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Magic: The Gathering deck types

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The game Magic: The Gathering requires each player to construct 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]

Basic Deck types

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 a player feel like they have to ask for permission to do anything.[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. 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 (consistent between each game), and powerful (so the effect translates into victory).

Decktype and Subtype Breakdown

Aggro

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, Armageddon or Sinkhole which can help keep control and combo decks from gaining momentum.

Control

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 creature or possibly a combo). Most control decks exercise the concept of card advantage; that is, drawing 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.

Combo

Combo decks typically seek to accomplish one of two things - assemble a small set of cards that generate a powerful combination; or generate a large amount of mana to play one massive game-winning spell (this mana is often generated by a small set of cards). Combo decks can vary wildly; they can be fast or slow, fragile or resilient, and relatively simple or extremely complex. They are also famous for killing the opponent in a single explosive turn after some preparation time. Combo decks run the gamut of colors and power levels, though Blue and Black traditionally provide excellent tutors (ways of searching through one's library) for finding combo pieces quickly.[9]

(sample decklists: Old Extended)

Aggro-control

Aggro-Control (often referred to as "Tempo") is a hybrid archetype that contains both aggressive creatures and control elements. There are two types of aggro-control, well-typified by Blue-Green Madness and The Rock. The former (Blue-Green Madness) executes a gameplan based on the rapid deployment of threats which are protected by light control elements. The latter (the Rock) takes an entirely different approach, typically using control, disruption and/or mana development to launch into a more late-game aggro strategy using heavier hitting creatures. Attempts have been made to class the more control-aggro forms into a completely different archetype, such as Will Rieffer's classification of midgame deck[10]; however the Magic community at large has not picked up on such classifications and generally refers to such decks as aggro-control.


Combo-control

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-combo

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-combo

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.

References

  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. ^ Combo Platter by Mark Rosewater
  10. ^ "Force Of Will: Reworking The Metagame Clock For Extended" by Will Rieffer
  11. ^ Deck Tech: The Rock by Aaron Forsythe
  12. ^ Deconstructing Stasis by Brian David-Marshall
  13. ^ Chaining Goblins by Paul Sottosanti
  14. ^ Deconstructing Suicide Black by Brian David-Marshall
  15. ^ Deconstructing Fires by Brian David-Marshall
  16. ^ Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano

See also