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DeathJester's Dojo
How to
Test-Play like a Champion: Part 2
by
Bryan Camareno a.k.a. DeathJester
August 17, 2006
Welcome back to
DeathJester’s Dojo! This week’s article is a
continuation from last week. I taught you Step 1 of
the test-playing process; now I’ll teach you Steps
2-7.
Everyone one knows I can’t stand it when people make
excuses for themselves. It seems that the players
with the greatest potential seem to come up with the
best alibis for not DOING what they should have done
to be the best. It’s not uncommon, it happens to
everyone at one point. The cure for this is to not
give yourself the opportunity to be lazy and not do
what you are supposed to do. For example, let’s say
a player wanted to win a Regional event coming up in
two weeks. He’s a confident fellow so he says that
he doesn’t need to test at all because he ‘knows’
his metagame already. Ok, so two weeks go by and all
he did was play some games here and there, confident
that he will win. Well, he goes to the Regional,
finds out that the metagame has shifted to a
different style, has different cards, AND is
completely opposite of what he expected. What can he
do now? Probably nothing because his excuse was that
he ‘knew’ the metagame so well, that he felt he
didn’t have to do what it takes to stay on top. Nice
try buddy.
There’s no excuse for you not to be testing unless
you’re living in the Tibetan mountains with Shaolin
monks. Even then you should still find a way to get
on the internet via satellite and test-play. “Where
there’s a will there’s a way” right? Exactly.
REMEMBER: Don’t be meek about it and “wait for
opportunity”. You WANT to test right? Then go out
there and seize the opportunities you have. Go out
there and create the opportunities to test with the
best in your area. Find the Emon Ghaneians and the
Anthony Alvarados in your area. If they don’t want
to test with you and give you some kind of B.S.
response, then screw them, their loss; you can find
someone else. I said, in my last article, to find
the best players AVAILABLE. I never said they had to
be the best players in the world. Sometimes even the
lower echelon of players can spark the greatest
ideas that can change the whole game. You can help
other players like yourself grow into champions if
you apply these simple methods. Take the risks and
apply those ideas in your head to real-game
situations. Einstein said “Imagination is more
important than knowledge”. Those words couldn’t have
been truer.
Step 2 requires that you gather information. This
can be painful or painless depending on how you go
about doing this. First, you can visit online
message boards or forums for information on the
metagame. Be EXTREMELY careful with this. An online
forum is a very attractive place for the lazy-minded
who would rather sit around and voice his acquired
“truths” of the game and not actually put those
“truths” to the test in real-life. Finding a good
forum is very difficult and not getting influenced
by the losers who populate them is even more
difficult. Get what you need and get the hell out.
Losers do more talking than doing. You want to take
action right? Good.
Forum info can be misleading. It’s a double-edged
sword of sorts. Some info might seem well put
together and eloquently put, yet it is total
garbage. That’s why I admonish that you PUT YOUR
INFORMATION TO THE TEST.
There are MANY places to find metagame
information
Gathering info isn’t only restricted to online
forums. You can go to various websites and read
articles written by thousands of authors. Out of the
thousands there are few that you should read of a
regular basis that will help you with very specific
needs. I’ve assembled this list in a
previous article.
To add to that list, I would suggest that you read
Jason Grabher-Meyer’s articles on
yugioh.tcgplayer.com. They are MUCH better than the
ones he does on Metagame.com. He’s an insightful
author worth reading. Absorb all of the information
and put it through rigorous testing. Be persistent
and you’ll yield incredible results.
The most basic and highly useful place to grab some
information on the metagame and deck theory is to
visit live coverage and specialized websites that
feature deck and metagame discussions. Occasionally
you’ll find some solid theory articles. Metagame.com,
Pojo.com, and Yugioh.TCGPlayer.com come immediately
to mind here. There are many more like these.
Pro is the way to go
Another way to gather information for testing
purposes is to converse with highly successful
players. Pros test too. And part of being a
professional is getting to know some other
professionals. Association is one of the most
powerful influencing forces known to man. Am I
suggesting that you can get better at the game by
hanging around who are slightly or MILES ahead of
you in terms of applied knowledge, skill, and
success? Damn skippy. By talking to and/or becomes
friends with pros or just plain better players, you
can “pick up on” styles of play, certain mannerisms,
strategies, etc. They can teach you what you need to
know just by being around them.
It’s a great idea to ask questions too. It helps
them out too if you do this. Put it this way: If you
help a better player by asking him questions about
what he does, he’ll help you out by taking you up to
his level with his responses. The better he becomes
as a result of him teaching you, the better off you
are.
As a recap, associating yourself with successful
individuals will, in fact, sky-rocket you to
success. Success breeds more success. This applies
to ANYTHING in life. Walk ‘the walk’ man.
Associating yourself with losers will send you on a
one-way trip to becoming a loser.
Other methods of information gathering
The method I personally allows me to visualize, on
paper, the metagame’s standards. I do this by
creating a spreadsheet via Excel. I won’t go into
this too much as I have an article planned
specifically to this. I can personally guarantee
that this method gives you TREMENDOUS insight on
deck statistics, structure, and why certain decks
“just win” and others “just don’t”. The best way I
know to really “put things into perspective”. You’ll
love that article.
Gathering information is such a grossly
under-appreciated and misused step to success.
Einstein did say “Imagination is more important than
knowledge”. However, you have to read between the
lines here. He isn’t saying to just dream and not
APPLY your knowledge. Imagination is what allows us
to put all the information together to be
successfully applied and constructed into a deck.
Also, all the information in the world is useless
without actually applying it to real-life.
Getting your hands dirty
Step 3: Take the information you’ve gathered to your
testing group for collective analysis. Draw base
conclusions as to what are the best cards/decks in
the pool of information you have. Then, you build
the decks and put them through a round of testing.
Thi sis where you apply your group’s specific
testing method. If you haven’t developed one, I’ll
reveal my team’s basic testing method we used when
we started. The Team Fallen testing method is
extremely effective at sharpening your skills as a
player in a relatively short amount of time.
Team Fallen Testing Methodology
My team has tried many testing method and we’ve
found on that we ultimately “stuck” to. This is the
method we developed out of necessity. We needed to
scrape the rust off of our fingers from not playing
the game for 4 months to prep ourselves from SJC
Orlando. Our showing at SJC Orlando with over 15
players is a direct result of the confidence and
skills we gained form this method. Three 4-hour
sessions using this methodology improved our skills
thousands-fold and literally ripped the rust right
off. We have since revised this methodology into a
ground-breaking testing regimen. I’ll give you the
basics:
1. This is best done with 4 or more players. Each
player sits across from each other with the decks
they have already prepared for this. Each player
must have the following items: 1) Deck 2) Paper 3)
Pen/Pencil 4) Dice.
2. Each player will play 10 games with the decks
they have chosen. During each game, both players
will keep record of how many games each one wins out
of the 10 games played.
3. Throughout the 10-game process each player must
make sure to record what the key cards were in each
game. A typical game in testing takes anywhere from
10-20 minutes a piece. A single round of testing
last 1 hour & 40 minutes to 3 hours.
4. Each player MUST keep track of all mistakes made
during each game. This is what the dice are for.
Each mistake theoretically lowers your win
percentage by a certain amount. The number of
mistakes you make PER GAME should be record right
next to that game’s LP scores. As a rule of thumb we
use: “If you make 6 mistakes in one game, you must
automatically forfeit the game.” If you’re really
good and you are absolutely sure that you did not
make a mistake, then you are free to lower this
number of mistakes to 4 or even down to 2. Make it
challenge. Make it a habit to always make the
optimal play based on the information you are given
by the field and the opponent. For more information
on this read my previous article: http://www.pojo.com/yu-gi-oh/FeaturedWriters/deathjester/2006/7-31.shtml
5. Everything here is done by paper. You are welcome
to do this by computer as well. However, this
process requires a bit of honesty and know-how.
Spotting your own mistakes is a useful skill. To
spot mistakes while playing keep in mind to core
definition of a mistake: “A mistake is any play that
is not the optimal play for a situation.” Click on
the link above this paragraph to a previous article
I wrote about this topic.
6. After each pair has completed 10 games, it is
time for the group to discuss the results of their
testing sessions. Please be sure to go over what
cards or plays gave you significant numerical,
strategical, or psychological advantages during the
course of those 10 games against your opponent
(NOTE: This is also Step 5 of the test-playing
process – Analyze and discuss results.)
7. Afterwards, pass each deck clockwise to the next
player. Each player will play with the new decks
they have received and repeat this testing process
until the deck has been passed around 4 of more
times. This can be done only twice if time is of
absolute importance.
8. After each deck has been passed 2 or more times
around the group, then it is time to gather all the
findings and discuss how improvements can be made
and decide whether the decks are any good at all,
even with improvements. This process is best done
with SJC Top 8 decks. As a good rule of thumb: Take
each of the SJC Top 8 lists and run them through
this testing process. You’ll easily be able to
determine the best of the 8 and will be able to
predict the next SJC metagame by making improvements
to these decks appropriate to the group’s findings.
(NOTE: This is Step 6 of the testing process.)
9. After discussions have been completed, the next
step is to introduce custom-made decks. Anything
from Fiends to Zombies can be introduced here. This
is where you can get creative with your ideas. Don’t
discourage any random ideas here.
10. Apply the 10-game testing method again. Make
improvements, rebuild and go again. This is Step 7.
Are you beginning to realize the full scope of this
process? It is a continuous process. Continuous
improvement; no deck will ever stay the same for
long. I’m not saying that HAVE TO put your deck to
the test. You don’t have to if you don’t want to
stay on top of the game. This has to become a
discipline. Try this for 21 days and it will become
a habit. This is what you want. There is always room
for improvement. This sets apart the great decks
from the mediocre ones. As another habit-forming
rule, apply this method after each local tournament
you attend and after each SJC Top 8 you see. Test
you deck against these decks. The metagame shifts
and play styles change. This is how you stay
current.
For this testing methodology to be truly effective,
it must be done in preparation for a larger event.
Preferably at least 1 month before the event. You
want to be done 1-2 weeks before the event so you
can rest & relax. Preparation in advance makes
sense. It leaves you with time for minor
improvements and for last minute changes to the
metagame that you can test out.
Conclusions…
You have no excuse to NOT apply this testing method.
The process I explained to you is highly effective
and very practical & organized approach to something
so broad and undefined. I’ll leave you with this
quote from Eric Hoffer is his book The True
Believer: Thoughts on the Nature of Mass Movements –
“There are many who find a good alibi far more
attractive than an achievement, for an achievement
does not settle anything permanently. We still have
to prove that we are as good today as we were
yesterday. But when we have a valid alibi for not
achieving anything, we are fixed, so to speak, for
life. Moreover, when we have an alibi for not
writing a book and not painting a picture and so on,
we have an alibi for not writing the greatest book
or painting the greatest picture. Small wonder that
the effort expended and the punishment endured in
obtaining a good alibi often exceed the effort and
grief requisite for the attainment of a most marked
achievement.”
A quote from Dan Kennedy: “I say: no one who is good
at making excuses is also good at making money. The
skills are mutually exclusive.”
This applies to TCG gaming too guys. Remember it.
Digest it.
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