card advantage: draw power

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Draw power is the first form of card advantage people will think of when they hear it usually. This is because it directly affects your hand size.
The first part of it is, therefore, the easiest to explain.
What card advantage does draw power contribute to your deck? And why should you, or not, play it?
Draw power simply moves cards from your deck to your hand. It increases your chances of drawing the cards you need, both now and later. It will help provide more consistent land drops. And it gives you more spells to cast.
Turn three in a deck (we will always assume a sixty card deck)
The normal deck with no draw power has fifty cards. On three if you play Divination, you have fourty-eight cards and an extra card in hand. It not only increases your draw quality, but it effectively pushes your game two turns ahead.
How? Simply because if you cast Divination and draw a land and Rewind. Then on turn four cast the Rewind, untap four lands and cast a Dissipate, getting rid of your opponents Khalni Hydra and the Garruk Wildspeaker he had planned to cast, suddenly you have crippled his game, you have set him back turns.
But if you hadnt cast Divination, you would not have had the Rewind on turn four, and either Garruk or the Hydra would have made it through, and either one is crippling to your game if it hits board early.
So that Divination saved your life, and potentially could be the factor that wins you the game, because now you are drawing two turns ahead of the game for the rest of the game.
A one-for-two card advantage won you the game.
What is a one-for-two?
When defining card advantage, you list it as (number of cards used) for (number of cards gained)
So lets move out of blue draw power. Lets look at green for a minute. Soul of the Harvest. A six drop 6/6 trample with whenever a nontoken creature enters the battlefield under your control you may draw a card. This card is a little more complicated. Because it always pushes you farther ahead in the draw every time you play a creature. After you play it (one card used) you play an Elvish Mistake (two cards used) and get a card (one card gained) so you have a two-for-one. Youve lost one card, and always will have lost a card, but your draw is a turn ahead. Then you play your next creature and your Souls advantage goes from a two-for-one to a three-for-two. And it will always give you more cards, it will basically guarantee you land drops, rapidly increase your draw quality and lets you draw more creatures to play, which lets you draw more cards. Zoos are fun that way.
Draw power is a simple card advantage, you see direct results, and big jumps in game speed or progression through deck, and it guarantees you more consistent draws as you cycle cards out of your deck.
Why you should or shouldnt play it.
If you have a deck with very fast paced game that is powerful but falls short in the late game, some draw power could help keep your game running for that turn or two extra to give you the win.
If your deck is slow and needs a speed boost, draw power could help.
If your deck is fast paced and wins early, draw power probably isnt necessary.
It has effect in the early game, it does help out, and it still works on draw quality and pushes your game ahead, but where draw power really excels is when you get to late-game and your hand is shrinking. Having something to increase your hand size and give you more rescource (future topic) to play with is really helpful and will decide a game more often than not
-from the world of stompy/zoos gooblin hordes and the eternal dergons
--Ghost

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