When I started judging, counting a decklist was important. Most of the judgestaff was busy counting from 1,5,9,12,…to 60 for the first round. It required a lot of focus because doing those calculations quick is not too easy.
While counting decklist has moved more and more out of the focus of tournament operations of judges in the past years, and while it's barely done at GPs in more recent times, some judges still like to have all their decklists counted by the end of a tournament.
If the staff structure allows it, I'm still one of these judges.
Because I'm a lazy person, I started to make this task easier/more efficient. For example, many decklists in common formats include 4-ofs:
4 Brainstorm
4 Tarmogoyf
3 Chain Lightning
2 Grim Lavamancer
1 Vendilion Clique
4 Delver of Secrets
4 Scalding Tarn
3 Misty Rainforest
2 ….
Instead of counting 4 + 4 = 8 ..+ 4 = 11…+2 = 13…+1 = 14…, … = 59 + 1 = 60, at some point I started to make the counting easier for me
“How many 4-ofs does this deck have?”Brainstorm (1), Tarmogoyf (2), Delver (3), Scalding Tarn (4)..
A deck with only 4-ofs would end up with 15 4-ofs. Counting 1 to 15, is easier than counting 1 to 60.
Unfortunately, decks consist not only of 4-ofs, but also 1-ofs, 2-ofs and 3-ofs :mad: , so I started to count 4's and “pairs” of 3+1 and 2+2. In the example decklist above, i'd count:
“How many 4-ofs, including pairs that make 4-ofs does this deck have?”Brainstorm (1), Tarmogoyf(2), Chain+Clique(3), Grim+Something(4), Delver(5), …
The problem there is some cards get lost in the counting as you look on the decklist up and down.
For a while now, I developped that strategy further. Instead of trying to find pairs and stuff, which is complicated, I simply count 4-ofs, then 3-ofs, then 2-ofs, then 1-ofs (and biggerpiles of basiclands).
Counting only the “4”'s in a decklist is easy and quick. Counting the “3”'s etc. too.
A decklist ends up with 4 numbers on it, representing numbers of “4”'s (3s, 2s, ..).
Looking at these 4 single-digit numbers, one can easily assess if a deck counts up to 608 (4s), 2 (3s), 9 (3s) and 3 (1s)
Is instantly identifyable as “problem”, because the total of “odd” numbers has to be even, else it's clear the decklist has an odd total.
5 (4s), 5 (3s), 10 (2s) and 5 (1s)
Is easily identifyable as “good”, because it's easy to count 20+15+10+5.
Here we can also see why this process is much more efficient than counting every card at once. You use only 7 operations total: 3 multiplications (5*4, 5*3, 10*2, 5
*1) and 4 additions (20+15+20+5). The multiplications are typically within 1*1 to 10*10, so something that's easy enough.
6, 2, 14, 2
Is one of the hardest imaginable combinations, but it's still fairly easy.
6*4 is 24, 2*3 is 6, 14*3 is 28 and 2 is 2, that makes 24,6,28,2 ..24+6 and 28+2 is 30+30, so yeah, it fits.
Now you
may say “those examples are crafted to fit”. But that's not true.
Anything that doesn't fit doesn't fit because it adds up to even numbers, well, or numbers that don't add to “nice multiples of 10”. Luckily, most decklist are 60 cards!
First, I used this process only for myself, but after explaining it to other judges I am regularly judge with, and they tried it too, and then came to the conclusion that is indeed quite faster than counting (with or without app) straight to 60.
Sure, counting decklists is almost extinct in
modern today's tournaments, but when doing it, one can save some seconds when counting a decklist. Those seconds can reduce round turnout in a during-deckcheck-decklist-count, so it's useful. Also, I find it more relaxing to count decklists this way rather than counting 1-60.
I recommend to try out this method. 30-60 seconds per decklist isnt much time saved for a single decklist, but it adds up for multiples.
Edited Philip Böhm (April 23, 2016 06:50:18 PM)