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ParentingAces - The Junior Tennis and College Tennis Podcast
Welcome to Season 9, Episode 2, of the ParentingAces Podcast! This week, we are discussing how to help junior players with the all-important mental and emotional side of tennis. Our guest is long-time high school coach and author Peter Scales. Teaching a young player how to hit forehands and backhands is something many great coaches can do. However, also teaching them how to problem-solve and stay calm and focused is a bit tougher. Peter Scales seems to have found a successful approach to helping his players develop these skills while enjoying the journey. One his biggest messages to his players is giving your all every time you set foot on the tennis court. Peter discusses how he reinforces that lesson and how he explains its value as a bigger Life Lesson.He also shares tips on how we parents can help our children in this area. Peter mentions a couple of great books in this episode. Click the titles below to go to the ParentingAces Shop on Amazon: Jeff Greenwald's The Best Tennis of your Life Jim Loehr's The Only Way to Win To purchase Peter's book, Mental and Emotion Training for Tennis, order it from CoachesChoice.com Our Premium Members and Patreon Patrons get a 25% discount on the Coaches Choice website by using the code shared here. To learn more about Peter and to contact him, visit his website at coachpetescales.usptapro.com. As always, a big thank you to Morgan Stone, aka STØNE, for our NEW intro and outro music this season. You can find more of his music at SoundCloud.com/stonemuzic. If you’re interested in House Music, please be sure to check out his social media channels on Facebook, Twitter, Instagram. If you’re so inclined, please share this – and all our episodes! – with your tennis community. You can subscribe to the podcast on iTunes or via the ParentingAces website. If you haven’t already, be sure to become a Member of ParentingAces – we have 4 options for you – by clicking here. We have also started a Patreon page for those of you not ready to take the plunge as a Premium Member. You can make a donation of any size to support our podcast by clicking here. Thank you!
Patreon Patron of the week: Andrew Harmon ALSO, Patron ONLY Brawl Tournament, winner to get a Brawl Deck Patreon Contest - Win a Brawl Deck of your choice Ryan - @greenegeek Zack - @z4ck38 Together - @commandersocial You can find us on Twitter Twitter contest - Foil Kenrith, the Returned King https://moteam.co/commander-social?mc=1 Movember Thanks Mike Condon for audio engineering and Maple Tree Tap Andrew Harmon - 1:25 @chrisvondoom1 - 5:23 @GingerJ0E - 5:23 @PKP_Magic - 5:41 @Kesswylie - 6:01 @theMMcast - 6:01 @danaroach - 25:27 @CMDRCentral - 25:27 @thespikefeeders - 31:12 @BentzMr - 37:02 @JasonEAlt - 39:06 Ep 24 Community Spotlight: 500.1 Commander Rules! This topic is a little more on the psychological side of things, but I thought it would be an interesting thought experiment about why we play magic, and maybe why we like Commander chief amongst formats So, WHAT is Working for a Win? To me, it’s the notion that a close game or a hard fought game is more satisfying to win. I played a LOT of video games in the 80s. Super Mario Brothers Zelda Mega Man Metroid Ghosts n’ Goblins These games were TOUGH! If you didn’t grow up playing these games, and you’ve never gone back and played them you can look up ppl playing these games on youtube Zack’s game was X-Com UFO Defense In order to beat many of these types of games, it required a LOT of persistence, and banging your head against a wall in frustration. Many of the games didn’t have a save system, so you just had to play repeatedly until you got good enough to beat them. There weren't any walkthroughs you could look up on the internet. There wasn’t internet. Part of this may stem from growing up during the time that we grew up - That euphoric feeling when you finally DO best a video game. I remember I got in front of my TV and got my parents to take a “selfie” (ie polaroid) of me standing next to the credits when I beat the original Final Fantasy NES game. Zack - didn’t really get into beating games until college / post college when I beat the first few Halo games in a row as well as the first couple of Gears of War. It was an awesome feeling knowing these games were pretty difficult and there were a lot of times I just had to keep playing through to keep going. I remember getting soo mad at this on thing in GoW where I was behind like a counter and there was a dude on a cannon and two dude covering him and I’d jump out and die almost immediately. It took me two days to beat that I i remember being immensely proud when i did. So WHY do we like working for a win? Disclaimer: This next bit mostly applies to Multiplayer games. I think Magic players WANT a good game. I think most people would describe a good game as one that is CLOSE. Essentially, I think Magic players want to WORK for their WINs. (Audience, do you think this is true?) Even coming from a Standard / Modern grinder perspective games that are blowouts always felt like hollow victories. If a game is a good game, and a close game, it will often feel like a puzzle. We as humans like feeling smart, and so it’s only natural that we enjoy solving puzzles. Part of what makes Magic such an amazing game is that it continually generates new and unique puzzles for us to solve. Example story about Dana getting 6 alt-lose kills in-a-row in back-to-back games. Mirrodin Besieged: 2U Enchantment: As Mirrodin Besieged enters the battlefield, choose Mirran or Phyrexian. Getting good stories. Games where you have to Work for your Win often generate good stories. Another thing about us humans, we enjoy a good story. HOW does working for a win apply to Magic? Main Topic - Working for Wins Mirran — Whenever you cast an artifact spell, create a 1/1 colorless Myr artifact creature token. Phyrexian — At the beginning of your end step, draw a card, then discard a card. Then, if there are fifteen or more artifact cards in your graveyard, target opponent loses the game. Atemsis, All-Seeing 3UUU 4 / 5 Flying Sphinx 2U tap: draw two cards then discard a card When Atemsis, all-seeing deals damage to player you may reveal your hand and if there’s 6 different mana costs in the hand that player loses the game Once in league i was playing niv mizzet and just went off. I don’t remember exactly what happened, but I remember everyone at the table was cheering for me to get the win and I did! Zack any good stories you want to share? Zack - This speaks to my philosophy on EDH where I don’t care if i win or loose, I just want to see crazy things happen! I want to have awesome stories to tell whether I win or lose! Also, I think that games with good stories are more satisfying for EVERYONE involved, win or lose. Ryan - I personally haven’t played very much cEDH cEDH players players probably do a fair amount of this, cause they have lots of interaction to fight through, so maybe their deck wins in the same way most games, but they are trying to balance WHEN to go for it, and when to leave up interaction for their opponents If you’re out there, and you like/play a lot of cEDH, holler at us, and let us know if this is correct, and how you might feel. cEDH (or Competative EDH) may really feel like this. This is why we have the talk to ensure everyone is playing an equally powered deck and thus have an equal chance at winning. Why we all want decks of similar power levels, so that each game is not just a cake walk. Cake walks don’t generate good stories. Ryan - Working for a win is part of why I personally don’t like playing a LOT of tutors. I do play some, but I often find I like to play more narrow tutors Working for a win is also probably a lot of the reason that I like playing with O.P.C. (cause it oftentimes makes the puzzle harder, or at least more interesting, AND the pieces of the puzzle change depending on WHO I’m playing against) Zack - working for a win for me is why i always like to play some convoluted combo in my decks, but not run tutors for them. I like the idea of having to fight to survive long enough to get the pieces assembled. Usually these are alt win cons. Magic is the best game ever, and the ability to work for our wins is probably a big part of what makes magic so good. Did we get this right? Do you enjoy working for your wins? Let us know in the comments below, or via Twitter Summary: Thanks for watching! Please remember to Like and Subscribe, and you can follow us on Twitter, @commandersocial, @greenegeek, @z4ck38. Keep it Social! Commander Social Intro and Outro ThemeRaindrop by Declan DP https://soundcloud.com/declandp Licensing Agreement 2.0 http://www.declandp.info/music-licensing Music promoted by Audio Library https://youtu.be/LbIb9_5_qNE Komiku - Battle of Pogs https://creativecommons.org/publicdomain/zero/1.0/ Zack Gets it Together Theme Consider becoming a Patron: https://www.patreon.com/commandersocial You can check us out at commandersocial.com YouTube - https://www.youtube.com/CommanderSocial You can email us directly at cast@commandersocial.com Instagram: https://www.instagram.com/commandersocial On twitter @commandersocial twitch.tv/greenegeek Ryan individually @greenegeek Zack individually @z4ck38 Contact Info © Copyright 2019 Leaky Dinghy, LLC
Strength From The Lion’s Den host: Apostle John L. Solomon April 3rd at 7:00 pm est Topic “Refuse To Lose" Call in {516} 418-5937 or join us online www.blogtalkradio.com/weinspirenetworkradio What does it essentially mean to Win? To understand winning you must comprehend that “the race is not won by the swift, nor the battle by those who are strong”, but the ones with an attitude that is powered by a mentality that won’t give up or fade quietly in defeat. Examples like David with his slingshot and the Little Engine that could Defied the odds and got the Victory? Join the Lion among Lion’s as I discuss the energy it takes to WIN with an attitude that refuses to lose!