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Sometimes just grinding out a matchup in silence with headphones on is the best. This is really beneficial when trying to learn a deck after you think you’ve gotten the list right. This is tedious, however, if both players have an open mind and explain their reasoning it’ll let both players explore alternative points of views on how a deck is supposed to be played. Playing in a pair while discussing each play. This will make matchups less scary and let you know what cards they struggle with. By playing open handed it’s possible to break down the iron curtain and begin to understand what’s actually going on in their hand. A deck like mono ice it’s easy to assume their hand is always filled with good cards like Genesis, Vayne, Orphan etc. In hard matchups it’s easy to assume there’s a lot of scary cards in the opposing hand, by playing open handed it’ll provide insight as to what the average hands look like during the course of a game. In matchups that are difficult, both players should play open handed. Another example of when to give up is when the other deck has an insurmountable amount of advantage, it’s best to just chalk it up as a win and move on rather than rely on luck to win. However, during the early stages of testing it’s all about learning how powerful a deck can be so conceding is fine.
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It’s not always worth just conceding, as learning how to play from behind is an important skill. They’ll just be playing from behind all game with a really low chance of winning. If a player misses a few backup drops and falls behind, then it’s not worth continuing the game. By extending a long game both players get the chance to experience super late game decisions (most practice games get cut short as shown by the next point), while seeing just how much your deck can handle. This will keep the game going and provide you with a taste of what it’s like when players draw good cards turn after turn. In those cases, simply put them on the bottom and redraw 2 cards. In a tight game, sometimes a player will draw dead. Swallow your pride in practice games for the sake of getting better! Dead Draw Roulette While this will naturally skew their win % upwards, it’ll provide an answer to the question thus informing your future deck building.
This means instead of grinding 20 games of mono ice vs a mill deck, whenever the ice player feels like Emp is a good card to play, turn a dead card in their hand into The Emperor. There should be an objective, a reason behind practicing…and that shouldn’t be winning! A good example is “how good is The Emperor vs Urianger Mill”. A good general rule is, if you’re ahead don’t use the EX Bursts. For example, if I’m testing how well mono water can do with a forward turn 1 vs a mono lightning player who does not have Al-Cid or Seymour, if the first damage is an Odin that destroys my Mira we’re not going to learn very much from that game. While EX Bursts are part of the game, some % of the time they’ll invalidate a game. I figured this was a topic of interest for many people and decided to respond in the form of a blog post instead! No EX Bursts I got an interesting question asking me how I went about practicing from my friend Marko in Germany.