Get the MTG
Anyone worth anything knows that you
can always use a little luck when it
comes to the game of Magic. Of course being able
to play the game well,
knowing the timing, and bringing a good deck to the
table are important.
However, I feel that Magic is about 17-20% luck.
If you want to see how I
came up with that figure, catch another time.
Besides, the percentage is
Everyone is already set on the fact
that it is going to take more than
just skill to win Regionals. With the Southern
Regionals expecting well over
300 participants I can see the arguments. We will
have to wading through
players for nine rounds. Several of those might
require you getting some
good draws to win, whereas some others will just be good
matchups for you.
First and foremost, figure out your
metagame. The metagame isn't going
to just come to you form sitting on your butt. You
have to playtest with
large groups and try to figure out what people like.
Try difference versions
of the same decks. Find some cards that work
better than others. Also, be
aware of new "secret tech" that the general
public may not have. Don't be
afraid to copy decks from the net to test against.
Give yourself better odds
by testing against winning decks. This is not a
creativity contest. You are
not being judged on creativity. You are being
judged on winning, plain and
simple. Just for the record, I am not telling you
to just copy a deck and be
uncreative. I am also not promoting a "win at
all cost" attitude.
Anyway, once you have accessed the
metagame, try putting some main deck
card sin the deck that can swing a tough match for you.
I am not telling you
to put in sets of four of cards dedicated to a singular
matchup, but try one
or two of something. For instance, a counter-rebel
player that is going into
Regionals with the idea of playing against a lot of
counter-rebels might want
one or two main deck Rebel Informer. Rebel
Informer is not a terrible card
to have anyway. In that particular deck, it is a
bit difficult to get into
play, but the deck has some tricks to get it into play.
At the very least,
the card is a 2/2 creature, so it's not going to be
completely worthless in
The objective here is not to fill the
deck with random cards. Just put
in a few that might make a change for tough matchups.
Try to make sure that
the cards are not going to be useless if you are playing
against a deck the
card was not intended for. Just don't go overboard.
Another good example
would be having one main deck Perish in a deck that can
support a decent
amount of black mana. Several black decks have
already tried this theory in
the past. Some have had a decent amount of
success. Others have not. The
idea here though is to increase your luck. Another
deck, like Fires for
instance, may want to try playing with one or two Simoon
main deck. The same
theory applies to the mirror match set up for the
Many times the cards to try this with
make themselves obvious. What
cards are you sideboarding in most of the day? If
those cards are being
brought in more than 60% of the time, then why aren't
they main deck? You
might be afraid of drawing them when they are useless or
something. OK, fear
of getting caught with them is an acceptable argument.
As a matter of fact,
I will even say that is a REAL good argument.
However, what if just being
able to draw into one, or search out that one copy of
the card would swing
those tough matches for you? When you think about
it that way, it starts to
sound a little more appealing. I am not saying
that this strategy is totally
sound. I am not guaranteeing a win because of it.
I am just trying to give
you some options to help yourself out on the big day.
You may also want to try a different
variety of sideboard cards. If
people are playtesting and have learned to play around
cards, your sideboard options are already less
effective. Sometimes, you are
already playing the best sideboard cards so that is just
something you have
to deal with. Try to play around with some
different sideboard options. Try
to find some other cards that are good in various
matchups that people
haven't tried yet. Sometimes people are playing
them in certain areas, but
no one has played them at big tournaments and
All I am doing here is trying to give
you some options. What people
aren't pointing out in their arguments about luck is the
factor. You have to put luck in to your deck.
Of course there is always the
chance that you just might "get lucky."
If you only are backed against the
wall at three life and your opponent is at one, how good
are your odds going
to be at topdecking a card that isn't in the deck?
You need increase your
odds of getting lucky. Many times people say their
opponent got lucky, when
their opponent had honestly been setting up that draw
with very good plays on
the two previous turns. Between good plays and having
game swinging cards in
their deck, it is going to appear as though they got
lucky. Regardless, the
lucky player won the match. So, wouldn't you like
to be lucky?
I believe that is the most important
rule: You have to put luck in your
deck! It's pretty hard to get lucky with bad
cards. Low synergy between
cards makes it hard to get lucky. Some people just
have a really hard time
getting lucky in any way when it comes to this game we
increasing your odds never hurts.
I hope this got some of you thinking.
Maybe we will see some innovative
technology as the big day gets closer. Maybe we
will see more interesting
sideboards. Regardless, have fun trying to get
went over real well last week, and I would
suggest that players keep their eyes on it. We are
going to have some hard
to find foils going up on the site in the next few days.