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  1.  
  2. Everyone Needs Mental Strength
  3. There are some people who will point to great players like Kenji Tsumura and Paulo Vito
  4. Damo da Rosa that are legendary with their technical play, but are not known for their
  5. mind games. They claim that because some of the all-time greats do not employ Jedi
  6. Mind Tricks that they must be flawed, but the truth is that this is just a function of
  7. different players have different styles.
  8.  
  9. Mike Turian, Olivier Ruel, Mike Long, and Mark Herberholz are all famous for their
  10. mental game and making wins appear out of nowhere. This does not mean their style is
  11. better or worse than Kenji, PV, or anyone else. It just means they focus on different
  12. skills. Most top players use Mind Tricks to some degree, but all are versed in them,
  13. because even if they are not a part of your regular arsenal, you need to be able to guard
  14. yourself against them.
  15.  
  16. I brought up the topic of the morality involved because all the mind games in the world
  17. will be relatively ineffective if your attitudes towards them are wishy-washy. Either
  18. mean it or don't, but don't half-ass it. Remember, it is of the upmost importance to stay
  19. within the confines of the rules of the games you play — but just because your mind
  20. games may confuse an opponent and cause them to make mistakes which lead to their
  21. losses, doesn't mean you shouldn't do them.
  22.  
  23. In fact, it is much the opposite. You are at war! This is a competition. And besides, he
  24. may eventually thank you for the lesson, as if this match is costly, he will likely not make
  25. the same mistake twice.
  26.  
  27. I was playing at a $5,000 Standard tournament in Indianapolis in March of 2009. I was
  28. piloting a G/B/w Doran Aggro deck and my opponent in a feature match is armed with a
  29. R/W "Boat Brew" deck (Aggro-Lark). There were dozens of people watching, and Evan
  30. Erwin was recording the game on camera for The Magic Show, documenting what would
  31. become the infamous "Profane Bluff."
  32.  
  33. No pressure, right?
  34.  
  35. The critical turn involves me controlling a Cloudthresher, a
  36. Chameleon Colossus, two Wilt-Leaf Lieges, and eight land, at
  37. ten life. My opponent has been playing off the top of
  38. his library, but has drawn bomb after bomb and is now
  39. sitting on a board of Siege-Gang Commander,
  40. four Goblin Tokens, Elspeth, a Soldier token,
  41. two Stillmoon Cavaliers, and two untapped
  42. lands, with two Windbrisk Heights
  43. containing cards under them and seventeen
  44. life.
  45.  
  46. I draw my card for the turn…
  47.  
  48. Profane Command!
  49.  
  50. I was excited — but a split second later, I was filled with
  51. horror as I realized that my Chameleon Colossus had
  52. protection from Black, so I could not give it fear. My
  53. opponent only had two Black creatures, so if I could give all
  54. of my creatures Fear and make my opponent lose six life, I
  55. would win easily.
  56.  
  57. What is the play?
  58. The first step was to smile and excitingly slam the Profane Command on the table,
  59. hoping to draw the concession.
  60. My opponent just looked at me.
  61. I said, "You are only at seventeen, right?"
  62.  
  63. He replied, "Yes."
  64.  
  65. I said, "Profane Command!"
  66.  
  67. He asked, "What are you going to do with it?"
  68. No!
  69.  
  70. What was I to do? I quickly surveyed the board. I could Profane Command the Siege
  71. Gang, and maybe if neither Heights had anything too bad, I could live another couple of
  72. turns, if I was lucky.
  73. I decided to go for it.
  74. I tapped all of my land and said Profane Command for six; you lose six life and all of my
  75. legal targets gain Fear.
  76.  
  77. At this point, I asked my opponent again, "You are only at seventeen, right?" Then I
  78. added a sort of rhetorical laugh, as in, "Isn't this over?"
  79.  
  80. He asked me if I attack with everything. I said, yes, I attack with everything. He tried
  81. every combination of blocks with his Stillmoons, trying to figure out what the trick was.
  82. To his credit, he realized something was amiss; he figured that there must be some way
  83. for him to live, based on his read of me. Still, he did not end up blocking with any of the
  84. non-Black creatures and died in combat.
  85.  
  86. Immediately afterwards, I pointed out to that I had given only my legal targets Fear. He
  87. said "Sure, so?"
  88.  
  89. "All of my legal targets gain Fear."
  90. He smiled and laughed as he realized his blunder. He knew something was up, but
  91. couldn't see it in time.
  92.  
  93. After hearing this tale, some amateur players questioned this play and whether or not it
  94. was shady — but after conferring with a number of other judges (and not just the one
  95. watching the match), all agreed that there was absolutely nothing wrong with this play.
  96. See, there are a few keys here.
  97.  
  98. Do not misrepresent the game state or do something illegal. Many players would have
  99. said "All of my guys get Fear." Or even, "Only your Stillmoons can block."
  100. Neither of these statements is true. You are allowed to bluff and represent a Giant
  101. Growth in your hand. You are allowed to pick up your card that can't block and act like
  102. you are thinking of blocking with it, as long as you don’t actually block with it.
  103. However, if you actually misrepresent the rules, that is going too far. For instance, if
  104. your creature is not allowed to block and you try to block with it, that is cheating.
  105.  
  106. In this case, I took great care to not indicate that Chameleon Colossus had Fear, but rather
  107. took advantage of the fact that my opponent would surely assume it.
  108.  
  109. I did not point to the Colossus when I cast Profane Command. I did not say all of my
  110. guys gain Fear. I specifically said, "All of my legal targets gain Fear." This is an
  111. example of a shortcut that players can agree to during a match. If I had been asked to
  112. clarify which creatures exactly are the legal targets, I would have named the
  113. Cloudthresher and both Wilt-Leaf Lieges. It would be illegal to target the Colossus, so
  114. you can't do it.
  115.  
  116. You may ask, "How is it okay to not specify the exact cards when you cast the spell?"
  117. Well, I did, I gave all of my legal targets Fear. That is an exact set of targets, which takes
  118. care of the judge — and since my opponent did not ask for clarification, it is implied that
  119. he has no problems with this communication.
  120.  
  121. Have you ever played Path to Exile and targeted "The big guy" when your opponent has a
  122. 4/4 and a 2/2? You did not name the exact target, but your opponent agreed to the
  123. communication, so there is no problem. Tournament Magic would be very difficult if not
  124. impossible if not for shortcuts in game play and with communications, such as targeting,
  125. changing phases, what color of mana you are tapping your land for, and so on.
  126. The most important thing to remember here is to follow the rules.
  127.  
  128. In addition to not misrepresenting the game state, I also was careful to specify exactly
  129. what I was doing. I did not just say Profane Command, lose life, Fear. That would be
  130. ambiguous and not actually fulfill the targeting requirements of my spell. You want the
  131. ambiguity to be in your opponent’s head, not in the actual game.
  132.  
  133. A good way to think of it is like this: You want to fool your opponent, but you do not
  134. want to fool the judge. Say the words that you do and take the actions that you do in such
  135. a way so as to make it clear to a judge what you are doing.
  136.  
  137. Also notice how after the game, I helped explain everything to my opponent in a friendly
  138. way. Outside of obviously not wanting to foster any hard feelings, there is also a strong
  139. incentive to cooperate with my opponent, now that the match is over. He is going to help
  140. my tie-breakers — plus, if I help this person in a way that helps them win matches in the
  141. future, they will be more favorably inclined towards me the next time I deal with them.
  142. If I had instead just tried to make them feel dumb about the blunder, who is to say the
  143. next time our paths cross, I won’t be at their mercy somehow? I might be looking for a
  144. draw, or just looking for someone to trade cards with. It pays to cooperate with people
  145. outside of the game.
  146.  
  147. In fact, in general, I tend to try to cooperate with everybody whenever possible. It is not
  148. just that I want everyone to be happiest, although that is true. It is really just selfish
  149. though, as when everyone is encouraged to do what they think is best and to help
  150. everyone they can, it leads to the most happiness for the group as a whole.
  151. The flip side to this is that when someone voluntarily decides to compete against me in a
  152. game of Magic, I can dedicate myself to competing against them with all of my heart and
  153. mind, and with a clear conscience. In day to day life, when my friends lose, I feel
  154. empathetic and want to try to prevent these situations from happening. In Magic, you are
  155. going to get matched up against friends and friendly acquaintances. You have to be
  156. willing to let them lose and not feel bad about it.
  157.  
  158. A battle-hardened warrior must be willing to do whatever it takes (within the rules, or
  159. you aren't really playing the game anymore). Jedi Mind Tricks are within the rules both
  160. according to Wizards of the Coast, as well as all of the Pros I know, as well as my own
  161. perception of fair play. As long as you follow the rules of Magic and the rules of the
  162. DCI, then it is fair game to trick your opponent with a clever play.
  163.  
  164. A smart competitor exploits every possible advantage, as long as it does not compromise
  165. a greater purpose. One obvious example would be breaking the rules, as you may gain in
  166. the short term… but in the long run, none of what you are doing will mean anything if
  167. you acquired it through illegal means. Imagine how hollow it would be to cheat your
  168. way to a Pro Tour title and then for the rest of your life have to live with the knowledge
  169. that you weren't good enough to win and that your title is a lie, a theft, a cheat?
  170. That would be a pretty horrible fate! But fortunately, you have control over this. Don't
  171. be that guy. It isn't worth it, as it is the Magic equivalent of selling your soul. All the
  172. riches in the world do you no good if you have no soul, and all of the Magic wins in the
  173. world will do you no good if you acquired them through lying, stealing, and cheating.
  174. Morality is certainly an important issue, but as long as you operate within the framework
  175. of the rules and with honor, then you will have right on your side. Still, an important
  176. point that many people miss is that it is usually a far better use of your time spent on
  177. Magic working on improving your technical play. If you are actually sitting around
  178. practicing leveling your opponent, you would have probably profited more if you had
  179. spent that time just reflecting on your game and examining the proper plays.
  180. If you are going to use mind games, more power to you — but do not get so fixated on
  181. them that you lose focus of what is important. Technical play decides more games of
  182. Magic than all other factors combined.
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