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 or beatdown decks attempt to win quickly through force rather than focus on a long-term gameplan. Aggro decks focus on converting their cards into damage; they are interested in engaging in a tempo-based race rather than a card advantage-based attrition war. Such decks generally rely on creatures as a cumulative source of damage. According to Jeff Cunningham, aggro is often underestimated because it is "the most strategically primitive of the decktypes", despite having a superior ability to punish opponents with subpar draws while remaining dangerous in the late game against opponents with low life totals. Aggro decks also generally have access to disruptive elements, which can significantly inhibit the opponent's ability to curtail their attacks.[2]

[edit] Control

Control decks avoid racing and attempt to slow the game down by executing an attrition plan. As the game enters the middle and later turns, control decks leverage their slower and more powerful cards.[10]

Ben Rubin describes the basic strength of control decks as the ability to "devalue the opponent’s cards", and he describes four ways that they accomplish this.[11] First, control decks can neutralize threats at a reduced cost. Generally, this means that the control deck will generate card advantage by, for instance, killing several creatures with one spell. Also, control decks can use cheap counterspells or removal to trade one-for-one with more expensive threats, and then spend their remaining mana on spells that draw cards, thus remaining ahead of the opponent. Second, control decks can generate "virtual card advantage" by not playing threats to be answered. Control decks can avoid playing early creatures and other proactive spells, and thus any cards in the opponent's deck dedicated to reacting to such nonexistent threats are no longer effective. This is called virtual card advantage because having a card that can never be utilized effectively is no better than having no card at all. Third, control decks need not answer every card the opponent plays; they can remove key components of a synergy and thus render the surviving elements ineffective. For instance, the control deck can safely leave an opponent's Glorious Anthem in play by removing all his creatures. Fourth, control can drag the game out past the point that its opponents cards are relevant, as fast, efficient cards become less effective over time.

Early control decks tended to employ blue for counterspells, but more recent control decks have focused instead on controlling the board. Mike Flores coined the term "tap out control" for decks that follow an attrition strategy but begin playing finishers before it is possible to protect them with counterspells. The underlying theory is that it's unlikely that the opponent will produce anything more threatening despite having a turn to resolve spells.[12]

[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 will lead to a win in subsequent turns. 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 play the combo fast enough to win before the opponent can win the game himself.

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

Normally, 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 and tap effects (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. ^ We've Got the Beatdown by Mark Rosewater
  4. ^ Gob-volution by Brian David-Marshall
  5. ^ Playing White Weenie In Vintage by Pedro Godinho
  6. ^ The Dafiinitive Affinity Guide by Mark Young
  7. ^ Team ICBM GR BEATZ!!! NEW TECH FOR EMERGING META
  8. ^ Famous Red Decks in Magic History by Alex Shvartsman
  9. ^ Vintage on a Budget: Suicide Black 2K9 by Stephen Menendian
  10. ^ Playing Against Control by Jeff Cunningham
  11. ^ Your First Control Deck by Ben Rubin
  12. ^ http://www.wizards.com/magic/Magazine/Article.aspx?x=mtgcom/daily/mf84
  13. ^ Standardizing Standard: Mono Blue Control by HKKID
  14. ^ Chicago-Style U/W Control by Zvi Mowshowitz
  15. ^ Giant-Sized Regionals Primer: Psychatog by Mike Flores
  16. ^ Astral Slide in the New Standard by Gabe Walls
  17. ^ The Power of the Dark Side by The Ferrett
  18. ^ You CAN Play Type I #17: The Control Player's Bible, Part I by Oscar Tan
  19. ^ The Perfect Storm by Stephen Menendian
  20. ^ Unlocking Legacy Ad Nauseam Tendrils by Doug Linn
  21. ^ Painters, Grindstones, and Blasts, Oh My! by JACO
  22. ^ Dragon by Peter Olszewski
  23. ^ The Ultimate Vintage Primer by Stephen Menendian
  24. ^ The Ultimate Vintage Primer by Stephen Menendian
  25. ^ [1]
  26. ^ Landstill in Legacy by Belgareth
  27. ^ The Ultimate Vintage Primer by Stephen Menendian
  28. ^ Deconstructing Stasis by Brian David-Marshall
  29. ^ How to Play Control Slaver Now by Brian DeMars
  30. ^ Drain Tendrils: Staying Ahead of the Curve by Codi Vinci
  31. ^ Chaining Goblins by Paul Sottosanti
  32. ^ Deconstructing Fires by Brian David-Marshall
  33. ^ Crushing Vintage Without Power Nine: The Manaless Ichorid Primer by Stephen Menendian
  34. ^ Magic Deck Vortex: Project X 2006
  35. ^ 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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