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 A little out of date now, as it was written before the Vancouver Mulligan Rule came into existence, but still a solid starting point.
Thompson explains why linear decks are often not the strongest in any format. He uses this framework to explain why attacking on multiple angles gives your opponents more to think about, and making your games go longer means your opponents have more chances to make mistakes when they don’t know what you are doing.
“Being linear means you are the dead money in the tournament — the person everyone knows how to beat.” – Gerry Thompson, 2014
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.
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.