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Instant Decisions
Most of us are seasoned veterans of the MTGO casual rooms.  We see a great variety of decks on a day to day basis.  We see almost every situation possible in the game at one time or another.  But have you ever thought about the most simplest thing such as when you were going to perform an action and whether it was the best time to do it?
 
I've been playing Magic since around 1995 with Fallen Empires.  I was on the tourney scene for a little while but came disinterested when I did not have tons of money to pour into my collection.  As a result, when I came back to Magic on MTGO, I was starting all over.  My play was sloppy.  Little mistakes where losing me games on a regular basis.  Practice and concentration have gotten me to a more comfortable point.  I still make mistakes, but they are not the small things that bite me anymore.
 
When do you want to cycle your Secluded Steppes?  On your turn?  Only if you think that it will net you a playable card.  I see it so many times.  My opponent will play a land from the start and immediately cycle a land on his main phase?  Why?  It is now obvious, that he has NO play whatsoever!  If he would have held that cycle land and left that island untapped until the end of MY turn, it might influence my decisions on what to play or not to.  The first couple of turns may not matter much, I know, but its just good practice to hold it so you don't use that mana.
 
The same thing goes for casting critters.  Unless there is some benefit in casting a creature during your 1st main phase (ala Haste or some other benefit), why use the mana?  Wing Shards alone has taught me not to overextend before combat, if I can help it.  Aside from Wing Shards, the land-cycling equation stands to reason.  If you leave the mana untapped before you attack, your opponent has to guess if you have some sort of combat trick waiting in the weeds, when really all you are going to do is cast a Timberwatch Elf to join your elf gang.  The Timberwatch was of no benefit before combat due to 'sickness'.  Perhaps your opponent was ready to cast Infest or a Starstorm when you attacked with the team.  If the Timberwatch was on the board during your main phase, he will be lost with the rest.  If you waited, at least you can get him on the board after the destruction has taken place.
 
I could go on and on, but I hope this illustrated the benefits of 'waiting'.  The question you need ask yourself before you perform an action is: "Will this benefit me now, or later?"  OH....and don't forget to set a 'stop' on your opponents End of Turn phase!  I play with this constantly!  In fact, I have stops on each combat phase as well.  It doesnt take that much extra time.  Just takes some getting used to!
 
Good luck with your Instant Decisions!

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Prize Support for Tourneys?  Where do we go?

We need to decide on prize support for our tourneys.  What would everyone like to see?  Personally, I think tickets is the way to go, with a 1 or 2 tix entry fee.  Payout would depend on how many people are participating.  For instance, if we only have 4 people in a 1 tix situation, the payout should be 3/1, or 3 tix for 1st and 1 for 2nd.  Six players in the same situation would go, 3/2/1.  A 2 tix entry would of course double those numbers. 
 
I do think that the prize should be spread over as much as possible for everyone to feel that they have a good chance at some sort of money.
 
Another way to approach it would be an ante type system.  Everyone would enter a 'crap rare' or decent uncommon and those who finish in the money would get to pick from the pool.
 
Lastly, we could go without any real prize at all.  I could come up with a trophy on this site for the winner whom would own 'bragging' rights to the guild.  This could even include something like wearing the captains hat for a week.  Perhaps they could even decide on the next tourney format.
 
These are some suggestions, but we cannot really proceed without direct feedback from you guys.
 
Let me know, eh?