get that off inany other format.
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I play fair symmetrical cards.
Daniel_112
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« Reply #6 on: February 17, 2004, 04:10:29 pm »

I don't care if I win or lose. I'm playing multiplayer to have fun. It's very fun to combine your fun cards with other player's fun cards and it's very funny if they have a cool interaction.
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P_f
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« Reply #7 on: February 17, 2004, 07:41:39 pm »

I haven't had a good experience with multiplayer although I really earnestly want to.

One of the worst time for me in multiplayer was playing Stax. My opponents, who are ALL PUSSYS, got annoyed to the point they no longer acknowledged I had a smokestack. Eventually I scooped because no one was sacrificing any permanents.

Another time, another attempt to make a good fun deck evolved into making turbo elf-aluren-recycle. The deck killed on turn 3 and since my opponents being ALL PUSSYS, felt it was fine that they ignored me and continued their own game without me.

There were other less severe cases like when I was setting myself up for an unbreakable defense with parfait, once a few people in the game noticed what I was doing, they started going kamikaze on me. I ended up dying the same way when I played bazaar/living death...

I have never actually won in a multiplayer and rarely did I ever have fun in multiplayer because I did something game-shattering like killing 2 players along with myself or blowing up the world with apocalypse and proceeded to get my ass handed to me by 5 other players...

The solution, you say, is that the game eventually balances out, but instead of boarding in StP against dragon, perish against elfball, and shatterstorm against stax, they proceed to ignore my existence once I have "won".

If multiplayer chaos was all about deckbuilding(not politics), what concepts should I need to realize in order to make a good multiplayer deck?

P.S. I've also played a deck with 4 akroma's vengeance, 4 nevinyrral's disk, 4 WoG, 4 [insert board clearer here]. I died first that game...
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brendan
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« Reply #8 on: February 17, 2004, 08:55:45 pm »

Sounds like you're not having fun because you're playing antisocial decks.

Multiplayer communities rarely enjoy playing against combo decks or decks full of overpowered board sweepers.

I recommend building some decks that win by turning sideways with creatures. It's a good start.

I, for example, play a deck full of swords, bolts, disenchants etc. People know that when they see those plateaus on the table, they shouldnt piss me off unless they want to see their permanants removed from the game. Then once a decent quantity of mana is on the board, the serras, shivans, whelps and ERON turn up to clean up.
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P_f
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« Reply #9 on: February 18, 2004, 03:39:39 pm »

There is some kind of attractive power playing a basic "aggro-control", if I may say that, concept in multiplayer. But the deck doesn't stand out to have any qualities.

I am always compelled to think up decks that try to abuse some inherent synergy between cards or some dumb 4card combo that would never work in competitive magic and try to make it work in casual. Somehow, I always get my face smashed in before I get to enjoy what my deck is suppose to do...
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Deneve
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« Reply #10 on: February 19, 2004, 05:20:23 pm »

Quote from: Dj Nohayritmo
We don't ban certain decks in my playgroup, because FFA is self balancing (if someone pulls a heavy lock or combo in the first game, he may not survive a turn in the next one), and almost half of the table always play some counters in their decks (or swords to plowshares, that's why dragon has never won a game in my playgroup)

My friends and i frequently play FFA T1 and we all know each other's decks...so any deck that is known to be threatening gets stomped on.  One of my favorite parts of FFA is the politics and the unintentional alliances that are formed, i found that decks that look innocent and then bust out are the most fun.  Right now i'm enjoying the channeler/pemmin's/fireball routine...just wait till people drop their counters and look pathetic while others fight...then drop the cards and fireball everyone off their asses.  After that worked a few times everyone is wise to me so i'm probably going to go back to a good ole reanimation deck.
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