Is it better to go first in MTG?

Is Going First in Magic: The Gathering Really Better?

In short, yes, going first in Magic: The Gathering (MTG) generally provides a significant advantage, especially in 1v1 formats. Studies and anecdotal evidence consistently show a higher win rate for the player who starts the game. However, the magnitude of this advantage varies depending on the format, the decks being played, and even the specific meta (metagame) at any given time. While going first offers tempo and early pressure, skilled players can mitigate this advantage through careful deckbuilding and strategic play.

The “Play vs. Draw” Dilemma: Unpacking the Advantage

For decades, the debate has raged: is it better to play first (“on the play”) or draw first (“on the draw”)? The core of the advantage lies in tempo. The player on the play gets to deploy threats, disrupt the opponent, and advance their game plan one turn earlier. This early lead can snowball, especially in aggressive strategies. However, going first in a 1v1 game means you skip your first draw step, a crucial drawback.

  • Tempo vs. Card Advantage: The player on the play sacrifices card advantage (having more cards in hand) for tempo. This can be a risky gamble. If their initial plays don’t put enough pressure on the opponent, they could fall behind as the draw player accumulates more resources.

  • Deck Archetype Matters: Aggressive decks thrive on the play. They aim to overwhelm the opponent quickly. Control decks, on the other hand, sometimes prefer the draw. The extra card allows them to react to the opponent’s plays, find key answers, and stabilize the board. Midrange decks need to weigh the tempo vs. card advantage dilemma based on the specific matchup.

  • The Modern Meta: In today’s fast-paced Magic metagame, tempo often reigns supreme. Games are frequently decided in the first few turns. This has increased the value of going first, pushing many decks towards more proactive strategies.

  • Multiplayer Differences: The calculus changes in multiplayer formats like Commander. Because the first player isn’t drawing on the first turn, the impact of going first is less drastic. Going first in a four player game only gives the first player approximately a 30% chance to win, compared with a 23% chance to win for players two, three, and four. The advantage is smaller because you’re not just racing one opponent. You’re having to deal with multiple players and their threats, which makes early aggression harder to sustain.

Mitigating the Drawback: Deckbuilding and Playstyle

Skilled players don’t simply resign themselves to a disadvantage if they’re on the draw. They build decks and adapt their playstyle to compensate.

  • Card Selection: Including efficient removal spells, early-game blockers, and card draw engines helps offset the tempo advantage of the play.

  • Mulligan Decisions: A good mulligan strategy is crucial. Knowing when to keep a hand and when to redraw for a better one is essential, especially when on the draw. Prioritize hands with interaction and the ability to catch up.

  • Understanding the Matchup: Recognizing the opponent’s deck and potential game plan is vital. This allows you to anticipate their moves and make informed decisions about whether to focus on tempo or card advantage.

  • Strategic Play: Even with fewer cards, clever play can turn the tide. Utilizing mana efficiently, sequencing spells correctly, and making calculated risks are essential to overcome the initial disadvantage.

The Psychological Factor

Beyond the raw statistics and strategic considerations, the “play or draw” decision also carries a psychological element. Many players feel more confident going first, leading to more aggressive and decisive play. This confidence can translate into better decision-making and ultimately, more wins. Conversely, being on the draw can lead to a more defensive and reactive mindset, which can sometimes be detrimental.

Conclusion: Context is King

While statistics consistently favor the player who goes first, especially in 1v1 formats, the advantage is not insurmountable. Skilled players can mitigate the disadvantage through careful deckbuilding, strategic play, and a deep understanding of the metagame. Ultimately, the decision to play or draw should be based on a holistic assessment of the deck archetypes involved, the current meta, and your own playstyle preferences.

You can also explore other aspects of game design and learning through resources like the Games Learning Society at GamesLearningSociety.org.

Frequently Asked Questions (FAQs)

1. Does going first guarantee a win in Magic: The Gathering?

No, going first doesn’t guarantee a win. While it provides a statistical advantage, a skilled player with a well-built deck can overcome the initial tempo disadvantage.

2. Is the advantage of going first the same in all MTG formats?

No, the advantage varies. It’s most pronounced in 1v1 formats like Standard and Modern. In multiplayer formats like Commander, the advantage is less significant due to the increased complexity and number of opponents.

3. What type of decks prefer to go first?

Aggressive decks typically prefer to go first to establish early pressure and overwhelm the opponent.

4. What type of decks prefer to draw first?

Control decks sometimes prefer to draw first to gain an extra card and react to the opponent’s initial plays.

5. How does skipping the draw step impact the player going first?

Skipping the draw step reduces card advantage. The player on the play has one fewer card in hand compared to the player on the draw, potentially limiting their options later in the game.

6. What is “tempo” in Magic: The Gathering?

Tempo refers to the pace and momentum of the game. A player with good tempo is efficiently deploying threats and disrupting their opponent, gaining an advantage in the game’s progression.

7. How can a player mitigate the disadvantage of going second?

By building a deck with efficient removal spells, early-game blockers, and card draw engines. Strategic mulligan decisions and understanding the matchup are also crucial.

8. What is the “mulligan” rule in Magic: The Gathering?

The mulligan rule allows a player to redraw their initial hand of seven cards if they are unsatisfied with it. There are different mulligan variations, but all are intended to help a player start the game with a more playable hand.

9. How does the “play or draw” decision work in a best-of-three match?

In a best-of-three match, the loser of the previous game chooses whether to play or draw in the subsequent game. The initial game often uses a random method (coin flip, dice roll) to determine who goes first.

10. Does the format (Standard, Modern, Commander) affect the importance of going first?

Yes. Faster formats like Modern tend to amplify the advantage of going first, while slower formats like Commander reduce its impact.

11. What is a “meta” or “metagame” in Magic: The Gathering?

The metagame refers to the popular decks and strategies being played in a particular environment (e.g., local game store, online tournament). Understanding the meta helps players choose appropriate decks and strategies.

12. Does Deathtouch cancel Deathtouch?

No, Deathtouch does not cancel Deathtouch. If two creatures with deathtouch damage each other, both creatures are destroyed.

13. What is the priority rule in Magic: The Gathering?

The priority rule dictates when players can cast spells or activate abilities. Typically, the active player (the player whose turn it is) has priority, and players pass priority back and forth until a spell or ability resolves.

14. What is the 75% rule in MTG?

The 75% rule is a philosophy for building Commander decks that aims to create a fun and balanced play experience. It suggests building decks that are powerful but not overly optimized, allowing for interaction and enjoyment for a wider range of players.

15. Why are some MTG cards so expensive?

Cards can be expensive due to their rarity, their power in competitive play, or a combination of both. High demand from players and collectors drives up the price of valuable cards.

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