Not many, though. One thing that last night reminded me is how challenging it is to get proper data about your Magic games. Unless I'm doing this for a living, playing every day, it's nearly impossible to actually accumulate enough information to make a legitimate conclusion about the tiny choices that can make or break a deck.
I'm getting a little distracted. Here's the problem: I played 3 matches last night; one against a legacy Merfolk deck, one against a Stasis deck and one against a Pod deck, which is pictured.
Against the Merfolk deck, I felt like I was doing OK but I couldn't get enough nasty stuff online. I won the game where I had two Smothers but in the other games all of my low-CMC stuff, the things I want to play in the early game, deserted me and so did my removal. Is my deck at fault? Am I for not mulliganing more aggressively?
In the Stasis game, I had 8 removal cards that were totally useless to me. This happens in casual matchups and it's why so many of my decks have an 'unfocused' feel: you need to be ready for anything. I won the first game in this match because they didn't draw Stasis and I had flying Spirit tokens that effectively made Island Sanctuary useless. The second two games: Balance + Zuran Orb (and me allowing some sloppy play) skewered me. Is the deck bad or do I just need a sideboard? Or was I just outclassed by sheer power? Balance isn't legal in Legacy, the limit I set my decks to.
Against Pod, I flooded out in the first and third games. The second one, in the photo? I had a whole lot of fliers attacking for 2-9 a turn, as the game went on and a Repentance for the Grave Titan. But in game 3 I had no less than 13 lands out. Bad luck? Bad beats?
Which brings me back to 'how much have I improved the deck'? One of the pieces of advice given to many serious Legacy players is to pick a deck they love and play it and only it. I think it's probably best to pick two different decks, because the tides of Legacy are such that sometimes the deck you love is just a bad metagame decision. This advice isn't as useful in Standard because the format is either a) extremely volatile or b) dangerously stagnant.
But what is a good decision is to play a deck enough so information shows up to make some proper conclusions about it. This process also helps to better inform game decisions so I know what to do in situations that might be otherwise daunting. Mana flood happens; two games is not a metric to make a proper decision about the mana on, especially when the other games haven't had that issue. But 10? That would tell me a lot.
It's been a slow week of games though. I'll keep this one in rotation but I think it's time to move on.
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