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Leon’s South Wall Corner
Club
How many cards? An Analysis of Card Advantage
August 22, 2005
Hello everyone. Welcome
back to SWCC. Today’s piece will be much more educative than
simply fun. I felt it time to spend some of my real
knowledge on this game instead of keeping with just fun and
random topics.
Today’s article will be an analysis of the general concept
of card advantage, its importance, and its evolution in the
current environment. I will discuss definitions, examples,
and common ways to manipulate this concept to your
advantage.
We can start with a sample duel.
Player B has one card facedown in his S/T zone and nothing
else. Player A decides to go “all out” and try to win the
game then and there. He activates Call of the Haunted
targeting his Jinzo. It resolves. He removes a light and a
dark in his graveyard to Special Summon Black Luster Soldier
- Envoy of the Beginning. He summons Blade Knight and sets
two face-downs to pump its attack to 2000. He starts the
attack but Player B activates Scapegoat.
Player A has no choice but to attack all of the goats.
Player A currently has three huge monsters on the field and
two face-down cards. Player B has nothing on the field at
all. However, Player A shakes his head and says, “I already
lost this one. I can tell.”
Why?
I told you this situation intentionally leaving one
important detail out.
Player B currently has five cards in his hand. Player A used
up all the cards in his hand to push his latest offense.
When Player B starts his next turn he will now have six
cards in his hand to his opponent’s zero. More often than
not, when this is the case, Player A’s prediction would be
correct - he would lose.
The concept of true advantage is taken in multiple steps.
First off, good and constant field presence is a type of
advantage. Being the player with the bigger monsters to kill
your opponent’s weaker ones is a type of advantageous
situation. However, cards not yet played on the field but
remaining in your hand also generate advantage. They are
resources not yet used; reserves set aside for future use.
Just because you did not play something the very same turn
you drew it does not mean you do not still possess the
advantage of having it.
Experience has taught me that Life Points do not matter over
the long term of a duel. Someone once told me that you could
have one player start at 3000 life points and 6 cards in
hand and the other start at 10,000 life points and 3 cards
in hand, and the person with 6 cards in hand will win every
single time. Late game, of course, the story could be
different, and many one turn kill decks do not abide by this
rule either. For any general, offensive deck, however, this
is almost always the case. The person who ends up winning
the duel usually is the one who maintains card advantage
over his opponent.
Let us define the term. Card Advantage is used to describe
the situation where one player has a distinct greater number
of stockpile resources and/or field presence then his
opponent. If player A has four cards in hand and Player B
has three - keeping field presence essentially equal - than
player A is said to have card advantage over Player B.
Why does this matter so much? The cards in your hand - as I
already said - are your resources. Having more resources in
reserve than your opponent means more options. Having more
options means a better chance of having a suitable answer to
your opponents threats. Having suitable answers to your
opponent’s threats means you win.
If we employ this concept of dueling to our game than we
realize that it fundamentally effects both how we construct
our decks and how we end up playing the game. Those who play
competitively with a fore-front concern on card advantage
know that the objective of the game shifts. No longer is it
the goal of each game to reduce your opponent’s life points
to zero before yours. The goal of the game now becomes using
your resources to combat and destroy your opponents.
Lets discuss how resources can do battle. At the start of
each game you and your opponent are given five resources.
Then, at the start of each turn you gain one resource from
drawing a card from the top of your deck. When you use one
card to destroy one of your opponent’s cards (i.e. Smashing
Ground on his monster) you are considered to have one-for-one’d
your opponent. This is an even break between the two of you.
While you both lost one resource the ratio between you and
your opponent remains the same.
So those are even breaks, but how do I actually gain
advantage? Well, the situation I described was considered a
one-for-one. One way to gain advantage is to create
two-for-ones, three-for-ones, or higher. This means that you
are using only one resource of your own to eliminate
multiple resources of your opponents. The ratio now changes
and you now possess a distinct, theoretical advantage in the
match.
Here are some examples.
Player A, keeping the concepts of card advantage in mind,
decided it best not to use the Heavy Storm in his hand just
yet, even though doing so would allow him to press an early
advantage. His patience pays off. Player B, lulled into a
false sense of security by Player A’s inactivity, sets a
second S/T in addition to his first and activates Premature
Burial on his Kycoo the Ghost Destroyer, taking an early
lead and a chunk of Player A’s life points. Player A
responds coolly on his turn by activating his Heavy Storm to
eliminate four of his opponent’s resources - his two
face-downs, Premature Burial, and Kycoo the Ghost Destroyer.
The ratio of resources shifts by three. Only one resource of
yours was actually used, but four resources were eliminated
by it.
Player A observes Player B’s board. He notices he has a
face-up attack position Berserk Gorilla and one face-down
S/T. It is still early enough in the game for Player A to do
a variety of things, but which would be the best. Player A
begins thinking with card advantage in mind. He deduces that
Player B would expect him to be able to destroy his monster
this early in the game and most likely his face-down would
be some sort of defense against a cleared field. How can he
deal with the situation with as few cards as possible?
Player A chooses to activate Snatch Steal, spending one of
his resources, to take control of his opponent’s Berserk
Gorilla. Rather than summon an additional monster to attack
for more damage he decides it best to practice conservation
and simply attack with the monster he newly acquired.
Player B has no choice but to activate his face-down
Sakuretsu Armor to avoid losing 1/4th of his life points.
Player A created a two-for-one by using his one resource to
eliminate both of his opponents. Player A is now free to set
up his defenses since he was summon free. While he did not
get to deal life point damage to Player B he generated a +1
advantage (terminology for ratio shifts, which I previously
discussed), which gives a theoretical advantage for the
remainder of the duel.
Hence, another layer is added to this concept of card
advantage. Not only is it the goal of a player practicing
this concept to eliminate your opponent’s resources, it is
to do so with as few of your resources as possible. In other
words we have learned that one way to gain card advantage is
to eliminate multiple resources of your opponents with a
lesser amount of your own.
Another important method for generating advantage is to
generate resources faster than your opponent. Chiefly, this
is done through drawing cards from the top of your deck, but
graveyard manipulation and deck searching also work towards
this. Pot of Greed is the simplest method for illustrating
this type of card advantage. You spend one resource of your
own and, instead of eliminating your opponents resources,
you gain two more from drawing off of the top of your deck.
Going back to terminology this shifts the ratio by one in
your favor (+1).
There are many other ways to do this. Sinister Serpent
allows you to essentially gain two resources at the start of
each turn - your draw for the turn and the return of Serpent
from the graveyard. Thunder Dragon will allow you to send
one copy of the card to the graveyard to search the deck for
two more and add them to your hand. T.A.D.P.O.L.E. allows
you to do the same when destroyed by battle. Giant Germ,
Nimble Momonga, Hyena, and Troop Dragon all do the same but
bring both copies to the field. There are many different
ways to manipulate this. Search for some yourselves.
The differences between these two types of advantage gaining
can be confusing since the terminology is the same. Both
using a Heavy Storm on two of your opponent’s face-downs and
using Pot of Greed are considered two-for-one, or +1
advantage. It is important to note the differences in the
actual ways they accomplish this: one involves you directly
gaining more resources and the other involves you taking
them away from your opponent.
So, we all hopefully have learned that its not always safe
to push a huge offense, but we still see many people doing
it to win games. How do you explain this? The people who
push offenses to end games do so intelligently.
They have constantly kept in mind the concepts we have
discusses of advantage early to mid-game and have adequately
employed them against the opponent. Those people push the
advantage only when they feel it safe to do so. Let us go
back to the very first example.
Remember, if you will, Player A only viewed Player B’s one
face-down S/T. He chose to try for the huge push to end the
game by swarming with Jinzo, Soldier, and Blade Knight. Was
it safe to do so? There is a certain rule-of-thumb I use to
determine this. Check your opponent’s cards in hand.
If he has only one or two than usually it will be safe to do
so. Three cards in hand should be more of a judgment call.
Ask to look at his graveyard and try to guess if you feel it
safe. Four cards and you should generally wait it out a bit
longer. Five or more would be simply suicidal.
Wow. I just realized how much I have given you guys to think
about. When delving into the theory of competitive play you
would be amazed at all the levels that can surface. We have
discussed most of the essentials of card advantage - its
importance, its definition, and the ways in which it can be
used to play the game differently than maybe you used to.
The rest I will generally leave up to you. As homework I
want you all to dissect your decks tonight. Separate all of
the cards and view them closely find out the ways in which
they function through advantage. Its alright if most of the
cards tend to only be one-for-one trade offs - that is
usually the norm - but try and find ways to play the game
with these core principles and gain a real advantage over
the competition.
Here’s to hoping I did not put you all to sleep with this
monster article.
Have fun. Take care of yourselves. Peace.
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