Tuesday, April 24, 2012

Review of Jaddi Lifestrider * You have to struggle to find anything good about this card.


I have a few complaints about this card.  For example, it is essentially a defender, but it does not have defender written on it.  That is sometimes cards with defender are worth playing even though they can’t attack because there are cards that say, “Creatures with defender have…”  Also, tapping a creature to gain a mere 2 life, which is roughly it’s ability, is just plain worthless.  Taping creatures leaves you open for attack, and unless you have a card that untaps creatures, there is really no redeeming aspect to this card other than that it put an artist to work, and a logician to work.  Hey!  They can’t all be good cards.  You would need several cards that untap all of your creatures to make Jaddi Lifestrider even close to being worth it.
If I remember correctly, Jaddi Lifestrider was in my first deck.  Back when I was completely clueless.  I can’t say that I know everything now, but after getting whooped a few times with this card in my deck, I took it out.

Vastwood Gorger ** Not one of the better Wurms.


Though in reality, parasitic worms are perhaps one of the things that frighten me the most, in MTG wurms are often great for taking out opponents.  There is nothing really special about this card other than that it is a wurm, such that I might hope for a card that specifically boosts wurms comes out, and I will have done good in saving it.  However, Vastwood Gorger is most certainly not one of more mana cost effective and damaging wurms.

Review of Craw Wurm ** Not one of the better Wurms.


In my opinion, Wurms represent some of the best creatures in the game, but of course some are better than others.  Craw Wurm is not a very good creature.  However, I am still holding onto my Craw Wurm because one day I might come across a card that gives wurms special abilities.  Thus, by having several wurms in my deck, it would increase the chances that this card might be a good one someday.

Monday, April 23, 2012

Titanic Growth *** A good card for combos.

Play this one with say, Might of the Masses, and Prey’s Vengeance, and now your are getting somewhere.  Combine it with a creature that has trample, and now you are really getting somewhere.

Might of the Masses *** A good card for combos.


Especially with playing green monocolor, it is very reasonable to consider that you will probably likely have 4 creatures on the battlefield, making this card entirely worth it, especially if you combine it with something like Prey’s Vengence.


Mirran Mettle * I don’t recommend metalcraft.


This card does not have much to offer.  +2/+2 is practically worthless.  And, I have never been successful at using metalcraft.  That is if you have 3 artifacts out, then you have probably  spent too much mana, or too much of your hand size, or too much of your deck in order to get all 3 on the battlefield.  There are simply too many ifs when using metalcraft.

Prey’s Vengeance ** A good card for combos.


+2/+2 is not really enough power to do significant damage to an opponent.  This card is good to combine with other cards that boost power and toughness.  Because it has rebound, really what you get is +4/+4, which is enough to do some damage, but if you combine it with something else, you can inexpensively give someone a huge wallop.  The greatest problem with this card is that it takes more than one turn up.  That is, some cards can give +4/+4 on a single turn, rather than spreading it over 2 turns.  Thus, the two turn factor means your opponent has an extra turn to give you a wallop.

Untamed Might *** Good offense, but not defensively minded enough.


There are definitely some uses for  this card.  For example, if you have a card with trample, you can beef untamed might, such that it beefs the card with trample and really give a player a wallop.  The problem with this card is that you have to pay for it to do its beefing and that can leave you open for being attacked on the next turn.

Review of Living Destiny * Practically, a waste of a tree.


In a Commander game this card is simply not affective.  Generally, it is a bad idea to include many creatures that cost more than 6 mana in your deck.  Thus, already since this card has to be used in connection with another card, you probably don’t want to reveal a high mana cost card and telegraph a way for your opponent, such that he or she can prepare to combat it, and it is likely that you won’t be gaining more than 6 life for having it.  In my opinion, gaining 6 life for telegraphing a 6 mana creature is practically worthless in a game of Commander.  That is, you can probably figure that you will at best gain 6 life on average if you use this card, and that isn’t cost effective at the cost of 4 mana, especially since that amount of life is often inconsequential.
So, why do I give this card even one star?  Because it has artwork on it.  MTG employs artists, which means people get to work.  So, James Ryman, an artist got employed.  Big deal right?  That is but one person right?  Well that is one way of thinking about it, but when you consider the number of artists that have been employed since MTG started making cards, really what you have is a business that does a fine job at promoting the arts.  It’s a pretty picture.
A second reason why Living Destiny deserves one star is that it puts logically minded people to work as well.  Even though the card isn’t that great, there has to be some dead ends in MTG or else it would take a lot of fun out of the game.  Thus, the person that uses a card must decide if it is a good card.  And, someone that is well versed in logic had to come up with the idea for the card.

Review of Slice of Twain *** Though green destruction cards are rare, this one still isn’t a great one.


The first thing that might occur to a reader is, “Why didn’t I rate this card lower?”  The answer is that the color green, if you are playing monocolor, is in short supply of cards that can get rid of opponents cards.  However, I do think green has better choices, such as Naturalize, which costs only 2 mana.  If you are being obstructed from attacking an opponent via an artifact or enchantment, and absolutely must get rid of it, I recommend aligning your cards to wipe out your opponent on the last turn, and then Naturalize his or her artifact or enchantment.  Thus, Naturalize is a last turn card in my opinion.  So, then, what is wrong with Slice in Twain?  The answer is its mana cost.  If you are removing a card, then you may want to play something else on your last turn.  Since, Naturalize costs 2 mana, it is likely that you will be able to do that.  However, with Slice of Twain, it is much less likely that you will be able to destroy the target artifact or enchantment and play another card at the same time because it costs more to play.  Also, as I said, Naturalize is to be thought of as a last turn card, such that one should not be thinking of drawing another card on their last turn in such a situation, as that would be pointless if your opponent is already dead.

Review of Drove of Elves * Don’t Misread This Card.


Permanents are inclusive of tokens and lands, as well as some other types.  The key ingredient for discerning what a permanent is that it remains on the battlefield, unlike sorceries and instants, which are not permanent.  That said, Drove of Elves is a force to be reckoned with, especially if you give it something like trample or make it unblockable.  However, be aware, there are people out there that have made mistakes with their assessment of how Drove of Elves ability works and published them on the internet.  I had this trick pulled on me: A person that I was playing pulled out their portable internet device and showed me a website that said basic lands aren’t permanents.  Not having a ready response, I accepted the false information and lost the game, which to me is no big deal.  However, what I did is to go home and check to see if that website on the internet was correct, and it wasn’t.  That could have lost me the game.  Next time, I will come prepared with a printout of how this card really works that can be referenced in the comprehensive rulebook, so the same mistake is not repeated.

Lands are colorless permanents.  Sorry, about the mistake.  This card is not nearly as good as I had thought it was.  The new review here subtracts 3 stars.  Someone called me on it, and showed me the ruling by an official judge and I was flabbergasted. 


Review of Krosan Drover **** An Excellent Card for Crippling an Opponent.


Krosan Drover is an excellent mana acceleration card, especially toward the end of the game if you have 8 mana and 2 creature cards in your hand that cost 6 mana.  That is normally to cast these two six mana cards it would of course cost 12 mana, but with Krosan Droer, it only costs 8 on a single turn.  It is not the only card that does this though.  And, it is not the most cost effective card that does this.  When playing this ability, the idea is that it is to be used more than once.  It is a very effect card to have if you have a Commander that costs 6 or more mana.

Situations where you might have 12 mana are likely to be few.  However, having 8 mana to work with, and using it to play two cards that cost 6 mana is a very realistic goal with Krosan Drover.  Also, that its ability is not an activated ability makes it somewhat safer.  You won’t have to worry about something that can take away activated abilities because it’s ability is not an activated ability.  Another advantage of a card like Krosan, like any good card that doesn’t have much power or toughness, you can beef it with an umbra or something, and slam someone with a sneak attack, as if you where playing a huge card with haste.  Thus, this card works great in a deck that has several hard hitting high mana cost creatures.

Review of Wirewood Channeler **** Excellent Mana Acceleration if You Are Playing Elves


Wirewood Channeler has a great activated ability.  There are a few cards out there that can beat it, as far as what it is capable of accomplishing with its activated ability and its mana cost.  That is why it is not a 5 star card.  I would definitely recommend this card for someone playing Commander who has 20 or more elves in their deck because essentially a deck has to have a lot of elves in it to make this card worthwhile.  That is, to put out Wirewood Channeler without another elf is not cost effective with respect to mana, and is not recommended.  However, if you have 2 elves out, then Wirewood isn’t such a bad deal, but if you have 3 or 4 elves out, you can get really cookin’ with Wirewood Channeler.  Paying 4 mana to get 3 or 4 mana for an activated ability is a good deal, and that is primarily how I use Wirewood Channeler in my deck.

Thursday, April 19, 2012

Momir Vig, Simic Visionary – Commander (EDH)






I have struggled with the use of Momir Vig quite a bit as a General/Commander. I have blogged on Momir Vig before. However, that was before I had won a game with it. I have struggled to find a strategy that is good for this general, and this one is the best I have been able to think of, and that includes searching for big green creatures.


1. Playing Momir Vig requires that you have a lot of creatures in your deck. If you don’t have a lot of creatures in your deck, then you risk not being able to use Momir Vig’s special abilities, where using a Commander’s special abilities is practically the point of this variant.


2. Usually, if you use Momir’s green ability, you give a huge telegraph to your opponent about the strategy you are using. You do not keep your opponent guessing. Thus, if you are playing regular green cards, your strategy is made readily available to your opponent, and it is practically impossible to win.


3. Not only that, but it becomes very difficult to increase the amount of lands you have past 5 if the card you are drawing is always a creature.


4. With the blue ability, it is also known that there aren’t too many good blue creatures. So, if you load your deck with blue creatures, essentially you are loading your deck with junk, and you sure aren’t going to win that way either.


5. However, there is the option of playing blue/green creatures, where one can first search for a card, using the green ability, and take it to their hand in the same turn, using the blue ability. That is my solution to the dilemma of playing Momir Vig, to play many blue/green creatures, such that I will always have one in order to search for a really good green creature, as green creatures are often very good.


6. Also, I tried to keep my blue/green creatures to cost 5 or less mana, such that I can generally play more than one of them a turn. For example, if I have a 2 blue/green creatures that cost 2 mana, I can play them both, and also very importantly, I won’t be depleting my hand.


7. Though in my opinion, Momir Vig is not one of the best Commander’s right now, there is always the possibility that new cards may be created that will make Momir Vig a good Commander to have in the future.


8. Land


20 Basic Islands


25 Basic Forests


Total lands: 45


9. 20 Blue/Green Creatures (These creatures generally have a lot of writing on the card, and aren’t commonly used. Thus, they are good for confusing an opponent.)


a. Momir Vig, Simic Visionary


b. Sturdy Hatchling


c. Simic Guildmage


d. Jungle Barrier


e. Assault Zeppelid


f. Trapjaw Kelpie


g. Wood Sage


h. Shorecrasher Mimic


i. Gaea’s Skyfolk


j. Jhessian Infiltrator


k. Slippery Bogle


l. Elvish Visionary (actually a green creature, but works like a blue/green creature in this deck)


m. Pygmy hippo


n. Vedalken Heretic


o. Groundling Pouncer


p. Winged Coatl


q. Selkie Hedge-Mage


r. Coiling Oracle


s. Grazing Kelpie


t. Nulltread Gargantuan


10. 14 Green Creatures (This is not to suggest that these are the best available for the job.)


a. Fyndhorn Elder


b. Greenweaver Druid


c. Dryad Arbor


d. Copperhorn Scout


e. Witherscale Wurm


f. Kalonian Behemoth


g. Silvos, Rogue Elemental


h. Gigantomancer


i. Kozilek’s Predator


j. Baloth Woodcrusher


k. Seeker of Skybreak


l. Bellowing Tanglewurm


m. Wall of Brambles


n. Elvish Herder


11. 8 Enchantments (This is not to suggest that these are the best for the job.)


a. Wild Growth


b. Boar Umbra


c. Drake Umbra


d. Narcolepsy


e. Protective Bubble


f. Shimmering Wings


g. Legacy’s Allure


h. Cloak of Mists


12. 8 Blue Creatures


a. Minamo Sightbender


b. Metathran Soldier


c. Zephyr Sprite


d. Flying Men


e. Thalakos Deceiver


f. Cloud Sprite


g. Cytoplast Manipulator


h. Wall of Frost


13. 2 Artifacts


a. Palladium Myr


b. Reinforced Bulwark


14. 3 Instants


a. Time Warp


b. Mana Short


c. Distortion Strike

Tuesday, April 17, 2012

5th Commander (EDH) and Probability for Deck Construction: Adding Fractions


Consider that in all the scenarios of types of cards you have, the total amount of cards should equal 1.  That is, when making a deck, the fractions of a deck’s constituents should add up to 1.  There are many ways to achieve this. 
For example,
1/10 + 1/10 + 1/10 + 1/10 + 1/10 + 1/10 +1/10 + 1/10 + 1/10 + 1/10 = 10/10 = 1
Thus, in the above scenario, there would be 10 different kinds of scenarios.

Another way to achieve this is as follows:
Since 1/10 + 1/10 = 1/5
It is thus that:
1/5 + 1/10 + 1/10 + 1/10 + 1/10 + 1/10 + 1/10 +1/10 + 1/10 = 10/10 = 1
Or 9 different kinds of scenarios.

Also,
½ + 1/4 + ¼ = = 4/4 = 1
Or 3 different kinds of scenarios.

If the fraction 1/3 is used, then one thing that can be done is
1/3 + X = ½
Thus, X = ½ - 1/3 = 3/6 – 2/6 = 1/6
Thus, 1/6 + 1/3 + ¼ + ¼ = 1
Where 1/6 equals 99*(1/6) = 16.5 cards.
This allows for 4 scenarios.



4th Commander (EDH) and Probability for Deck Construction: Applications of the fraction 1/10.


1/10
1/10 is roughly equal to 10% of 99 cards.  10% of 99 cards is roughly equal to 10 cards.  This is also an extremely useful fraction.  A situation where such a fraction might come in useful is Auras or Equipments.  For example, if you are playing a green deck, it is generally difficult to remove certain cards from play, and you might want to be able to equip a card with something such as deathtouch, such that you can get an opponent’s cards that are blocking your way into their graveyard.
When I play Commander, if I use the fraction 1/10, I find it is generally most useful for a scenario where I might want to get one of a certain kind of card in a game.  For example, if we consider Equipments as 1/10, then you probably won’t have any in your opening hand.  However, you may not need any in your opening hand.  In fact, it is most probable that you won’t see a single Equipment where there are 10 in a deck until the 4th turn.  On the 4th turn, you will probably have 10 cards in your hand, and thus 10% of 10 cards is 1 card.  

3rd Commander (EDH) and Probability for Deck Construction: Applications of the fraction 1/5.


Hopefully, you don’t try to rig your deck through cheating.  This is for the people that are interested in making their MTG a game of chance.  It’s only natural to want to select certain cards, and often cards can be grouped, such that in a 100 card Commander deck, or any deck for that matter, there are certain formulas that can be used to determine things such as how many lands one is likely to get in their opening hand, or how many elves one is likely to have by turn three.
1/5
Let’s start with the basics.  The first blog was on the fraction ½.  Now, we will start with the fraction 1/5.  In a Commander deck, there are 100 cards and a Commander.  Consider that 99 cards might as well be 100 cards.
Where might this fraction, 1/5, be useful?  1/5 is useful for any number of scenarios.  For example, you might want to have 1/3 mana, but 1/5 mana accelerators.   That is, if you have 20 out of 99 cards, that fraction is equal to roughly 1/5.  Keep in mind this is probability so the fractions need not be exact, and one should round numbers where it is appropriate.  For, example, just because one can use a rounding technique doesn’t mean that it should be used.
Consider this, if one in every 5 cards is a mana accelerator, then you have a 20% chance of drawing a mana accelerator.  In an opening hand one has 7 cards.  Thus, because 7>5, chances are you will have one mana accelerator in your opening hand.  The formula would be 20/99*7=1.4 mana accelerators.  Thus, since 1.4<1.5 it is probably best to consider that you will probably only have one of these cards.
First, consider 7 or 8 cards.  If 1 out of every 5 cards, or roughly 20% of your deck is mana accelerators, you can multiply 7 or 8 by 1/5.  In the case that 8 cards are drawn, 20/99*8=1.6.  Thus, in that situation it is likely that you will have 2 mana accelerators through rounding.
Consider on turn 1 you have ~1 mana accelerators, as has already calculated.  That means that on turn 4 you have ~2 mana accelerators because 20/99*10=2.02.  That is, in a normal scenario, it is likely that you will likely have 10 cards by turn 4, and 2 of those cards will likely be mana accelerators.
This figure for mana acceleration can also be factored in with the amount of land you have in your deck, especially considering how many lands it takes to cast a mana accelerator.  For example, if you have 1/3 lands in your deck and Llanowar Elves, which costs 1 mana, if you have that in your opening hand, then you will probably be able to cast that in your opening turn.  Doing so would essentially make it so that it would be more likely to make a 2 mana play on your opening turn.  In fact, Llanowar Elves is one of my favorite cards.  There are some cards like it, such as Fyndhorn Elves that accomplish the same thing.  Thus, it is possible through including cards like Llanowar Elves and Fyndhorn Elves to improve the chances that you will be able to cast 2 mana on your first turn and so on.  In the case of other games, such as Extended, instead of putting both Llanowar Elves and Fyndhorn Elves in your deck, you can simply  include up to 4 Llanowar Elves cards.

2nd Command (EDH) and Probability for Deck Construction: Applications of the fractions 1/3 and 1/4.


Hopefully, you don’t try to rig your deck through cheating.  This is for the people that are interested in making their MTG a game of chance.  It’s only natural to want to select certain cards, and often cards can be grouped, such that in a 100 card Commander deck, or any deck for that matter, there are certain formulas that can be used to determine things such as how many lands one is likely to get in their opening hand, or how many elves one is likely to have by turn three.
1/3
Let’s start with the basics.  The first blog was on the fraction ½.  Now, we will start with the fraction1/3.  In a Commander deck, there are 100 cards and a Commander.  Consider that 99 cards might as well be 100 cards.
Where might this fraction, 1/3, be useful?  1/3 is useful for lands, and certain scenarios.   That is, if you have 33 lands out of 99 cards, that fraction is equal to roughly 1/3.  Also, you might want to construct your deck with 1/3 elves, for example.  Keep in mind this is probability so the fractions need not be exact, and one should round numbers where it is appropriate.  For, example, just because one can use a rounding technique doesn’t mean that it should be used.
Consider this, if one in every three cards is a land, then you have a 33% chance of drawing a land.  This is important because it is almost always necessary to have 2 lands in an opening hand.  In an opening hand one has 7 cards, and then possibly 8 cards if he or she draws on the first turn.
First, consider 7 or 8 cards.  If 1 out of every 3 cards, or roughly 33% of your deck is land, you can multiply 7 or 8 by 1/3.  33/99*7=2.33  Thus, in an opening hand, one is likely to have either 2 or 3 land cards.  In the case that 8 cards are drawn, 33/99*8=2.66.  Thus, in that situation it is likely that you will have 2 or 3 lands, but through rounding, it is actually more likely to have 3 than 2.  This is the amount of land you can expect to have in your opening hand.
Consider on turn 1 you have ~2 lands, as has already calculated.  That means that on turn 3 you have ~3 lands because 33/99*9=3.  That is, in a normal scenario, it is likely that you will likely have 9 cards by turn three, and 3 of those cards will likely be lands.
Though you want to have at least 2 lands in your opening hand, sometimes it is more important to consider when you will run out of lands to play.
Consider the following situation where there is no mana acceleration, and 33 lands in a commander deck.  It would also be the same if you put 33/99 cards of any kind.
Turn 1, 7 cards, 2.33 lands, play 1 land, 1 lands left
Turn 2, 8 cards, 2.66 lands, play 2nd land, 0 lands left
Turn 3, 9 cards, 3 lands, play 3rd land, 0 lands left
Turn 4, 10 cards, 3.33 lands, no land to play, 0 lands left
Turn 5, 11 cards, 2.66 lands, play 4th land, 0 lands left
In a 60 card deck, 1/3 of the deck would be 20, as 1/3*60=20.  Thus, if you are playing a variant like standard or extended, then in order for roughly 1 out of every 3 cards you probably want to consider putting 20 land cards in a 60 card deck.
¼
Now there are two references points 1/2 and 1/3.  That is, it should be possible for one to figure out how to make a deck based on ¼.  If 50/100=50% or one of every two cards, and 1/3=33.3%, or one out of every 3 cards, can you guess what fraction one might use such that 1 in every 4 cards is a certain type of card?  I’ll give you a hint: 4 quarters make $1.  Thus, it is such that if you want for ¼ of your cards or one out of every 4 cards to be an elf, a mid game card or a heavy hitter, for example you will want to make 25% of your deck to have say a mid game card.  25% of 100 cards is equal to 25 cards, which is analogous to the idea that 4 quarters make a dollar.
Consider the following and that you won’t be able to play a mid game card right away:
Turn 1, 8 cards, play 0 mid game cards, 2 mid game cards left
Turn 2, 9 cards, play 0 mid game cards, 2 mid game cards left
Turn 3, 10 cards, play 0 mid game cards, 2 mid game cards left
Turn 4, 11 cards, play 1 mid game card, 2 mid game cards left, total Planeswalker mid game cards = 3
Turn 5, 12 cards, play 2 mid game cards, 0 mid game card left, total Planeswalker mid game cards = 3
In the case of a 60 card deck making 25% of the deck to be mid game cards is 60*.25=15 cards.  Thus, if you want for a chance of ¼ of drawing a certain type of card in an extended or standard match, then including 15 cards of that kind is a good idea. 

Monday, April 16, 2012

1st Command (EDH) and Probability for Deck Construction: Applications of the fraction ½.


Hopefully, you don’t try to rig your deck.  This is for the people that are interested in making their MTG a game of chance.  It’s only natural to want to select certain cards, and often cards can be grouped, such that in a 100 card Commander deck, or any deck for that matter, there are certain formulas that can be used to determine things such as how many lands one is likely to get in their opening hand, or how many elves one is likely to have by turn three.
Let’s start with the basics.  We will start with the fraction ½.  In a Commander deck, there are 100 cards and a Commander.  Consider that 99 cards might as well be 100 cards.
Where might this fraction, ½, be useful?  The only time I have used the fraction ½ in deck construction is with lands.  That is, if you have 49 or 50 lands out of 99 cards, that fraction is equal to roughly ½.  Keep in mind this is probability so the fractions need not be exact, and one should round numbers where it is appropriate.  For, example, just because one can use a rounding technique doesn’t mean that it should be used.
Think of 50/99 cards as ½ even though 50/100 is ½.  Why?  Because 50/99 is 1 away from being ½ and thus it is probably as close as one can get, or one needs to get in deck construction.
Consider this, if one in every two cards is a land, then you have a 50% chance of drawing a land.  This is important because it is almost always necessary to have 2 lands in an opening hand.  In an opening hand one has 7 cards, and then possibly 8 cards if he or she draws on the first turn.
First, consider 8 cards because it is easier than considering 7 cards.  If 1 out of every 2 cards, or roughly 50% of your deck is land, you can multiply 8 times ½, which is 4.  Thus, in an opening hand, one is likely to have 4 land cards, and 4 other cards if 8 cards are drawn.
But, what about 7 cards?  7 is a lot less than 8.  In fact, in many instances it is a whole turn away from 8 cards.  I like to figure my opening hand with respect to drawing 7 rather than 8 cards because it is more conservative.  In the case of drawing 7 cards, the formula still follows, 50/99*7 or N/D*C where N is the Number of cards in your deck that follow a certain scenario, such as land cards, D is equal number of cards in your Deck, and C is equal to the number of cards you have drawn.  What is important in this scenario is that 50/99*7<4, so conservatively consider that you will probably only have 3 land cards in your opening hand though you may have a different number.
The question of whether you should round to 4 and assume that you will have 4 land cards or 3 in your opening hand is entirely yours.  I tend to think of it as a not very informed question.  Why?  Because usually you can only play 1 land on a turn.  Thus, consider on turn 1 you have 3 lands, but on turn 2 you have 4 lands.   Following the pattern, on turn 4 you will have 10 cards, and thus 50% of 10 is 5.
Though you want to have at least 2 lands in your opening hand, sometimes it is more important to consider when you will run out of land to draw.  That is if you have played 1 land a turn, then on turn 4 you will still likely have more land to play in your hand.  So, it is also important to understand when you will probably run out of land considering 1 out of every 2 cards is going to be a land.
Consider the following situation where there is no mana acceleration, and 50 lands in a commander deck.
Turn 1, 7 cards, 3 lands, play 1 land, 2 lands left
Turn 2, 8 cards, 4 lands, play 2nd land, 2 lands left
Turn 3, 9 cards, 4 lands, play 3rd land, 1 lands left
Turn 4, 10 cards, 5 lands, play 4th land, 1 lands left
Turn 5, 11 cards, 5 lands, play 5th land, 0 lands left
Turn 6, 12 cards, 6 lands, play 6th land, 0 lands left
Turn 7, out of land  
In the same way.  In a 60 card deck, half of that would 30 cards.  In the same way, if you have 30 lands in a deck, then you also have a 50% of drawing a land.

Saturday, April 7, 2012

2nd MTG Cleanup



    1. Placed 8 of 12 at my second Extended MTG tournament. I might have done even better if I had remembered to put all the cards I wanted to have in my deck.



      I went undefeated in Magic: The Gathering at Friday Night Magic!

      www.wizards.com
      I crushed Friday Night Magic at Hidden Hobbies with a perfect record!
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        • Craig Hamilton 
          I did not play FNM. Yesterday, Friday night, I tried to submit an appeals form, but may have been successful. My laptop battery went dead. Today I submitted 4 appeals forms, 3 of which I saved because I possibly made an error on one or two. There are three important appeals, one of which might have an error on it. The games I played where on Thurs. I have played at 4 events total, each time at Hidden Hobbies in Wareham. If I am undefeated at FNM, it is because I have not played a sanctioned game of it yet.
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    2. Craig Hamilton shared a link

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      I guess Ramon or Anthony is my master. You never know who your master is unless you are the master because it takes one to know one.



      Level 6 Apprentice in Magic: The Gathering.

      www.wizards.com
      Where do you rank? Check your own Magic: The Gathering level by going to planeswalkerpoints.com.
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    3. Craig Hamilton
      20 hours ago via Amazon




      • 'Gigantiform - Zendikar Rare - Magic the Gathering' by Wizards of the Coast
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        Brand New in Mint Condition shipped to you in protective case by Collector's Cache!

        Buy on Amazon

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    4. Craig Hamilton
      Wednesday via Mobile

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    .
    February 21

    Finished 2nd at my first sanctioned tournament. Thanks Ramon! You are a great teacher.



    Level 1 Prodigy in Magic: The Gathering.

    www.wizards.com
    Where do you rank? Check your own Magic: The Gathering level by going to planeswalkerpoints.com.
     1 2Like ·  · Share
     



  1. Ramon W. Lopez shared a link

    .
    February 17

    All because someones been doing it for years does not make them a expert. Stick with me and you will go places. Info right from Wizards site. 

    3/1/2010 You can keep green mana in your mana pool indefinitely while Omnath is on the battl...See More



    Omnath, Locus of Mana (Worldwake) - Gatherer - Magic: The Gathering

    gatherer.wizards.com
    Gatherer is the Magic Card Database. Search for the perfect addition to your deck. Browse through cards from Magic's entire history. See cards from the most recent sets and discover what players just like you are saying about them.
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      • Craig Hamilton Thanks so much Ramon! Is there any way of taking this dispute to a higher level? Is there perhaps a district judge that can overturn this ruling? Perhaps, make a post in Wizards asking about what to do if there was a legal move that was ruled to be illegal by the acting judge at the store during a tournament. Also, according to my religion I can't act as a witness, so I need you, and perhaps some others at the store to be witnesses that a in a dispute, a judge made an improper ruling that possibly resulted in the loss of a game and a match. In my opinion, the results of the match between Anthony and I should be nullified.
        February 17 at 12:31pm · Like


      • Ramon W. Lopez It not the first time it has happen. Also I been calling each day to find out the prize. Unfortunately, made the assumption that by paying to play you win booster packs. Which obviously turned out to be false. I figure those promo cards you get in a free game as a price. Since they are given to the store for that purpose. I'm playing else where tonight. If your up to a few games this weekend let me know.
        February 17 at 4:20pm · Like

      • Craig Hamilton Yeah! I an interested, but I have to see if it fits with Meg's schedule, and she is not awake yet.
        February 18 at 6:53am · Like

     


  2. Hide from Timeline

    Craig Hamilton
    February 3

    3rd Snake Exercise: Egypt Made Easy by Fun With a Variation of the Pentatonic Scale

    3:1  At the 5th fret, on the 6th string, the fattest string, chromatically ascend 2 notes.  When you ascend 2 chromatic notes from the 5th fret, the fret you with end on is the 6th fret.3:2  When ascending from the 5th fret chromatically, ...
    Continue Reading ...
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1st MTG Cleanup: 4 Games at Hidden Hobbies in Wareham - Public Errata


Key
/ = date
"" = in an unusual place
xxx = last name removed for privacy
* = applies to entire document file, which is .txt


Reports to www.thedci.com.  Some written some copied and pasted.
7 copies made of my errata to this document
www.facebook.com/craig.nelson.hamilton
craig-hamilton-mtg.blogspot.com
2 thumb drives
2 computers
1 cd/dvd
Written in Microsoft Notepad.
Note:  Verify sanction # using www.thedci.com for 5. to determine which game I posted 5. to.
Note:  Using Gregorian calender.
Note:  Computers make mistakes, and that is okay.

1.
4/6/2012, www.thedci.com errors noticed.
Attempted www.thedci.com post, but my laptop ran out of batteries.

2.
4 known posts made on 4/7/2012 to www.thedci.com.
Only parts or possibly none of each post went through.
"3." the first, was not saved by me and is unknown to me.
The post with respect to FNM "4." most likely went through perfectly.
The post with respect to Anthony "6." most likely went through perfectly.

4.  FNM www.thedci.com report posted 4/7/2012.
Standard
sanction #: 12-03-3247593
2012-03-02 (March 2)
I was not at this event.

errata 1 to 4.: This probably went through to www.thedci.com

5.  Posted 4/7/2012 - Event 2 Commander, may have wrong event sanction #, check www.thedci.com if necessary to verify.
Booster Draft
Sanction #: 12-03-3303812
2012-03-01 (March 1)
1st lines that may have been posted to www.thedci.com 1-9.  *Line numbers not included in posts.
"line 1: At my 2nd event, unknown Commander variant was played.
line 2:  This event may be improperly titled Booster Draft.
line 3:  There were 8 players.
line 4:  Instead of playing 1 on 1, 4 players played 2 games each in free for all.
line 5:  At event 2, 4 players played each other at 2 tables.
line 6:  In game 1, I was first loser, Ramon 2nd loser.
line 7:  In round 2, the 4 greatest round 1 losers played.
line 8:  In round 2, I placed 2nd, ahead of Ramon, and the someone else also named Craig.
line 9:  Alicia was a kind hostess, such that pizza damage was minimized."

2nd lines that may have been posted to 12-03-3303812, but should not have been:
"line 10?:  1Win(+3) Alecia Ashley - I won a game against her, but I had a bye.
line 11?:   I am not sure if that is counted as a win."

Correct posts to Booster Draft www.thedci.com.
1:  Incorrect match results.
2:  Incorrect opponent(s) listed.
3:  Incorrect event format listed.

errata to 5. not sent to www.thedci.com:
"1Win(+3) Alecia Ashley - I won a game against her, but I had a bye."
line 1:  The date of this game is 3/29/2012 not 2012-03-01.
line 2:  It may not have been posted.
line 3:  Quotation comes from possibly mistaken post, possibly posted to www.thedci.com not noticed at Paul's Bean and Bagel, but noticed at home.
line 4:  I attempted to sign on at "hotspot," a wireless network, earlier on 4/7/2012 but was unsuccessful.
line 5:  This quotation from, errata to 5., is commentary on my first Extended game.
line 6:  If questioned, see event sanctioning number for whether or not I posted this to Commander/Booster Draft or Extended.

errata 1 to 5.:  This, 5., is event 2 game type of variant of Commander unknown, but not 2 Headed Giant.
errata 2 to 5.:  I either lost my card at game 2 or 3.

6.  This post was most likely done correctly.  1st game of Commander.
Event#:  12-02-3280403
"line 1: Loss(+0) Anthony xxx
line 2:  The judge was questioned by Ramon, resulting in an incorrect ruling.
line 3:  Later, Anthony was informed via ruling printout.
line 4:  That night, I accepted the ruling, thinking it was a Golden Rule instance.
line 5:  Anthony helped me that night.
line 6:  He informed me of a previously unknown way to use Omnath, Locus of Mana, but successfully attempted the prevention of a legal use of Omnath, Locus of Mana.
line 7:  I am cool with it.
Other

errata to 6.:  Was this really February?  According to Google it was, and www.amazon.com hints that Google has the correct date.  Therefore, I am accepting that, February 16, as the date of my first sanctioned Commander game.

7.  My 2nd Extended game seems to have been recorded perfectly.  The names sound familiar.  Played 4/5/2012.
T 1-1
W 2-1 Ramon
L 0-2
L 0-2

errata 1 to 7.:  This is game 4.
errata 2 to 8.:  DCI card found.