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Casual Violence: Sack the Rack on The Stack—Helping Players Get a Grip on
How The Stack Works. -
by Casual Violence - posted 9/5/06 - discuss
here
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60-card Pick-up
Welcome back to Casual Violence. This time I’ll be looking
at the way Magic is played, and how that relates to beginners. When I first
started, game play was pretty simple: Untap, upkeep, draw, main phase, combat
phase, discard phase. I untap my permanents, pay upkeep costs, draw a card, play
creatures, enchantments, sorceries, instants, then attack. Blockers are
declared, stuff dies, and my turn ends. The sample deck that I gave last time
doesn’t stray far from this style of play; for a beginning player, Fog and Fog
Bank are the only cards that would have to be played during combat. Everything
else could happen before combat.
The game isn’t that simple anymore, which could hinder the
game for newer players. Certain things can and cannot happen during the
different phases of the game. First, I’ll walk through the phases and
sub-phases. Second, I’ll give some examples of how to use the cards. Third, I’ll
tackle The Stack (probably the most complicated part of the game—the best
players that I know, ones who could at least make it to Regionals in the
tournament circuit, have trouble with The Stack). The Stack is capitalized
because of its importance, and the difficulty of how things should be played on
The Stack and how they resolve. It amazes me that more new players don’t quit
because of The Stack. I’ve watched a lot of players, newcomers to the game and
Old School players alike, sell their collections for a song because of how
complicated the game is.
It doesn’t need to be difficult. It’s just hard to explain
what happens when on The Stack, how it happens, and why. I’ve tried many times,
sometimes successfully. Usually it ends with a deck flying across the room.
Phasing Through Walls
Here’s a rundown of the phases for those who aren’t
completely familiar with them. Note: mana pools empty after each phase, except
for the upkeep phase. That mana stays in the pool through the draw step.
The game consists of phases. They are, in order: Untap,
upkeep, draw, main phase, combat phase (with sub-phases), second main phase,
discard phase, and end-of turn. After end-of turn resolutions, it starts over
for the other player.
Untap: You turn all
of your horizontal permanents vertical. Unless a card states otherwise,
untapping is not optional. There are cards that mess with the untap step.
Winter Orb and Yosei, the Morning Star are among the most notable, but there
are a number of snakes out of Kamigawa block that stop individual cards from
untapping normally. This phase is important because it allows you to regain
the resources on your board (permanents).
Upkeep:
This phase is when you pay any additional costs for cards that have
“upkeep” costs. The cards will state that in their rules texts. Also, there
are effects that may only be played during the upkeep phase. An example would
be the “Forecast” ability from the Azorius Guild in Dissension. This is the
only time that instants cannot be played. Any other phase is fair game,
though.
Draw: (This isn't
really a phase, like the other parts of the turn; it is a step.) Draw a card.
Pretty self-explanatory.
Main Phase: This is
the first time during a player’s turn when they can play land, which may be
played at any time during the player’s turn; sorceries, creatures, artifacts,
and enchantments, which can only be played during your own main phase, unless
the card specifically says otherwise, or another card’s effect allows it.
These may only be cast if The Stack is empty. As noted above, instants may be
played at any time, during any player’s turn, with that one exception.
Combat Phase: The
combat phase is difficult, because there are so many steps involved. First,
there is the declaration of intention to attack. This is needed, because some
spells and creatures have the ability to tap permanents. This gives the
opposing player the opportunity to deal with potential attackers before they
are declared. If there are no effects, the attack phase is entered. Creatures
designated as attackers are turned sideways in a threatening manner. Any
pre-blocking effects are declared. Then, the opposing player declares
blockers. It is strongly recommended that any instant-speed buffing effects
(such as Giant Growth or Unchecked Growth) are played after blockers are
declared. This gives you a chance to see which of your creatures, if any, are
going to charge to their deaths, and which critters will push through and slap
the other player in the dome. Buff spells might save a doomed creature that is
being blocked (and doom the opposing creature) or get a few extra points
through.
Damage has not been dealt yet, though it has been decided
what creatures will be taking damage. There are effects that could change how
damage is dealt at this point. Giving a creature –X/–X until the end of the
turn, or sacrificing a creature for an effect could still happen. The
defending player decides when damage goes on The Stack, after the attacking
player resolves his or her effects. Players take their damage from unblocked
creatures (if any), and creatures are dealt damage at the same time. If a
player has taken lethal damage (their life total has been reduced to 0 or
less), that player loses the game before the cleanup phase of combat. Once
damage resolves, the cleanup phase happens, where all creatures dealt lethal
damage are removed from play and put into graveyards. Although damage is dealt
simultaneously, and the creatures hit the graveyard at the same time, those
creatures’ controllers decide the order that they go in, and combat ends.
Unless
there is an effect that states otherwise, there is only one combat phase. All
attackers are declared at the same time, no matter how many players are being
attacked. In multiplayer games, this is very important because there are quite
a few effects and abilities that can change the way combat is resolved.
Fog, Spore Frog, and Kami of False Hope could all nullify
combat damage for all creatures and players.
Second Main Phase:
Once the smoke clears, there is a second main phase. It’s just like the first,
except that the Orzhov Euthanist that was in your hand just got a whole lot
better.
End of Turn/Discard Phase:
The player announces the end of his or her turn, then discards any excessive
cards in hand. Usually, that means any cards over seven, unless a spell or
ability changes that.
Stack Time! (or, “How to get a good
collection for free.”)
When dealing with newer players, or extremely casual
players, using The Stack to your advantage is easy. To them, The Stack is overly
complicated, and often looks like cheating. It looks like cheating, because, in
a way, it is cheating. Using The Stack against a player who isn’t familiar with
it is an unfair advantage. I’ve watched very casual players (those who play
twice a month at most) quit and give away large collections because someone kept
using The Stack against them without explaining how The Stack works. These
people enjoyed Magic, but weren’t into it enough to know what The Stack does,
why it’s there, or how to use it.
The Stack is simply a way to understand what is happening
and to give each player the opportunity to use their resources to their best
advantage. What it does is it gives an order to spells and abilities that each
player controls. The tricky part is how to use it. Especially when “priority”
gets involved.
To illustrate this, I’ll walk through a player’s turn:
 All
of Timmy’s permanents become untapped, he pays any upkeep costs, then draws a
card. In his hand are two Monstrous Growths, a Giant Growth, and a Forgotten
Ancient. On the board are eight Forests, a Transluminant, a Basking Rootwalla,
a Humble Budoka and a Gruul War Plow.
Johnny is playing Black removal. He has five Swamps, all
untapped, a tapped Severed Legions, and two untapped Drudge Skeletons. He has
five cards in hand.
This is something that I’ve seen beginning players do.
Often. Timmy begins by casting the two Monstrous Growths and the Giant Growth
on the Basking Rootwalla. (Which is an illegal play—sorceries may only be cast
when The Stack is empty; one of the spells has to go on The Stack first, which
means that another Monstrous Growth can’t be played until the first spell
resolves.) Johnny responds while those spells are still on the stack by Last
Gasping the Rootwalla in response. Everything Timmy did went on the stack
first, so it will resolve last (the “first on, last off” rule of The Stack).
The Gasp hits the Rootwalla before the Growths resolve, and it dies as a
state-based effect. It is at 0 toughness before the Growths find their target.
Johnny’s a moench, and he lets Timmy rethink the play.
Instants are faster than sorceries, and resolve before the sorcery takes
effect. So Johnny lets Timmy know that the best play is to hit the Rootwalla
with a Monstrous Growth first. Nothing else is on The Stack, so the sorcery
can be played. Johnny responds to the Growth being put on The Stack with the
Last Gasp, which kills the Rootwalla before the Monstrous Growth finds its
target. Next, Timmy should put the Giant Growth on The Stack in response to
the Gasp. The two cancel each other out, and the Rootwalla lives. As long as
no other effects are triggered, the first Growth resolves, and the Rootwalla
is now a 5/5. After that exchange takes place, everything resolves and The
Stack empties so that Timmy can play the other Monstrous Growthon the
Rootwalla. It is now a 9/9, with trample from the Plow. Timmy attacks, assured
that at least 11 points will go through unless Johnny has some way to get rid
of the artifact.
Experience Necessary
The
Stack is tricky because of the changes that occur during play. I was involved in
one game in which I played a Red/Green/White deck against a Red/Blue/Green deck
with a strong Simic Guild base. That base being four copies of Plaxcaster
Frogling. Since the thing wrecks targeted removal (and it keeps you from
equipping a Pariahs Shield to a Phytohydra that has taken damage), I wanted the
thing gone. My opponent had a bunch of mana open, but I had a Savage Twister in
hand. I Twistered for three, enough to eliminate the Frogling. That’s the first
effect on The Stack. My opponent buffed the Frogling out of Twister range with
something like Giant Growth. Second effect on The Stack. I responded with a
Yamabushis Flame. Third effect on The Stack. Without missing a beat, he used the
Frogling’s ability to make it untargetable. Fourth effect on The Stack. The
untargetable ability resolved first, which meant that the Frogling couldn’t be
targeted by the Flame (which resolved next). Or the Growth (which resolved
third, but the Frogling was still untargetable). The Savage Twister finally
resolved (first on, last off), and the board was cleared (except for the bigger,
meatier Phytohydra).
He’s an experienced player. He taught me how to use The
Stack. And he still fell victim to it with his own effect. Which shows how easy
it is to lose track of The Stack when you’re about to be smacked. (I apologize
for that sentence.) [It's OK. ~Streetz~]
Beginning players might find it difficult to navigate The
Stack. When moving up in difficulty, with more complex decks, interactions, and
combos, it helps to have someone assist the new player with suggestions and
hints as to the best plays. Not someone to play for them, just give advice when
needed or asked for. After awhile, they’ll see how different spells work, the
difference between instants and sorceries, how to Disenchant a Golgari
Germination before the Wrath of God clears the board and gives your opponent a
ton of token creatures, or when to Mortify the Bronze Bombshell as the
Spawnbroker’s comes-into-play ability resolves.
At first, explaining The Stack seems easy—first on, last
off. If the cards are set on the board and actually stacked, the top card
affects the next one down, the second from the top affects the third, and so on.
So it is possible to use the Selesnya Guildmage’s buffing or token-creating
abilities as it gets Charred. Simple. Until you get into spots where a player
responded to a Counterspell with Telling Time. It seems to create a
Stack-within-The-Stack, with the Telling Time resolving while the Counterspell
remains on The Stack. Throw a Swift Silence on top of all that, and there’s a
mess. The Telling Time has resolved, even though the Silence’s effect hits
everything on The Stack.
I’ve seen a four-times-a-week player quit after having the
lifeless body of a goblin Flinged at them after the Goblin should have taken
lethal damage, back in the early days of The Stack. The Stack can be confusing,
and intimidating before it's understood. He started playing again, but his
collection isn’t the same. After he gave all of his cards to a neighborhood kid
(a few hundred, if not over 1000), he came back to the game a couple of years
later. He now owns a slightly modified theme deck. About 80 cards total,
including lands. He now plays two or three times a year.
Endgame
When teaching a newer player about The Stack, or bringing
someone who’s unfamiliar with The Stack up to speed, it’s best to take it slow.
When you’re about to do something complicated on The Stack, explain what’s
happening every step of the way, and what the other player can do in response,
such as using a Guildmage’s abilities before it’s turned into vapor by a Dark
Banishing. Or recasting a Remanded Shock after the Remand resolves. The Stack
requires time and patience, especially when your padawan insists on casting two
Giant Growths and a Monstrous Growth as sorceries before the combat phase
begins. Walk them through the steps of slow casting the cards, and why you’re
choosing to cast a spell when you do. Don’t play for them after the first few
hands—that defeats the purpose of teaching them.
Again, cheat sheets are helpful when teaching a new player.
The phases of the game can get complicated, particularly the combat phase. Use
as many different ways as you can to show how the phases and The Stack work.
Visually, The Stack can be represented by physically stacking the cards as they
are played, or making a list of the spells and effects as they are put onto The
Stack. The steps of resolution are easier to keep track of that way, with the
last effect resolving first, and the first effect resolving last. It gives a
trail to follow for any questions, and it’s tangible.
And never be afraid to admit when you’re wrong. If you get
new information after you’ve played under a misunderstood rule, suck it up and
explain what was wrong, and why it was wrong.
Try different ways to explain things to your guinea pi—er—padawan.
With a little work, you’ll find the way that’s fits your style of teaching, as
well as the new player’s style of learning.
-Casual Violence-
You can discuss this article in the MDV forums
here.
Articles
Spotlights from 2006
The Games People Play - Tactical Magic. If I worked at R&D The Beginner’s Guide to Rogue Druid Week Primer Opting In: Ravnica MDV Idol: Finale! Avatar Week Primer Delusions of Mediocrity: Getting Stuffy in Here. Raiding Ravnica: Guildmages and You! Lands-More than Mana: Part One
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