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Magic: The Gathering Gameplay Principles
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==Tempo== Having a tempo advantage means you are advancing your game-plan faster than your opponent is advancing theirs, most often applied when your plan is to hit them in the face. Gaining tempo often involves doing things that don't get you much long-term benefit but slow down your opponent while you swing with creatures and/or assemble a combo. A classic example of a tempo play is "[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=UNSUMMON bounce]" cards which return creatures to their owners hand. Bouncing an enemy creature is card disadvantage for you (you spent a card and your opponent didn't actually lose a card, it just went away for a bit), but it slows down your opponent since they have to spend time (read mana) replaying the card, which is time they could be spending playing more creatures or killing your stuff. Other things that give you tempo are cheep [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=lightning%20bolt removal]/[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=mana+leak counters] (you can play them on the same turn you play threats, thus slowing your opponent down while you play creatures), and [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=flametongue+kavu creatures that double as removal]/[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414494 counters] (same idea. These cards are also good because they give you card advantage. You spend one card and get both a creature and a removal effect). Decks that play a lot of cards that give them tempo along with aggressive creatures are called tempo decks. Playing against a tempo deck is similar to having your arms held behind your back while someone punches you in the face.
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