! Greetings! Today
touches me tell you about card advantage. Well, as my grandmother, you can not talk about something without knowing what it is, and what better way to explain what is the advantage of letters that begin with the phrase, "the advantage of cards is divided into 3 types ..." . Do you think?. Yes?. Excellent ... Maybe (probably) be more accurate to use the phrase I will divide the edge of cards in 3 types, because it really me who has chosen to make the division as I do. It can be a good decision or bad, but I notice that no one make the mistake of believing that my nomenclature is used throughout the landscape of Magic. Well, let's begin.
I have divided the card advantage in 3 parts: real card advantage, virtual card advantage and card advantage generated or generated. First, explain what is the advantage in general. The card advantage is simply having more cards than your opponent. At least they did at first. But now Magic has 12000 or more cards and it is important that the pros make up more and more difficult concepts to explain the game and remain pros as other mortals do not understand his theory. So there is another type of card advantage, which focuses on the quality of the cards, virtual card advantage.
The real card advantage are those forms we have to generate letters directly. In short, steal or get the other to discard more cards that use is card advantage. It is important not to confuse some cases virtual card advantage here. Real card advantage, therefore, means all those plays in which the number of flip cards to steal or discard the other is less than the number of cards stolen or discarded by him. For example, cards that generate real card advantage are: Ancestral recall, ancestral vision, thirst for knowledge, mulldrifter, hymn to tourach. This is the easy part. Then we have those letters that need to be at play to generate. For example, a dark confidant not be reached a table maintenance has not generated a convenience, if you've been keeping one, or generated advantage or disadvantage, and if it has been two service has generated advantage.
The virtual card advantage is one in which, theoretically, we gain nothing, but in practice this do it because choose which cards to steal or give our opponent. See a clear example. Vendilion Gang. Vendilion Gang, if only we had in mind the real advantage would be for 1UU a 3 / 1 with flash and flying. In principle there seems to win anything in the transaction but chose change a threat letter
sa of our opponent by a stranger. Another example, the ability to cycle. In a normal cycling ability, we removed 1 / 60 card drawing 1 / 59. The first thought is "well, let's make a combo deck and put only the necessary parts and cycling trails letters!". Good thinking. The problem is that here comes into play tempo, a concept which I will discuss later, and we can not pay cycles and cycles go forward to have the combo because they'll be dead. Damn mana ... Still, there is a letter the street appearance, which makes it possible to play any deck as if he had 56 cards in exchange for a little stinging our lives. Generated a small virtual card advantage. Y luego tenemos al rey de la ventaja de cartas virtual, el trompo adivinador del senséi, que es bueno porque nos genera una ventaja de cartas virtual inmensa al mostrarnos las 3 primeras cartas del mazo en prácticamente, todo momento, y esto puede convertir el hecho de petar una fetch en una buena estrategia. Se podría dar mucho más bombo al trompo, pero lo han prohibido y ya no nos interesa. Cierro hablando de los contrahechizos, esas cartas que, como sabéis, "destruyen una carta" a cambio de otra carta. Los contrahechizos, claramente, generan ventaja de cartas virtual, tanta como los quitacartas. La ventaja de cartas generada o ventaja de cartas generable es la más sencilla y a la vez más Complicated 3. And I say complicated because it really is not an advantage, rather a combination of both, a kind of absolute card advantage. In each game situation, there may be someone wins, someone loses, or a tie. As in chess, in a bad play, it is said that "let you play", here we can say that you let letter. " The expression of the situation in the game is "You did a AxB" where "you did a 2x1," would you have done a good play, and you've won two letters in return for. Obviously, the application of this type of card advantage allows us to create hundreds of examples, apart from head to criticize game situations, so let the fun of it:
Example 1: We pull a shock
a solemn sham. In principle it is a 1x1. What?. That you are looking for a drill ground and puts it into play, and that's another letter for him, concluding: 1x2, MAL. The same goes for the path to exile, we use a letter, we take a (well virtually), but we give a land, 1x2, MAL. But here something goes wrong. If the path is good!. So what is wrong is that the path we have to use to create virtual, that is, when your child is really important and in a moment of the game in which the land but not make a difference.
Example 2:
Simple. He threw 2 shocks to a voracious Baloth. This move is terrible. First, we use two cards to take away the middle one. Second, he will sacrifice in response Baloth and earn 4 life. How silly example!, You say. But it is not, because it teaches us that some effects, such as the Baloth, played cards can be considered, so the move would be a 1x3, since we've been missing a letter but we have lost two and he has won one. In addition, it also teaches us what is the best weapon to generate card advantage, the answer.
With this and a cake ... Wait!. I forget to say something. That card advantage is the most powerful weapon of control and to a lesser extent aggrocontrol and combo, and that the more letters we have, the threats we can control. However, aggressive archetypes is working very well the dark confidant because the tendency to lose steam. Now,
tomorrow!
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