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by tj gi
strategy for weirdos here is a weird metagame concept for you, designed to throw your opponents off their games. it works best for slower decks, for instance a deck that concentrates mainly on defense. it should have few creatures and non-land permanents to cast, at least early in the game. keep in mind that this is only usable in fun games, not in tournaments, as it uses proxied cards, which are illegal in most tournaments. here is your strategy for weirdos: play entirely with land types that your deck doesn't use! if your deck is a control-based blue-white deck, for instance--use forests and swamps. mention briefly at the start of the game that you have "some proxies" in your deck--most people, in a friendly game, won't mind, and won't ask what cards they are. then, when the game begins, they will see you playing forests and swamps and begin to relax. then you slap them with a counterspell, and watch them reel in amazement. "you can't do that!" they'll say. you'll laugh with hearty cynicism and say, "i told you there were some proxies--my forests are actually islands." another funny example would be to play a black deck using mountains. when you cast dark ritual with a mountain, your opponent is sure to think you are a weirdo--and that's the point, isn't it? metagame is a lovely thing. in the above blue-white example, you should write "island" in small letters on the forest cards (and "plains" on the swamps")--this will "prove" that the card is an island, as writing on a basic land is the accepted method of proxying a card in m:tg. sure, your opponent will be angry and confused, but wait! this is only the first time. do you have any idea how tough it is to remember that a forest is an island? especially when there are no other permanents out as reminders? your opponent will make this mistake three or four times until they are completely shaken, and their game will disintegrate. what makes this work even better is if by some chance your opponent is playing with forest or swamps or both. then when you cast shimmer, their swamps or forests will phase and yours won't. this will confuse them even more, and surely the game will be yours. then the next round, you replace the lands with mountains and islands, which are actually plains. i warn you now, you are going to make some enemies this way. but it will be worth it--it's funny to see suitcase-man sweat a little. this whole idea counts on the fact that your deck is any good in the first place. metagame stuff only works if you have a chance of winning to begin with. it won't work for a sucky deck, but if you "might have" beat your opponent normally, you most likely WILL beat them with this weird metagame tactic. -- tj gi tj gi is a new contributor to beyond dominia, and is quite allergic to capital letters
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