Card Efficiency: Beyond Economy

Brian Weissman has argued that card economy is, if not the single most important factor in determining who wins a game, one of the main reasons why a deck will win or lose. Necro dominated by pounding you not only with speed, but with card economy as well. Hymns, Necro, Hypnotic Specter, Stupor, and Mind Warp all provided gains in card economy. However, to beat card economy, you don't have to beat it at it's own game, but rather, be more efficient than it. If a Necro player draws more cards than a R/G player, but is decimated by a Jokulhaups, while the R/G player rebuilds quickly, the Necro player will most likely lose, even with the vaunted card advantage. This is because the R/G player has used his (Damn the English language for not having a universal pronoun! I will use he for simplicity, but if anyone is offended, e-mail me and I will switch back to the genderless, but grammatically ugly he/she.) cards more efficiently, at least in this example. Let me illustrate how some of the stronger upcoming Type II decks will use card economy and card efficiency:

Mono-Black NecroStone: This mono-Black deck uses weenies as its main road to victory. Choking Sands is used to slow the opponent down, while Necro provides card advantage, and Tombstone Stairwell provides a possible finisher. The early weenies are efficient in that they are able to do damage before the opponent's defenses are set up. In general, the opponent must either kill your creatures at a 1-1 exchange, where you don't lose anything, or must wait for a Wrath of God or other mass destruction card. You lose nothing in the first exchange, and possibly gain in the creature dealt damage, and can gain in the second example. To figure out the gain, simply take the amount of cards you lost (let's assume you lost two creatures), subtract the amount of cards you opponent lost (one, a Wrath of God), and divide that number into the amount of damage the two cards dealt (let's assume 6 damage). You exchanged one card for 6 points of you opponent's life. I consider that a good deal. The only possible downside is that your opponent has survived his weakest point in the game (the early game), while you managed to do a mere six points of damage in the strongest area of your game. Hopefully the Choking Sands will provide more efficiency by both killing a land, and netting you +2 life on the exchange (not to mention giving you a speed advantage!). Necro can act as the refueling card. After one use of it, you should be able to pound your opponent down with your advantage. The Tombstones are efficient in that they help you bounce back from a Wrath of God or other form of mass destruction. Nekrataal is another extremely efficient card (assuming your opponent's deck has non-Black creatures.) By using very efficient creatures (although few truly Sente), Mono-Black can act as a definite threat. I won't mention the efficiency of Drain Life, but if you have Necro on the table, it is easy to figure out.

Let me show you a deck that I posted in the Sligh article:

4 Mtenda Lions
4 Llanowar Elves
4 River Boa's
4 Elvish Archers
4 Whirling Dervishes
4 Sut'Aqa Lancers
4 Yavimaya Ants
4 Incinerates
2 Fireballs
4 Giant Growths
4 Karplusan Forests
4 Cities of Brass
4 Quicksands
8 Forests
2 Mountains

This deck was created as my tribute to card efficiency. Quite simply, this deck is designed to provide the strongest attack possible. The only card that is out of place is Whirling Dervish, but it is a strong threat against Necro, so it stays in. This deck can do 23 points of damage in the first four turns alone, without the use of Incinerates or Giant Growths. The math for card efficiency deck is quite simple: Each non-land card is measured purely in terms of how much damage it does. There is an obvious lack of concern for your own life, but rather, attack ruthlessly. With the loss of Bolt and Plowshares, it is hard for your opponents to trade 1-1, especially with the Lancers and Ants. The exceptions to the life determines efficiency rule are the cards that are used strategically, like the Giant Growth that saves your Lions from a Hammer, or the Fireball that kills a Tar Pit Warrior and Knight of Stromgald. There you have to look at efficiency differently. In general, the more flexible, the more consistently it acts efficiently.

Efficiency should be confused for raw power. Ancestral Recall is unrivaled for efficiency, while Timetwister has incredible raw power. They can both provide card economy, but Ancestral is always useful, while Timetwister is two restricted cards in one. Timetwister's efficiency varies in different situations, but an Ancestral is always an Ancestral.

Efficiency with creatures is a tad different. Erhnam Djinn and Hypnotic Specter were two of the most efficient creatures in old Type II. For a creature to have a 13 PPR rating (power + power + toughness) for only 4 mana is huge. Yavimaya Ants comes close with 11, but it is quite different since it attacks the turn summoned. Balduvian Hordes is 15, but it hurts card economy if killed with only one card. Hypnotic Specter was only a 6 for 2 mana, but it flies, and has an awesome special ability. It clearly rocked. River Boa is possibly the most efficient card in Visions, since it has Islandwalk and Regenerate, and is a 5 for 2 mana. That ain't bad. The reason power is worth more than toughness is mainly instinctive. At 1/4 the Hyppy might be a tad stronger (although that's debatable) because of it's robustness. Since neither Bolt, nor Dark Banishing could kill it, only Plow would work. However, if it were 4/1, the loss of robustness be damned, it would be huge. At 3/7 Erhnam would have been a bitch to kill, but not as hard to block. If you think the PPR system overweighs power, e-mail me, but I use it since I look for aggressiveness in creatures. I don't have a point scale for special abilities (although I know protection from Black is better than protection from Green, and that flying is less important in a 0/1 creature than in a 4/4 creature.) Use your instincts. If the metagame dictated that Black was weak, Whirling Dervishes would be weaker than Elvish Archers. As it is now, only the difference in summoning costs would make me chose and Archer over a Dervish. Let's move on to non-creatures.

Swords to Plowshares only provided a 1-1 card exchange (usually), and gave the opponent life, but the defensive speed it provided was huge. Its instant speed allowed White to be prepared with only one Plains untapped. Lightning Bolt was probably the most efficient Type II card after Strip Mine was banned. Its flexibility as direct damage, for 3 points for only one mana was huge. If it wasn't an instant, it would be OK, but as an instant, it was one of Red's best cards. Fireball is probably better than Disintegrate since it can provide card economy. Disintegrate is probably better than Lava Burst since the creatures it kills are gone. Disintegrate vs. Kaervek's Torch is an interesting comparison. The Disintegrate is better if you want to remove the creatures you kill from the game (like Ivory Gargoyle, or creatures in a Stairwell or Llurgoyf deck). The Torch is better if your main concern is cheesing the dude across from you for 10 points, and you hate Force of Will. If U/W creatureless Millstone decks were the main enemy (like Necro was last Summer), Torch would be the best. If Jokulhaups-Ivory Gargoyle decks ruled, Disintegrate would be strongest. As it is now, reach for the Fireball first.

The two strongest cards added into 5th are probably Necropotence and Jokulhaups. I know cases can be made for the pumpknights, painlands, and Cap, but the pumpknights have been covered under creatures (indirectly), the painlands are obviously huge in friendly two color decks, and are almost always a no brainer. The Cap is strong, but only in or against certain decks. The 'Haups and Necro are raw power, so let me give them their own paragraphs (or even articles...?)

Necro has been covered many times, but only for its card advantage capabilities. However, even it was (pay one mana and one life) as the activation cost, it would be much weaker, yet still strong. Since it fills your hand to 7, it grants efficiency to cards like Contagion and Dark Ritual. Dark Ritual is good anyway, but in a Necro deck, it is great fuel to help you empty your hand, as is Lake of the Dead. Playing with Necro does force you to make a choice: Either you use many means of gaining life such that you use card economy to crush your opponent over time, or you play suicide and just use Necro as a personal Wheel if Fortune, and go for a blitz attack. Since the first method is tough without the banned artifacts, the second method means Necro is mostly effective as a one shot deal that sticks around. It is the first 6 or 7 cards that will make the difference, rather than burying your opponent over time with 2 or 3 cards a turn. In this style Necro is a personal Wheel, not necessarily a personal Howling Mine. It is efficient in terms of lost life, lost draw phase, and itself (therefore if you used it to draw 6 cards, you are getting 4 cards for 6 life, as you subtract 1 for the lost draw phase, and 1 for the Necro itself.) Card economy for sure, but only efficient if you can spare the life. If you were at 9, and your opponent was playing Red, you might die with a full hand. Cards that aren't cast usually are the model of inefficiency, except when the help you bluff, or are only to be used when needed (Counterspell, Crumble, Earthquake, etc...) Necro's efficiency should therefore be measured in its ability to get you more cards, at a cost of life, and your ability to actually use those cards. Necro is great when you can cast all your cards (therefore a lot of quick mana in a Necrodeck is a good thing), and lousy when they sit in your hand. The success of Prison decks stemmed from their ability to render the Necrodeck inefficient as the mana wasn't available. McCabe beat Zila because his Lake's provided the mana he needed to cast Disks and Sengirs.

Jokulhaups is much trickier. It doesn't provide you card economy in the traditional sense. Rather, it resets the game. Taking advantage of this can be done in three ways: 1. Ivory Gargoyles: Sure they die, and sure you lose a draw phase, but just think of it as drawing a 0 casting cost Gargoyle. Good draw in that situation, eh? 2. Phasers: Armageddon with Taniwha is cool, but Jokulhaups means that since Plowshares is gone, unless your opponent is packing a Pyroblast (or Paralyze of he is a real wiseguy), that Taniwha is probably going to be listed as "Cause of Death" on your opponent's death certificate. Breezekeeper, Rainbow Efreet, Frenetic Efreet (if you're lucky), and Sandbar Crocodile are also good creatures that can take advantage of this. 3. Rebuild fast. If you had say, 9 mana in your mana pool before the 'Haups, and you play a Mountain after the 'Haups, you can play a Wildfire Emissary right after. Even if you aren't so lucky, if you are hoarding land (Glaciers anyone?), you can rebuild while your opponent sits there like he had a mana-screw. R/G weenie decks are great at taking advantage of this, with the Lions and Elves being wonderful creatures the first turn after the 'Haups.

Jokulhaups addition into 5th changes the Type II environment since it can be very efficient as the necessary tools to make the Jokulhaups painless for you exist. Sure you might confuse the Hell out of your Breezekeeper, or irritate your Gargoyle, but truth be told, they don't mind very much. Your opponent's creatures will probably not be in any position to comment. Necro obviously changes the environment. I've noticed that this article has taken a very broad view of card efficiency. I suppose the best way to learn about card efficiency is to play. After the games have ended, look at how you won, step by step. The cards that contributed to your win are somewhat efficient, although some more than others most likely. The cards that for some reason weren't cast, or didn't make much of a difference (Relentless Assault, Archangel, Hecatomb...) are less efficient. It is not card economy, but rather, efficiency that led to the banning of Strip Mine, Black Vise, and Ivory Tower. Zuran Orb and Balance are too complicated for most systems of evaluation. Let me finish with two last testaments to efficiency: Turbostasis and the Tutors.

Mark Justice called Turbostasis the least efficient deck he had ever seen. Now Mark Justice is a really nice guy (outside of a game), and a really bright guy (outside of a world championship final), but Turbostasis is extremely efficient. Each card has it's role in the lock:Howling Mines provided the fuel to set it up and keep it going; Stasis set the lock; Kismet finished the lock, Arcane Denial; and especially Force of Will kept the lock; Boomerang and Despotic Scepter reset the lock; and the Tutors helped set the lock up. Each card was efficient in its own task, within the system. Here life was not a measure of efficiency, but rather each card was measured in its ability to help set up and sustain the lock.

The Tutors, except for Demonic, and detrimental to card economy. It is a 2-1 trade. However, not even Brian Weissman can dispute their efficiency. Vampiric Tutor is not merely inefficient in terms of card economy, but in life as well. Yet it is sometimes considered the strongest card in Visions. Its efficiency stems from its ability to provide you with any resource in your deck. I suspect we might still have a restricted list in Type II if the tutors didn't exist. Flexibility (the true resource the tutors provide) is very valuable, although tough to measure.

I hope after reading this article you are able to understand card efficiency beyond mere card economy. If reading this article provides you with an ability to analyze cards and decks more thoroughly, I have succeeded with one of my two main goals. The other? Quite simply, I hope you are all not "Dumber for having read this." Later...

Seth Burn

{ sburn@cmcvax.mckenna.edu }