I've been thinking and reading about tempo advantages in Magic: The Gathering recently. There are many articles on the subject and even entire decks, but they haven't satisfied me. What is a tempo? How do we quantify a tempo advantage, other than just pointing to a deck like Delver and teaching it qualitatively? How do we connect the exchange of resources to the ultimate outcome of winning a game? Is winning equivalent to having a tempo advantage at the end of the game? In other words, I will win if my deck is faster than my opponent, accounting for disruption.
Delver is a very well known archetype that relies on playing a cheap threat like Delver of Secrets, then keeping it alive so that it can attack the opponent, while ensuring that the opponent can't ever catch up.
Player 1 has a Delver of Secrets and a deck that guarantees with high probability that the Delver can attack for 3 the next turn.
Player 2 has a Watchwolf.
While both creatures have the same power and toughness, Delver will be played on turn 1, then attack on turn 2, dealing lethal damage on turn 8. Watchwolf can't keep up as it will be played on turn 2, and won't deal lethal damage until turn 9.
Even if the Watchwolf player has access to 2 mana on turn 1 and plays the Watchwolf on turn 1, the Watchwolf will never win. If Delver is played on turn 1a and Watchwolf on turn 1b, then Delver will win half a turn earlier than Watchwolf. If Watchwolf is player first on turn 1a, then the Delver player can simply block the Watchwolf in a 1 for 1 trade at any point, a privilege denied to the Watchwolf player as Delver has flying.
The delver player can safely ignore the watchwolf in this scenario as Delver has a tempo advantage and the watchwolf cannot disrupt Delver's attacks.
The effectiveness of any creature or other advantage card changes accordingly to how many turns are left in the game. On the final turn, only creatures with immediate impact can be played advantageously, whereas those same creatures might have less of an impact over 4 turns than a slower, but larger creature.
Here is a table that shows the relative tempo generated by various creatures as measured in potential for unblocked damage. Here we will assume that the player has enough mana to play each of them on turn +0.
| Turn +0 | Turn +1 | Turn +2 | Turn +3 | Turn +4 | |
|---|---|---|---|---|---|
| ;Delver of Secrets; | 0 | 3 | 6 | 9 | 12 |
| ;Watchwolf; | 0 | 3 | 6 | 9 | 12 |
| ;Vexing Devil; | 0 | 4 | 8 | 12 | 16 |
| ;Wayward Guide-Beast; | 2 | 4 | 6 | 8 | 10 |
| ;Rotting Regisaur; | 0 | 7 | 14 | 21 | 28 |
Based on the previous table, I would choose a creature with haste, like wayward guide beast if I needed help winning this turn. If I want to win next turn, a haste creature gets a x2 multiplier since they can attack both this turn and next. In a vacuum, a gigantic creature like Rotting Regisaur will do the most damage each turn.
While the previous table is relevant for creatures that are played later in the game, mana cost can matter near the beginning of the game. Some creatures deal less damage per turn, but can start attacking faster than more efficient creatures. These creatures have a tempo advantage, as they have the potential to win the game on an earlier turn than the opponant.
Here is another table that show how much tempo each creature generates in the first 5 turns of a game, assuming only 1 land is played each turn.
| Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | |
|---|---|---|---|---|---|
| ;Delver of Secrets; | 0 | 3 | 6 | 9 | 12 |
| ;Watchwolf; | 0 | 0 | 3 | 6 | 9 |
| ;Vexing Devil; | 0 | 4 | 8 | 12 | 16 |
| ;Wayward Guide-Beast; | 2 | 4 | 6 | 8 | 10 |
| ;Rotting Regisaur; | 0 | 0 | 0 | 7 | 14 |
Notice that Rotting Regisaur is a huge scary creature, but it doesn't naturally outperform Delver until the 5th turn of the game.
If a delver is played on turn 1, then 2 are played on turn turn 2, they can deal a combined 9+6+6 = 21 damage to the opponent by turn 4. By turn 4, we've dealt 7 damage per delver.
Similarly, a Rotting Regisaur player with 3 Regisaurs in hand won't be able to play one until the 3rd turn and will only deal 7 damage. This means that they do the same amount of damage per creature by turn 4, but played fewer creatures.
This means that Delver has a tempo advantage against Rotting Regisaur in the first 4 turns of the game when played on the 1st turn. If Delver player can end the game by the 4th turn, they capitalize on this advantage, otherwise they may be better off playing with Rotting Regisaurs or getting some backup from spells.
A final observation. Delver's performance is identical at the start of the game and later. Most mana denial tactics will not prevent the Delver player from fully utilizing their creature. Similarly, Delver is unaffected by Daze's drawback of returning an island to hand.
Creatures are payoff spells for the disruption spells in a tempo deck.
Every turn that Delver attacks, it gets 3 life points closer to victory. If it is destroyed or cannot attack, then its tempo advantage is lost. The non-creature cards in a Delver deck allow Delver to keep attacking, to stay alive, to maintain its mana advantage, etc. Since they preserve Delver's tempo advantages, their defensive effects have an additional offensive payoff from Delver.
Here are some typical spells.
Daze. On the play, Daze ensures that the opponent can't use their first mana to trade a removal card for my Delver. This is significant, because a 1st turn Delver creates the maximum tempo advantage and my opponent would get maximum utility from their removal spell before Delver has done any damage.
Longer term, Daze is effective at forcing my opponent to play with 1 less mana thruought the game, which aids Delver's low mana cost tempo.
Wasteland. Once we have a tempo advantage, i.e. we are racing to victory faster than our opponent, we can maintain it by delaying the opponent's ability to play efficient creatures. Wasteland delays the opponant from playing their Rotting Regisaurs for a turn or more if they don't have a replacement for the land they have lost.
Brainstorm. Brainstorm converts a mana advantage into a card quality advantage which leads to cards that generate tempo through Delver. It ensures that the Delver player probably sees more spells than the opponant as it can shuffle lands back into the deck when used with a fetch-land or Ponder.
Force of Will. Converts card advantage into tempo as it can stop the opponant from killing Delver and can steal tempo from an enemy whose threat is too fast.
Delver players play a mana efficient card like Delver that has good short term tempo.
The player then keeps it alive with Daze and Force of Will, while denying the opponent mana with Daze and Wasteland. This allows for the cheap creature to realize its advantage thru attacks and maintain its advantage over a longer time horizon.
Normally, the Rotting Regisaur player plays their creatures on turn 3, then races past Delver on Turn 5 (14 damage vs. 12 damage). If the Rotting Regisaur player can't resolve their dinosaur until Turn 4, then they won't pull ahead until Turn 7 (21 damage vs. 18 damage). If the Delver player plays another creature, destroys the Rotting Regisaur, delays the dinosaur by even 1 more turn, or just casts lightning bolt, then the tiny Delver of Secrets wins the race.
The player who wins fastest wins, not necessarily the player who plays the most powerful spells. This is why Legacy is filled with 1 mana spells.
Mana advantages translate into Tempo Advantages.
Card Quality translates into Tempo
Card Quantity translates into Tempo.
I want to try incorporating lesson in Tempo into my construction of a deck based off of The Mindskinner.
The following table shows that they have equal early game tempo in a vacuum. They both win the game by themselves on turn 8.
| Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | |
|---|---|---|---|---|---|---|---|---|
| ;Delver of Secrets;(Damage/20) | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 |
| ;The Mindskinner;(Mill/50) | 0 | 0 | 0 | 10 | 20 | 30 | 40 | 50 |