Terminology
The basic concept of card advantage is one player having more cards in hand and/or in play than their opponent. Card advantage is generally indicated in terms of a positive number: if a player plays a card or utilizes an effect that allows them to draw more cards, such as ''Magic's'' Ancestral Recall, that player is said to have gained +n card advantage, with n representing the amount of cards drawn minus however many were used to draw said cards. In the scenario of playing Ancestral Recall, a player has gained three cards (the ones that were drawn) and spent one card to do so (the Ancestral Recall itself), leading to a card advantage of +2. Card advantage is often also the result of making a play where a player's own cards are used to neutralize or eliminate a greater number of the opponent's cards. This form of card advantage is often stated in terms of X-for-Y, where X and Y are the number of cards of the opponent and the player, respectively. If X is bigger it expresses card advantage, and if Y is bigger it expresses card disadvantage; i.e. a 3-for-1 is a positive advantage, a 1-for-2 is not. Example: If in a game of ''Magic'' a player plays , a card which destroys all creatures in play, when they themselves have no creatures in play and their opponent has two creatures in play, they are said to have gotten a "2-for-1", where 2 indicates the number of opposing cards removed from play and 1 indicates the card spent in order to accomplish this outcome. In general, it is seen as a baseline to spend one card to get rid of one opposing card; this is often referred to colloquially as trading (not to be confused with the actualForms of card advantage
Card advantage is typically generated in four ways: * Draw effects These are effects which cause players to draw more cards from their decks. Cards inVirtual card advantage
Virtual card advantage can refer to a number of different situations and effects which, while not providing a direct advantage in the number of cards available, changes the value of the cards available to one or both players. There are four primary forms of virtual card advantage: card selection, recurring effects, tempo and playing such that the opponents cards are no longer as valuable to them. When Eric “Dinosaur” Taylor originally pitched this concept, it was defined as “card advantage when no one loses cards.” The classic example for this is playing a against an opponent's large number of creatures. Although the cards have not been technically removed from play through a "sweeper" effect, the opponent no longer gains an advantage from the cards they have played because they cannot perform their function as intended. Card selection is the simplest of these, which allows for the player to influence which cards he or she will draw. For example, a card such as does not directly provide card advantage, as it costs one card to play, and draws one card, netting zero cards. However, as it allows the player to choose the order of the top three cards of their deck before they draw, the value of the drawn card will almost always be significantly higher than the value of a single random card in any given situation. Even in the event of not finding a valuable card, knowing that such a card is not going to be drawn still provides value in that the player can plan for the cards that are available. An extreme form of card selection is 'tutoring', an effect that allows the player to search their entire deck for a specific card and put it into their hand. While this does not provide direct card advantage, as one card is drawn and one card is used, it is obviously extremely advantageous to have access to whatever card is needed. Recurring effects come in many different forms, but all of them give the potential to obtain an effect multiple times for the cost of a single card, thus obtaining more than one card's worth of value. There are an exceptionally wide variety of these effects, ranging from single cards that can be cast multiple times, to cards that once in play can be repeatedly used. Similarly there are cards which allow for other cards to be recurred but provide no value themselves by returning a used card to its owners hand or resetting an ability so it can be used again. In all of these cases, more effects are available than the cards used. ''Magic: The Gatherings flashback mechanic, for example, allows for one card to be cast twice, obtaining two effects while only costing a single card. Recursive cards normally require the investment of resources other than cards to maintain balance, however some allow the player to trade unhelpful cards in their hand for a repetition of another cards effect. In this case when discarded card is worth less than the effect provided, additional value is gained. Tempo is a non-intuitive way to gain card advantage, gained when a player uses cards faster than their opponent. If a player loses the game with cards in their hand, those cards are "lost", similar to losing them through other more conventional forms of card advantage like removal or discard. Therefore, if one spends their cards winning the game before the opponent can spend their own, they have gained virtual card advantage in the process. In ''Magic'', this is typified by the "Burn" archetype, which uses cheap spells like to damage the other player directly, instead of affecting the board state. The burn player is effectively taking an 0-for-1 every time they do this, seemingly generating card disadvantage for themselves, but because they end the game before the other player's cards can affect the board state in a significant way, none of the card advantage their opponent may have had matters. Similarly, a spell like does not generate card advantage one way or another; the tempo player and their opponent both spend a card and replace it. However, if the tempo player has a stronger board (perhaps because their creatures are small and aggressive), this enables them to retain the status quo for longer, shortening the game's length and indirectly gaining them card advantage. Denying the opponents cards value is a complex strategy which requires specific card choices to provide value. Value can be removed either through directly affecting the cards themselves, through effects that prevent certain cards being played, or by employing a strategy that the opponents deck cannot interact with. In either case, cards that the opponent has that cannot be used effectively become 'dead' even though they are still an available resource, thus depriving them of their value but not actually of their cards. Cards that provide virtual advantage, or that enable cards or effects to be recycled are typically some of the most powerful in any game because virtual advantage is often significantly more powerful than direct card advantage. While having access to a larger number of cards is certainly an advantage, having access to or denying the use of specific cards or effects can be even more so. As all games limit the number of cards of the same name that can be played having access to any one card just by drawing can require much higher numbers of draws than are practical to achieve. Also, as cards are a finite resource, simply drawing a large number of them can be disadvantageous as most games force players to discard excess cards at the end of their turn, and running out of cards causes a player to lose the game. As a result, most decks that rely on card advantage to create a winning position, where the opponent runs out of cards in hand to play but the player still has many, use a mix of direct and virtual advantage to ensure that not only do they have cards available to them, but the cards that are available are those they require to win.References
Further reading
*Weissman, Brian