Alright so I came up with something of a mental framework for analyzing cards that I think helps a lot with understanding things like parasitism and synergy!
I will first lay out the three functions, which are the ways in which a card or mechanic can be useful to a player. Afterwards, I will describe function locks, and thirdly I will lay out some terms for plans.
Functions
Plan function:
A plan function is one that directly advances your plan of victory. For example, the power stat on a creature, dealing direct damage to your opponent, or just straight up winning the game.
Interference function:
An interference function is one that interferes with your opponents plans or functions. Removal and counterspells are obvious examples, but other examples include:
Lifegain, which is a fairly narrow interference function that serves to delay victory plans based on damage.
A creature being able to engage in combat, which causes it to interfere with the functions of your opponent's creatures
Evasion, which interfere with the "blocking" interference function of your opponent's creatures.
Combat tricks, which can interfere with the "kill your creature" interference function of your opponent's cards, as well as potentially kill opposing creatures in turn.
Synergy function:
A synergy function is a card or mechanic that may not do anything itself, but exists to "unlock" the functions of other cards. Examples of synergy functions include card types, creature types, mana, card draw, tutors, scry, mill, and so on.
Functionlocks
Functionlock:
A functionlock means a function is gated behind some kind of condition before it becomes applicable, typically behind a synergy function. Examples include reanimates, mana costs, Metalcraft, Madness, tribe-based effects, heck, even having to draw the card in the first place is a functionlock. Examples of non-synergetic functionlocks are far fewer, but many interference functions like removal and counterspells are gated behind having something to target. Divine Arrow is also an example of an additional non-synergetic functionlock.
Progressive functionlock:
A progressive functionlock is a particular variation of a functionlock that is not in a binary state of "on" or "off", but instead gradually unlocks more functionality the more you satisfy the condition. Examples include tribal lords, boardwide pumps in general, Storm, Undergrowth, and many more.
Plan terms
Endplan:
The generally more strategic, broad plan that the player has to achieve a goal at the furthest their foresight reaches, which is generally winning the game. For example, "attack and burn the opponent to 0 hit points" or "establish an overwhelming boardstate and use it to win" or "draw the win combo" or "grind my opponents resources to nothing and win from there".
Checkpoint plan:
A more immediate plan that the player seeks to achieve on their way to their endplan, which can either be mechanically spelled out(Bloodghast's haste condition, Spectacle) or it can be something the player simply makes up, generally as a mental aid("i should start with just playing this card and figure out the rest of my turn from there" or "if i want to win this i should first kill that big creature they've got")
Plan diversity: When a player has variety in the plans they can choose to try and execute. For example, a midrange deck might go on the aggressive in one game and try to outvalue the opponent in the other.
Plan flexibility: When a player has a flexibility in what approach they take to try and execute a plan. This is more moment-to-moment decisions, with choices like "do i want to play this creature or remove their blocker".
Analyzing a card through this framework
Archway Angel has plan and interference functionality in the same way most creatures do, being a 3/4 body that can both advance your plan by being an offensive presence and being able to interfere by engaging opposing creatures in combat.
It has additional interference functionality in Flying, which interferes with the "blocking" interference functionality of your opponent's creatures.
It also has interference functionality in its lifegain, which is locked behind a progressive functionlock of controlling Gates.
Also, like most cards, it is functionlocked behind needing to draw it, as well as behind having to spend mana to cast it.
Finally, any cards that are functionlocked behind things like lifegain(like Ajani's Pridemate) or Flying or Angels or Creatures or whatever else will turn those aspects of the card into synergy functions.
Some takeaways
1. Creatures are kind of an awesome card type, inherently carrying plan function for victory progress and interference function for opposing creatures. They also are stuffed full of things that can be, and have been turned into synergy functions, such as creature types, keywords, even mana costs and power/toughness have been turned into synergy functions.
2. Its important to keep in mind that the in the end everything revolves around the endplan, and the plan functions you need to achieve it. You can juggle synergy functions all day, but if they don't lead to you having the plan functions you need to actually win, then you aren't really doing anything.
3. I reckon that a lot of blue's "indirect" feeling as a color comes from it being very heavily focused on synergy and interference functions, frequently taking more roundabout paths to obtain plan functions.
4. Aggro decks with just a bazillion 1 drops that rely on killing the opponent before they run out of tempo are a good example of a deck that is extremely lacking in plan diversity and flexibility. You get this super railsy deck that tends to flop over and die if your opponent has the right interference function like a boardwipe or something. Designing aggro decks to have more plan diversity/flexibility is a good approach to making them less sink or swim, and more fun.
An approach I like for giving aggro decks more plan diversity is to tone down the power/reliability of the rush, and give them better fallback plans. Fallback plans can include things like "Try and topdeck enough Lightning Bolts to wipe your opponent's remaining life points", "build up enough of a board so that a boardwide pump can end the game with a big swing", or "survive long enough for your opponent to die to Sanctum of Stone Fangs".
5. Plan diversity/flexibility is frequently irrelevant if the opponent doesn't have enough interference functionality, because then you're not actually forced to adapt. On the other hand, if interference functionality exceeds your ability to adapt too much, then it can be very frustrating and feel like you can't actually do anything, plus it'll often be a very slow loss. Tuning interference functionality is highly important for creating fun gameplay.
6. I think what tends to get people returning to a format a lot is either a lot of unexplored ways in which functionality can be obtained(you are rewarded for continued experimentation, experiences stay novel through deck variety, emergent gameplay), or having high amounts of plan diversity/flexibility(you are rewarded for becoming more skilled, and and experiences stay novel through gameplay variety even within similar or even identical decks)
I think a lot of the people here at Riptide are people who just delight at seeing novel ways to unlock functionality. Like "ooh did you really put those two things together, I've never seen that before".
7. Adding interference functions are often a key part of adding plan flexibility to decks. In particular, being able to interfere with your opponents attempts to interfere with you can make your deck a great deal less prone to just flopping over when your opponent has the right answer.
8. Interference functions are also notable because decisionmaking around them often involves a great deal more hidden information, that can vary enormously from game to game. Do you use your removal spell on the biggest creature they have now, or do you save it for when they play a bigger creature? What is the right choice is incredibly context dependent, and involves a lot of abstract thinking that makes it almost impossible to simply "solve" with an objectively correct answer.
I will first lay out the three functions, which are the ways in which a card or mechanic can be useful to a player. Afterwards, I will describe function locks, and thirdly I will lay out some terms for plans.
Functions
Plan function:
A plan function is one that directly advances your plan of victory. For example, the power stat on a creature, dealing direct damage to your opponent, or just straight up winning the game.
Interference function:
An interference function is one that interferes with your opponents plans or functions. Removal and counterspells are obvious examples, but other examples include:
Lifegain, which is a fairly narrow interference function that serves to delay victory plans based on damage.
A creature being able to engage in combat, which causes it to interfere with the functions of your opponent's creatures
Evasion, which interfere with the "blocking" interference function of your opponent's creatures.
Combat tricks, which can interfere with the "kill your creature" interference function of your opponent's cards, as well as potentially kill opposing creatures in turn.
Synergy function:
A synergy function is a card or mechanic that may not do anything itself, but exists to "unlock" the functions of other cards. Examples of synergy functions include card types, creature types, mana, card draw, tutors, scry, mill, and so on.
Functionlocks
Functionlock:
A functionlock means a function is gated behind some kind of condition before it becomes applicable, typically behind a synergy function. Examples include reanimates, mana costs, Metalcraft, Madness, tribe-based effects, heck, even having to draw the card in the first place is a functionlock. Examples of non-synergetic functionlocks are far fewer, but many interference functions like removal and counterspells are gated behind having something to target. Divine Arrow is also an example of an additional non-synergetic functionlock.
Progressive functionlock:
A progressive functionlock is a particular variation of a functionlock that is not in a binary state of "on" or "off", but instead gradually unlocks more functionality the more you satisfy the condition. Examples include tribal lords, boardwide pumps in general, Storm, Undergrowth, and many more.
Plan terms
Endplan:
The generally more strategic, broad plan that the player has to achieve a goal at the furthest their foresight reaches, which is generally winning the game. For example, "attack and burn the opponent to 0 hit points" or "establish an overwhelming boardstate and use it to win" or "draw the win combo" or "grind my opponents resources to nothing and win from there".
Checkpoint plan:
A more immediate plan that the player seeks to achieve on their way to their endplan, which can either be mechanically spelled out(Bloodghast's haste condition, Spectacle) or it can be something the player simply makes up, generally as a mental aid("i should start with just playing this card and figure out the rest of my turn from there" or "if i want to win this i should first kill that big creature they've got")
Plan diversity: When a player has variety in the plans they can choose to try and execute. For example, a midrange deck might go on the aggressive in one game and try to outvalue the opponent in the other.
Plan flexibility: When a player has a flexibility in what approach they take to try and execute a plan. This is more moment-to-moment decisions, with choices like "do i want to play this creature or remove their blocker".
Analyzing a card through this framework
Archway Angel has plan and interference functionality in the same way most creatures do, being a 3/4 body that can both advance your plan by being an offensive presence and being able to interfere by engaging opposing creatures in combat.
It has additional interference functionality in Flying, which interferes with the "blocking" interference functionality of your opponent's creatures.
It also has interference functionality in its lifegain, which is locked behind a progressive functionlock of controlling Gates.
Also, like most cards, it is functionlocked behind needing to draw it, as well as behind having to spend mana to cast it.
Finally, any cards that are functionlocked behind things like lifegain(like Ajani's Pridemate) or Flying or Angels or Creatures or whatever else will turn those aspects of the card into synergy functions.
Some takeaways
1. Creatures are kind of an awesome card type, inherently carrying plan function for victory progress and interference function for opposing creatures. They also are stuffed full of things that can be, and have been turned into synergy functions, such as creature types, keywords, even mana costs and power/toughness have been turned into synergy functions.
2. Its important to keep in mind that the in the end everything revolves around the endplan, and the plan functions you need to achieve it. You can juggle synergy functions all day, but if they don't lead to you having the plan functions you need to actually win, then you aren't really doing anything.
3. I reckon that a lot of blue's "indirect" feeling as a color comes from it being very heavily focused on synergy and interference functions, frequently taking more roundabout paths to obtain plan functions.
4. Aggro decks with just a bazillion 1 drops that rely on killing the opponent before they run out of tempo are a good example of a deck that is extremely lacking in plan diversity and flexibility. You get this super railsy deck that tends to flop over and die if your opponent has the right interference function like a boardwipe or something. Designing aggro decks to have more plan diversity/flexibility is a good approach to making them less sink or swim, and more fun.
An approach I like for giving aggro decks more plan diversity is to tone down the power/reliability of the rush, and give them better fallback plans. Fallback plans can include things like "Try and topdeck enough Lightning Bolts to wipe your opponent's remaining life points", "build up enough of a board so that a boardwide pump can end the game with a big swing", or "survive long enough for your opponent to die to Sanctum of Stone Fangs".
5. Plan diversity/flexibility is frequently irrelevant if the opponent doesn't have enough interference functionality, because then you're not actually forced to adapt. On the other hand, if interference functionality exceeds your ability to adapt too much, then it can be very frustrating and feel like you can't actually do anything, plus it'll often be a very slow loss. Tuning interference functionality is highly important for creating fun gameplay.
6. I think what tends to get people returning to a format a lot is either a lot of unexplored ways in which functionality can be obtained(you are rewarded for continued experimentation, experiences stay novel through deck variety, emergent gameplay), or having high amounts of plan diversity/flexibility(you are rewarded for becoming more skilled, and and experiences stay novel through gameplay variety even within similar or even identical decks)
I think a lot of the people here at Riptide are people who just delight at seeing novel ways to unlock functionality. Like "ooh did you really put those two things together, I've never seen that before".
7. Adding interference functions are often a key part of adding plan flexibility to decks. In particular, being able to interfere with your opponents attempts to interfere with you can make your deck a great deal less prone to just flopping over when your opponent has the right answer.
8. Interference functions are also notable because decisionmaking around them often involves a great deal more hidden information, that can vary enormously from game to game. Do you use your removal spell on the biggest creature they have now, or do you save it for when they play a bigger creature? What is the right choice is incredibly context dependent, and involves a lot of abstract thinking that makes it almost impossible to simply "solve" with an objectively correct answer.
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