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London Calling: The Clash Mechanic Examined
Posted On: 09/20/2007 22:01:31

The Clash were an Iconic band. Dubbed "the only band that matters", in the top 50 of Rolling Stone's Greatest Artist of All Time. Their signature album "London Calling" was named #8 by the same magazine's list of the 500 greatest albums.


What are the chances that the new Clash mechanic can live up to that legacy? So far everyone I've seen seems pretty skeptical that clash can make much of a splash so I decided to run the numbers.


For those whose haven't seen it yet, the clash mechanic reads thus:


(Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost) 


The if your card "initiates" the clash and you win you gain an extra effect like draw a card, more damage, double the effect. Something good. You can only gain by initiateing a clash (so far) never lose anything if your clash fails.


In the abstract most decks are composed of approximately 40% 0 casting cost cards (land). That means even a card composed of 60% one casting cost cards has nearly a one in four chance chance (.40*.60 = 24%) of winning a given clash. If nearly the worst possible configuration of a clash deck can win 1/4 of the time than maybe there are some legs in this mechanic.


I decided to dig a little deeper and came up with some generic deck configurations. The table below lays out their casting costs as well as some other stats I'll refer to.


 The table didn't work at all, so I'll try to list the deck compositions below - sorry.


Aggro:


0cc: 23


1cc: 16


2cc: 12


3cc: 6


4cc: 3


5+cc: 0


avg cc: 1.17


 


Control:


0cc: 25


1cc: 4


2cc: 12


3cc: 10


4cc: 4


5+cc: 5


avg cc: 1.65


 


Midrange:


0cc: 24


1cc: 10


2cc: 8


3cc: 8


4cc: 4


5+cc: 6


avg cc: 1.60


 


Clash:


0cc: 24


1cc: 4


2cc: 10


3cc: 12


4cc: 5


5+cc: 5


avg cc: 1.75


The decks above are meant to approximate the listed archetypes. The first important thing to notice is that thanks to lands it is VERY difficult to build a deck with an effective casting cost of greater than two. That means that any deck with 30 or more cards above 2cc will achieve a 50% ratio of wins against a random field. Focusing your deck on cards 2cc and above seems pretty non-restrictive and we are already at the coinflip point for wins with clash. With that in mind I added the "clash" list above trying keep a reasonable curve that still focused above the 2cc mark.


Since all of the above decks (and virtually ever list I plugged in) had a average casting cost between 1 and 2 the calculations were pretty straight forward. Just add up the cards with cc 2+ in each deck and divide by 60 and you discover that each deck wins clashes against a random card from almost any deck at a rate of:


"Aggro": 35%


"Control": 52%


"Mid-Range": 43%


"Clash": 53%


Unfortunately, as easy as it is to get your win percentage above 50% your lands eventually hold you down. Remember, you can never win when you flip a land which means that you basically max out at 60% success rate (due to having ~40% lands). So does a slightly better than 50% rate make clash playable? My guess is that it is close. Clash by its nature is cheap, being tacked on to other effects. Unfortunately so far it has been spoiled as added to creatures (fragile) and one shot spells. The only clash effects on less vulnerable permanents so far are clash triggers (ex: when you win a clash, draw a card).


In my humble opinion for clash to be "the next cycling" it will take more permanents that can repeatedly trigger clash. If those hit a critical mass then I think the 55% win rate in a clashes would make this a competitor, as least within the block environment.



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Viewing 1 - 10 out of 13 Comments


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09/22/2007 14:00:07
In the Podcast recently posted on MtG.com Aaron Forsythe mentioned that they put in some library manipulation in order to help clash.  Especially in RED, the color probably least likely to get said mainpulation.  I doubt it is as good as Top but it will probably need to be considered, it may be interesting to see what library manipulation will do to the statistics.  Even if you use top as the library manipulation (there may be a good clash card in blue for Counterbalance/Top


09/21/2007 23:14:36

I don't think Clash is that bad, but it requires some quality cards to make it strong enough to be effective.


I don't like Clash in Constructed, but I have been studying its effect on Limited, which I think will be tremendous.  In Constructed, you can just avoid it, but it will be very strong in Booster Draft, and perhaps a viable synergy in Sealed.  Of course, the power of the ability will depend upon the power of the cards printed.  You can push the envelope on any ability to make it strong and effective.  Let's see what Wizards did with Clash.



09/21/2007 21:37:50

Hey, don't worry - the formatting in the blog is still pretty wonky.


Good comments, your skepticism is certainly merited. However, *you* get to scry as well as your opponent, the benefits of winning a clash, possibly gaining another benefit due to a won clash, and scrying should be able to exceed any benefit your opponent may gain through the scry. Remember, you gain info on them too.


My purpose here isn't to defend clash but to get some preliminary information out there so that in can be discussed in the proper context once the set is released. If clash is so subpar that you are just letting your opponent scry for free, clearly its an unplayable trash mechanic.



09/21/2007 19:29:03
And my apologies for not figuring out how the paragraph thing works here. Looked like paragraphs while I was typing. Sorry.


09/21/2007 19:27:23

You can only gain by initiating a clash (so far) never lose anything if your clash fails.

Hi. First-time poster on the blog here. Nice place!

I'd like to talk about the notion that an initiating player can't "lose" a Clash interaction. RoninX already noted that the virtual Scry 1 effect is a "two edged sword" because it can benefit both players. I don't think we should underestimate the potential for negative impact to the Clash initiator. While the secondary effect of a Clash spell appears symmetrical regardless of who wins or loses, the potential for information gain and card clearing could end up as a positive for the opponent.

The first time I saw the Clash mechanic, I thought of Arcane Denial. Seemed like a cheap, useful counter the time, but the potential for a negative result in nearly anything but a Stasis lock deck was severe, IIRC.  

At best, the effectivity of the Clash mechanic for the spell's caster relies on randomness. One can always produce a deck designed to take advantage of it with higher-cost cards. Or, one could produce a deck that can silver bullet higher-cost cards to the top of the deck. But should a player simply hope to win a random game of "war", there's a decent chance they could lose the match due to either opponent information gain or because the spell allowed them to clear a card they didn't want to see anyway.

Color me very skeptical at this point. 



09/21/2007 13:45:25
I don't think any mechanic will be able to live up to the name of The Clash, however...


09/21/2007 11:41:39
True - and I actually meant to link to your earlier blog when I saw it come up. The "scry 1" effect is worth noting as it is a two edged sword, benefiting both players. Since it is a symmetrical effect I'm not sure if it greatly impacts the playability of the mechanic as a whole or not though.


09/21/2007 11:09:53
There is a bit subtler benefit that most people haven't seemed to comment on with the new clash mechanic. Check out my blog post


09/21/2007 11:06:57
edit: Clash's "chance" to be like cycling is pretty slim - I'm just surprised that I couldn't write it off completely, so perhaps I'm over-reacting to its possible potential.


09/21/2007 11:03:26

See I think it has a chance to be nearly that good. However cycling was inherently strong since you always drew a card. We'll see where clash goes but to me it seems a reasonable way to power up cards that are between mana costs - like a 2/3 for 3.

However, coinflip decks - despite some possibly powerful interactions have never been good.  That said if every card in your deck "clashed" and you had the green clash enchantment out you would draw 50% more cards over the game - that is powerful, right? Is it worth 4 card slots for a card that does nothing unless you clash? Maybe in the right deck.

When I started looking at this I thought I would probably be able to write off clash, but I think we'll just have to wait and see whether this mechanic has enough depth to support itself or whether it is just a random bonus on some otherwise mediocre cards.




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