Library Management is key to a player’s play style, effectiveness and involves realistic limitations in a magic duel. This process is similar to that of a computer’s memory management (Memory management - Wikipedia, the free encyclopedia
) and takes place within the communication between player’s long-term memory and short-term memory. How a player can recollect, retain knowledge of spells and overcome spell exhaustion determines how well they can manage their “libraries”.
1. The player must manage a constant "Control”.
A player can have as many spells within his or her library, but to play them either within moments of each other or at the same time as each other: all requirements of the spell(s) use must be attended to during each of the duration of each spell being casted.
- In order for the spell to be usable by the player:
- they must know the spell’s expression,
- they must have the right converted mana to pay for the spell’s cost
- they must have the use of the spell to be precisely thought of during the entire duration of the spell. If the precise use becomes vague or preoccupied by other thoughts the spell will act on it’s own free will.
2. A Draw Phase:
A player must request to locate the “memory” of an unused spell within their library/knowledge of spells in order to cast the spell. This is done so by recollecting the spell’s expression within their thoughts and drawing out the de-fracted memory and forming it in the player's active short-term memory. "Momentum"
is the average speed of locating the position of a spell within one’s mind. Humans go day to day having to collect, share and memorize inormation as fast as the information is demanded from them. We are highly intelligent and our brain processing is as fast as our neurons in our nervous system can talk to each other. So to have super fast momentum seems really simple, doesn't it?
Innacurate - why? The makeup of a spell's expression requires its original form - a form not easily depicted by the brain of mankind. There are hundreds, thousands of various forms of spells known to players and each have their own unique language - the languages of magic. A realization came to a few sortment of players, who studied and researched the pace of momentum over a decade, that languages of magic tend to group to parts of the brain that exert human personalities that mimic each personality of their spells. For example: A green aura spell that is casted for the use of regeneration is more likely to be found in feminine, motherly thoughts than the thoughts of logic, idealistic and relevancy.
The more accurate a player can express, understand and depict the original form of a spell, the faster and more often will they be able to cast this spell.
The spell's expression describes the difficulty of recollection - the longer and more vivid the expression is the longer momentum occurs. For example: Every spell but instants and those with “flash” have very detailed expressions due to the length of their names in their original forms and are much more difficult to recollect and can possibly become extensive.
- Recollection can be pushed faster by specific spell effects such as scry, draw, cascade, cycling, etc. that search a player's mind for the pieces of the spell and outlines them clearly.
3. Spells can be blocked/interfered with by outside sources
that are either using the spell or have requested the spell before the caster could recollect it. The use of a spell doesn’t have to activate it’s effects rather it can block or momentarily delay the use of the spell’s effects. Example: Spells that say: Return to bottom of library, blue spells cannot be played unless its controller pays x, target player puts the top card of his or her library into his or her graveyard etc. can block or temporarily interfere with a player's mind until the effect's request is paid or the player uses his or her own means to recover the recollecting spell.
4. Spells can be exiled
- lost forever to it’s spellcaster. The exiled spell is like that of a memory that the brain can no longer manifest in it’s library. The duration of this extreme lasts for the remainder of the duel, or the remainder in which the spell that called for the exiled state.
5. When a spell's effect finishes, it’s expression returns to the player's memory just like any memory in real life resolves (graveyard). However - the spell becomes exhausted
meaning it cannot be used for a duration of time. This duration usually depends on the player's familiarity of this spell, if the player has the mana converted to play the spell and the taxation of the spell upon its player/caster. Every spell taxes the player and their alma in the form of accumulation of the player's strength to cast the spell and the player's Alma's ability to convert the mana cost.