Attention to Detail #32
A Game of Inches
by Jordan Kronick
August 4, 2006
I have to admit it's been a week devoid of
much Magic for me. Since last week I've packed up my
belongings and moved across town. And since getting settled
in, I simply haven't played around with Magic much. Besides
the business of moving and getting settled into a new place,
I've also rediscovered an old favorite. Those of you who
have been playing Magic since 1994 (and I'm sure you're out
there somewhere) will probably remember that at Gen Con of
that year, two very cool things happened. Firstly, the
inaugural World Championship of Magic took place. Zak Dolan
of the US took home the first trophy in a tournament that
seems pretty quaint by today's standards. The second big
thing that happened at Gen Con that year (at least for Magic
players) was the release of the second game under the
Deckmaster (flip over a Magic card to see what I'm talking
about) imprint. That game was Jyhad, later renamed Vampire:
the Eternal Struggle. It was designed by Richard Garfield
and in many ways addressed some of the flaws that existed in
the way Magic works, while still being a very unique game.
It was popular for a short time but eventually the
steamroller that is Magic drew most players back from the
world of Machiavellian methuselah machinations. The game has
been produced for the past six years of its existence by
White Wolf (the makers of Vampire: the Masquerade – the
roleplaying game that it's based on). Although it comes
nowhere near Magic in terms of worldwide support and sheer
number of players, it's still around after 12 years. That's
a pretty stunning achievement in a market where most games
that aren't Magic have a lifespan of a couple years at most.
Call it a testament to just how good a designer Richard
Garfield really is. In any case, this week I discovered that
an online version of V:tES is being developed and is in beta
right now. It's been a lot of fun rediscovering the game.
But as with most activities – no say nothing of games – it
made me think of Magic. There's a lot of similarity in the
rules of V:tES and Magic. Although the games have diverged
over the years, players of each can learn a lot from the
other. I've been doing very well at the Jyhad tables this
week and I attribute my success greatly to my understanding
of the underlying strategies that exist in all games of this
sort. I may not have played much Jyhad since the mid-90s,
but Magic has honed skills of mine which transcend the
limits of just one game.
When I first started playing Jyhad, I wasn't a very good
Magic player. I'd been playing only a year or so at that
point and the limits of my strategic thinking was something
along the lines of “if I play one color instead of five I'll
have a been chance of drawing the land I need”. Jyhad taught
me a lot about analysis of game states and when I returned
to Magic I was much better able to figure out what I was
doing in the game. Jyhad plays a whole lot slower than Magic
(I've had some games take three to four hours), and the
winner is the one who can manipulate the situation in the
game to their benefit and also the one who is best able to
read between the lines and understand the motivations of the
other players. I think there's a great deal to be learned
from Jyhad. Rather than just telling you to check the game
out for yourself (though I recommend that as well), I'm
going to go through some of those lessons this week.
I mentioned towards the top that Jyhad corrected some of the
flaws in the way Magic works. One of those flaws is the
potential for escalation of power. Everyone's had it happen
that they're playing a deck full of small creatures and
their opponent drops one big flashy creature that just
nullifies the whole bunch of them and can't be stopped.
Although you might be able to get the quick rush with your
weenies, sometimes the big guys just start to hit play too
fast. And then what are you to do? You and your opponent are
roughly even on life, but they simply have higher quality
creatures in play. It's a bad situation to be in. Jyhad has
a very elegant solution to this problem. While the mana and
life systems of Magic are both quite clever, Jyhad combines
the two. In order to play your minions, you need to expend
your own life. Imagine a game of Magic where the only way to
draw cards was to use Necropotence. It's not exactly like
Jyhad, but you get the idea. When having higher quality
creatures depends on your willingness to bring yourself
closer to death, the game becomes quite a bit more
interesting. I stopped playing Jyhad initially right around
the time when Necropotence decks were first arriving on the
scene. I fully attribute my understanding of the power of
Necropotence to this game. Jyhad is the purest example of
“life as a resource” and so it gives you a much clearer
understanding of how to play with Magic cards that treat it
as such. Treating life as a resource is one of the
fundamentals of moving from the realm of “new player” to
“wise player”. New players are often loathe to take any
damage when they could chump block. They also put a higher
value on life-gain cards. I'm not the first person who said
it, but the keystone here is understanding that the only
point of life that matters is the last one.
The ability to exchange one resource for another is often
the building block of great decks. Whether you're trading
life for cards (Necropotence), cards for damage (Psychatog)
or cards from mana (Cadaverous Bloom), beneficial exchanges
are always important. The key is figuring out what each
point of life, each card in hand and each permanent in play
is worth. And then finding a way to get more than it's
worth. The most basic fact of Necropotence is this; if you
can expect that each card you draw will, on average, deal
more than one point of damage, then spending one life to get
it is an equitable trade. Necro decks were filled with small
efficient creatures which had evasion abilities (protection
from white on the knights, flying on the hypnotic specters,
etc) and which were also capable of large amounts of damage
and disruption. The deck got the most out of every single
card it played. And it played more cards than anyone because
it was willing to trade its own life to do so. This is a
lesson I most definitely learned from Jyhad.
In Jyhad, the vampires (who comprise most of your minions)
can cost anywhere between 1 and 11 of your pool (which is
the same as your life in Magic) to play. You only start with
30, so that means you could be paying more than a third of
what you have just to play a single creature. For such a
huge investment, you need to know that firstly it will be
protected – losing something that you paid a third of your
life to get is not a good way to win games. Secondly, you
need to know that it will have an effect commensurate to
it's cost. An example from the world of Magic would be
Krosan Cloudscraper. This is the biggest non-token (thank
you Marit Lage) creature in Magic. And yet, it never saw
play in tournaments. Why is that? People are certainly
willing to play with huge creatures from time to time. The
reason is that it was a) unprotected, b) expensive and c)
not guaranteed to do much of anything. The cloudscaper dies
to a lot of black removal spells. It dies to big white
wrathing effects. It can be Pacified, Shackled and
Pilloried. It may be hard to burn out, but that doesn't mean
it's hard to deal with. Secondly, it is very expensive.
Although the mana cost is less than you might imagine, it
has an upkeep associate with it. Over time, it can grow to
be a burden that your mana is being used up on such a big
creature. Especially if c) comes into play. This is the fact
that the Cloudscaper can be neutralized by some of the most
humble creatures in Magic. A simple Drudge Skeleton can hold
it back indefinitely. Even without a regenerator, a long
string of small creatures can keep it useless for a long
time. The Cloudscaper is huge without being powerful. In
Jyhad, it would be suicide to play a deck full of nothing
but the largest Vampires. You'd never be able to play more
than two of them and there's little hope that two minions
can hold out a defense against half a dozen of your
opponent's guys. Jyhad taught me that power comes from two
sources: speed and utility. The best minions in Jyhad – and
the best creatures in Magic - are those that are very fast
or those that have great utility. For example, Savannah
Lions is very fast. As such, it has been a staple whenever
it has been legal. On the other side of the coin, Morphling
is a huge mana investment. But it has such incredible
utility that it overcomes being slow. The only times when
sheer size matters are when cost is not an issue. And even
then, utility often overcomes all other concerns. In the
Tooth and Nail decks of the Mirrodin era, there were a lot
of creatures to choose from. Before Kiki Jiki appeared and
started making copies of Darksteel Colossus, people played
with the clever combination of Triskelion and Mephidross
Vampire. These are not the biggest creatures available. They
aren't the most survivable. But what they represent is
extreme utility. A combination which wipes out your
opponent's creatures. That's a lot of utility. Necropotence
decks didn't win with Minion of Leshrac. They won with Order
of the Ebon Hand. This is why.
Fundamental to the game of Jyhad is social interaction. The
most important way that it improved on Magic's design was
that it was made to be a better game with more players.
Large numbers of the cards from even the first set were
intended to be used in a game with three or more players. So
imagine a game with five people who are all trying to win.
Each of them is trying to play stronger cards but they are
all getting weaker in order to do so. That's a desperate
situation where simply talking to your opponents can mean
the difference between winning and losing. All of the best
things about multiplayer Magic are magnified in Jyhad. Since
the game takes so much longer (especially in a big group),
there's a lot more time to analyze the situation. Nobody's
going to suddenly pull of a combo that wipes out all the
other players. That kind of thing simply isn't possible in
Jyhad. Instead of trying to win in one fell swoop, it is
game of inches. I've always enjoyed Magic when it feels this
way. My great love for control decks comes from the same
place. I like to win games by slowly establishing a
situation where my opponent suddenly has no power in the
game. This doesn't always mean that I'm countering all of
their spells until I play an unstoppable win condition
(though that certainly applies). It can also mean assembling
a complex combination of cards which, when together, cannot
be stopped. My old Chains of Mephistopheles deck functioned
on that principle. Each card on its own was useful but not a
game winner. When assembled correctly, there was very little
that my opponent could do to stop me. Playing Magic by
inches is an important lesson. Even if you're playing an
aggressive deck, it is important to look around and make
sure you understand every phase of every turn. The first
attack with your Savannah Lion is just as important as the
last big alpha strike. Even more important than that is
remembering that each time your opponent takes an action,
they are trying to move one inch closer to victory as well.
When your opponent drops a Llanowar Elf on turn one that
isn't just a non-issue. It's a piece of the puzzle that they
are trying assemble. If you start to ignore the pieces, then
you will be surprised when the final image gets revealed
(it's a schooner). If there's one lesson that I try to
impart every week in this column, it is that nothing is
trivial. Every single land your opponent plays matters.
Observing the small things will help you understand the big
picture. An example of this stuck in my mind recently and I
want to share it to illustrate what I mean. In a RGD draft,
I ended up with blue-green-black deck (not my favorite by a
long shot, bu that's what happened). I was splashing red for
a single Demonfire that came to me in the third pack. I had
no red signets and no red karoos. However, I did have a
Farseek and a Silkwing Scout. I played one mountain to
provide the red mana. In the first round I was playing a
rather talkative opponent. In the first two games my red and
my Demonfire never showed up. That was fine with me. In the
third game, I dropped the mountain and my opponent asked me
what I was splashing for. I didn't tell him because I didn't
want him to play around my Demonfire of course, but it made
me think about what I would do on the other side of the
table. Demonfire is one of the most potentially dangerous
cards in RGD drafting. It's right up there with Hex in the
way it can suddenly win a game out of nowhere. If my
opponent appears to be splashing a single mountain,
Demonfire is going to be my first thought. That mountain
means so much more than just red mana. It means that my
opponent has access to potential that I would not ordinarily
associate with their deck. If your opponent ever plays a
card that confuses you, remember that there is probably a
good reason for it. An off-color land in draft means that
they are splashing for something particularly powerful.
Prepare for that possibility and you won't be surprised when
the puzzle is revealed.
In closing I simply want to reiterate a point I've made many
times. Skill playing Magic can come from many sources. Magic
has been described as “chess with 5000 different pieces”.
Learning to use those 5000 pieces is very important, but
learning to use overall strategies – and more importantly to
recognize overall strategies – can be equally important.
Magic is a game of inches and you need to know how to cover
that ground.