Attention to Detail #2
by Jordan Kronick
November 14, 2005
Way Down the Line
Hi folks. Welcome back
for another exciting installment of Attention to Detail.
This week I want to talk about some very elementary stuff. A
lot of people reading this are just on the cusp of moving
from being a purely casual player to trying their hands at
drafting and other tournaments. Well, this week is for you.
I want to go over some of the various things you’ll hear
about happening during a draft but may not recognize. You
might find that some of the most basic drafting skills are
things you do already – you just didn’t know it. And for
those of you who are already seasoned veterans of the draft
queues and Friday Night Magics of the world, it never hurts
to brush up on the fundamentals.
As I write this, I’m just coming off of a loss on Magic
Online. As such, I’m being extra critical of myself and my
drafting abilities. Nothing brings things into clear focus
like getting pounded into the dirt, 0-2. There’s always a
bright side though. Learning from your mistakes is the only
way to improve your game, after all. Nobody gets by without
a single error, whether it’s in the draft or in the games.
My draft deck today was actually pretty good. It was a
Ravnica draft, and I decided to go for a very sharply
aggressive Boros deck, managing to get 3 copies of Galvanic
Arc. Ordinarily, I would call that a great deck. But today I
lost in the second round, completely destroyed by a deck I
should have seen coming. How so? I saw all the pieces of it
forming during the draft. As I built my Boros machine, I was
watching the cards that would make up my opponent’s decks go
by. So when my opponent tapped 7 assorted islands and
swamps, I knew what was happening. He had drawn the Szadek
that I saw pass by while I picked up another Galvanic Arc.
When you’re drafting, it’s very tempting to allow your
vision to gravitate only to cards that fit your colors. On
Magic Online, it can be extremely easy to just ignore cards
that don’t fit your deck and quickly click the card you
want. This happens especially often in the first pack.
Sometimes you’ll open a really great rare and there’s no
question that you’ll be drafting it. But wait – take a
moment. The first lesson today is that it’s important to
look at the things you’re passing. Before we ever get into
talking about the signals your opponents are sending you, we
have to talk about the signals you’re sending to them. The
easiest way to talk about sending signals is to speak very
abstractly. So let’s say you open your first pack of Ravnica
– and staring at you in the face is a shiny foil Watery
Grave. Now, I haven’t checked the Trading Post in the past
couple days, but I’m guessing those have a value somewhere
in the range of 30 tix. Unless you’re independently wealthy,
there’s no reason to pass this. Even if you win the whole
draft, the prizes might not be worth as much as this one
land. Now that you’ve decided what you’re going to take,
give yourself some time. Look at the rest of the pack. Let’s
say that there’s a Vedalken Entrancer in there. This card is
very highly valued in Ravnica drafting, and with good
reason. It is the cornerstone of the Dimir milling
archetype. If you pass that to your opponent, they’ll have a
pretty easy time deducing that you’re not going to be
playing Blue/Black. They may notice that the missing card is
the rare (your Watery Grave), but they’ll have no
information about what you took other than its rarity. So,
let’s leave the guy next to you to mull over his pick for a
moment and go to what’s happening with the rest of your
picks.
You’re very excited about your new Watery Grave, but here
comes the second pick. Now, let’s say this pack is very wide
open. No bombs are standing out, but there are some clearly
decent cards. It may be tempting to pick something
blue/black, all things considered. After all, that’s the
color of your shiny land. However, you need to consider what
you sent to the left. If you just passed a Vedalken
Entrancer, then you are sending the person next to you a
signal that you are not going to be playing Blue/Black. And
if they start picking those colors, then you could be
getting very poor picks in the second pack (when that person
will be passing to you). Now, this is especially dangerous
if the first signaling card you passed was extremely potent.
Some cards will be a signal that is so strong, even a very
poor showing of other cards will not dissuade the person
next to you. Vedalken Entrancers can be like that. Suppose
the person next to you picked an Entrancer out of their
first pack, and now they’ve got a second. They are now
firmly entrenched in a Dimir milling strategy. It may not
matter to them if the quality of the blue/black cards starts
decreasing sharply, because they’ve got a very good start.
And by the time they finally recognize that the blue/black
is being cut, it may be too late for them to switch to
something else.
Confusing? It makes more sense when it’s happening. These
are all concepts that we all do automatically. Recognizing
the instinctive behavior and shaping it is how you move from
just lucking your way through a draft to making your own
luck. Let’s go back to the guy to your left and inhabit him
for a moment. Let’s say his first pick was not a Vedalken
Entrancer, but something more neutral. Let’s say he picked
up a Disembowel. It’s a good card that fits into two
different guilds and is easily splashable. Now he sees his
second pick coming. The rare is missing from the pack, and
the best card to his eyes is that Entrancer. Now, when you
see a pack come to you and the rare is missing, don’t just
say “aww, I wanted another rare” and move on. Take a moment
to think about what that means. Look at the rest of the
cards in the pack and remember that the rare is not always
the best card. What remains can be very telling about what
might have been taken. For instance – if there is a Vedalken
Entrancer in the pack, then you know a couple things about
the rare. Either it is not blue or black, or it is blue or
black and of a higher quality than Vedalken Entrancer. Of
the Dimir cards which I would pick over an Entrancer, only
Circu, Dimir Lobotomist and Glimpse the Unthinkable leap to
mind. Of course, there are a few others I would pick on
money value or perhaps I’m just not thinking of them, but
this gives us a good place to start. Since there are not
many Dimir rares that are of a higher quality than the
Entrancer (which, as said before, is very important to any
Dimir milling deck), there is an excellent chance that your
opponent picked something non-Dimir. After all, three
quarters of the cards in the set aren’t Dimir. So, if our
friend to your left takes the Entrancer here he is setting
himself up well. He can guess that the person to his right,
who will be feeding him for 2 of the 3 packs in the draft,
is not playing the same colors. So the chances of another
very decent Dimir card coming through are greatly increased.
That’s the kind of decision making that could be going
through your opponent’s mind. So when you pick that Watery
Grave, make sure you know what else is happening in the
pack. When you take the rare, you’re saying more than you
might guess. Of course, if you did take the foil Watery
Grave, there’s a good chance everyone knows about it because
you may have just typed or said “oh my god I just opened a
foil Watery Grave”. In which case, there’s a whole other set
of decisions the other players have to make. Like whether or
not to jump you in the parking lot when you try to leave.
So – although you may not have known you were doing it, that
is signaling. It is at the core of every well-played draft.
Sometimes your luck with opening huge bombs can carry you
through, but most of the time you need a little help.
Baseball fans will know what I mean. Paying attention to
signals is playing “small ball” - which is to say that
you’re trying to advance runners and get hits. Opening a
huge bomb and sweeping the draft with it is playing “long
ball” – nothing but home runs and razzle-dazzle. Any good
coach will tell you that more games are won with the nuts
and bolts than the big hits out of the park. So what are the
other nuts and bolts that we need to look at?
Let’s talk basic Ravnica draft deck construction for a
moment. I’ve played something in the range of 200
Ravnica-Ravnica-Ravnica drafts since the set was released, a
little over a month ago. I’ve won a good deal of those, and
I use the same numerical system to construct my deck, every
single time. I play 23 spells and 17 lands. Every single
time. Now there are a lot of people out there who will say
that sometimes a deck only needs 16 lands. I have found it
to be my experience in Ravnica drafting that if your deck
has such a low mana curve (which so to say the average cost
of your spells) that you only need to play 16 lands, you’re
probably dead in the water to begin with. Another time when
people say 16 lands is appropriate is if you’re running at
least two of the guild Signets. I think this is also
hogwash. Signets are something which I would almost never
run more than one of to begin with, unless my deck had a
very high mana curve. And if it has that, then I don’t want
to be running 16 land to begin with. I’m sure I’ll get a lot
of disagreement on this stance, but it’s how I feel and it’s
done well for me.
Another important factor in deck construction after a draft
is how many creatures to play. When you’re picking your 23
spells, it’s not just a matter of picking the 23 best ones.
If you do that you could end up with way too many or way too
few creatures – though way too many is definitely rarer. I
like to have something in the range of 14-18 creatures in my
Ravnica decks. There is an abundance of good non-creature
cards in the set, so it’s unlikely that you’ll ever end up
running 20 or more creatures. Sometimes you may need to run
a sub-par creature in place of a slightly better spell, just
because you need to make up that number. In the end, that
strategy will pay off more often.
Lastly is your mana curve. Depending on other mana fixers in
your deck (such as Farseek, Elves of Deep Shadow or
Signets), the best number for your curve to be thickest is
either three or four. This will ensure that you can apply
early pressure but your cards will not be completely
outclassed in the late game. If your deck has way too many
huge casting cost cards, then you’re never going to be able
to stop an early attacker before it’s too late. And in a
format where Watchwolf is always a turn 2 possibility, it’s
important to have a way to deal with it or at least stall
it. This is where sub-par creatures can come in. Sometimes
you’ll have to pull something big and powerful like a Siege
Wurm to throw in a lowly Benevolent Ancestor. The Wurm is
going to win you games, but the Ancestor is going to make
sure you don’t lose. And balancing between those two is very
important, of course. It’s basic offense and defense. You
can’t have all of one and none of the other.
That just about wraps up my first lesson on the basics of
drafting. I strongly advise anyone who’s interested to give
it a shot. It may seem daunting at first, but it’s the most
fun you can have with a few packs of cards. And never be
afraid to ask for advice, either. If you don’t know where
else to turn, try me. The best way to talk to me is to say
hello on Magic Online. You can find me under the username
ChainMaster. I’m always willing to talk a little about
drafting strategy, and eager to hear any feedback you might
have.
Before I go, I wanted to cover something that I missed last
week. In my exhaustive look at the things that can happen on
turn one, I completely forgot about the artifacts. So here’s
a quick look at the 1-drop artifacts of Ravnica.
Peregrine Mask – This card is mostly junk. I’ll say that
right off the bat. The problem comes with the inability to
remove it, sometimes. However there is a deck where it is
incredible and you need to be on the lookout for it. I’m
talking, of course, about the Concerted Effort draft deck.
That one card combined with the Peregrine Mask can turn a
bunch of lowly creatures into a vicious army that is very
hard to fight. So if your opponent drops a Peregrine Mask
using a Plains, it’s a good bet that that’s the way things
are going. There are enough first striking and flying white
creatures that it is unlikely that they would use a
Peregrine Mask without the Concerted Effort.
Terrarion – Some people swear by this Chromatic Sphere
wannabe. I dislike it. Even when I’m playing a 3-colored
sealed deck in Ravnica, I dislike it. It tells you two
possible things when your opponent plays this on turn 1 –
either they have a mana base that is unsteady and they feel
the need for a little fixing or they needed a 40th card in
the their deck. If the first is true, it’s very likely that
they are playing 3 colors at least. If so, it can be very
hard to predict what will happen next. Between there colors
in Ravnica there is a lot of shared ground, and you never
know which way the draft leaned for them. If it appears to
have been used simply as a 40th card, well that’s alright.
It just means you’ve got one less spell to worry about.
Voyager Staff – This card can sometimes be effectively used
to stop Auras, but that’s a sideboard function. If your
opponent drops this on turn one of the first game, you can
be pretty sure that they’ve got some kind of come into play
effect to abuse with it. There aren’t many of those in
Ravnica, but those that exist can be pretty nasty. If your
opponent appears to be playing black/blue, then the Staff
could very well mean that Vedalken Dismissers or Keening
Banshees are in your future. Either can be very disruptive
when reused. The staff is not always a good inclusion in a
deck, but I’m becoming more and more a fan of it. I think
that as we see more of Ravnica block, it’s value will
increase.
That’s all for this week. I hope you learned something, or
possibly relearned something. It’s going to get more complex
from here on out, but it’s important to start with the
basics. Until next time, may your second picks be telling.