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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 thousands of 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

Basic Deck typesEdit

Most decks can be roughly classified by three basic deck types, used by many Magic authors and strategists. These three types can be further broken down into a number of subtypes.

  • Aggro is a strategy that aims to win as quickly as possible. This is usually done by aiming for maximum damage output in the early turns and often places a heavy emphasis on using creatures as efficient damage sources. Aggro strategies are normally Tempo based; they force opposing decks to respond quickly or be overwhelmed.
  • Control is a strategy that aims to slow the game down and "not lose." To do this, control decks attempt to interfere with, prevent, deny, or otherwise cancel the opponent's actions. Once a superior board position has been established, it can then deploy expensive threats that opposing decks would be unlikely to stop. Some variants are often called "Permission" because of the tendency to not allow the opposing player to do anything, thus making your opponent feel like they need your permission to play something.[2]
  • Combo is a strategy that utilizes the interaction between two or more cards to create a powerful effect. This strategy can also refer to using a singular, powerful spell to instantly win the game while the rest of the deck is designed to ensure its success. Preferably, combo decks should also have at least some way of protecting the combo against minimal disruption to obtain consistency. Many decks have smaller, combo-like interactions between its cards, which is better described as synergy. A good combo should be fast (achievable early enough in the game to matter), consistent (repeatable from game to game), and powerful (so the effect translates into victory).

Decktype and Subtype BreakdownEdit

AggroEdit

Aggro ("aggressive") decks attack the opponent by producing maximum damage output in the shortest number of turns, usually with fast hitting creatures, often supplemented by direct damage. Aggro decks are notorious for "running out of gas", as they often use more short-sighted cards at the expense of long-game efficacy. Minor control is sometimes included in the form of resource denial via cards such as Molten Rain (create), Armageddon or Sinkhole which can help keep control and combo decks from gaining momentum.

ControlEdit

Control decks seek to enforce the pace and rules of the game. They are reactionary and often extremely disruptive to the opponent, protecting their resources and prolonging the game at all costs. Control decks require a large amount of mana over many turns to build up control over the game, and eventually become unbeatable via an academic win condition (a resilient creature) or through inevitability (recursion). Most control decks exercise the concept of card advantage; that is, gaining more cards than the opponent, or making uneven card-for-card trades. Blue and White together are the classic Control colors, though Black is also more than capable.

That's a mold-bereakr. Great thinking! That's a mold-bereakr. Great thinking!

Aggro-controlEdit

Aggro-Control (often referred to as "Tempo") is a hybrid archetype that contains both aggressive creatures and control elements. Aggro-control is well-typified by Blue-Green Madness and Threshold. These decks attempt to deploy quick threats while protecting them with light permission and disruption long enough to win. Attempts have been made to classify the more controlling versions into a completely different archetype, known as midrange. [9]

Combo-controlEdit

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

Aggro-comboEdit

Aggro-Combo is a relatively rare archetype that usually stems from a typical Aggro deck that has a notable, but non-critical combo. For the sake of simplicity, Aggro-Combo decks are usually regarded simply as Aggro decks with a "trick" that can suddenly win the game. They can be dangerous due to the fact that this can give them an edge against simple Aggro decks while giving them some possibility of matching speed against Combo decks.

Aggro-control-comboEdit

Some Magic decks are adaptable enough to perform all three roles. By utilizing strong "engines", playing only the best cards for sheer power level, or using a large "toolbox" of silver bullet cards, decks that can claim to be all archetypes at once are usually both adaptive and unpredictable in nature. Generally lacking the full speed of an aggro deck, the constant disruption of a control deck and the pure focus of a combo deck, the extremely rare Aggro-Control-Combo archetype attempts to make up for any shortcomings with metagame adaptability and/or sheer power.

ReferencesEdit

  1. Aggro, Combo, and Control by Jeff Cunningham
  2. Asking Permission by Randy Buehler
  3. We've Got the Beatdown by Mark Rosewater
  4. Gob-volution by Brian David-Marshall
  5. Deconstructing White Weenie by Brian David-Marshall
  6. Famous Red Decks in Magic History by Alex Shvartsman
  7. Chicago-Style U/W Control by Zvi Mowshowitz
  8. Giant-Sized Regionals Primer: Psychatog by Mike Flores
  9. "What's in a Midrange" by Richard Feldman
  10. Deconstructing Stasis by Brian David-Marshall
  11. Chaining Goblins by Paul Sottosanti
  12. Deconstructing Suicide Black by Brian David-Marshall
  13. Deconstructing Fires by Brian David-Marshall
  14. Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano

See alsoEdit

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