Tempo
I don't speak Italian.
Lento
Largo
Adagio
Andante
Allegro
Vivacissimo

At ten years old, when I joined the school band, I had little interest in these mysterious Italian words written on the corners of my songs. They were supposed to tell me the tempo of the music—how fast or slow to play—but I didn't want to listen to them, or to my teacher, or to my bandmates; I wanted to do my own thing and play at my own pace. Music, after all, like Magic, is about playing from the heart.
I truly wish, from the bottom of my heart, that I could get free tickets for each and every one of you, my readers, to attend my clarinet recital at Carnegie Hall next month.
I wish I could get tickets, but unfortunately there's not going to be any recital. I'm not a clarinet virtuoso. Quite the opposite. My days in the school band were short lived, as my refusal to learn those funny Italian words and the concept behind them made my career with the clarinet largely a disaster. Neither I nor anybody else could listen to my disharmonious clatter, so I gave it up, and I went back to playing Magic.
But I don't like to make the same mistake twice, so when it comes to Magic I have a deep respect for the concept of tempo. Tempo is a resource, and when it comes to modern-day Magic, with its deadly creatures and powerhouse Planeswalkers, I personally feel that it's the resource most closely connected with winning and losing games. If you fail to understand tempo when you play Magic, then you're no better than ten-year-old Reid toot, toot, tooting away at random during band practice. Your chances of winning are the same as his chances of making it to Carnegie Hall.
Tempo, in the most basic form, is board presence. It's derived from how your creatures, lands, Planeswalkers, artifacts, and enchantments match up against those of your opponent, and the consequences that follow from it. We call it "tempo" because of the way the two players jockeying for the resource dictates the pace of the game.
As a resource, tempo is very closely related to mana. It's often (but not always) related to life total as well. When it comes to card advantage, you'll sometimes have to choose between gaining tempo at the expense of card advantage, or vice versa. For example, if you take a turn to cast
Using Your Mana Effectively
Last month, I introduced the concept of the mana curve, building your deck with a healthy mix of spells that cost varying amounts of mana. Mana curve is important because of tempo. If your deck is made up of all five-mana spells, you'll have nothing to do on the first four turns of the game. Your mana on turns one through four will be wasted. If your opponent is able to use his or her mana more effectively, then you'll fall behind on the board, fall behind on tempo, and fall behind in the game.
Mana is a resource, and one aspect of tempo is making sure your mana doesn't go to waste. If you find yourself very often ending the turn without using all of your mana, this should be a red flag that there might be an inefficiency in either the way you've built your deck or the way that you're playing the game.
Let's say, for example, that your opponent has just played an
Well, this is a complicated question. Sometimes, other factors can outweigh your tempo concerns (for instance, maybe you want to save your
Imagine that your hand also contains
Your Lands
Tempo is about developing your board, and playing lands is part of developing your board. Each land that you play provides you one more mana every turn for the rest of the game. This is why progressive turns tend to become more powerful, with wilder tempo swings as the game goes on. This is also why missing a land drop is so devastating; you fall behind on tempo right away and your ability to recover tempo on future turns is also damaged.
Some lands, like
Managing these tapped lands well is also important. Say your hand contains one Forest, two
And what does that
Creatures and Initiative
Most of the time, creatures will define the battlefield and, more generally, the game itself. Although I choose not to measure tempo in any kind of numeric way, I think of creatures as the most basic "units" of tempo.
When discussing threats and answers, I made the claim that it was good to be proactive. The proactive player (who's attacking or otherwise progressing his or her game plan) takes the initiative, meaning that he or she sets the pace of the game and forces the opponent to react (block or otherwise defend him- or herself) to proactive plays.
A number of advantages come along with taking the initiative. One of them is that if you're attacking very aggressively, it's often difficult for your opponent to find a way to attack you back. You don't have to mount a defense (the best defense is a good offense), don't need to worry about your life total, and don't need to protect your Planeswalkers.
Moreover, if you're forcing your opponent to block, you're putting your opponent in a frightening position. For one, removing a key blocker often means a big tempo swing and a lot of damage being dealt. Even when the creature survives to block, the attacking player will often have all of his or her mana available (since it's the attacking player's turn) while the blocking player might not (perhaps having just tapped out to play a blocker). This means that combat tricks like
For a player who wants to be attacking, creatures also require this initial investment, since they cannot attack the turn they enter the battlefield. However, for a player who's concerned with blocking (who is jockeying for tempo exactly the same as his or her opponent is), a creature can create a tempo swing immediately. Enters-the-battlefield triggers and abilities like haste can be excellent in terms of tempo.
Removal Spells and "Removal Spells"
Removal spells can be a great way to gain tempo advantage. With a removal spell, you can take out a blocker to continue attacking or you can take out an attacker and defend yourself with little risk of anything going wrong.
If
"A tried-and-true strategy is to deploy a lot of cheap creatures and try to win the game before your opponent can answer them all or have time to cast more powerful spells. While plenty of creatures cost only one or two mana, the vast majority of answer cards are more expensive than that."
This is the description of a tempo-based strategy. If you fill your deck with cheap creatures, it's likely that your cards will be less powerful and unable to stand up to your opponent's cards in a fair fight. Fortunately, you don't have to engage in a fair fight! Imagine you're able to deploy five or six creatures in the first four turns of the game, and then your opponent begins fighting back on turn four starting with an
Now imagine an even more devastating scenario: the player ahead on tempo is the one with the
This is a perfect example of preserving—or pushing—your tempo advantage. In other words, you've made a play that realizes a concrete advantage because you have the upper hand in tempo. When your opponent misses a beat, knowing how to capitalize on your tempo advantage is key. Removal spells are great for pushing a tempo advantage because, unlike creatures, there's no initial investment—their impact on the board is immediate.
In the case where you have five creatures and your opponent has just played
Traditional measures of card advantage go out the window when one player loses the game with five or six cards left in hand!
Note that these are perfect circumstances for a bounce spell to be effective for three specific reasons. First, you're ahead on tempo already and are using

What makes tempo such a challenging concept in Magic is that it can be hard to know how its value changes from one game to the next. There are plenty of situations where neither player has the ability to push a tempo advantage. One example is a creature stall, where neither player can profitably attack. Another is a late-game scenario where both players have plenty of mana to spare. Imagine that you cast
In cases like these, tempo should take a back seat and you should instead focus on considerations like card advantage.
When you start a game of Magic, you won't see Largo written on the table and your opponent won't have Adagio scribbled on his or her forehead. The value of tempo changes from one game to the next, and even one turn to the next. Knowing when you can capitalize on tempo can offer you a great advantage, but identifying when you should focus on other aspects of the game instead is even more important. There are no easy answers. Remember, Magic, like music, is about playing from the heart.