This is exactly card advantage
No, it's not. Card advantage is when I have 6 cards in my hand and my opponent has 2 (or whatever).
This is exactly card advantage
Usually I see card advantage referred to as the number of cards you are ultimately able to draw and play versus your opponent.No, it's not. Card advantage is when I have 6 cards in my hand and my opponent has 2.
You generated that card advantage via your 2 for 1s. If you play a card like Ysera and your opponent double fireballs it, you have achieved the goal you had when you played the card which was to end up with more cards than your opponent.No, it's not. Card advantage is when I have 6 cards in my hand and my opponent has 2.
Midrange Paladin has bad match-ups against many of the current most popular decks.HOW AM I FUCKING LOSING
Weird, I've never seen "value" used that way. I've always seen that called "quality."
Ysera is pure value no doubt about it.Okay, that's fine, dahbomb. What would you call the property I am describing as value? Let's say I play Ysera and it generates a card for me, then you have to use two fireballs to kill her. That means it took you 2 cards to kill my one card, and also I generated a card out of thin air.
If you want a more pedestrian example, let's imagine I have an ogre magi on board (4/4) and you play a spider tank and a knife juggler. I the kill your knife juggler with my ogre (he's now 4/1) and then the turn after kill the spider tank (which also kills the ogre magi). Very straightforward 2:1 value out of that ogre.
What would you call this property of getting more out of your cards than your opponent gets out of his?
For starters you are not using Dr Balanced.HOW AM I FUCKING LOSING
And before anyone asks, no I don't have Dr. Boom because I want to at least win with integrity.
You generated that card advantage via your 2 for 1s. If you play a card like Ysera and your opponent double fireballs it, you have achieved the goal you had when you played the card which was to end up with more cards than your opponent.
Usually I see card advantage referred to as the number of cards you are ultimately able to draw and play versus your opponent.
Similarly:
What would a card like this look like in Hearthstone? Maybe a 2 mana 1/2 that battlecry gained +1/+1 for each creature that died this turn?
HOW AM I FUCKING LOSING
And before anyone asks, no I don't have Dr. Boom because I want to at least win with integrity.
Tempostorm vs Nihilium tourney on now, everyone cross your fingers for a Lothar vs Lifecoach match and Lothar is still cosplaying Lifecoach!
http://www.twitch.tv/amazhs
It might be due to the differences in eras. I started playing around Onslaught and played sporadically up to Innistrad. Most of this theory and terminology was crystallized by then but if you come from Ice Age or Mirage it might be a bit different. My history is fuzzy on this.
Card advantage is based on one universal truth: You draw one card per turn.
You gain CA by drawing more per turn than you would've otherwise, either literally through card draw effects or effectively through cards that make other cards, and sometimes figuratively through abilities that are effectively cards themselves.
I agree we need to look at Hearthstone differently because of Fatigue, but I'm not sure how to fit it into this mold. I would say the Library is closer to Life totals than CA or Tempo.
4 mana 2/2What would a card like this look like in Hearthstone? Maybe a 2 mana 1/2 that battlecry gained +1/+1 for each creature that died this turn?
1) Card/Hand advantageSo, some different concepts, without labels:
1) Number of cards in your hand vs. number of cards in opponents' hand. If I have more than my opponent, I call this _________
2) I have a stronger board presence and have initiative for attacks. I call this _______
3) I have cards which enable me to establish board presence early and maintain it. I call this ______
4) I have cards which frequently trade 2:1 with enemy cards and/or generate cards from thin air. I call this _______
5) I have a card which does nothing but draw 2 cards for me. I call this a _______ card
6) I have cards that do little to establish board presence or trade 2:1 for enemy cards, but do significant damage to the enemy champion. I call cards like this ________
Is there a reason that lifecoach isn't playing this week? I did not know that teams could swap players out like this.
It's called Undertaker in Hearthstone.
4 mana 2/2
Battle Cry: Gain +/1/+1 for each type of minion that died this game.
So you get +1 if its Dragon, Mech, Pirate, Beast, Murloc, Totem etc.
S1) Number of cards in your hand vs. number of cards in opponents' hand. If I have more than my opponent, I call this card advantage.
2) I have a stronger board presence and have initiative for attacks. I call this tempo.
3) I have cards which enable me to establish board presence early and maintain it. I call this tempo.
4) I have cards which frequently trade 2:1 with enemy cards and/or generate cards from thin air. I call this value, which is when a card has both tempo and card advantage rather than trading one for the other.
5) I have a card which does nothing but draw 2 cards for me. I call this a card advantage card
I'm at a loss for 6, however. These cards fall under the label of "win-con", occasionally "bomb".6) I have cards that do little to establish board presence or trade 2:1 for enemy cards, but do significant damage to the enemy champion. I call cards like this ________
Tarmagoyf gains its powers from dudes in the graveyard, right? So he's not a Turn 1 play like pre-nerf Undertaker was.
What would a card like this look like in Hearthstone? Maybe a 2 mana 1/2 that battlecry gained +1/+1 for each creature that died this turn?
It's a combination of cards in hand, on board and in deck.Card Advantage to me has always been who has the least amount of cards left in their deck.
Just because I have two cards in my hand and you have six doesn't mean you have CA.
If I have 12 cards left in my deck and you have 16 cards left in your deck, I have CA.
So, some different concepts, without labels:
1) Number of cards in your hand vs. number of cards in opponents' hand. If I have more than my opponent, I call this _________
2) I have a stronger board presence and have initiative for attacks. I call this _______
3) I have cards which enable me to establish board presence early and maintain it. I call this ______
4) I have cards which frequently trade 2:1 with enemy cards and/or generate cards from thin air. I call this _______
5) I have a card which does nothing but draw 2 cards for me. I call this a _______ card
6) I have cards that do little to establish board presence or trade 2:1 for enemy cards, but do significant damage to the enemy champion. I call cards like this ________
1. card advantage
2. tempo
3. tempo
4. card advantage
5. card advantage
6. burn/reach
What would a card like this look like in Hearthstone? Maybe a 2 mana 1/2 that battlecry gained +1/+1 for each creature that died this turn?
Tarmo is still better. It needs to be a minion that gets the buffs whenever it is played and the buffs update in real time. But then again Tarmo is the most broken creature in magic
Card Advantage to me has always been who has the least amount of cards left in their deck.
Just because I have two cards in my hand and you have six doesn't mean you have CA.
If I have 12 cards left in my deck and you have 16 cards left in your deck, I have CA.
Tempo isn't that important in hearthstone anyway because of mana progression being linear.
Tempo is extremely simple to understand. Arcane intellect is you exchanging mana for cards. That's value or card advantage or whatever. Tempo is the opposite, exchanging cards (or other resources) for mana advantage in the earlier turns, so things like innervate, theoretically overload cards, discard creatures and drawback creatures in general for warlock etc...
But again, tempo is far less important in hearthstone because of how mana crystal works. An example of this is how innervate is nowhere as broken as it would be in magic, since it's essentially a 4x black lotus that give 2 instead of 3 (for those who don't know, it would probably be one of the top10 cards of all time, in a game with 15k+ cards). Instead, here innervate is more or less on the same level of wild growth, a card that in magic is garbage in eternal formats.
Direct Damage?
It's a combination of cards in hand, on board and in deck.
If you have 12 cards in deck and 3 cards in hand vs an opponent who has 16 cards left in the deck and 5 cards in hand (assuming both have equal board states)... then currently you are at a card disadvantage.
Probably hand-size advantage.Okay, so what would you call it when I have 6 cards in my hand and my opponent has 2?
I have no problem referring to "I have more cards left in my deck" as "card advantage." Okay, cool.
What do you call "I have more cards in my hand than you do," then? Again, I don't care what the label is, as long as we come up with labels.
Hey Haly, I just want to make sure of something with that turn 2 kill you posted.
First the guy did a thing to get that late game monster out on the board. He then uses the a spell so it can attack right then, dealing and gaining 7. He then draws out 7 cards from that monster's ability which basically draws his entire deck to get that spell which allows additional attacks. I guess the biggest thing that sticks out to me is the spell allows you to cast it just by discarding cards instead of its full mana cost.
I mean, it's very simple to just call it deck advantage.
But the thing is, it's not a very valuable concept when it comes to evaluating cards. Gang Up generates extreme deck advantage, but who cares about that? It sucks. Is Nefarian better or worse than Chromaggus? Again, who cares? What's more important is how they play in practice than if they're giving you more cards from your deck or more cards from thin air. Recycle? Recycle gives your opponent "deck advantage". Is that why it's so bad? (it isn't)
Just like how mill/fatigue is a fringe deck, deck advantage is a fringe idea that isn't really necessary in the day-to-day of balance discussion.
I mean, it's very simple to just call it deck advantage.
But the thing is, it's not a very valuable concept when it comes to evaluating cards. Gang Up generates extreme deck advantage, but who cares about that? It sucks. Is Nefarian better or worse than Chromaggus? Again, who cares? What's more important is how they play in practice than if they're giving you more cards from your deck or more cards from thin air. Recycle? Recycle gives your opponent "deck advantage". Is that why it's so bad? (it isn't)
Just like how mill/fatigue is a fringe deck, deck advantage is a fringe idea that isn't really necessary in the day-to-day of balance discussion.