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The Politics of Dancing
The Challenges of Assembling a Three Man
Magic Team
by Jeff Zandi
The Pro Tour Seattle season begins tomorrow.
This season's format is the
very popular Team Limited format. In order
to play at the Team PTQ,
obviously enough, you are going to need more
than your regular Sealed Deck
and Rochester Draft skills. You're going to
need a team. This can be no easy
task. If you're the best player in your
local Magic world, then you're
probably getting too many offers from too
many people to be on too many
teams. If you're NOT one of the better
players in your local milieu, there
may be no one asking you to be on their
team. The process of getting a team
together can be maddening. The real game
doesn't even begin until your three
person squad manages to get to the event in
one piece, manages to
successfully register cards for another team
to use, then manages to build
three worthwhile decks out of an amount of
sealed product that would
normally build only two decks in a singles
sealed deck tournament before
FINALLY playing some matches with these
decks. Someone brilliant once said
that "getting there is half the fun". Well,
I said that, but before me, some
other REALLY brilliant person said it. I
don't know who said it. It's not in
my edition of Bartlett's. It's funny, to me,
that in a so-called
Intellectual Sport that relies so highly on
individual play skills, the
first step to winning in the Team Limited
format is to put together a good
team of people. You have to do a kind of
dance in order to line up just the
right team for yourself without selling
yourself short or hurting anyone's
feelings. The ability to perform this little
trick successfully while
creating the greatest possible opportunity
for victory is what this Politics
of Dancing is all about. If there's any time
at the end of the article,
MAYBE I'll talk about what you actually do
at the tournament.
A LOT CAN GO WRONG
A lot of obstacles can get in the way of you
having a satisfying Team
Limited experience. The first thing is
getting three people together. A week
ago, I thought I might just have a team
lined up for the first of the only
two team qualifiers that are held in Texas
each year. It's vitally important
to have your team put together before the
last minute. Failing that, it's
vitally important to have your team put
together before you travel to the
PTQ. Plan B is where I found myself earlier
this week. On Tuesday, a
teammate let me know that he wouldn't be
available to play tomorrow.
Something about doing his taxes or washing
his hair or some such. Anyhoo,
for me and the other member of my three man
team, it was back to the lab
again. In school, I was the fat kid that
always got picked last for dodge
ball or for basketball or for whatever game
we were playing with a ball on
that particular day. I'm used to it. Still,
it's a beating. Of course, I'm
really like anyone else looking for
teammates. At the very time, I'm a
terrible Magic player and a great Magic
player. I'm such a terrible Magic
player that all kinds of people I ask would
never say YES to being on my
three man team, at the same time, I
recognize that there are lots of players
that I would rather not have on my team. If
you plan to win the PTQ, you
need a team that you can believe in. The
best scenario is very simple to
define, hypothetically. I would always like
to be the weakest player on the
team. If your goal is competitive, you want
to be the lowest ranked player
on your team. If you goal is to mentor some
players and help them get
better, maybe you would like to be on a team
where you are the best player.
If you're just going to the Team Limited PTQ
because you like to have fun,
then you just want to be a on team with two
good friends. All three
scenarios are completely acceptable and none
of them needs to be defended.
There should be no argument, however, that
assembling a competitive team is
the hardest possible option.
TIME TO HIT THE ROAD
Once you have a team, you have to get all
three of you to the tournament.
The best way to do this, of course, is to
travel to the tournament together.
Sometimes this just isn't possible. If your
three man team is not able to
travel together, make sure you have the DCI
numbers for all three people
with you. You may arrive at the tournament
site and find that the rest of
your team has not arrived yet. In this case,
having all three players' DCI
numbers with you will allow you to register
your team even before the
missing teammate arrives. If your missing
teammates fail to show up at all,
you have a serious problem. While there will
certainly be plenty of players
at the tournament in the same boat you are
in, it is far from optimal to
slap together a team randomly on the morning
of the tournament if you indeed
have hopes of winning the qualifier and
actually playing in the Seattle Pro
Tour. By the way, PTQs are a serious thing,
and if someone stands you up at
the tournament, you have the right to be
quite angry if you feel it's
necessary. You won't put up with this kind
of behavior from anyone more than
once, if you're smart.
THE DEVIL IS IN THE DETAILS
Everyone who has ever played in a regular
Sealed Deck PTQ knows how
important it is to make sure you fill out
the deck registration sheet
accurately. In a team event, the magnitude
of this important task is
tripled. In most tournaments, your team will
first receive a set of Team
Sealed product (two Mirrodin tournament
packs and four Darksteel booster
packs) for your team to register the
contents of and then to return. In most
tournaments, the cards your team will
actually build decks from and play
with will be a set of cards that another
team looked at first and
registered. When your team registers the
first set of cards that you
receive, make sure you sort the cards in
alphabetical order by color. Do
this separately for Mirrodin and Darksteel.
Sorting the cards, besides being
a required step by many tournament
organizers, is a good way to keep from
making mistakes when you register the cards
on the decklists that will be
provided to you. In many cases, the
slightest mistake made on your team's
deck registration sheets can cause your team
to receive a game loss penalty
in the tournament. When you receive the set
of cards that your team will
actually be playing with, the first thing
that your team should do is to
verify that the registration sheets you
receive matches exactly the pile of
cards that you receive. After your team has
built three decks and assigned
them to the individuals that will be playing
them, each player will fill out
a separate Mirrodin and Darksteel Sealed
Deck deck registration form
including all the cards in that players deck
and sideboard in the TOTAL
COLUMN on the sheets and noting the basic
land and cards in the main deck in
the PLAYED COLUMN. It is important to note
that every card provided to your
team MUST be registered on someone's
decklist, even if it is a sideboard
card that will most likely never be used
during the tournament. When your
team's decklists are complete, each teammate
should double check his own
deck registration forms, and then check each
of the other two deck
registration lists. The reason is simple.
Any mistake on any of your team's
deck registration sheets could result in a
game or match loss penalty.
BUILDING AND ASSIGNING THE DECKS
Congratulations, you successfully got your
team to the tournament, you
managed to register a set of cards without
messing up, and it looks like the
cards your team has received to build with
matches its registration sheets.
Now all you have to do is build three really
good decks and match them with
the players that will use them in the
tournament. This is the first time
that your trio's teamwork will truly be
tested. Chances are one of the
people on your team is a stronger Limited
player than the other two. You
need to trust this player and let him take
the lead to a certain extent
during the deck building process. First
things first, lay out all the
PLAYABLE cards by color so that you can see
the names of each playable card.
If two out of three of your team thinks a
card is playable, then it is. If
two members of the team think a card is not
playable, then put that card in
the non playable pile. There are lots of
different ways to decide what goes
in each deck. Some people like to build one
deck with nothing but the best
possible cards, then try to build the two
other decks out of the leftovers.
Similarly, some teams like to build three
decks of three different power
levels and assign them to the team members
inversely with respect to their
play skills. Best player receiving the
weakest deck, worst player receiving
the best deck and the middle child receiving
the middle deck. This approach
was once popular among the pros, but I don't
think this is true any longer.
Now days, I believe the best approach is to
create THREE GOOD DECKS to the
ability that the three of you are able. The
time limits for building these
decks is very short, so it pays for your
team to be bold and get three basic
decks put together as quickly as possible.
Don't constrain yourselves to a
belief that the initial build of these decks
is the final word, because you
will spend the rest of your time tweaking
these decks right up to the time
that you are required to turn in your
decklists. Make sure that the three of
you are NOT building three independent decks
with the thought of playing the
deck that you are initially building. This
approach leads to very mediocre
deck designs and often hurt feelings when
one player thinks a teammate is
hogging all the good cards. It is far better
to work together to build three
good decks. Only when your team is happy
with the decks you have built is it
time to decide who will play which deck. At
this point, I like to let the
least confident player to pick the deck they
feel the most comfortable
playing. After the first deck is chosen, it
is usually easy for the two
remaining players to work out which of the
remaining two decks they should
play. When a player and a deck are united,
it is fine for the player to make
one or two card changes to the deck if they
feel strongly about the matter.
However, if you have worked together well as
a team during the deck building
process, you should expect that the three
decks will be played primarily in
the form that the three of you agreed on
together.
JUST WIN BABY
Now that you have your team AND your decks,
all that's left is winning some
matches against your opponents. There's no
time here to discuss much about
the three on three team Rochester draft that
awaits the two best teams in
the PTQ, but I would advise the best Limited
player on your team to take the
leadership role in the Rochester draft.
Allow your best Limited player to
STRONGLY ADVISE you on each of your picks
(non verbally of course) during
the Rochester draft. Your chances of coming
up with the winning decks is
much better if you do. When you draft in a
Team Rochester, remember that you
will have only one opponent with the deck
you are drafting, so try to
remember what your opponent is taking during
the draft. You don't care
NEARLY as much about what the other players
on the opposing team is
drafting.
AND NOW, A WORD ABOUT STANDING UP TO THE MAN
By way of a post script, I'd like to mention
a cause that means something to
me. The recent problems with Magic Online
have been very serious. There is a
sentiment among many that nothing can be
done about Magic Online's
choke-hold on our emotions and our wallets.
Something to do with how Magic
is a monopoly run by WOTC that we players
have no say in. I ordinarily agree
with this sentiment. Today, after several
crashed drafts during the week, I
find Magic Online running the real server
but with no tournaments available
to play in and without the Online Store
operating. While I realize that WOTC
wants Magic Online up and running as much as
any of us do, I think it might
be time to show the leadership at Magic
Online that the consumers have their
futures in our hands. Beginning today, I am
pledging to stay off of Magic
Online for one week. I will not attempt to
log on to Magic Online until
Saturday, April 17th. While sending a
message, I believe those of you that
go with me on this little sit-out will also
reduce the traffic on the
servers in order to HELP WOTC get their game
working better. They obviously
want to get things fixed as quickly as
possible. What is NOT obvious is
their recognition of their responsibilities
to we consumers. I'm out. I want
to play online, but I won't try, not for one
week. You may want to email
techsupport@wizards.com and let them
know that you're doing YOUR part to
help the software get better by staying away
from their game for a week.
One week later, you may decide you don't
need the online game at all.
As always, I'd love to hear what YOU think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@thoughtcastle.com
Zanman on Magic Online
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