MXP Daly City


Daly City, California
Time: Friday April 19th – Sunday April 21st 2024


Friday - Scheduled Sides Lead

Format: Fustercluck
I knew going in this weekend would be difficult, I went through the website beforehand and prepared a document listing all the structures of all the events, as well as how prizes would be handled and how many rounds each one was. I also asked the TO a bunch of questions and got a bunch of information that wasn't on the website onto the document as well. I then sent out a detailed email with all the information. I figured I wouldn't have a lot of time day-of to explain things to floor judges, so in addition to the document (which many judges won't read all the way through) I also created a bunch of small pieces of paper with all the details of each event written out, with the intent to hand them to judges as they were assigned each event. However, being the first to establish paperwork for a bunch of different types of events meant there were going to be mistakes, and I knew I wasn't going to catch them all, since one person double-checking their own stuff never works out great. Even so, I still felt like a paper with 90% accuracy was better than nothing at all.

Morning Woes
Friday morning was a challenge because MTGMelee went down about 30 minutes before doors were set to open, so I wasn't even sure which event software I'd be using until events started launching. This also meant that many of the people at the top of the food chain, like the TO and judge manager were scrambling, and I couldn't ask them about other issues, like where the product for commander draft was, or how the bounties for the bounty hunter event worked, until it was much later in the day. I also ended up losing a judge day-of to the check in counter. Additionally it was unclear before the event which judges were under my purview. ODEs were initially mine, but were then changed later on, the checkin counter was supposed to be me but ended up being someone else. To summarize, Friday morning was a bit of a hectic mess.

The Short End of the Staff
Pre-assigning HJs to events is a great way to have each judge prepared and ready for their tasks, which is what I did for Dreamhack Side events, which ran surprisingly smoothly. Here, however, I didn't have enough judges for that, so out of the gate each judge would likely be taking care of multiple events (you can view the whole side event schedule here). Trials at Dreamhack Atlanta highlighted what problems emerge when you assign HJs to multiple events. Namely, judges potentially end up being in charge of events that aren't adjacent to each other.

A Light Sprinkling of Judge
Another unique challenge of this event was the fact that I was technically the lead of both the Command Zone and the regular Scheduled Sides area. The room was laid out sort of like this:



As you can see, the scheduled sides area and the Command Zone were separated by a bunch of vendors, which already was a bit of a hurdle, as it meant I had to keep running from one area to the next. To further compound this issue, the scorekeeper stage is on the exact opposite side of the hall from the Command Zone, and finally, the microphone and product area were sort of awkwardly in the middle of them both. This didn't flag as an issue for me before the event, since I figured Command Zone was just a free play area for players who bought badges, so I assigned a single judge to like, babysit it. Then a week or two before the event, I found out that we'd actually be launching events in the Command Zone. Naturally, I assumed this was only the commander events. As a I found out on Friday, this apperantly wasn't the case, it turns out that anything deemed "interesting" or "weird" would be in Command Zone and everything else would be in the regular area. To the TO's credit, the events were separated this way on the website initially, but I thought I had dominion over which events would go where and ultimately decided commander should be in the command zone and everything else was... everywhere else. Financially this makes sense, people buy a badge to do the really cool stuff, but can just walk in off the street to do the more normal stuff.

Intuitive Format Hunter
The bounty hunter event was incredibly frustrating on Friday, when I reached out before the day of the event the bounty portion was "TBD" and the rest of the format was confusing to say the least. Initially I was told it would be 1v1, which meant that the bounty format was easy enough to guess: the event would be seeded with content creators and influencers who would have something cool to give to their opponent each round, if the opponent beat them. This is a fine strategy if it's 1v1, and especially interesting if you're seeding with pro players and the like. The issue with this is if the opponent doesn't win, it's a huge feel bad, you played against someone cool, but you lost AND you missed out on the special thing. I think this format might be better if the influencer just gave out something to all their opponents to make the experience extra special. Or perhaps had two tiers of bounties, an "I fought hard" badge and like a "I fought and won" badge. I don't think participation trophies are great when you're trying to train people to be better, but I do think they're great when you're trying to make people have fun.

Shortly before the event began the TO was explaining the bounties to me and I was doing some last minute format double checking, and to my surprise it was at this point that I discovered this would actually be multiplayer. One of the content creators was nearby and overheard the structure, and having played in similar events in the past, pointed out that this style of bounty actually creates a horrible play experience, as it just turns the game into Archenemy. They proposed that instead, at the end of each game, we should have the table vote on who made the game the most fun or made the most interesting play. Then that player would get the bounty. This is a much better format for incentivising interesting game play, but makes the moniker of "bounty" incredibly strange. You don't go into the saloon and take a wanted poster off the wall that says "go find this person and show them a good time, then you can collect the bounty".

I also think it's kind of weird to have the table vote, why then, is the social media influencer necessary at all? And when people get in a pod without an influencer, they feel double bad because there isn't a special thing they can get AND they don't get to play with someone famous. I feel like with this system every pod should just get a "cool thing" that they vote on at the end, and playing with the social media influencer is an additional bonus.

Rebranding the event to something that captures the idea of meeting and playing with celebrities would probably be better and more in line with the goals of the event.

The final issue with the event is that because it was a sealed+draft mashup of a bunch of different packs, I had to concoct a mashup of different sealed commander rules to facilitate, since a bunch of the commander sets have format specific rules. This format also took forever, there's a sealed portion, then draft and build, then reseating and fixing pods and then, finally people get to play. However because all this took so long, after the first round, most of the influencers buggered off to play other stuff, instead of sticking around for the second round, which meant R2 was a lot less exciting for the participants. I think this kind of event is better as a one round event that launches twice in the day and is not limited, but instead an event where each player is given a randomized commander precon.

Prized Solutions
Handing out prize tickets was difficult. The breakdown ended up such that 3-0 in most "common event prizing" events got a bunch of bonus tickets. Which meant that for round 3, whichever judge was doing the prizing would have to locate all the 3-0s and 0-0 matches and give them extra tix manually. This also had some awkward outcomes for downpairs or draws. There are two ways to head these issues off.

First: a prize tickets station is a decent solution to this, however a lot of larger events are moving away from this model as this results in large clutches of players slamming the tix station after a major event concludes. This wasn't an issue this weekend because none of the side events got that large.

Second: Give a static amount of tix each round (say 4 to the winner) and then have players go to a prize tix station for their bonus tickets. This is the current SCG model, and this works a lot better as you can still support a prize structure that has bonuses for doing particularly well, but don't have the issue of bottle-necking a station after large events, since only a fraction of those players will be getting bonus tix anyways.

Combative Conspiratorial Bonding
The first event of the day was a Battlebond/Conspiracy/Conspiracy 2 draft. It only ended up having two players in it, so we were going to collapse the event. However the TO wanted to fill out the event with influencers that were just kinda hanging out, to ensure that the two players that registered had a good experience. I kind of like this idea of having a few "standby players" for when things are slow. Players come to the events to have the experience of playing in a larger event and meeting new people, and if the events are incredibly small, it just isn't as fun. I think using influencers for this is a great idea, however these people will likely become tied up later in the day with meet and greets etc. so it might be something TOs can offer to standby or off-shift judges. Something like "hang out on Friday morning and we'll put you in any events that are having trouble launching." I know this might have a bunch of logistical concerns, but it's a way to add value to 2-day or 1-day judges, while also enhancing the player experience and not costing the TO a whole ton of money.

Saturday - Scheduled Sides Lead

The Eye of the Event
I knew Saturday was going to be rough. I had the same amount of events as Friday but less judges, and I knew I'd definitely have more players. When I arrived in the morning, I lost another judge from my already anemic staff. Luckily, due to things being slightly more organized and due to the fact that I'd hammered out most of the logistical issues and format confusion on Friday, things overall ran a little smoother. I was even able to get a headstart on a lot of the product prep for some of the events with weirder product mixes (like the chaos commander sealed, and the commander precon event).

The "C" in Cedh stands for Cacophany
If you looked at the schedule earlier, you may have noticed a cEDH event sneakily placed on there. There were around 125 players total in the event, even though it was proxy-free and only had payout to top four, which I found very hopeful for the format. It was scheduled to start at 10:30 and be 6 rounds, with a cut to top 8. Each round is 80 minutes (assuming no tables go to time), which means the swiss should take 8 hours, meaning it would be done around 6:30. I think it's not unreasonable to assume each round is much more likely to go 20 minutes over time for various reasons, so add an extra 2 hours onto that and you get an estimated end time of 8:30, a mere hour and a half hour before the hall's hard close time. I felt like we would be able to run the swiss in the time allocated as long as top 16 was run the next day. Unfortunately the day of we discovered that the top 16 was planned to be run the same day. This was completely not going to work, as the event itself started 45 minutes late due to various technical issues. When we discovered that players expected top 16 to be run the evening of we did an event-wide vote of whether to run 5 rounds and top 16 tonight or 6 rounds and top 16 Sunday morning. As it turns out, the players wanted to run the top 16 that night. Top 16 started around 9pm and ended around 10:30 (the TO negotiated for some extra hall time).

Clearly Marked
I got called to a table on the cEDH event where NAP mentioned that AP had clear sleeves and that wasn't allowed. I stumbled for a moment, since "clear sleeves" weren't illegal in and of themselves, but marked cards were. After some investigation we determined that, yes, the cards were indeed marked. For all intents and purposes this should be a game loss. If you feel that you need to resleeve now, that means that the player could gain advantage from the markings, which means it's a GL, however in cEDH all game losses are downgraded to turn skips, which doesn't really fix the issue of "we need to re-sleeve right now". Instead what I did was take a photo of AP's board state and hand and have them resleeve mid-game, then afterwards we reconstructed their hand and board. It resulted in a fairly lengthy extension which wasn't ideal but I think it was still better than a game loss.

Sunday - Scheduled Sides Lead

Canlander Confusion
Another weird thing that popped up on my schedule was Canlander. Canlander is a weird little 100 card 1v1 singleton format that has a restrictive points system for deck construction to keep the power levels of the decks moderated. As this was a "weird thing" I naturally assumed this would be run out of the Command Zone, but alas! I was bamboozled again! It was being run out of the scheduled sides area. This caused some awkward confusion as I'd told some players it would be run out of the Command Zone. Because we didn't have nearly enough judges to be running any deck checks on anything except the main event, there wasn't really going to be any way of verifying Canlander Decklists, and cheating by adding more points than was allowed is a pretty easy, and advantageous cheat to make. I spoke with a judge in the breakroom about it and they mentioned that a common practice in the format was to have players swap decks after round 1 and do a points check on their opponent. This is honestly not a terrible idea, I considered it, but was concerned both about the acoustics of the room and the floor judge's ability to convey such complex instructions to their event, as well as the forseeable issue of some players simply forgetting to do it, or not bothering after finishing their round 1 match. Getting players to remember a weird instruction you gave them fifty minutes ago after playing a match sounds like a fairly tall order to me. There was a consideration to do this in top 8, but I ended up not executing on it simply due to the fact that there were already too many complex things on my plate and taking the time to explain this to the FJ would likely mean that I couldn't divert my resources elsewhere to more high-impact matters.

A Plea for Counters
AP controls Laelia, the Blade Reforged and casts Ardent Plea, they exile four cards from cascade, and then a Storm Crow. How many counters go on Laelia? four. Each card that went into exile is a separate action according to Laelia. The game reassesses whether AP needs to keep exiling cards each time they exile a card, and so they count as separate events.

Rotating Requirements
NAP controls Lavinia, Azorious Renegade. AP controls a single Forest. Can AP cast Crop Rotation? Yes, the game only checks the legality of casting a spell as it's being cast and after modes and targets are chosen, not after costs are paid, and at that point AP controls one land and Crop Rotation has a mana value of one. (CR601.3, CR601.2e, CR601.5)

Downward-Bound
AP casts Brutal Cathar and before it resolves, NAP casts Dress Down. What happens when it enters the battlefield? Nothing at first. When Dress Down gets sacrificed, the Day/Night cycle will start and it will become day. (CR 702.145d)

End of Day Team
Sunday evening was confusing to say the least. We all know that at some point judges get repurposed to doing teardown work, and then when all that's done, everyone can go home. We successfully managed the first part, all the side events judges were reassigned to teardown, but after about an hour or so of teardown, we ran out of tasks (except for a few select judges watching the last few matches of magic). We were given instructions to "wait for 45 minutes until the hall closed and then there would be more tasks. So we uh, waited. Then after 45 minutes the TO told us we could go home, or rather told me to let my people go. At which point I turned around and announced to the group of bored judges that they were released, except for a judge, let's call him John, who I was on good terms with, so I jokingly said had to stay. He did a playful amount of complaining and then I took off to make sure all the sides judges that weren't in the cluster were also released from their tasks. As I was collecting my things in the break room, I was wondering where John was, since he was supposed to be getting a ride with me and another judge to the staff party. I sent him a text, and he said that he'd went to the teardown lead after I'd told him he was still on shift and had been assigned some more jobs. I felt really dumb and bad because I'd meant it to be a joke but obviously wasn't clear and because of it, John had to work an extra 30-45. I apologized to him later, but this was a good reminder to ensure that in the future I need to be more responsible about what kinds of jokes I'm making and to whom.

...In Conclusion
Overall Daly City was a very challenging event for me. I'm not the greatest at managing a lot of moving pieces or making a plan to have those pieces move autonomously, so this event stressed me in two ways that I'm not really used to. I feel like except for a few small hiccups it overall went okay, though I do think I was well supported by a few rockstars on my team and am not sure how well I would've done without those key people. Even with the hectic and somewhat stressful nature of the weekend, I still enjoyed the event and am looking forward to working more MXP events in the future.