Monday, 18 January 2016

Stuck.

I'm in a bit of a funk. My Magic skills seem to be going nowhere. I have so much desire to improve, and I'm reading and listening to every single piece of advice I can find. I am working hard to learn everything there is to learn, and I know I'm getting better, but I don't *feel* like I'm getting better.

Battle for Zendikar draft did something to me. At the end of Origins, I started to feel like I was beginning to feel my way around - that I could achieve something with my game. I felt like I was beginning to understand how to best play the game, and I was starting to win once in a while.

Now, not so much.
A reproachful looking puppy, stuck between upright bars in a fence, unable to move forward or back
This is me right now. But with less cute. 
I know I'm winning more than I used to, say six months ago. But my record at the end of the FNM draft is still pretty much 1-2 or 0-3. I know that the devoid decks were powerful, but they felt alien to me. I was just starting to get the feel of drafting strong cards and playing with devoid decks in BFZ and now we are into Oath of the Gatewatch. I feel like I'm back at the beginning.

So should I blame Wizards of the Coast for ruining magic? Or am I just bad at the game? I'm pretty willing to put my hand up for not being perfect at it... and yet I seem to not be improving.

However something struck me today. Something that I should have recognised before now, and in some small way I already did. While I consume copious quantities of Magic content in a search to make my game better, I don't play the game nearly as much as I would like. This is in large part due to not having a computer at home - so in order to play outside of FNM, I either forgo an evening with my partner (which I'm not willing to do at the moment due to clashing work schedules) or I draft online. I haven't drafted online even once before - I don't have a computer at home that works.

Its not good enough for me to continue to do what I'm doing and complain that I am not very good. I need to improve. The thing that my game lacks at the moment isn't skilled opposition (I have both a skilled group at FNM and a casual draft crew with some of the most experienced Magic players I know), its repetition. Its giving myself a chance to really understand the cards, pre-empt combat tricks and lines of play. Its picking cards confidently, reading signals and making good judgements.


While I might be stuck at the moment, I know there's a way through. I'm buying a PC and jumping onto MTGO.

Monday, 14 December 2015

Playgroup invitations - how not to sound like a serial killer when inviting women or non gender binary folks to play Magic.

A woman goes to a private residence to a private party with seven men. While she was on nodding terms with some of them, she really didn't know any of them particularly well. Sounds like the start of a news story, right? That woman's going to come to some kind of harm, and then people will ask her what she was thinking going home with a bunch of dudes she didn't know very well.

Well, that's exactly what I did last night. I went to draft with a new playgroup of guys, some of whom I met at the local gaming shop. I had a great time and didn't come to any harm at all (apart from my 1-2 record), but I had some serious second thoughts about attending. It wasn't just me either - my partner was quite worried about my safety - particularly as he was working and wouldn't be able to come to my aid if I needed it.

Even though there were all the pieces in place for me to not be afraid, I was still pretty wary. So if you're wanting to invite someone who's not a dude to your all-dude playgroup, think about some of the following to help you make your playgroup a more welcoming place, regardless of gender identity.

Be the kind of person non binary people and women want to play with
Women and non-binary folks can get all kinds of unwanted attention at the game store. While it might be that nothing's said, when you walk into a store and feel a bunch of eyes on you, you're going to feel uncomfortable, even unsafe.
The vast majority of women and non-binary folks are at a Magic event to play Magic. They sure as hell aren't there to pick up, and they probably are more interested in talking about their sweet new Jaces rather than how its great that women/non binary folks can play magic now. (Trust us, we know.)

In addition, if you have half naked women on your slips or playmat, you're sending a signal that you are ok with publicly objectifying women. If you're OK with being seen in public to be playing to some of the very worst stereotypes of MTG culture, what might you do in private? Other people will make assessments on what they see of you in public, so if you want to be welcoming, think about the messages you're sending, both verbal or not verbal. If you've made a woman or non-binary person feel uncomfortable in a store, chances are there's not a way in hell they're going to want to hang out with you and a bunch of dudes in a private context.

Location, Location, Location
A huge recommendation is: if at all possible, invite a newbie to a playgroup meeting in a public place - such as at your local gaming store, a pub or another public location. Think of this like a first date - you wouldn't go on a first date with someone in a private venue such as a house, as there are too many unknowns. It might not be OK with the store owner if you want to draft with your own cards in their store, and you might need to find somewhere else to play if that's the case - but if you can make it a public location, this gives any women or non-binary players the peace of mind that they can leave any time they want to if they feel uncomfortable.

If there's simply no other choice, and you need to play at someone's house, make sure that it's clear that they can bring a friend if they want to. Also, if they are texting throughout the session, don't be offended that they are not paying attention to the game - they may be updating a friend that they are safe and don't need any assistance.


By being a bit understanding of some of the safety and comfort issues that non binary folks and women face, you are going to make it a lot easier to get women and non-binary people involved in your local community. 

Friday, 16 October 2015

My best FNM Ever! (Still pretty bad though...)

I did the best I've ever done at FNM last night, but more than the outcome (which I'll get into later) I took away some useful lessons for me (and any other newbies trying to get better at the game).

The draft: 

I opened P1P1 Lantern Scout. I had been hoping to draft an Ally deck, but I was open to whatever came my way. However when I saw next pack a Rolling Thunder, my mind was set - I forced that Ally deck as hard as I could - although if I hadn't seen the right signals, I'm not sure I would have jumped ship - it was one of the least thoughtful draft processes that I have ever done.

Perhaps I need to do some work on studying other archetypes and synergies, to get my mind around those. There's a pretty good article by Joel Larsson I was meaning to read.. I really should get into that.



Lesson Number One - Pay attention to your enemies board as well as your own.

With the Ally deck there are so many triggers to keep an eye on that I forgot to look at basic things on my opponent's board - for example the fact he had a Dampening Pulse out. Incidentally, Dampening Pulse really nixes a aggressive Ally strategy by turning everything off - if you're running a Ramp deck its less devastating but it was just a really poor matchup for me. Afterwards I took the opportunity to figure out what enchantment hate there is in the set - there's just Felidar Cub and Reclaiming Vines. Now I didn't pass a Felidar Cub, in fact I only saw one in play from my pod, but its something for me to consider next time I'm drafting a low curve strategy. Its not bad value and it's a body on the board as well (even if it's not an Ally).

Also,  a couple of times I made foolish attacks into larger creatures because I was more focussed on the triggers than on the actual Power/Toughness ratio. I think I need to work more on making strong attacks into stalled board states, and if I can't shake up the board state, don't. I think that's just a matter of practice.

Lesson Number Two - Learn your combat tricks!

Something I think I'll need to start learning is all the different combat tricks and their relative costs. I was really impressed by two of my opponents who were able to reliably thing through which combat tricks I had in hand and which mana I had open. My homework for this week: study through the list of combat tricks in the set, and try to commit at least some of them to memory.

Bonus lesson - what it feels like to play your other half at a sanctioned event.

My partner and I have never played each other at a sanctioned event before - we'd discussed the idea before and said that it would be a bit disappointing. While I believe my partner is a better player than me I can generally beat him at home because I understand how he thinks and can play into his weaknesses.

So last night was the first time that my partner and I ever played each other at FNM. My deck performed really well but his Black/White Ally Lifegain didn't really get off the ground in game one - I curved out beautifully and he was trying to be the beatdown when he should have been playing defensively. Then he got mana screwed in game 2. Not so fun.

Fortunately the best way to cheer him up is with beer - there was 20 minutes left in the round and a bar downstairs (did I mention I totally heart my game store?).

I count my 1-1-1 record a major victory - it’s the best I've ever done at FNM, and I've taken away lots of homework for the coming week.


Tuesday, 13 October 2015

Automatic Magic

Have you ever been tired after a long day at work, and have gotten halfway home without thinking about it? Perhaps you've gotten showered, dressed and your coffee made without being properly awake. Our brains are wonderful things - when we set a habit in motion, we don't need to actively think about it - we can go on auto pilot and focus our attention on something else.

Likewise in Magic, the more you do something in a certain way, the less you'll have to think about doing it. This frees up brain capacity to do something else. That is, the more you do the simple things, the less you have to think about them, and the more you can focus on the complex board states and big decisions.

If you've ever watched coverage of the Pro Tour, you see players make complex decisions when the stakes are high without a thought, where I would be totally confused about the best line of play. They are able to understand enough about their deck and their opponents to quickly assess the board state and make the next move that fits with their plan, whatever that plan might be. Repetition and learning the game has taken them to the point that they don't need to focus on the basic pieces of the game, but can focus on the more complex parts.

However, because your decision making isn't engaged when you're acting automatically, you can make silly mistakes such as missing a trigger, assuming you can play another land in a turn, or attacking with your big creature that fought another creature this turn and it dying due to it being blocked, as you've forgotten about the damage already marked on it.

Automaticity is a really useful concept to get your head around in Magic - to understand the best way to practise, as well as recognise when your brain has gone into automatic mode and you need to stop skipping past automatic parts to make vital changes to your gameplay to get the most benefit.

As a newer player, dipping your toe into FNM level magic can be really intimidating. I found something that really confused me was remembering the steps and phases of a turn. Playing We can play more magic to get past that, and you should, but you can also use automatic memory and learning techniques to step things up a notch.

Say, for example, Elspeth is playing FNM standard, and the deck she's running has Starfield of Nyx. She's got a Pacifism in her graveyard which she wants to fetch out to shut down Ob Nilixis' Ulamog, but she forgot that the Upkeep step comes before the Draw step. She drew a card before saying that she was going to fetch her Pacifism.  As the ability to fetch the enchantment from the graveyard is a may ability, once she's drawn her card, she's forfeited the ability to get Pacifism back from the graveyard.

Crap.

Elspeth is running on autopilot. She's acting automatically, drawing the card and moving into the turn. She's used to doing this every turn so she isn't really engaging her brain when she does so. However, in this case, the automatic reaction (draw a card at the start of your turn) is causing a problem for her: she's forgetting her trigger.

So how can Elspeth avoid this? She picks up a dice and puts it on top of her library. It sits there as a visual reminder for her that before she draws the card, she needs to engage her conscious thought processes - in this case put her Starfield trigger on the stack and get Pacifism back before Ulamog nicks 20 more of her cards.

There's a bunch of tricks you can use to override automatic reactions, and if you want to know more please check out AE Marling's Foolproof Magic series, as he has lots of practical hacks to stop you from making silly mistakes.

However there's something else going on here, which is Elspeth also struggles to remember the steps and phases of a turn. Halfway through the game, she's neutralised Ulamog with Pacifism, but now she wants to use a combat trick to attack in withCitadel Castellan. Her opponent has a blocker, but she has an Awaken the Bear in hand which will allow her to punch through her opponent's blocker and trigger Citadel Castellan's Renown.

She knows that she needs to wait until the very last moment to play her Awaken the Bear, but she's nervous about known just when that moment might be. She knows that if she understood the steps and phases of the turn automatically, she would be more confident in planning out her line of play, and more focussed on anticipating her opponent's next move while pushing her game plan forward. 

In the past she's been pulled up for getting thing out of proper order and casting spells in the wrong time in her turn by her opponent or a judge, she gets flustered and on tilt. She wants to make sure she can automatically know what is the right time for her to cast sorceries or activate her combat tricks.

What Elspeth needs is some homework and preparation, to help her recognise the steps and phases of the turn, and identify the best moment to fire off her combat trick. The more she plays, the more automatic her understanding of the game will become; however she can speed up the process. She might choose to say the steps and phases ofthe turn in her head as they happen, using a small cheat sheet to remind her until she's confident and the knowledge is cemented. Elspeth might also display the steps and phases of the turn in a prominent place, (I recommend the toilet wall) where she will see it on a regular basis. One of the best paths to automatic knowledge is to test yourself - you're going to take this stuff in 50% more effectively.

Over time, without even thinking about it, Elspeth's not having to think through exactly when she needs to play her Awaken the Bear - she automatically and instinctively knows that it comes after blockers are declared.

Next time you finish a game, have a think about whether you had automatic actions that you should have ignored, or whether you would like to become more automatic in other areas, and see how you can make your autopilot work for you.

Tuesday, 29 September 2015

Want to hear what the Worst Oracle sounds like?

I was lucky enough to be invited to be interviewed on The Planeswalker Guide this week - check out as me and Amie talk BFZ Prerelease, EDH, venomous mammals and Buddhism.

Thursday, 24 September 2015

Visual Vanilla Test

I'm a graph person. I like graphs.

And now I am very excited because someone very kindly made a visual representation of the vanilla test - I find this a super difficult concept to wrestle and so I'm quite pleased.

That is all.


Tuesday, 11 August 2015

You don't have to put up with this!

How do you cope with being the only female player you know?

That's the issue I faced a couple of years ago. Because I was the only female player I knew, I felt very anxious about going to play at a store (I have Generalised Anxiety Disorder, so I'm fairly skittish to start with), and being in a room full of dudes is something that girls and women are generally socialised to avoid.

But I love the game, and listening to Magic The Amateuring was consistently telling me that women like me can and did play Magic. So I'm terrified of going to a store but I'm sick of playing against my partner… What's a girl to do?

I started my own casual playgroup. I made a private group on Facebook and invited everyone I knew that played magic casually to play magic at my house once a month (it would be more often but I simply don’t have time!). Over time our decks went from unruly 60 card free for all decks and casual 1 v 1 decks made of what we had in our collections to me lending everyone a precon Commander deck to now everyone going nuts over EDH and a massive arms race.

However, I've also taken time to teach any women who I knew who showed interest how to play. Some have had fun but never played again, and other women join me for my monthly shenanigans. Playing more often with people I know and love has given me the confidence to start playing instores at FNM, and I'm also bringing friends along to prereleases and FNM as well. Because we are all in it together, it engenders a positive vibe as we already have friends at the store.


By trying to recruit my friends into my playgroup prior to them dealing with the realities of playing in a store, I've started to create the kind of LGS community that I want to play in. Where men and women play each other, have a tonne of fun and improve their game.