Playing Your Pet: Rough-Testing A Magic Deck
In one of my Serious Fun articles, I mentioned an old article in The Duelist called "Playing Your Pet" (though I incorrectly attributed it to Duelist #8, when in fact it was in Duelist #7). This article featured multiple solitaire Magic formats, including the do-nothing "goldfish"—still a common term for testing against a defenseless opponent almost fifteen years later.
The other solitaire variants didn't catch on the way "goldfishing" did, but in many ways they're more interesting. Real opponents seldom sit obligingly still while you pound on them (and Magic wouldn't be very interesting for either of you if they did!), and the rest of the "pet tests" do a nice job of simulating various deck types and testing your deck against them.
This article was written a long time ago, so some of the examples below involve things like
Have fun playing your pet, and be sure to come back next Monday for the start of Scars of Mirrodin previews!
Kelly Digges
Daily MTG Editor
magicthegathering.com

Well, your pet can't really play Magic, but with a bit of imagination, it can inspire some good ways to test out a new deck. Various players swear by different tests, ranging from just dealing out several hands and checking to see whether you'd be able to cast any spells the first turn, to playing a duel against yourself using one of your other decks. The pet-inspired tests here are meant to give you some measurement of your deck's strengths or weaknesses, and how it's likely to fare when facing certain types of real decks. They also let you get used to playing the cards in your deck, and help you figure out your best combinations, which cards you need to protect with
Goldfish
A goldfish is a rather boring pet: it doesn't do much, and you can't really interact with it. It just swims around in its bowl, and then one day the cat eats it or you come in and find it floating belly-up.
The most basic deck-test (originally called "The Test" on Usenet) is very much like a goldfish: it's an opponent who doesn't do anything. All you have to do is deal 20 points of damage as quickly as possible. (If your deck can't deal 20 points of damage against a defenseless opponent, it's time to give up Magic and start playing Go Fish. Unless, of course, it's a "jujitsu" deck—see below.)
Count how many turns it takes to kill the fish. Do this several times, and average the results to get a measure of the sheer brute power of your deck. Five or less is an amazing score, usually possible only with extremely lucky shuffles or a deck loaded with out-of-print cards. A more typical fast deck will score seven or eight fairly consistently. If your deck consistently scores over ten, you're likely to get chewed up by faster decks.
Exceptions to this are jujitsu-style decks—those that do almost nothing on their own, but turn all your opponent's forces against him. None of these tests will really give a good measure of a jujitsu deck's abilities. Also, the Goldfish opponent has no hand, so
Turtles
A turtle lives in a bowl like a goldfish, but is better at defending itself. If anything bothers it, the turtle just holes up inside its shell. Some Magic decks are like turtles: they don't really do much, but they have good defenses. The Turtle test measures a deck's ability to cope with this type of strategy.
For this test, the Turtle starts out with an
We won't even try to give "average" scores for this or the rest of the pet tests, because they vary so widely. The Turtle test is a lot tougher than the Goldfish, and players with decks that have no way of dealing with enchantments may consider it unfair. Fighting a Turtle can be frustrating. You may not have dealt any damage by the time you would have destroyed a Goldfish completely. (But look at the bright side—at least a Turtle won't replace his Circles once you destroy them, or play
Turtles are far from invulnerable, though, no matter what colors you play. The simple ways to beat a Turtle are: 1) destroy one or more of the appropriate Circles, 2) destroy or tap enough of the Turtle's lands so he can't power the Circles, or 3) overrun him with so many sources of damage that he can't stop them all. Other approaches include using
Snakes
Most pet snakes are constrictors: they wrap around their prey and squeeze it to death. The Snake test is a simple measure of a deck's resistance to squeezing. The Snake opponent starts the game with two
If your deck has few or no low-cost spells, you'll usually lose to the Snake, and most jujitsu and "permission" decks will lose even more quickly since most of their spells can't be cast unless the opponent tries to do something. If you find this test too harsh, you can reduce it to a single Vise, or give the Snake only one Vise at the beginning of the game and a second Vise two or three turns later. Does this seem unlikely? Keep in mind that a real sixty-card deck with four
If you prefer venomous snakes instead of constrictors, use the Rabbit test (below) but substitute
Parakeets
Parakeets usually come in pairs, and when they're not hopping around on the floor or on the perches of their cage, they fly. And unlike goldfish, they sometimes bite.
The Parakeet test, in one or more variations, has been floating around the Internet for over a year. It's almost as quick and easy as the Goldfish test, and is, like the Goldfish, a measure of the brute power of your deck—with a slight bow to realism.
The Parakeet starts the game with
Rabbits & Rats
Think of rabbits, and you're likely to think of the phrase "breeding like rabbits." The Rabbit test has a number of variants, but they all work pretty much the same way. The basic Rabbit gets one free Drudge Rabbit (1/1 colorless regenerating creature) every turn. Drudge Rabbits regenerate whenever necessary, for no cost. The Rabbit will attack whenever she can do so, but will always try to leave enough Drudges untapped to block all of your blockable creatures. Other than that, the Rabbit follows the Goldfish rules.
Other variants of the basic Rabbit test replace the Drudge Rabbits with either Will-O'-Rabbits (0/1 colorless regenerating fliers—these never attack, for obvious reasons), Scryb Rabbits (1/1 colorless fliers), or Rabbit
Tom Pitt of CompuServe uses a very tough Rabbit variant called the Rat test. The Rat opponent gets one free
Another variant on the Rabbit test, suggested by Izzy Gambliel of Metro Seattle Gamers, is the Angel test. The Angel opponent does nothing for the first four turns, but then gets one free
Cats
Cats don't play Magic. They consider it beneath their dignity.
Dogs
Dogs are very smart, and, contrary to popular belief, you can teach an old dog new tricks. The Dog test is really a form of solitaire Magic. Take some of your extra basic lands (equal numbers of each type) and shuffle them together. Then choose one action to correspond with each land type. These actions can be anything you want; you can make the duel as easy or as challenging as you want by varying them, or make it simulate a particular type of deck. You can restrict the Dog to casting spells that fit his available mana, or you can ignore the mana entirely, or count the amount of available mana but ignore the color.
For example, you might pick:
if Dog has only one land.)
For this particular set of Dog rules, Dog must tap the appropriate number of lands for the casting cost of his spells, but ignores the color requirements for the creatures which need two or more of one color to summon.
Each time that it's Dog's turn, flip over the top card from the pile of lands and put it into play in Dog's territory. Dog then does whatever action you assigned to that land, and then attacks if it's profitable to do so. When you attack, Dog will defend and/or prevent the damage in the most effective way you can think of. (Dogs are smart, remember?)
Now What?
As you played your deck against the various pets, you probably noticed some problems. Perhaps you had trouble getting enough mana, or you had plenty of mana but not the right color, or way too much mana and not enough spells to cast. Perhaps you did well against Goldfish and Rabbits, but died a horrible death when your opponents produced larger creatures. Perhaps you got squeezed to death every time by the Snake. Or perhaps you romped easily through all of them.
Whatever happened, you certainly learned something about how your deck behaves. You can use that information to tune your deck. You may want to add more land, or take some out. You may want to add some larger creatures, or anti-creature spells. You may want to add some cheap, easy-to-cast spells. You may want to junk the deck altogether and start over with a new concept. Or you may pack it away carefully, take it to the club tomorrow, and hope you do as well against humans.
Whatever you do, don't forget to feed your pet.