Wednesday, March 31, 2021

Season Results (March)

As I mentioned before, Magic Arena calls each month a season. This post captures my March performance.

Pulling stats from untapped.gg and capturing in a spreadsheet across different events:

This month, I backed off standard ranked play and focused instead on constructed. I had more fun without feeling the pressure to advance in the rankings.

Observations:
  • My win percentage jumped to 56%. I'm pleasantly surprised. I rode two decks: the mono-blue mill and dimir rogue mill.
  • I played for 13 hours in March.
  • Constructed events/play times still hover around 5 minutes per game; drafts, 7 minutes per game.
Fun times.

Sunday, March 28, 2021

Instant Speed

Play Magic long enough, and you'll hear someone mention that a spell or ability can be used at "instant speed." This almost always means that it is an instant spell, activated ability, or spell with 'flash.' This post looks at the value of instant speed.

"Instant speed" cards/spells are valuable because they are the only things that can be played:
  1. when one or more spells are on the stack
  2. on your opponent's turn
Let's look at each.

1. When spells are on the stack
On your turn, when no spells are on the stack, you can play any type of spell you want: sorcery, instant, creature, enchantment, planeswalker, artifact. You can also play activated abilities. Once you play a spell/ability, an opponent can respond with an 'instant speed' spell/ability of their own, placing it on the stack on top of yours. You can respond to that if you have a remaining 'instant speed' spell/ability. This can continue until all players pass; then, the things on the stack are resolved in priority order, which means from top to bottom. 

Having 'instant speed' cards/abilities is valuable in this scenario. Many types of removal spells work best at instant speed. Some work only that way (like counterspells). 

2. On your opponent's turn
The wise Magic player keeps their opponent guessing. The primary way to do that is by playing spells/abilities at the last possible moment. 'Instant speed' cards/abilities enable this, in part because they can be played on your opponent's turn- if you have the mana.

Let's say you have five lands in play. On your turn, you cast a spell for three mana, leaving two lands untapped. You also have two cards in hand. Now it's your opponent's turn. 

Since you have cards in hand and kept lands untapped for your opponent's turn, and may have abilities on permanents in play you could activate, it forces your opponent to make choices without all the information. They have to think through questions to include:
  • "What can he do with [x] untapped lands?" 
  • "Should I play my spell[s] and risk removal?" 
  • "Should I attack and risk an unexpected/unknown response?" 
And so on. These unknowns enable a major goal: to gain an advantage over your opponent through
  • making them hold back attacks or spells for fear of countering/removal
    • you may have nothing playable in your hand, but if your opponent doesn't know that, keeping lands free gives you an edge and makes them waste an opportunity
    • you may have something very playable in your hand, and if your opponent holds back, it lets you keep that spell for later use (and still makes them waste an opportunity)
  • making them waste their resources (mana, spells, or permanents)
    • if they play a card and you counter/remove it, they've wasted mana and a spell
All of this is made possible only with spells/abilities playable at instant speed. It makes the opponent think twice, guess, and so on. On the other hand, if they know you can do nothing (because you have no untapped lands, no cards in hand, or no abilities you can use), it gives them free reign to be aggressive or sit back and take control (through saving lands and spells of their own).
---------------------
Let's look at an example. Here are two cards from recent sets that do similar things, but one is a sorcery  (playable only on your turn), and the other an instant:
Bankrupt in Blood costs more (in mana and creatures to sacrifice), but you get to draw three cards. But let's ignore that for a second- in fact, let's say it has the exact same cost and benefit as Village Rites, but is still only a sorcery. Village Rites sees a lot of play; Bankrupt in Blood sees next to none. Why? Because of instant speed. A scenario to illustrate my point:
  1. You have two creatures on the battlefield, it's your turn, and the stack is empty. You play Bankrupt in Blood. Your opponent plays an instant that destroys one of your creatures. His spell resolves first; when you resolve Bankrupt in Blood, you can no longer pay the additional cost (since you're down to one creature), so the spell is discarded and wasted.
  2. You have two creatures on the battlefield, it's your opponent's turn, and the stack is empty. They play an instant that destroys one of your creatures. You respond with an instant of your own- Village Rites- sacrificing the creature your opponent just targeted. Your spell resolves first; you draw two cards and waste your opponent's spell (and mana he spent to cast it). Yes, your creature died, but it would have anyway, and you get two cards out of it.
In essence, 'instant speed' spells/abilities are useful because they are flexible (playable in more situations) and may withhold information from your opponent, forcing them to guess as part of their strategy. Use them where possible.

Saturday, March 27, 2021

Collecting vs. Playing

image from here

"Dad, I'm collecting Theros Beyond Death." As I absorbed my son's words, I thought Oh no. My boy is just like me.

They call them 'collectible card games' for a reason. The game itself is amazing, with lots of fun, variety, and strategy packed in. But it's also collectible- "an item valued and sought by collectors."* And it's addictive.

I believe I've mentioned it before on this blog- Magic isn't for everyone, not least because the primary distribution mechanism- randomized 'blind buy' packs, where you don't know the contents- is addictive. Every purchase is a gamble (if you care about card value). And, like gambling, you seldom strike it rich. But even if you don't care about card value, there's the addiction of collecting, which is what I see in my sons- and myself.

Collecting isn't inherently bad, but can easily become so if you devote undue resources (time and money) into it. And, as it typical of any accumulation, the more you have, the less you use. You become a collector vs. player. In the past week, my sons have spent hours looking over their collection- putting cards into binders. Taking them out. Sorting them. Completing checklists. Looking at them. Asking for more cards. They've spent comparatively little time actually playing the game. I know the feeling.

Be mindful of this game- of the time you spend collecting vs. playing. And make sure you have your priorities straight.

Wednesday, March 17, 2021

First Deck Ever

 

This week saw a noteworthy event: my son made his first Magic deck. Here it is:
Deck: "+1 Gain Life"
2 Feral Invocation (M20) 170
2 Forest (SLD) 108
2 Inspired Charge (M20) 24
1 Island (SLD) 102
1 Dismal Backwater (M21) 245
2 Blossoming Sands (M21) 244
1 Might of the Masses (M20) 182
2 Nightpack Ambusher (M20) 185
3 Growth Cycle (M20) 175
1 Infuriate (M20) 145
3 Plains (SLD) 101
1 Ancestral Blade (M20) 3
1 Evolving Wilds (M20) 246
1 Overcome (M20) 186
2 Metropolis Sprite (M20) 66
1 Griffin Protector (M20) 20
4 Dawning Angel (M20) 11
1 Swiftwater Cliffs (M21) 251
2 Bloodfell Caves (M20) 242
1 Netcaster Spider (M20) 184
1 Angel of Vitality (M20) 4
1 Aerial Assault (M20) 1
2 Jungle Hollow (M21) 247
1 Scoured Barrens (M21) 250
1 Unholy Indenture (M20) 119
2 Hard Cover (M20) 63
1 Brineborn Cutthroat (M20) 50
1 Lavakin Brawler (M20) 147
1 Inspiring Captain (M20) 25
1 Rugged Highlands (M20) 250
1 Yarok's Fenlurker (M20) 123
1 Daybreak Chaplain (M19) 10
2 Moment of Heroism (M20) 30
1 Loxodon Lifechanter (M20) 27
1 Barkhide Troll (M20) 165
1 Glaring Aegis (M20) 18
1 Wind-Scarred Crag (M21) 259
1 Tranquil Cove (M21) 258
1 Thornwood Falls (ELD) 313
2 Swamp (M19) 269
2 Mountain (DAR) 265

He pulled cards from his small collection (of M20 and M21 cards) to construct the above. Let's analyze it.
The good:
  • He strikes a good balance between land and non-land cards, going for the standard 24/36 breakdown.
  • He strikes a good balance between creature and non-creature spells (18 of each).
  • His mana curve is well within the recommended shape, with an average spell cost of 2.9
  • There is some synergy here on two fronts: 
    • cards that gain life (like Dawning Angel) and cards that profit from doing so (like Angel of Vitality)
    • cards that want you to play cards on your opponent's turn (like Nightpack Ambusher and Brineborn Cutthroat) and instant spells
The bad:
  • The deck is unfocused- it tries to do too many things.
  • The deck has too many colors (see first point).
  • The deck has cards that don't mesh with the others (like Lavakin Brawler, who benefits from other Elementals- there are no other Elementals in the deck).
  • The land distribution doesn't match the mana cost distribution.
    • There are far more white and green spells than the others, but the lands are evenly distributed through the five colors. This lowers the probability of having lands that match your spells.
This is by no means a good deck. But it's his, and that is what makes Magic fun- the creativity and sense of ownership. Plus- and I should have said this at the start- my son is five, and is learning how to read. Well done, my young apprentice. Well done.

Wednesday, March 10, 2021

Festival: Tales of Kaldheim

 

I've been posting too much about Arena events; I'll stop soon. Before I do, I wanted to highlight yet another cool aspect of Arena- special events called 'festivals.' They ran one this past week that focused on Kaldheim cards (but not exclusively).

Festivals feature a number of preconstructed decks. After paying the entry cost, you can play as many times as you like, changing your deck as frequently as you wish. You get mild rewards for winning and no penalty for losing (typical events force you to use only one deck, and kick you out after [x] wins or 3 losses). For Tales of Kaldheim, there were seven deck choices:
I tried four of five of the decks; it was a great way to enjoy the cards and learn some card synergies to incorporate into your own strategies. Highly recommended.