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Monday, November 19, 2012

review: the official miser's guide (omg) by michael j. flores

“But anyhow: what can a decent man speak about with the most pleasure?

Answer: about himself.”

-Fyodor Dostoyevsky, Notes from Underground

There are two main things Michael Flores is full of. He is full of himself, and he is full of shit.

The Official Miser’s Guide (or OMG, as he refers to it; since I find this sort of forced abbreviation distasteful, I will call it the Flores Audio/Reading Thing (FART)) is a “30+ day audio program that will help you refine your skills and understanding of competitive Magic: The Gathering.”

One of my go-to criticisms of Flores’s writing has been his constant namedropping, and he makes sure to… not address it, exactly, but sort of mention it offhand. He explains that “anyone who has been railbirding the best for as long as I have—anyone with any kind of a functional IQ, that is—can’t avoid having picked up something useful.”

The truth that it is quite possible to avoid having picked up something useful, just as it is possible to sell a $37 eBook about improving at Magic without containing much useful information for actually improving at Magic.

Flores thinks of himself as an expert in many things: deckbuilding, Magic theory, self-help, hypnosis, Pick Up Artistry, and Neuro-Linguistic Programming (don’t worry, we’ll get to those last two), but the area he seems most passionate about is marketing. Specifically, marketing himself. This isn’t something he talks about in detail until late in the book, but he’s a devotee of the sort of ~Internet Marketing~ that boils down to get-rich-quick schemes whose entire scheme is marketing the get-rich-quick scheme; ie, marketing that serves no purpose other than to market itself. This ideology is all over the book, starting from the two-page-long entirely unnecessary story in the first chapter about going to the premiere of Kick-Ass that serves no purpose other than telling the reader how great the book is and how much it will help them.


All art by Nick CK using quotes from The OMG

It also mentions ‘Who’s the Beatdown?’ (with a link to the article) three times. Only one of these times does say it’s “generally considered to be the greatest Magic article of all time,” but don’t worry, he’ll throw that in there nearly every other time he mentions it. Which is frequently. At this point, anyone I meet in person who mentions that article, Critical Mass, Napster, or New York States is going to get punched in the face just in case they’re Flores in disguise.

If it was true that his skill and insight comes from watching Pro Tour-caliber players and seeing what makes them win, then most of the book would be filled with analysis of other peoples’ great decks and great plays. Instead, nearly every example is either about Mike's Friend Jon Finkel, some low-level tournament Flores played in, or a deck Flores designed years ago for someone else to play. There have been so many great players, great decks, and great deck designers, that a genuine discussion about the varying approaches that modern deck designers take to defeat the metagame would be great to read. Instead, it’s all Flores, all the time. Just look at the homework he assigns in chapter 26:

“Compare Critical Mass to a preexisting U/G Legends deck. Name five ways that Critical Mass improves upon the existing U/G Legend deck’s speed or capabilities.”[1]

Where to start with this. There’s the fact that Critical Mass is only ever brought up either by Flores, or as a reference to his constant mentioning of it; there are much better deck designs to focus on if we want to see how a deck can be made incrementally better over time.[2]



His namedrops and constant crowing about the greatness of his past decks/articles isn’t because it’s incredibly relevant to the point at hand (it never is[3]), or even just because of his massive ego. As he comes around to informing us late in the book, it’s all part of a big self-marketing strategy. If he repeats in every article that he’s the best deck designer and that his decks were incredibly innovative and he’s totally won tournaments and he hangs out with the coolest Magic players and his writing is well-received and his dick is definitely NOT going soft, he’ll convince us of those things.

Flores’s constant chest-thumping would be more tolerable if people wading through it were rewarded with good advice for getting better at magic, like the crab meat one receives as a reward for banging on crustaceans with a hammer. Flores’s style is to give some uselessly-vague theory, then illustrate it with a completely non-illustrative example, and provide no general guidelines for applying the theory in everyday gameplay.

His first actual Magic-related advice is that we should pay attention not to whether a theory is true or not, but whether it is useful. He illustrates by talking about the “no wrong threats, only wrong answers”[4] guideline, then some almost-entirely-unrelated story about Napster, then a couple examples about how we should depart from traditional guidelines such as card advantage and playing instants at end of turn, then the guideline that “[a]ll things held equal, between two or more similar plays, the best play is usually the one that leaves you the most options.”

A simpler explanation for all these theories having easily-noticeable holes and tons of exceptions is that they’re bad theories.

After some not-very-notable review topics, Flores attempts to discuss concepts like a “trump” in a matchup. This could be a useful discussion, but only if he explains how we, as players, can figure out a trump in a specific matchup (or metagame). He does not do this. Instead, he tells us that Mageta the Lion was a trump in Masques Block Constructed, and that Rebel Informer was a false trump. Sure, that seems plausible. So how do we apply this knowledge to our everyday play? What are the heuristics we can use to distinguish a real trump from a false one? We never find that out. I assume that’ll be in the next book.



Flores has a couple Big Theories, and as an example, here’s the Grand Unified Theory of Magic. I’m not being smug when I give it initial capitals and a silly name; that’s actually what he calls it. The explanation:

“The Grand Unified Theory of Magic in its current form seeks to measure by a generic unit of one mana; briefly, this is how much a mana is worth:
● Deal two damage to the opponent.
● Draw one card.
● Put one permanent mana source into play.
● Gain some amount of life; more than three but less than, I don’t know... twenty.
These are about how much market value for these effects cost on playable Magic cards.”

This is so incredibly useless. Not only does two damage to an opponent not equal one mana, two damage to an opponent doesn’t even equal two damage to an opponent, nor does one mana equal one mana. As articulated in WHO’S THE BEATDOWN, one player is trying to control the game, while the other one is trying to end it; two damage to the beatdown is often close to irrelevant, while two damage to the control player is critical, and one mana from the beatdown player can be worth either much more or much less than the control player, depending on the stage of the game. Plus, there’s the fact that this Grand Unified Theory has absolutely nothing to do with combo decks, or decks that are in any way similar to combo decks.[5]

Flores does a disservice to Magic theory with ideas like these. They are simplistic, nearly impossible to put to use in actual gameplay or deckbuilding, and have more exceptions than they have supporting evidence.



Aside from his inability to teach Magic, there are so many other reasons to dislike this book. We get a few hints early, when he mentions some… non-Magical things:

“It’s the same reason that pickup artists use “peacocking” as a baseline strategy for getting the attention of desirable women. They aren’t concerned about looking silly. They can wear the same khaki pants and button-down oxfords as the next dateless guy leaning up against the bar, forgotten. The pickup artists wear their wooden goggles and neon green cowboy hats because they don’t want to blend in; they want to stand out.”

For those of you who are unfamiliar, the pickup artist (PUA) community is centered around using pseudoscientific psychological tricks and generally acting like an asshole[6] in order to sleep with women. The basic premise is that if you treat women as something between a calculus problem and a baseball card, you’ll be more successful with them. It should come as no surprise a) that a number of Magic players, unfamiliar with talking to women as if they were human beings, are more comfortable using a an overly-complicated and misogynistic “system” to attract them; and b) that it’s useless. There’s tons of information online about how hilariously awful PUA is, including my personal favorite, the PUA.txt twitter and tumblr.

But the misogynistic fun doesn’t stop there. Late in the book, we’re instructed as a homework assignment to come up with our “perfect average day.” As an example, Flores includes an MP3 of him reading “Samantha’s Perfect Saturday.” It is more horrific than I can possibly describe in text. First, let’s see how he describes it:

“After I put Samantha’s Saturday in front of a couple of extremely good-looking, yet career-focused twentysomethings, one of them literally cried and another said, ‘I wish life could be that cool.’

“Ding!

“That’s when I knew that I had gotten Samantha right.”

Samantha defines herself by her relationship with Sam, and obsessively looks after her appearance to make him happy. She loves shopping. She drinks Cosmopolitans. She makes out with her female friends in order to attract attention from guys. She picks out clothes for herself, but wears different ones based on what Sam wants. The overly-detailed description of her love for Sam is probably one of the grossest things I’ve heard in a while, especially since it’s read by Mike Flores.

“He is her emotional ball of sweat and hair, and big man muscles.”

I admit, I was unprepared for this, despite always expecting the worst from Flores. But this 14-minute MP3 of pure stereotypical misogyny is beyond anything I could have assumed he was capable of. Flores’s idea of the average attractive woman is someone who seems to have no thoughts beyond appearance, her weight, drinking, dancing, and her boyfriend, her boyfriend, her boyfriend. Even Sam gets to play some video games, while Samantha obviously has no idea what those ~silly boys~ are doing with their Playstation. Were it not for modern-day references like that, I would assume it was created in the 1950s as an example to young girls as to the way they’re expected to behave in order to secure a good husband.

What does this bonus MP3 have to do with Magic? Absolutely nothing. Oh, but there’s a male equivalent that he writes about: the guy (named Sam) has a perfect day by winning a PTQ, then receiving a text from “Misty” asking to “hook up.”

Let this be a lesson to all you wanna-be female gamers out there. Let’s leave the PTQ winning to us men, alright? Go back to making out with your friends while we watch.

Of course, Flores’s skills go far beyond gender studies. Let’s take a look at his expert psychological opinions, from Chapter 10:

“Language Lesson Numero Uno: Your unconscious mind can’t process a negative.”

“Don’t know what an embedded command is? Here is a nickel worth of NLP (Neuro-Linguistic Programming) training:

“An embedded command is an imperative hidden in a longer clause or sentence. The sneaky notion is that you can “implant” the imperative without your subject knowing it; embedded commands are a favorite technique used by pickup artists (but they obviously have broader applications than just meeting women).”

Will anyone be shocked if I reveal that Neuro-Linguistic Programming is a long-discredited pseudoscience, and that anything he tells us about the mental game of Magic based on it should be ignored completely? At least we’ll always have the phrase “your unconscious mind can’t process a negative,” which is one of my favorites in a long time.



He also reveals that his LOVE MIKE signature is an embedded command to make you like him more.
Some people somewhere paid $37 for this.

Here’s the truth, though: studying mental tricks will barely improve your win percentages, if at all. Despite the legions of examples that he uses to illustrate barely-different cases of tricking one’s opponent, that’s not something that will come up more often in actual gameplay than one player making a huge mistake and the other capitalizing on it.[7] As someone that is not very good at Magic despite having played for over half my life, improving at the game is something I’d like to do. But reading yet another story about how Pro A totally pulled one over on Pro B doesn’t help me decide whether to take the common removal spell or the uncommon flier in my next draft.[8]

The final couple chapters don’t even pretend to help the reader win games of Magic. Instead, they’re all about building one’s personal brand. As you might expect from Flores’s self-help/con artist manner of writing and promotion, his advice is given in chapter 29 by telling people the story of how he got where he is, and… that’s about it, really. In the final chapter, after slogging through analysis of his Samantha and Sam perfect day stories, he tells us how to become Twitter-famous.

This book is the product of the most cynical marketing possible; not only does it advise using a fun bit of the Internet solely for self-promotion and saying things that will get you attention rather than saying things that are correct or interesting, but he subscribes to a worldview where everyone is prone to simple psychological tricks.

I’m sure it’s possible to write a book-length guide to getting better at Magic. Such a book would have to be honest with its audience about what it requires to get good: tons and tons of playtesting and discussion and revision and new decks and new hypotheses, all with players better than oneself. Getting better at Magic requires more work than most people aspiring to get good at Magic are willing to put in. This book, though, tries to give players shortcuts around all the hard work necessary, by instructing its readers to instead focus on dumb mental games and inaccurate theories that will help no one.

What is present in this book is either based on pseudoscience, a rephrasing of earlier articles he wrote, an unhelpful version of better articles other people have written, or some combination of the above. Stay far, far away from this book, and stay far, far away from Michael J Flores.

FUCK
JESSE

1  Is that quote more or less embarrassing than this one?

“Critical Mass represented a leap in technology and the pinnacle of what elite deck designers call THE Deck. Luckily it was unleashed at the tail end of the Kamigawa Block season, with only one Grand Prix and almost no PTQs left on the calendar. Many of you are probably not familiar with decks capable of winning 90% of their matches (Jon Finkel once won a PTQ with a deck he claimed had all good matchups; I only lost three games in that entire PTQ, but two were to Jon, playing for the blue envelope). These decks do exist. They just don’t last.”

You decide. I certainly can’t.


2  Gerry Thompson is the undisputed master of this. How about a discussion of the evolution of Mystical Teachings, when Gerry designed a mirror-beating version that splashed green for Gaea’s Blessing? Or how about the next ten times he designed an even-more-mirror beating version, tuned to beat his previous design? Or what about his work on Cawblade? Or UW Stoneforge in Legacy, during the height of SCG Open tournaments? Someone employed by StarCityGames, who thinks of himself as an expert at observing other players, should have seen one of the best examples of deck evolution and tuning happening right under his nose.


3  Parse the following paragraph and explain to me why this is an “example,” from a tortured bit of writing about how we’re all trying to get to our end goal (represented by “B”):

“For those of us who are theorists and drivers of the ideas that are helping to bring all Magic players closer to B, hopefully we are all adding to and improving our models of the world and how we can think about and improve at Magic. For example, most people think about ‘Who’s The Beatdown?’ as the single greatest Magic strategy article of all time. I wrote that in 1999. To give you some context, I had not yet produced my first US Nationals Top 8 design and was more than ten years out of my first World Championship-winning brew, hopefully the first of many. And while ‘Who’s The Beatdown?’ is very good, so are lots of other contributions, like ‘How to Think About Magic’ or ‘How to Win a PTQ.’”


4  Flores thinks this has some validity, but it’s fairly easy to prove it to be useless. I’ve played Storm and pumped the fist when my opponent plays Mogg Fanatic, because Mogg Fanatic was the wrong threat. There is nothing unique about either threats or answers that makes one of them “right” or “wrong” more often than the other one; going further, the classification of some things as “threats” and some as “answers” is wrong itself, but that’s an entirely other article.


5  Since the first articles about Magic theory, combo decks have been a bit of a sticking point; something to be handwaved away, or used as an exception, rather than a core part of the theory. While one argument might be that this shows how weird and unusual those combo decks are, I think it instead shows both the weaknesses of these theories and the strength of Magic as a game that it’s so difficult to sum up in some short, easy-to-remember theory. The only theoretical framework that has managed to include combo decks without twisting itself into an unrecognizable mess of exceptions and contradictions is Zac Hill’s Interaction Advantage (a theory that, while many times more accurate than competing theories, is so vague that it can be summarized with “do stuff that wins while stopping your opponent from winning”).


6  An example: “negging” a woman by saying something negative about her while hitting on her; ie, insulting her.


7  Contrast with Paulo Vitor Damo da Rosa, who published an excellent article on Channel Fireball about playing lands. This is something that, while rather corner case-y, does have an impact and is something overlooked and under-written-about, unlike the fantastically overrated and overstudied mental tricks that people are occasionally successful with. Does Flores, in this 30-chapter book, have anything to say about playing lands, or other basic mechanical aspects of Magic? Nope!


8  By the way, he includes no drafting advice in the book. I assume his advice would be to tell the person passing to you “don’t take the worst card.”



Thursday, November 1, 2012

spec ops: the line: the review: the title

Spec Ops: The Line is a game recommended to me by someone who said it made him feel physically ill. If you don’t think that’s a wholehearted recommendation of the game, then you have pretty boring opinions about what makes games worthwhile to play. For those who haven’t heard anything about it, it’s a modern war game set in Dubai, and describing the concept for people that haven’t played it beyond that will take away from what it’s trying to do. I’m aware that sounds silly, but it’s necessary. (This essay is safe reading for those who haven’t played it until the disclaimer that it isn’t.)

I started the game at about six or seven in the evening two days ago. I stopped for dinner around eleven. I finished the game around three in the morning. I spent most of yesterday recovering from the experience.

Thursday, August 2, 2012

how i made money off the diablo iii auction house (and you could have, too)


I started playing Diablo III the day of release at around 4:20AM. A month later, I transferred $1000 I had made from the game to my bank account. This wasn’t something I had planned out from the start: I played for a couple weeks with no intention of making any money, but hitting Act II of Inferno made a few things clear: the game just wasn’t much fun at that late stage; the only way to progress effectively was playing the Auction House rather than the game; and those high-end items I needed were much better when they were converted into actual real money for me to spend on something with more long-term value, like alcohol.

Thursday, July 26, 2012

my nomination of chris mascioli to the community cup


Nominations for the 2012 Magic Online Community Cup began today. I submitted the following as my nomination:

Magic Online name: chrism315

Chris Mascioli: world traveler, writer, blogger, and devoted Magic Online player. While I've met many friends through Magic, many of them see Magic as just another hobby; another aspect of themselves. To Chris, Magic is very near everything. His days are spent tirelessly working at improving his game, making new decks (which he plays on Magic Online), engaging the community on Twitter under his famous @dieplstks account, writing for GatheringMagic, or making new blog posts. This is the blog where he has served as a devoted watchdog for fairness and equity, exposing hucksters who are simultaneously in real-life events and playing in the Magic Online Championship Series. To Chris, any unfairness on the part of even well-known Magic Online players is unacceptable.

What sort of individuals do we want as our community representatives? People to whom the game is of utmost importance. Skilled players. People of outstanding moral character. People that stand by their friends, through good times and bad, never pushing them away. People that have proven capable of overcoming adversity. People that, without Magic, it's tough to even imagine what they would do.

Mr. Chris Mascioli is the finest embodiment of these characteristics, and the Magic community should be proud to have him represent them at the Community Cup.

Friday, April 20, 2012

the best ever edh deck in renton


The best ever EDH deck out of Renton
Used a couple of cards Paul had since he started
One was Dark Ritual, the other was Hex
And he played once a week at the card shop
The best ever EDH deck out of Renton
Never settled on a general
But the top three contenders
After hours of tests
Were Phage, and Haakon, and Grandmother Sengir
Mark believed in his heart he was headed
For Pro Tours and invitationals, deck techs and reports
So instead of his casual shop
He drove to drafts and PTQs across town
This is how that smaller shop lost players
That went there for nothing but fun games
And that is why Paul, when he went back there years later
Found no one there on a Friday
When you allow your friends to go on without you
Don’t expect them to stay or not change
The best ever EDH deck out of Renton
Will stay undisturbed in its pink deck box
Pass the turn
Pass the turn
Tonight
Pass, pass…

Tuesday, January 31, 2012

what developers do, by fake zac hill


[Editor's note: we here at kagf are extremely proud to have stumbled upon a leaked early version of Zac Hill's What Developers Do. Views expressed are those solely of Mr. Hill, and not of kagf or its subsidiaries.]

Today I want to talk to the audience that probably clicked here because it’s Sunday night and this is where Making Magic should be. Well, first of all, I’m sure you can wait a few minutes before you get told to read a book about creativity (with the same wording as the last twenty times you were told that). Second, I make Magic.

No, seriously. Those Magic cards you play with. I design them. Technically, we’re the second step in the process. What happens is that “Design” makes some cards, then “Development” makes Magic cards that won’t make you shoot yourself in the head. Let’s walk through the process.

Activity Number One: Playing Magic

I’d say the biggest difference between Design and Development is that Development plays Magic.

WHAT?! But doesn’t design have to play Magic in order to make cards?!?!?!

You would think! You know how when you do something every day for a decade, with thousands of hours of practice, you get really good at it? And the designers’ full-time job is to work on Magic?

Have you ever played against a Design guy at an event? Yeah. They’re quite bad at Magic.

Hey, why aren’t they good at Magic if they play Magic all the t- ohhhh.

Exactly. So the next time you hear something about how a designer did something crazy outlandish like make a mechanic where you jumped on the table and did an ancient tribal dance, or designed a preexisting card without knowing it, or said “hey what if we just print Necropotence but make the card draw immediate and cost it at six,” you’ll know why. Designers don’t play Magic.

Activity Number Two: Staying Away from Ken Nagle

Have you seen this guy? Have you interacted with him? Here, I’ll give you some background information in case you haven’t. You know that guy at your card shop that comes up to you and shows you his casual deck and details the combos in it and makes little explosions with his hands then laughs in a really creepy way despite the fact that no one other than him has said anything? Great, you’ve met Ken Nagle.

Ken Nagle once made a mechanic that put your cards in the opponent’s deck. Not in an Un-set. No joke. He called it “pwnage.” He thought it would be perfect for the Phyrexians, because it wasn’t fun. Still not joking. This is an actual employee that we pay actual money.

Activity Number Three: Making Magic

So here’s the basic process for how sets are designed.

Step one: Design meets with Creative. Creative guys say “imagine, if you will” and “in a world” unironically. Design guys say “resonance” and “Roseanne.” They come up with some idea about like a dragon I think? I don’t really know. There’s probably a demon woman (with a chest like opening the bag of dodgeballs for gym class) already drawn for the booster box. Argyle works fast.

Step two: Design makes the “set.” Their creative process involves a bunch of running around making bird noises, if there are birds in the set. Lots of pizza. Someone makes a card top-designed to be a lolcat. Then they delete the MTGSalvation thread where people came up with the set.

Step three: Development looks at the printed file over lunch. It’s fun, we don’t need extra napkins for once.

Step four: Development makes a Magic set. Some ideas are kept from the file, of course, because we can seriously polish anything into a playable set at this point. Think about Rick Moody writing a story based on the suggestions of a second-grade classroom. Eventually, someone will say “…and they’re in space with a dinosaur and…” and he’ll make that into something readable. Same basic idea with developing a handoff from Design.

We hope you understand what we have to go through on a daily basis now.

-Fake Zac Hill

[[Actual authorial note: this is satire. It was not written by Mr. Hill. I'm sure that Mr. Nagle is a lovely person.]]

Monday, December 5, 2011

a guide to card pimping

A bunch of people are writing a lot about how to pimp your decks. This leads a lot of people to ask, "how can I make my cards as deliciously pimped-out as these?" Well, since you're completely ignorant about everything, I'll tell you.

A pimped card is one that is more expensive, because money makes things better. If you disagree, it's because you're poor.

We'll start with a card that I chose completely at random and ~pimp it out~


It's fairly bent, and overall not in great condition.


More importantly, it's a common, and therefore worth nothing to anyone. This makes this card "a piece of shit."


The first step in pimping it is to make it more tasteful. Since sleeves are used to hold expensive cards sometimes, I put it in a sleeve.


Next, we need to surround it with things that will make it look expensive and like some sort of decoration in a rich person's house, because rich people can throw money at things to make them "pimp." A candelabra is pretty pimp, because it's shiny and costs money. (This is the basic reason that promotional foils are pimp.)


This isn't enough, though; we need our card not to be simply placed upon something slightly pimp, but completely surrounded by class and luxury. In the following picture, our soon-to-be-pimp card is placed upon a lace doily, next to a glass of expensive bourbon, a magazine about horse breeding, a guide to wines of the world, and an original pressing of The Velvet Underground & Nico (if you haven't heard of that album and especially if you don't have a vinyl copy, then you might as well forever stop trying to pimp your cards, scrubbo).


This isn't good enough, though, because that spread would be a bit awkward to carry around and present every time we need to cast the card in EDH (by far the most pimp format, because deck size is bigger = more cards = more money = better than). We need something to pimp it out in the sleeve, so I put a $20 bill in. NB that $100 bills are extremely un-pimp because they're associated with actual pimps.


Hell yeah now THAT is a pimp card, even if it's only $20. I tried to put more in the sleeve but it kept breaking so I'll just lay it out here on some nice china. The money shown should be sprinkled liberally through the cards that are put into any deck containing this. Then people will go "wow! That's a lot of money! You must be a better person and it'll be more worthwhile to listen to you talk about Magic!"


Our work here is done. I hope you enjoyed this article on how to pimp a card, pimp pimp pimp pimp pimp pimp pimp pimp pimp.

Tuesday, November 29, 2011

podcast, episode one: odyssey

This podcast was recorded ten years from now.

MP3 download here (mediafire link)

Monday, November 28, 2011

a style parody of matt sperling and michael j flores


Yeah, I’m losing my edge

I’m losing my edge

But I was there

I was there in 1994

I was there at the first Mirage booster draft playtests in Renton

I’m losing my edge

I’m losing my edge to the EDH players whose laughter I hear after round two

I’m losing my edge to the SCG grinders who can tell me every card played in Cawblade from June through the banning

I’m losing my edge

To all the foreign pros

I’m losing my edge to the casual players with Monster binders and ten thousand dollar versions of Ghost Dad

I’m losing my edge

But I was there

I was there at the first practice games at the beach house

I didn’t want to lend Herberholtz my Overgrown Tombs, so I gave him Stomping Grounds instead

 I made top eight at a PTQ where Conley played Death Cloud

I told him, don’t build such weird decks. You’ll never win a match

I cut Flamentongue Kavu from my Standard decks because it died to Flamentongue Kavu

I was there in 2002 testing the Pyschatog mirror against Carlos Romao

He never resolved a Fact or Fiction

I was there

I was the first guy drafting Dampen Thought

I drafted it at Neutral Ground

They know now

I was there

I’ve never punted

I was there on StarCityGames when Chapin wrote an article where he took a judge’s order to stay away from E a bit literally

I joined an Invitational draft on Magic Online and they didn’t know how to kick me out

I was there when Bertoncini won his first M11 draft with Ant Queen

I was there on MTGSalvation when Gavin Verhey infracted someone for posting a decklist with Damnation

But I’m losing my edge to better-informed players with better mana curves and different draft archetypes that are actually really, really really good

I’m losing my edge

I heard you quit Magic when damage didn’t use the stack, and again after the Organized Play changes

I heard you have every gold-bordered World Championship deck, altered to have black borders, then altered back because it was worth more originally

I heard you have every piece of tech Gerry Thompson has ever withheld from his articles

I heard you have a cube made only of cards that made other people stop playing cube

I hear that you’re buying a Sol Ring, Capture of Jingzhou, and an Emrakul, and are trading away your Snapcasters, because you want to play a fun deck

You want to play Vintage Teachings

I hear that you and your team have sold your Jaces and bought Doubling Seasons

I hear that you and your team have sold your Doubling Seasons and bought Jaces

I hear that every deck you play is more skill-intensive than every deck that I play

But have you seen my binder?

Incite, Island Sanctuary, Ernham Djinn, Protean Hulk, Stifle, Fluctuator, Crimson Acolyte, Ignite Memories, Tarnished Citadel, Arcane Denial, Demonic Consultation, Ironclaw Orcs, Pyrokinesis, Olivia Voldaren, Battlefield Scrounger, Snap, Pillory of the Sleepless, Attunement, Wall of Blossoms, Scorched Rusalka, Exile into Darkness, Desperate Ravings, Corpse Dance, Dralnu, Skyshroud Poacher, Dream Halls, Skirge Familiar, Manriki-Gusari, Abeyance, Cadaverous Bloom, Lightning Helix (just flip it…), Knight of Stromgald, Saffi Eriksdotter, Cruel Ultimatum, Plow Under, De! Ranged! Hermit! Covetous Dragon, Ebony Owl Netsuke, Serra Avatar, Goblin Bombardment, Barbed Lightning, Threads of Disloyalty, Swans of Bryn Argoll, Recurring Nightmare

Recurring Nightmare

Recurring Nightmare

Recurring Nightmare

Tuesday, November 15, 2011

Lend Your Cards!



There are so many articles about MTG finance and trading and how to maximize value out of the game by acting in a completely self-interested manner. This is not one of those. This article is about why you- yes, you- should immediately lend way more cards at Magic tournaments. I don’t mean just to close friends and teammates, though that’s obviously fine. I mean friends-of-friends, people in competing playgroups, that guy you saw Top Eight once, the guy who knocked you out of the last tournament, and little Timmy at his first FNM. And not just a couple uncommons here and there: I want you to start the first round of the GP with your binder spread out through the tournament hall, those dual lands and Snapcasters beign put to good use. Not just that, but you should take the first step in offering to lend these people cards.

Why?