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BMoor's Magic The
Gathering
Deck Garage
This is a bit of a departure from my usual format, but I think it's still a very interesting read. I was recently asked a very compelling question by a reader, and I feel that his question and my response are worth reading, as they deal with issues critical to understanding the game. For your reading pleasure (or perhaps disdain), I simply present the discussion in its entirety.
BMoor!
Out of all the writers on the net, you were the one that really spoke to me. Ok, I'll admit it--I was a hardcore green/blue player before the most recent block, and seeing someone else give a Simic allegience just... did it for me, I guess. I found your comments on someone's land destruction deck as I set forth to build my very first land destruction deck, and now I have more questions then when I started. My deck plan would probably be characterized probably characterized as "Frenzied Tilling/ Fireball" -- it's full of cards that destroy lands if I sacrifice my own, and plenty of cards that let me tutor for basic lands to assure I can afford it. There's a few creatures I can sac for land destruction if my opponent gets a land and I have nothing else to destroy it with, but lots of classic "stone-rain" type cards too. But. But when I built it, I put in 20 land destruction cards (total), on purpose--to make sure I would have about as many as my opponent would have lands. Is this ever feasible, and what sorts of modifications would I have to make to my deck for it to be playable this way? I saw you recommended about 12 for the length of game, but I don't see the problem as being the length of the game, but in the statistical curve of having 60% as many land-destruction cards. I haven't played a land destruction deck, and I haven't played against many either. So I'm certainly not saying I'm right and you're wrong. But I do want to understand the logic. If a game goes about 12 turns, a player draws about 19-20 cards (1/3 deck). That means I draw about 4 land destruction cards if there are 12, and about 6-7 if there are 20. My opponent, also, will have drawn 5-8 lands. What am I not seeing here? Is there a Murphy's Law assumption that if I put in 20 land destruction cards, that's all I'll draw, and my deck will be powerless? Thanks so much!! Will
Dear Will,
First, let me thank you for your E-mail as well as your patronage. It really makes my job worthwhile to know that people care about what I say and hold my opinions in high regard.
Now, you want to know why you don't need as many land destruction spells as your opponent has land. Well, the reason is that lands and land destruction spells are simply not played in the same way, and because of this trying to match your opponent 1-for-1 on them is a mistake. A player can only play one land per turn. You can play more than one spell per turn (given enough mana), therefore if necessary you can "catch up" to your opponent. This may seem ill-advised, after all while you're catching up, your opponent has lands an can play spells. But in reality, it's unavoidable anyway. Wizards of the Coast refuses to print land destruction cards that cost less than three mana. Therefore, you can not begin to play land destruction until turn three. At this point, your opponent will have two or three lands in play. Maybe even a Llanowar Elves or Birds of Paradise, or at least a Signet. Best case scenario, you play a LD spell on turns 3, 4, and 5, keeping them at two or three mana. On turn 6 you start playing two LD spells a turn until the opponent is out of land, at which point you go back to matching him land for LD spell. Well, what was your opponent doing on turns 3, 4, and 5? He could've played several 2/2 creatures. With creatures like Watchwolf, Scab-Clan Mauler, Isamaru, and Jagged Poppet around, by the time you successfully wreck his manabase, he might have enough creatures on the board to win before you can do anything about it. Not only that, but a good land destruction spell costs three mana. Three mana on one turn to deny your opponent of one mana each turn for the rest of the game. It takes three turns for this investment of tempo to swing your way. And what about creatures and artifacts with mana abilities? Are you equipped to destroy them too? The basic message is: over the ocurse of a game, land destruction becomes less and less reliable as they do little to affect the board position. They simply are not as efficient as simply playing creatures and attacking, which is most likely what your opponent will do.
Perhaps I'm painting too bleak a picture. Of course against a deck where everything costs two mana, Land destruction spells are all but useless. The point I am trying to make, and tried to make with the other gentleman, is that denying your opponents the ability to play their game doesn't work as well as playing your own game. A good land destruction deck can stop its opponents from getting off any big spells, but it still must be able to deal with the small ones. With 12 LD spells, you figure you'll draw about 4 of them against your opponent's 5-8 lands in 12 turns. That means your opponent will be left with 1-4 lands, while you have 5-8 yourself. Most powerhouse spells cost at least 4 mana. That's when the train starts barreling down the track for most decks. If it takes your opponent 12 turns to get there, they probably never will, or by the time they do, they'll be dead in another turn. That's a large advantage you've gained. Are the other 18 cards in your deck prepared to exploit it?
Another consideration is spells like Wildfire and Thoughts of Ruin, which can destroy multiple lands at a time. These tend to be more expensive, and more importantly symmetrical, destroying your land as well. But if you've held back some land (especially advisable with Thoughts of Ruin) while your opponent has been forced to commit every available land to the board, you may recover quickly while your opponent can not. One Thoughts of Ruin can take the place of 4 Stone Rain, if you can play it correctly.
In short, you should not play as many LD spells as your opponents have land simply because no amount of LD spells will ever completely den your opponent mana. LD spells are like counterspells or creature removal-- tournament players build blue counter decks knowing full well they won't be able to counter everything. Removal spells are excellent, but you don't play 20 of them against an opponent who has 20 creatures, now do you? You simply can not make the whole purpose of your deck to deny your opponent's deck to achieve it's purpose, because then you still need a way to finish them off.
I hope I've explained my views satisfactorily; sometimes things that make sense in my head don't translate into Times New Roman well. There ave been reams of writing on the subject of tempo and how it works, which is a very similar concept to land destruction and probably akin to this line of thinking, but I won't go any further into it. I think I've said everything I need to. But if you ever have any further questions about this or any other Magic-related topic, my inbox is always open and I'll do what I can.
Sincerely,
~BMoor
I hope that this has been helpful to all of you, and at least given you all something to think about in regards to how land destruction and decks revolving around them work.
One more thing to mention; if you send me an E-mail pertaining to Magic, even if it doesn't contain a deck you want fixed, I may make an article out of it and add it to the Deck Garage. If you correspond with me and wish that your E-mail be kept in private, then please say so in the E-mail. Otherwise, I have to assume you want your E-mail put on Pojo for all to see. This is probably not a real issue, but I feel better making it clear to everyone.
~BMoor
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