Revisiting Counterstorm: Card Concept vs Deep Concepts
First, let me tell you about my deck. :)
I’ve been working on a Izzet Counterburn deck. The previous incarnation of the deck looks like this:
3 Lightning Axe
3 Anticipate
3 Negate
3 Tormenting Voice
3 Twin Bolt
2 Disperse
4 Exquisite Firecraft
3 Fiery Temper
3 Geistblast
3 Harness the Storm
2 Pyromancer's Assault
4 Epiphany at the Drownyard
2 Highland Lake
6 Island
8 Mountain
4 Shivan Reef
4 Wandering Fumarole
2 Dispel
3 Fevered Visions
1 Illusory Gains
2 Kozilek's Return
3 Rending Volley
3 Skywise Teachings
1 Sphinx of the Final Word
3 Fiery Impulse
3 Lightning Axe
3 Clash of Wills
3 Tormenting Voice
4 Spell Shrivel
3 Fiery Temper
4 Exquisite Firecraft
3 Geistblast
2 Consuming Sinkhole
4 Epiphany at the Drownyard
3 Pyromancer's Goggles
1 Sphinx of the Final Word
4 Wandering Fumarole
4 Shivan Reef
2 Highland Lake
8 Mountain
6 Island
3 Invasive Surgery
2 Negate
2 Kozilek's Return
3 Fevered Visions
3 Goldnight Castigator
1 Jace, Unraveler of Secrets
1 Chandra, Flamecaller
Lots of changes! It seems like I am letting go of some big things here. This deck has run Jace's Sanctum and Harness the Storm and Pyromancer's Assault but now it runs a nice round 0 of each! Aren't these the cards that made the concept of the deck?
Yes and no. Something I think is important when brewing is separate concepts from cards. We acknowledge that certain concepts don't exist without certain cards -- you can't have "counterburn" without counters or burn -- but I those are what I call "card concepts".
A card concept describes an effect and the expected interactions and results you expect to get from it.
"This card does X, which will let me do Y, and do Z to push me towards winning."
But I think the appeal of Magic is that the game hides deeper concepts that have little to do with cards and more to do with strategic positioning within an environment.
"I want to play a strategy that implements so quickly that I win in the phase of the game where people are normally setting up."
"I want to implement a strategy that interacts with as little of the common cards in the environment as possible, rendering most of my opponent's strategy irrelevant to the match."
"I want to interact closely with everything my opponent does, answering his threats until her strategy runs out of gas, at which point I take over with threats she can't stop."
You can probably think of multiple decks that match each of these sample strategies. Deep concepts are very high level approaches to deck design and strategy. They are the fundamentals, abstracted and unrelated to cards, of what is happening in a game of Magic.
See, the strategic heart of Magic is that it is a game about opportunity cost. What do I do, and why do I take this opportunity rather than the other ones afforded to me at this stage in the game? Every turn of Magic is a fork of choices, which lead to new forks and new choices which lead to...
Patrick Chapin once wrote about using mental shortcuts to improve your Magic, and to me a deep concept is really just another of these shortcuts, applied to strategy:
“I can win any way that I want - how do I choose to win?”
But it’s not so easy as deciding. A deep concept is a principle rooted in the timing and flow of the game of Magic.
If you are old like me, you likely remember the Schools of Magic. If not, click the link and take a trip through the time machine! I feel that the underpinnings of how Magic: the Gathering is played can be found here.
Warning! A lot of this stuff no longer applies, particularly in Standard. Land Disruption and Hand Disruption have been firmly designed towards sub-strategies at best. Creatures are very powerful. Counters don't do...I don't know, *everything* (Looking at you, Mana Drain and Force of Will).
What fascinates me, and what keeps me coming back to the document decades later is this: a lot of the deep concepts expressed here still exist!
They change form and cards, but those principles and strategic decisions -- “ I want to win this way and do these things” -- those stay relevant even today (with some exceptions I’ll note).
"The Deck" from the Weissman school in current standard looks like UR Control... no Serra Angels in sight!
It is the expression of defense and not the exact card effects used that are most relevant. The UR deck, just like “The Deck” plays defense (and make no bones about it, that is job #1 -- even when it plays Hedron Archive it can tap it to remove creatures with Spatial Contortion) until it can play threats like Drowner and Ulamog, which in themselves provide powerful defense and powerful offense.
Deep concepts remain set after set, year after year in MTG. It basically takes redesign of the game's principles to alter deep concepts. For example, resource denial ("I want a strategy that makes it so my opponent can't play the game") is something WotC works hard to keep out of Standard at all costs, so it is a strategy you're unlikely find viable in that format. This deep concept does work in environments with older cards before WotC made these design decisions.
So, back to my deck. The original card concepts here were:
use cards that clone spells to clone burn and draw spells. (Geistblast, Harness the Storm)
use discard to feed spell cloning (Epiphany at the Drownyard, Tormenting Voice, Lightning Axe)
reduce the costs of spells cast more spells per turn (Jace's Sanctum)- blank the text on the my opponent's removal (only wandering fumaroles as creatures in the deck, orignally played with high # of enchantments to diminish Dromoka's Command)
finish with uncounterable burn (Exquisite Firecraft)
deal with troublesome permanents and spells with countermagic and bounce (disperse, spell shrivel, clash of wills)
In contrast, let's put the cards away. My high level goals, my deep concepts, were:
Implement a strategy that makes many of my opponent's answers to threats useless, creating advantage.
I want to my threats to be difficult for the opponent's threats to interact with
I want my answers to be maximally effective; I want to use them to be both threat and answer where possible.
I don't need to answer every threat. I just need to outpace my opponent. When I move to win, I want to turn that time advantage into a race and leverage the nature of my threats and answers to win that race consistently.
Those deep concepts drive just about every Counterburn deck ever. More importantly, those are the real objectives I was trying to serve.
What happens when you play a deck against other competitive decks is that you learn a lot about how card concepts match up. Playing many games online and in person, I found that single target bounce is just terrible in standard. There are too many ETB effects you don't want to repeat, and too many permanents that create multiple cards before bouncing (hi there Planeswalkers! Disperse called...it hates you??) for Disperse to work.
In addition, after many games, some of which were awesome and many which were blech, I found out what was really wrong in this deck with my card concept using Harness the Storm: Even when I maxed out to a full 4x of each spell, Harness didn’t pull me ahead fast enough. I needed to turn my graveyard into a separate resource while trying to outpace my opponent enough to start that race, but rarely did it help me do that.
I played a lot of games though before I got to see that. I resisted Pyromancer’s Goggles because It cost more (mana not $$) and I the brewer in me didn’t want to be some other deck... but the truth is that my deck doesn’t kill before 7th or 8th turn anyways, so Goggles fits and requires less investment of resources and time to serve my deep concepts.
One of my few positive traits as a brewer is that when I play games, I will cut out cards, even if they are pet cards. I’ll try almost any card, but I won’t keep any card. I had to sacrifice many card concepts, but in the end, I am serving the deep concept that, when I see it manifest, works just as well as when I played my first Baxter-book Counterburn deck almost two decades ago.
When you are brewing and designing, it’s important that you playtest (obviously), but even more important that you remember one thing:
Card concepts serve deep concepts, never the other way around.
Extending from that: You should never sacrifice your deep concept to fit a card. It’s easy to do, and I see it all the time (and hey, I’m guilty of it too). It’s fine to explore and play cards to see what they do -- I really encourage this! -- but sometimes you find that a card belongs in another strategy and not the one you’re building. Switch to the other strategy if you want, but don’t try to fit your strategy into a card!
Harness the Storm looks like it might fit in a surge-based tempo-aggro deck, especially with some of the cards out of Eldritch Moon. But in my deck, playtest showed me it didn’t align with what I was really trying to do.
In contrast, Geistblast is amazing. Even Consuming Sinkhole has worked consistently better than Harness the Storm did.
But overall, I think you can look at the overall strategy I expressed and you can see how the cards in the current list are trying to serve those goals. There’s still more testing and playing to do, but I find focusing my design on things other than just cards helps me build overall better decks.