Pandora's Deckbox: Sustainability and Deck Strength
Pandora's Deckbox
Epochalyptik
26 November 2013
2972 views
26 November 2013
2972 views
This is a followup to Characteristics of a Strong Deck. That article outlined the seven characteristics that contribute to a deck's overall strength: flexibility, resilience, sustainability, consistency, cohesiveness, efficiency, and effectiveness. Each of the followup articles will focus in depth on one of these characteristics. In this release, we will examine sustainability as a deck trait and how it affects the strength of a deck.
Sustainability: the ability of a deck to deliver constant pressure and maintain the flow of resources throughout the game.
A sustainable deck is able to maintain momentum over the course of a game. If a deck is sustainable, it has access to cards and mana throughout the game, and that accessibility does not waver. It is also able to make plays during each turn, and will not stall out while waiting for relevant cards or options. Sustainability factors into a deck's presence throughout the game, and it is closely related to many of the other characteristics of a strong deck.
Why Is Sustainability Important?
Sustainability prevents a deck from being stuck dead in the water. It is the difference between a strong, persistent presence and general weakness or inconsistency. An unsustainable deck, like an inflexible or unresilient deck, may experience the "glass cannon" problem. In this case, such a deck would have an explosive early game, but would quickly weaken as it burns through resources. If an unsustainable deck survives into the late game, it will often find itself in topdeck mode relatively quickly. Due to insufficient or inconsistent resource flow, a deck in this position is often at a major disadvantage, especially if the game state changes too much or too quickly. Flexibility and resilience therefore decrease as sustainability decreases.
Contributing Factors
Sustainability is complicated because it is not simply a characteristic of a deck. A deck's sustainability is influenced heavily by its pilot's playstyle. It is also difficult to objectively measure a deck's sustainability because of the natural variance in game-to-game performance.
Although playstyle is not an element of a deck, it does contribute a great deal to a deck's sustainability. If a player frontloads his or her strategy, focusing too much on the early game, then his or her strategy is unsustainable. As a result, he or she is likely to play his or her deck in an unsustainable manner: heavily investing resources in the early turns and not considering or not valuing the stability of longevity.
Sustainability is increased by draw power, which provides a player with the raw card advantage necessary to keep a deck going in the late game. Extra cards provide a huge advantage in otherwise even matchups, and they can offer a wide range of options depending on which cards are drawn.
Ramp improves sustainability because it increases the mana available on each turn. It occupies the early game, but opens up many more possibilities in the mid and late games. Often, ramp makes high-cost cards playable because it shortens the time necessary to build up the resources to cast them.
Mana curve is yet another contributor to sustainability. A well-curved deck will be likelier to have plays available at any given time. A low-CMC deck will have greater potential early in the game, but it may also encourage overextending. A high-CMC deck will be vulnerable in the early game, and it will need some way of building momentum.
How Does Sustainability Interact With Other Characteristics?
Flexibility
A sustainable deck often has the flexibility to react to the game state by virtue of having more resources available to it. Conversely, an unsustainable deck has fewer resources available to it, and is therefore less likely to maintain flexibility.
Resilience
Resilience relies upon sustainability. If a deck is to recover from setbacks, it needs to have access to a steady flow of resources. Without those resources, options for recovery are comparatively limited.
Consistency
Consistency depends in part on sustainability. A deck that maintains its flow of resources is likely to be able to make plays during each point in the game, so consistency is improved. An unsustainable deck will experience variance in performance, which leads to a drop in consistency.
Cohesion
Sustainability is not directly related to cohesion, although sustainability does allow a cohesive deck to maintain steadier gameplay.
Efficiency
Efficiency improves sustainability. If a deck is comprised of efficient cards, it doesn't need to use as many resources to maintain itself each turn. Efficiency allows a deck to make more plays with the same amount of resources. Therefore, sustainable and efficient decks magnify this capability and deliver lasting, powerful results.
Effectiveness
To be effective, a deck must be sustainable - without sustainability, there is no durability or longevity to the strategy. Effective game plans rely on sustainability for execution.
Additional draw power is a general means of increasing sustainability. Raw card advantage gives you a broad range of options, and it helps keep your opponent guessing what's actually in your hand. Mana ramp works in much the same way: it offers raw resources that you can use however you see fit. Not all decks will benefit from traditional mana ramp, as ramp cards do take up deck space and time to use. However, extra mana is never a deficit.
Similarly, improving a deck's mana curve is a way to improve sustainability. Smoother transitions between mana costs lead to smoother gameplay. Ideally, a deck will have some cards in the CMC 1-2 category, most cards in the CMC 3-4 category, and some spells in the CMC 5+ category (if necessary). Of course, this pattern varies between archetypes, but the concept is the most important part. A mix of low-cost spells allows a deck to make plays in the early game. A concentration of medium-cost spells offers options during the midgame. A smaller number of high-cost spells ensures some power without unnecessarily increasing the probability of drawing dead cards. Dead cards are awful for sustainability because they take up hand space, cost a draw, and aren't usable resources.
Efficient and effective card choice increases sustainability by decreasing what might be called the operating expense of the deck. A deck containing inefficient and ineffective cards will have a higher operating expense because it will take more mana, time, and cards to accomplish a task than a deck containing efficient and effective cards. Some cards will just be expensive to use (this goes back to the mana curve discussion), but there are such things as necessary risks in deck construction. Some cards offer unrivaled power, and construction is a matter of fitting those cards into the list if their benefits are significant enough. This subject also dips into flexibility and resilience as well. Cards that can serve multiple purposes can increase flexibility, resilience, efficiency, effectiveness, and sustainability simply by reducing the deck space necessary to deal with certain situations.
Finally, and despite not being a part of the deck itself, playstyle factors into sustainability. To maximize a deck's sustainability, avoid overextending. The more exposed and vulnerable resources should be carefully managed; playing too many of these resources leaves the deck open to a sweep. Assess the opponent's own playstyle, and think about what resources - and especially what threats - are available to him or her. If there's a risk of being blown out by sweepers, removal, or some other threat, be careful about playing too much too soon. Baiting out removal can help mitigate the problem.
Sustainability is a vital aspect of deck design because it directly impacts a deck's potential longevity, and it is closely related to many of the other characteristics of strong deck design. A sustainable deck has the fuel to carry the game past the first few turns. Sustainability is the difference between topdecking on turn three and playing threats every turn until the end of the game. It is the difference between struggling to reestablish board position and never being too far out of the fight. It contributes indispensable advantage to any deck.
Epochalyptik says... #2
@Droxium: If you can elaborate a bit, I'll see what I can put together.
I wanted to stay away from example decks, at least until the end of the series, because it's very hard to rate how good or bad a deck is in regards to each of the characteristics. I could only offer general statements about this or that.
November 26, 2013 7:32 p.m.
miracleHat says... #3
I will take effectiveness and sustainability for an example. I sustainable card is Divination but isn't effective like Ponder because Ponder is cheaper and basically chooses what you want to draw. Thinking about it, that might be too much to ask for, but could that happen?
November 26, 2013 7:35 p.m.
Epochalyptik says... #4
Even that is pretty subjective. Divination and Ponder do different things. Divination gives you raw card advantage, and Ponder gives you information and manipulation in addition to draw power. Most people would be inclined to take Ponder over Divination , but card-to-card analysis is still rather difficult, and it doesn't really tell you much.
I think this was discussed back in the first article of the series. I resolved to use the general approach and explain the characteristics so a lay audience could understand the concepts and think about the applications and implications for themselves.
That said, I'm open to discussing the idea further.
November 26, 2013 7:39 p.m.
miracleHat says... #5
i guess that you are right. i can't think of anything else to make this better except more frequent articles, yeah i know that won't happen. You are able to make the point clear with not boring people through lines of text, thanks a lot for that!
November 26, 2013 7:45 p.m.
Epochalyptik says... #6
I'll have more time once I graduate. Until May, though, I'm pretty much swamped with work. Real life is a busy thing. At this point, I'm happy to produce monthly articles.
November 26, 2013 7:51 p.m.
Great article, as always. I learned from writing my article (and a bunch of other things) that it is amazing to write 1200ish words, and great ones too, about anything. I think that you should have a 9th article about how, say, Dominus - Dreamcrusher Edition, has all these qualities.
November 26, 2013 8:01 p.m.
I rather enjoy how each article does not talk about specific cards or decks.
I feel like Epochalyptik is considering the game from a very high level, which is great to a player in any format. Writing something like this must be quite difficult and I salute you sir for doing a great job. I find you nail down abstract concepts of the game that I could not not articulate nor fully comprehend.
tips hat
Job well done.
November 27, 2013 7:04 a.m.
thataddkid says... #9
This article got me thinking that there are different kinds of sustainability. My standard RDW is topdecking by turn 4-5 most of the time, but does that really matter if I end the game then? How important is sustainability to each archetype? Aggro really does not care about late game, midrange uses ramp spells to swing the game around, and control needs sustainability or they can't race 5 spells with 2-3 counter/kill spells in their opening hand. Does sustainability have a different meaning to each of the cornerstone archetypes?
November 27, 2013 11:48 a.m.
@thataddkid these articles seem to be geared towards EDH/legacy style of play more than standard play
November 27, 2013 12:01 p.m.
thataddkid says... #11
Azure124, alright, that makes alot more sense. Thanks for clearing that up for me.
November 27, 2013 12:04 p.m.
Epochalyptik says... #12
@thataddkid: You make a good point - killing your opponent early is one way to reduce the impact of unsustainability. Aggro tends to deal with sustainability in a completely different time frame because it plays more in the early game, but also tends to win in that early game.
However, in the cases where the game drags on (for example, after a board wipe), aggro decks do tend to suffer from being unsustainable.
@Azure124: It's not necessarily that I'm writing for a specific format; rather, I think it's that Standard's limited card pool makes it harder to see the "ultimate" in any one characteristic. Strong decks in any format have all of the characteristics in this series, but players tend to think across formats as deck compared to deck rather than deck compared to format.
For example, a pre-THS Standard midrange deck appears weaker when you compare it to a Modern or Legacy midrange deck because the latter have better options available to them. However, when you compare the Standard midrange deck to the rest of Standard, it is actually quite strong.
November 27, 2013 3:07 p.m.
I like the article but you could probably use examples of deck types in stead of actual decks ie. Control vs. aggro. I'm a fairly new player and as such not familiar with the various concepts of deck construction. I appreciate that your taking the time to go into depth explaining them. Thank you. When I start a new brew I usually look at individual card efficiency and overall synergy of the cards in relation to what I'm trying to accomplish with the deck. I'll have to start looking at it through these different filters and adjust my technique. I often expend my resources too early and leave my self hoping to draw into gas mid-late game.
November 28, 2013 11:41 p.m.
DimirDan many new players focus on how powerful a card is or a particular combination without adequately considering the entire deck as a whole. One needs to avoid looking at only the individual power of a card but how the 75 cards that comprise your whole deck work together to achieve victory. It's a balance between the major characteristics that E is covering. These principles transend colors or deck type, but have different levels of importance in the distinct builds. For example, sustainability is critical for a control deck. It's not as critical for an aggro deck in the traditional way. For example, control decks are largely sustainable through draw power. But why? Because a control deck gains card advantage through draw to force uneven exchanges in value. An aggro deck maintains sustainability by being able to continually apply pressure. One example might be Mutavault , after an aggro deck has gassed out and is top decking it's very bad unless they have a way to continue to apply pressure. Mutavault is one way to do that, since it evades all sorcery based removal and can continue to apply pressure to a control player with an empty battlefield.
November 29, 2013 10:22 a.m.
Gidgetimer says... #16
Great article but I would disagree with how you linked sustainability to some of the other characteristics and your statement that a good mana curve contributes to sustainability. These disagreements are of course related to aggro decks. I know that using a single style of deck is a bit nitpicky but in describing characteristics of a strong deck in a broad overview any statement made must be true of all strong decks.
I think everyone can agree that aggro decks are unsustainable decks. So to be a strong deck they have to make up for this by having greater than average strength in other areas.
Just because a deck is unsustainable does not mean it isn't flexible. I would actually contend that an unsustainable deck if it is going to be strong must have superior flexibility since there is less of a chance of getting any one card. Therefore the deck must be flexible enough that there are various ways to accomplish the end goal of reducing your opponent's life to 0 before you run out of gas. This leads into the fact that a strong unsustainable deck must also be extremely consistent since you have less turns and therefore less cards so the tolerance for variation is even tighter than normal.
It has been a while since I read the original article in this series so I forget how you defined Effectiveness for the purpose of this discussion. So I will not contend that unsustainable decks can be effective but I may come say that after I have read over the article again. I have to get going though so that won't be until later if at all. Before I do though I will address the contention that a good mana curve will lead to a sustainable deck. Aggro decks can have well constructed mana curves but because they are planning on winning by turn 4-5 they are weighted close to the 1-2 mana slot with some 3 mana and maybe a few 4 mana spells. So even though the curve is still well constructed it is compressed making the deck unsustainable.
November 29, 2013 10:22 a.m.
TheAnnihilator says... #17
Mana curve is an unstable topic, but, in general, it should be like moving a bell curve:
--For aggro, the peak of the curve should be centered around turns 1 and 2, because this is when it must create and maintain the most pressure. Without this factor, it begins to break down. It is especially effective against control because it takes the most action in the more vulnerable turns of control's build---in the budding, early game; when it's cards are difficult to counteract.
--For midrange, the curve should peak around turn 2 or 3, when it needs to start displacing threats from earlier and later turns of the game. This means it must sustain itself through the first few turns, with larger threats in the mid-game of turns 3 and 4. It is especially effective against aggro because it has access to larger threats that break down an aggro deck's pressure engine early enough in the game to gain an advantageous lead.
--A control deck must play one or two cards with unprecedented pressure around turn 5 or 6, thus the curve will peak around turn 3 or 4. This is because control must access stabilizing agents to counteract early threats. Once it has moved into later turns, it needs only a few of its win conditions to gain a lead.
Please keep in mind that I speak from an experience of mostly standard decks, and these observations may apply less to nonstandard formats.
November 29, 2013 12:54 p.m.
I'm past the "oooh that's a good card" phase and look past the flashy cards that look cool initialy. Instead I check the cards efficiency ie. mana cost vs. power/toughnes or effect or ability. As far as synergy goes, I decide what I want the deck to do ie. aggro, control, midrange, reanimate, scavenge, or blink ect... I then look at the individual cards and how well they fit into my decks theme based on said efficiency. This could be the wrong way of going about it but it does well. Since I've started, my level of play has increased from a virtual unknown to an actual threat for winning local FNMs in my meta. I live in a medium sized town and don't get to play test much outside FNM. I haven't been playing for as long as most of the top 8 players in my meta. As such my piloting skills aren't what they could be and I often overextend, pick the wrong line of play, or sideboard poorly. But I am getting better every article I read and match play adds that crucial expierience to move to the next level. So how do I look at the whole picture to get a good idea of the decks strength without actually play testing? I think my approach to construction is solid, it's the small tweaks and knowing the ins and outs that get me.
November 30, 2013 12:56 p.m.
Very nice article, and it goes very well with your last. Keep up the good work!
December 1, 2013 5:57 a.m.
aeonstoremyliver says... #20
Wheel of Fortune was the card of choice for old RDW/Sligh decks to refuel the hand. I've thought of using Reforge the Soul as the next best option in Legacy and Modern RDW, however it also gives the opponent card advantage. For instance after a Miracle Reforge the Soul , I play Fireblast saccing two Mountain s and then stare at a Force of Will ...
I suppose the same could be said of Rites of Flourishing , Temple Bell , Howling Mine , and Font of Mythos . They could be good cards in the right build, however your card advantage is compromised due to the opponent gaining advantage as well. Contrarily, Dark Confidant , Brainstorm , Sylvan Library , etc offer card advantage and options, albeit at a cost (well, save Brainstorm...).
December 1, 2013 1:41 p.m.
Epochalyptik says... #21
@DimirDan: The problem with using archetypes as examples is that there's so much variance between decklists that attempts to generalize or compare them may come up short.
@Gidgetimer: I don't make the argument that an unsustainable deck is necessarily inflexible. I make the argument that a lack of sustainability often translates to a lack of flexibility. The article relates general trends rather than hard ratios because there will always be variance in deck design, especially as players attempt to compensate for weaknesses or flaws in those designs.
Earlier in the series, I gave the following definition for effectiveness:
Effectiveness: the ability of a deck to execute its strategy and achieve its goals. Effectiveness is also a quality of individual cards; effective cards succeed in accomplishing specific goals.
I cover aggro and other low-cost decks in this statement, taken from the second paragraph of the "Maximizing Sustainability" section: "Of course, this pattern varies between archetypes, but the concept is the most important part." I also talk about the danger of using resources too quickly, and there was some discussion earlier in the thread about balancing the risk of low-sustainability strategies with the goal of killing an opponent before unsustainability stops you.
@TheAnnihilator: You give a good summary of mana curves, although there will naturally be some variance even within archetypes. Control, especially in Modern and Legacy, may frontload their mana curves with 1- and 2-drop countermagic, thus departing from the bell curve ideal. It depends mostly on the kind of control deck (for example, Fae and Fish tend to integrate creatures and countermagic fairly well in their curves).
Good discussion so far, everyone!
December 1, 2013 4:37 p.m.
@aeonstoremyliver cards that give both players draw is detrimental when that draw is left unchecked. There are many ways to limit the usefulness of that draw. One way is to make your opponent pay for that draw (e.g. Black Vise ), limit the ability of your opponent to utilize their draw (e.g. Winter Orb ), or be able to flood the battlefield and better capitalize on the increased draw (e.g. Howling Mine with lots of 1-2 drop goblins that have great synergies between them -even if your opponent has better creatures with a higher CMC, they will be limited by mana as a resource to match the flood of one drop goblins). Essentially in the latter case, it's a question of efficiency coupled to sustainability. Inefficient decks will not be able to capitalize on the added draws.
December 1, 2013 5:56 p.m.
aeonstoremyliver says... #23
Apoptosis, of course, I'm in concurrence. Hence my remark about the right build, i.e. efficiency and synergy. The aforementioned cards go well in a 'Mill Fog' type deck, for another example. However, as I also alluded to, against certain match ups the opponent could gain the upper hand.
December 1, 2013 8:43 p.m.
I feel like there should be examples, just post some Pro-tour top 8s and explain how your article shows in the deck, seems simple enough.
miracleHat says... #1
nice article again! to be honest, i wish that you would add more about how the different elements go with the other elements (different examples of decks or whatever).
November 26, 2013 7:24 p.m.