Magic: The Gathering deck types

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The game Magic: The Gathering requires each player to have their own deck in order to play. There are over ten thousand unique cards which can be used for this purpose; thus a considerable number of different decks can be constructed. However, decks can usually be loosely classified based on their play style and mode of victory.[1]

Contents

[edit] Basic Deck types

Most classifications of decks begin from one of three major types: aggro, control, and combo.

[edit] Aggro

Aggro (short for "aggressive") decks attempt to reduce their opponents from 20 life to 0 life as quickly as possible, rather than emphasize a long-term game plan. Aggro decks focus on converting their cards into damage; they prefer to engage in a tempo-based race rather than a card advantage-based attrition war. Aggro generally rely on creatures as a cumulative source of damage. While strategically simple, aggro decks can quickly overwhelm unprepared opponents and remain resilient in the late game as well. Aggro decks also generally have access to disruptive elements, which can inhibit the opponent's attempts to respond.[2] [3] [4] [5]

[edit] Control

Control decks avoid racing and attempt to slow the game down by executing an attrition plan. As the game progresses, control decks are able to take advantage of their slower, more powerful, cards.[13] The primary strength of control decks is their ability to devalue the opponent’s cards. They do this in four ways:[14]

  1. Erasing threats at a reduced cost. Control decks given the opportunity can gain card advantage by answering multiple threats with one spell, stopping expensive threats with cheaper spells, and drawing multiple cards or forcing the opponent to discard multiple cards with one spell.
  2. Not playing threats to be answered. By playing few proactive spells of their own, control decks gain virtual card advantage by reducing the usefulness of opposing removal cards.
  3. Disrupting synergies. Even if control decks do not deal with every threat directly, they can leave out whichever ones stand poorly on their own; e.g., a creature enchantment which will never need attention if all enemy creatures are quickly removed.
  4. Dragging the game out past opposing preparations. An opponent's faster, efficient cards will become less effective over time.

[edit] Combo

Combo decks utilize the interaction of two or more cards (a "combination") to create a powerful effect that either wins the game immediately or creates a situation that subsequently leads to a win. The term "combo" can also describe a deck built around resolving a single powerful spell such as Tooth and Nail to create the same kind of insurmountable advantage. Combo decks value power, consistency, and speed: the combo should be strong enough to win, the deck should be reliable enough to produce the combo on a regular basis, and the deck should be able to use the combo fast enough to win before the opponent.

Many decks have smaller, combo-like interactions between their cards, which is better described as synergy.

[edit] Hybrid strategies

[edit] Aggro-Control

Aggro-control is a hybrid archetype that contains both aggressive creatures and control elements. These decks attempt to deploy quick threats while protecting them with light permission and disruption long enough to win. These are frequently referred to as "tempo" strategies, as their control elements are often more temporary; for instance, they may return opposing creatures to their owners' hands rather than remove them entirely.

[edit] Midrange

Midrange strategies seek to control the game's first few turns and then win in the middle turns with large, yet highly efficient, threats. The black-green "Rock" deck is one of the most common decks to execute this strategy: it uses cheap creature removal and discard in the early turns to disrupt aggro and combo decks, and then starts playing large creatures in the middle turns that are, if not removed, capable of ending the game quickly after hitting play.

[edit] Control-Combo

Control-Combo is a control deck with a combo finisher that it can spring quickly if need be. A notable subtype of Control-Combo is "prison," which institutes control through resource denial (usually via a combo).

[edit] Aggro-Combo

Aggro-combo decks employ aggressive creature strategies along with some combination of cards that can win in "combo" fashion with one big turn. For instance, Ravager Affinity decks that include Disciple of the Vault can win by attacking with creatures and also with a combo finish of sacrificing multiple artifacts to Arcbound Ravager and killing the opponent with Disciple triggers.

[edit] Aggro-Control-Combo

Aggro-control-combo decks combine efficient, creature-based damage, heavy disruption elements, and an ability to unleash an extremely powerful synergy that can end the game in "combo" fashion.[1]

[edit] References

  1. ^ a b c Aggro, Combo, and Control by Jeff Cunningham
  2. ^ Playing Against Aggro by Jeff Cunningham
  3. ^ Arcane Teachings - Project Hollywood by Tom Lapille
  4. ^ Deconstructing Constructed: Processing the Process by Josh Silvestri
  5. ^ http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/academy/30 Your First Aggro Deck by Billy Moreno
  6. ^ We've Got the Beatdown by Mark Rosewater
  7. ^ Gob-volution by Brian David-Marshall
  8. ^ Playing White Weenie In Vintage by Pedro Godinho
  9. ^ The Daffinitive Affinity Guide by Mark Young
  10. ^ Team ICBM GR BEATZ!!! NEW TECH FOR EMERGING META
  11. ^ Famous Red Decks in Magic History by Alex Shvartsman
  12. ^ Vintage on a Budget: Suicide Black 2K9 by Stephen Menendian
  13. ^ Playing Against Control by Jeff Cunningham
  14. ^ Your First Control Deck by Ben Rubin
  15. ^ The Anatomy of Vintage Tezzeret by Stephen Menendian
  16. ^ Standardizing Standard: Mono Blue Control by HKKID
  17. ^ Chicago-Style U/W Control by Zvi Mowshowitz
  18. ^ Giant-Sized Regionals Primer: Psychatog by Mike Flores
  19. ^ Astral Slide in the New Standard by Gabe Walls
  20. ^ The Power of the Dark Side by The Ferrett
  21. ^ You CAN Play Type I #17: The Control Player's Bible, Part I by Oscar Tan
  22. ^ The Perfect Storm by Stephen Menendian
  23. ^ Painters, Grindstones, and Blasts, Oh My! by JACO
  24. ^ The 2010 Guide to Vintage by Stephen Menendian
  25. ^ The 2010 Guide to Vintage by Stephen Menendian
  26. ^ The Ultimate Vintage Primer by Stephen Menendian
  27. ^ The Steel City Vault Deck Unleashed by Brian DeMars
  28. ^ Busting Cthulhu Out of Dark Depths by Doug Linn
  29. ^ Naya Lightsaber
  30. ^ Landstill in Legacy by Belgareth
  31. ^ The 2010 Guide to Vintage by Stephen Menendian
  32. ^ The Guide To Vintage’s Landscape – Attacking The Red Zone by Mark Hornung
  33. ^ The Guide To Vintage’s Landscape – All Things that Gush by Mark Hornung
  34. ^ [1]
  35. ^ The 2010 Guide to Vintage by Stephen Menendian
  36. ^ Deconstructing Stasis by Brian David-Marshall
  37. ^ How to Play Control Slaver Now by Brian DeMars
  38. ^ Drain Tendrils: Staying Ahead of the Curve by Codi Vinci
  39. ^ Chaining Goblins by Paul Sottosanti
  40. ^ Deconstructing Fires by Brian David-Marshall
  41. ^ Crushing Vintage Without Power Nine: The Manaless Ichorid Primer by Stephen Menendian
  42. ^ Picking Brains – The Past, Present, And Future Of Zombie Nation by Mark Hornung
  43. ^ Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano

[edit] See also

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