forests failed you
De Stijl
Adepts
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Posts: 2018
Venerable Saint
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« Reply #39 on: March 02, 2007, 03:07:23 pm » |
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Anyways, getting things back on track and to the discussion at hand.
This thread was designed to give players examples where in game psychology, bluffing, et cetera have been a means to overcome a situation where it would have been otherwise impossible to win. There was a time when I believed that a player could aspire to such a point where the only thing that would matter is what cards they drew. If two players were playing against each other, and they were both masters at the game, both players would consequently make statistically perfect plays, and the player with the best hand would win at the end. I don't believe that anymore:
While it is true that the elaborate bluffs and traps I laid might not have worked on a masterful player such as DicemanX or Eric Becker; I would have tried to have put myself in a position nonetheless. Part of setting up a bluff (or a semi-bluff for that matter) is evaluating an opponent and trying to determine based upon their skill level, board postion and any other number of relevent factors; how they are going to interpret the information that you present them. However, in a situation where you are in very, very, poor shape, it never hurts to plant that seed of doubt in your opponent's mind.
I'll site two more examples of trap setting and discuss them in hopes of moving this coversation from a debate about the ethics of playing, into a discussion about how to actually manipulate in game psychology into game wins.
This event happened at a PTQ in Columbus last year. It was team Standard and I was playing Firemane Angel Control alongside Justin Droba playing Heartbeat, and Phil "the human beating" Cape playing BW Jitte. In round four we found ourselves in a situation where Phil had already won his match and Justin had lost his match and it was I in seat B playing for the Match against a Heartbeat deck that had sideboarded into an aggro deck. I was at 10 life facing off against a Meloku, the Clouded Mirror that had slipped into play when I had been caught without a counterspell. I needed to draw a Wrath of God as my only out to my opponents Meloku and board of 8 lands. I draw for the turn and pull a Rewind. My board is now a bunch of lands, and my hand is 2 Counterspells and a land. I am officially dead on board if my opponent picks up his board on my end step and swings for lethal. I have one bluff that I can run, and because Phil and I are both fairly saavy players we are immediately aware of what needs to be done. He looks at me and quietly enough for our opponent to hear says, "you know what needs to be done, right?" I respond by whispering back, "Yeah, I can go up to 3 if he runs it." The bluff is a Lightning Helix in hand. That way if my opponent picks up all of his land, and I stay alive by Helixing one of his guys, then he will be in extremely poor position if I do topdeck a Wrath of God. Since he will have no lands in play. As a result he only makes four tokens on my end step (instead of going all in and killing me), and puts me on a two turn clock instead. Luckily for me, I topdecked Compulsive Reaseach into a Wrath of God and cleared away his Meloku. Granted my opponent was no John Finkle, and whereas a better player might have played around the Helix had I have said nothing... I wasn't sure that this particular opponent would have even considered the possibility of Lightning Helix had I not planted that seed in his mind. A big part of bluffing is also figuring out what bluffs will work on which players.
A weaker player is far less likely to try and bluff you by using a semi-bluff. For instance, if I peg my opponent as a fairly weak player from in game evidence. Ie. They are cracking fetch lands at the end of turn for no reason taking themselves off UU for Mana Drain, or running mainphase Brainstorms for no reason: I would be far more likely to interpret a statement such as "Leave up Drain Mana, pass." As a bluff rather than a semi-bluff. That being said, I would think it more likely that they did not have Drain than them actually having Drain. However, that isn't to say that I would simply leave myself open to be Drained. It simply means that I would entertain the notion that they do not have a Drain. Even so, even from a weak player, can you see what has happened by suggesting this entire string of events? It is placing heightened emphasis upon future events that may or may not happen. I am thinking about whether or not he has Drain, and perhaps am not worried about the Extripate, Intution, or Thirst For Knowledge that he has. Rather, it is possible to divert attention away from what is actually important, onto something else that isn't important, or rather is nonexistent.
In a conversation I once had with Mark Herberholtz, he told me that wherever you want your opponent's attention to be focused... Try and put his attention somewhere else. If your hand is full of counterspells... Look at your graveyard. If you are worried about Yawgmoth's Will question an opponent about how many cards in your hand... If you have Yawgmoth's Will... Don't pick up your grave yard during your opponents turn and start adding up storm. However, if you have Tinker, maybe counting storm out of the grave is a saucy trick.
Another story:
A standard UR Tron V UR Tron mirror from Regionals last year. (ELD might not like this story so much). Game one I call out all of my opponents plays before hand. "OOOh, don't play Compulsive here, its just going to get remanded." "You are behind in mana, if you tap out for Tidings you leave yourself open to Wildfire..." and "I wouldn't run a Signet here unless I had Spell Snare, because it leaves you really vulnerable to a Mana Leak followed up by a Draw spell from me. You'd fall way behind in tempo." The guy actually heeds all of my in game advice in game one, doesn't do anything to advance his board position and gets completely destroyed. We sideboard up for game two, and the wheels in his mind start to turn... "My opponent just made me play exactly how he wanted me to and blew me out. I'm not falling for that nonsense again..."
This is how game two unfolds. He plays a Tron piece and passes. I play Island and pass. He plays a land and plays a signet. I spell snare it. I untap and play a signet and pass. On his turn he plays a land and thinks. I say "Ah, the old dilema: Play a signet and leave up Mana Leak or run the Compulsive Research while I am tapped out and try to complete Tron! Epic, but don't be greedy or I'll untap and Annex you!" He thinks back to game one, and how every time I planted a seed of doubt in his mind and scared him off the right play." He promptly runs the Compulsive Reseach and passes. I untap and start the Annex his land and have Annex /Contermagic back up for the next three turns (with Copy Enchantment).
This is an example of bluffing and then semi-bluffing. At first I used a straight up bluff to push my opponent around, into not making the correct plays. Then, when he realizes that I am bluffing I switch and semi-bluff in the same tone and style that I had been bluffing with. He interprets the semi-bluff as a bluff and walks right into the trap that I have set for him. It is important to have a wide variety of different tricks available to you when you are playing these kinds of in game games. The key, like poker, is to be diverse and difficult to read, and also to divert and distract attention away from where your opponent should be focusing attention.
The key is that if I am causing my opponent to stress and focus on something that doesn't actually matter (for instance cards that may or may not be in my hand), I can focus on the board and making statistically correct plays based upon pure knowledge of the board and the game state. Anytime that you cause your opponent to make decision based upon something that he or she should not, you are gaining a subtle advantage. And, as you all know it is extremely dangerous to give a very strong player even a subtle advantage.
When I am playing against an opponent I don't worry about being his best buddy, I'm not worried about anything other than trying to reduce his life total to 0. Some of you may disagree and say that Vintage is a format about kinship and community; and it is to an extent. Some of you have expressed that you don't like diversion, and excessive in-game talk because it takes away from the 'sport.' Cool, don't do it... You will be at a disadvantage. This article isn't designed to convince people to do anything, or play in any way that they don't feel comfortable. However, it is designed to prepare newer players for a facet of the game they may otherwise not have come into contact with.
If a particular player is easily riled, or takes offense to something as simple as "I have so many insane plays," or "OMG my hand is so ridic... Oh, my god how lucky I drew THAT!" Why wouldn't you say it every single time you draw a card? If you are actually concerned about winning those last few Moxes at the SCG events this spring, consider that for yourselves. And, decide whether or not a morale criticism from a very scant few would keep you from playing your game, and taking them off theirs? I'm not advocating cheating, I'm advocating playing the game to the best of your ability. I see nothing objectionable about playing the game within the game, as long as you are to an extent respectful and within the rules. Apparently, if you play a certain way some people won't like you, which is a consequence you have to consider when you decide to engage in playing this style of game. But I will tell you one thing: If you ever win by bluffing me in a game, I would never be angry or say that I thought you were a poor character; Every single time I would shake your hand and say that was a solid play... Then I would go outside, have a smoke, shake my head, and try and figure out what I could learn from that game and where my plans went wrong.
Happy bluffing.
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