Everyone has
different methods of
play testing. But,
different groups of
polyesters seem to
lead to different
results.
Some
groups consistently
come up with good
stuff, while others
always seem to be
struggling. Play
testing is a topic
I’ve written about a
couple of times in
the past. It’s an
important part of
competitive play
that can’t be
overlooked. You need
to have some solid
play testing skills
or you will likely
have difficulty at
the larger events.
Get a group of
people together to
play with. If you
can, you’d like to
get 4-7 of the best
players in your area
to work with. It may
not be possible. If
not, gather up the
next best 4-7
players that you
have access to.
Everyone involved
has to be aware of
the goals that the
groups is trying to
reach. Don’t play
cards blindly
without a purposes.
You will just end up
throwing time away.
Make sure everyone
is willing to put
time and effort in.
If someone isn’t
willing to do their
share of the work,
then something needs
to be worked out. If
nothing can be
worked out, well,
unfortunately, they
need to be left out
of the circle. It’s
like the story of
the Little Red Hen.
If they don’t help
bake the bread, then
they don’t get to
eat the bread.
Now you need to do
is gather
information on the
format you are
working on. There is
a lot information
out there. You can
do a search to find
out where hotspots
are for the format
you are working on.
Sometimes, there are
stores that have
already hosted
events with that
format you are
concerned with. So,
take those results
into account. Of
course you have
access to the
internet. You might
as well use it.
There are a ton of
message forums that
have information
and/or ideas
floating around that
can be put to use.
Magic Online also
have a bunch of
information
available. You can
usually see who the
last few winners
were in each format.
Information
gathering is very
underrated. It can
save you a ton of
time and can help
you get a clear
picture of the
format you are
preparing for.
Now that you’ve got
your information,
you have to decide
how to utilize it
and attack the
situation. The thing
to remember is that
most people that put
the effort forward
will have the same
information that you
have. So, the best
thing to do is start
with the decklist
you’ve acquired thus
far and build those
decks. Print some
proxy cards if you
need to, but get the
decks built. Let
each person in your
play group champion
a deck or two. Try
to matchup decks to
a persons play
style. You want the
best possible
results out of your
testing, so save
yourself time by
letting people play
the decks they are
likely to play the
best.
With all that sorted
out, you can
actually start
playing. Your goal
should be to play
these decks against
each other numerous
times. In a perfect
world, the round of
testing should have
no less than ten
games in every
matchup. This will
give you a clear
idea of how things
are likely to
turnout in an
average matchup. The
goal at this point
is to identify the
best two decks from
the pool of
information that the
community at large
has. The reason
being, is that many
players don’t have a
reliable testing
group, so they will
only have the
knowledge from this
pile of information.
So if you identify
the best deck
available thus far,
you will have an
idea of what lots of
people will be
playing.
To help this process
you need to look for
important pieces to
every matchup. If
you need to, keep
notes. Many times
during testing, I
will make an
announcement to the
other players
involved about a
particular card or
situation. For
instance, in game
six of our ten game
set, I might declare
that Card A is
terrible in the
matchup, because
every time I played
it, my opponent
gained the
advantaged. The
times I opted not to
play Card A, I
stayed ahead and
won. This helps for
a lot of reasons.
The first is that
when a similar
situation comes up
in tournament, your
testing partners
will be better aware
of the situation.
The other is that if
you aren’t there to
pilot the deck, the
other players will
know what to do when
playing the matchup
and it will keep
your testing results
up.
After you’ve
narrowed the pool
down to the top two
or three decks, it’s
time to start
introducing your own
decks to the testing
pool. At this point,
ideas are wide open.
You already know
what you are up
against, so that
should have you a
lot of effort. Don’t
waste time putting
things together that
you know absolutely
can’t beat the top
tier of decks. Also,
don’t shoot any idea
down at this stage
of the game. If it
looks to have any
type of legitimate
shot of beating two
of your top three
decks, it should be
looked at. You
should exercise all
options. In
preparing for a
recent event, my
group actually had a
version of every
major deck. However,
because a couple of
them came up just
short so many times,
we gave up too early
on them and missed a
chance to get a step
ahead. Fortunately,
we got bailed out,
because we did have
another deck that
was good. But we did
miss out on some
valuable play test
time that could have
helped on game day.
You also can’t let
yourself get married
to an idea. And what
I mean by this is
that if your build
of the deck doesn’t
do well and it
continually
struggles hard you
may have to let it
go. If you are
coming up just short
a lot, that can be
worked on. If you
are get steamrolled
in ten to twelve
consecutive games,
you might need to
scrap that project.
Feel free to let
your group give it
the once over. But
if it still doesn’t
come close, you need
to let it go. Face
the fact that
sometimes your ideas
won’t work. There’s
no shame in it.
That’s why you are
doing this testing.
You don’t want to
throw away a week’s
worth of preparation
time trying to get
something to worth
that’s shown zero
signs of being
competitive.
Once you’ve gotten
your new pool of
decks worked out,
your groups should
start getting
specific. Of the top
five or six decks,
you should start
looking at “what
beats what.” This
can help you shape
an idea of what the
percentages of the
field will look
like. This is
ultimately what you
want anyway, as it
is likely to help
determine your deck
choice. Once you
figure out of this
out, there’s still
another step.
You are pretty much
down to refinement
of the decks. The
thing to do here is
determine what cards
could be changed or
added that help with
the problem matchups.
You want to increase
your odds of at
least getting lucky
in those problem
situations. However,
you don’t want to
put any cards in
that weaken the
current build too
much. At the same
time, you don’t want
a card that changes
what the deck does.
You know it works
well as it is. Don’t
set yourself back
too much.
After all of this,
you should be
working to finalize
each players deck.
At this point,
everyone should be
familiar with the
format. Everyone in
the group should
have a favorite deck
among the top tier
that you’ve put
together. If you can
be at this stage
seven to ten days
out from the event,
you can spend time
trading or buying
the cards that each
player will need.
You can also get
some rest leading up
to the event. This
also gives you time
to do research on
any late
developments. This
will allow you to
find out if someone
else found out
similar information.
Maybe some group
built a deck a lot
like one of your
originals. You may
also find out about
an entirely new
deck. This will give
you time to put some
thought into that
new matchup.
Ultimately, play
testing should be
about getting you
preparing for an
event. You need to
be prepared with
information on the
field, how certain
matchups play out,
and you need to know
your deck well. Too
often, players spend
lots of time
playing, but they
aren’t focused and
that time gets
wasted. At the end
of their testing
period, their decks
are not truly any
better than when
they started. Don’t
be one of those
people. Put some
thought into the
idea. Surround
yourself with the
best players
possible. Go win
some matches!
Until next time,
DeQuan Watson
a.k.a. PowrDragn
PowrDragn at Pojo
dot com