Magic: The Gathering deck types

From Wikipedia, the free encyclopedia
Jump to: navigation, search

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]

Deck archetypes[edit]

Most classifications of decks begin from one of three major strategies: aggro, control, and combo. Ramp is another main strategy, however isn't as prominent as the other three. Aggro is most closely related with red and white, control with blue and black, ramp with green, and combo doesn't closely relate to any colours in particular, and generally by the combo pieces used in the deck.


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 relies upon creatures as a cumulative source of damage. Aggro decks can quickly overwhelm unprepared opponents and proceed to eke out the last bit of damage they need to end the game. Aggro decks also generally have access to disruptive elements, which can inhibit the opponent's attempts to respond.[2][3][4][5]


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. Answering threats at a reduced cost. Given the opportunity, Control decks can gain card advantage by answering multiple threats with one spell ("clearing"/"wiping" the board), 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.


Combo decks use 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. 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.


Ramp is another main strategy, however isn't as prominent as the other three. The ramp deck focuses on building mana as fast as possible and then casting game-changing yet expensive spells, or taking advantage of certain interactions that require a lot more mana.

Hybrid strategies[edit]


Midrange can be considered an archetype in its own right, but is essentially a cross between ramp and aggro. A typical midrange deck has an early game plan of mana ramp and control, but begins to play threats once it reaches four to six mana. A midrange deck will often seek to play a reactive, attrition-based game against aggro decks and a more proactive, tempo-based game against control decks. Colloquially, this is referred to as "going bigger" than aggro and "getting in under" 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 they are built with a sense of timing. Tempo players look to control the game early and take advantage of a strong board state. Where purely control decks look to out class players with more quality in the later stages of the game, tempo looks to keep opponents off balance from the very start.


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).


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.


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]

Recent design philosophy[edit]

Traditionally, Aggro was seen as advantaged over Control, Control advantaged over Combo, and Combo advantaged over Aggro.[41] Wizards of the Coast has sought to make high casting-cost spells more powerful than in the early days of Magic, and have also wanted to play up creature combat more - an aggressive deck should have to worry about blocking and opposing creatures even from Control and Combo decks.[41] To that end, R&D member Zac Hill described an ideal metagame structured such that:

  • "Midrange" is advantaged over "Aggro"
  • "Aggro" is advantaged over "Control" and "Disruptive Aggro"
  • "Control" and "Disruptive Aggro" is advantaged over "Ramp" and "Combo"
  • "Ramp" and "Combo" is advantaged over "Midrange"[41]

Each of these 4 categories would ideally occupy around 25% of a given metagame. In Hill's definition, Aggro refers most specifically to the fastest creature decks built to punish slow starts, ponderous Control decks, and aggressive decks who've substituted out damage for disruption. Midrange decks in this definition are slower creature-based decks who trump the speed of fast aggro with better quality from their somewhat more expensive spells. (Both of these would likely be considered "Aggro" in the traditional definition.) "Ramp" and "Combo" are conceptually similar as noted above; while the combo deck might seek to set up a combination of 2 or 3 cards for a powerful, game-changing effect, the ramp deck instead focuses on building mana as fast as possible and then casting game-changing yet expensive spells, or taking advantage of certain interactions that require a large manabase. A midrange deck often doesn't have the sheer speed to stop ramp or combo from either casting a huge spell or "going off" with the combo. Control decks can counter or otherwise answer the single big threat ramp decks and control decks provide while winning the long game. Similarly, "disruptive aggro" (equivalent to Aggro-Control in the classic archetypes above) can also stop the single threat Combo and Ramp offer while focusing on winning faster. These rules can change however as blocks cycle and meta shifts.


  1. ^ a b 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. ^ Your First Aggro Deck by Billy Moreno
  6. ^ We've Got the Beatdown by Mark Rosewater
  7. ^ Cite error: The named reference Aggro.2C_Stuid.2C_and_Control was invoked but never defined (see the help page).
  8. ^ Playing White Weenie In Vintage by Pedro Godinho
  9. ^ The Daffinitive Affinity Guide by Mark Young
  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. ^ a b c d The 2010 Guide to Vintage by Stephen Menendian
  25. ^ The Ultimate Vintage Primer by Stephen Menendian
  26. ^ The Steel City Vault Deck Unleashed by Brian DeMars
  27. ^ Busting Cthulhu Out of Dark Depths by Doug Linn
  28. ^ Naya Lightsaber
  29. ^ [1]
  30. ^ The Guide To Vintage’s Landscape – Attacking The Red Zone by Mark Hornung
  31. ^ The Guide To Vintage’s Landscape – All Things that Gush by Mark Hornung
  32. ^ [2]
  33. ^ Deconstructing Stasis by Brian David-Marshall
  34. ^ How to Play Control Slaver Now by Brian DeMars
  35. ^ Drain Tendrils: Staying Ahead of the Curve by Codi Vinci
  36. ^ Chaining Goblins by Paul Sottosanti
  37. ^ Deconstructing Fires by Brian David-Marshall
  38. ^ Crushing Vintage Without Power Nine: The Manaless Ichorid Primer by Stephen Menendian
  39. ^ Picking Brains – The Past, Present, And Future Of Zombie Nation by Mark Hornung
  40. ^ Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano
  41. ^ a b c Ah Yes. Very Standard. by Zac Hill