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In fact, at least in my days of MTG, it was very usual to mill your own deck to abuse the graveyard as a resource, and even then you would not run out of cards.
I don't actually think its the case that card games steal from magic intentionally. Its more of a 'simpsons did it' kind of situation where for every original idea you think you have while developing a card game... magic did it....borrowed a lot from Magic.
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I don't actually think its the case that card games steal from magic intentionally. Its more of a 'simpsons did it' kind of situation where for every original idea you think you have while developing a card game... magic did it.
Does anyone have a history for these terms? Do they come from Hearthstone or games like Magic?
It's all Magic. The only theoretical concepts unique to Hearthstone are Fatigue and Position.
Magi is very influential in "board game" theory.
I love how if you don't conceed the other player takes as long as they possibly can to kill you.
Magic has reached a point (a long time ago actually) where the Graveyard is effectively a second deck. Kind of like if Priest's Ressurect was a standard effect on all kinds of cards. This is another reason why mill rarely works. People can be very happy to see you put cards in their Graveyard.
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 ________
A. Did the cost of your card provide you with huge potential pay-off, versus having to combo/chain more than a single card? You save on mana and cards by playing them. We shall call that the "Value Meal"
B. Opposite to that, cards that are cheap to cast, effective at their job (whatever that job may be). They don't provide the same amount as the Value Meals, but sometimes they're just as good. Those are called the "Dollar Menus"
C. Having a card that will provide you with extraordinary tempo, but the conditions must either be met or you give up a certain something, whether health or even more cards. You can call them "Free Refills".
D. Casting a card you know will net you a nice balance of draw/advantage and tempo? "Happy Hour", only reliable between the midrange of 2-5 mana, but the cost is perfect.
E. Wanna go fast? Wanna fill up your board presence as fast as you can, never stopping, never caring about your opponent's own mana pool, health pool, or card pool? Well, we call that the "Drive Thru".
F. Powerful cards with amazing effects... but good luck playing them anytime soon. You may only ever want one of these in your deck. Welcome to the "Late Night Menu"
G. You decided to put Goldshire Footman and Magma Rager and your Golden Hemet Nesingwary legendary in your deck because it was your first. "Kids' Meal".
There are 3 main resources in a card game/hearthstone - cards, health, and tempo
most cards in the game convert one resource into another and you choose your plays based on which of those resources you are most concerned with at the time. Either you are concerned with increasing your own resources, decreasing your opponent's resources, or both.
'value' is a more abstract concept that people use, is ambigious, and shouldn't really be used at the same time as the other 3. When people refer to a 'value' deck they typically mean a deck that prioritizes the card resource.
tempo is, generally, a measurement of the strength of your board. It's a sort of measurement of the amount of threat you have in play without having to spend additional resources.
You can't really call a creature a tempo creature because its tempo is dependent on the situation. A flame waker on an empty board *can* be high tempo but isn't necessarily. If you can't leverage its ability then a spider tank would have been more tempo. A wolf rider can be reach, or removal, or tempo depending on the situation.
Yeah that "integrity" quip gave me a chuckle. I will win any way I can within the rules of the game.
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.
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.
There are 3 main resources in a card game/hearthstone - cards, health, and tempo
most cards in the game convert one resource into another and you choose your plays based on which of those resources you are most concerned with at the time. Either you are concerned with increasing your own resources, decreasing your opponent's resources, or both.
'value' is a more abstract concept that people use, is ambigious, and shouldn't really be used at the same time as the other 3. When people refer to a 'value' deck they typically mean a deck that prioritizes the card resource.
tempo is, generally, a measurement of the strength of your board. It's a sort of measurement of the amount of threat you have in play without having to spend additional resources.
You can't really call a creature a tempo creature because its tempo is dependent on the situation. A flame waker on an empty board *can* be high tempo but isn't necessarily. If you can't leverage its ability then a spider tank would have been more tempo. A wolf rider can be reach, or removal, or tempo depending on the situation.
Nothing, because it depends. You have to also look at the state of the boards. Say we both have 3 cards in hand and 1 minion on board. I play a minion that returns you minion to your hand. Now you have 4 cards and I have 2, but you haven't really gotten any card advantage out of that play, you've just lost tempo.
Card Advantage will always refers to the number of cards in hand, or the number of options you have during a play.Nothing, because it depends. You have to also look at the state of the boards. Say we both have 3 cards in hand and 1 minion on board. I play a minion that returns you minion to your hand. Now you have 4 cards and I have 2, but you haven't really gotten any card advantage out of that play, you've just lost tempo.
I strongly disagree with slayn's analysis, because it lacks specificity. Reducing the entire spectrum of strategies to three terms significantly reduces our abillty to discuss these topics.
We need different labels for these two things, for instance:
1) Playing Ysera and having the opponent require 2 cards to remove her
2) Drawing 4 cards with sprint
Using slayn's terminology, these both represent "card advantage," but they are very different means by which to produce them and should have different labels to describe their mechanism and deck design.
I like slayn's analysis, but I also agree that it lacks specificity. Still, learning about the important resources and how they interact is hugely important, and is basic theory that still isn't widely understood nearly well enough. It is a different discussion than what you're interested in, but his post is the building blocks for the discussion you want, and needs to be widely understood before we can distinguish between different kinds of card advantage, tempo, life loss, etc.
Slayn was straight up pointing out the mechanics within the game. If you want to apply additional labels onto things then that's fine, but it doesn't make Slayn wrong.I strongly disagree with slayn's analysis, because it lacks specificity. Reducing the entire spectrum of strategies to three terms significantly reduces our abillty to discuss these topics.
We need different labels for these two things, for instance:
1) Playing Ysera and having the opponent require 2 cards to remove her
2) Drawing 4 cards with sprint
Using slayn's terminology, these both represent "card advantage," but they are very different means by which to produce them and should have different labels to describe their mechanism and deck design.
I strongly disagree with slayn's analysis because it lacks specificity. Reducing the entire spectrum of strategies to three terms significantly reduces our abillty to discuss these topics.
We need different labels for these two things, for instance:
1) Playing Ysera and having the opponent require 2 cards to remove her
2) Drawing 4 cards with sprint
Card Advantage will always refers to the number of cards in hand, or the number of options you have during a play.
Counting the number of things you played and the number of cards remaining in your deck are not nearly as important as what is in your hand and what is on the board.
Your example is also an example of giving your opponent card advantage in exchange for a big tempo advantage.
Ysera is too complicated for a label.
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because nothing exists in a vacuum. in that case he does have minor "Card advantage", but the lost tempo vastly outweighs the advantage.Nothing, because it depends. You have to also look at the state of the boards. Say we both have 3 cards in hand and 1 minion on board. I play a minion that returns you minion to your hand. Now you have 4 cards and I have 2, but you haven't really gotten any card advantage out of that play, you've just lost tempo.
I disagree. Ysera is the same a Leper Gnome and Emperor Thaurissan. They may as well be taunt cards.
Edit: They are threats. How bout the label, Threaten
Cards like that are sometimes called pseudo-taunts because you pretty much need to kill them fast to win. Best examples are probably Thaurissan and Kel'thuzad because if they stay alive past the first turn your chances of winning drop dramatically depending on how full the hand/how full the board is
because nothing exists in a vacuum. in that case he does have minor "Card advantage", but the lost tempo vastly outweighs the advantage.
similar to how if you have tempo (major board advantage) but are at the point of top decking (horrible card advantage) the latter will greatly outweigh the former.
I think calling out 3 basic resources is fine, but you can't forsake one resource over the other one or two.
I strongly disagree with slayn's analysis because it lacks specificity. Reducing the entire spectrum of strategies to three terms significantly reduces our abillty to discuss these topics.
We need different labels for these two things, for instance:
1) Playing Ysera and having the opponent require 2 cards to remove her
2) Drawing 4 cards with sprint
Using slayn's terminology, these both represent "card advantage," but they are very different means by which to produce them and should have different labels to describe their mechanism and deck design.
Nothing? The concept needs a label, because we want to describe the concept in question. What label would you give it?
What the hell was Trump thinking with that play
What the hell was Trump thinking with that play
We aren't inventing a new term. This is an existing term in card games.No it isn't. That was the whole point. He's not getting an extra card. If we assume non battlecry minions, he's most definitely not getting card advantage from that play alone. He could have used that minion already to trade for one and after playing him again, could maybe trade for 2 more. That play would give him card advantage, but not just the fact that it was returned to his hand.
With battlecries it could get murky, because some battlecries actually generate cards.
We aren't inventing a new term. This is an existing term in card games.
From the wiki, "The basic concept of card advantage is one player having more cards in hand and/or in play than their opponent."
This means that:
You are arguing for Both.
- Number of cards in hand vs opponent
- Number of cards in play vs opponent
- Both
I think that since in Hearthstone Tempo is usually used to express the Power of cards in play vs an opponent, that Card Advantage only needs to represent the Number of cards in Hand.
So which way should we define Card Advantage?
I really hope we get more deck slots with the expansion (or shortly after). It's so annoying to have to deal with ranked meta and have to tear down fun decks to have to create other ones to play on the ladder for the moment.
I just can't believe there's only 9 decks slots and 9 classes. Who is the genius who figured that was plenty? All these different viable decks and you can't store any of them. You could easily have 100 decks across the 9 classes (various flavors of control/aggro/fun for each class) and still use them all up.
Yes, that's fine. I don't disagree with that it's a good bird's eye view; it's just not the discussion I'm having!
I feel so bad for Kibler and Dog to be on a team with Trump. With these kind of plays he should be in team Celestial.