Card Advantage


[edit] Card Advantage

[edit] What is Card Advantage?

Card advantage is a concept commonly used in the competitive scene, where each action is measured for its "profit" in numbers of cards. When comparing the "profitibility" of cards used in Card Advantage, ratios are usually used, measuring the cost of activation of the cards (Counting the card played itself) versus the end result of the card. This concept is based on Card Counting systems used in Casino Card games, primarily Blackjack.

[edit] Counting Cards

When counting cards for the appliance of the Card Advantage Theory, the player counts only the cards present in the field and hands of each player for a total number, and to further compare it to the number of cards present in the hand and fields of the opponent. In theory, having the greater number of cards allows for more possible "Outs" to situations imposed by the Opponent, as well as giving the player an overall slight advantage.

Each card played is counted in a system of plusses and minuses, where a "plus" is when the card nets a total profit, either by increasing the total cards in a player's field and hand, or by decreasing the opponent's amount of cards in a greater total than the costs used to activate the card. Likewise, a minus is the opposite effect, where the ratio of number of cards you have compared to your opponent is tipped in their favor.

[edit] Types of Advantage

[edit] Hand Advantage

In theory, the player with the larger hand is more likely to have an answer to any play of their opponent. Therefore, Hand Advantage and the maintaining of it is measured in the Card Advantage Theory.

[edit] Field Advantage

Not to be confused with "Applied advantage", Field advantage is number of cards in each player's field

[edit] Applied Advantage

Applied advantage is actual actions that influence the game. There are occasional descrepencies between Card Advantage and Applied advantage, as some cards are -1s in the card-counting system, but influence the game to give the player actual advantage. The viability of these cards are often a topic of controversy between players, such as the common debate whether the -1 of Dark Bribe is worth its effect.

[edit] Determining the Profit of a Card

[edit] The Cost

The first measurement for a card is the Cost of the card. There are generally "costs" for the activation of an effect. Additionally, the activation of the card itself is considered a cost, as you are losing the card to use its effect. When counting the costs of cards, effects where life points are deducted or added do not matter, as it is possible for a duelist to win a duel with merely 1 life point. However, discarding or tributing for an effect is counting as a cost in determining the "profit" of a card.

[edit] The Effect

The second part of a card, its effect, has its profitibility determined by its effects on the ratio of cards between the player and his opponent. Like the cost, effects on life points are not considered a profit, with the profit only being measured in the number of cards the player gains or the opponent loses.

[edit] Comparison

After the comparison of the two, if the Effect affects the opponent more than the player in cards lost, or if the effect allows the player to gain more cards than the player had lost with the cost, the effect is considered a "plus". The value of the "Plus" (And the "Minus") is measured in a numbering system, where the difference between the Effect and Cost contributes to its name. For example, Pot of Greed is considered a +1, since the player gains two cards while only losing one card, the card played (2 - 1 = 1 for those who can't do math).

[edit] Gadget Theory

Gadgets are a deck whose thought process completely revolve around the application of Card Advantage to simplify the game for victory. As such, its players have developed a "Gadget Theory", which is a very clear demonstration of the primary effect of Card Advantage.

[edit] Simplification

The primary goal of Card Advantage is to gain a greater number of total cards in your hand and field than your opponent. When this goal is achieved, destruction and similar simplification of the game is to be applied, causing your opponent's number of cards to be borderline zero, while you retain a greater number of cards than your opponent. The ideal goal is for your field to retain a steady supply of cards, while your opponent is forced to Topdeck. However, merely having control of the Field while your opponent is down to relying on the top of their deck allows for a higher chance of a won game.

[edit] Control

The general idea is to maintain control over your opponent, rendering plays unbeneficial and/or impossible. However, to abide. This integrates with the previous component of Simplification, in that maintaining control also allows for one-for-one exchanges through Traps such as Solemn Judgment and Solemn Warning, allowing for the player to reign control over the Opponent's field while simplifying the state of the Game.]]

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Last edited by Swampert X on 21 August 2012 at 03:17
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