Tempo magicard user manual




















Note 1: If you wish to print sample cards from your PC before installing your badgemaking software, go to the. If you have a problem with the installation or operation of your Magicard.

If you still have a problem you will be covered by our standard warranty. Follow instructions on reverse side under 'Warranty' to obtain assistance. Open the printer lid. Remove the white bracket and the tape on the cleaning roller assembly.

Unwrap the dye film. Insert the empty spool into the holder at the back of the printer, ensuring that. Now insert the front spool and. Now insert the Printer Security Card into the. The Printer Security Card must remain in. You can remove it to prevent un-authorized use of your. Always use the same Printer. Security Card that came with the dye film. When the dye film is finished, dispose of. Open the lid of the printer and remove the dye film cassette.

Ensure the printer has power applied. Briefly press the small. The printer will start and the cleaning card can. The card will be drawn. Repeat using the reverse of the card to ensure the print rollers are. Note 1: Clean your Tempo when replacing the dye film cassette, but. Note 2: The pen in the cleaning kit supplied separately can be. With the rear of the printer facing towards you, clip the Return Plate into position,.

Tilt the plate as necessary to ease attachment. With the plate installed, the. There is a natural advantage to forcing battles on your turn in Limited, because you are more likely to have mana or more mana open than your opponent.

That means you're the one with the ability to influence the fight with the help of combat tricks. The more you pull ahead, the more you can force opponents into undesirable situations, compounding the situation.

Once someone falls far enough behind, you can start swinging in with even your smaller outclassed guys, because they are forced to block your bigger guys to stay alive. This way, your little beaters continue to have value even at a stage of the game when they otherwise could have become outclassed, an advantage you would have lost without the initiative.

For the tempo player, the lesson is crucial. If you let it, Magic has a built-in equalizer that favors the defender, because they get to choose how to block. However, the lower an opponent gets on life, the less options they have to block your small guys with their big guys, since then your big guys threaten to finish them off. The more tempo advantage you can generate, the more this principle will keep your opponent from being able to defend themselves well by trying for favorable blocks.

Now that we've got the idea of initiative and half turns, we can turn back to something earlier that we had to gloss over. First, a reminder: the single most common misunderstanding I see from players regarding tempo is confusing tempo maintenance with tempo advantage. Canceling an opponent's whole turn with your whole turn is not a gain in tempo!

It's part of a tempo-based strategy, but it is not a gain in tempo. If they make a turn two bear and you boomerang it on your turn two, the tempo situation is basically the same as if you had played your own bear. Either way, your turns were effectively equal in terms of tempo.

The difference is tempo advantage versus tempo maintenance. Take an easy example: Turn 2 bear, turn 2 bear. You cast a Man-o'-War , bouncing their guy.

They play a guy either the original or perhaps a new 3cc guy. You gained a beat with your Man-o'-War by removing one of their threats from the board while adding one of your own.

At the end of turn three you have tempo advantage because you're up a beat. Now, tempo maintenance is a different story. If you are up three guys to one and you spend your turn bouncing the last guy they played, you haven't gained tempo overall since they'll just replay the guy on their turn. However, since you're already up 2 beats, maintaining that status quo is just fine with you right now. The longer you can maintain that 2 beat advantage the more life your opponent will lose and the more difficult it will become for them to stabilize remember, at some point tempo advantage tips them over into having to make unfavorable blocks.

In this case, you're using tempo maintenance cards to preserve the tempo advantage you gained earlier. That's why cards like Repeal are often referred to as "tempo cards" even though they often won't generate tempo on their own. Instead, they compliment a tempo strategy well by allowing you to keep maintaining the current game state where you have a tempo advantage. But, and this is the part I had to gloss over earlier, there's actually a bit more to it than that, and it's another critical element to this equation: removing blockers is different from making new attackers.

Why is that true? The short answer is: "Attackers are later, but blockers are now. This is the other reason bounce gets associated with tempo so much.

If you and your opponent are keeping equal on beats but the creatures just keep trading, you aren't getting any damage in. But, if you are somehow removing their creatures rather than just making more of your own, now your damage is actually getting through. It's a crucial step, because this is where the actual damage getting done plays into the concept of beats. Let's look at two simple examples. In this game, both players are exactly equal in terms of beats. At the end of it, it's about to be turn five and both players have 20 life and a giant in play.

Now, let's compare to another game with equal beats. Just like the last one, both players are equal in beats here. In fact, at the end of turn four, nobody has anything in play but land. But there's a key difference -- in this one the opponent has taken four damage!

Both players are playing at the same rate of beats. But , player one has the initiative. We say each player is playing at the same rate of beats, but that's only if we look at each turn as a full turn, letting the opponent catch up to you by waiting to evaluate the position until you've each had a turn to play. But that's not how Magic actually works. Since you went first, you have a half turn advantage. That means you get to swing in with your guys first. So, every time you remove opposing creatures, your existing creatures get a chance to swing in for more damage.

One of the conclusions to draw from this is that if you're seeking to win through tempo advantage, you want to avoid trading when possible. It's much better to gain beats while using evasion and removal and other ways to get your attackers through.

That way, not only are you ahead on development, but your opponent is taking more damage along the way too. While we're here, note also that using edt's system he would have said you lost some tempo when you used the 3-mana Seal of Doom to take out a 2-mana bear in that last scenario. But, thanks to an understanding of how beats work, we know that's not actually the case. I'm not pointing that out to bash on edt, in fact I'm thankful to have great articles like his to work off of.

Instead, it's just a good example of how the tempo writing up to this point doesn't actually reflect well how actual games of Magic play out. Hopefully this article can change that!

Now that we've got a feel for how gaining advantage in beats can affect the game, we can start using that knowledge to look at some more advanced aspects of tempo.

That brings us to a critical concept that I call "virtual tempo". Tempo doesn't exist in a vacuum; it is just one ingredient in a complex mix. Card quality comes into the equation as well, and in this case I mean card quality in terms of the current game situation. So, your opponent was on the play and you've each had four turns.

What's the tempo situation in this scenario? You're actually down a beat 2 creatures to 3 and yet you aren't behind in tempo.

What gives? That is the crux! You are down beats, but tempo isn't just beats, it's the measure of the race. But, despite having stabilized the board, you're still actually down a beat in this position. To show why that matters, let's take a more extreme example.

In this one you even whiffed on your third turn, doing nothing until the Foot Soldiers on turn four. Here's how the board looks after 4 turns. In that position, you're down two beats. For now, the situation has stabilized, but that doesn't change that you're down two beats, it just means that it's harder for your opponent to get to you despite the tempo advantage he has because you've stabilized the board.

What you've achieved is virtual tempo. Even though you're down two beats on this board, the card you've played has trumped the beats in play on the other side. But the term "virtual" is an important one here. If your opponent does anything to kill or otherwise remove that blocker, you're going to be feeling those missing beats immediately. The lesson is an important one, as it's at the very heart of successfully playing offense or defense in Magic.

Along those lines come "tappers" like Minister of Impediments. As the game progresses, each beat has a tendency to become more powerful on average. The advantage to tappers is that they can switch targets to whatever the best targets in play are.

So, on turn three, a Minister of Impediments is a three-mana beat, and will start cancelling out the best opposing creature as soon as it's active. But the power of this class of cards is that the tapper isn't locked in.

As better targets appear, the tappers just switch to whichever creature is now best. So, using Minister as an example, for one three-mana beat you get to cancel out whatever the best creature is at any given time, even if that creature might cost far more mana than you ever invested in casting your Minister. Even better, if it's been used defensively, at some point of your choosing you have the ability to use the dreaded double tap, tapping something down on the end of the opponent's turn, then tapping something down again on your own turn, making defense for your opponent difficult indeed.

Though it may not seem intuitive at first, tapping creatures tend to be outstanding for tempo-based decks. The exception in the past has been when the tapper's activated ability which is usually a single mana is slowing down your own development particularly if you put together your mana wrong , which shows why Minister of Impediments is such a powerful card, since it doesn't require any mana at all beyond the initial investment.

So, even though your opponent may have otherwise picked up a beat on you turn two when they made a bear and you whiffed, when you play the Brownscale the bear can't attack now. Even better, your opponent probably can't block once it's your turn, unless they want to risk double-blocking when you're the one that has mana available assuming they made a typical-costed creature on their turn.

I call this effect a "forced pause" because you're taking an attack step away from your opponent while continuing fluidly with your own offense. Whatever you call it, it comes up so much in Limited that I wanted to make sure to mention it in this article. Another good example would be Odyssey draft, where very few creatures have a power of three. In the process, these kinds of creatures basically remove an attack phase from the opponent, even though you get to swing in on your own turn should that be what you want.

Each time you play one of these creatures on schedule you will often stutter the opponent's attack phase, gaining a half-turn on a racing opponent by preventing them from damaging you this turn while continuing to develop your own offense in the process. Combine this kind of effect with other moves that actually pick up additional beats and you can have your opponent on their heels in no time!

That leads to another related topic, offensive and defensive tempo. So far we've been focusing on just two offensive decks racing each other, but that's not how all Magic games work, particularly once you move to constructed formats.

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