Tempo by Any Other Name (Also, Mana 2-for-1s)
I want to get back into the habit of writing for y'all, so this article is going to be a little shorter than most, despite being about a topic which I think it extremely deep and relevant.
I was watching the finals of GP Prague yesterday, in a match between American Geist and UR Tempo-Twin.
Their deck lists can be found here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gppra14/welcome#1
The vods for the finals are nowhere to be found, but the coverage is here: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/eventcoverage/gppra14/welcome#6
In game 3 of their set, the Twin player, Kachapow, has a Vendilion Clique in play, staring down Horvat's Restoration Angel. Both players are stuck on 4 lands, but two of Kachapow's are Tectonic Edges. Kachapow opts to attack Horvat's mana base, cracking both Edges with the first's ability on the stack to rob Horvat of two of his lands. Horvat proceeds to Lightning Bolt Kachapow's Clique, and the game ends a couple turns later as Restoration Angel's 3/4 body crashes in again and again, before the game is finally ended in the favor of the Geist player.
A friend and I were talking about the Tectonic Edge play, and how when you're behind on board, (Clique isn't going to trade 1-for-1 with Restoration Angel), blowing up your own lands is an extremely risky play. If the Geist player presents a removal spell off a new-found red mana source, your Clique (and thus your hopes of blocking and killing Restoration Angel with the help of a Bolt, a Grim Lavamancer, or an Electrolyze) evaporate. The play is defensible, if extremely risky, though Kachapow had complete knowledge of Horvat's hand from his Clique. If he deprives Kachapow of his red mana sources, he blanks the known Lightning Bolt and can guarantee (except for if a red mana source is drawn) that the Angel can't attack into the Clique without extreme risk.
The game state was complicated, and if you can find the video coverage, check it out. What I ended up thinking about, however, was that no matter how Kachapow sliced it, he probably had to 2-for-1 himself to kill the Restoration Angel. My friend objected immediately to that idea, stating that an Electrolyze combined with any other 2-3 damage card keeps the card advantage neutral, because Electrolyze draws you a card. That was when I started to think about other kinds of 2-for-1s, and in this case, the big problem is that Kachapow, in order to kill the Angel, would have to Mana 2-for-1 himself in addition to possibly 2-for-1ing himself in the traditional sense of card advantage, in order to overcome the Angel. Keep this in mind as I go on a long-ass tangent.
Game 2 (I didn't see Game 1, though the written coverage shows that it was fairly irrelevant to the point) was won and lost on mana and resource denial. Twin was constantly attacking Geist's manabase, and quickly gained a more pro-active position in the matchup, which is exactly what both of these decks ideally wanted to accomplish. Twin wants to disrupt mana and field development until it can randomly win the game. Geist wants to play a Geist and defend it until it wins the game. Both of these game plans are characterized by the term Tempo.
Tempo is a lot of things. Tempo is part mana-advantage. Tempo is part time-advantage. Tempo is part controlling the things that matter.
If you use your mana in an efficient manner each turn, by not letting any of it go to waste, you are generating a mana-advantage over an opponent who does not, because each turn they don't tap an available land for mana and utilize it, that turn's mana disappears forever.
Time-advantage is crucially tied to mana-advantage, and some theorists say it's the same thing. You're creating a time-advantage when you do something and your opponent isn't. If you play a creature, and your opponent plays a land, and you each do that for four turns, you've probably won the game. You're taking advantage of speed, or time, to start winning the game, presumably over an opponent who is not enacting their winning game plan as quickly.
If those first two points sound like an aggressive deck's winning mechanisms, ding, a prize for you! It's the third which creates the unique deck that is Tempo.
Controlling the things that matter is a tricky business. Decks tend to do it differently. Twin only cares about cards which impede their combo or directly result in it losing the game due to life loss. Twin is very concerned about beating cards like Path to Exile and Abrupt Decay while it is attempting to put a Splinter Twin on a Pestermite. A card like Batterskull, on the other hand, tends not to phase them until they're at just four life, because the life gain their opponents gain is irrelevant in the face of infinite damage. A deck like American Geist is far less bothered by a card like Abrupt Decay, which can't deal with Celestial Colonnade or Geist of Saint Traft or Restoration Angel. The things which matter to the Geist player are the things which kill their singular threats, such as an instant-speed Pestermite to block Geist of Saint Traft, or Tectonic Edge to deprive them of their ability to cast or protect their threats with expensive spells like Cryptic Command. Batterskull is a huge problem for a deck which likes to attack on the ground with Geist or in increments of less than 4 with Vendillion Clique, Restoration Angel, and Colonnade. Both decks must control the things which try to stop their game plan.
Having outlined the basics of tempo, when two tempo decks collide, if both players attempt to stick to their tempo-based strategy, the player who is the most mana-efficient, the most time-efficient, and controls the most important things is going to win. Card advantage, which normally stands as a counter to Tempo-like game plans, doesn't figure into the equation.
Restoration Angel became a problem the Twin player cared about when he decided to use both of his Tectonic Edges on the Geist player while he was staring down the Angel. By setting both himself and his opponent back to the Mana Stone Ages, the Twin player made the choice to deny both players the ability to do mana-inefficient or expensive plays. He did this while losing the war of time-efficiency: Restoration Angel is far more likely to survive, by nature of its four toughness, than Vendilion Clique with just one toughness, and thus continue to pressure his opponent's life total. What Kachapow discovered, much to his horror, was that while his opponent could deal with his threat in an extremely efficient way, he had no tools of his own that could do the same to Restoration Angel. He was going to need two cards, but more importantly, two cards worth of mana, to beat the Angel, and by depriving himself of the mana he needed, he lost control of the things that mattered in the game. Something which wouldn't have normally been a big deal, like a Restoration Angel, became a game-ending threat because Kachapow could no longer mitigate its effect OR win the game, because the Splinter Twin combo requires 7 mana over 2 turns.
He needed to be able to make a mana and card-inefficient play in order to keep the game at parity and kill Restoration Angel, but loss sight of that reality because he mis-evaluated the things that mattered, fixating on the same land-domination that worked so well for him in game 2. Without a clear view of what he really needed to control, he lost his ability to control anything, a problem which his opponent exacerbated by a follow-up Tectonic Edge on the Twin player's constrained red sources as Restoration Angel rained down destruction.
What I don't want to do is villainize or attack Kachapow, though, because while he almost certainly made a mistake, he understood his alternatives could conceivably be quite rough. With no combo pieces at his disposal, Restoration Angel would be something which would demand him to make plays that could put him intensely far behind in terms of cards, mana, and time, and thus swing him into a position that would let his opponent have a potentially game-dominating grip of the things that mattered: his life total, which spells get to resolve, and when his mana is tapped and untapped.
Maybe Kachapow saw what lay down at the end of the road that started with a mana 2-for-1, where an Electrolyze and a Lightning Bolt on his own turn against a tapped-out opponent slowly but surely turns into a total loss of control of the game, and the top of Horvat's not revealing a land was an ultimately better line?