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							I'm sure every single person has gone through this 
							inner struggle at least once in his or her lifetime. 
							It goes a little bit something like this: "Should I 
							get this done now, or should I do it later?" Because 
							humans have a tendency to either be really active or 
							really lazy, it's easy for them to not know when 
							they should do something. This also goes for Magic. 
							 
							There are plenty of moments where I have kicked 
							myself for playing a card sooner than I should have, 
							whether it is prematurely using an 
							Oxidize on a
							Frogmite when I knew he had a 
							Cranial Plating in his 
							hand, or simply having trouble deciding when to use 
							that
							Mana Leak or 
							Hinder. After a long amount of 
							time studying my game play I have come to the 
							conclusion that I am far from perfect when it comes 
							to this issue. However, because there is no way 
							anybody is perfect, I’d like to share my timing 
							knowledge with you. 
							 
							
							
							What should I do?! 
							 
							Every player has a lot to think about when they’re 
							playing a game of Magic. More times than not it's an 
							inner struggle to decide whether or not they should 
							be playing something to help accelerate into a 
							game-winner, stop their opponent from smacking them 
							in the face, or simply laying the smackdown 
							themselves with a fat creature they can afford.  
							 
							If the situation is looking bleak for me or I have 
							to put a ton of thought into what my next decision 
							is going to be, more times than not I will ask 
							myself three questions. I find that by asking these 
							I make much better choices and avoid making stupid 
							mistakes, such as playing something when a card that 
							will keep me from dying needs that mana too.  
							 
							This first question does not need to stay on top of 
							your mind if you are playing something like Maga 
							Combo since that deck requires a long amount of time 
							to assemble a victory. And the first question is...
							 
							 
							
							
							1. Next turn, what will I gain from playing/doing 
							this? 
							 
							If I cannot answer that question, then I should not 
							play that card or strategy yet. The answer to that 
							question could be something as simple as "I can beat 
							down the opponent," to something more difficult like 
							"I can play 
							Kodama's Reach, put a land into play 
							tapped and into my hand, the opponent hits me for 
							about 4 damage, then next turn I will be able to 
							play the land from my Reach, play 
							Heartbeat of 
							Spring, then win the game."   
							 
							Now when I say "gain", I don't mean getting 
							something that can help in the later stages of the 
							game. I mean something that should be able to help 
							you next turn. If you're playing Black/Green Aggro, 
							your field has a forest and a swamp in play, and you 
							have a choice between playing either a 
							Sakura-Tribe 
							Elder or a 
							Dark Confidant as your second turn drop, 
							would you play the Sakura-Tribe Elder if the only 
							other cards in your hand besides Dark Confidant were 
							Shambling Shells and a Forest? Heck no! You know 
							there’s nothing in your hand that helps you with the 
							Elder’s land fetch, so why grab the land when you 
							could be netting card advantage with Bob? I could 
							see you playing in the Sakura-Tribe Elder if you had 
							something like a Savra in your hand, but with the 
							cards you have its unnecessary unless you plan on 
							topdecking something like that. 
							 
							You should always have a plan for what you’re going 
							to do, what you’re not going to do, and how it 
							effects you, otherwise you will fall flat on your 
							face with no way of getting yourself out of the 
							dirt. Always think about how your decisions are 
							going to make an impact. If you’re not paying 
							attention, you may as well go back to the strategies 
							you used when you first began learning the game. 
							 
							Most players when they first start the game, by 
							habit, feel it completely necessary to put 
							everything they've got into the early stages of the 
							game and try and win before the battle even begins. 
							So they’ll empty their hand trying to do this. 
							However, in the late game, they will have very few 
							cards in their hands and possibly be stuck in top 
							deck mode while you will still have cards to win you 
							the game or disrupt the opponent if they try to 
							recover. That’s where this next question comes in. 
							Because a game does not consist of only one person, 
							remember to ask yourself… 
							 
							2. 
							If I play this card or perform this action, how 
							will the opponent respond? 
							 
							This second question is actually quite difficult if 
							you don’t know what your opponent is playing. Even 
							if you do perfect your ability to play cards when 
							you need them, remember that you have another person 
							in the game that will try and stop you. You could 
							have the most fool-proof strategy on the planet and 
							win with it every time you solitaire, but if you 
							don't take into account what is in your opponent's 
							deck it will not work. Let's look back at the before 
							stated scenario. You went first, and your second 
							turn looks like this: 
							 
							Your field: Swamp, Forest 
							Your hand: 
							Shambling Shell x2, Forest, Dark 
							Confidant, Sakura-Tribe Elder 
							Your graveyard: 
							Blackmail 
							 
							Now, as I stated before, the best play in most 
							situations would be to drop the Dark Confidant 
							because you would not need the land from the 
							Sakura-Tribe Elder. However, let’s throw an opponent 
							into the mix with the following cards: 
							 
							His field: 
							Stomping Ground,
							Kird Ape 
							His hand: 
							Scab-Clan Mauler x2 (revealed from 
							Blackmail), rest unknown 
							His graveyard: 
							Isamaru, Hound of Konda (discarded 
							from Blackmail) 
							 
							 Now this completely chances what your plan does. If 
							you take damage, you’re probably going to have to 
							worry about a 3/3 trampling Scab-Clan Mauler, and 
							possibly two the turn after that. In this situation, 
							it would actually be best for you to play the 
							Sakura-Tribe Elder. “But Shino, you just said not to 
							because I won’t get any benefit for it next turn.” 
							While that may appear so on pen and paper, think 
							about it again. Your opponent attacks with his 2/3 
							Kird Ape, and you block with your 1/1 Sakura-Tribe 
							Elder. With damage on the stack, you sacrifice the 
							Elder and gain a land of your choice. Even though 
							the land didn’t give you any field advantage, it 
							also didn’t give the opponent an advantage, which is 
							important. Remember that your opponent is attempting 
							to get the best out of the situation too. Because he 
							wasn’t able to trigger his Bloodthirst with Kird 
							Ape, you do not have to worry about a Scab-Clan 
							Mauler right away, and then you can destroy the Kird 
							Ape next turn with one of your two Shambling Shells. 
							 
							Let’s say, however, that you did decide to play the 
							Dark Confidant. Because you wanted to gain card 
							advantage, you would obviously not block with your 
							Dark Confidant and take two damage from the opposing 
							Kird Ape. Your opponent, of course, plays a land and 
							puts a Scab-Clan Mauler into play with two +1/+1 
							counters on it, to make it a 3/3. Your turn comes, 
							and let’s says you get nothing usable off of your 
							Dark Confidant and draw for the turn. You play your 
							Forest and play a Shambling Shell. You can’t attack 
							with Bob because he’ll die to the Scab-Clan, so you 
							end your turn. The opponent attacks with Kird Ape 
							and Mauler, and you block either the Scab-Clan with 
							Shambling Shell to get rid of the bigger creature, 
							or Kird Ape to get dealt less damage. With damage on 
							the stack, you put a +1/+1 counter on your Dark 
							Confidant. You take 3 or 4, and the opponent’s 
							whatever dies. Then your opponent plays another 
							Scab-Clan, just as big as the previous one. You just 
							gained absolutely nothing from playing your Dark 
							Confidant, and you’re starting to kick yourself for 
							going with that first. 
							 
							Of course, you could always throw yourself to the 
							top of your deck and try to pull a 
							Putrefy out of 
							your butt, but letting your fate go to a completely 
							random assortment of draws would give you a huge 
							disadvantage against an opponent who has his stuff 
							put together and ready to go. Try and play cards 
							that give the opponent as much of a disadvantage as 
							possible and give you a huge advantage at the same 
							time. 
							 
							This final question is probably for more 
							sophisticated players who are planning on doing 
							something incredibly difficult to win the turn, such 
							as combo out. Typically this doesn’t matter so much 
							if you’re playing a deck like Zoo, but I feel it is 
							necessary that you ask yourself… 
							 
							3. Can I manipulate the stack to my advantage? 
							 
							The stack is fun to screw around with, and if you 
							understand it backwards and forwards you'll be able 
							to grasp concepts and strategies that you didn't 
							think were possible before. Remember that everything 
							uses the stack at one point or the other (except for 
							mana abilities), so you get away with doing a lot of 
							things.  
							 
							The main thing that people don't realize is that you 
							can pass priority in the game, wait to see   
							what the 
							opponent does, and then adjust your strategy 
							accordingly. Is the opponent feeding all his 
							creatures to his attacking 
							Nantuko Husk? Just as 
							he's about to put damage on the stack, respond by 
							saying "Before damage is on the stack, I will 
							Putrefy it." Because you decided to abuse the 
							shifting in phases and wait for all abilities on the 
							stack to resolve, you managed to make the opponent 
							waste a lot of time feeding his Husk. Now let's say 
							you're playing 
							Heartbeat Maga and you currently have 
							one Swamp, four Forests (two tapped), three Islands 
							(one tapped), and a Heartbeat of Spring in play with 
							an 
							Early Harvest and a Maga in your hand. You’re 
							playing in the Mirror Match, and you know the only 
							counter in his deck is 
							Muddle the Mixture. You don’t 
							want to tap out your lands to play Early Harvest, 
							because you’re afraid if you do it’ll get countered 
							and you’ll be forced to burn for a ton.  
							 
							However, because of the tricks that you can perform 
							with the stack, you can play the Early Harvest, and 
							if it gets countered, you won’t take as much of a 
							mana burn. First, tap your two remaining forests in 
							order to play Early Harvest, floating one Green in 
							your mana pool. Before you tap the rest of your 
							lands, pass priority to your opponent. If the 
							opponent plays a Muddle the Mixture, then you take 
							one point of mana burn because you have nothing to 
							use the mana on. However, let’s say the opponent 
							cannot counter it. He passes priority back to you. 
							With priority now in your court, tap all of your 
							untapped lands for mana, which leaves you with two 
							black, one green, and four blue in your mana pool. 
							Because these are mana abilities, the opponent 
							cannot respond to them by using Muddle the Mixture 
							on your Early Harvest. Then you can untap your lands 
							with Early Harvest, tap them all again to give 
							yourself four black, nine green, and ten blue, 
							allowing you to deal exactly 20 damage to your 
							opponent with Maga. 
							 
							Always remember that the stack’s rules are meant to 
							be broken to give advantage to the people who are 
							aware of what it can do. While I’m still trying to 
							figure out if there’s a way to destroy Maga with 
							either the +1/+1 counter or damage abilities on the 
							stack (I’m pretty sure there isn’t), it doesn’t mean 
							that you can’t try and figure out something for your 
							own situations. It doesn’t have to be anything 
							difficult. The easiest trick involving the stack is 
							blocking with a Sakura-Tribe Elder, putting Damage 
							on the Stack, sacrificing it, grabbing a land, and 
							still having the 1-damage from the Elder go to the 
							creature it blocked. Everybody knows that, because 
							it’s the easiest way to manipulate the stack. 
							 
							Another situation where you have to watch your step 
							is when you’re playing against a Control Player. 
							Since they tend to counter all your threats, you 
							have a large disadvantage against them in the long 
							run. However, this can be flip-flopped if that 
							player doesn’t know what he’s doing. 
							 
							
							
							The Ill-Knowledged Permission Player 
							 
							I’m not talking about the control-player who knows 
							that your Kokusho is a threat, or that tapping out 
							for a Meloku is a bad idea when they’ve got a hand 
							full of counters. I’m talking about the people who 
							will counter the most insignificant cards that you 
							try to play against them for no real reason, and tap 
							out to play cards like Gifts Ungiven on their own 
							turn.  
							 
							 It’s not that the people are bad players. Most of 
							the time it’s because that player doesn’t realize 
							how good a card can be if used properly and just 
							throws it in the deck because everybody else does. 
							The prime-example of this type of card is 
							Remand. 
							Sure you can use it to counter a Sakura-Tribe Elder 
							when the opponent has four lands in play, but 
							there’s no real reason for it. You could just as 
							easily use the same Remand to counter a card that 
							the opponent tapped out to play such as a
							Yosei the 
							Morning Star, and you would essentially get a 
							Time 
							Walk effect because the opponent won’t have enough mana to do anything else. 
							 
							Ill-Knowledge people who use Permission decks also 
							don’t realize what cards in the opponent’s deck are 
							threats, and what is there to help get that threat 
							into play. Let’s go back to the latest Extended Pro 
							Tour Qualifier season, when Psychatog was considered 
							the best thing since sliced bread. I was playing a 
							homebrew build of Black/Green Turbo-dredge, built 
							specifically to beat Psychatog and all the counters 
							it ran. The deck was similar to Ichorid in 
							construction but without as high a level of 
							brokenness or the Ichorids. I believe all but three 
							of my matches were against Psychatog, and they 
							looked at my deck like they never saw it before, 
							because they never did (This was before Friggorid 
							burst onto the Extended scene). 
							 
							I was continuously playing cards that dredged. And 
							because the opponent didn’t know what I was doing, 
							he kept wasting Counterspells on them. My first 
							opponent looked at me like “Are you crazy?” when I 
							played a 
							Life from the Loam with no cards in my 
							graveyard, just so I could dredge it. Eventually I 
							got a
							Golgari Grave-Troll into my graveyard 
							alongside a
							Brawn, dredged back Golgari Grave-Troll, 
							and because they wasted all their counters on my 
							weaker cards, let me resolve a nice-sized 11/11 
							trampling regenerator on turn 6. Or was it turn 7? I 
							can’t remember. But I’m rambling, let’s get back to 
							what I was talking about before. 
							 
							In some cases, the reason that they are choosing 
							poor cards to counter is because they don’t know 
							what the heck the opponent is using in the deck and 
							are just going off a whim. But in the second and 
							third games of the match, there should be no excuse 
							for the opponent countering the wrong cards. They 
							should know that Sakura-Tribe Elder isn’t going to 
							win the opponent the game; it’s going to be the big 
							flying dragon that the Elder’s mana is going into. 
							While less sophisticated players may run into this 
							problem of “I don’t know what to counter”, more 
							competitive players will not make this mistake as 
							often because they’ll have seen the opposing deck a 
							million times, and they’ll know what will make them 
							lose the game if it stays around. Of course 
							competitive players will still have their occasional 
							bump in the road such as the rogue deck that is 
							built to beat the metagame. 
							 
							--- 
							 
							By learning when to time your plays just right, you 
							will hopefully exclude the need for Fancy Play 
							Syndrome, which is thinking you have to impress your 
							opponent when you don’t need to. Don’t try and do 
							something super fantastic when something shorter 
							will work just as easily. I don’t care if you can 
							cast Early Harvest four times, float 123 mana, and 
							use it all to feed a Maga. Doing so is completely 
							pointless, and just tells the opponent that you like 
							to waste your time burning through spells which in 
							the long run will give them an edge in the later 
							games.  
							 
							Just play the cards the way you need to play them, 
							when you need to play them, and to the best of your 
							ability, and you will win. 
							 
							E-mail: OrconStores@yahoo.com 
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