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What tiers us apart Options
atmsalad
Posted: Sunday, June 28, 2015 10:27:20 PM
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I would like to move the tiers conversation from the Wisconsin regional thread over to here.

atmsalad wrote:
Although I agree that the game has never been more varied for every faction in general, I don't think that every faction is equipped with tier 1 options. Currently, I think that the only factions that have tier 1 options are Separatists, Imperials and republic.

Rebels- Luke and Leia, Spec Force Wilderness and Pilots?
Vong- Charging Vong(deceptively tier 2), Nomb Bombs and Praetorite Vong Scouts/Aggressive Negotiations
Sith- Lord Krayt, Revan with kaan and Caedus?
New Rebuplic- Super Stealth troopers, Professor Lukes Art Class and New Han?
Old Republic- Bastilla and friends
Mandos- Vindicated squads (either with NCO or Trevors(Tints) build that weeks played)
Fringe- Talon (which may be pushed to tier 1 with Aves from v-set 10)

Although these factions have many variations and different squad builds, they just cant keep up right now...


We are edging on 6 years strong and that's a blasted good accomplishment. We are going to surpass wizards in characters produced very shortly, although I think we surpassed them in quality minis around set 4, lol LOL We currently have over 1,400 characters available in the squad builder. Now, with that many pieces available it brings up the question of what squads are good, which ones are average and which ones should stay in the bins. Hopefully through the discussion that develops on this thread we can figure that out.

Darkdracul(Bryan Hole) and I(Etienne Sallade) came up with this definition for tiers and went ahead and filled in several squads and squad types. Question marks are the ones we are't quite sure of...

Tier 1- Tier 1 squads "may" have 1 auto loss/win among the other tier 1 squads, but can hold it's own against the rest. May be on even playing field with the tier 1.5 builds. Can have some specific counters in tier 2 that they struggles against, but auto wins if your opponent is unfamiliar with your squad. Examples- Skybuck, Durge, Grevious T-Bike/Bxs, Double Swap and Daala Scouts(?)(ambitious of meFlapper)

Tier 1.5- Can stand a chance against half the tier 1 squads, but the rest can be auto losses. Can beat most tier 2 squads with ease if your opponent is unfamiliar with the tactics or synergies.
Examples- Naboo, Daala Raxus Prime/snow troopers, Krayt, Moving Mandos, Talon/BAFH, Double Lancer(?)and Smug Commandos(?)

Tier 2- Does well against other T-2 builds with some auto wins and losses, several bad match-ups in T-1.5 and will have a hard time winning against any tier 1 options unless it is built with those specific squads in mind.
Examples- Thon Song, Spec-Force, Professor Lukes Art Class, OR-Pilots, Rebel Pilots, Charging Vong(?), Nomb Bombs, Praetorite Vong Scouts/Diplomats, Revan Swap, Bastilla and Friends, Gloom Walkers, Black Sun vigos, OR troopers, Army of Light, Mace/GOWK(?), Echani/Thrawn and etc

Tier 3- These are either theme squads that can be competetive or T2 squads minus a key synergy.

Tier 4- These are your theme squad builds that are fun to play and push around, but won't stand a snow balls chance of beating anything...

"Gate Keepers"- This can be any squad that falls in the tier 1 or 1.5 section, in addition, it can also be a tier 2 squad that has been exceedingly popular in the recent past. There are also certain squad types that can fall under this category. Examples- Super Stealth/Cloaked, Strafe, Gallop, Tank Squads, Swarm... etc
-In short, a "Gate Keeper" can be any squad that you will either 1. Build with that matchup in mind or 2. Have a strategic/reinforcement plan in order to stand a 50/50 chance of victory. A lack of a plan may result in an auto loss...

If our explanation was not clear cut enough here is an additional source provided by Flyingarrow

FlyingArrow wrote:
This is how I had defined the tiers in the now-idle "Squad of the Week" thread:

Tier 1: A strong squad that is a legitimate contender for a Large Championship. It probably has no auto-losses within Tier 1, but if it does it has just as many auto-wins within Tier 1/1.5. Due to its strength, it is likely to be seen at a Large Championship.

Tier 1.5: Generally weaker than Tier 1 and/or may have an auto-loss or two within Tier 1/1.5 (without a counterbalancing auto-win). But it could still win a Large Championship if it avoids its auto-loss. There is a good chance that this squad appears in a Large Tournament.

Tier 2: Can beat some or even many Tier 1/1.5 squads, but has more bad matchups than good matchups and may have multiple auto-losses. Unlikely to be used at a Large Tournament by a serious competitor. A squad that has a sub-optimal piece as its focus, but tries to get the most it can out of that piece, is likely to wind up at this level.

Tier 3: A pure hate squad may be found at this level. But other than pure hate squads, these squads generally cannot compete with any Tier 1 squads. A squad built with the restrictions of a specific theme or scenario, but is optimized for that theme/scenario, is likely to wind up at this level.

Tier 4 (and below): Squads at this level and below are simply bad from a competitive standpoint. They may be thematic squads with no regard given to the strength of the pieces in the squad. Or the squad may be intentionally built using severe restrictions that do not allow any good pieces. Or they are completely random squads. Or they are built to be bad on purpose. In any case, squads down at this level will get an auto-loss to virtually any Tier 1, 1.5, or even Tier 2 squad.

Gatekeeper: A Tier 1 or 1.5 squad that is likely to deal your squad an auto-loss if you do not take it into consideration.


Urbanshmi posted this response to my first quote in the Wisconsin regional thread.

UrbanShmi wrote:
I'm not positive that ranking squads in "tiers" is that helpful at this point in the game anyway. There are so many squads and types, it's nearly impossible to have an answer to all of them, so which squads/factions can do well at any particular event comes down to the very specific meta there and match-ups. There are a few factions that seem to be able to handle a variety of match-ups a little better, but calling every other faction "tier 2"--suggesting that they can not compete at the top levels--is unrealistic, in my opinion.


I see "Meta" defined as what will be played at a specific event, regional, tournament etc. Meta is based on what has won in the past, what individuals think will win in the future, what is winning right now and what the "honey badgers"(people that just play what they like) want to play.

"Tiers", on the other hand, are a gauge of a squads power level and its chance against the field of competitors. Even though we have reached a more casual environment for competitive play, where we tend to have an equal number of "Try-Hards"(spikes) to "Hand-cuffed"(Jonny) to "Honey-Badgers"(Timmy), I believe that the tier system still has merit and can allow us to see where our squads rank. In my opinion, some factions are only 1 or 2 synergies, scissors piece, movement breaker, atk boost... etc away from being top tier.

Really interested in what y'all think about everything I have said. Nothing I have wrote is set in stone and I am not even sure some of these squads are placed in the correct tier. So feel free to make your case for certain squads and factions. Also, do you guys think that putting squads into tiers is even valid anymore, or is this just an arbitrary method of talking about squads in general.
TheHutts
Posted: Sunday, June 28, 2015 10:38:12 PM
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atmsalad wrote:
We currently have over 2,000 characters available in the squad builder. Now, with that many pieces available it brings up the question of what squads are good, which ones are average and which ones should stay in the bins. Hopefully through the discussion that develops on this thread we can figure that out.


For the record, it's actually only 1,406.
atmsalad
Posted: Sunday, June 28, 2015 10:39:58 PM
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"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and fight dirty to win. (Doesnt mean they are a poor sport or a cheater)

"Hand-Cuffed"- People that would like to win, but on their terms. Whether they want to play their play style, don't want to fully abuse the game mechanics or a "try-hard" that wants to play a lower tier squad.

"Honey-Badgers"- New players, fun squad bringers people that are't trying to "win it all", but wan't to enjoy the game.

-You can be any of these when you go to a tournament, just because you normally play to win doesn't mean you cant be a honey-badger for the day...
atmsalad
Posted: Sunday, June 28, 2015 10:40:33 PM
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TheHutts wrote:
atmsalad wrote:
We currently have over 2,000 characters available in the squad builder. Now, with that many pieces available it brings up the question of what squads are good, which ones are average and which ones should stay in the bins. Hopefully through the discussion that develops on this thread we can figure that out.


For the record, it's actually only 1,406.
Lol, new I should have fact checked that!!!
kobayashimaru
Posted: Monday, June 29, 2015 12:53:36 AM
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@atmsalad,
an interesting thread again (you're on a roll) BigGrin
thanks for sharing.

That's some intriguing... 'etymology',
for what would be otherwise polarizing and pejorative phrases,
to hijack and rebrand, like the war on "Bossy", "nerd", a word for "happy", or gender-anatomical-references...
taking formerly pejorative phrases to mean terms for the metagame... or "player conduct/play style"...
I'm not sure such nomenclature will catch on. BigGrin

it is a difficult topic, to discuss the mentality of the players or
conduct, squad building etc... maybe SWMinis could borrow from w40k or Chess correspondence/composing in terms of how to describe such things? (Objectivity, prescribed templates etc)

that said,
point and spirit well taken, and ostensibly apropos.
The geographical feature is a huge point of difference in 'meta' - and, this is only of players that we know of, who decide they'd like to play at a tournament/convention event - there may be even more out there BigGrin

I heartily agree with the final paragraph/sentence, when parsed into E-Prime (emphasis mine) :
"You can be | any player/personality type | when you go to a tournament | setting |, just because you normally play to win doesn't mean you can't be a | goodsportsperson/gracious winner | on the day..."
here here! BlooMilk

some local tournaments are springing up, in their 2nd year (to replace various other local events that fold and don't recur)
so hopefully they'll have a similar 'feel'/'vibe' - some stern competition, but not so much TKO "play to win", especially when some opponents are 7-11years of age hehehe
those are some wookies you want to let win, or the rest of the tournament players'll never hear the end of it hehehe.
that said, learning a little about goodsportspersonship is a passive part of the game - and I'm amazed at how some of the younger players manage to be gracious while accepting 2nd place or tying for 3rd - they're inspiring to the older players for certain.


Also,
thanks for talking about "Game Theory" and "Systems Theory" approaches to SWMinis Compositions, in regards to the tier-ing mismatches.
interesting reflection on some composition mis-matches...
there might be some articles on the E-JoC (Electronic Journal of Combinatorics) which describe some similar problems
if not, and you can't find such problems described elsewhere at OEIS or in other journals... you might be describing a new mis-match problem BigGrin
That could be a fun project though - exploring whether or not SWMinis is "NP Incomplete", and what factors preserve such "NP Incompleteness"...
or, to develop some combinatorial approaches to run through the total number of possible squad movements, for all known pieces... BigGrin
It may also be interesting to study how turn structure biases (if any are present) exist in the game, and whether or not a Fibonacci-Wieferbach? bias also exists...
I am still not convinced that tempo-control, or as many activations as possible, lead to auto-win (despite many locals complaining and 3 student papers on the topic).

Thanks atmsalad.
Someone needs to pin down the custardy/jello-y consistency that is the history of the SWMinis game,
for posterity if nothing else BigGrin
in a few years time, maybe many will forget what the etymology of some terms are, as the first wave of players of the game leave us.
Darth_Jim
Posted: Monday, June 29, 2015 2:36:39 AM
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atmsalad wrote:
"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and play dirty to win.


I don't think abusing game mechanics and playing dirty go hand in hand. I don't even know if your intention was for that to come out that way. I know plenty of players who push the envelope and look to exploit loopholes in the game who are also completely honest and good sports. In fact, I've seen players use such loopholes to win and then cite their wins as examples as to why certain pieces or maps should be addressed. We don't need 'dirty' players, but we certainly need people who are willing to abuse game mechanics to ferret out oversights and mistakes in map and piece design.
UrbanShmi
Posted: Monday, June 29, 2015 2:37:52 AM
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Your explanation of the tiers makes a lot more sense to me than any discussion I've seen before. My objection was more based around the idea that almost everything is "tier 1.5" or below, because everything has terrible match-ups, and I didn't want people to be discouraged from playing those squads, thinking they couldn't do well with them. I finished 5th at two consecutive regionals with squads that are decidedly not in the top tier--if you know your squad and can adjust to your competitors, you can do well.

But I guess I'm a honey badger, so...
FlyingArrow
Posted: Monday, June 29, 2015 5:28:58 AM
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Just to muddy the waters, this is how I had defined the tiers in the now-idle "Squad of the Week" thread:

Tier 1: A strong squad that is a legitimate contender for a Large Championship. It probably has no auto-losses within Tier 1, but if it does it has just as many auto-wins within Tier 1/1.5. Due to its strength, it is likely to be seen at a Large Championship.

Tier 1.5: Generally weaker than Tier 1 and/or may have an auto-loss or two within Tier 1/1.5 (without a counterbalancing auto-win). But it could still win a Large Championship if it avoids its auto-loss. There is a good chance that this squad appears in a Large Tournament.

Tier 2: Can beat some or even many Tier 1/1.5 squads, but has more bad matchups than good matchups and may have multiple auto-losses. Unlikely to be used at a Large Tournament by a serious competitor. A squad that has a sub-optimal piece as its focus, but tries to get the most it can out of that piece, is likely to wind up at this level.

Tier 3: A pure hate squad may be found at this level. But other than pure hate squads, these squads generally cannot compete with any Tier 1 squads. A squad built with the restrictions of a specific theme or scenario, but is optimized for that theme/scenario, is likely to wind up at this level.

Tier 4 (and below): Squads at this level and below are simply bad from a competitive standpoint. They may be thematic squads with no regard given to the strength of the pieces in the squad. Or the squad may be intentionally built using severe restrictions that do not allow any good pieces. Or they are completely random squads. Or they are built to be bad on purpose. In any case, squads down at this level will get an auto-loss to virtually any Tier 1, 1.5, or even Tier 2 squad.

Gatekeeper: A Tier 1 or 1.5 squad that is likely to deal your squad an auto-loss if you do not take it into consideration.
TimmerB123
Posted: Monday, June 29, 2015 6:50:10 AM
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Darth_Jim wrote:
atmsalad wrote:
"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and play dirty to win.


I don't think abusing game mechanics and playing dirty go hand in hand. I don't even know if your intention was for that to come out that way. I know plenty of players who push the envelope and look to exploit loopholes in the game who are also completely honest and good sports. In fact, I've seen players use such loopholes to win and then cite their wins as examples as to why certain pieces or maps should be addressed. We don't need 'dirty' players, but we certainly need people who are willing to abuse game mechanics to ferret out oversights and mistakes in map and piece design.


Well put Jim, this is a necessary distinction.
atmsalad
Posted: Monday, June 29, 2015 8:02:11 AM
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TimmerB123 wrote:
Darth_Jim wrote:
atmsalad wrote:
"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and play dirty to win.


I don't think abusing game mechanics and playing dirty go hand in hand. I don't even know if your intention was for that to come out that way. I know plenty of players who push the envelope and look to exploit loopholes in the game who are also completely honest and good sports. In fact, I've seen players use such loopholes to win and then cite their wins as examples as to why certain pieces or maps should be addressed. We don't need 'dirty' players, but we certainly need people who are willing to abuse game mechanics to ferret out oversights and mistakes in map and piece design.


Well put Jim, this is a necessary distinction.
Oh no! When I say fight dirty, I meant more about killing door control, using mice walls, Diplomats for AOO's and what not. I did not mean being dishonest, cheating or being a bad sport. Also, I sort of think about this in the realm of bills playing to win threads, so I only say fight dirty/abusing mechanices(or using the game mechanic to your full advantage) because there are a lot of players that wont use mice walls to win, win by killing door control and so on. If we do have dirty players though, they would probably fall under the try hard category at most tournaments.

One thing that is important to note, is that I am not always a try-hard/hand-cuffed/honey-badger. I can decide I am going to bring my "the furious dead" squad, be a honey badger and just not care where I end up. I can take that same squad and try to win with it, and then I become a hand-cuffed player. Or I can take daala and be a try hard... I have meant these examples to describe the mentality of the person playing on the given day, or even during a given game. I hope that makes sense...
atmsalad
Posted: Monday, June 29, 2015 8:50:02 AM
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UrbanShmi wrote:
Your explanation of the tiers makes a lot more sense to me than any discussion I've seen before. My objection was more based around the idea that almost everything is "tier 1.5" or below, because everything has terrible match-ups, and I didn't want people to be discouraged from playing those squads, thinking they couldn't do well with them. I finished 5th at two consecutive regionals with squads that are decidedly not in the top tier--if you know your squad and can adjust to your competitors, you can do well.

But I guess I'm a honey badger, so...


Great!! I will take that as a high compliment. Last year I finished 5th at two regionals as well with tier 2 squads and I think it is definitely possible to do well at a regional with tier 2 squads. Bigger competitions like gencon, lower hutt, NZ nationals, vassal regional may be a different story, as I think people tend to bring their best or what they hate to play in order to do well. We still see tier 2 squads pop up in the top 8's though and with where we are in the competitive play we probably always will.
kezzamachine
Posted: Monday, June 29, 2015 11:38:10 AM
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You forgot Tier 6. They are the squads I build.
sharron
Posted: Monday, June 29, 2015 11:52:08 AM
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kezzamachine wrote:
You forgot Tier 6. They are the squads I build.


these are the squads i love. I'm looking at you Old Ben
CorellianComedian
Posted: Monday, June 29, 2015 12:14:48 PM
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kezzamachine wrote:
You forgot Tier 6. They are the squads I build.


I got you beat. Tier 7 squad focused on giving GMA to a Jensaarai Defender and some Rebel Troopers Flapper
DarkDracul
Posted: Monday, June 29, 2015 2:40:07 PM
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My Sith Meditation Sphere squad should be at least a Tier 1.5.
Come on guys, it's supposed to be shooting hot magma and stuff..
I'm just a handcuffed player untill this game adjusts to where I can play it competitively. LOL
Darth_Jim
Posted: Tuesday, June 30, 2015 2:55:48 AM
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I guess I'm a hand-cuffed type of player. I want to enjoy the game I play, so you'll never see me play Vong or Seperatists...except lancers. Since I still suck at playing lancers, don't expect to see me throwing Seps on the table at all for awhile lol. That's not to say hand-cuffed players like me won't have elements of the other types in our game; I'll still use the 10 mouse dump if applicable and I'll use whatever is available to me to win. I just want to play running stuff I enjoy and also enjoy the company I'm keeping while playing...that means trying my best to be a good sport in winning and losing. Losing to Bryan a couple of years back in our top 8 match when he was running OR and I was running Imps was one of the toughest losses I'd ever had to take. I am proud to call that man my friend now, and our relationship pretty much started in that game. If it took a loss to get where we are today, I'm glad I lost.
atmsalad
Posted: Tuesday, June 30, 2015 12:01:22 PM
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Darth_Jim wrote:
I guess I'm a hand-cuffed type of player. I want to enjoy the game I play, so you'll never see me play Vong or Seperatists...except lancers. Since I still suck at playing lancers, don't expect to see me throwing Seps on the table at all for awhile lol. That's not to say hand-cuffed players like me won't have elements of the other types in our game; I'll still use the 10 mouse dump if applicable and I'll use whatever is available to me to win. I just want to play running stuff I enjoy and also enjoy the company I'm keeping while playing...that means trying my best to be a good sport in winning and losing. Losing to Bryan a couple of years back in our top 8 match when he was running OR and I was running Imps was one of the toughest losses I'd ever had to take. I am proud to call that man my friend now, and our relationship pretty much started in that game. If it took a loss to get where we are today, I'm glad I lost.
You are a class act all the way Jim!!
atmsalad
Posted: Tuesday, June 30, 2015 12:05:15 PM
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FlyingArrow wrote:
Just to muddy the waters, this is how I had defined the tiers in the now-idle "Squad of the Week" thread:

Tier 1: A strong squad that is a legitimate contender for a Large Championship. It probably has no auto-losses within Tier 1, but if it does it has just as many auto-wins within Tier 1/1.5. Due to its strength, it is likely to be seen at a Large Championship.

Tier 1.5: Generally weaker than Tier 1 and/or may have an auto-loss or two within Tier 1/1.5 (without a counterbalancing auto-win). But it could still win a Large Championship if it avoids its auto-loss. There is a good chance that this squad appears in a Large Tournament.

Tier 2: Can beat some or even many Tier 1/1.5 squads, but has more bad matchups than good matchups and may have multiple auto-losses. Unlikely to be used at a Large Tournament by a serious competitor. A squad that has a sub-optimal piece as its focus, but tries to get the most it can out of that piece, is likely to wind up at this level.

Tier 3: A pure hate squad may be found at this level. But other than pure hate squads, these squads generally cannot compete with any Tier 1 squads. A squad built with the restrictions of a specific theme or scenario, but is optimized for that theme/scenario, is likely to wind up at this level.

Tier 4 (and below): Squads at this level and below are simply bad from a competitive standpoint. They may be thematic squads with no regard given to the strength of the pieces in the squad. Or the squad may be intentionally built using severe restrictions that do not allow any good pieces. Or they are completely random squads. Or they are built to be bad on purpose. In any case, squads down at this level will get an auto-loss to virtually any Tier 1, 1.5, or even Tier 2 squad.

Gatekeeper: A Tier 1 or 1.5 squad that is likely to deal your squad an auto-loss if you do not take it into consideration.
No muddy water, thank you for posting this!! It is good to have different opinions on things like this. I took the liberty of changing a couple of things in order to have better cohesion between our rankings.
Echo24
Posted: Tuesday, June 30, 2015 12:14:15 PM
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atmsalad wrote:
"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and fight dirty to win. (Doesnt mean they are a poor sport or a cheater)

"Hand-Cuffed"- People that would like to win, but on their terms. Whether they want to play their play style, don't want to fully abuse the game mechanics or a "try-hard" that wants to play a lower tier squad.

"Honey-Badgers"- New players, fun squad bringers people that are't trying to "win it all", but wan't to enjoy the game.

-You can be any of these when you go to a tournament, just because you normally play to win doesn't mean you cant be a honey-badger for the day...


Mark Rosewater defined these back in 2002 (probably earlier, but that's the earliest date I can find in a quick search). I feel that the Timmy, Johnny, and Spike psychographics (along with the combinations and knowledge that a person can be a different psychographic at different times/in different settings) are pretty well defined and encompassing.

http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr11b
atmsalad
Posted: Tuesday, June 30, 2015 7:29:23 PM
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Echo24 wrote:
atmsalad wrote:
"Try-Hards"- The person that will only play what they believe they can win with, not necessarily what they would like to play. Will abuse game mechanics and fight dirty to win. (Doesnt mean they are a poor sport or a cheater)

"Hand-Cuffed"- People that would like to win, but on their terms. Whether they want to play their play style, don't want to fully abuse the game mechanics or a "try-hard" that wants to play a lower tier squad.

"Honey-Badgers"- New players, fun squad bringers people that are't trying to "win it all", but wan't to enjoy the game.

-You can be any of these when you go to a tournament, just because you normally play to win doesn't mean you cant be a honey-badger for the day...


Mark Rosewater defined these back in 2002 (probably earlier, but that's the earliest date I can find in a quick search). I feel that the Timmy, Johnny, and Spike psychographics (along with the combinations and knowledge that a person can be a different psychographic at different times/in different settings) are pretty well defined and encompassing.

http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/daily/mr11b

Holy cow, that article is spot on...
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