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Playing Technique This is from a article posted by
Robert I. Eachus, on the 1st of May 1996
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Always cut the cards. Shuffling your opponents deck is a good idea, and the
three piles trick is useful, but at least cut the cards, and know what a
"forced" cut is.
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Never cast a creature or a land before you attack, unless you intend to use
it during an attack, or to bluff using it.
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Hold back land whenever possible. A lot of decks toss Jokulhaups or Armageddon
and hope you are helpless. Know how many land your deck needs, and don't
play more unless you have several "extra" in your hand. (And with Land Tax
this is even more important. Your opponent can wind up holding the Tax in
hand if you never give him a chance to use it.)
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I can attack with three Mishra's for six, or one Mishra's for four, which
is better? I don't know, but at least ask yourself the question! If it makes
no difference to the number of turns your opponent will live, why not give
him fewer targets, for Fire Covenant and other multiple take out instants.
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Always play your game, not your opponents. And, yes, games where both players
have the same (non-permission) strategy can be the most enjoyable. You sometimes
need to react to your opponent's strategy, but the whole idea behind sente
is that you will win when the game is played your way. Why make it easy for
your opponent by adjusting to his strategy where you don't have to.
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If you stick your neck out it is very likely to get chopped off. If you are
playing a poor player, you can often penalize him for not being a good player.
However, you shouldn't need to. But there are what are referred to in bridge
as LoLs out there. (Little old ladies, who are often male and usually none
of the three.) These are players who enjoy suckering you in more than they
enjoy winning a game or a tournament. Favourite cards include Mirror Universe,
Reverse Damage, and Ray of Command. (The fact that these players favor such
cards doesn't mean they are bad, just good hooks for the sucker play.) So
if something looks too good to be true, it probably is.
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Never switch horses in the middle of the stream. Your deck may, and often
should support more than one strategy. But choosing the wrong one early and
sticking with it is often much better than changing strategies in mid-game.
(Between games is a very different matter.)
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Never leave your opponent at one life. Just like goal-line stands in football,
Magic is a lot easier to play if you can rule out lots of tactics quickly,
and are willing to take insane risks. For example, I once Consulted for a
Zuran Orb with eleven (counted later) cards left in the library. You are
much better off leaving your opponent, still one turn from death, but where
just one more blocker will keep him alive. (Then play the Giant Growth, Blood
Lust, Stampede, or Howl. ;-)
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Be patient. Sounds silly from a blitz deck player, but if your opponent lost
the first game, he is under much more time pressure than you are. Don't delay
the game, that would be bad sportsmanship. But you can take advantage of
the fact that your opponent is going to be aggressive and play more defensively
than usual. I've actually done the jujitsu version of this. I lost the first
game, and was ahead (in some nebulous fashion) in the second game. Since
the first game had been long, and my opponent seemed to be losing this one,
he wanted to get to the third game. I just waited and sniped with flyers,
and eventually he attacked. I blocked his Flyer (Mesa) with my Sengir, and
let the rest through. Now it was a race to zero. After I won the third game
in short order, he told me that he had been holding a Righteousness in hand.
I told him that I get very leery when a white weenie deck holds anything
back. ;-)
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If you can't use it, don't play it. Zuran Orbs have been mentioned in this
regard, but I have seen unused Mana Vaults played, Icy's for which there
is no good use, etc. Sometimes this even means taking "extra" Vice damage,
but it is worth it.
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If you can win on the table, why cast more creatures? I don't know how many
times I have seen this. Someone will cast a creature, then attack, when they
can win if their opponent is not holding something--like a Wrath, or Earthquake
or.. You get the picture. This also applies when adding a creature to the
attack will speed things up a turn or two. This doesn't mean that a white
weenie player should only play one creature, but that on turn six, that Serra
will be a waste of good mana unless your opponent has something up his sleeve,
and then she belongs up yours.
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Always smile. It's a game. Even if you are the best player in the galaxy
you are going to lose some games. If you instantly put them behind you instead
of getting angry, you are going to be in much better mental shape if and
when you get to the finals. If you don't reach the finals? Then you will
have enjoyed playing instead of spending a miserable day.