The Basics of Card Advantage
For the next few weeks, Reid is revisiting some of the key concepts of Magic, updated for Magic Origins. These concepts are so important to learning Magic that we wanted to reintroduce them to the next wave of Magic players. Enjoy.
The Cost of Playing a Spell
Last week, I named mana as one of the fundamental resources of Magic. When you want a particular effect on the game, you amass the proper mana and cast a spell that will cause your desired result. That much is fairly simple, but it's not the only thing that happens when you cast a spell. Consider these two cards:
If you need to block a creature with flying, you could cast a
However, the reality is that casting
Casting
You start the game with seven cards in your opening hand, and you get to draw one more each turn. This puts a strict limit on what you have to work with in a game of Magic. If I cast
Card Advantage
Players who do not treat cards as a resource are likely to be frivolous, squander their spells, and quickly run out of things to do in a game of Magic. They'll soon be at the mercy of the top of their libraries, which is a frightening and unreliable way to play. A player who does treat cards as a valuable resource, on the other hand, will squeeze every bit of value out of each spell, and do everything possible to pull ahead in a game.
Card advantage is, very likely, the single most important concept in competitive Magic. A tremendous proportion of games are decided, in one way or another, by card advantage.
The term is nearly as old as the game itself. One of the founding fathers of Magic writing and theory was Eric Taylor, who defined it like this: "Card advantage is any process by which a player obtains effectively more cards than his [or her] opponent."
If that definition seems a bit nebulous, it's because card advantage can take such a tremendous variety of forms. Let's start with a simple one.
Drawing Extra Cards
Here, card advantage is just a simple matter of counting. When you cast
Note that if a spell had no other effect except to draw you one card, then it would not provide card advantage. Imagine you cast
Card advantage is about more than just the number of cards in your hand. Typically, adding a permanent to the board should be counted toward card advantage as well.
Remember that a spell which draws you one card offers no net change in card advantage; you simply break even. With
Taking Away Your Opponent's Cards
By definition, the term advantage has to do with your own position relative to your opponent. You can gain card advantage through favorable interactions with your opponent's cards.
You cast
For the purposes of card advantage, attacking your opponent's permanents is the same as attacking his or her cards in hand. When you cast
Virtual Card Advantage
Counting card advantage in the way described above is simple, it's helpful, and it's good to get into the habit of doing so. Unfortunately, it often doesn't tell the full story of what's going on in a game.
In a very strict technical sense,
However, a shortcoming of the simplistic method of counting card advantage is that
Both cards put two creatures onto the battlefield, and therefore provide two-for-one card advantage. But how can you account for the fact that I, as your opponent, need only play a 2/2 creature before those goblin tokens can no longer profitably attack? How can you account for the fact that my 5/5 flying demon might win the game all on its own?
In practice, games of Magic reach a point where some cards are capable of affecting the outcome and some cards are not. At points like this, it can become misleading to continue counting spells like
Dead Cards and Blanking Cards
Anyone who's ever suffered from a mana flood can tell you that games sometimes reach a point where drawing more land is simply not helpful. Once you have enough mana to do everything you want to do, extra lands can become dead cards—they no longer impact the game at all.
One way to gain virtual card advantage is to blank one or more of your opponent's cards—turn them into dead cards. This might sound like an advanced concept, but I'd venture to guess that everyone reading this has done it before. If you've ever played a big creature to block, then you've blanked your opponent's attackers!
Once you put a
If your opponent has cards like
Similarly, you can blank cards during deck building. If you're worried about facing the card
Reducing the Risk of Dead Cards
On the other hand, you can also earn virtual card advantage by avoiding dead cards or finding a use for cards that might otherwise be dead.
Imagine a game that's dragging on and on. Maybe it's gone fifteen turns, maybe it's gone twenty. Neither player can get much benefit from any land beyond the sixth or seventh. However, while Johnny is sitting there getting frustrated with every useless land he's inevitably drawing, Jenny is using her
The
Low-Impact Cards and High-Impact Cards
Often it only takes a quick glance at a game of Magic to tell that some cards have simply been outclassed.
Technically speaking,
Putting an emphasis on high-impact cards is one more way to earn virtual card advantage.
It's not always the player who technically gains card advantage who wins the game. One player might be casting
It's important to understand the theory behind card advantage and be able to count card advantage in simple exchanges. However, there are also times when the technical way of looking at things is not enough and you should recognize when virtual card advantage can be just as important.
Competitive Magic often runs on very thin margins, and small sources of card advantage like a two-for-one trade or blanking an opponent's card can easily be the difference between a loss and a win. Card advantage is at the heart of much of the game's strategy and theory. You'll encounter these concepts again and again as you read Level One. For now, though, I hope this has served as a helpful introduction—or refresher course—for a very deep concept.