Mar. 13th, 2015 02:21 pm
I only found this article when looking for more info about how to goldfish as realistically and as helpfully as possible.

It gives info about a lot more keywords than I was mystified by.

What I actually want to address is how to goldfish beneficially and I'm certainly no expert on this. Fundamentally you are playing an imaginary game, you should practice 7 and 6 card hands on the play and on the draw. First thing to decide is do you keep it - that's a subject for another article - though a basic rule is knowing how many lands your deck has and thus what is an ok opening hand. No land and all land hands go, one land or one non land hands almost always go, two land hands will depend on your deck and what the other cards in your hand are.

As yet I haven't found an article to share. At the moment there are two ways that I do it and a third that I want to start trying.

One if to assume no interaction, though you should probably use some mana to pay for your protection/removal not just investing it all in creatures.

Two is to guess some typical interactions, that Seeker of the Way you played on turn two isn't there by turn three. This is my main practice method as it allows for a variety of decks opposite.

Three is the one I haven't yet tried which is to hypothesise an oppponent, maybe abzan aggro and then respond to the kind of things you expect them to throw at you - can you deal with a turn four siege rhino and prevent them from making a fleecemane lion obvious.

I think goldfishing is still very beneficial even if you have opportunities against really opponents - it's how you figure out interactions in your deck (which you may well have designed it to create), it helps your brain remember those interactions, it allows you to test places where you have a choice of play.

I'm off to goldfish the standard deck I'm playing at FNM tonight....
Something I hear new players say a lot is how if they had better lands they would do better. There is no denying that this is to some extent true.

Say in standard you are playing a red/white deck, currently you'd want to play 4 Temple of Triumph, 4 Battlefield Forge and enough basics and maybe an evolving wilds or two if you need to be sure of getting a mountain for chained to the rocks.

I'll use Magic Madhouse prices as buying four of something is easier from a dealer. Temple of Triumph is just under five pounds there, that's one PPTQ entry, so you have a choice, cut a tournament or get 4 of them. Here's the thing though - how much knowledge and experience do you need about deciding on the scry decision for them to be genuinely better than the basically free wind scarred crag? They are 32p on magic madhouse, but they are going spare all over the place, gain a life doesn't help matters much, but could be better than an incorrect scry.

Battlefield Forge is a different kettle of fish it's 8 pounds but also currently out of stock, so getting a set is two tournaments, or four drafts, but it really is better than either of the others as you don't lose any speed - however new players often don't like to take the damage from one if they need the colour not the colourless. Generally you definitely want it above the other two, but only if you can play it correctly - though for both taking a damage and scrying you can only learn by doing, but maybe that's the time to proxy them and see if you can play it with friends or before, during and after at FNM or tournaments.

Another thing to note is that in current standard a tri land could substitute for a tapped land though it is likely to make for a slow two colour deck.

Playing two colour decks which have a fetch in the format is rather more of a problem, the blue/black fetch polluted delta runs about 12 pounds, moral of the story here is probably don't play a deck that needs them if you have to substitute a tapped land and tri colour decks are going to be a mega fail without a good mana base.

Fundamentally you'll get better at magic by playing more magic to a much greater extent than having better cards (though I'm not denying they will help), finding ways to play more magic without spending much money will help you save those pennies for other cards.

Ask other players how they think you could have played a game better - don't always trust them though, there are different opinions and if they did well today that could have been luck, but if you don't ask you'll never find out.
Turns out when you start playing magic there are words that don't mean much to you as they belong to older cards that did the same thing or similar (and quite possibly many other reasons I've not discovered yet). Right now I'm trying to brainstorm them and later I'll define them - because some of them I'll have to look up!






S**** (I think this is a five letter word and I know it's something to do with damage)


That's all for now, this may well become a pinned post, please comment with your own confusing beginner things.



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