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9 months ago  ::  Oct 04, 2012 - 3:11PM #1
monk1410
Date Joined: Aug 6, 2008
Posts: 1,369
www.channelfireball.com/articles/pvs-pla...

You should really check out this article. PV makes some great points that can be applied to DOTP especially the part on 'punisher cards'.
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9 months ago  ::  Oct 04, 2012 - 3:14PM #2
Wizards_Sean
Date Joined: Jul 3, 2012
Posts: 801
Hey, I was just reading that! PV writes some good articles, and this was a really good one. I suggest checking it out as well.

 
Sean Gibbons
Associate Community Manager
Official MTG Twitter: @Wizards_Magic
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9 months ago  ::  Oct 04, 2012 - 3:45PM #3
killabkilledb
Date Joined: Jul 18, 2012
Posts: 1,341
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.
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9 months ago  ::  Oct 04, 2012 - 4:19PM #4
Splattercat
Date Joined: Jan 28, 2006
Posts: 6,853
Hmm...Not sure Browbeat is the best example to use as a do-not-use Punisher card. Breaking Point sure, because most of the time you're going to want only A or only B and your opponent will generally benefit more from one than the other. Browbeat is pretty much win/win unless you're top-decking and your opponent has life to spare.
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9 months ago  ::  Oct 04, 2012 - 4:58PM #5
Gegliosch
Date Joined: Mar 30, 2010
Posts: 1,718

Oct 4, 2012 -- 3:45PM, killabkilledb wrote:

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.

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9 months ago  ::  Oct 04, 2012 - 5:10PM #6
konokono
Date Joined: Jun 12, 2011
Posts: 646
I think the first point was the most insightful.  It doesn't pay to be too scared of combat tricks.  Just draw the combat trick out and you'll have one less card to worry about going forward
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9 months ago  ::  Oct 04, 2012 - 5:10PM #7
dgb
Date Joined: Jun 20, 2011
Posts: 311
It's good of him to write a beginner article like that and I can see it being helpful to new players. I don't really agree with his view on 'punisher' cards though, he wrote them off as bad cards but I think they're decent cards. I realise he's a pro-tour player but that doesn't make his opinion gospel
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9 months ago  ::  Oct 04, 2012 - 5:52PM #8
megamaster125
Date Joined: Aug 5, 2004
Posts: 1,040
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.     
Duels of the Planeswalkers 2013 deck builds and analysis:
http://megamaster125.angelfire.com/dotp2013/

Another one of my websites:
http://megamaster125.angelfire.com/rationalchristianity/


I am Blue/White
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9 months ago  ::  Oct 04, 2012 - 7:52PM #9
killabkilledb
Date Joined: Jul 18, 2012
Posts: 1,341

Oct 4, 2012 -- 4:58PM, Gegliosch wrote:

Oct 4, 2012 -- 3:45PM, killabkilledb wrote:

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.




LOL I just caught that.....instants....on an enemies end step....sorceries on your own unless they benefit you in some way before hand...

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9 months ago  ::  Oct 04, 2012 - 7:53PM #10
killabkilledb
Date Joined: Jul 18, 2012
Posts: 1,341

Oct 4, 2012 -- 5:52PM, megamaster125 wrote:

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.     




I build some 1v1 decks knowing most of the time I will lose ca. 10 life to start the game. Doesn't bother me. My OD build can work like that. Its a bit slow and I am prepared to take some early hits....

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