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Godless atheism told me pros play their cards on their second main phase a while back and that was great advice! Likewise, playing instants and sorceries on an enemies end step is usually better.
Duels of the Planeswalkers deck builds and analysis: http://megamaster125.angelfire.com/dotp
Another one of my websites: http://megamaster125.angelfire.com/rationalchristianity/
Godless atheism told me pros play their cards on their second main phase a while back and that was great advice! Likewise, playing instants and sorceries on an enemies end step is usually better.Sorceries at end step are pro indeed.
I think the life total is more important than some people give it credit for. This is getting into the concept of the clock as well. Taking 2-3 damage early when you still have 20 life, no big deal. But say my opponent has 4 1/1 tokens, and I have 10 life left and the option of attacking with my 1 or 2 creatures. Given the current state, I would probably hold my creatures back to block, because if I didn't, I'd go down to 6 on my opponent's next turn, and then you have to factor in what else your opponent could play next. When I get down to 10-12 life, I start to play a little differently, because when you get down to 1-4 life, suddenly you're in a situation where you MUST block everything your opponent has. What you have to ask yourself is "how quickly can my opponent kill me at this rate?" and you have to try and factor in what they might play in main phase 2 that could cause you more problems and seal the game.Cards that serve no other purpose than to gain life are really bad in general, but using creatures with lifelink, etc, can help you to pad your life total so you don't get into that situation with 10-12 life, when you have to worry about your opponent being able to kill you over the course of 2 or 3 attacks.