Thursday, March 21, 2013

Exponential Learning

Magic is a diverse game.   As a result, there are tons of articles out there dedicated to one niche or another.   One of the nichiest of the niche article topics cover probability in MTG (I can do whatever I want with language, it's my blog so suck it).   Only a few authors do it well.

Now I'm not a Computer Programmer or a brilliant solver of algorithms and statistical theory.   I comprehend the basic concepts without too much hair pulling.   This article shouldn't cause me to lose any hair though as I'm only going to talk in general terms of exponential growth and why I hate it.

 After spending over a year playing this game, I have one thing to say...

 Anyone who didn't start playing this game at least ten years ago is screwed.


To the Power of One
Every math equation starts with a need to understand fundamental rules of value.   We must agree that 1 does in fact represent a singular unit or we may as well all go home now.   In Magic, 1 can be used to represent many different items from one card to one pack to one box.   It can be used in the rules for valuing power and toughness.

To explore the power of 1, let's do this.   Imagine opening a sealed booster pack of Gatecrash.   Inside the pack is an interesting selection of cards.   But what we're after, ladies and gentlemen, is what is in the very back.   Somewhere in that glorious booster pack is a basic land.   We all know them and love them.   Today's land is a swamp (I know some of you wanted it to be a plains, but this is MY magical tour and you have to live with my limited ability to imagine swamps as I write).   This swamp represents something pure in Magic.   It represents Magic as math on the most basic and fundamental level.   This ONE land, this source of ONE black mana, this ONE little card is what the core of the game is all about.

If only I could stop there.

Along with our little friend the 'Swamp-Basic Land' we have about 14 other cards of value.   And that's where things start to go wrong.

To Hip to Be Square
Those 14 other cards can be of multiple types, colors, rarities and value.   In the overall pantheon of Magic 4-6 of the cards are likely decent for limited,  2-3 could be passable for standard, and 1-2 might make the grade in multiple formats.   And here is the thing - they all have text on them.

Some text is good, simple fun.   But text adds a layer of complexity.   First, grandpas like me need to get their reading glasses.   Second, we actually have to put them on.   Third, we have to adjust the cards multiple times, harrumphing and scratching.   We may even adjust the reading distance a few times in a move known mysteriously as 'the accordion'.

Wait.   Full stop.

Yes, I'm having a bit of fun with you.  I do have a point.   Be patient and we'll all get there.

So, back to what we find on the bottom half of the card.   Text.  Instructions.   Keywords.   Even the odd bit of flavor text.   We older gamers get the difference between flying and haste.   I'm not complaining about the added layer of complexity represented by terms that are meaningful and descriptive.

Although it does add some interesting layers of interactivity especially when compared against more complex keyword abilities.   How does Undying work with that trigger?   Does flying matter in situation X?

Anyone starting to see where this is going?   Bottom line is, your time/knowledge/frustration investment have all risen exponentially when we start to talk about card text.   Cards aren't simple little mice to be tamed with some cheese.   Rather they are incarnations of Borygomaosiepeitsaw (whatever his name is).

Cubing Seals
Bad pun.   But you immediately understand something from it.  This next part?   Not pleasant.   It's time to hide your gold and bury your kids (reverse that if you must).

There are over 17,000 cards in print (or 13,000+, depending on who you trust).   There are dozens upon dozens of keyword abilities.   There are hundreds of abilities for creatures that aren't keyword enabled and thousands of unique Instants and Sorceries.   Want to build a 60 card deck in Standard?   Your card pool should be less than a 1,000 cards.   I have no idea what the card pool is for Modern or Legacy, but I can confirm it is headache-inducingly large.

Neophyte's such as myself should steer way clear of older, deeper and more complex formats.   But how complex is too complex?   And why can't we learn a few important interactions and move forward?

The first question is simple to answer.  It all depends on you.   I started with a Standard Constructed deck (I know, that's contrary to what I'm suggesting to new players like myself).   The important thing to remember here is it was a simple deck to play with few decisions to make.   One day I'll even try to post the list.   But the best place to begin is with an intro deck and move to limited from there - preferably with a core set.

The second question is easy as well.   You can't just learn a few interactions and move forward in an arena such as Modern or Legacy.   The meta game (the game within the game) that these two major formats represents is vastly complex and shifts several times a year (sometimes more often).   Given the financial investment required to play in this series you should stay well away from these formats.   Watch them - but don't expect to play them for some time.

The Fourth Estate
As much as I want to wrap up with only three sections, it is necessary to describe a fourth power of learning.   It's not enough to learn the format.   To get better, you have to learn the comprehensive rules.   That's over 200 printed pages.   But wait, there's more!

There are also tournament rules and infraction procedure guides.   There are special rulings on interactions that may not seem intuitive.   There are articles written by experts at all levels of the game (from Judges to Timmys like me).   And to be good, nay, to be excellent, you have to read and understand a good portion of it.   If you don't take the time to understand the rules, you can't progress.   And the rules...ah the rules.

They are the reason that Magic is as great as it is.


Exponential Math...
Mind you, it's easy to read this and think I'm complaining.   I want to be clear what I'm complaining about though.   I'm not complaining because the game offers a fabulous wealth of very interesting interactions.   I'm not upset that one week it's Eggs, the next week it's Jund Aggro.   Rather, I'm upset that people who are starting now will take years to really start to connect to the game on a level that shows true understanding.

With some hard work and dedication, you can understand how a new set works.   Figuring out how it interacts with the landscape of Magic cards that have come before though...that takes dedication, practice and experience.

Nothing worth doing though should be easy.   So I guess it's time to go do some more reading, playtesting, studying, and more instead of simply sitting here and complaining about the Magic learning curve.   Maybe if I really apply myself, I can knock off a year or two of my ten year plan to become a Level 1 judge.

Until next time.





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