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Card advantage (often abbreviated CA) is a term used in collectible card game strategy to describe the state of one player having access to more cards than another player, usually by drawing more cards through in-game effects to increase the size of their hand.[1] Although it applies to several collectible card games, the concept was first described early in the evolution of Magic: The Gathering strategy, where many early decks relied on a player drawing more cards than their opponent, and then using this advantage to play more cards and advance their position faster than their opponent. By 2007 it was recognized as one of the most important indicators of who is ahead in a game and has been utilized in the development of strategy for nearly every collectible card game created.[2]

Terminology

The basic concept of card advantage is one player having more cards in hand and/or in play than their opponent. Card advantage is generally indicated in terms of a positive number: if a player plays a card or utilizes an effect that allows them to draw more cards, such as Magic's Ancestral Recall, that player is said to have gained +n card advantage, with n representing the amount of cards drawn minus however many were used to draw said cards. In the scenario of playing Ancestral Recall, a player has gained three cards (the ones that were drawn) and spent one card to do so (the Ancestral Recall itself), leading to a card advantage of +2.

Card advantage is often also the result of making a play where a player's own cards are used to neutralize or eliminate a greater number of the opponent's cards. This form of card advantage is often stated in terms of X-for-Y, where X and Y are the number of cards of the opponent and the player, respectively. If X is bigger it expresses card advantage, and if Y is bigger it expresses card disadvantage; i.e. a 3-for-1 is a positive advantage, a 1-for-2 is not. Example: If in a game of Magic a player plays Day of Judgment, a card which destroys all creatures in play, when they themselves have no creatures in play and their opponent has two creatures in play, they are said to have gotten a "2-for-1", where 2 indicates the number of opposing cards removed from play and 1 indicates the card spent in order to accomplish this outcome.

In general, it is seen as a baseline to spend one card to get rid of one opposing card; this is often referred to colloquially as trading[3] (not to be confused with the actual trading of cards outside of a game). A player who "trades" one card of their own for two of their opponent's is often gaining a long-term advantage as their opponent will run out of cards before they do.

Forms of card advantage

Card advantage is typically generated in four ways:

Other means of affecting combat can cause one player to gain card advantage. For instance, if one player attacks with a larger creature, and the other player blocks with a smaller creature, the smaller creature will die and the larger creature will survive. If the defending player then plays a card to destroy the larger creature (such as Shock in Magic), they will have traded two cards of their own (the smaller creature and the damage or removal card) for one card of their opponent's (the larger creature), putting their opponent ahead in terms of card advantage.[1]

Another relatively common mode of card advantage generation in Magic is when one player plays an aura spell, an enchantment card which attaches to another card in play. If the card the aura is attached to is destroyed in some manner, then the aura will be placed into that player's discard pile because the aura no longer has anything to enchant. Because many auras are cast on creatures, and creatures are fairly easily destroyed, playing with aura spells often provides a player's opponent the chance to get a "2-for-1" by destroying the creature the aura was attached to with a single card. As such, auras are seldom seen in competitive play unless they have some way of overcoming this inherent weakness.[5]

Virtual card advantage

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Virtual card advantage can refer to a number of different situations and effects which, while not providing a direct advantage in the number of cards available, changes the value of the cards available to one or both players. There are four primary forms of virtual card advantage: card selection, recurring effects, tempo and playing such that the opponents cards are no longer as valuable to them.

When Eric “Dinosaur” Taylor originally pitched this concept, it was defined as “card advantage when no one loses cards.” The classic example for this is playing a Moat against an opponent's large number of creatures. Although the cards have not been technically removed from play through a "sweeper" effect, the opponent no longer gains an advantage from the cards they have played because they cannot perform their function as intended.[6]

Cards that provide virtual advantage, or that enable cards or effects to be recycled are typically some of the most powerful in any game because virtual advantage is often significantly more powerful than direct card advantage. While having access to a larger number of cards is certainly an advantage, having access to or denying the use of specific cards or effects can be even more so. As all games limit the number of cards of the same name that can be played, having access to any one card just by drawing can require a higher number of draws to achieve than is practical. Also, as cards are a finite resource, simply drawing a large number of them can be disadvantageous as many games force players to discard excess cards at the end of their turn, (and in Magic, running out of cards causes a player to lose the game). As a result, most decks which rely on card advantage to create a winning position (where an opponent runs out of cards in hand to play but the player still has many), use a mix of direct and virtual advantage to ensure that not only do they have cards available to them, but the cards that are available are those they require to win.

References

  1. ^ a b c d e Knutson, Ted (2006-09-23). "Introduction to Card Advantage". Wizards of the Coast. Archived from the original on March 11, 2007. Retrieved 2007-05-01.
  2. ^ Mowshowitz, Zvi (2006-04-25). "Systemic Thought". Wizards of the Coast. Archived from the original on April 27, 2006. Retrieved 2007-05-01.
  3. ^ a b Knutson, Ted (2006-11-11). "The Art of the Block". Wizards of the Coast. Archived from the original on August 25, 2006. Retrieved 2007-05-02.
  4. ^ Flores, Michael J. (2004-04-25). "The Philosophy of Fire". StarCity Games. Archived from the original on 2007-05-21. Retrieved 2007-05-02.
  5. ^ Rosewater, Mark (2005-08-22). "Equipment to Be". Wizards of the Coast. Archived from the original on November 15, 2005. Retrieved 2007-05-01.
  6. ^ Knutson, Ted (2006-09-23). "Introduction to Card Advantage". Wizards of the Coast. Archived from the original on 2020-10-18. Retrieved 2007-05-01.

Further reading