Sunday, August 4, 2013

In General: Powerful Threats, In Theory

Tip o' the cap to ya Zoners. Your Old Grandpa Growth here.

We have been talking about making a handful of changes around the blog. One of which is that I am going to spend more time focusing on top level issues: metagame strategy, game theory, design and development questions, player psychology, and fundamental play skills (mulliganing, reading, etc.).

Given that bit of information, it would seem like the perfect time for a new installment of In General...you know, the series where I talk about the game in general.

This week on the mother ship, Sam Stoddard wrote an article about what makes a card "powerful" in limited and, in fact, what the word powerful even means within the context of limited magic. Because it is used to often and with such a variable definition, it is easy to see how some confusion has grown up around this term.

You can check out the article by clicking on the word: Purple.

I think he did a great job of breaking it down for all the folks at home and he inspired me to talk about the same concept in the context of Commander.

Powerful takes on a whole different meaning. Things are just on a whole new scale. There are cards and situations you simply won't find any where else. Wish me luck as I try to answer the question: What makes a threat powerful in Commander?

Threats

I have prepared a short check list of things that I want a threat to do in my deck, listed in a loose order of importance, but the more of these things that a card does the better. 

1. Ends the game by itself.
 This means that this is the only card you need to win. You play it and proceed to the win phase. That simple.

Lots of cards can win the game. Merfolk of the Pearl Trident could get there, but I am talking about the realistic likelihood of stealing a win. How many outs does your opponent have? What kinds of cards do they need to stop you and how easy are those cards to come by.

Many heavy-hitting cards like Rise of the Dark Realms can easily win, but the chances of this happening without set up and protection are less good. This is why I prefer win-cons that come straight over the top and generally can't get trumped by anything that comes after. Mindslaver locks, infinite turns, Jace TMS ultimate, etc. Things that go infinite, but can be broken up like Kiki/Pestermite or Mikaeus/Triskelion are still good, but not the choice cuts.                                                  

2. Progress the game to an un-lose-able state.
These cards put you farther and farther ahead while you are on your way to a win. The longer you keep this around the more solid you are and the harder time your opponent has coming back: think Eldrazi or Consecrated Sphinx. Typically, these cards either present you with a consistent source of some resource or constantly disrupt your opponent.Threats like this obviously need protection while they do their thing, but they WILL win if left untouched.
  
3. Interact favorably with answers.
#1 just wins. #2 wins if it doesn't die. #3 is all about leaving you with an advantage even if your opponent has an answer.

Maybe the creature demands a specific, narrow answer like say, the ability to exile an indestructible permanent. Perhaps the threat is a creature that requires triple blocking like Guile.

The point here is that you opponent has to use more resources to deal with the threat than normal; multiple cards, special removal, unfortunate blocking arrangements, etc. The Titan cycle is a good example of a creature that leaves you with a little bit of a resource advantage even after your opponent answers them. Combining #2 and #3 is even better, like Ulamog, for instance.

4. Threaten a kill.
Why is threatening an immediate kill not as good as #2? This is very similar, but doesn't leave you ahead in the long run or the short run.

If it is answered you aren't any better off than you were before and you don't get closer to winning the longer you have a threat like this. Now granted, as the game naturally progresses, players will expend more of their resources. Hands will be empty, libraries will shrink, life totals will dwindle.

Ball Lightning isn't an EDH power house, but when your opponent is at 6 life, it will get the job done just fine. In this late game state, even weak threats have potential to close the game. If your opponent used all their removal beforehand it doesn't really matter how weak your Rakdos the Defiler is to removal.

The best threats in this category threaten a kill even early on in the game. Huge monsters, like the token from Ajani Goldmane's ultimate, aren't resilient, but it is usually a one turn clock. It goes without saying that combining #3 and #4 is pretty sick as well: Blightsteel Colossus.

5. Adding functionality/changing the angle of attack.
It's always nice to get a little something extra. Vorel of Hull Clade isn't what I would call a beater, but it does something you don't see very often. It adds utility to your deck and if your opponent is unaware of the plan or unable to interact with you, you can take games by simply being unorthodox.

This is what I mean by changing the angle of attack: take the battle to a different game zone. If they protect their life total, attack their hand. If they give up tempo to set up staunch defenses, wait them out while their library empties. If they pack their deck full of expensive spells get trigger happy with your Wasteland.

What I have just explained is disruption, not threats, but they don't always have to be different. I have won plenty of games just by having a turn one Duress. Believe it.

Look at the times, though. We are living in a golden age of creatures. They do it all now. Sin Collector, Banisher Priest, Snapcaster Mage, Deathrite Shaman, Solemn Simulacrum. These critters don't look like all that much in a fight, but they just do work. They pressure your opponents life total, protect yours, and attack another resource all at the same time. That is a lot of value for just a creature.

I will conclude with a little bit of a thought experiment. You have to choose one of the following theoretical creatures. It is the only card in your hand.

Your opponent has nothing on board, 30 life, and 2 cards in hand.

Which would you rather have:

  • A 22/22 Trampler
  • A 13/13 Haste
  • A 2/2 Flier that let's you draw four cards when it comes into play.
  • A 4/4 that destroys all but one of your opponent's lands when it comes into play.
Bonus question: How much mana would you say these cards are worth? Are their costs equal?

GG

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