Note: This is a generalized theory that spans across all of mtg, as well as other types of resource spending card games. Different formats have essentially have different rules, so while the readers may question the practical use for a theory so generalized that it doesnt tell you anything specific. For a less theoretical and more practical (but at the same time limited to basically standard construction) post, go to the standard competitive forum and read the post by metamorph. It's a whole lot friendlier to beginners. (or people that suffers from a disease known as icanjusthrowstufftogetheranditsgoingtowinitis.)
Foreword: I have an obsession with learning, understanding and perfecting topics I like/am passionate about. I like generalized theory that can be used as a framework of application and also just knowing why things are the way they are. I'm gonna start posting these nice models and mindsets regarding magic, which I think yall may enjoy... or maybe not.
Foundation:
The very foundation of magic the gather (really this applies to many other things, like card games, video games, etc) is effect and resource (and flavor text). All other concepts (dont quote me on this yet, I havent given this enough though to absolutely say "all") are derived from these two foundation concepts.
Effect:
Effect comes from cards. Effects can get you closer to winning or delay your opponent from winning. Some effects can only do 1 or the other, some effects can do both. Some effects inherently (as in the effects itself) interacts with other effects, in which case the capability of the effect depends on the interaction. Some effects doesnt or cannot interact with other effects. Interaction of effects may result in greater effect.
Side Note: Interaction of effects are not as guaranteed as single effects, because interactions of effects usually requires multiple cards, while single effects (or single set of effects) require only 1 card. The chances of drawing and employing multiple cards is lower than the chances of drawing and employing 1 card.
Agression/Keep away:
In any 1v1 game of magic, there is always an aggressive player and a keep away player. This is a consequence of the fact that there are wincon effects, get you closer to winning, and control effects, delay your opponent from winning. The roughly 4 manners of resource management, aggro, tempo, midrange and control, and consequences of this and will be discussed later.
Synergy/Combo:
These two terms fundamentally mean the same thing, interaction of effects, but are conventionally referring to different levels. In deck construction, synergy usually refers to many micro advantages from many interactions within a deck, and while each individual interaction are not likely, the number of available paths of interaction is high enough (as in many cards in the deck can interact with many cards), so the frequency of cards interacting and producing a greater effect is consistent and often. Combo usually refers to interactions that have less available paths, but the result of combos are generally very noticeable. Synergy can assist combos by making them more consistent.
When I am done with school, I shall write some more.
I appreciate the move, because I did not correctly consider where the thread needed to be in order to properly inform newcomers (who all start at standard) the concepts that helps them understand why deck construction is the way it is.
Where this specific forum has basically nothing to do with deck construction and thus theories regarding that topic, this is where the thread should properly be. I mean metamorph's thread was general enough that it applied to all formats, not just standard, (mine are more abstractly formulated while his is more practically formulated), his thread should be in standard competitive and not in general.
Private Mod Note
():
Rollback Post to RevisionRollBack
when you troll, you troll with the best.
To post a comment, please login or register a new account.
Note: This is a generalized theory that spans across all of mtg, as well as other types of resource spending card games. Different formats have essentially have different rules, so while the readers may question the practical use for a theory so generalized that it doesnt tell you anything specific. For a less theoretical and more practical (but at the same time limited to basically standard construction) post, go to the standard competitive forum and read the post by metamorph. It's a whole lot friendlier to beginners. (or people that suffers from a disease known as icanjusthrowstufftogetheranditsgoingtowinitis.)
Foreword: I have an obsession with learning, understanding and perfecting topics I like/am passionate about. I like generalized theory that can be used as a framework of application and also just knowing why things are the way they are. I'm gonna start posting these nice models and mindsets regarding magic, which I think yall may enjoy... or maybe not.
Foundation:
The very foundation of magic the gather (really this applies to many other things, like card games, video games, etc) is effect and resource (and flavor text). All other concepts (dont quote me on this yet, I havent given this enough though to absolutely say "all") are derived from these two foundation concepts.
Effect:
Effect comes from cards. Effects can get you closer to winning or delay your opponent from winning. Some effects can only do 1 or the other, some effects can do both. Some effects inherently (as in the effects itself) interacts with other effects, in which case the capability of the effect depends on the interaction. Some effects doesnt or cannot interact with other effects. Interaction of effects may result in greater effect.
Side Note: Interaction of effects are not as guaranteed as single effects, because interactions of effects usually requires multiple cards, while single effects (or single set of effects) require only 1 card. The chances of drawing and employing multiple cards is lower than the chances of drawing and employing 1 card.
Agression/Keep away:
In any 1v1 game of magic, there is always an aggressive player and a keep away player. This is a consequence of the fact that there are wincon effects, get you closer to winning, and control effects, delay your opponent from winning. The roughly 4 manners of resource management, aggro, tempo, midrange and control, and consequences of this and will be discussed later.
Synergy/Combo:
These two terms fundamentally mean the same thing, interaction of effects, but are conventionally referring to different levels. In deck construction, synergy usually refers to many micro advantages from many interactions within a deck, and while each individual interaction are not likely, the number of available paths of interaction is high enough (as in many cards in the deck can interact with many cards), so the frequency of cards interacting and producing a greater effect is consistent and often. Combo usually refers to interactions that have less available paths, but the result of combos are generally very noticeable. Synergy can assist combos by making them more consistent.
When I am done with school, I shall write some more.
Mabbz on MTGO | Demgrinds on Twitch & Twitter | Helpdesk
I appreciate the move, because I did not correctly consider where the thread needed to be in order to properly inform newcomers (who all start at standard) the concepts that helps them understand why deck construction is the way it is.
Where this specific forum has basically nothing to do with deck construction and thus theories regarding that topic, this is where the thread should properly be. I mean metamorph's thread was general enough that it applied to all formats, not just standard, (mine are more abstractly formulated while his is more practically formulated), his thread should be in standard competitive and not in general.