Michael Flores
2/18/2003

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First of all, I'd
like to thank everyone who wrote in with feedback on our two
articles from last week,
Strategy,
Tactics, and Operations: The Basis and
Developing
the Plan. Most of the feedback was very positive (not the
least of which was Zvi himself doing
a
related follow-up article), but there were some questions
posed as well.
In particular, many Brainburst Premium
users seemed to disagree with my analysis of the situation
described here:
Player 1 is playing an Extended Psychatog
deck. Player 2 is playing Draco-Explosion.
Both decks have powerful reactive spells, tons of deck
manipulation, and the ability to set up a lethal kill -
seemingly out of nowhere - in the span of just one or two
turns. At the end of Player 2's turn, Player 1 casts Accumulated
Knowledge; there is already one Accumulated
Knowledge in Player 1's graveyard. He draws two cards.
On its face, we would say that this is a 2-for-1, a
net gain of one card on the part of Player 1. But what if
Player 1 drew a pair of Smothers
off his Accumulated
Knowledge? In classical terms, he did increase hand size
by one card, but in terms of relevance, Player 1 did not
generate any advantage whatsoever: there are literally no Smother
targets in his opponent's deck.
By far, the most common response was that
card advantage was, in fact, generated in this exchange. The
Psychatog
player would have to draw those two accursed
Smothers
his next two draw steps anyway, wouldn't he? Didn't the
Accumulated
Knowledge prevent two future dead draws?
The
answer is maybe.
One of the topics we tried to
highlight with last week's articles is that all notions of
card advantage, most strategy, and exchanges in Magic in
general, take place in the context of time. You are not
allowed to make the comment that the
Psychatog
player would draw
Smothers
for the next two turns; not necessarily, anyway. What if the
two
Smothers
were all the
Psychatog
player had? He had no clock in play, certainly no resistance
to an opposing combination setup. Can we really say that the
Psychatog
player can successfully fight a
Draco-Explosion
deck with just a pair of
Smothers?
Can we say that he gets to have his next two draw steps to
pick them up in the first place?
Sure, many times the
Psychatog
player will prevent himself from two future dead draws with
the
Accumulated
Knowledge in our example, but the fact that he trades one
potentially relevant
Accumulated
Knowledge for two
Smothers
that are irrelevant in the short term does not in any way say
that card advantage has been established in the casting of
that particular
Accumulated
Knowledge.
Remember, we are looking at the
Accumulated
Knowledge as a snapshot. Using this kind of model, we do
not look at cards over the long term, because in actuality,
huge swings in cards can be made with seemingly simple,
single, exchanges.
Say a player draws five extra cards
with
Jayemdae
Tome, and then his opponent casts a
Mind
Sludge for his entire hand. How many cards did the
Jayemdae
Tome effectively draw? How is it useful to know? What if the second player
would have cast
Mind
Sludge whether or not the first player drew those five
extra cards? Didn't the first player simply allow his opponent
to wreck him worse with a card like
Mind
Sludge? Is it even interesting to know any of this
information? Isn't it more interesting to know what each
player has left over after the
Mind
Sludge resolves?
...Say a player draws five extra cards
with Jayemdae
Tome, and then his opponent casts a Mind
Sludge for his entire hand. How many cards did the Jayemdae
Tome effectively draw? How is it useful to know?..
|
THE END
Eisner Award-winning Writer/Artist David Lapham
claims:
"A happy ending is knowing where to put
these words: THE END. If you keep going, all stories end
tragically. They end in death - usually preceded by some
horrible painful ailment - so if you want some smiles, you'd
better THE END your way out while the gettin[g']s good."
If we say THE END at the point of the successful
Mind
Sludge, the mighty black player has just generated
five-for-one card advantage or so. He is our card advantage
hero.
If we say THE END just a turn earlier, the
Jayemdae
Tome player is our hero. He's got a grip full of cards,
and cards in hand is good.
If we say THE END the turn
after the
Mind
Sludge, maybe the
Jayemdae
Tome will pull its controller way ahead, or draw him into
the cards he needs to win.
None of these THE ENDs
tells us anything about the outcome of the game (If we say THE
END later in the turn of that fateful successful
Mind
Sludge, we may find the black player has just "played it
safe" in clearing his opponent's hand, and then followed up
with a lethal
Corrupt);
nor do they tell us whether the right play has been made in
any case. Don't make the mistake of saying that an exchange
yields card advantage because it happens to be the right play;
by the same token, the right play very often concedes card
advantage in the short term. No one ever said the
Psychatog
player in our original example didn't do the right thing by
casting his
Accumulated
Knowledge; no one said he wasn't probably forwarding his
long-term plan or goal… The controversy is whether or not the
Accumulated
Knowledge itself generated card advantage.
The
interesting thing about the
Psychatog
/
Draco-Explosion
/
Accumulated
Knowledge /
Smother
hypothetical is that it calls for a fairly sophisticated
understanding of card relevance to begin with. It asks you to
understand that a
Smother
in hand doesn't do very much against a deck without
creature-based threats of mana cost less than 4.
Let's
look at a similar situation that might come up more commonly
right now.
You are playing a R/W Onslaught
/ Onslaught
/ Legions draft deck against your opponent's also R/W deck. He
curved out with a
Goblin
Sledder on turn one, started beating you down on the
second turn, and followed up with the mighty
Sparksmith.
You curse going second, staring at the Glory
Seeker
in your hand, as well as a collection of morphs of varying
ability.
The cards in your deck capable of killing a
Sparksmith
are one
Shock,
one
Erratic
Explosion, a
Gempalm
Incinerator, and a
Sparksmith
of your own. Unfortunately, given the current board position,
the only spells in your deck that are relevant at all are any
toughness 3+ creatures you might play, the
Shock,
and the
Erratic
Explosion. If you play the Glory
Seeker,
one of the morphs, or any other x/2 creatures, your opponent
with 20 life will just pick it off with his
Sparksmith;
if you play your own
Sparksmith,
it will be just as dead. If you cycle your
Gempalm
Incinerator, targeting the
Sparksmith,
the opponent can sacrifice the
Goblin
Sledder to make his
Sparksmith
2/2, leaving the board with only one Goblin, meaning the now
2/2
Sparksmith
will withstand the awesome power of this Gempalm creature (on
the other hand, subsequent to this cycle, you should be able
play guys with a toughness less than 3).
In the
meantime, all of your x/2 creatures are going to be fairly
useless. Before turn 5 or so, they will be
Shocks
to your opponent's head at best; on or around turn 5, when you
may be able to cast more than one in any given turn, the
opponent will then at least have to decide which creature to
kill. Now there may be some reason you want to
Shock
your opponent with every card you draw (maybe you are trying
to get him to 7 or fewer life for a
Searing
Flesh), but for the most part, you have a lot of dead
draws coming. A 2/2 in play? He's as good as dead. A 2/2 in
hand? Corpse-in-waiting. Easy, right?
We could say,
even if the
Sparksmith
didn't kill a single one of your creatures, that it generates
tons of card advantage. EDT called this "Virtual Card
Advantage." The
Sparksmith
isn't stopping you from drawing cards every turn. He isn't
even stopping you from playing creatures if you want to… he's
just making you look foolish for every non-
Shock,
non-
Erratic
Explosion that you draw.
THE END
There's
that pesky THE END again. Why do we bother to distinguish
Virtual Card Advantage from true card advantage? While all
card advantage can be fluid (look at our
Jayemdae
Tome player above, who thought he out-drew his opponent by
four, only to be
Mind
Sludged for his hand), Virtual Card Advantage is
particularly tenuous. The minute you successfully
Shock
the
Sparksmith,
you don't just get a 1-for-1 exchange against your opponent's
best common, you enable the relevance of all the x/2 creatures
that you drew. You might just 5-for-1 your opponent with that
Shock.
Then again, the extra four cards would never have lost
relevance but for that
Sparksmith.
Then again, maybe the turns the
Sparksmith
stole, allowing your opponent to get his game going on the
board, will be too great an advantage, even though you just
caught him with a 5-for-1.
Then again, maybe he's so
far ahead, or has such big creatures at this point, that the
x/2 creatures in your hand don't mean very much after all.
Which, if any, of these scenarios is the right one
depends on the specific temporal position of the game.
Another really good example of Virtual Card Advantage
is
Moat.
In fact, in terms of high-level Magic analysis, it might all
come back to
Moat.
Here is a deck that propelled possibly more discussion than
any other:
The Deck - Brian Weissman (circa April
1996)
1
Black
Lotus2 Disrupting
Scepter
1
Jayemdae
Tome1
Mirror
Universe1
Mox
Emerald1
Mox
Jet1
Mox
Pearl1
Mox
Ruby1
Mox
Sapphire1
Sol
Ring1
Demonic
Tutor1
Amnesia1
Ancestral Recall
1
Braingeyser2
Counterspell4
Mana
Drain1
Recall1
Timetwister1
Time Walk
1
Regrowth2
Red
Elemental Blast4
Disenchant2
Moat2
Serra
Angel4
Swords
to Plowshares4 City of Brass
4 Islands
1
Library of Alexandria
3 Plains
3 Strip Mine
4
Tundra
2 Volcanic Island
Sideboard:
1
Disrupting
Scepter
1
Ivory
Tower1
Feldon's
Cane1
Jayemdae
Tome1
Tormod's
Crypt2
Blood
Moon1
Fireball2
Red
Elemental Blast2
Circle
of Protection: Red2
Divine
Offering1
Moat
Most of you probably know that this deck represents
the archetype, popularized by Brian Weissman, that got Robert
Hahn to start working on the seminal Schools of Magic. Hahn
went on to tell the world about Weissman's ideas of card
advantage, begat Frank Kusumoto, who even before The Dojo
facilitated such occurrences as Pat Chapin's Top 8 in the
Dallas Pro Tour Junior division, which, in turn, eventually
turned mild-mannered Cornellian vegetarian Dave Price into the
Fire God (at least temporarily). Lots of other stuff came of
this deck on "the Internet" as well.
For our purposes,
The Deck functions as a defensive deck (THE defensive deck,
really). The central goal of this deck is to get paired
against a creature-based deck, and play down the
Moat.
That
Moat
will hold off all non-flying creatures, giving The Deck some
breathing room. Meanwhile, The Deck will try to clear the
opponent's hand with
Amnesia
and Disrupting
Scepter. Once this soft-lock has been established - hopefully
after a
Counterspell
or
Mana
Drain has been drawn -
Serra
Angel comes down. Miss Angel, besides being able to block
potential flyers as well as attack, is a tidy little five-turn
clock.
If you are the guy playing the opposing deck,
you have a limited number of useful cards once The Deck's
machinery is in play. Your ground-based creatures are going to
be of minimal offensive effectiveness. From the your deck vs.
his
Moat
standpoint, all you are looking to draw is a
Disenchant
(or some similar card). The
Moat
is generating x-for-1 Virtual Card Advantage, but a
Disenchant
can easily reverse all of that. Then again, almost every
non-
Disenchant
card is irrelevant (though the pundits might say that drawing
these irrelevant cards gets the opponent a card closer to his
goal of drawing
Disenchant).
...the right analysis
depends on the specific temporal position of the game...
|
THE END
There's that THE END again. A
successful
Disenchant
is THE END of that
Moat.
This 1-for-1 is THE END of that x-for-1, and might as well be
1-for-(x+1), and might just be THE END of the game… unless Old
Man Weissman has one of those
Counterspells
or
Mana
Drains, that is.
What about
Moat
backed up by a Disrupting
Scepter? Disrupting
Scepter basically does two things in this deck. One of them is
that it generally forces the opponent to put whatever he draws
into play. When the opponent holds back an extraneous land or
just another ground-pounder, using the Disrupting
Scepter doesn't do much but tap three mana on Weissman's own
turn. These cards are not particularly relevant, but in order
to smooth the progress of the continued facilitation of its
machinery, the Weissman deck has to keep the opponent at zero
cards in hand. In the long term, it robs the opponent of his
permission, meaning that if and when he draws
Disenchant,
he can't cover it (Disrupting
Scepter also contains answer cards in general; The Deck is few
on kill cards, and can't really afford for the opponent to
kill its
Serra
Angel, so it won't generally play one out until the
opponent is out of cards).
Now what if that pretty
Angel is in play with the rest of the Weissman materials? The
weenie-playing opponent has the same basic plan - he still has
to destroy The
Moat
if he plans to get his massing, possibly lethal, forces across
The Red Zone - but now he has to do so in a specific temporal
context. He had better top-deck
Disenchant
and have enough creatures to send past the
Serra
Angel within the next five or so turns or it's going to be
THE END of the creature deck.
Even more interesting
card interactions come up when somebody copies Brian's
strategy. When he started out with The Deck - back in 1995 or
so - there weren't a lot of defensive decks across the table.
Brian played four
Swords
to Plowshares and multiple
Moats
and fully expected those cards to be relevant. Eventually,
though, copycats with polychromatic control decks built for
the long haul started to spring up. For these opponents,
Weissman came up with the idea of the
Blood
Moon switch.
This sideboarding strategy takes the
idea of Virtual Card Advantage to possibly its most extreme
level. In the original Weissman example, where The Deck is
fighting against the opponent's entire offensive force with a
single
Moat,
we are basically looking at a situation where, if the opponent
is going to win by creature damage, he is going to have to
find
Disenchant
first. Once The Deck plays against a non-creature deck, he
switches the
Moat
for
Blood
Moon to see what the other guy can muster.
The
Blood
Moon sideboard also asks for
Disenchant.
The difference is that against those many decks without basic
lands, it asks for so much more. A resolved
Blood
Moon facilitates the Weissman lock. It makes the
permission of 1996 notoriously difficult to cast. It forces
the opponent to get
Mox
Pearl or
Black
Lotus in order to cast
Disenchant
if indeed he finds it. Disrupting
Scepter can generate tons of card advantage, it can clear
potential permission spells, but in many cases will not
generate a lot of card advantage over
Blood
Moon… it's not as though the opponent can cast many of his
spells under
Blood
Moon, even if the potentially relevant spells have been
drawn. At the same time,
Blood
Moon and
Disrupting
Scepter working in tandem don't just ask for
Disenchant,
they ask for Disenchant
s.
The opponent has to
Disenchant
Disrupting
Scepter if he hopes to accumulate the cards necessary to fight
the Weissman fortress. He has to
Disenchant
Blood
Moon if he hopes to cast these necessary cards.
Blood
Moon generates tons of card advantage if the opponent is
stuck under nothing but non-basics, but that card advantage is
virtual. The opponent can "get back" the lost cards by
destroying
Blood
Moon. He still has to contend with Disrupting
Scepter. The card advantage of Disrupting
Scepter is real, but
Blood
Moon makes sure The Deck has the time to generate that
card advantage. Unlike a creature deck that can top-deck (and
hope to resolve) an anti-
Moat
spell and try to ignore Disrupting
Scepter's long-term damage, a control deck that answers
Blood
Moon will still have to face the consequences of a Disrupting
Scepter, or vice-versa.
Many of today's best Standard
decks play a game of Virtual Card Advantage descended directly
from Weissman, that come up even more commonly than a super
lucky opponent who starts off with
Goblin
Sledder and follows up with
Sparksmith.
The most common way for their Virtual Card Advantage to arise
is the so-called "dead" card advantage that comes from playing
or failing to play a certain kind of permanent.
A
mono-black control deck that uses the Torment
cards is an example of a deck that generates Virtual Card
Advantage by playing with no creatures. That it has no
creatures main deck makes every
Chainer's
Edict and
Smother
drawn by an opposing
Psychatog
deck quite useless (except for incidental purposes, such as
being discarded to some blue permanent or other). When playing
against a U/G deck with no
Aether
Bursts, though, this type of Virtual Card Advantage is not
present.
The card
Squirrel
Nest is another interesting card from this standpoint. On
the one hand,
Squirrel
Nest generates real card advantage. Those 1/1 Squirrels
are very pesky, potentially very dangerous, and potentially
tiny little
Icy
Manipulators, even if they aren't made from actual WotC
cardboard. The real card advantage of
Squirrel
Nest comes up when a deck with squirrels in play faces off
against our friend the mono-black control deck. The mono-black
control deck, usually quite content with its ability to
Innocent
Blood and
Chainer's
Edict away all manner of green animals, finds itself
hard-pressed against this card. Cast my
Chainer's
Edict to kill your silly 1/1 token creature? I think I'll
hold it back until I first find a
Mutilate.
In this sense, the
Squirrel
Nest also offers Virtual Card Advantage.
Smother
can have some relevance as a creature kill spell,
Mutilate
will of course go as x-for-1 as the board will allow, but
because every
Innocent
Blood and
Chainer's
Edict will be essentially countered by a simple land tap,
the mono-black control player may simply never cast them
unless he is forced to do so. In the short term, they might as
well be anywhere but in hand.
Yes, you may want to
look over the Masters Series winning deck before adopting one
of the many available mono-black control builds available on
the Internet.
Next Up: Symmetry
- Mike Flores
- Justin Polin