Definitions and General Concepts

This section attempts to standardize the vocabulary for discussing Magic, at least within Schools of Magic, by defining some of the more difficult concepts. If you have issues with any of these definitions or wish to include others, please email them to me.

Resource
Something which allows you to play the game. In Magic, there are the following resources: life, cards in hand, cards in library, cards in graveyard, permanents in play (which is further divided into creatures, artifacts, land, enchantments). In tournament situations, you must add time as a resource. In higher level play, I've found that only three resources really count -- life, cards, and mana.

Speed
Actually a rather complicated concept which is explored in my series on Theories of Deck Speed. Its components are briefly broken down into Resource Speed, Offensive Speed, Defensive Speed, and Strategic Speed. Please refer to the chapter on Theories of Deck Speed for further exploration.

Offense
Offense relates to those elements which will make it possible for a deck to win. There are currently a number of ways to win a game of Magic -- reduce your opponent's life to zero, give your opponent ten poison counters, run your opponent out of cards in the library, win a concession, win by adjudication (i.e., be ahead in life when time is called), win via your opponent using Final Fortune, win via the Amulet of Quoz, etc. Of all of these ways, only two -- killing your opponent and running him out of cards -- are serious strategies at this time.

Defense
A surprisingly nebulous concept which I describe as "disruption". Obviously, staying alive despite opponent efforts is disruption of their game. But things like card-denial or a first-turn Black Vise or Strip Mining their crucial color lands are also disruptive, and therefore defensive.

Efficiency

Cards
A concept which covers the effect and utility of a card given its casting cost. A Savannah Lion, therefore, is more efficient than a Squire.

Decks
The ability of a particular deck to utilize every card as soon as it is drawn. A weenie/blaster deck has high efficiency as it can bring out just about every card drawn, while a blue permission deck with Mahamotis cannot be said to have particularly high efficiency.

Strategies
The ability to implement primary goals compared to the time and resource cost of implementing those goals.

Flexibility:
Cards
The ability of a card to be useful in multiple situations. Disenchant is more flexible than Divine Offering, for example, since it can handle enchantments.

Decks
The ability of a particular deck to deal with multiple opposing strategies. To me, this is more of a defensive concept, perhaps taking the cue from the Fortress school. The issue is, can a deck defend against different offensive strategies (weenies, blaster, big creature, millstone, etc.) and disrupt their game, while remaining able to implement its offensive strategy against a variety of defensive measures.

Strategies
Because deck flexibility deals with the idea of handling many different types of opponents, I associate the concept of strategic flexibility with the ability to have multiple ways of implementing deck flexibility, if you will. That is, in terms of defense, a pure permission deck that tries to counter every spell of the opponent may have greater deck flexibility but a combination U/W deck that can either counter or disenchant/stp later has greater strategic flexibility. Also goes to concepts like a varied offense, non-reliance on key combos, etc. although those are not dispositive.

Active/Reactive
The concept covers the idea of how the deck plays. Active decks try to take charge right from the beginning, while reactive decks usually attempt to respond to opponent threats and wait for the appropriate opening.


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Comments to hahn@bway.net / Last modified Mon Oct 30 1995