Zvi Mowshowitz
3/1/2004

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Life
Life is the resource whose importance varies most in
the game. Cards can be irrelevant, but more often than
not they are critical and most of the rest of the time
the battle can be viewed as some form of virtual or
effective card war. Tempo can be irrelevant, but that
is almost always because neither side has any, while
mana is the same case in reverse: It becomes
meaningless when both sides have too much. Like mana,
life points have a critical point: The big difference
is between Not Enough Life, Enough Life and Lots 'o
Life. When both players have more than enough life
points life often becomes all but irrelevant until
something changes that. One and four life points are
very different numbers, but it can be much harder to
tell the difference between twenty and twenty-five. It
is also common for one player's life total to be moot
or almost moot.
This is all true because life doesn't do anything at
all until that moment that it does everything. As long
as you're alive your life total has no direct impact
on the game. When a player starts getting close to
death it has a dramatic effect on the game and so does
paying life to get something in exchange, but the
primary reason to pay attention to life is that when a
player drops to zero life points he is dead and
nothing else matters. Being dead does not have any
effect on tempo or card advantage (in any form) or
anything else. It wins you the game. Nothing more,
nothing less. This system allows Magic to grant
players an early advantage and not automatically shut
the player who falls behind out of the game.
Life can also on occasion be nothing but a chore, or
even completely irrelevant. A Millstone deck only
cares about its opponents' life total if a Greed or
similar card hits the table. A deck like TurboLand
plans to kill with damage but also doesn't care in the
slightest unless there is danger that the round clock
will run out and the combination will need to be
secured in extra turns. With almost any other scenario
you can do infinite damage to your opponent. In these
extremes, life totals are irrelevant. It doesn't take
anything that extreme to make one life total
irrelevant. All it takes is for one deck to win by
means other than damage even if the deck kills with
damage, shutting the opponent out of the game first
and dealing the damage afterwards. At that point it
doesn't matter that I did you in with a big creature
rather than a Millstone. One total can also be
irrelevant if the decision in the game will happen in
a fight over the other life total, whose owner will be
able to turn the game around afterwards. These are all
related: Your life total only matters when you are at
risk of dying without having then gone far below zero,
although this can be long term as well as short term,
or when are using it as a resource.
That means that all life points are not created
equal. The last one is worth infinite resources, and
assuming that damage in the matchup would be dealt a
point at a time each one after that is worth less.
Life only helps if having that point makes it less
likely that you will hit zero or gives you a point you
can profitably spend, so against an opponent whose
deck is full of three point Bolts and no other damage
only factors of three and those two points spare from
your starting twenty matter. Against Draco-Explosion
there's a huge difference between sixteen and
seventeen but sixteen and nine are virtually the same
number. The value of reducing someone's life total to
a number greater than zero is to enhance the value of
future life reduction, eventually to a win, thus
making your cards and threats more powerful and
preventing your opponent from sacrificing life points
either by soaking up damage or by paying life. Each
point of damage is valued only to the extent that it
puts the next point at the head of the line, turning
Bunch 'o Life into Enough into Not Enough.
There is therefore a distinction between plans that
try to win by directly attacking their opponents' life
total, those that attack it by generating effects that
do continuous damage such as attacking creatures while
the game is still up in the air and those that don't
intend to launch an attack until the game is over. In
the first case life can directly be considered the
primary resource of the game, in the second tempo
becomes the primary resource and in the third the
resource is usually cards.
In terms of relating life points to cards, even up to
something like virtual effective card economy measured
in a power-based card impact scale, there is obviously
no direct relation or formula that will work, although
there are special cases where you can do exactly that
and describe the game in this fashion.
Of Course, You Realize This Means War: Life as
the Primary Resource
To see how in some games one players' life points are
the only important resource and are easily
translatable to cards I will look at the simple case:
Burn (Red) versus Draw-Go (Blue). This is a classic
battle in Magic but it is even more of a classic for
theorists because it is so pure. To make it even more
pure, assume for now that the burn deck runs no
creatures at all. Burn is attempting to kill Draw-Go
while Draw-Go is just trying to survive. Eventually
the blue player will be able to turn the game around
and win, but that will take a long time and he won't
go for the kill until after he's drawn enough cards
that he is all but untouchable. Until then, the game
can be thought of as having only four relevant
resources if red player has enough land:
1. Blue player's Life Points.
2. Red player's nonland cards.
3. Blue player's counters.
4. Blue player's ability to draw more cards and with
them more counters and more card drawers.
Early in the game there might be an additional fight
over some cheap creatures, but once the board is
stable it is unthinkable that the blue player will
allow a red creature to do damage to him continuously
since he is in the business of stopping cards that do
damage to him. This is why the early creature damage a
burn deck gets in is so important even if it doesn't
put your opponent in immediate danger. Every few
points done this way is equivalent to a free burn
spell, which is not just a card but one of the cards
that counts most. At the same time, those creatures
often become a huge liability later in the game
because they trade with cards that couldn't stop burn,
trade inefficiently or are even outright blanked.
Suppose the burn player had nothing in his deck but
copies of Shock. In this case, each spell he draws is
worth two points of life, so if he had forty Shock
variants and twenty zero-value Mountains then the
average card in his deck is worth 1.33 damage. Then
suppose the blue player's deck had nothing but
Counterspell variants. Each counter variant that can
stop a shock is worth 2 points of life to the blue
player, while those that can't be cast at the right
time or wouldn't counter a spell anymore (such as Mana
Leak or Force Spike) are worth zero. The control
player then needs, say, twenty-four lands and has one
Morphling that eventually kills his opponent. That
means that each card in his deck is only worth 1.17
cards even if all counters are functioning at all
times. If you then assume that the burn player can
play around the four Force Spikes the whole game, that
goes down to 1.03, making every card draw an average
of 0.3 damage for the red player. That means that
he'll have to draw on average 60 cards to win the
game. Even if you also get rid of four Mana Leak, that
only gets him 0.43 damage per card which means drawing
45.6 cards. The Morphling will win the game before
that more often than it won't, and two would be almost
unstoppable. One card = two life.
The lesson here is that this is a bad equation if
you're trying to deal twenty damage. Even Lightning
Bolts tend to be bad, since you need seven unanswered
Bolts to win. How often can you afford to have four or
five less cards than your opponent for an extended
period of time without something terrible happening?
There's also the risk of something like Circle of
Protection: Red that has to be in the back of your
mind. The normal solution is to try to win with a
combination of tempo and direct life attack; when a
control deck stabilizes tempo and forces this type of
battle at a high life total it is often considered to
have won and different matchups have different life
thresholds for that.
Now mix up the cards more and consider what happens
when there are a variety of burn spells running
around. Some do two damage, others do three or four
and some might be huge like Ball Lightning or
Blistering Firecat or even threaten to be continuous
like Viashino Sandstalker. Yes, these are creature
cards by card type but in this context they are burn
spells. Now the battle is going to be over how the
counters match up with the burn spells. Against a deck
offering no resistance, this burn deck might consider
its cards to have an average value of say 2.3 damage.
That number may seem low for a deck with big burn but
remember land is factored in at zero.
The blue player is now trying to line up his counters
as profitably as he can with the big burn spells.
Every card draw for the red player gives him 2.3
points of burn. A counter that stops a Fireblast will
stop 4 points of that, but countering a Seal of Fire
only blocks 2. Cards matter to the extent that they
allow the players to control what happens to the blue
players' life total, and often success will come down
to how well he can line up. If his counters can be
cashed in for an average of 3.5 life points, he's in
good shape, but if he only gets 2 then he's going to
run out of life points and die. If the blue player
were to cast a card drawing spell, it could be
considered equal in value to the value of all cards
drawn, which means it is then equal in value to the
amount of burn the counters soak up plus the number of
cards the new card drawers will give him, and this
allows the value of card drawing to be solved for
since there is one equation with one unknown.
Lineup Theory
When entering a long term battle, it should often be
considered in terms of lineup theory, especially when
there is an interaction of counters, removal and
threats. This is the most basic application of card
impact. It will normally take the form of one player
claiming he cannot possibly lose, and then explaining
why by lining up his spells with his opponents'
spells. It will go something like this: If I
Naturalize these three artifacts and counter these
nine threats then you can't kill me since your other
cards are not a problem, and I have four copies of
Naturalize and thirteen counters. That means that
barring a random fluctuation early in the game I will
be able to deal with all of your threats, and then
eventually kill you in some other way.
The easiest lineup is counters and/or removal against
threats. Often decks will have a weak link, without
which they are unable to accomplish anything likely to
win a game. For some combination decks that can be as
simple as stopping one card: If its Goblin Charbelcher
never resolves, a deck with no other damage sources
can't possibly win. Back in the day when blue had a
lot of quality counters, there were even matchups
where a blue player could speak of using his
twenty-one counters to stop your nineteen creatures.
From December 1.x, a control deck could view Tinker as
having only a relatively small number of threat cards
that must be stopped: If I stop Harvey's Masticore,
Chalice, Mindslaver, Helix, Incubator, Colossus,
Stroke, Tinker and Upheaval then there's nothing he
can do. That sounds like a lot but it's only nineteen
cards, making this a practical approach for a deck
with a lot of card drawing and counters like
Psychatog. However, this excludes his mana, his Tangle
Wires and his Rishadan Ports. At the same time, the
Psychatog player wants to count his Force Spikes and
his Mana Leaks as some of the counters he will line up
with those threats.
By looking at the two decklists like this, it can be
seen who has to make something happen and who does
not. In this example both sides have cards that are
dead long term, so getting full impact out of them
early is important, as is getting what they can later.
It is also a good way to see what the true value of
answer cards are in a matchup. What am I going to get
in exchange for my cards? Whatever I get will
determine their value. It will show what I have to do
in order to stabilize, and what I need in order to
gain inevitability. It also saves you from the need to
figure out what these cards you are stopping are
worth, other than that they are worth more than the
other cards you could have stopped instead. The two
sides have canceled each other out.
It is also an ideal way to engage in battlefield
selection. If I attempt to win by lining up my
counters opposite his Goblin Charbelchers and Tinkers,
then my opponent will be responding to that by trying
to make his Duress line up with my Counterspell
instead, or get the Charbelcher in under Counterspell,
or use Mana Severance to increase the percentage of
cards in his deck that I'm trying to line up with, or
a combination of those and other factors. Watch
carefully for those cards that are going to 'count'
and which ones can be ignored. Control wars, or long
games involving control decks, are often direct
applications of lineup theory and the person who does
a better job of it with their deck and in the game
wins. Most people who lose either don't consider this
in advance, attempt to do something they can't
reasonably do under the system (usually they write off
something they can't write off) or never had the tools
to fight.
Definition: Speed
I would suggest this definition of speed:
Speed is the time (number of turns) it takes to do
something.
Yeah, I know, gee thanks Zvi. But that's what speed
is, and a lot of people try and use speed to measure
something else. It isn't tempo. Now of course there
are lots of types of speed - most often there's deck
speed, but you can ask how fast any card is at what it
does, or how fast you can get the mana required to
cast it. You can also speak of the speed of an engine,
or a combo, or a clock, or just about anything else.
Definition: Tempo
Tempo is related to speed, but the two concepts are
not one and the same. I've spent a lot of time
recently trying to find the best definition of tempo.
Life can be considered as a part of tempo, but I think
that it is better to consider life loss as one of the
results of tempo loss instead. I also don't think
tempo can be measured as something as simple as the
combined mana cost of your permanents in play, and
this time I'm not even going to explore what would
happen with that definition. Eric Taylor made the
claim that mana and time are mostly interchangeable,
and Chad Ellis explained why things are not that
simple.
Instead, I'm going to use this one:
Tempo is the rate at which the current situation will
cause you to gain or lose advantages in resources.
What That Means
Note that this relates it to inevitability, so I need
to be careful to define what I mean by a better or
worse situation and in what time frame spells don't
resolve, but I think that the resulting interactions
work exactly as you would hope that they would. Yes, a
player can gain tempo or lose tempo when nothing
happens because of these interactions even if all the
players do is play lands. Remember the definition of
inevitability: A player is said to have inevitability
if and only if from the current position he will win a
long game. A player is said to have inevitability in a
matchup if and only if they have inevitability on turn
one.
This also will allow tempo to have a very neat
relationship with other resources, although it gives
up the linear direct relationship with mana as too
often illusionary the same way card impact and mana
proved to be similar but unequal. Tempo can therefore
be measured in effect per turn. If I play a first turn
Phyrexian Negator, I've gained five damage per turn in
tempo until my opponent deals with it. The rate at
which my tempo is modified is the rate at which the
players can get card impact onto the table, which of
course doesn't count blanked cards or cards that blank
those cards without the potential to do anything else.
Whenever I'm measuring card impact it can be assumed
that it has been modified into Effective Card
Advantage, which combines the variable impact of cards
with the theories on when those cards are blanked. The
reason these concepts were introduced in the first
place was to fix the problems with simpler models.
Most of the time, the change that tempo creates will
be in the form of life points, but it can also be in
the form of cards in your library (if nothing else,
the card draw for the turn is almost always there), or
in many cases in cards drawn or destroyed. When spells
are cast, they do one or more of two things: They
generate tempo by placing a resource on the table that
generates an effect over time and/or have an immediate
impact on at least one resource. Resources are things
it is an advantage to have more of. To say something
that is by definition true: The change in your
resources over time is equal to the sum of the total
tempo you have over the course of the game plus the
total direct impact of all non-continuous effects on
those resources that do not result from tempo. To
express that as an equation:
t
Rt = ? (T + DI)
turn=1
Where
DI = direct impact
t = turn number
T = Tempo
Rt = Resources on turn t
I stopped here for several days to pause and think
about whether what I just said was accurate.
Originally the equation was slightly different, but I
discovered that this version was easier to understand
and contained all the relevant information. To me this
feels a lot like one of the basic equations of
macroeconomics because it uses a bunch of variables to
say nothing but it says it in a highly useful way. It
sounds like you're wasting time to say that the sum of
all the money in the world is equal to the sum of all
the money in the world added up in a different way,
but that leads to some very non-intuitive conclusions.
I don't think this will be that grand, but it is an
excellent framework from which to quantify what is
going on in a game.
Tempo in Terms of Different Resources and the
Problem of Jayemade Tome
Jayemade Tomb comes up in a lot of old examples that
look into what card advantage and tempo are, and it is
important to get the right answer. Under this system,
Jayemade Tomb counts as card tempo, which I'm going to
use to mean tempo that results in the gain or loss of
cards over time rather than other resources, but it
only counts sometimes. A creature on the board that is
attacking for damage is tempo, but if there is a need
to be explicit it could be called life tempo because
its impact is measured in life points unless something
else is thrown in the way instead. You can extend that
for all other resources including more tempo - yes,
there is such a thing as tempo tempo and mana sources
will often qualify. Note that you could break up the
resource equation into its component parts this way:
lt = ? (Tl + DIl)
Tt = ? (TT + DIT)
Ct = ? (TC + DIC)
.and so on for other things.
Note: l = life, c = cards
The reason Jayemdae Tome is a problem is that it
points out two things you need to get right. First,
when is Jayemade Tomb tempo? If you get to use it,
it's a card a turn and that is great card tempo, but
if you don't use it the Tomb does nothing. This
definition was structured to get that right
automatically: If you're using it then there is a
change in resources which means that you had an
equivalent amount of card tempo. If you didn't use it,
you chose not to have that card tempo, probably in
order to have something else instead. In this case,
you had no card tempo that turn. What you do have is
the option to make that exchange, and that is the
resource R you created when you invested in the Tome.
Sometimes that will be the same as one card/turn,
other times it will be trivial.
The other thing to make sure is that a Tome in play
not being destroyed is worth at least one more card
than a Tome in your hand while you don't have eight
free mana, because when you would be investing in it
you can instead use it. Under this system, drawing the
Tomb gives you the option to create the option - which
will indeed always be worth a card less (minimum zero,
which is also correct) because it is useless unless at
some point you use that option and at that point
you've chosen to invest in the Tome instead of
activating it, which of course is worth one card less
on that turn, so you are at least one card down by not
casting it minus the doubt that it will ever get used.
Example checks.
Conclusion
What I've laid out is a powerful system
that helps relate the various resources of Magic to
each other within the context of a game. That is
central to what Magic is all about. It needs to be
applied carefully, with different techniques laid out
for different types of Magic games. When a new
situation comes up or new cards are introduced, the
system must be expanded to cover the new ideas and
situations. When I was evaluating Darksteel I often
thought about how a new card could best be considered
under this system. Put the time into understanding
what is here. It will be worth it.
One subject that I thought would be
incorporated and was not is planning. The way you
decide how to take advantage of these relationships is
by deciding on your plan. It tells you what is
valuable, what you can afford to give up and what a
good trade would be. Lineup Theory is the beginning of
a potential discussion of how to plan entire Magic
games from the first turn that if properly handled
would be a monster as long as this one, and excluding
the understanding of theory planning is the biggest
thing separating the top players from the pack. I
highly encourage everyone to give us your feedback,
because I.m not trying to give the last word. The more
discussion that takes place, the farther Magic theory
will advance.
Thanks for reading,
-
Zvi Mowshowitz