Showing posts with label Nathan Jordan. Show all posts
Showing posts with label Nathan Jordan. Show all posts

Sunday, August 2, 2009

Playing Out Of Your Mind

Soccer is a game that I’ve been playing since I was 5 years old. I became a competitive player for a traveling club in 6th grade, and played up through my first year of college. In that time, I learned a lot about controlling my body, my mind, and the ball both on and off the pitch. Pre-game warm-ups, quarter and semi-final games, and penalty kicks were easily managed by the beginning of high school as I’d spent a lot of time practicing and preparing for these difficult situations. I played “out of my mind” because I as able to take my doubts and fears and remove them from the way I play.

In all honesty, Magic is not something that I should get worked up about. It’s printed cardboard cards with pretty pictures used in imaginary duels with other players with delusions of grandeur. For some reason though, when I play against someone I know to be good or is running a deck I’m ill suited to be playing against (normally control), my hands shake and I become flushed. I make bad plays, I don’t see the damage on the board as well as I should, and I lose to players that I should easily beat.

My challenge has become, “How do I play Magic like I played soccer? How do I get out of my own head?”

Settling into a rhythm is something that I think a lot of players in Magic are unable to do well. This includes getting into a rhythm of play with your deck and your play over all. I frequently am building and dismantling decks to try and find something new and exciting. This prevents me from getting to know the decks I play and have a hard time getting into a rhythm of play.

The easy answer to this problem is to play more Magic. The more I play, the better I become at playing different strategies of the game. When I started, playing Control was never an option for me. I didn’t want to play the game like that. So, until recently, I’ve shut myself off from playing Control type decks, favoring Aggro or Combo. As I learn to play new ways, more cards are open to me and my familiarity with the game increases.

This summer, with my job scheduling me the hours that they have, I often times must race over from work to try and make the first round so that I don’t start the first round with a game loss. This puts me out of my element and I don’t really stabilize mentally until the 3rd or 4th round, and by then I’m out of contention for the Top 8.

What this means for me is that I have to find new ways to make the routine I have of getting focused a much shorter process on days where I can’t take my time to be sufficiently prepared. If you find yourself rushing over to your local game shop on Friday nights, here are a few tips to making sure that you aren’t rushed anymore than you have to:

  • Get your deck up to FNM quality on Tuesday night

    This may feel like over preparation, but believe me: the nights where I go in with a deck I’ve prepared a few days in advance almost always does better than the deck I slap together the night before. Locking in your 75 cards early in the week allows you clear your mind and not have it overwhelmed with questions about your deck at the last minute.

  • Play test your weak matchups and your strong matches equally.

    When you play decks you know you aren’t well suited for, it can be hard coming from a disadvantaged position. By playing the decks you are going to have trouble with, you learn the tricks and strategies that your opponents using that deck or deck type will be using against you. No longer will you be surprised by cards your opponents play because you will have seen the play multiple times before. Learning to play around the pit falls will carry you a win against decks you are expected to lose.

    Nothing gives you the confidence you need like beating decks like you know should. Testing against your best matchups is a good way to boost your confidence in-between or after testing against your weaknesses. Losing is never fun, so mix up your “shouldn’t win’s” with “gimmie games” to keep a level head.

My last suggestion is that you try and roll yourself into play gradually. When I arrive at my local game shop, there’s nothing I want to do more than to shuffle up and play some Magic as quickly as possible. Spend sometime away from other players if you can and get yourself there gradually. My Tuesday night schedule goes something like this:

  1. Show up 40-45 minutes early

    Few players are there so early and this will give you plenty of time to get comfortable with your surroundings and prepare for the games you will be playing.

  2. Once players arrive, play casual games with non-tournament decks

    You might be there for some solid Type 2 Magic competition, but playing outside the format or with something that is for fun only helps to put you in the mood for Magic. Try to play something different than what you are playing that evening. My favorite is to play EDH. It is immensely fun to play in single and multiplayer and it allows you to play in a completely for-fun environment.

  3. Pre-game your deck

    3. This means that you shuffle, sleeve, double check the sideboard, and make any simple tweeks to the deck that you need to. This is not for major changes. If a couple people show up and are talking about their great new mill decks they are running that night, you are more than welcome to adjust the sideboard to meet the change in your meta-game. However, changing your main deck cards or the deck you are running will throw off your game plan and put you at a disadvantage over players with stable deck strategies.

Above all, remember that you should be playing Magic for the love of the game. When the game feels more like a job than something you do for fun, you might need to take a break from the game. Soccer became a job to me, so I quit playing competitively. On occasions when I lace up my boots to play again, I have so much fun at getting to play once more. No matter what the activity, sometimes you just have to know when to take a break.

Sunday, July 19, 2009

When Giving A Nate Jordan Lemons...


Author - Nathan Jordan

When the good Lord gives you lemons, you make lemonade. And when you open your 3rd pack of M10 and get two Goblin Chieftains in the same one, you start thinking about playing some Goblins. After scrounging around in the Black and Red cards I had, this is what I came up with to take to my local FNM.




Deck Tech: Goblin Renegade

Creatures
2x Wort, Boggart Auntie
3x Siege-Gang Commander
4x Boggart Ram-Gang
4x Goblin Chieftain
4x Mad Auntie
4x Murderous Redcap

Instants
2x Tarfire
2x Magma Spray
4x Flame Javelin
4x Lightning Bolt

Sorceries
1x Banefire
4x Dragon Fodder

Land
1x Auntie's Hovel
1x Dragonskill Summit
3x Veinfire Borderpost
4x Graven Cairns
14x Mountain

Sideboard
1x Magma Spary
2x Goblin Assault
4x Deathmark
4x Doom Blade
4x Goblin Outlander



*Idealy, I want Dragonskull Summit instead of Veinfire Borderpost but the shop I play at was out and I only had the 1 I opened from my box. Also, because of my work schedule, I had no time to run home, which means my sideboard has two Goblin Assaults that I never intended on playing.*

Tonight was a good night for my Goblins. I was 3-1 in Swiss and had a close match in the 1 Top 8 round I played. Here's the quick and dirty of it:

Round 1 - Loss to my job who requires that I work until 7 and the tourney starts @6:30.

Round 2 - Win against RDW.

First game was close. Flame Javelin carried me and the extra draw per turn from Spiteful Visions allowed me to drop more mana and empty my hand to burn him out.

Round 3 - Win against G/W Overrun.

This is when I realized I needed Volcanic Fallout, and bad. Spot removal for Spectral Procession tokens? Lame. I won game 1 narrowly, but sided in Deathmark, Doom Blade, and Goblin Outlanderto lock up game 2.

Round 4 - Win against Boat Brew.

This game was over pretty quick. Killing the mana ramp meant that it took too long for him to get his bigger creatures out and by then there were too many Goblins on the field to deal with. Deathmark and Doomblade to deal with the incoming Burrenton Forge-Tender made this an easy wrap.

Top 8: Round 1


Game 1 - Loss to Honor of the Pure. I ran out of steam in Game 1 and lost to this spirit tokens. This deck was hot and I had a hard time dealing with it. Reinforced Knight of Meadowgrain eats up my Goblins pretty quick.

Game 2 - I came in with the majority of my sideboard again and lulled him into swinging with everything and putting me at two. He made some spirits and passed back. I put down the Outlander, made two Goblins, and doom bladed a spirit and swung in with lots of hasty Goblins for over 20 damage.

Game 3 - I saw my worst enemy, Spectral Procession two times. He swung with one set of 3, tapped two of his Windbrisk Heights to produce another 3 tokens and an Honor of the Pure. Two turns of that kind of abuse and I scooped.

I am relatively happy with my performance but there are some (now) obvious deck tweaks that need to be made:

-3 Veinfire Borderposts
-2 Tarfire
-2 Wort, Boggart Auntie
-2 Mountain

+3 Dragonskull Summit
+2 Magma Spray
+2 Voracious Dragon
+2 Swamp


Lands that come into play tapped are ok for some decks, but with agro like this, a turn without one mana ready for use means you are done for. I found myself wishing I could cast just one more spell but was limited by a borderpost.

Tarfire was meant to be recurring with the help of Wort, Boggart Aunite. This was a good plan, until I realized that I didn’t play her the entire night. Not even once. Not even on my last turn with the game on the board. The reason is that there are too many more relevant things in my hand to play instead. Flame Javelin, Ram-Gang, and Siege-Gang Commander are all more valuable than a 3/3 Fear for 4. Most of what ended up in my graveyard was tokens that got blocked. Mad Auntie does pretty close to the same thing by regenerating the Goblin instead. This allowed me to attack with tokens and regenerate at least one for more mischief next turn. The point is, if I was alive long enough to need to bring things back with Wort, then I was probably already dead.

With a creature slot open, it makes it a no brainer to add in Voracious Dragon. Say I have a Goblin Commander, Mad Auntie, Siege-Gang Commander, and 5 Goblin tokens in play (this is a pretty regular look for my board). When Voracious gobbles them all up with Devour, your opponent takes 16 damage! If you haven’t dealt at least 4 damage, or if they have been gaining enough life to stay alive, a 12/12 Flying Dragon should do the trick.

Such a low number of Swamps in for Mountains seems trivial, until I ended up with no way to make the black mana that I desperately needed. 2 Swamps ensures that you will still be able to cast red heavy spells like Flame Javelin and Goblin Commander turn 3 while still allowing you to go and find Swamps off of a Path to Exile.


The change to the sideboard is:
-2 Goblin Assault
-1 Magma Spray to the Main Deck
+3 Volcanic Fallout


An extra Goblin every turn that has haste is great, but not so much if they cause all your other creatures to run into a superior enemy. Fallout will only wipe your board if you don’t have some sort of lord support. I would recommend only using it when absolutely necessary because the consequences of clearing your own board are just as bad as if you had devoured them all with Voracious Dragon.

M10 gave us some quality Goblins to work with, and I’m putting them to good use. I’ll have another match report for you next week where B/R Goblins 2.0 will face my local meta-game once again.

Until next time Magic players, this is Nate signing off.