Attention to Detail
by Jordan Kronick
November 8, 2005
Come out Swinging
Hello there, reader.
Welcome to my first article here at Pojo. I’m going to give
you a brief introduction so you know where my advice is
coming from, and a bit of an overview of where these
articles are likely to go in the future – so you know what
kind of advice to expect.
Firstly, I started playing Magic in the misty bygone era
known as “Beta”. Oh, it was a heady time. The world was
thick with rules baggage and nobody really knew what tempo
was. We really didn’t know how good we had it back them.
Since that time I’ve continued to play the game steadily
(with a brief period of rest towards the end of the Rath
Cycle). I’ve won numerous small-fry tournaments, while
keeping myself mostly away from large competition. I’ve
always been the sort who appreciates building the deck as
much as playing it, and I’ve helped create some real
winners. I’ve also assisted in the running of events and
even judged a little. I’m currently doing almost all of my
Magic in the online world. Screenshots and replays are a
huge boon to those of us who like to analyze our decisions
and write about them.
In these articles I hope to give a view of the small things
that matter. It is my aim that reading what I have to say
will help people improve their game by paying attention to
the details that decide the game. Winning a game of Magic is
a big complicated proposition, and more goes on than just
the big trampler swinging into the red zone. There’s a lot
of decision making that happens first, and making the right
decisions can decide which side of that big trampler you’re
on.
As this is my first article here, I want to focus this week
on things that come first. The first turn, more
specifically. I suppose I should start with a big of talking
about mulligans and when to take them, but that’s more of an
issue #0. Comic book fans will know what I mean. In any
case, I’m going to take a look at every possible thing that
can happen on turn one in a Ravnica limited environment –
that’s sealed deck and draft to those of you who aren’t big
on that aspect of Magic. This also has great bearing for
people who play a lot of Ravnica in your casual games, as
many of these situations will come up. The first turn of the
game goes by real fast, and most often you’ll be dropping
your Grizzly Bears before you’ve had time to analyze what
happened the turn before. So let’s take a moment and look
around on turn one.
I’ll be sorting this into sections by color, starting with
the assorted lands that can be used for that color (as
Ravnica features some wonderful new dual lands, I’ll make
sure to examine those between the color pairs that they
exist in).
Mountain – When we’re talking about things that happen fast,
red is a good color to start with. As with many
environments, red has the most options on the first turn of
the game. When your opponent leads with a mountain, you know
a few things. First of all, in Ravnica-only (meaning, not
Guildpact or Dissension which have yet to be released), you
know that your opponent is utilizing the Boros guild. Red
appears only in one of the four guild color combinations, so
a mountain means that you can expect some Plains as well. It
means you can expect that this game will be won or lost
quickly by your opponent, and that a slow start on your part
can be lethal. Here’s the kind of things that come out of
the mountains right away in the City of Guilds.
Frenzied Goblin – It’s apt that I’m starting with this guy,
as he is positively my favorite one-drop in the set. His
ability may seem weak, but it can throw a slow player off
balance for some crucial turns. If your opponent leads with
this, there is a strong possibility that there are more
one-drops in his or her hand. Often, if your opponent drops
a very mediocre creature on the first turn, you can deduce
that it is the best (or only) one-drop in their hand. If
they had something better, they would have used it. The
frenzied goblin is among the best first turn plays for a
Boros deck, so it doesn’t tell us much except that your
opponent probably knows what they are doing.
Torpid Moloch – And then there’s the other end of the
spectrum. This creature is generally regarded as terrible,
and I agree with that sentiment. As I mentioned, the Boros
deck wants to win quickly. And while 3 power on a one-drop
is usually great for this (Rogue Elephant comes to mind), a
defender is just not going to get the job done. In the
hundreds of Ravnica drafts I’ve played in, I’ve never seen
this thing activated when it mattered. In fact, I’ve rarely
seen it used at all. Everyone seems pretty quick to
understand that he’s not so good. However, there are still a
few deductions we can make about its presence on the first
turn. Firstly, your opponent probably doesn’t have a very
good deck. That’s good news. Secondly, it’s possible that
your opponent is playing a slower red deck – which does
exist in this environment. One possibility is a red/blue
deck which breaks guild barriers to take advantage of the
incredible synergy between Drake Familiar and Galvanic Arc.
If your opponent got the right mix of cards to use that, it
could be trouble for any deck. The third thing you know is
that, regardless of what type of deck your opponent is
playing, you’re in for a slow start. All of your cheap stuff
is going to run into trouble with the Moloch on their side.
War-Torch Goblin – This one falls in the middle between the
Moloch and Mr. Frenzied. His ability can be very strong, or
it can fall extremely flat. At the very least, War-Torch
provides us with the same clues as Frenzied Goblin, when it
comes to colors. The War-Torch fits very well into a Boros
deck, where it’s speed and ability can make First Strike
creatures extra good. War Torch Goblin appears in decks of
all qualities. It’s rarity (common) means that there will be
plenty of them floating around, and nobody’s going to have
to pick them early just to get one. War-Torch’s
effectiveness is based mostly on what you do to stop it, in
the next couple turns. If your first play is a small
expendable creature that you don’t mind trading for a 1/1,
then the War-Torch is going to be just that – a simple
trade. However, if the first thing you can muster is a
creature you’d rather not lose right away, you might take
some damage before you can bring out something large enough
to live or small enough to throw away. War-Torch goblin is
an excellent reason to play an ineffective creature on the
first turn, rather than a good one. For instance, if my
opponent way playing first and put this into play and I had
a War-Torch of my own and a Frenzied Goblin in my hand, I
would almost certainly play the War-Torch first, intending
to trade them, so my Frenzied Goblin can go to work.
Boros Recruit – The fourth red one-drop, and the only
multicolored card you’ll be seeing in play on the first
turn. Boros Recruit is just behind Frenzied Goblin in terms
of its quick offensive ability, and clearly the defensive
powerhouse of the group, on the first turn. Boros Recruit
may have a strong defensive tilt, but I would never take its
presence to mean that my opponent is playing a slow deck –
as long as it’s played with red mana. The real tricky bit of
the Recruit is that it is a hybrid card. There are 4
different lands it could be cast with on turn one (counting
the red/white and white/green dual lands). Assuming your
opponent casts it with a mountain, you can apply much of the
same reasoning as with the cards above – your opponent is
likely playing a fast deck, and almost certainly playing
Boros. If your opponent uses a Plains to cast it, things are
a bit hazier. While it is a staple of red/white decks, its
strong defensive ability to hold back early attackers is
much valued by the Selenya – not to mention the early bonus
to Convoke spells. You probably won’t find out which color
pair your opponent is playing until the second turn. That’s
almost always plenty of time, but when you’re trying to
decide whether to play a more defensive or aggressive card,
knowing what your opponent is playing matters a lot.
Sacred Foundry – The first of our dual lands. Obviously, the
foundry is a clear sign that your opponent is playing Boros.
For one thing, the value of dual lands means that your
opponent almost certainly picked this card first out of a
pack, if this is a draft. It wasn’t picked up late to help
fix mana, but more likely just happened to be the right
colors for the deck. If your opponent lets the Foundry come
into play tapped, that’s a very good sign. It means that
your opponent doesn’t have any of the aggressive one-drops
mentioned above, so you may have time to mount a solid
defense against the Boros assault.
Plains – After red, white is the clear master of one drops
in constructed circles. But how well does that pan out in
limited? White is split between the Boros and the Selesnya.
A first turn Plains isn’t going to give you much knowledge
of what kind of deck to expect, without a one-drop to back
up the theory. It does tell you what not to expect though. A
first turn plains means you’re not going to have to worry
about getting decked by a Dimir force, which is an important
consideration. Deciding whether or not to use a Darkblast or
similar spell early can depend on whether or not you’ll want
to use the Dredge ability later. This kind of thinking is
important, and applies very much in Ravnica, where colors
mix easily, but guild strategies don’t.
Caregiver – Well, it turns out that white isn’t so hot in
the one-drops. In Kamigawa we had things like Isamaru to
contend with on the first turn. This guy is no Hound of
Konda. It does mean something, though. Caregiver is a much
better card (still not a good card, but better for sure) if
you have a lot of creatures to back it up. This lends a lot
of credence to the theory that your opponent is playing a
Selesnya deck rather than a Boros deck. Red/white doesn’t
have a lot of excess creatures to use, so unless they were
struggling for a 23rd card, saprolings may very well be in
your future.
Votary of the Conclave – Pretty much the same things can be
said about the Votary as the Caregiver. Both are much more
effective in Selesnya decks, and both are extremely
ineffective in Boros decks. The green mana requirement of
Votary’s ability is an almost sure sign that your opponent
is playing green as well. If not, they are playing the
absolute last card in their colors, and you could have an
easy ride through the games.
Temple Garden – The second dual land is the green/white one.
This one, like the Foundry before it, has strong
implications on what your opponent is playing, with one
small difference. I have noticed a trend that it is far more
common for a Green/White deck to splash red than it is for a
Red/White deck to splash green. So, if your opponent drops a
Temple Garden, and uses it to cast a Boros Recruit, I would
say that it’s more likely than usual that your opponent is
playing a red/white deck, with just a dash of green. If they
use it to cast another white or green spell, well we knew
they were playing those colors anyway.
Birds of Paradise – obviously this is the one drop everyone
wants to have right away. Besides the great number of
meanings it could have for the rest of the game, it is
incredibly useful – and valuable. If your opponent has a
first turn BoP, the first thing you should do is mutter
about how lucky they are. This is customary in most places.
Secondly, if you have a way of dealing with it immediately,
it is very reasonable to do so. Don’t worry that you’re
wasting your Darkblast or Sparkmage Apprentice’s ability to
kill a lowly mana producer. What you’re doing is stunting
their development, which could otherwise be very rapid. BoP
provides us no hints to what color your opponent is play, or
the quality of other possible one-drops. For any deck that
has green mana, BoP is the optimal first turn play nearly
every single time.
Elves of Deep Shadow – A lot of the same things can be said
about this set’s mana elf. EoDS has some telling signs about
what to expect, but maybe not as many as you think. The
usefulness of an early mana producer is so strong that your
opponent may very well not be playing black, and still make
use of the Elves. However, it does put a vote into the
column for Golgari. The same things can be said about early
removal and Elves of Deep Shadow. Nobody wants to see their
opponent accelerating quickly, even if it is at the cost of
one life.
Elvish Skysweeper – of all of the one drops in Ravnica,
there is none that is quick so useful in the late game as
this one. The one failing of every one drop is that as the
game progresses, a small body becomes less and less useful.
Eventually, every card listed may have to step in front of
the Root-Kin Ally that’s hurtling at you. Skysweeper,
however, is extremely good against almost any deck.
Normally, only blue and white decks have any abundance of
fliers, but in Ravnica the blue and white are split amongst
3 of the 4 guilds. And black has some of the more effective
fliers! So you it’s a good guess that no matter what else
your opponent is using, they’ve got a flying creature. Even
if it’s just a Stinkweed Imp. If you’re playing a deck that
is more heavily rooted in fliers, it’s an extremely good
idea to kill this thing before the opponent knows it. I’ve
made some bad trades early just to kill a Skysweeper because
I knew it would be a pain later on. Skysweeper is nearly as
effective in Golgari Decks as it is in Selesnya decks. While
the latter will have more creatures to throw with the elf,
the Golgari will probably have more of a problem with flying
creatures. And they’re no slouches when it comes to making
Saprolings, either.
Gather Courage – This is the only spell that you can expect
to see on the first turn, but not quite right away. If your
opponent casts one of the green creatures listed above, they
can cast this for free using Convoke. So, if they do have
one of those great green one-drops, and you decide to swing
into it with one of your goblins or whatever, don’t be
surprised if it blocks, taps itself and gets big enough to
kill your guy. I’ve lost more Boros Recruits to very large
Skysweepers than I’d care to talk about. Gather Courage is
used as much in Golgari decks as it is in Selesnya decks,
but the combination of the convoke ability (minimal as it
is) with what the one drop is (a Skysweeper for instance)
can be telling about a Selesnya deck, but by no means is it
certain. What it does tell you is that your opponent just
used 2 of their starting cards. While it may have killed one
of yours, at least that’s 2 large creatures they don’t have.
Overgrown Tomb – The third dual land has many of the same
issues as the Temple Garden. Green and black each have
another guild which they could be allied with rather than
the Golgari, so you’re never sure when this drops. If they
use it to cast a Bird of Paradise (and if they do, mutter
extra hard), their mana production ability is as good as it
can be on the first turn. However, even that has a good
side. If they have these two cards right away, it means they
almost certainly opened both of the rares. That means they
didn’t open one of the other incredible rares available to
the Golgari – like Vulturous Zombie. Of course, there’s
always a third pack. And sometimes people can be very lucky.
Thoughtpicker Witch – Black only has one creature to throw
out on the first turn, but it’s a very good creature. The
witch is quickly becoming a staple of every black deck out
there. Whether it’s being used to facilitate a milling
strategy in a Dimir deck or use excess Saprolings to ensure
bad draws in a Golgari deck, Thoughtpicker Witch is very
effective at its job. However, the one thing that you can
expect it not to do is block early. Unless you’ve got
something they really need to get rid of (like an Elvish
Skysweeper against a Dimir deck), Thoughtpicker Witch is
likely to hang out until it can be of some use, rather than
blocking quickly just for a trade.
Darkblast – Definitely the best black card on the first
turn, and probably right in contention for best thing to do
with your first mana of the game. Darkblast can kill any
one-drop there is, except for Torpid Moloch. It can be used
and reused as the game continues. It can even be used twice
in the same turn to kill a 2-toughness creature. I pick
Darkblast very high, and play it with equal zeal in both
Golgari and Dimir decks. If you lose a creature to a
Darkblast right away, you could be in trouble if you’re
relying heavily on 1-toughness creatures. However, if you’re
playing a Dimir deck, they may be playing right into your
hands. See if you can’t get them to Dredge it before you
prove that milling is the order of the day.
Watery Grave – The first thing you should ask your opponent
when they play this on turn one is “hey, did you know that
one of the columnists over at Pojo needs a few of those?”
Now I’m going to get trade spammed on Magic Online with
people wanting to sell me their Watery Graves. Oh well, I
accept tips. Anyway, Watery Grave is probably the most
likely of all of the dual lands to mean that your opponent
is playing the colors of the land. Blue splashes somewhat
well with the Golgari, but not nearly enough to be a
constant sight. If they drop a Grave, they’re almost
certainly playing Dimir. And you can almost certainly expect
to get some cards milled off your deck, this game. So hold
back on dredging!
Grayscale Gharial – Yes, that’s as good as blue gets on turn
one, anymore. Pretty sad sight. Unless you’re playing blue,
you can feel free to chuckle a little. The Gharial shouldn’t
be much of a problem for you, and it means your opponent is
really stretching to fill every available slot. Assuming
they also had a swamp in hand, this also means that they
probably don’t have a Thoughtpicker Witch to drop down right
away. So that’s good. Obviously, if they play a Gharial, you
know they’re using Dimir. No other guild has a blue portion.
Dizzy Spell – Certainly the most unlikely card on turn one.
If you play a creature on turn one and swing with it right
away, you might see this. If you do, it is much the same as
the Gharial. Laugh a bit. Dizzy Spell is no Unsummon, that’s
for sure. Unless you somehow managed to get a 3 power
creature attacking on the second turn, a Dizzy Spell right
away means your opponent is not too good. Sorry if I
offended anyone, but that is never the right play. If they
play this, not only do you know they’re using Dimir, but
probably not using it very well.
Mark of Eviction – of all the non-creature spells that can
be used on turn one, this is the most effective. The Mark is
a free play, most of the time. Unless your opponent can
sacrifice their creature before their next turn, the Mark is
just going to bounce it. It’s a slow defense, but it keeps
happening. And someone getting the Mark right away can
seriously stunt your ability to generate a force. Clearly
the best blue card on turn one.
There are four other lands that can see play on turn one;
Sunhome, Fortress of the Legion
Duskmantle, House of Shadow
Vitu-Ghazi, the City-Tree
Svogthos, the Restless Tomb
Each of these lands has some things in common. First of all,
it is a very clear signal about what colors your opponent is
playing. Secondly, it is a good sign that something is wrong
with either your opponent’s mana or their playing ability.
None of these cards is capable of casting anything on the
first turn in Ravnica, and none of them have an ability that
can be used until the third turn at least. It’s highly
unlikely that anyone would keep a hand that didn’t have any
colored mana sources, so the more likely deduction is that
your opponent has one of the new common multicolor lands.
Playing that on the second turn and bouncing one of these is
still a pretty decent way to get your mana. However, it
means the first two turns are going to be unused by your
opponent, so if you can capitalize on that, you’ll be in
good shape.
That’s it for one drops. There are other cards that can be
played on the first turn (such as Wojek Siren or the
above-mentioned multicolor lands) but all are useless if not
suicidal strategies for winning the game. I hope that this
look at the kinds of things that happen on turn one will
help people slow down and take account for what’s happening
when there’s only one land on the table – it might be more
than you think.