Tuesday, May 24, 2016

Overwatch gameplay settings and a few quick tips

Overwatch menu options, gameplay settings and a few quick tips

I don't claim to be GOOD at the game, or anything, but I can hold my own in the matchmaking.  These tips are from my own matches, and from watching through Seagull's twitch video archives (https://www.twitch.tv/a_seagull).  Most of these are questions and answers that he answers about two or three times every hour or so.

  • Enable kill feed.  This shows who kills who, and when, in the top right of your screen.  No one knows why this is turned off by default. gameplay>kill feed display>on
  • Disable windows mouse acceleration.  This may already be off in the Overwatch settings, which supposedly use raw mouse input, but it is useful for any PC gamer who doesn't know about it.  Here are instructions and even a tool that can do it automatically for you.  http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-fix.html
  • You can customize the crosshairs, globally and individually hero-by-hero.  You can change the crosshair color, such as to green for contrast on more backgrounds.  You can also change the shape, such as to a dot for easier aiming.  You can turn on or off the crosshair bloom, to show the weapon spread or recoil.  These are customizable globally or hero-by-hero, if you would like. controls>reticle>bloom/type/color
  • Increase your FPS as much as you can, lowering your graphics settings if necessary for better performance.
    • You can view your FPS and performance stats by enabling the following video>display performance stats
  • You can switch voice chat from "push to talk" to "always on", if you are grouped with a few friends but also matching up with random people. sound>voice chat mode>push to talk/always on
  • You can turn "skirmish while finding match" on or off.  Some love it, some find it annoying. gameplay>skirmish while searching>on/off
  • melee key <default is V>
  • crouch key <default is CTRL>.  Crouch walking mutes your footsteps.
  • Stand on the objective on defense, as well as offense.  This can push the timer back on assault, and halt or move the payload backwards on escort.  On offense, having more people on the payload moves it faster, and the payload also provides passive healing to nearby heroes.
  • Shoot the shields.  A Reinhardt shield has 2000 HP, and a Winston bubble only has 600.  You can break them, but not if you don't shoot at them.  (Do NOT shoot the Zarya shields.  This gives her energy!!)

The following are general gameplay tips.  You can learn these much more in-depth by playing the game, watching streams, watching youtube guides, and playing the game.

  • Learn the maps
    • map paths and chokepoints
    • locations of health packs
    • how yourself and enemy heroes can move around the map
  • Learn the heroes
    • Movement abilities, map-specific movement options
      • Genji double / triple jump plus dash, genji/hanzo wallclimb
      • Junkrat, Pharah, Soldier 76, Bastion during tank-mode, and a few others have rocket jumps
      • Lucio wallrun.  Also note that his speedboost amp it up is one of the most powerful abilities in the game with proper team coordination
      • May's walls can let you reach some interesting places if you cast them below yourself or an ally.
    • Unique game settings for particular heroes.  controls>click the 'all heroes' tab> view an individual hero A few examples:
      • Mercy guardian angel and healing beam targeting options
      • Soldier 76, Zarya, and others should enable viewing allied health bars (off by default for some reason)
      • Widowmaker's zoom reduced sensitivity is adjustable
    • Some heroes have unique headshot / critical locations, notably Bastion's glowing back panel when he is in Configuration: Sentry.
  • Learn the audio queues
    • You can hear enemy footsteps (and mute yours by crouching)
    • The same goes for gunshots or other attacks.  You can hear them hitting or missing and determine enemy locations.  For this reason, sometimes, spamming from long-range will give away your position in a negative way, even if you do hit for a few damage with it.
    • Enemy ultimate audio cues are louder than teammate ultimates.  Hearing them can give you time to change tactics, such as knowing that Widowmaker has activated Infra-Sight and the enemy team can see through walls as you move around corners.
  • Be willing to switch heroes mid-match
    • You must be able to play something useful to your team in every role (dealing damage, tanking, and supporting).  You almost always need at least one healer and at least one tank that can absorb damage for your team.
    • You don't have to play ALL the heroes, just a selection that can fill all roles.  Something that can take out an entrenched Bastion or Torbjorn turret with its support.  Something that can deal damage at range, something that can skirmish in close quarters.  Something that can flank, or anti-flank.  Something that can provide useful team healing.  Something that can absorb damage for your team.  Something that can deal with enemy snipers.  I specifically avoided the Blizzard default terms "offense / defense / tank / support", as those are not as useful.  There are only three main roles - dealing damage, tanking, and supporting.
    • Different sections or points of particular maps, or whether you are on offense or defense, may necessitate a hero swap.  Don't stick to one hero just because you want to; do what is best for your team, and be flexible!

Monday, May 23, 2016

How to successfully write an LFG submission or application

Constructive criticism for a lot of people trying to find a game. If your LFG post is merely a three-sentence short paragraph, it usually... sucks. A LFG post or application, whether on https://www.reddit.com/r/lfg, https://roll20.net/, or elsewhere should be treated with the same care and attention to detail as a job interview, or a job application.
You need to stand out. You need to prove yourself to be a high-quality and fun person to play with. When I offered to start DMing a game, I flat out ignored the people who sent me a one or two sentence private message, in favor of those that sent a few paragraphs and actually answered the questions I asked in my application post. When I have joined IRL games from reddit that did not cull the weeds at all and accepted any incoming applications, I have had much worse experiences. The games were less fun for me.
Go read the top twenty posts on the LFG new queue, https://www.reddit.com/r/lfg/new. You will see what I mean, how the applications start to blend together, and how the low-effort and high-quality ones differ. Use proper grammar, proper use of paragraphs, sentence breaks, bullet points where appropriate. (How to use reddit's markdown formatting - https://www.reddit.com/wiki/commenting. Reddit Enhancement Suite is also useful, found at https://www.reddit.com/r/enhancement)

Off the top of my head, here are the kinds of things you want to put in a successful LFG post or application:
  • Online vs Offline
  • Time zone and any key availability. (US West coast / US east coast / Europe; not available weekends / not available weeknights; available during the day; etc)
  • Experience level with rpg game systems (5e, 3.5, 4e, PF, Shadowrun, Paranoia, Star Wars, Exalted, Buffy the Vampire Slayer RPG, total newbie, etc.)
  • Alternatively, the specific game system you are looking to play.
  • Looking to join a game as a DM, looking to join a game as a player, looking to start a game as a DM, looking to start a game as a Player, etc.
  • What type of game are you looking for? Hack-and-slash diablo style dungeon crawl, mystery and intrigue, high fantasy, horror, theatre and immersive roleplay, Bobo-the-Clown DND where everything is 100% ridiculous and hilarious and random, steampunk, gritty high-danger realism...?
  • Why are you awesome? Why do I, reading your post, want to invite YOU to MY game, over the dozens or hundreds of other randoms on the internet? Keep this part brief, but it is important. Show some personality!
Et cetera. Stuff like that. If you are offering to DM, you need to post a little more information to go with the above:
  • Information about your world. ONE PARAGRAPH MAXIMUM. Indicate if it is homebrew, an established setting, a published module, etc.
  • Questions for your potential players to answer. (This will weed out low-effort versus high-quality applications). Here is an example questionaire I have used to great success - https://www.reddit.com/r/DnD/comments/37js39/i_frequently_run_games_for_players_with_no/
  • Any basic homebrew rules and restrictions you might be using. EX: No Drow, no Evil characters, minimum cursing allowed in my game because it intended to be PG-friendly, etc.
  • What source books are allowed, how open are you to homebrew or customizing races/classes/etc.


I hope all this helps, I hope you find a game! :D

Sunday, May 22, 2016

dasbif one-shot ground rules

dasbif one-shot ground rules.

I will refer to my own personal Rule Zero for DND:

> Rule Zero:
>
> All players must play characters who have some kind of in-character reason for both A) being with the party and B) being on the current quest, adventure, and/or campaign. Feel free to play an edgy loner; paranoid hermit; kleptomaniac thief; or ten-pages-of-backstory-guy. However, all players have an obligation to do it in a way that is fun at the table for the rest of the party, too. Discuss this with the group as needed!
>
> All players at the table should be having fun, and if someone is not, that is the only way you can play DND incorrectly.

Some rules and notifications:


  • The game will be theater of the mind, no battlemaps/minis/tokens.  If you are confused, ask me to re-explain the scenario.  Short-term rewinds are allowed if you misunderstood something important, and it is my fault!
  • If you are getting bored and fidgety and want to move on to another scene (such as if one person is scouting ahead alone for too long), pop up and mention it.  There is a fastforward button (called "exposition") to the narrative if this happens.
  • Your character name cannot be something stupid.  I don't enjoy playing what I refer to as 'Bobo The Clown DND'.
  • I am the DM.  Please don't roll a check or a save unless I ask you to roll it or it is patently obvious that you need to roll.  Feel free to debate a ruling I make if you have the source at hand, but don't take excessive time to do so.  Look it up while I continue with another player's turn, and point it out to me when it gets back to your turn.  Rule of Cool may override the books.
  • If you are new to DND, joining last-minute, and/or cannot build a character in 5e in Roll20 in 30 minutes or less, you can pick one from the premade ones on this list.  https://dnd.wizards.com/articles/features/character_sheets
  • Natural 1's and Natural 20's on any rolls will be autofails/autosuccesses at my discretion.  Sometimes I still need to know your total modified roll, other times good/bad things will happen to the narrative.
  • variant human is banned because it is overpowered
  • the lucky feat is banned because it is boring
  • multiclassing is banned without approval because this is a one-shot and it gives me a headache
  • Drow are banned because this is a one-shot and they are a monster race
  • Evil characters are banned because this is a one-shot, (unless this is an Evil Session)
  • PHB only.  No Unearthed Arcana, DMsguild, SCAG/EE content, etc. and don't even think about asking for a few other homebrew websites that shall not be named.
  • No, you may not have a pet _____.  You may not have a permanent pet, mount, animal companion, familiar, hireling, or any other non-spell class feature with its own brain / game statistics without clearing it with me ahead of time.  I call them "PC-NPCs", and I have a personal bias against them, they are rarely fun for me when I DM.  No offense.  But all players at the table should be having fun, and people forget that the DM is a player at the table, too!
  • DM inspiration = 1d6 bardic inspiration that you announce you are using BEFORE you roll a D20 for something.  Lasts until used.
  • Intimidate and Persuasion are the same skill during character creation, unless you are taking expertise in one or the other.  If you take proficiency in one, you get it in the other as well.  (Chris Perkins suggested this, I figured I would try it out!)
  • A reminder that Darkvision is only 60' (the distance from the Pitcher's Mound to Home Plate on a baseball diamond).  If you are standing on the pitcher's mound, you cannot see the backstop at all, and to read the numbers on the batter's uniform will require a perception check with disadvantage.  Darkvision is dim light, black-and-white, and everything is lightly obscured.  This is not even homebrew; this is Rules As Written (PHB page 183-185).  Bring a light source.
  • If you are being a dick; If you have other tabs open and are constantly reading or typing; If you spend unreasonable amounts of time whispering me or the other players; If you are playing with your phone; or if you are otherwise unreasonably distracted by other things within your own control, you may be asked to leave. 
  • Please close all unnecessary and unrelated extra tabs and turn off your phone, as if you are at the theatre with someone you really want to impress.


Wednesday, April 13, 2016

Introduction to DMing

So, you have expressed interest in becoming a DM?  Wonderful!  Here are a few introductory tips.  At the bottom of the page I have posted a load of resources I personally use, or recommend for you to use to do more research.

It is easier than some people imagine it is.  Being a Dungeon Master.  The rules are merely guidelines, and can always be bended, altered, or broken in the interests of everyone having fun.  This is stated on the first page of both the Player's Handbook and of the Dungeon Master's Guide.  As long as you are all having fun, you are doing it right!

This advice is written with 5e DND in mind, specifically, but many of the concepts and resources can apply to any RPG system.  In fact, many of the great DMs/GMs recommend playing multiple different games, to be able to draw concepts as a DM from them where necessary in your game.

***

When world building, start small.  Don't try to recreate Exandria or the Forgotten Realms or Middle Earth or Hogwarts from a blank slate.  Start with a single small town, flesh out a few shops and businesses.  Some key NPCs, anywhere from a handful to a few dozen.  A few key factions, such as a Carpentry Guild or a shadowy underworld of fences and criminals.  Continue worldbuilding as your players explore - don't try to front load it all, or your brain will crash like a computer.  Like an overtired toddler.  Like someone skiing in lava.  Start small, expand it out later.

You don't have to world build at all.  You can just string one free module after another together, or purchase a published adventure, and focus entirely on running your players through those modules/adventures.  Google "list of free DND modules", or search on DMsguild or reddit for some.  I will be recommending reddit a lot.  It is a wonderful resource, even just to look through subreddit wikis for resources and advice.

***

As a new DM, start your first session at level one.  Feel free to reach level three by the end of the third session if you want to accelerate, but start at first level.  I recommend you use milestone leveling, don't award XP.  This takes a lot of strain off of your brain, for your first time out.

Ban all content that is not part of the core rulebooks.  If it isn't in the PHB/MM/DMG, it is not allowed.  Maybe allow official WOTC (Wizards of the Coast) published works, but absolutely no homebrew or classes/races/spells that a player found online.  Some of those websites are not trustworthy, nor balanced or fair.  You can always homebrew that stuff in later.  Don't allow it at the start.

Choose between "theatre of the mind" vs using miniatures and battlemaps.  Use whichever works better for your brain as the DM in combat.  Your players will get used to either one, and both are equally good.  I don't use miniatures at all, when I DM - I find them distracting as a dungeon master.  You don't need music, but if you want it, a good place to begin is video game soundtracks.  Elder Scrolls and Pillars of Eternity should be a good place to start.

***

Advise your players: carefully read in the Player's Handbook everything about your Race, Class, Background, and any Spells you cast or prepare.

Also, carefully re-read Chapter 9, "Combat.", in either the PHB or the Basic Rules.  Request that your players do as well.  Players woefully under-use things like stabilizing a dying creature with a DC10 Medicine check, or actions like Disengage, Dodge, and Help.

Make them write down the page numbers on their character sheet for their relevant abilities, spells, or rules!

***

Always keep a list of setting-appropriate names on hand.  This is probably the most important piece of advice I can give.  If you can scratch dozens of brief nonspecific NPCs on notecards or in a text file, that is even better, but a list of names is mandatory.  Your players will attempt to grab random passerbys for stuff, and may ask for their names.  If you have a name already picked out, you will look like an omniscient god as a DM.  (Quickly note who the NPC was after naming them - maybe they will come back into the story some day in the future).  There are examples in the Player's Handbook sections for each of the races, or you can use a fantasy name generator such as donjon.

When planning an NPC (or, more often, making one up on the spot) here is a tip.  Imagine a character or an actor that portrays your NPC.  Don't say this out loud, this is for YOUR notes, for the DM only.  It is another magic trick.  The suave badass NPC played by Pierce Brosnan is different than the one played by Samuel L. Jackson. The bumbling fool played by Wayne Knight is different than the one played by Jack Black. Use what you know - whatever media you consume, make a note - "This NPC is played by Bellatrix Lestrange" or "That NPC is played by Kaylee from Firefly" or "This NPC is played by that drunk guy I met on the train three years ago".

Suddenly, having this actor/character in mind for your NPC can bring them to life.  It can give them mannerisms, expressions, personality, and opinions of how to react to circumstances you didn't plan for them.  Imagine Scarlett Johansson as Black Widow asking someone to tell her what she wants to know.  Now, imagine Ross from Friends doing it.  Do you see the differences in your mental image for how the NPC will approach the scene?

***

How to organize your notes: do it however it makes sense to you.

Some use pen and paper notebooks.  Others use a series of word documents and folders.  Personally, I use Evernote (https://evernote.com/), a free application.  It is great - searchable, tag-able, available in-browser, as a desktop, and as a mobile app on all mobile devices or tablets.

I use a laptop while I DM in real life, using evernote.  I post monster statblocks in there that I might use, I take notes on NPCs that I plan or invent on the spot, I note key decisions my players make... I make a new note for each session's pre-planning, and a second note for notetaking during and after gameplay of anything I need to remember.

You can also share notes with other people, for collaborative projects.  I actually used it for work that way.  You can add and annotate images, it is an extremely flexible and customizable application for your creative workflow.  I actually have started using it for everything, from cooking recipes to work to DND!  :D

Use whatever system works for you.  I use and recommend Evernote, and apparently Microsoft Onenote (https://www.onenote.com/) is also free, high-quality, and has similar functionality.  Or Google Docs would work, too!

***

Have fun yourself.  Everyone forgets that the DM is a player, too!

Make sure all your players are having fun, but this is not your sole responsibility.  It is the groups responsibility to all work together to keep having fun.  This is collaborative storytelling - not Players versus DM (unless you want it to be, in which case state that up front).  Your job is to make the players into Heroes, to present challenges for them to overcome.

Talk to the players, and keep an open dialogue.  Some want to min-max and dungeon crawl for some hack-and-slash kill-monster-get-loot.  Some want political intrigue, mysteries, and theatre as they roleplay their characters personalities.  Make sure you are all on the same page, or agreeing to a happy medium.  Talk about what you each expect and want out of the game before you start playing.

***

I had a DM for a one-shot game steal and use the following trick from a different RPG system.  Go around the table and ask Player #1 "How did <Player Character #2> save your life, and why do you owe <Player Character #4> a favor?"

Remember, the characters know each other, but the players might not know how or why. The characters have spent days, weeks, months together, but the players have spent mere hours. This should probably be backstory, or history, and make very little reference to any events that have transpired during your sessions and adventures.

Don't give them time to plan it out beforehand, make them tell the tales in character (or from their characters perspective/interpretation of events.). Have them all make stuff up. On the spot. Improv it. It does not need to be deep, or detailed, or make a massive amount of sense. "Our caravan attacked by bandits and Yam gave Zeke a hand in the fight, that's actually how we met." "Zeke was being framed for a murder, and Trebor discovered the true assassin and cleared Zeke's name".

This should build a sense of camaraderie, companionship, bonding. It should help them form attachments to each other, and by extension the world around them. It can tie into their personalities, their super secret headcannon backstories, or just be a light piece of character fluff. It will be harder to improvise for some players, easier for others, and that is okay. You, the DM, should not be interjecting much. Let them make stuff up and interact as characters talking out these stories. 

It should only take ten or fifteen minutes of game time, I highly recommend it!

***

KEEP A LIST OF FANTSAY NPC NAMES HANDY.

MAKE YOUR PLAYERS WRITE DOWN PAGE NUMBERS ON THEIR CHARACTER SHEETS FOR THEIR ABILITIES.

ALL YOU NEED TO RUN A SESSION FOR THE FIRST TIME IS A STACK OF PRE-GENERATED CHARACTER SHEETS, A FREE MODULE, AND PLAYERS.

***

Lastly, I will refer to my own personal Rule Zero for DND.

Rule Zero:

All players must play characters who have some kind of in-character reason for both A) being with the party and B) being on the current quest, adventure, and/or campaign. Feel free to play an edgy loner; paranoid hermit; kleptomaniac thief; or ten-pages-of-backstory-guy. However, all players have an obligation to do it in a way that is fun at the table for the rest of the party, too. Discuss this with your group as needed!

All players at the table should be having fun, and if someone is not, that is the only way you can play DND incorrectly.

***

RESOURCES

Basic Rules, the completely free and official Player and Dungeon Master rules from Wizards of the Coast - https://dnd.wizards.com/articles/features/basicrules

Blank and pre-generated character sheets from WOTC - https://dnd.wizards.com/articles/features/character_sheets

donjon random generator (names, monsters, encounters, dungeon maps, entire NPCs, towns, treasure/loot, everything you can imagine) - https://donjon.bin.sh/

Watch Critical Role, where professional voice actors live stream themselves playing DND - http://geekandsundry.com/critical-role-episode-1/  (compilation of DM advice from Matthew Mercer - https://www.reddit.com/r/criticalrole/wiki/matthewmercer)

The Angry GM, a great blog - http://theangrygm.com/category/how-to-gm/

Matthew Colville 'Running the Game' youtube series - https://www.youtube.com/playlist?list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

Adam Koebel and Steven Lumpkin 'Being Everything Else' youtube series - https://www.youtube.com/playlist?list=PLuGFF6RJgaMrlxVxEB7XsBerrIFgnqZIa

DMs Guild, an official WOTC website where you can download adventures or homebrew content - http://www.dmsguild.com/

Kobold Fight Club, Encounter builder / generator - http://kobold.club/fight/#/encounter-builder

All of the various DND subreddits.  I recommend /r/dnd, /r/dndnext, /r/askgamemasters, /r/dndbehindthescreen, and /r/rpg to start.  All of them have wiki's filled with hundreds of great resources, make sure to check them out!






Good luck!
-Dasbif


Sunday, May 17, 2015

Battle of the Stores 2015

Battle of the Stores 2015

This past weekend I competed in the first ever Battle of the Stores event, hosted by South Florida Magic.  All of the card/game/magic shops across South Florida sent 1 or 2 teams of their best players to compete for the trophy.  This means all of the teams were composed of the top players from their area, including the PTQ top-8 regulars and a few Pro Tour competitors.  I was humbled to be offered a slot on our team from Wizard’s Tower (https://www.facebook.com/pages/Wizards-Tower/148158092053364?fref=ts).  68 players representing 17 teams prepared for battle.

I joined the team as the Limited Specialist, but before we get to that, let’s break down this unique tournament.  This was a Team Event, with teams of 4 players.  Teams played three matches at the same time, A, B, and C, versus players A, B and C from the opposing team.  The fourth player was the team coach - the coach was able to tag in for his teammates up to four rounds over the event.  All teammates were able to communicate freely with each other, with no such thing as outside assistance within a team.  The formats were three rounds of Team Sealed (8 packs DTK, 4 packs FRF) to build three decks, and then three rounds of Team Unified Standard (limit of 4 of any non-basic card across all three standard decks), with a cut to Top 4.

Now, I said a moment ago I was not intending to play Standard.  I was to be team coach, and to play the limited portion of the event, with a skilled Standard player taking care of the rest.  We had some… roster issues.  The slot of our fourth player fluctuated between three men, with our final coach Chris being signed on Friday night before the event!

So… I had less than 24 hours to learn both my deck and the entire standard metagame!  I watched a few SCG videos of Bant Heroic in action to study up.  I trusted my technical play, and being a team event I was able to lean heavily on Jelle, (who played the deck at PT: Dragons of Tarkir) for key strategic advice.  Jelle was playing Esper Dragons, and Mike was playing our unique take on a mono-red deck splashing black.

The event started at 11 AM after some small logistical delays - props to Head Judge Matt Rossi, along with Dave, Chris, and the CoolStuffGames and SouthFloridaMagic crews for making it all run amazingly after that.  After an hour building three decks out of our sealed pool, we had come up with three strong decks.  Chris was to be running G/R featuring 3(!) Temur Battle Rage, Jay was running U/B control featuring Crux and a red splash for Kolaghan and Pyrotechnics, and I had B/W aggro.  Here was my decklist and the cards I boarded in: http://magic.tcgplayer.com/db/deck.asp?deck_id=1238389

During deckbuilding I said this was exactly the deck I would have wanted to build and play if I could have custom-chosen our sealed pool.  As our limited matches played out, that was absolutely correct.

Round 1

Bye!

Luck is an extremely important skill.  We immediately left to go have lunch and rest up for the next nine hours we would be in the trenches.

Team record 1-0.  

Round 2

vs PPF, feature match, on camera vs Joe

I was sad to face our long-time friends in round 2, but given only 17 teams that is not too unlikely.

In game 1 I got a lot of early pressure down and finished things off with Palace Siege.  Blood-Chin Rager was an all-star.  Game according to plan.

In game 2 I lost my turn two Blood-Chin to a Douse in Gloom and got into a losing race, finished by a dashed Kholaghan for lethal.

In game 3 I played a creature on turns two and three, and that was too much for Joe to handle.  He lead off with Corpseweft into Outpost Siege  This delay in action let me hold up Center Soul to protect my creatures from his removal spell, and he he never had time to cast a relevant creature.  At six life he tried to dash something in and gain life with Butcher’s Glee, but by then I had both of my sandblasts to seal the deal.

Individual sealed record 1-0, team record 2-0

Round 3

vs Lawrence

Game 1 I put a lot of early pressure on Lawrence while he stumbled slightly on lands.  A key turn allowed me to snowball the game by capitalizing on his error.  Lawrence attacked me with a 3/2 Hardened Berserker.  I blocked with a 2/2, and then he used Coat with Venom to save his creature.  He then cast a creature post-combat for 1 less mana.  I said no, and immediately called a Judge.

You see, the card reads “Whenever Hardened Berserker attacks, the next spell you cast this turn costs 1 less to cast.”  Because he had cast Coat with Venom during declare blockers, he had already wasted the cost-reduction effect from his trigger.  The judge ruled as such, and Lawrence was forced to pass the turn with no plays having effectively used two mana up while already being slightly behind.  I was able to apply additional pressure to capitalize, and win a few turns later.

Game 2 he curved out beautifully while I had kept too-slow of a hand starting with a morph on turn three.  My teammate and I had agreed the hand was a poor keep but keepable.  Maybe I should have gone to six anyway, knowing my deck had so many two drops and being on the draw?  In hindsight keeping that slow of a hand on the draw seems incorrect, but I also hadn’t seen very much of Lawrence’s deck to know how aggressive/defensive he was likely to be.

After game 2, I lowered my mana curve of my spells to win what I expected to be an upcoming race.  I also brought in my mind-rot effects, because he had emptied his hand very quickly in game two, so if I knew I could hit higher value with them.  I boarded out my two large/expensive creatures for the two discard spells..

Game three I kept a hand with no swamp, mind rot, and a good curve of white spells… and Lawrence mulliganed to five.  I never did draw a swamp, but with his mulligans I was able to win the match anyway with Elite Scaleguard to finish.

I had won my match and Chris had lost his.  Jay had won game 1, and was in game 2 as time ticked down.  If we don’t lose this game (don’t even have to win, just Not Lose), we win the match, and if we lose this game we draw the match.  It was very tight, and on turn 5 of extra turns there were a number of draws our opponents could have had… but they didn’t get there.

Individual sealed record 2-0, team record 3-0

Round 4

vs Louis, feature match on camera, switching to standard

At this point I should mention that our store sent two teams to the event.  We were team Wizards, and our sister team was team Tower.  At this point, our store had been on camera three times already, and I was on camera for the second time!  Cool!

Remember, we switched from limited to standard from round 4 onwards… and I had never played a single game with Bant Heroic before!  I knew I was in trouble and was relying on my team quite heavily.  Jay had helpfully provided detailed sideboarding guides for both Mike and I covering all of the major matchups we expected to face.

In game 1, I had a very interesting decision.  I mulliganed to six and had one land plus the correct assortment of creatures, protection spells, and Dromoka’s Command and an ordeal.  Given that the deck plays almost no spells that cost three or more, it seemed like an excellent speculative keep, and I conferred with Jay to confirm.  He agreed it was a keep over mulliganing to five - the upside was very high if I drew a second land in two or three turns.

I spoke with the commentators after the match, and they asked me “What was with that hand game 1?”  The truth is, the deck is unreliable.  It is capable of suffering from wrong-half-of-deck syndrome if it draws the wrong mix of creatures or protection spells in the wrong order, and also capable of running out of gas without hitting any card draw.  The potential upside on a very strong hand like that is far greater than a random five-card hand.  

Don’t be results-oriented - despite never drawing that second land, it was correct to keep that one-land hand on the draw with this deck.

Louis was playing Abzan Midrange with Wingmate Roc.

Game 2 we both mulliganed, and I had a strong opener with a 1 drop into ordeal plus protection.  He Thoughtseized my Ordeal, and I drew poorly to his turns 4 and 5 siege rhinos.  I had a small window where my out was the chance that he would miss the ability to kill my blocking creatures to trample through for lethal, but he saw the line of play and killed me.

I lose the match, and my team does as well.

Individual Standard record 0-1, team record 3-1.

Round 5

vs David

David was playing Mardu Dragons, a nightmare matchup.  I have few ways to stop edict effects, and he is chock-full of them.  I was narrowly able to overpower him in game 1, but crushingly defeated in games 2 and 3.  I made a HUGE mistake in game 2 by casting a creature on turn 2 instead of waiting until turn 3 when I could have protection from removal up.  Don’t do that if you play the heroic deck!

Our team lost the match, and morale was low.  I was worried we were going on tilt.  We had had excellent tiebreakers (>69%, next highest in our bracket was <60%) going into the round thanks to our bye.  All around the event hall people were debating whether any X-2’s were going to be able to make the Top 4 cut, the general consensus being no.

I knew that if any X-2 was going to make it, it was going to be us, though.  Our tiebreakers were the best.

Individual Standard record 0-2, team record 3-2.


Round 6

vs team South Florida Magic, vs Mike.  Feature Match - My teammate Mike was on camera.

This was the final round of the swiss, and we had gotten paired up.  We were at 9 points, and SFM was at 10 points.  They asked us to concede, but we declined.

It turned out I was playing versus R/G Dragons.  A big dumb green deck.  (eeexcellentMrBurns.gif).  Big green decks are what Heroic wants to face all day long, and as such I win game one like childs play with two Dromoka’s Command and a third in hand.  Even my opponent Mike was sadly laughing at how I killed him on turn five.

Game two I was slowed down by a Hornet’s Nest and then incorrectly did not count his nykthos mana correctly to realize he could cast the Ugin I knew he had.  I overextended my hand into exile, and had no chance to recover.  I am told Heroic can never beat a resolved Ugin, and I quite honestly believe it.

Game three started off very well for me.  He played mana dorks and Coursers of Kruphix, while I started Making Creatures Really Big.

My teammate won his match on camera, so either Jay or I needed to win ours.  Both teams were paying close attention to my match versus Mike, as it was getting rather tense, despite me being slighly ahead going into the midgame.  Jay ended up losing his game and match, and all eight players on both teams were focused entirely on my Game 3.  Critically, Mike had run low on resources and had few cards in hand.  He cast a Polukranos and passed the turn.

After I untapped and drew, here was the board state:

Mike:
15 life
Untapped Nykthos, rest of lands tapped.
Polukranos, Nylea’s Disciple, Sylvan Caryatid, Rattleclaw Mystic, all untapped.
0 cards in hand.

Jacob (me):
25 life
Seeker of the Way
Favored Hoplite (0 counters)
Lagonna-Band Trailblazer (4 counters)
3 cards - God’s Willing, God’s Willing, Ordeal of Thassa

What follows was simultaneously the most important and the worst game of the tournament.  I would like to remind you, that between the 8 members on both teams all watching this next turn play out, there were at least three judges (including myself) and two Pro Tour competitors, all focused 100% on this game.  I may have a few details slightly wrong or out-of order, given the complexity and pressure of the situation, particularly who-said-what-when.

Every single play below was debated and discussed by the members on the appropriate team at length.  During this process time had been called in the main round, though we had a time extention for being in the feature match area.

I cast God’s Willing targeting Favored Hoplite, triggering heroic and prowess.  I named green and scryed Dromoka’s Command to the top of my library.
I cast Ordeal of Thassa targeting Favored Hoplite, triggering heroic and prowess.
I attacked with all three of my creatures, triggering Ordeal and Sacrificing ordeal.
His team deliberated about if, and what target, Polukranos should monstrous.
I drew Dromoka’s Command and a Land.  My hand is now Command, God’s Willing, and a land.
In declare attackers, I deliberated with my team at length.  We eventually decided the best line was to use the Command before blockers to fight and kill Polukranos with Lagonna-Band Trailblazer and add a counter to favored hoplite.  Triggering Heroic, Heroic, and Prowess.  This would force him to block and lose enough devotion to no longer be able to draw and play Ugin.
His team deliberated about if, and what target, Polukranos should monstrous and if/how it should block.
Mike said “Okay, that happens”.  I added counters appropriately and put Dromoka’s Command in my graveyard.
Mike moved to activate Monstrosity and I called a Judge.  My interpretation was that they had decided not to activate, and he was now doing it as an afterthought.
The judge ruled in his favor, and I appealed.
The Head Judge upheld the ruling and said that Mike had yielded priority to the topmost item on the stack (prowess trigger) and could now activate monstrosity.
In response to the ACTIVATION of monstrosity (before the “when ~ becomes monstrous” ability triggers), we elected to use God’s Willing to give the Trailblazer protection from green so that polukranos was forced to choose Seeker of the Way as the only legal target, because Hoplite and Trailblazer had protection from green.  A judge was called to confirm that this is how Polukranos works (I have ruled on this issue before and knew it did, my teammates and opponents required clarification).  Heroic and prowess triggered.  I scryed a creature to the bottom.
We realized we had just given our Trailblaze protection from green, making it an illegal target for our Dromoka’s command.  Our opponents cheered, smiled, and pumped the fist in a small victory.
It dawned on us all that, long ago, as the very first action of this turn, Favored Hoplite had been given protection from green.  It was never a legal target for the Dromoka’s Command.
I called the Head Judge.  I was given a warning for Game Rule Violation, and my opponent was given a warning for Failure to Maintain Game State.  
The ruling was eventually made that the board state was irreperable and irreversible, and the stack was to continue resolving.
Polukranos fought and blocked Seeker of the Way, I gained 12 life, my opponent dropped to 3.
He drew for turn.
I drew gods willing and won the match.

This one turn took over thirty minutes.

Individual Standard record 1-2, team record 4-2.

***

Take a moment to process that whole series of events and recover, exactly like we couldn’t.  We had another match to proceed to.

Semifinals

Team Wizards made the top 4 as 4th seed!  Our comrades Team Tower ALSO made top 4, and was in 1st seed!  (Congrats Shawn, Brad, Ryan, and Carl!!) That meant one of us would have to eliminate the other in the semifinals.  I was playing versus Brad, with Esper Dragons.  The commentators made the incorrect call and decided NOT to feature the civil war, because we had been hogging the camera all event.  The featured the other semifinals match instead.  Boo.

Whereas the last round of the swiss was the worst round of the event, the semifinals was the best.  In game 1 I got a lot of early pressure and dropped Brad to 3 before Ojutai anticipating every turn locked me out.  It was a close one.

I don’t remember the exact specific details of game two or game three, which is very sad because it was the best match I played.  I think in Game 2 I kept a hand with two treasure cruise and was able to out-resource him slowly over time.  In game 3 he was slighly having mana issues with a Haven of the Spirit Dragon slowing him down from having both double blue and double black.  I was slighly stumbling stuck on two lands, but with a hand containing God’s Willing, Treasure Cruise, Stubborn Denial, and Disdainful Stroke and a creature in play I was not remotely out of it.  Sadly my creature was small, my life total pad only shows him dropping in small attacks.

He made a key misplay in the match when I put an Ordeal onto my Favored Hoplite and attacked with it.  I drew two cards, and he blocked with Dragonlord Silumgar.  We moved to damage, and I informed him that damage to Hoplite is prevented.

Game three was the same situation as Round 6 - my teammates were 1-1, so the match hinged on my and Brad’s game with all of our teammates weighing in.  Basically, the summary of game 3 is that I was able to hold up and use my protection and counterspells at maximum efficiency.  After I won the match, the table judge offered me congratulations on a perfect game.  He said we accurately maximized each and every counterspell and maneuvered them by correctly choosing which one to use when multiple options were available.  I am very proud of how we - not just I, but we - played that game.

Individual Standard record 2-2, team record 5-2.

Finals

vs Justin

I was featured again on camera in the finals. I had fun informing him “I would like to anticipate at the end of your turn, too”, with Justin laughing at me wishing for a Hive Mind in play.

The match can be summarized in one sentence from someone who was watching the stream: “It was awesome seeing Jacob’s match get cut off by his team WINNING THE TOURNAMENT!!”  

Record: 2015 Battle of the Stores Champions!!

In Conclusion:

My personal overall record was 2-0 in limited + a bye, 2-3 in standard counting the finals as a loss.  I won the limited games I came to play, and stepped up to perform in the matches where it counted most in Standard.  My team was incredible, and I give them all of the credit.  

Thanks to my teammates Mike, Chris, and Jay, as well as the whole crew of staff and judges that put the event on.  Thanks to all of my opponents for the great games.  Thank you to luck for a first round bye and topdecked God’s Willing's.  And most of all, thank you to Dave Foreman, owner of Wizard’s Tower - “Best prices and most comfortable chairs of any Magic: The Gathering venue I’ve ever been to!”