What Ways are there to Win at Magic?

The goal of the game of Magic is obviously to win, right? But there are many ways to accomplish this goal. First and foremost is to make the opponent lose the game, because if you are the last one standing, you win. If there is only one player remaining, that player wins the game. This is important because most games end by causing your opponent to lose the game by reducing their life total to zero. The rules of the game tell us that unless an effect in play would prevent you from losing, if your life total is zero (or less) when state-based effects are checked, that is right before any player would receive priority, you are eliminated from the game.  Of course, this isn’t the only way a player can be eliminated from the game. The rules also tell us that if a player would be required to draw but cannot do so due to having zero cards in their library, they are eliminated. So what can we learn from this?

In both instances the game looks for the status of a vital resource in the game. When one of these resources, your life or your library, are exhausted you are out. Life total is your vitality and you must protect it from dipping under one. You can use and abuse it up till that point, and with the right application of effects, possibly beyond that point, but once the state in the rules is achieved, you lack the vitality to respond to the game. You can see it as being dead, being knocked unconscious, or whatever you like, but you are no longer a factor in the game. The case for being milled out seems a little more clear on this point. If you cannot draw any further spells to respond to the opponent’s actions and advance your own agenda, you are no longer a reasonable factor in the game, and the game removes you.

So, when you can’t respond anymore, and cannot advance your own agenda, you lose. This makes sense, but of course there are many ways of creating this situation for your opponent making it so that they’ve lost the game before the game actually kicks them out and declares you the winner. Let’s look at some strategies that do this as an overview of a type of ‘alternate’ win conditions that often crop up.

You can’t play the cards if you don’t get a turn. This may be the most obvious lockout, but if you are chaining together as many extra turns as you like, your opponent is dead in the water, unable to manipulate the gamestate beyond what few instant speed cards or abilities he has and what mana he has open. He simply waits for you to achieve one of the game ending states.

You can’t play the cards if you don’t have any mana. This is the goal of land disruption and destruction decks. If you need BRG to cast Sprouting Thrinax, and all you have is URG, thanks to Spreading Seas on your only source of B, you are locked out of that card. If you have none of the mana to cast the cards in your deck, either because they are the wrong colors thanks to your opponent or they keep getting sent to the graveyard or removed from game, you just sit with a full hand as your opponent kills you. You lose.

You can’t play the cards that leave your hand before you can play them. If you took your favorite deck and pulled out all the cards other than a handful of cheap instants, could you win a game by playing those cards one at a time? Most likely not, and that is why instant speed discard is a rare and powerful thing. With enough powerful discard, you can keep someone in topdeck mode. If you have instant speed discard, you can force them to play the card immediately after drawing it or lose it. Last I checked, unless you have great things on board already, you are not likely to win a game where nothing can ever come out of your hand.

You can’t play the cards if you can’t untap or are kept from casting. There has been and continues to be a plague that creeps through our beloved game on occasion. The ‘Lock’ type decks aim to ensure that you either never get to untap permanents, keeping you from having mana or other tap abilities to use, or they ensure that you are constantly under constraints that prevent you from casting. Of course, as we can see from above, if you can no longer interact with the gamestate, you’ve loss the game and are simply waiting for the game to declare your opponent the winner.

Due to the defacto state of win that the above deck archetypes can create, it is important to always look for ways to achieve one of these states when evaluating new cards and working to innovate a new strategy when deck building, Each strategy has a different weak point to exploit and a critical period in which to exploit it. Land destruction, for instance, must come online reliably on your turn three, because after that, too much is done buy three and four casting cost spells and too many lands are in play to stop most opponents plans. Discard should also come online as soon as possible, but is much more tolerant to creating a late game lock if there is instant speed discard in the format. In all of these cases, if your opponent can no longer effect the game, they’ve already loss and all you have to do is pluck away at their life or library until the game kicks them out.

Now, one quick note. There is another way of winning the game, and that’s with a rules modifying clause that creates a new winning condition other than being the last man standing. Mayael’s Aria, Helix Pinnacle, and Rise of the Eldrazi’s Near Death Experience are all ways of creating a change to the rules to declare yourself a winner. However, there is no inherent removal of your opponent in this strategy, so you opponent can actively attempt to keep you from succeeding up until the final moment. This separates these strategies from those above.

So, next time you are looking for a strategy outside of just attacking with many big guys, you can consider some of these winning game states and see if you can lock your opponent out of the game. Also, if you sit down across from one of these strategies, understand that they are trying to stop you from interacting with the game, and while annoying that is one of the most powerful ways to win as it is implied right in the rules: make your opponent irrelevant.

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