Material Possessions by Scott McCord
bdm | 05:06PM on Wed Mar 17 2010Scott McCord is a former professional Magic player who made the Top 4 of Pro Tour Boston as a member of Slay, Pillage, Gerard with Jon Sonne and Gerard Fabiano. He also has reached the Top 8 twice in Grand Prix competition. He sits in 80th place in Total rating and has made infrequent Pro Tour appearances on that basis. He is also a long time friend of the Top8Magic crew and one of the best Limited players I have had to good fortune to play with and against over the years.
Despite a career that involves working with words and possessing formidable Magic skills, Scott has written very rarely about the game. If you have ever watched someone better than you play a game of Magic and wondered why they made the decisions that they did, this article should provide some illumination into the higher level thinking that goes on in a game of Magic. It certainly did for me.
Material Possessions
I’m sitting around watching a draft game recently between a couple of friends. One of them, Steve, is playing a u/b deck and has just tapped uubb for a 3/2 flier. His opponent, Mark, is running r/w and attacking with a 2/2 flier. Steve declines to block and falls to 16. Mark plays a 3/3 and passes.
“Steve, why didn’t you block?” I ask.
“Pretty simple, I think; he’s got a 2/2 and my guy’s better,” he says. “But thanks for the advice; I hear you’re the ninth-best player by rating in the world.”
“I’m not even the ninth-best player in this conversation.”
“Sad but true.”
I’m looking at Steve’s six-card hand. He holds Living Tsunami, 2 Mysteries of the Deep, Bog Tatters, Bojunka Brigand, and Whiplash Trap.
Why should Steve have traded his 3/2 for a 2/2? The answer comes from a concept gleaned from chess: material vs. time.
In chess, aggressive players will frequently sacrifice pieces in order to gain positional advantage for a decisive attack. The last thing the aggressor wants to do is trade straight up without improving position, because doing so nullifies the sacrifice and gives him fewer tools with which to win the game. Magic often works the same way. The attacker has time; that is, positional momentum. The defender has material resources. Trading material decelerates the game and allows a material advantage to cancel a temporary time advantage.
In this case, Steve has a lot of potential material (the creatures and card advantage in his hand), but not a lot of time (his life total, lack of defense, a potential land shortage). He should be looking to trade creatures so that his cards in hand can take effect; Mark should be looking to avoid trading while pushing as much damage as possible. In other words, Steve should strive to make material advantage, and not time advantage, the game’s deciding factor.
Let’s examine some reasons and situations to consider when choosing whether or not to block: Read the rest of this entry »
Drafting with BDM: Getting Past Not Passing Blademaster
bdm | 04:56PM on Mon Mar 15 2010I recently tweeted about having an Ally problem. I can’t seem to pass a Kazandu Blademaster and am always entertaining fantasies about white allies in the third pack. Seriously my last 5 or 6 drafts have all hinged on me either first picking or getting passed an early Kazandu Blademaster. I have been either blue-white or green-white allies — or all three — pretty much every time.
The green-white deck has paid off multiple times but it is just as often due to better non-ally cards than to the allies themselves — two different Rampaging Baloths have pulled out wins for two different “ally” decks. I decided not to draft a base white deck this time out and even had to pass a Blademaster in the second pack.
It ended up being a pretty odd deck with only 9 actual creatures and 6 enchantment based creatures — 4 Zektar Shrines and 2 Zendikons. I ended up leaving a handful of creatures in the board as well as my equipment in order to make the deck more of a all-in burn style of deck. With the Zendikons and Shrines both resulting in trample creatures I decided that I wanted to play with Claws of Valakut over the equipment in order to win the game in one or two big turns.
The deck performed beautifully and only dropped one mana flooded game en route to winning the draft. I certainly could have built the deck slightly differently but how about my draft picks? What would you have done differently?
2 Claws of Valakut
1 Zektar Shrine Expedition
3 Zektar Shrine Expedition
1 Goblin Bushwhacker
1 Shatterskull Giant
1 Spire Barrage
1 Searing Blaze
18 Mountain
1 Highland Berserker
2 Skitter of Lizards
1 Goblin Roughrider
1 Plated Geopede
2 Crusher Zendikon
1 Torch Slinger
1 Inferno Trap
2 Burst Lightning
1 Deathforge Shaman
Sideboard
1 Welkin Tern
1 Runeflare Trap
1 Bojuka Bog
1 Claws of Valakut
1 Shoal Serpent
1 Kazuul Warlord
1 Mountain
1 Quest for Pure Flame
1 Island
1 Adventuring Gear
1 Hellfire Mongrel
1 Mold Shambler
1 Forest
1 Relic Crush
1 Shoreline Salvager
1 Explorer’s Scope
1 Goblin Ruinblaster
1 Khalni Garden
1 Sunspring Expedition
1 Magma Rift
1 Teetering Peaks
1 Trusty Machete
1 Smoldering Spires
The Road to Playing with Ruin Ghost
bdm | 07:25PM on Wed Feb 3 2010When I was at the Prerelease this past weekend a lot people were wondering if Ruin Ghost was good enough to play in Limited. After a weekend of fooling around with him in a couple of different draft decks I am convinced — and now wondering if he is good enough in Constructed. What doesn’t the Ruin Ghost do?

Here is one of the decks I drafted over the weekend which had the Ruin Ghost working overtime — with an able assist from the Pilgrim’s Eye (aka Civic Way-flier).
2 Mysteries of the Deep
1 Aether Tradewinds
2 Pilgrim’s Eye
1 Stonework Puma
1 Bajuka Brigand
1 Caustic Crawler
1 Gatekeeper of Malakir
1 Urge to Feed
1 Marsh Casualties
1 Apex Hawk
1 Arrow Volley Trap
1 Fledgling Griffin
2 Hada Freeblade
1 Journey to Nowhere
1 Kor Hookmaster
1 Kor Skyfisher
1 Marsh Threader
1 Ruin Ghost
1 Talus Paladin
1 Island
2 Sejiri Steppe
1 Marsh Flats
7 Swamps
7 Plains
I ended up in love with this deck despite what could appear to be some awkward mana. The Pilgrim’s Eye was amazing for fixing the colors and keeping the mana flowing — it also conveniently blocks and trades with pesky one toughness creatures (Yes, Surrekar Marauders, I am looking at you!) The real star was the Ruin Ghost who was essentially Isochron Scepter imprinting Hindering Light thanks to the two copies of Sejiri Steppes. Any of the spell lands from the new set — or the ones from the Zendikar — can become a real problem with Ruin Ghost on the table.
In an earlier draft — and the first time I tried out the Ghost — I got him going with Khalni Garden and Emeria Angel, in an otherwise uninspiring deck, to spawn soldiers in an unending army of fliers and chumpblockers each turn. I had one match with the deck listed above where my opponent was waiting until my turn to aim a removal spell at my Talus Paladin. When I played the Sejiri Steppe he responded with Hideous End but since he could not respond to me playing the land I was able to use Ruin Ghost in response to his Hideous End. The Steppe blinked in and out play and in some sort of time travel conundrum was able to give the Ally protection from black before its ability from when it was originally played had resolved.
It felt like playing with Mother of Runes. Yes it required two cards to get the same effect but Mother of Runes is not exactly an option in Standard right now. I could see those two cards being played in a White Weenie deck that also features Kor Firewalker (aka Bearclaw) against a Jund player. They basically have to aim some fire at your Ruin Ghost or they are never going to be able to Pulse that pesky Firewalker.
One of the unexpected abilities of the Ghost in this deck was to filter my mana. I was able to turn WBB into BBB for a kicked Gatekeeper on more that one occasion and used it to get to BB for an unkicked — but board sweeping — Marsh Casualties in another. Instant speed landfall was the most exciting and my Mysteries of the Deep were good for three cards at the end of an opponent’s turn at instant speed in multiple games.
I posted something about my affections for Ruin Ghost on Twitter and Facebook and thanks to a suggestion from Kevin An I am now looking to play with the Ghost in Elder Dragon Highlander where it can do some pretty spicy things with Thawing Glaciers. Thawing Glaciers does not have to return to your hand if you exile it and an ostensibly new card comes into play. Things get even saucier when you add Amulet of Vigor into the pot. You play the Glaciers and untap it, tap it to go fetch a land which comes into play and untaps, then you use that mana to activate the Ghost and exile the Thawing Glaciers, which then comes into play untapped and ready to go again. If there was only a way to untap the Ghost…
If Tectonic Edge becomes a staple in the new format then you could see the Ghost as some kind of countermeasure. It also can protect activated man-lands from having unfortunate accidents. I don’t know if it will become a Constructed staple but I know I will be trying it out in a bunch of different decks.
Worldwake Preview Card (Part 4 of 4): Wind Zendikon
Matt Wang | 01:46AM on Fri Jan 15 2010Check out the final part of our four card preview:
Mike Flores and BDM will be podcasting soon about them all.
Worldwake Preview Card (Part 3 of 4): Quest for the Nihil Stone
Matt Wang | 01:40AM on Fri Jan 15 2010Check out the third part of our four card preview:
Mike Flores and BDM will be podcasting soon about them all.
Worldwake Preview Card (Part 2 of 4): Canopy Cover
Matt Wang | 01:36AM on Fri Jan 15 2010Check out the second part of our four card preview:
Mike Flores and BDM will be podcasting soon about them all.
Worldwake Preview Card (Part 1 of 4): Join the Ranks
Matt Wang | 01:28AM on Fri Jan 15 2010Check out the first of four Worldwake Preview Cards:
Mike Flores and BDM will be podcasting soon about them all.
A Draft Walkthrough with Steve Sadin
bdm | 08:10PM on Wed Jan 6 2010I am not so sure how “cool” this is — as was promised by Matt Wang in a previous post — but I did manage to wrangle Limited Information author and Top8Magician Steve Sadin to do a draft walkthrough with me just before Christmas. Steve and I did a couple of these way back when and they were always fun. I remember a podcasting session where we forced blue-red Storm in Time Spiral block. Using the fancy-pants technology of RareDraft.com we were able to visually record all the draft picks and you can hear our discussion about the picks in the first installment. We also talk about how the draft played out in the second installment.
I have been drafting a lot of MonoWhite or nearly MonoWhite in triple Zendikar and this draft played out pretty much according to that plan. Here is the draft:
Here is where we discuss the draft in two parts:
Sadin Draft Walkthrough Part 1
Sadin Draft Walkthrough Part 2
Finally, here is the deck that we built:
1 Kabira Crossroads
1 Kor Aeronaut
1 Journey to Nowhere
1 Bold Defense
2 Kor Skyfisher
2 Steppe Lynx
2 Kor Cartographer
2 Kor Hookmaster
13 Plains
1 Kazandu Blademaster
1 Brave the Elements
1 Stonework Puma
1 Explorer’s Scope
1 Celestial Mantle
1 Devout Lightcaster
1 Kor Outfitter
1 Burst Lightning
4 Mountain
1 Kor Duelist
2 Nimbus Wings
Crabs for Christmas
bdm | 01:13AM on Wed Dec 30 2009This is essentially a test post to play around with the Rare Draft player that Daniel Too (of TCGBuddy fame) has been beta testing. This is an 8-4 draft I did on Christmas morning. I ended up with a midnight mass of Hedron Crabs and a couple of — fittingly given the name of the draft player — rares to pull it all together.
If this works I will be able to even more draft recaps without having to send you over to my Google site to see them. (I know it is a little cut off on the right but hopefully that will get worked out down the stretch of “getting out of beta”)
Here is the deck I ended up playing and going 3-0 with. The Archive Trap has become my most drafted rare on MTGO and it won me most of my games following a turn two Crab. I also got to kick Rite of Replication on an Umara Raptor for the win in one game which was … you know… awesome.
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Crabs for Christmas
1 Shepherd of the Lost
1 Pitfall Trap
1 Rite of Replication
2 Umara Raptor
4 Hedron Crab
1 Sky Ruin Drake
1 Archive Trap
2 Makindi Shieldmate
1 Gomazoa
2 Æther Figment
2 Kor Skyfisher
1 Whiplash Trap
1 Living Tsunami
1 Paralyzing Grasp
1 Into the Roil
1 Kabira Crossroads
1 Sejiri Refuge
9 Island
7 Plains
Podcast: Standard Nonsense Part Seven
bdm | 06:37PM on Fri Nov 6 2009One last match with BeckerDotDec


