Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Feb 26, 2016 14:21:16 GMT -6
I've been playing this game since release and for the past couple months I haven't lost a game. I've already tried giving my opponents more points than me for drafting armies/building decks, Having 2 VS. 1, and giving myself pointless objectives like making certain squads have a suicidal approach or keeping certain figures alive. I switch up planeswalkers/armies/decks as often as I can. I don't want to just throw games, but at the same time I'm so strategically superior than my friends. Any other suggestions on how to have harder games.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 26, 2016 14:29:17 GMT -6
Lend them your game so they can practice more? Never use Jace? Tutor your friends and don't just "play", but teach them, especially when they make tactical mistakes.
This game is fairly simple to grasp after a few rounds. Not just talking about the mechanics here, I mean it only really takes a handful of matches to start recognizing some of the spells and character abilities.
Once they become familiar with what they are up against, it shouldn't take long for them to start strategizing properly and give you more of a challenge. I think your friends just need a bit more time with the game.
Like I said, play a few rounds "open hand". See what they have to play with and offer your suggestion on how you would play their turn, and why you would use any given approach.
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Post by Targanth on Feb 26, 2016 15:12:21 GMT -6
Perhaps play some mirror matches. Play and then switch armies with no changes. This will give your opponents ideas on ways to vary their play style once they see what you did to beat them with their own army.
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Post by NoSorumbo on Feb 29, 2016 9:10:10 GMT -6
Another idea is that if you are playing someone who is new, and you are not, maybe you can allow your opponent to make your deck, planeswalker and unit for you so that you can have a disadvantage of having a deck that you didn't make yourself. The only limitation to this would be the fact that there are very few expansions to this game, so there is only so much that your opponent can do to make the deck worse for you...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 29, 2016 10:38:19 GMT -6
Another idea is that if you are playing someone who is new, and you are not, maybe you can allow your opponent to make your deck, planeswalker and unit for you so that you can have a disadvantage of having a deck that you didn't make yourself. The only limitation to this would be the fact that there are very few expansions to this game, so there is only so much that your opponent can do to make the deck worse for you... It's not like there's really enough cards and armies to actually "make" any sort of deck though. It's more likely to just be "pick a color", especially to the uninitiated. I wouldn't tack on trying to teach deck/army building along with mastering the game itself.
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Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Feb 29, 2016 14:14:34 GMT -6
Sorry, NoSorumbo thanks for your input. But I'm going to have agree with the Web Head ( spidermangeek ) on this one. Even if I let them pick I'm still good with all armies. You see my problem is my extreme tactical understanding of this game. My use of squad movement, glyphs, cover, distraction, flanking, elevation, engagement attacks, examination, prediction, abilities, and cornering/funneling is what wins me the game. I've been sitting at the side letting my friends play against each other, giving them advice as they play. This has really only helped in getting them to kill one another. I've been thinking maybe I should try to play without a spell deck and see how that goes. However, as I said before I feel I continue to win because of the tactical aspect of the game. I'm just glad my friends are good sports.
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Post by NoSorumbo on Feb 29, 2016 15:09:02 GMT -6
I agree as well. I was simply thinking from an MTG standpoint, where the database of possible cards and decks is almost limitless. As such, I would ask my opponent to make me a deck with no legendary or rare cards to make the game more competitive (play with less and still try to win). Arena is unfortunately still small in scale in terms of options so you really can't supplement your deck and army cards with "bad options." Maybe with time (and more expansions) my suggestion will be more valid! Until then, educating your opponent seems to be the best option. Thanks for the input spidermangeek!
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Toshi Umezawa
Apprentice
Posts: 100
Title: Hyozan, Clan Umezawa
Mana: Black
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Post by Toshi Umezawa on Feb 29, 2016 15:27:06 GMT -6
The balance with this game is why I like it so much. Plus the fact that the terrain is slightly customizable (even more so now that I'm making my own terrain) is a big part of keeping the game feeling fresh. Balance is the reason I stopped playing the MTG:TCG. I only liked to play on a beginner level, and when my friends found out about Friday Night Magic tournaments at my local comic/game shop they were hooked. I only played with cards I could get for 10 cents out of the bargain bin they had there. Anyway, they started to get super competitive, and then headed online Net-Decking and buying good cards off the internet for decks around $500. I could still beat them if I put in the effort (one time I made a land destruction + enchant opponents stuff so they hurt themselves deck for under $2 good psychological tactic) but it became if I find out what counters your deck type I win and it became stale so I don't play MTG:TCG with them anymore.
NOTE: I would like to keep this Thread on it's original topic (yes, I know it's my fault). So, if you could post any comments related specifically to this post to the Sometimes Anti-TCG Thread, that would be much appreciated.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 1, 2016 7:12:42 GMT -6
I'm so strategically superior than my friends. You see my problem is my extreme tactical understanding of this game. I could still beat them if I put in the effort, but it became if I find out what counters your deck type I win and it became stale so I don't play MTG:TCG with them anymore. Well, you don't have low self esteem, I'll give you that, lol.
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Post by zackzeta on Mar 1, 2016 10:19:06 GMT -6
Teach your opponents how to play me and my friends all started magic together however I noticed I have a more natural sense of how cards and abilities should go together and I also put more time into the hobby. That being said don't be afraid to tell your opponent how to play and win. When my friends struggle I always find a way to make it better for everyone. My friend was using very conservative and I told him how to better use his cards and creatures. To me magic the most important thing has always been interactions so I don't mind moving a terrain piece so your character can fit, or moving your planes walker one more space if last turn you didn't think of something.
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Post by NoSorumbo on Mar 1, 2016 12:29:00 GMT -6
Oh Toshi Umezawa Umezawa, I forgot one thing... When I played competitive MTG:TCG, I got burnt out so I switched to EDH (Elder, Dragon and Highlander/Commander) and specialized in group hug decks. The concept is that you don't play to win, but instead to physically turn the tides of the battle to one person or another. So my last suggestion is do not play in a 4+ player match to win, but rather to play as an arbiter. If one person is about to loose, you join onto their team. If someone is winning, you strike them down to size. If you ever are winning yourself never press your advantage. Essentially, be a friend to the loosers and an enemy to the winners until eventually you will deplete your resources and loose the game. If you still manage to win... more to you. Just another idea...
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budgernaut
Neophyte
Posts: 19
Title: The Uncanny One
Mana: Green, Black
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Post by budgernaut on Mar 4, 2016 17:15:00 GMT -6
The balance with this game is why I like it so much. Plus the fact that the terrain is slightly customizable (even more so now that I'm making my own terrain) is a big part of keeping the game feeling fresh. Balance is the reason I stopped playing the MTG:TCG. I only liked to play on a beginner level, and when my friends found out about Friday Night Magic tournaments at my local comic/game shop they were hooked. I only played with cards I could get for 10 cents out of the bargain bin they had there. Anyway, they started to get super competitive, and then headed online Net-Decking and buying good cards off the internet for decks around $500. I could still beat them if I put in the effort (one time I made a land destruction + enchant opponents stuff so they hurt themselves deck for under $2 good psychological tactic) but it became if I find out what counters your deck type I win and it became stale so I don't play MTG:TCG with them anymore. I just saw a YouTube video recently talking about balance in MTG:TCG. The guy said that balance issues like the ones you mentioned are the major reasons why many people stop playing. His suggestion was that a limited sealed deck provided the best balanced decks. In other words, you and each of your friends get 6 booster packs from the same set, crack 'em open and build a deck. Then each person plays with the deck they built. Since Magic sets are balanced around limited formats, it provides for a more balanced play experience. Or, you know, skip out on those boooster packs and just play AOTP. That's why I love this game. I could never spend money to get the Origins 5 planeswalkers, but this game lets me play with each of them in a fun and balanced environment.
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SiegeLegend
Neophyte
Posts: 16
Title: Long-time Magic, recent Arena player
Mana: Red, White, Black
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Post by SiegeLegend on Jan 25, 2018 17:08:48 GMT -6
Few ideas that you can do without having to change the game: Play on a map that gives them the higher ground and/or glyphs right away. Play on a map that restricts you with water and/or obstacles that could get you funneled/cornered. Give them initiative (let them go first).
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Post by Karn2017 on Jan 26, 2018 12:25:47 GMT -6
What I often do is intentionally play the lowest army cost. I would start at 500 points or lower and let my opponent start at 600 points. Every time I win I subtract points (Maybe 5 points), until the game gets harder. You could also increase the number of points they can play with by getting the other two expansions so that they have more options to choose from.
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