Eric Taylor
4/11/2002

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First of all, I have to say that most of what you read about Magic strategy
is flawed. Of all the subjects in magic, there is one that is so
important that it should be talked about constantly. Yet it so rarely
talked about, this aspect of Magic has become the equivalent of the
urban beggar. People walk over it, eyes averted, but certainly never,
ever talk about it.
I, however,
am going to talk about it, that thing that pervades every aspect
of the game. That thing is probability. Put specifically, it's about playing the
percentages...
1. The Mulligan
Many mages have a simple system: mulligan the one or no land hand, keep
everything else. That is not playing the percentages.
You can and should play the percentages for the mulligan. Merely
mulliganning the one or no land hand is too simplistic a system to
let you play optimally. For instance, if you have a one land hand and
you are trying to decide if you want to mulligan or not, you can look
at your hand and see how many one and two turn plays you have and
decide how likely it is that you can make reasonable plays in the first
few turns of the game. For instance, if you have a bunch of two mana
plays and already have the correct color land in your hand, you know
that the likelihood of drawing a land in your next two draw phases in a
40 card deck with 17 land is 74% (if you figure it out that's 16c2 +
16c1*17c1)/33c2, using the notation nCk, for "n choose k" or
n!/((n-k)!k!)). Not that you need to know this exact number, but you
should know that it's pretty darn likely to draw a land in your next
two turns, and if you already have a few low casting plays, why sure
you should keep.
These kinds of numbers are hard to figure out. However, there's a an
easy and practical way to get a handle on how often you should
mulligan.
That method is to look at the top of your deck after each mulligan,
and keep track of how often you mulligan correctly and incorrectly.
Many mages refuse to look at the top of their deck after a mulligan to
prevent them from going on "tilt", but unless you are very sure of your
math, this is a simple and easy check to see that you have been
mulliganning correctly. It is a simple way to decide, over the long run,
if you have been
playing the percentages correctly.
Here's a rule of thumb to be aware of: In limited, a single card is
usually more valuable than missing a land drop early in the game, and
you can recover from it more easily, but most mages tend to mulligan at the
same rate in limited as in constructed, which is normally going to be incorrect.
Rule of Thumb:
Mulligan more aggressively in constructed than in limited.
2. The Sideboard
The sideboard is also a critical place to play the percentages.
Suppose you are playing a deck that you want to sideboard Ghastly
Demise and/or Slay for, but you only have 4 slots left. How many
of each do you sideboard?
The answer is to play the percentages. Suppose you are putting
these cards in against a monored deck and a monogreen deck. Slay
is amazing vs the monogreen deck, but useless vs monored. Ghastly Demise
is ok against both of the decks.
However, this alone is not enough information to figure out how many of both
to place in your sideboard. You need more information to be able to play the
percentages. That is, you want to try playtesting the sideboarded
games and see how well the decks perform when you sideboard differing
amounts of each card and see how it performs against both matchups and
then take into account how prevalent both of the decks are.
For instance, suppose monogreen is 50% of the metagame while monored is
only 25%. Suppose also that every additional Slay helps your win
percentage by 10% (but only against monogreen), while every additional
ghastly demise helps your win percentage by 5% against both decks.
In this case for instance, each Demise helps you by 5% times the
prevalence of red and green that is 75% of the decks, while each
slay helps you by 10% times the prevalance of monogreen (50%).
- 0 demise 4 slay = 20%
- 1 demise 3 slay = 19%
- 2 demise 2 slay = 18%
- 3 demise 1 slay = 16%
- 4 demise 0 slay = 15%
In this case you want 4 slays. You just give up on the Ghastly
Demise. Why? Because in the long run you get more game wins
percentagewise with the Slay. I'm not saying Slay is better than
Demise. Nor am I saying that you always pack 4 of one and 0 of the other
sideboard card. What I
am saying is that you want to figure out how
much a card helps you against each matchup, then add cards to your
sideboard according to how much they increase your overall win
percentage.
In real life, unlike my example, you usually don't get 10% additional
wins for each additional card of a particular type you add to your
sideboard. In real life, you generally get more ultility out of that
first sideboard card and progressive less for each additional one.
A lot of times people will play a card because it's good against
the best deck in the format. But you want to figure everything into
account. How much does this card help you? Just how prevalent, exactly,
is
this deck? The single most common error people make is adding a bunch
of cards to their sideboard against the best deck in the format, even
if the best deck is not very common and even if those additional
cards don't even help you much.
Rule of Thumb:
Add cards to your sideboard which make the biggest
difference in your win percentages against the most common decks.
Don't worry if you have to "give up" against a particular deck, if the
deck is uncommon, especially if you find it hard to beat in the sideboard.
Playing the percentages here is like betting pocket aces in hold 'em.
Sometimes you get beat by some guy who hits that straight on the river,
but you've just got to dust yourself off and keep playing those aces.
You certainly don't start playing the low cards in order to get revenge
on your opponent the same way he got you.
Sometimes when you make your sideboard with some holes in it against
a particular archetype you will face that archetype in a tournament and
lose. That doesn't mean the next tournament you fix your sideboard to
beat that one deck to get revenge, especially if it is not very well
represented.
3. The Metagame
The metagame is sometimes Rock/Paper/Scissors. That is, a
three-way metagame with no clear cut favorite. Other times, there is a
clear favorite deck Rock, and Anti-Rock. That is, any other deck built
merely to beat up Rock and which doesn't necessarily beat anything else.
And sometimes the metagame is very diverse, with many deck
archetypes being viable.
In the long run, if all the card sets stayed the same for a while, a
metagame should have some average point about which it varies. This is
the point where any deck type will win 50% of the time. If a deck wins
more people play it more, and if a deck loses more they will play it
less, and over time each tier one deck is represented at the amount that
causes it to win as much as it loses. I'll call this state the
"metagame equilibrium."
Nearly every metagame equilibrium state is
unstable, due to a number of reasons: new deck archetypes coming out,
rules changes, new sets, and more. All in all Magic is indeed the game Garfield
envisoned. It is no chess, where you play the Ruy Lopez game after game
after game. Instead, the cards, the decks,
everything changes quickly
enough so that the metagame is always shifting. Additionally, for
purely psychological reasons, the metagame would probably oscillate
around the equilibrium position even without the additional perturbations
given by changes in the game.
The single most common error people make is adding a bunch
of cards to their sideboard against the best deck in the format...
|
However, it is still useful to know what percentage of decks
make up a metagame equilibrium, because knowing this and comparing it
to the actual percentages of decks played by people in a given
tournament will let you know you the optimal deck to play.
For example, let's take Pro Tour Osaka.
In the top 8 you had 3 black decks, 3 UG decks, 1 Psychatog deck, and
one rogue black splash blue deck played by Oliveri. Discounting the
Oliveri deck, to make things simpler, we get:
black = 43%
UG = 43%
psychatog = 14%
In retrospect, this seems like it is pretty close to the metagame equilibrium.
If this is the metagame equilibrium then, if 14% of the tournament plays
psychatog, 43% play UG, 43% play black, it would mean on average all
these decks would go 50%.
Here is where knowing the equilibrium metagame is useful. If you
figure out the real metagame and compare it to the equilibrium metagame
and notice any particular deck which can take advantage of the
difference between the equilibrium metagame and the real metagame, that
is the deck to play.
If, however, the metagame is close to the equilibrium position then the
metagame has no influence on your choice of deck -- though there are
still things to consider when picking a deck (for instance, pros
usually pick decks which give more "play": decks which offer more choices in a
given game, and thus more chances to outplay your opponent. Conversely,
amateurs will typically pick a deck that has less "play", and wins or
loses despite who is at the helm).
You can also look at it in a purely rock/paper/scissors way. UG beats
black, black beats Pyschatog, Psychatog beats UG. But is a purely
rock/paper/scissors method going to work, if you don't take into
account the percentages?
Let's look at the real Osaka metagame: Day 1, UG was around 29%,
monoblack 21%, Psychatog around 13%, and I'll put down the rest, 37%, as
rogue. Day 2 UG was 38%, Black 30%, Psychatog 12%, and rogue weighs
in at 20%.
What was the best deck, in retrospect, to play for this tournament?
If you think in a purely rock/paper/scissors way, you would make the
single most common mistake most people make about the metagame: This
is the assumption that Rock, Paper, and Scissors are equal in all
regards. In the childhood game of Rock, Paper, Scissors, Rock beats
Scissors 100% of the time, Scissors beats Paper 100% of the time, and
Paper beats Rock 100% of the time.
But that's not how the real-life magic metagame happens. In magic, there
can be (and almost always is) an unequal division between Rock, Paper
and Scissors. If you don't take into account the equilibrium metagame,
and just think of simple Rock, Paper Scissors, you can get tricked into
playing the wrong deck.
Rock just doesn't beat Scissors 100% of the time in magic. Let's do
the simple rock, paper, scissors analysis. If UG is rock, Black is
scissors and Psychatog is paper, with percentages of around 30 or 40%
for both UG and B, and percentages of around 10 to 15% for Psychatog,
it seems that there is a lot of rock and a lot of scissors and very
little paper. So to beat this metagame you want to play rock, because
it beats scissors and loses to paper but since there's so little paper,
rock should win. That's the simplistic rock, paper scissors analysis.
And that analysis is wrong.
If you increased the number of rock decks (that is UG) in this example,
what happens is not that rock wins more.
Rock would actually win
less! The reason is that while Rock beats scissors decently, and
scissors beats paper even more, paper just absolutely demolishes rock,
so even though paper is not very well represented, you can't increase
the amount of rock and have it win even more.
If you look at the metagame equilibrium for Osaka, you can see that:
B = monoblack decks = 3/7
UG = UG decks = 3/7
UB = Psychatog decks = 1/7
a = percentage of wins for B vs UG
b = percentage of wins for B vs UB
c = percentage of wins for UG vs UB
d = percentage of wins in the mirror (which has to be 50%)
By definition, at eqilibrium position all of these decks win 50% of the time,
so adding together you get:
1) a*UG + b*UB + d*B = .5
2) (1-a)B + c*UB + d*UG = .5
3) (1-b)B + (1-c)UG + d*UB = .5
Line 1 is the equation for the amount of wins for black, 2 is wins for
UG, and 3 is for Psychatog. All these equations say is that on average the
decks win 50% of the time (given a metagame equilibrium).

There is a single degree of freedom left in these equations, so to
solve it we need to get at least one of the deck win ratios. If, for
instance, UG beats B about 60% of the time, then a=40%, b=80%, c=7%.
Actually, you never need to figure out exactly what percentage of the
time each deck wins. It is sufficient to merely know the metagame
equilibrium, and from that decide how far the metagame is off from it,
and then play the deck that can take advantage of it. But you can see
with a skewed metgame like this, with different percentages of rock,
paper and scissors making up the equilibrium metagame, you also get
uneven win percentages. That is why you can't do a simplistic rock,
paper scissors analysis.
Osaka in fact was an example of the metagame close to its equilibrium
position from the very beginning. It really didn't matter what people
chose as a deck; black, UG or Psychatog were all equally viable, and in
the top 8 it came down to matchups, and the luck of a single elim
tournament, to determine a final winner more than anything else.
Suppose there is an Odyssey block tournament held where the percentages
of the decks are 1/3 UG, 1/3 Black, and 1/3 Psychatog?
What is the deck to play here? In this example Psychatog is far too
well represented, as it should only be at about 10 or 15% in the equilibrium
metagame, so you want to play black.
Now on to some general rules about the metagame.
Metagame Rule of Thumb #1: If a metagame is not at an equilibrium
position, play the deck that beats the overrepresented deck.
You have to know the equilibrium metagame for this to work.
As I said before, there are metagames where there is just rock and
anti-rock. And anti-rock can be broken down into a sub-metagame
of various anti-rocks some of which really do beat rock some of which
don't.
If you don't take into account the equilibrium metagame,
and just think of simple Rock, Paper Scissors, you can get tricked into
playing the wrong deck...
|
This type of metagame, by the way, is the type in which pros perform the
best in. The reason for it is mostly about humility. Now you might
expect me to say that it is the amateurs which are humble, but really,
it is the pro. One difference between a pro and an amateur is that if
there is a best deck and some homebrew deck, a pro will swallow his
pride and just play the best deck, while an amateur will want to play
his homebrew creation to prove to everyone that it is good. (Don't
worry, the pros make up for this humility in deck choice by being
arrogant in every other aspect.) What this means is that when there is
a clear favorite, simple psychology leads most people to want to play
anti-rock. This leads the rock deck to being underrepresented, and in
the end causes it to usually be the deck you want to play. Which means:
Metagame Rule of Thumb #2: When there is a dominant deck, play rock.
Rock is strong.
For the third and final metagame rule, sometimes the metagame is
extremely diverse, with not just rock paper and scissors but many deck
types, dozens of decks that are all viable. A lot of times we find out
in restrospect that this kind of metagame was an illusion, such as the
1.x metagame that Bob Maher won with oath, seeming to have dozens of
viable archetypes, only to find out a few weeks later that it was
really rock and anti-rock, with Trix dominating. In either a diverse
metagame or a metagame close to the equilibrium point, it doesn't
matter from a metagame perspective which deck you play, so you want to
choose a deck which suits your play skills best.
Metagame Rule #3: In a diverse metagame, or one close to the
equilibrium point, choose the deck which you can personally play the best.
So what after all, is T2 most like? It is fairly diverse, and while
the strongest frontrunner for rock right now is the Zevatog deck, it
doesn't appear to dominate the way a Trix did. The metagame appears to
be more like Osaka, a lopsided rock, paper, scissors metagame, with Frog
in a Blender beating Zevatog, and some tough choices to figure out how
well represented decks like Braids or BUG should be in the equilibrium
metagame.
All things considered, I would probably suggest Rock, aka Zevatog.
Theoretically decks like Frog in a Blender should hold down Zevatog,
but like I said before, people enjoy playing their own creations
instead of net decks, so not only will there not be enough Zevatog to
be able to take advantage of it by playing a deck that can beat it like
Frog in a Blender, I have a feeling that also the percentage of people
playing Frog in a Blender won't be as close to the equilibrium metagame
as it should be. Of course, each metagame is different, and it never
hurts to take more than one deck to a tournament if scouting indicates
a situation you can take advantage of.
www.neutralground.com is probably the best place to go for premier
decklists right now in type 2, as the grudge match is very hard fought
and gives rise to very good decks.
Here's a copy of Zevatog from
the Brainburst Type Two deck database:
(You can also consider cutting a Swamp for a Darkwater Catacombs.)
Good luck to all those competing this weekend!
-
edt