Tempo
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.
One of my greatest joys in life—aside from Magic, of course—is music. I learned at a young age, though, that my love of music was to be relegated to listening, and not making it myself.
The one concept that I never could get was that of tempo—how fast or slow to play. I didn't want to pay attention to my sheet music, or to my teacher, or to my bandmates. I just wanted to do my own thing and play at my own pace. Eventually, there came a point where even I could no longer listen to my disharmonious clatter, so I gave up playing music and 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. Like mana and card advantage, tempo is a resource. It differs, however, in the sense that it cannot easily be "counted" like the other two can.
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
Two weeks ago, 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 a
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.
Sometimes lands, like the one you search for with
And what about a card like this?
CREATURES AND INITIATIVE
At any given moment, a player is playing in one of two ways: either being proactive (deploying threats, attacking, or otherwise progressing his or her own game plan), or else being reactive (defending, trying to answer the opponent's threats). It's good to be proactive whenever possible.
The proactive player takes the initiative, meaning that he or she sets the pace of the game and forces the opponent to react.
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, don't need to worry about your life total, and don't need to protect your Planeswalkers. The best defense is a good offense!
Moreover, if you're forcing your opponent to block, you're putting them 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 usually 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 perfect example of a tempo-based 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.
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 four or five creatures in the first five turns of the game, and then your opponent begins fighting back on turn five 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 four 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 situation to the next. There are plenty of times 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.
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 just as important.