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Aganej2's World Views
Tempo is a term normally seen in Magic, and while in
WoW the rules have changed the basic principles
remain the same. Tempo is more or less as the law of
physics for games like Magic and WoW. While I don’t
pretend to be an expert in interpreting tempo, I do
understand the concepts. My understanding is that
tempo is governed through different variables, all
of which control the progress of the player. The
player who achieves the most progress wins. Meaning
that whoever gains enough tempo, wins. Progress is
measured at the end of each turn as positive,
negative or zero; much like the stock market.
So what are
these variables? How does a player manipulate them?
How is all this babble practical? Card advantage is
a term I bring up quite frequently, and it is the
chief variable in manipulating progress. Card
advantage is just looking at how many effects you
get per the costs you pay. One effect for one cost
is the basic progress, the more effects per cost the
quicker you progress. Parvink is the prime example
of positive progress. For one cost of 3 mana, you
get a creature, a card, and a protector. If that
were your only play that turn, your progress will
grow three times as much as it would have had you
played something like Anika Berlyn. Paying a cost of
6 for a simple creature achieves only one thing,
earning just a one for one progress.
Up till now
I’ve described positive card advantage, and even
costs that outweigh the effects still count as
positive progress even though it is slower than
normal. What is negative progress? Negative progress
is for the most part something controlled by your
opponent’s answer to your positive progress. Going
back to your only move that turn, playing the
Parvink, if your opponent were to kill it on your
turn you would lose progress by losing a protector
and a creature; thus losing tempo. According to how
many resources you’ve lost in your opponent’s
action, determines what you lose as far as progress.
There are few cases in which you can cause negative
progress on yourself, such as to destroy your own
resource through your own effect.
Negative and
positive progress are easily explained, but what
about the answer or better known to other players as
the counterspell. The opponent pays a cost and you
pay a cost, however because your effect the opponent
gains no progress. Your effect on the other hand
gains you no progress yourself. So to deny your
opponent progress through counters is a way to
prevent your opponent’s progress but it does no help
you gain it either. The question here is what would
help you win the game? The answer would be cards
most effective to the goal of your deck. In the case
of the discard deck, Mind Spike is an excellent
source of card advantage, for one cost you achieve
your discard and at the same time gain removal
decreasing the opponent’s progress. As to another
topic that’s come up frequently in deck building,
the value of healing. While in the past I have not
given much value to it, there is an avenue of use I
had not considered previously. If the plan is to
consider your life total as a resource, then an
increase in resources is a form of card advantage.
For one cost if you were to gain 2 life, you’ll gain
2 more resources. Such is the case with the
Warlocks, where many of their effects depend on
removing life from your hero.
There are many
other topics and aspects of tempo, but I do hope
this information has provided enough information to
build a stronger aspect on this cornerstone of
gaming. For information on progress, tempo and all
of it’s aspects visit this site:
Progress Theory: A New Way of Looking at Magic
http://www-cs-students.stanford.edu/~mdevine/mtg/progress/progress-theory.html
I hope everyone had a
wonderful Christmas, safe journeys, and a happy new
year.
-Alex
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