I have lost count the number of times someone has just conceded a match because their plans went awry in the first few turns. But always consider if you actually have a chance to win before clicking that surrender button. One of the most skill-intensive aspects of playing MTG Arena is knowing when to mulligan. I like to ask myself the following questions when deciding whether or not to mulligan:.
Avoid keeping a hand with awkward mana and cards, especially if you are up against an aggressive deck. Keep hands that can set you up for victory or help progress your advantage over your foe. Getting a super powerful card in your opening seven might seem great, but does your hand have a way to accelerate your ability to cast that spell in a reasonable time frame?
Even though there are a ton of different decks running around, having a solid understanding of how each of the top tier decks works is vital in Standard. With new cards introduced every few months, the best decks often change or warp into new, powerful variations.
For example, Esper Control was a dominant force for a long time until the introduction of Core Set M Due to the heavy creature focus, this control deck had to switch to a tempo strategy that relied less on counterspells and more on board presence.
Having knowledge of what these decks do and how they win can make playing against them far easier. Playing blind is a great way to get overwhelmed and beaten to a pulp. Display Name. I like to ask myself the following questions when deciding whether or not to mulligan: Can I play and interact with the board in the first few turns?
Do I have the right lands to cast the spells I have? Because creatures are affected by summoning sickness, they cannot tap on the turn that they are played--unless they have haste , which overrules this restriction. A tapped creature cannot block during your opponent's turn. It thus becomes very important to determine which of your creatures should attack and which should remain available to block in order to defend yourself from damage.
Some creatures, such as Guardians of Meletis , have defender , which prevents them from attacking; these are often ideal for blocking with. However, some cards are quite capable of making untapped creatures incapable of blocking, such as Kytheon's Irregulars or Suppression Bonds.
Sometimes, the only viable way to have enough untapped creatures to block with is to not attack at all. Artifact cards occasionally carry conditions associated with their tapped or untapped state.
Though Magic Duels currently lacks most of these, similar functions are found in Ghirapur Aether Grid or Whirler Rogue , which allow you to tap artifacts in order to trigger abilities or gain bonuses. Artifacts untap during the untap step along with all other permanents, unless a card states otherwise.
Activated abilities, as mentioned earlier, often carry costs that include tapping, as represented by the " " symbol in the ability cost.
These abilities can usually be used at any time, and can change the terms of the game to a devastating degree; the choice between using and not using an Anointer of Champions ' ability can be the difference between a live and dead creature, which can upset the overall control of the board.
Tapping for creature abilities can also expose your board to an enemy attack, so the cost of a change to your overall position needs to be factored into your decision for whether or not the ability should be used.
This is less of an issue for lands and artifacts. Unless needed at a precise moment--as in the previous example--many activated abilities are best used at the end of your opponent's turn. One of the first things that any player learns about Magic is that you tap your lands to cast your spells. This idea is so fundamental to Magic , so core to gameplay, that it has become iconic throughout the gaming sphere. When I hear the word "tap" uttered, I instinctively turn around to see if Magic is being discussed.
Ironically, this has the same effect as someone tapping me on my shoulder. So, if in every game you play you're going to be tapping your lands to cast spells some crazy older decks that don't use lands aside , you'd think a lot of focus would be put on doing it as optimally as possible. That makes sense, right? And yet, often we throw caution to the wind, just twisting some illustrations of whatever our newest, most favorite hillside is and giving an ethereal shrug.
Telling ourselves, "It probably won't matter. Have you ever cast a spell and then slapped your forehead because you didn't leave the right color mana up for your combat trick?
Have you ever had a control deck opponent tap out of blue mana with cards still in their grip, giving you the sign that the floodgates are open to sneak past their countermagic? Have you ever heard a freshly drawn card laugh at you from your hand after playing a card-drawing spell because you didn't leave the right mana up to cast it?
Even if it only matters one in a hundred times you tap your lands, that's still pretty often considering how often you're going to be tapping them!
I see tapping mistakes happen all the time—and it's time to make the world a little better place and talk about how to avoid them. It's time to tap consciously instead of automatically.
The baseline thing to always do is to tap your lands to leave you with the widest array of colors and options. For example, let's say you have two Forests, a Plains, and a Scattered Groves. You want to cast Glory-Bound Initiate. If you were to tap to cast this, generally the best way is to tap your Plains and a Forest. That leaves you with access to both green and white mana. Except for very specific instances, you should always tap single-color producing lands before dual lands.
Dual lands just give you more options. This is a good hierarchy to practice doing: save dual lands for last. You have four Forests and five Islands—so nine lands in total.
You're going to cast Mind from your graveyard and draw two cards, thanks to aftermath. What do you leave untapped? How many two-color costs do you have? How many one-drops do you have that you'd want to be able to play along with something else? Even if you have nothing else to play or think it won't matter, how you tap your lands is going to matter a lot to any opponent paying attention.
0コメント