ARTICLE - ZEMANJASKI ON PLAYING IN AND PREPARING FOR COMPETITIVE EVENTS
Greetings Red Mages,
welcome to what has become quite the (delayed) labour of love ~ my treatise on preparing for, and playing in, competitive events. The purpose of this article is to address many of the concerns faced by so many players who are seeking to become more competitive. I will be attempting (poorly) to walk you through a journey, from your first FNM, to larger events, GPTs, GPs and PTQs. The lessons and experiences herein are drawn from my own competitive gaming life (details at the bottom), but are hopefully broadly applicable.
I want to start by talking about how to build a deck, because depending on the event you are attending, this can influence your choices. Then we'll talk about how to give yourself the best possible chance to do well at the event itself. Finally, I will answer some FAQs and rant a bit ~
look forward to that!
So relax, get yourself a cool drink (or a warm drink if it is snowing outside) and a pen and paper ~ good players take notes!
Part 1: Deck Building
Before you can run, you need to walk. Before you can walk, you need to crawl. Before you can have high level success, you need to know how to make a good deck. Even if you end up playing a stock list at a major event, understanding how decks are put together and what makes them function is going to greatly improve your gameplay.
Trust me, I don't end up doing well with the weird brews I play by chance. You have to know what you're doing ~ so let us start with the fundamentals.
A. Play a deck you like
I cannot stress this enough. I almost always play a beatdown deck of some variety. Why? I enjoy playing them. Getting ready for a competitive event, which can involve many, many hours of playtesting, time crunching numbers, time thinking about the
metagame, time thinking about boardstates, play sequencing and decision trees can all be exhausting. Magic, despite being a lot of fun most of the time, sometimes isn't ~ especially when it is a grind. Playing a deck you like is going to make the experience that much easier. I
love turns guys sideways. I
adore doing the end of turn 'burn you to nothing, untap, before draw, burn you out' plays. Things like that are why I am in this game. So unless there is a damn good reason, I am playing some sort of aggro deck (almost always Rx admittedly).
B. Play a deck you know
This follows closely from the above point. If you play archetypes you are familiar with, you're going to be able to save a lot of time and energy in preparation and testing. Maybe you have played with some of the cards you're considering ~ maybe you have played with similar cards. Experience matters a lot. The greater your familiarity with cards and archetypes,
the more easily you will be able to understand where a deck fits into the metagame and
how you want to position yourself, relative to the metagame. The more familiar you are with a deck, the better positioned you are to evaluate new cards and ideas that fit into that deck ~ take Pyreheart Wolf for example. Early on, it was dismissed, but as the format developed and we understood it more, we realised that it was an incredible answer and force multiplier. This was not an obvious discovery ~ cards like this do not normally see play, but because the defensive resources of the format are mostly creatures and removal, Pyreheart Wolf is incredibly well positioned, answering both admirably. The only way we could figure this out was by knowing the deck before adding the card, realising what was missing, playing the deck enough to know what was causing problems in the format ~ only then could we understand why the card is so good.
Next time a format comes up with similar characteristics, were going to know to look for cards like this again.
Playing an archetype you're familiar with also means that you're going to be better equipped to make difficult in-game decisions; whether to play a removal spell or develop your board ~ whether to use a Mortars on a creature now, or try to save it to overload; these are not easy questions, and the better you know your deck and what it is capable of, the more frequently you will be correct. For those who have watched me on stream, one of the biggest compliments I have received was praise for how I am able to defend with a deck that is traditionally not good in defence ~ but the more you know your deck and the cards in it, the better able you are to exploit their hidden potential.
C. Building for the long term (grinding)
There are two types of scenarios you can prepare for: long-term grinding (day-to-day, week-to-week, MODO) and short term (two day GP).
When you're building for the long term, you're only concerned
with your effective win percentage, over that period. Going from 55% winrate up to 60% winrate represents a
substantial increase in profit over that period. This sort of deck building lends itself well to decks that minimise luck and increase consistency. Small tweaks over time to subtly change the decks and tune it for the changing metagame are common. This is the sort of deck building I am most comfortable with (I am loosely a MODO grinder after-all) because you find a core that you're comfortable with and slowly work on it over time ~ a huge part of why I think I do well is my ability to outplay my opponent with better knowledge of the matchup, and by playing the 'same' (slightly different) deck over a long time, I feel that I increase that advantage. This is really a topic for another time (and largely what I write about all the time, so go read stuff that I write...)
D. Building for the short term (majors)
On the other hand, you can build a deck
for a single event. This change in approach can be necessitated because it is an all or nothing proposition,
win or lose. The variance that you will experience in the long term will not present itself over a 10 round event ~ you need to put yourself in a position to get as lucky as possible if you want to cash. There are a lot of ways that we are going to discuss for doing this, but broadly speaking: you can go rogue, you can make an entirely different take on an existing archetype or you can play the anti-meta deck. We're going to discuss all three strategies in some depth, to see why and how they help your short term results (they sure as hell don't help you long term).
E. When to going rogue
This is the most extreme position you can take when approaching a major event ~ creating something specific for that weekend. While these decks are almost always a flash in the pan, because no one has seen them before, you're likely to have a pretty big edge
against the field if only because of your opponent's unfamiliarity. If they also don't have appropriate sideboard cards, even better.
To build one of these decks, you need to have a really good understanding of what the pillars of the format are (the cards that enable key archetypes and around which other decks are built to exploit or defeat) and how the format engages with them. Maybe the format is trending towards a lot of control decks, each trying to outdo the other ~ so you play the 20 land-sligh-special. Perhaps every man and his dog are playing creature decks, so you seek to exploit that.
While this isn't as straightforward as just doing the opposite of everyone else, what is paramount to being a good rogue builder is having the evaluation skills to understand
what the good decks are and why. If you can do that, you're better equipped to position a deck to exploit those other decks. My recent fixation with maindeck Hound of Griselbrand was aimed at exploiting a
metagame built around certain key cards ~ sweepers, Restoration Angel, Thragtusk and little aggressive creatures ~ the Hound beats them all. Rogue deck building is an attempt to expand that approach to an entire deck.
F. Reinventing an archetype
This approach requires knowledge of what has worked in the past, and an understanding of the cycical nature of the metagame. The best recent example of this approach was Worlds 2011 and the CFB Tempered Steel deck. Tempered Steel had not really been a competitive archetype in a long time, but with the format trending towards slower Control Decks (expected to be the breakout performer at the event) and GW Midrange (built heavily around 3-4-5 drops that cannot deal with evasive beaters), Tempered Steel was very well positioned against the field. While the deck would ultimately fall short in the Top 8 (on account of a very poor Mono Red and Wolf Run Ramp matchup), the deck did put up the best numbers against the field over the weekend.
nThis approach requires an understanding of
why a deck stopped working, which is not always immediately obvious. If that reason is no longer found in the metagame, it might be time for that deck to make a comeback. While you will still want to tune the deck to the current metagame, you are again trading on the advantage of your opponents not having an appropriate sideboard strategy.
G. Playing a metagame deck
When this strategy works, it is usually the sign of a very unhealthy format, for example, when we had Jund vs Anti-Jund or CawBlade vs Anti-CawBlade. When a deck becomes so popular as to be the overwhelmingly dominant and popular deck, you can play a deck designed to take out the king.
Even in a less extreme example, you can predict what the popular deck at an event will be and plan accordingly ~ perhaps altering your maindeck or sideboard by a few cards to really give you an edge in a matchup. If you expect all the top players to be playing
Reanimator, you should strongly playing a deck with a great Game 1 Reanimator matchup with hate cards in the sideboard ~ sure, your other matchups will suffer, but if you can win a few matches, you're going to face a lot fo Reanimator.
Astute readers will notice that I tend to make a lot of 'anti-deck X' choice when building my lists, frequently making small alterations week by week according to what is popular ~ this is an easy way to get a small edge, even if it does take quite a bit of time. For example, I went through a two week period of trying to figure out the correct number of sneaky Thunderbolts to maindeck...
H. Card Evaluations: Fixed vs Floating and Analysis in Context
What cards are playable, unplayable, broken and mistakes is regularly debated here on MTGS, with every man, woman and child (mostly children honestly) having an opinion. Card evaluation skills take a long time to develop and honestly, there is no substitute for playing with the cards as much as
possible to get a feel for them and what they actually do in your deck ~ all too often an idea that looks great on paper and works in theory will break down in practice. On the other hand, some cards that look very uninspiring can turn all to be allstars in the right deck facing the right opposition (eg:
Pyreheart Wolf and
Hellhole Flailer).
What I want to stress is that cards operate on different power levels. There are tiers of cards, which I would call:
- Cards that are Always Good
- Cards that are Sometimes Good
- Cards that are Bad
A card like
Lightning Bolt fits into the first category. It is one of the most powerful cards ever printed in magic, and a format staple and pillar in every format where it is legal. For a long time it was considered too strong to reprint in Standard, and while it
didn't break the format, it was the paramount consideration in deck design for the entire year in which it was legal. Some cards are that good. Other notable examples are
Grim Lavamancer and
Goblin Guide ~ if they're legal, you're going to play them and they are always good, great even.
Cards in this category have
fixed evaluations. Only in the most extreme metagame will they be bad cards. While they can certainly have bad matchups (yes, even Lightning Bolt is sometimes bad in eternal formats against the fastest combo decks) they are always good against the field.
Some cards are also terrible. A card like
Scrambleverse is just never going to see Constructed play ~ not only is it outrageously expensive, resolving it doesn't even guarantee a win! While this is an extreme example, what I want to make clear is that even only moderately experienced players can pick the cards that fit
into these categories.
Cards in this category also have a fixed evaluation ~ unplayable in constructed. That is probably all that I need to say about it honestly.
Where things get tricky is that middle category ~
cards that are sometimes good. How can
Searing Spear be a strong card this season, but
Incinerate be underwhelming last season? When is
Goblin Arsonist playable, and when isn't it? Why was
Ember Hauler so good when it was in Standard? Isn't
Vexing Devil the real deal?
These cards are the hardest cards to evaluate, I would describe them as
floating in value ~ depending on what else is going on in the format, they're going to be better or worse, and their playability will fluctuate accordingly. There are no hard or fast rules here and sometimes cards that were bad can overnight become
good (especially around rotation). Understanding what is going on in the metagame, what decks are increasing or decresing in popularity and what the key cards in the format are paramout for evaluating these cards (for example, see my blog for discussions on the shape of the metagame).
Ember Hauler was amazing because the format in which he saw play was defined by 1/x creatures like Squadron Hawk and Stoneforge Mystic, with decks like CawBlade and Boros trying to attach equipment to them. Ember Hauler could attack fearlessly, then be sacrificed to trade with a huge tempo gain.
Hero of Oxid Ridge was amazing at the same time, allowing you to attack for lethal through all of these little blockers ~ but after rotation when everyone started to play larger creatures, he quickly became unplayable.
Stromkirk Noble is weak in a format where
Vapor Snag is everywhere, but incredible in a format where many decks don't
actively interact with you for the first few turns.
The more you play with the cards, the more testing you do and the better your understanding of how decks and formats work and evolve, the better you will be at understanding how and when these cards of floating evaulation are good. Even recently, we found that
Pyreheart Wolfis incredible in the current format, which seems crazy given it is a 1/1 for 2R without haste ~ that is awful right? Turns out the format is defined by midrange and control decks trying to stabilize behind 1 or 2 creatures, the the Wolf stops that singlehandedly. It also makes all the other cards in your deck, notably Stormkirk Noble and
Hellrider more powerful. This is a great example of a card that was unplayable prior to rotation (see Vapor Snag above) but is now an archetype staple ~ I wouldn't play a list with less than the full four! This evaluation might change as new sets are released ~ you always need to be
mindful of shifts in the metagame and injections into the card pool.
Developing these evaluation skills is how you know when to play Gore-House Chainwalker at this weeks FNM, or maybe it is time for Lightning Mauler? Alays be thinking, always be critical and always be trying to learn.
An example:
Part 2: Tournament Preparation
A. How to Test
I think this is where a lot of players let themselves down and don't give themselves the best opportunity for long term success (or repeated success I guess).
You don't test for large events by playing as many games as possible. Sure, you should still play a lot of games, but you need to focus on a couple of things:
- Playing against Strong Players
- Getting Experience against the Expected Field
- Taking Time to Analyse your Games
Not playing against Strong Players
is a mistake too many players make. Now, not everyone is fortunate enough to have friends with high level experience or to have the budget to play in MODO DEs and 2-man queues. But there is nothing stopping you from playing on Cockatrice and asking other players from MTGS to test with you ~ I have tested with DXI-Edge, Helios, Hamfactorial, Lauphiette Kincey and a few others ~ and its free! So no excuses.
The reason you need to ensure a minimum quality standard for your opponents is because the people you will play at a major event are simply going to be stronger than what you will see at FNM. They're going to make better mulligan and sideboarding decisions, find hidden resources in a bad board state and make sometimex unexpected lines of play ~ the more experience you have against players playing at a high level, the more you are forced to improve your own play. If nothing else, you'll know what to look out for. One of the key reasons that beating up on players at an FNM every week doesn't translate
to success in PTQs and GPs is that you're not forced to develop your game ~ if you're aready winning, you don't develop new skills.
The next thing is to make sure that you're getting experience against all the decks you can expect to face in the event. While rogue decks are always a thing, sitting down and not knowing what to do and how to play against a known archetype is straight folly. No amount of theoretical knowledge will substitute for experience ~ experience will tell you whether a hand is keepable, how much to sideboard, what are the real threats and win conditions in your opponents deck. Experience will teach you how to sequence your plays to work through counterspells. The more experience you have against the decks you will face in the event, the better equipped you will be to face them. This is another reason to play strong players ~ they exclusively play strong decks. See the section below on building a gauntlet for more information.
The other thing I want to stress is that you don't
just play games then shuffle up and play some more. It is sometimes good to note the boardstate when a difficult decisions arises, play one branch of the decision tree, then the other. Sometimes you should show each other your hands to talk through what is going on. This can help you understand what your opponent is doing when you're playing at the event. I mostly test on MODO, so after an event I like to work back through my games and think about what other options I had ~ sometimes I find much better lines, but they're not immediately obvious. It can be really helpful to work through difficult boarsdstates with more experienced players here ~ having notes makes that possible.
Aside ~ it is worth looking at Michael Jacob's videos at
http://www.twitch.tv/darkest_mage. He regularly broadcasts his playtesting sessions and explains how and why he positions and develops a deck, a real must watch.
B. Building a Gauntlet
This is nowhere
as near as intimidating as it sounds. I like to identify the decks in the format (using
http://www.mtgo-stats.com) and then take a recent example of a 4-0 deck from there. That is literally my gauntlet. Then I will find players who know what they're doing and get them to play those decks against me. Once you have a bit of familiarity with the decks, you can grab different decklists to test against so that you're not thinking too narrowly, or so you can be exposed to some different sideboard plans. I honestly believe that this is the easiest way to always have available good decks to test against.
C. Building a Sideboard (and sideboard plans)
Up until now, we have focussed on building a 60 card deck and figuring out how to play it. Hopefully, we're at the point where we feel comfortable playing it against all the other decks we are likely to face, we know what the plans are in each matchup and what the impprtant decisions and
considerations are.
There are broadly two approaches to building a sideboard, the choice between which is determined by the nature of the format. There are two types of format:
Type A: a format with one or two key decks, with the rest of the format being anti-decks. Recent examples include UW Cawblade and UW Delver.
Type B: a format where there are many viable options, the relative competitiveness of each at any one point in time being determined by recent innovation. The current standard (pre-Gatecrash) or the Legacy format more broadly are examples.
In a Type A format, you know what the best deck is. You know that you're going to play against it a lot. When this is the case, you can be comfortable knowing what decks you will face and can build your sideboard very specifically for those matchups. Something to note is that when you have this degree of certainty (in what the opposing decks will look like) you're sideboarding to
hate on those decks. This allows for much
more narrow sideboard construction than you might have otherwise see, such in Patrick Sullivan's SCG NJ 2011 winning decklist:
[deck]Patrick Sullivan, 1st Place at SCG NJ 2011[/deck]
This was a deck built for a time dominated by three decks ~ UW Cawblade, Boros (featuring Squadron Hawk and Stoneforge package) and RUG Control. It wasn't proven at the time, but GW Quest and Kuldotha Red were expected to be decks at the time. So how did Patrick Sullivan build his sideboard?
- Arc Trail for Boros, GW Quest and Kuldotha Red
- Manic Vandals for Cawblade and Boros
- Mark of Mutiny for RUG (they boarded
Obstinate Baloth) and Cawblade boarding [card]Baneslayer Angel[
/card].
- Ratchet Bomb for GW Quest and Kuldotha Red
Very simple, very elegant, the plan was actually to play 'Koth Control' post board in all those matchups (save Cawblade) and the construction of the sideboard allowed for this transformation very easily.
Right now, we have a Type B format however, which means there are a great many viable deck options. When this is the case, sideboard construction needs to focus on broadly answering
types of deck, instead of specific decks, as well as the specific cards that enable those decks. For example, most midrange and control decks, while they can look very different, usually have some mix of Thragtusk and Restoration Angel ~ so if you can beat those cards you can usually beat those decks.
When I approach this sort of metagame, I try and look at the major archetypes of Aggro, Control and Combo, as so much is possible, but every deck in those categories. By this point I have played a lot of games, so I will know roughly
how my 60 matches up against those archetypes ~ this will tell me how much space to allocate to each matchup. Because I am now boarding against
archetypes instead of specific decks, I need cards that are less narrow and more broad, because while Mono Red and GW Aggro are both aggro decks, they play very differently, but if I step back from the specifics of those decks and fight them through their like weaknesses, then I can largely board the same way against them (both decks have problems when you 2-for-1 them repeatedly and your topdecks are higher quality than theirs, so my sideboarding strategy tries to emphasise this).
I will give a current example of this approach, using my current decklist, at the bottom of the next section, as it serves to illustrate this theme based approach as well.
D. Breaking Down Matchups: Role, 'themes', Strategy
Strictly speaking, this is not necessary, but this is how I like to approach deckbuilding and playing, so
I thought it might be useful to share.
I want to have played enough against each deck to get a feel for what really matters in the matchup ~ what cards in their deck, what cards in my deck and what temporal elements are important to understand. These are not always immediately obvious. For example, in the Mono Red mirror, it isn't rocket science that Stromkirk Noble and Hellrider are the key creatures, while Searing Spear (which can kill either) is something you want to draw as many as possible of. After playing the mirror however, I was realising when each player just wants to play out creatures to trade, then use removal on each others creatures, you would both frequently be empty handed and in a topdeck war ~ the player who drew a Hellion Crucible first would almost always win because it is a 2-for-1 to kill it most of the time and it is bigger than everything else in the matchup. I immediately knew I wanted 4 Hellion Crucible in my 75 postboard ~ this gave me the best chance to draw as many as
possible as often as possible. I also realised that because there are so many haste creatures in the matchup, and everything is so small, that trying to rely on blockers to limit lifeloss and stabilize didn't work well ~ we have all had those games where they play a guy, we play a guy to block, they burn it and hit us etc etc etc. Even when you had a couple of creatures, they would just Flames of the Firebrand you and wipe your board because everything was so small, or they would have Pyreheart Wolf to swing through. This told me that I didn't want to rely on little creatures, which led me to board cards like Flames of the Firebrand and Hound of Griselbrand, while boarding out my cards that didn't block well or would expose to to Flames. All of a sudden, a matchup that went from even (slightly favouring whoever might get to go first twice) to very one-sided ~ it is probably better than 80% now post-board. I was then able to apply the lessons learned from those games to the other 'similar' decks in the
format (BR Zombies and GW Aggro) and make that strategy work there as well.
I would say the themes of the aggro matchups I have discovered are:
- little creatures that are weak to Flames
- big creatures that typically require 2-for-1s
- mana sinks (help in the inevitable top deck wars)
If you look at my 75 and the sideboarding strategy, you can see how the deck answers all three themes, much more solidly than most aggro decks normally can. Understanding the themes then informs my understanding of my 'role' in the matchups ~ I know that if I can just keep trading down, I will eventually run them out of cards before they run me out of cards (I have more 2-for-1s and more resilient creatures) then make a Hellion Token and win. That is how almost all my games end up. This knowledge and confidence then educates my decision making during the games themselves. If you watch my stream, you can actually see this all playing out.
I have found that I benefit a lot from writing all this stuff down and
really trying to understand what cards are actually good and bad in each matchup and why, then thinking of ways to gain an edge through my sideboard. Where ideas from different matchups overlap, I try to build them into my sideboard plan. I will let my current deck and sideboard strategy illustrate what I mean:
I go through this process for all the opposing decks, but your experience gained from the Gauntlet, the results of which you should be working through with your testing group and players here, should make this quite quick.
Part 3: Playing the Event
This section isn't where I tell you how to become a PT Champion. Instead, I just want to give you some ideas to think about and reflect upon while you play and while you review your games. A lot of this comes from my background and experience in other games and I haven't seen a lot of it really addressed in other articles ~ deck building and technical skills are important, but there are lot of other 'intangibles'
that go into consistent high level success.
A. Taking Notes
I don't see enough players do this correctly. Don't just be noting down their life totals ~ I like to note down every card that I see them play! This can help you
deduce what else is in their deck. The information can also help inform your decisions in-game ("he has already played two of those, so I am not going to play around a third") as well. Sometimes, knowing they run card A means you don't have to or shouldn't play around card B ~ or sometimes the opposite, is true, Card B is only playable in a deck with Card A.
The information is also extremely relevant and useful when it comes to sideboarding. In Game 2 and 3, it also lets you get a read on what sort of hands from their deck are keepable, which will only become more clear as they start to play cards ("he had no turn 1 or 2 play in his aggro deck, so he must be heavy on removal with some higher cost creatures. I
know this because I saw lots of cheap creatures Game 1").
B. Taking Your Time
Most magic players, but especially Aggro players, play too quickly. I tend to be guilty of this myself ~ all too often I get 'in the zone' where all the moves and decisions seem to be flowing naturally, I think I am playing well and I start to rush. This doesn't necessarily cost me games (although it has and will continue to do so), but it can make a game much harder than it needs to be, because you're going to miss a LOT of small opportunities or tactical plays when you're rushing.
A recent example while watching hamfactorial's stream involved his RakDW playing against the 4-colour Human Reanimator deck. Deep in Game 3, we thought we had reached a losing position, with all the obvious plays being very likely bad. Yet, with what was probably 10 minutes of consideration, we were able to find a line of play with the cards we had that not only survived, but gave us a chance to win against
some holdings our opponent might have had. It turned out he couldn't beat the line we selected immediately, and consequently made a few small missplays that let us back into the game, which we eventually won.
Decisions such as when to burn a creature or when to save the removal should not be made quickly ~ you're playing a limited resources archetype and need to be mindful of getting the most value from your cards that you possibly can. If you have a deep understanding of each matchup, this tends to be easier. For example, I know in the Mono R mirror, I am not realistically going to die to a Rakdos Cackler ~ the clock is not that fast and so many cards in my deck can deal with it, whether it be other removal (even if it is less mana efficient) or by blocking ~ so I am not going to use a Searing Spear on it early, when I might need that Spear to kill a Hellrider, a card that I will lose to. Sometimes this means using a Flames of the Firebrand as a bad Arc Trail, so that I can keep the Searing Spear (
because I need the instant). On the other hand, I know that the targets that a Pillar of Flame can kill are largely interachangible, so using it early is completely fine. Taking your time to assess these decisions is going to increase the number of correct ones you make over time.