Chris Taylor
Contributor
Damnit I'm bad at remembering white cards lately
Constructed honestly doesn't agree with you.... If you are in modern and want a wrath you actually IRL play Damnation and Supreme Verdict. MTGTop8 listings can verify for me. Legacy aside, Terminus is far too inconsistent without a good way to manipulate the top of the deck, and if you can't, 6 mana is much worse than 4. I remained puzzled at the notion that a controlling, slow-game deck's mana base mysteriously stops at 4 mana. Every control deck I've ever seen can hit obscene amounts of mana fairly consistently, even in faster formats. WoG and it's brethren are grade A+ tempo and card advantage wrapped in one package, have been since they were printed, and remain that way to this day. This is especially true in standard, which is why they've stopped printing Wrath of God (source). Even 5 mana wraths are fine at this. My recent-ish Sultai Delve control deck could easily cast Crux of Fate and still hold up Dissolve.I'm not saying Wog is a bad card. I'm saying it costs 4 mana.
If we're in constructed and you want a wrath that can add both tempo and CA, I would suggest:
So cheap you can sequence out a bunch of follow-up spells to capitalize on your CA you just made, rather than hoping the aggro player can't just sequence out a bunch of spells to get ahead of you on spell castings, and rebuild their board state.
We're probably more or less in agreement on everything else. I don't think you're arguing raw spells > creatures in today's game.
Constructed honestly doesn't agree with you.... If you are in modern and want a wrath you actually IRL play Damnation and Supreme Verdict. MTGTop8 listings can verify for me. Legacy aside, Terminus is far too inconsistent without a good way to manipulate the top of the deck, and if you can't, 6 mana is much worse than 4. I remained puzzled at the notion that a controlling, slow-game deck's mana base mysteriously stops at 4 mana. Every control deck I've ever seen can hit obscene amounts of mana fairly consistently, even in faster formats. WoG and it's brethren are grade A+ tempo and card advantage wrapped in one package, have been since they were printed, and remain that way to this day. This is especially true in standard, which is why they've stopped printing Wrath of God (source). Even 5 mana wraths are fine at this. My recent-ish Sultai Delve control deck could easily cast Crux of Fate and still hold up Dissolve.
It may not work as efficiently in every metagame any more, but WoG effects are definitely Tempo and Card Advantage. It's been proved out in formats for years and years, most recently here.
I thought the epic discussion I was having with Grillo on Muldrifter vs. Cloudblazer / valuetown vs. elegance was mainly by my relentlessness, but I see Grilo's got himself into another epic discussion yet againI honestly don't know what to say any more...
Tempo is a term to describe the pace at which one plays threats.
The other type of card advantage that occurs when one player's cards interacts with another's provides a special case of tempo gain. The card Wrath of God typifies these kinds of plays. Wrath of God not only provides card advantage, but also provides the player with a type of tempo advantage usually on the same order of magnitude. For an example we look at the following plays:
(What follows is an example of player B curving out threats on turn 1 through 3, while player A is following up a bunch of card selection spells with a WoG.)
Not only has Player A gained a three-for-one card advantage from Wrath of God, but a three-for-one play advantage has also occurred. Much like Player A is up two cards, Player A is also up by two plays. In fact, it is as if Player A got to cast Peek, Compulsion, and Thirst for Knowledge before Player B even got to start the game. Considering the number of cards and plays Player B is down, it is very unlikely that Player B will win.
And there you have it, in essence, Wrath of God undoes multiple turns of your opponent's efforts. It is entirely irrelevant whether your opponent can quickly rebuild using stuff like CoCo (which itself can be a tempo play when it hits more than 4 cmc worth of creatures). The fact is that your opponent spent more than one turn and more than one play to build the board you are undoing with one turn, one play, and less total mana spent than your opponent spent on his threats. This constitutes a tempo gain any which way you look at it, unless you want to stick to the strict definition I quoted earlier.
I'd argue that there were plenty of noncreature cards in old-school magic that generated tempo and card advantage. Wrath of God, Moat, and The Abyss were all super efficient means to not only impact the board, but net you cards over your opponent.
Yeah, I think Ian Lippert's loose definition from the article I linked to is actually very close to your idea of tempo. When I read your "WoG isn't actually generating tempo unless you can follow it up with another spell", that sounded very much like you were applying the plays per turn metric from the article. Of course, as you yourself note, you can also generate virtual tempo by undoing your opponent's work, rather than making multiple proactive plays in a turn yourself.To be clear, I'm not strictly using the MTGS definition of tempo. My definition is closer to rate of spell castings, or spell velocity, than specific threats on the board, and strategies based around the idea should be proactively condensing the game.
WOG and Moat are pure card advantage engines (the abyss is more complicated, but closer to a planeswalker once you break symmetry). They were always costed so high, that you couldn't follow them up with an additional casting on that turn, e.g. a creature that could impact the board. Those spells are all very inefficient in terms of tempo.
......
The reason that ancestral recall (and later treasure cruise) generates both tempo and card advantage, is the CC of 1 mana. You go up two cards, but the card cost so cheap to cast, that you can immediate cast some follow-up spells, pulling ahead on spell velocity. Thats whats important, is being able to get ahead on spell castings, at the same time you are getting ahead on CA.
How do both get you ahead on spell castings? Because with WOG they might as well not have cast their 2-4 cards. You still have 3 spell actions that you can use to benefit you, and all 4 of theirs are in the toilet. It's literally the same both ways. Efficiency, not just more spells in one time period. More efficient use of spells in a given time period.
No semantics is important.
Yeah, I'm just trying to think about how often this can go off realistically in a game.That depends entirely on your deck. This seems like loads of fun in an aristocrats style deck, or with Life from the Loam and fetchlands.