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]

Deck archetypes[edit]

Most classifications of decks begin from one of four major strategies: aggro, control, combo and midrange.[2]

Aggro[edit]

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.[3][4][5][6]

Control[edit]

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[edit]

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.

Midrange[edit]

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.

Hybrid strategies[edit]

Aggro-Control[edit]

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[edit]

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[edit]

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[edit]

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.[43] 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.[43] 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" are advantaged over "Ramp" and "Combo"
  • "Ramp" and "Combo" are advantaged over "Midrange"[43]

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 combo 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.

References[edit]

  1. ^ a b c Aggro, Combo, and Control by Jeff Cunningham
  2. ^ Next Level Deckbuilding Sneak Peek: The Sixteen Archetypes Of Magic by Patrick Chapin
  3. ^ Playing Against Aggro by Jeff Cunningham
  4. ^ Arcane Teachings - Project Hollywood by Tom Lapille
  5. ^ Deconstructing Constructed: Processing the Process by Josh Silvestri
  6. ^ Your First Aggro Deck by Billy Moreno
  7. ^ We've Got the Beatdown by Mark Rosewater
  8. ^ Playing White Weenie In Vintage by Pedro Godinho
  9. ^ The Daffinitive Affinity Guide by Mark Young
  10. ^ The Return of Wild Nacatl by Luis Scott-Vargas
  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. ^ Chicago-Style U/W Control by Zvi Mowshowitz
  17. ^ Giant-Sized Regionals Primer: Psychatog by Mike Flores
  18. ^ Astral Slide in the New Standard by Gabe Walls
  19. ^ The Power of the Dark Side by The Ferrett
  20. ^ You CAN Play Type I #17: The Control Player's Bible, Part I by Oscar Tan
  21. ^ The Perfect Storm by Stephen Menendian
  22. ^ Jack Kitchen's Painter SCG Premier IQ -Baltimore by Shuhei Nakamura
  23. ^ a b c d The 2010 Guide to Vintage by Stephen Menendian
  24. ^ The Ultimate Vintage Primer by Stephen Menendian
  25. ^ The Steel City Vault Deck Unleashed by Brian DeMars
  26. ^ Busting Cthulhu Out of Dark Depths by Doug Linn
  27. ^ The Midrange Archetype by Ken Nagle
  28. ^ Giant Sized Regionals Primer: Blue-Green Madness! by Mike Flores
  29. ^ Naya Lightsaber
  30. ^ RUGs (But Not All Delvers) by Mike Flores
  31. ^ The Guide To Vintage’s Landscape – Attacking The Red Zone by Mark Hornung
  32. ^ The Guide To Vintage’s Landscape – All Things that Gush by Mark Hornung
  33. ^ Building The Best Delver Of Secrets by Gerry Thompson
  34. ^ Deconstructing Stasis by Brian David-Marshall
  35. ^ Illusions-Donate by Gary Wise
  36. ^ How to Play Control Slaver Now by Brian DeMars
  37. ^ Drain Tendrils: Staying Ahead of the Curve by Codi Vinci
  38. ^ Chaining Goblins by Paul Sottosanti
  39. ^ Deconstructing Fires by Brian David-Marshall
  40. ^ Crushing Vintage Without Power Nine: The Manaless Ichorid Primer by Stephen Menendian
  41. ^ Picking Brains – The Past, Present, And Future Of Zombie Nation by Mark Hornung
  42. ^ Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano
  43. ^ a b c Ah Yes. Very Standard. by Zac Hill