It’s Time To Count Our Pennies.
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Mpz5
12 September 2011
1904 views
12 September 2011
1904 views
Ok, in my last article we talked about card economy. There we learned that options are a players friend, the more options that you have available to you, the better off you will be. In this article we will be talking about resources.
In Magic the Gathering, everything that you have access to can be used as a resource. Most resources are pretty obvious. Things like the amount of cards in your hand are a given. Things like creatures on the field are obvious. The amount of lands you have is another pretty basic resource but in this article we will go over the obvious, and the not so obvious resources at your disposal as a planeswalker.
Tying back into last article, the cards that you hold in your hand really determine if you can do anything or not. Yes, you can topdeck your way out of situations every once in a while but usually that only happens if the opponent is topdecking as well or if you should have bought a lottery ticket the night before. Because of this, I feel that card advantage has the most bearing on the game. The question you might find yourself asking is this: how, aside from building a deck with positive card economy, can I make sure that I have access to more options than my opponent. Luckily I have a pretty good answer to that which is something that most average players have yet to grasp. The general rule of thumb is this: If you do not need to play a card in your hand to win, don’t. I’ll give you a scenario to illustrate my point…
Let’s say that you are playing against a u/w control deck and have a Hero of Oxid Ridge, and a Manic Vandal on the field. Let’s also say that your opponent is holding five cards in their hand, and has no blockers and four mana because they have missed a few land drops, two of the lands are open. In theory, you should be able to beat them until they play something to stop your two creatures. Chances are good that the thing that they will use to stop you will be a Day of Judgment. Let’s say that you have an Inferno Titan in your hand and six mana on the field; yes, you could play the Inferno Titan, probably play it right into a Mana Leak and lose it, trading your 6/6 finisher for a 2 cmc instant, or a good control player would probably allow it to resolve, take the 3 damage, and then play Day of Judgment next turn. If you had simply attacked with your 2 unopposed creatures, and then ended your turn, the Day of Judgment would have only been a +1 rather than a +2 for your opponent. It would also force them to tap out all but possibly 1 of their lands and that’s only if they drew a land in the first place. The thing is, they had to play the field wipe because six damage a turn is a pretty quick clock and it had to be answered or else your tempo would get way out of control. Now that they used their wipe, you can drop your titan and not worry about it being leaked because they had only 1 mana open. They now have to find another answer to the new threat that you played or lose in a few turns. Even if they did have mana and could Mana Leak your titan, they still had to use 2 cards from their hand to deal with your threats rather than 1 which keeps their card advantage in check.
In the above scenario you can see how holding a card that you could have played might win you the game or at least put you in a good position to do so where as if you had played your option when you didn’t need to, the opponent would have gone up in card advantage, stabilized because now you have to draw another threat to win, and would have had complete control with more options. This concept is called overextending and it’s probably the biggest mistake that most players make. Just remember the simple rule of thumb and your game will improve dramatically.
I’m sure that you know that without mana, generally, you can’t do a whole lot. What many players fail to realize is that the only dependable source of mana is land mana. I don’t know how many decks I have looked at that have 18 forests in their decks and claim that it’s plenty because they have 4 Llanowar Elves and 4 Birds of Paradise in their deck and that those creatures are just as good as land. I always tell them not to trust them for guaranteed mana and that they would do well dropping a few of them for some lands. Most of the time, it takes some weeks of them losing and not understanding why they can’t cast their Rampaging Baloths reliably to realize that I was right.
Creatures are good for a good many things. They are a good shield to your life total, they can progress your game by dealing damage to your opponents, and many of them have some game breaking effects. There is nothing wrong with mana producing creatures, they give you some ramp and mana fixing; however, you cannot depend on them to sit there because creatures are the easiest things in the game to destroy. Sure, you might be sitting pretty with 2 lands and 2 elves on the field at the end of your 3ed turn, but what happens when your opponent plays Pyroclasm? Now you are back down to two mana and you might not draw a land for another turn or two so your leatherback behemoth might be stuck in your hand for a while, meanwhile your opponent pummels your face in.
Lands are probably the hardest card types to destroy. Most of the time if you play a land, it will sit there for most of the game. A decks success is all about reliability. The more lands you run (up to an extent) the more likely that you will be able to play spells at the top of your mana curve when you draw them and more likely it will be that your deck will run the way that it should. I always recommend any mid-range and combo deck to have about 24 to 25 lands in it. A tempo deck can sometimes get away with as little as 20 if their mana curve is low enough and they are prepared to aggressively mulligan. In my experience, running 20 lands or less in an average deck will give you nothing but inconsistency.
Another thing to consider is which land you tap for what mana. Your land available is as much a resource as the amount of cards in your hand. Without open lands, you have few ways to play most spells and thus, your open mana, along with cards in your hand to play, are your connection to interacting with the opponent when they do something. Always be careful to look at the spells in your hand when you cast a spell. For instance, why tap your swamp and your island leaving 2 swamps open to use Go for the Throat when you can tap the swamp and island leaving open mana for both Go for the Throat and Mana Leak, whichever one you need? Another useful tactic and good way to use the resource of your mana is to keep it open and have a few cards in your hand. Doing so is showing force to your opponent. Your opponent will then have to decide if you are trying to bluff him or her. Whether you are or are not doesn’t matter, only the open mana does because what they don’t know will drive them nuts and it gives you the wedge you need to get into their head.
Now that we have touched on your card advantage and the foundation of casting your spells, your land, we will talk about the resource that most decks depend on. At the start of the game your life starts at 20. The main way to win the game is by reducing your opponent’s life from 20 to 0. Usually this is done by creatures attacking the opponent but sometimes it’s done through other means. No matter the means used, if you hit 0 life, you lose the game (except in rare cases with specific cards on the field that is). Because of this, your life total is one of the most important things to keep your eye on. You should always be calculating how much damage your opponent can do with what they have and never allow your life total to get below that number.
This is an article on resources though isn’t it? Well, to an extent your life has always been a resource but with Phyrexian mana it’s blatantly obvious that it is. A number of cards cost life to play and so you can consider life, in that regard, just like you do mana. To play said spell, you have to have life to use and you also have to keep that figure in your head of what you cannot allow your life to drop below.
Control players utilize their life total constantly. Every time you choose to take that 2 damage rather than tap the tumble magnet and use a counter to stop an attack from happening, you are valuing that one counter more than you value that two life. You are trading 1 resource, your life, for another resource, the counter on your card. This happens constantly during a game and you probably don’t even realize it on the surface. When you start paying attention to how you use your life as a resource, your eyes become open to different lines of play and a different thought process. Never forget about that resource, make sure to use it as one but don’t forget that once that resource is dried up, you lose.
Information is another resource that most players do not consider as such. If you know what cards your opponent is holding then you have much more power over them than they do over you. You can bluff them; they can’t bluff you as easily. You can play around cards that you know they are holding, they can only guess at what you have. This resource is utilized by utilizing your other resources more efficiently because of the resource of information that you have. Let’s use our first scenario to show how useful information is. What if we had used Gitaxian Probe before we decided whether or not to play the Inferno Titan or not. If we had, we would have seen the mana leak and the Day of Judgment and the choice would have been clear. Before we were just guessing and you can make a good many plays made on assumptions but at the same time if you have the information, you have little left to guesswork.
This article was about basic resource control. If you take one thing from it take this: Everything that you can measure in the game is a resource. Treat those things as such and you will be in a better mindset to spend them when they are beneficial to you and hoard them when that’s the better route. Next article I will discuss a cards Value past it’s card economy.
I hope that you have gleaned something useful from these words. If anyone has I’m happy so please let me know. As always, feel free to ask me questions if something is not entirely clear to you and I will do my best to help you out. I’m not a pro deck builder or player but experience gives one the ability for others to learn from your mistakes. I hope that I can help you learn from mine.
No, I don't, but I have been playing one card game or another since 4th grade and all of them have the same basic principles when it comes to gaining advantage over the opponent. At 24, I have caught onto most of them and would like to pass on lessons to other newer players so that it doesn't take them as long as it took me to get to a competitive level of play.
Economics have impact on just about everything, people just don't tend to consider that and everything has an economic trade in some form or fashion. I'm just trying to apply them to MTG.
On a side note, for some reason it didn't post my ' anywhere...
I also have an error in it. Where it's talking about which mana to keep untapped, I meant to imply that it's smarter to leave 1 island and 1 swamp open rather than 2 swamps with a GFTT and a Mana leak in your hand. I typed the wrong land, my bad.
September 12, 2011 5:14 p.m.
pookypuppy6 says... #3
This article (and the one before it) is excellently written! I have been taught before that life is a resource, but I never considered information to be a "resource" as such (makes me think of Gitaxian Probe , Duress and Telepathy ; are these resource enablers?) And as for playing cards only when you need to win with them, I never could make this concept work in practice.
I can safely say your articles are tempting me to try out this new approach, so good job to you! :D
September 12, 2011 7:32 p.m.
Thanks.
Yes, things like Duress are great information gatherers as well as disruption.
Information is a control players best friend. It doesn't hurt other deck types either. Anything can be a resource if it's looked at that way.
I personally prefer something that will give me info and draw me a card, or discard an opponents card. Otherwise you are paying a card via card economy, for information and I see no reason to do that when you can also not lose card advantage as well.
I'm glad that you enjoy my articles. I encourage you to try thinking about things the way that I explained for a few games. It might work for you, it might not, but it works for me and many others that I know so I think it's worth a try.
September 12, 2011 7:58 p.m.
id be interested to hear your thoughts on basic resource control involving decks with heavy use of 0 cost cards such as Memnite and Ornithopter as well as P cost cards like Gitaxian Probe or Mental Misstep , and the effect of resilience in consistency while reducing quantity of land.
id +1 articles if i could. =)
September 12, 2011 11:52 p.m.
First off, I'm glad that you liked the article.
Secondly, A deck like you described could probably get away with less lands for sure. I personally don't like playing decks like that though because they usually tend to be tempo decks and you run out of steam. If you don't win quickly you usually lose painfully slowly against control or something. The main weakness to a tempo deck is that you have to overextend to win and as I said above, 1 Pyroclasm , Ratchet Bomb , Day of Judgment , or any other number of spells that are commonly run can wreck you and allow them to stabilize.
It could be done though but I still wouldn't drop the lands below 18, and only that low if the majority of your actual cost cards are 1 or 2 cmc. Otherwise you are still very likely to sit there with cards in your hand that you can't play. You will also have to mulligan aggressively to hit a land in your opening hand. I really can't think of any deck that likes to miss a land drop in the first 3 turns of the game and this would still be no exception.
I hope that that answers your question. I am pretty biased towards control and midrange decks though to be fair. The times that I played tempo decks I did well but at the same time, I used my rules as well as I could.
September 13, 2011 12:21 a.m.
yes, that answers quite a few questions. ive actually been doing a recent overhaul tryin to tune up some of my more expensive decks. everything you mentioned made a very helpful kind of sense. thanks!
September 13, 2011 12:50 a.m.
Np, if you have any more questions, please feel free to ask.
September 13, 2011 4:59 p.m.
SwiftDeath says... #9
I like the article, I have only played for a year now and when I first started I never played thinking of how I spend my resorces but I soon realized after about 3 months that I had to start thinking more anilytically ever since then I have made better decks and my friends hate me for it. I have been trying to teach my other friends this for a while now and this article sums it up better than I could explain it so now I have a point of reference. thanks and can't wait for the next one.
September 13, 2011 6:43 p.m.
I'm glad that I could help you. I hope that the next article helps as much as this one does.
September 14, 2011 1:57 a.m.
JazzCrimes says... #11
I've told friends of mine that learning to use your life total as a resource is an incredibly important part of magic- I'm glad to see others think this way. Thinking of every aspect of the game in terms of resources has greatly increased efficiency in my playing. I've found that I hold more cards longer and my decks maintain tempo through late game when I maximize the use of every resource at my disposal.
I would like to disagree with you on one particular point. I find that by giving my decks an exact spell to land ratio of 2:1, my decks perform very consistently. I'm rarely flooded or screwed. As you said, your experience has taught you otherwise. I wanted to express the idea however, because I see a lot of decks on this site that run 2-4 lands over the 2:1 ratio, and it seems I'm the only one I know who learned differently.
Your articles always get a lot of responses, which I'm glad to see. Keep it up!
September 15, 2011 9:13 p.m.
Thanks for the encouragement.
The land issue is really just a rule of thumb. As I have said in the article, and in later comments it really depends on your mana curve. In a tempo based deck running a bunch of 0, 1, and 2 cmc spells, you can sometimes get away with 20 or so lands but if your deck is full of spells that cost 4, 5, and 6, you really need the extra land for consistency. I will say though that most decks like that depend on either ramp like Rampant Growth which effectively thins the land out of the deck, search lands like Scalding Tarn which again thins the land out of the deck, or filter cards like Preordain which allows you to keep the land when it's needed and ditch it when it's not. Basically, running cards like that allows you to run more land without the worry of being flooded.
I will agree that if you are drawing it strait, a few less lands can help you from becoming mana flooded but even then, in my experience, I'd rather have the lands and not need them rather than need them and not have them. My opinion on this has developed in this way because you will always be able to play what you draw into if you have too much, but, you can't play what you already have if you have too little.
September 15, 2011 9:30 p.m.
JazzCrimes says... #13
In the decks where I run heavy spells, I run some type of thinning mechanism- you brought up a good point there. Just thought I'd bounce the idea off you, and this way, other people get to read our exchange too. Like I said, keep up the good work!
September 17, 2011 2:22 a.m.
Knowing exactly how many lands to run in a deck requires careful playtesting. Playing well doesn't always mean that you have a good deck (although this is often the case), but rather that you understand every little in and out of the deck. Almost always, if you play a mediocre deck in 100 games, you will be able to play that deck far better than a great deck that you've only played 2 or 3 times. Your deck is a resource, and it is important to understand everything about it that you can.
An example about land counts: My current favorite standard deck runs 29 lands. Previously I had run 28 (with 1 swamp in the sideboard for Memoricide), but found that 28 wasn't enough; siding that one swamp into my G/U deck made it perform significantly better to the point where I kept that land maindeck for future games. Usually having a deck of 29 lands is ridiculous if you're not playing Valakut, and on paper the decklist would likely have 26-27 lands at the most. But playtesting the deck revealed certain things that I wasn't able to see beforehand.
September 21, 2011 5:21 a.m.
Oh, and because I forgot to mention it: excellent article.
PerfectDark64 says... #1
Do you study econ? This feels a lot like an economics class, which is kinda cool when applied to magic
September 12, 2011 11:02 a.m.