Magic: The Gathering Gameplay Principles: Difference between revisions
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* Quadrant-theory: http://magic.wizards.com/en/articles/archive/li/quadrant-theory-2014-08-20 | * Quadrant-theory: http://magic.wizards.com/en/articles/archive/li/quadrant-theory-2014-08-20 | ||
[[Magic: The Gathering]] | [[Category:Card Games]][[Category:Magic: The Gathering]] |
Revision as of 01:49, 13 April 2015
These concepts are guidelines on how to win a magic game and how a magic game plays out. These typically compete and at times even disagree with each other.
Who ever spends their mana best each turn will win
This means if someone really curves out. Hitting land drops early game, spending all their mana each turn, ect… is going to defeat someone who stumbles. And will flat out kick the ass out of someone that is mana screwed or mana stumbles. This concept is closely tied to tempo.
Every game there is an aggressive deck and a controlling deck
This is a rule of thumb that generally holds true even if both decks are aggressive or controlling (more so with the former). In an aggressive match up, there usually will be a deck that isn’t faster than the other that game. Perhaps that deck is slower or maybe it’s just stumbling a bit. As such the pilot will have to do what his deck isn’t designed to do, control. He will likely to lose, but if he tries to race he is going to lose.
Deck broad archtypes
These five are the following broad archtypes that most decks go into. A deck might contains elements of more than one of these archtypes. agro, midrange, control, and combo:
- Aggro: This deck is aggressive, consistent, and tries to win the game quickly mainly with creatures. If it doesn’t, it will probably lose.
- Burn: Like aggro, but mostly direct damage spells to the face rather than cheap creatures.
- Midrange: This deck runs mana acceleration early game and big creatures mid to late game.
- Control: This deck stops other decks from doing what they want to do, typically until they have enough mana to play their win condition cards (of which there are typically very few). It then continues to use its control cards to protect and/or support its win condition. An example to an exception to the win condition is an elixir of immortality deck, which drags tries to drag the game out until the opponent gives up decks him or herself.
- Combo: This deck attempts to use cards that have such strong synergy it will win the game. As such, they are typically vulnerable to disruption. They aren’t the most consistent deck and often use cards like serum visions to make themselves more consistent.
The only life point that matters is the last one.
The amount of life you have is irrelevant unless it is lower than one
Corollary: Life can be a resource that can help you win the game. Many cards, especially black ones, are powerful, but cost life.
Card advantage
Whoever has the most cards win. This is actually surprisingly bit messy and blurry. Tokens are often considered cards in their own right. Cards in hand are often considered cards for the sake of card advantage. Cards with flashback in a graveyard are sometimes considered cards in hand for the sake of card advantage. A card draw spell sets a player back in tempo but helps put that player ahead in card advantage. Arguably, looting (draw and discard, sometimes also refers to rummaging) and rummaging (discard and draw) is card advantage. Looting and rummaging don’t help card quantity, but improve card quality. Certain interactions between players can put one ahead or behind in card advantage. If a creature is double blocked, and all involved creatures die, this is a case of a “2 for 1” and it puts the blocked creature’s controller a head in card advantage.
Tempo
Board position
Board position can refer to the state of an individual player’s battlefield or the battlefield as a whole. This is usually very important in limited. It’s importance in constructed can vary considerably
How the game is divided up
Note that neither of these care about life.
Early game, mid game, and late game
How many turns are you in the game.
Quadrant theory
Quadrant theory is very useful in limited because of the importance of board presence. Quadrant theory should be on a player’s mind both during drafting and deck construction. The more quadrants a card helps you in, the better.
- Developing: This is the state in which both players have almost no board presence. Typically the start of the game or just after a player played a board sweeper
- Parity: Both players have considerable board presence. Generally if one attacks the other will likely establish favorable blocks and acquire superior board presence. Cards with evasion are important in this board state.
- Ahead/winning: You have a board presence that is kicking your opponents ass. This is the least important board state to care about when deciding which cards should go in your deck.
- Behind/losing: Your opponent’s board presence is kicking your ass.
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