A good introduction or refresher to the baics of Mulligans and the decisions that go on behind them. A little out of date now, as it was written before the Vancouver Mulligan Rule came into existence, but still a solid starting point.
Despite the name, Paulo Vitor Damo da Rosa outlines 2 rules that help guide his decision making in game, explaining why it is often correct to make a worse play than one which appears available, if it takes away choice from your opponent. He also explains what to do when your opponent acts in a way that doesn’t force you into a line. At high level play this thinking is extremely useful, however it relies on both players agreeing on the value of pieces and plays, and can therefore be misleading when playing in a situation where you have a skill advantage over an opponent.
A guide to (almost) everything you need to know about targeted discard spells. Recommended reading for anyone playing discard spells.
One of the most oft referenced pieces of magic writing, this article formed the foundation for understanding of role assignment for many players when it was first published on The Dojo. While the examples used may be a little tough to understand for newer players, the lessons it teaches are timeless.
Mirriam talks about fighting discard spells such as Thoughtseize, giving different advice for midrange, aggro, and unfair decks. While he avoids giving too many examples, all of the information is clear and well explained.
And Part 2 – By Brad Nelson (Paywall)
Nelson takes a lot of shallow looks at topics such as challenging your assumptions before deck choice, how to test ahead of a tournament, why he plays midrange, how to use the information you have earned to make in game decisions and sideboard, and then some tips on bluffing.
Honestly, a little hard to read and get information from owing to its fractured nature, but worth the effort.
Klomparens introduces us to the 3 styles of magic problem solver: the metagamer, the tuner, and the player. We are then given some examples which highlight the relative strengths and weaknesses of each approach.
Reasonably useful short guide for an important concept which feels under explored in this article. First section is premise, last section is an example. The middle section entitled ‘Step by Step’ is of the greatest value, if you are short on time.
An excellent article on how, in modern magic, simply drawing more cards doesn’t necessarily win the game. Instead Majors considers activated abilities and simply having a board presence may represent more cards than a Sphinx’s Revelation. He also talks about play patterns based on planeswalkers, some of the best card advantage engines available, both defending them by setting up multi turn sequences and how a board presence may make playing one unattractive to your opponent.