Keep or Mull: The Best Tips on Keeping an Ideal Starting Hand

Setting up a good starting hand was one of my major issues in my early days of playing Magic: the Gathering. That is because I always keep a land-short seven cards with the hopes that I will top deck my next land mana source. Most of the time it fails, and cost me the game.

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Iloilo Transport Route plan & MtG Gameplay

While I am browsing the manual on local public transportation planning, I kept on wondering if the revision or let say updating of our current transport plan in Iloilo City will have an impact positively. Surely that is already the main objective of the LGU which is to improve the public transportation system and also the effect is to have a fair deal with the various public transport groups in terms of their livelihood.

One of the steps is to check on the current transport route of the PUJs, City buses, tricycles, and also the trisikad. Also, how these various transportation modes affect each other on certain roads. In that way, the technical working group can have an assessment as to which areas would need adjustments in the terms of the volume of traffic and also the efficiency of getting the passengers from point A to point B.

Planning a route is also possible in the concept of Magic: the Gathering gameplay. The transport route elements have their equivalent, for example, point A is the start of the match and point B is when you’ve won against the opponent. Getting there is how you would plan out your game depending on what your starting hand is, what your deck aims to achieve, strengths and weaknesses, and your win conditions. You can also classify the modes of transportation into specific archetype gameplay.

Public utility jeepneys can be considered as a midrange deck (a build between aggro and control) as it can go fast in certain scenarios for example the passenger capacity is already full and that they would all be going to a certain market or plaza, the driver then has no other but to get there as soon as possible as he cannot pickup any other passengers along his route. In instances where there is a lot of stops and passenger drop-offs, we can say that it is in the control route of winning the game.

The same can be said for other deck archetypes that have specific ways of achieving the W on their match slip. Another example is the control deck, we can associate it as an MRT train with specific stops on its lane and it is required to stop by each of those. It can be said that it is quite slow but there is a definite time of arriving at a certain stop. A control deck usually starts slowly with cantrip spells to smoothen their draws, counterspells for threats, and mass removals against early aggro. Those serve as the stop points before going to your main win conditions as you are getting closer to the destination point.

Here below is a video guide on the type of deck archetypes in Magic: the Gathering for those who are not familiar yet.

To conclude, choosing the mode of transportation might be ideal or not in particular routes but making sure that you reach the destination at a minimum time is very essential. Hence, the improvement of the transport route plan should be done.

*banner image grabbed from The Daily Guardian website.