Magic: The Gathering deck types

Last updated

Gameplay of the collectible card game Magic: The Gathering is fueled by each player's deck of cards, which constitute the resources that player can call upon to battle their opponents in any given game. With more than 20,000 unique cards in the game, a considerable number of different decks can be constructed. Each card is designed to have certain strengths (and sometimes weaknesses) and therefore a significant part of the game is determined by which cards a player chooses to include in their deck. Broadly speaking, decks can be loosely classified based on their play style and mode of victory. The game's designers often explicitly create cards which are intended to fuel one or more of these given archetypes, in order to create competitive balance and diversity. [1] [2]

Contents

While the deck types listed below are specific to Magic: The Gathering, these concepts also extend to other collectible card games.

Deck archetypes

Most classifications of decks begin from one of four major strategies: aggro, control, combo and midrange. [3]

Aggro

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. [4] Aggro decks focus on converting their cards into damage; they prefer to engage in a race for tempo rather than a card advantage-based attrition war. Aggro generally relies upon creatures as its accumulative 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. [5] [6] [7] [8]

Control

Control decks avoid racing. They 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. [15] The primary strength of control decks is their ability to devalue the opponent's cards. They do this in four ways: [16]

  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., an enchantment which gives a bonus to creatures will never need attention if all enemy creatures are quickly neutralized.
  4. Dragging the game out past opposing preparations. An opponent's faster, efficient cards will become less effective over time.

Combo

Combo decks use the interaction of two or more cards (a "combination") to create a powerful effect that either wins the game immediately or produces an overwhelming advantage. Combo decks value consistency, speed, and resilience: the deck should be reliable enough to produce the combo on a regular basis, the deck should be able to use the combo fast enough to win before the opponent, and the deck should be able to withstand disruption and still win.

Many decks have smaller, combo-like interactions between their cards, which is better described as synergy.

Midrange

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

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 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

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

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

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]

In-depth Archetype Breakdown

Other than the traditional outlook grouping the decks into general buckets (aggro, control, midrange, combo), there are 2 modern outlooks breaking deck archetypes that are meant to more accurately describe how decks actually exploit different aspects of the game into winning conditions.

Aspect Analysis

Aspect analysis assigns very specific traits to 3 of the buckets and lists everything else as a combination of those; the 3 main buckets being aggro, control, and combo. Combinations, and their inverse combinations, may vary in the way they implement strategies and aspects, therefore are generally not grouped in the same category; a great example of this being control-aggro (aka midrange) vs aggro-control (tempo). From these buckets, different strategies are drawn depending on the type of actual implementation of the deck in question. However, the vast majority of MTG decks use one or a combination of the following aspects to win.

The graphic listed in this section explains how the traditional archetypes use these different aspects of MTG.

Description of different types of Magic The Gathering deck archetypes. MTG-Deck-Types.png
Description of different types of Magic The Gathering deck archetypes.

Axes analysis

The strategic axes analysis groups the different types of decks (aggro, control, combo, aggro-control, control-aggro aka midrange, prison, gimmick, meta) into combinations of the axes listed below. Some of these may overlap with Aspect Analysis.

The traditional archetypes fit into the axes in the following manner:

Recent (2012) design philosophy

Traditionally, Aggro was seen as advantaged over Control, Control advantaged over Combo, and Combo advantaged over Aggro. [47] 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. [47] To that end, R&D member Zac Hill described an ideal metagame structured such that:

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.

Related Research Articles

<i>Magic: The Gathering</i> Collectible card game

Magic: The Gathering is a tabletop and digital collectible card game created by Richard Garfield. Released in 1993 by Wizards of the Coast, Magic was the first trading card game and had approximately fifty million players as of February 2023. Over twenty billion Magic cards were produced in the period from 2008 to 2016, during which time it grew in popularity. As of the 2022 fiscal year, Magic generates over $1 billion in revenue annually.

The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey, Torment and Judgment.

The collectible card game Magic: The Gathering published seven expansion sets from 1993–1995, and one compilation set. These sets contained new cards that "expanded" on the base sets of Magic with their own mechanical theme and setting; these new cards could be played on their own, or mixed in with decks created from cards in the base sets. With Magic's runaway success, many of the printings of these early sets were too small to satisfy the rapidly growing fanbase. Cards from them became rare, hard to find, and expensive. It was not until Fallen Empires and Homelands that Wizards of the Coast was able to print enough cards to meet demand; additionally, Wizards of the Coast published Chronicles, a reprint set that helped fix many of the scarcity issues with the earliest sets.

Onslaught is a Magic: The Gathering expert-level block. It consists of the expansion sets Onslaught, Legions and Scourge. The block's main theme is creature types, and much of the game play concerns interactions between these "tribes". The story continues the saga of the Mirari from the previous block of expansion sets. Onslaught was the last block printed before the "modern" card face style was introduced.

The collectible card game Magic: The Gathering published nine base sets from 1993–2007, also referred to as core sets. The base sets were considered descendants of the original Limited Edition, and shaped the default setting and feel of Magic. These sets consisted entirely of reprinted cards. These cards were generally simpler than cards in expansion sets, omitting multicolored cards, and used only the original abilities and keywords of Magic such as Flying and Trample. This simplicity led to many cards from these sets being considered "staples" of deck design. All cards were given a white border to mark them as reprints, with a few exceptions. From Fourth Edition in 1995 onward, a new base set would come out once per two years in the spring or early summer; for tournament play, that set would be legal for two years in the Standard format until the next core set replaced it.

<i>Magic: The Gathering – Battlegrounds</i> 2003 video game

Magic: The Gathering – Battlegrounds is a real time strategy video game developed by Secret Level and published by Atari It is based on Magic: The Gathering collectible card game, with many fundamental differences. The game is based on the creation of heroes and mages that summon forth powerful monsters, spells, and abilities to defeat the enemy duelist. Duelists learn new magical spells by completing the campaign, with more and more spell books becoming available as the player progresses. Each spell is separated into one of 5 colors, each with their own strengths and weaknesses.

Time Spiral is a Magic: The Gathering expert-level block consisting of the expansion sets Time Spiral, Planar Chaos, and Future Sight. It is set on the plane of Dominaria, the first time that that plane had been visited since 8th Edition.

Card advantage is a term used in collectible card game strategy to describe the state of one player having access to more cards than another player, usually by drawing more cards through in-game effects to increase the size of their hand. Although it applies to several collectible card games, the concept was first described early in the evolution of Magic: The Gathering strategy, where many early decks relied on a player drawing more cards than their opponent, and then using this advantage to play more cards and advance their position faster than their opponent. By 2007 it was recognized as one of the most important indicators of who is ahead in a game and has been utilized in the development of strategy for nearly every collectible card game created.

<i>Magic: The Gathering</i> (1997 video game) 1997 virtual card game

Magic: The Gathering is a video game published by MicroProse in March 1997 based on the collectible card game Magic: The Gathering. It is often referred to as Shandalar after the plane of Shandalar, where the game takes place. The player must travel the land and fight random enemies to gain cards, and defeat five wizards representing the five colors. The player must prevent one color from gaining too much power, and defeat the planeswalker Arzakon, who has a deck of all five colors. Adventure and role-playing elements are present, including inventory, gold, towns, dungeons, random battles, and character progression in the form of new abilities and a higher life point total. An oversized version of Aswan Jaguar was included in the game box.

<i>Magic: The Gathering – Duels of the Planeswalkers</i> 2009 virtual card game

Magic: The Gathering – Duels of the Planeswalkers is a video game based on the popular collectible card game of the same name, published by Wizards of the Coast. It was released on June 17, 2009.

Ravnica is a Magic: The Gathering block that consists of three expert-level expansion sets: Ravnica: City of Guilds, Guildpact, and Dissension. Following in the tradition of other Magic blocks, Ravnica takes place in a plane of the multiverse that was previously unexplored in the game's backstory. The world of Ravnica is an ecumenopolis, a vast city that covers the entire surface of its planet, and is home to a diverse assortment of sentient races. Much power in Ravnica is held by the ten "guilds", political factions that each represent a combination of two of Magic's five colors. The mythology of Ravnica is loosely derived from Slavic folklore, and the character names reflect this. This plane was revisited in the Return to Ravnica block, and the Guilds of Ravnica,Ravnica Allegiance, War of the Spark, and Murders at Karlov Manor sets.

The Zendikar block is a Magic: The Gathering block consisting of the sets Zendikar, Worldwake, Rise of the Eldrazi. The eponymous setting is a vast, untamed wilderness, whose few bastions of civilization exist primarily for outfitting treasure-seeking expeditions to distant locales. Colossal ancient octahedral stones called "hedrons" float in the sky. A phenomenon known as "the Roil" causes frequent geological upheaval as it sweeps across the land. Unlike the previous two blocks, there is no multicolored theme. Instead, the themes Zendikar and Worldwake revolve around lands, and a theme of an adventure or quest. Rise of the Eldrazi, while part of the Zendikar block creatively and for the sake of constructed tournament rules, is unique mechanically and is designed to be drafted on its own. Drafts in the Zendikar block are either ZEN-ZEN-WWK or ROE-ROE-ROE.

The rules of Magic: The Gathering were originally developed by the game's creator, Richard Garfield, and accompanied the first version of the game in 1993. The rules of Magic have been changed frequently over the years by the manufacturer, Wizards of the Coast, mostly in minor ways. However, major rules overhauls have also been done a few times.

Return to Ravnica is a Magic: The Gathering block, consisting of Return to Ravnica, Gatecrash, and Dragon's Maze. It is the second block set on the plane of Ravnica, after the Ravnica block, and again focuses on the multicolor cards and ten guilds of Ravnica. Return to Ravnica focuses on five guilds: the Izzet League, Cult of Rakdos, Golgari Swarm, Azorius Senate, and Selesnya Conclave. Gatecrash focuses on the other five guilds: the Boros Legion, House Dimir, The Orzhov Syndicate, The Gruul Clans, and The Simic Combine. All ten guilds appear in Dragon's Maze.

<span class="mw-page-title-main">Masques block</span> Block of expansion sets in Magic: The Gathering

The Masquerade Cycle, sometimes incorrectly referred to as the "Masques block", is a Magic: The Gathering cycle that is set on the planes of Mercadia, Rath, and plane of Dominaria. It consists of the expansion sets Mercadian Masques, Nemesis, and Prophecy. Mercadian Masques was the first set that is not subject to the Wizards of the Coast Reprint Policy, meaning that none of its cards appear on its Reserved List.

<i>Magic Duels</i> 2015 video game

Magic Duels is a video game based on the popular collectible card game Magic: The Gathering. Magic Duels is a successor to Stainless Games' Magic: The Gathering – Duels of the Planeswalkers and its annual sequels, released from 2009 through 2014. The free-to-play title was released on July 29, 2015, shortly following the physical release of the Magic Origins core set.

<i>Magic: The Gathering – Puzzle Quest</i> 2015 mobile puzzle video game

Magic: The Gathering – Puzzle Quest is a puzzle video game that combines the gem-matching concept in Puzzle Quest and its sequels, with the collectible card game aspects of Magic: The Gathering. It was released for mobile systems in December 2015.

<i>Faeria</i> 2017 digital collectible card and turn-based strategy game

Faeria is a digital collectible card and turn-based strategy game that takes place on a dynamic playing board set in a fantasy universe. The game was developed by Abrakam, and released for desktop platforms in 2017, for Xbox One and Nintendo Switch in August 2020 and for PlayStation 4 in November 2020. The game was well received by critics, holding a score of 80/100 on reviews aggregation website Metacritic.

<i>Magic: Legends</i> 2021 video game

Magic: Legends was an action role-playing video game based on the Magic: The Gathering collectible card game. It was developed by Cryptic Studios and published by Perfect World Entertainment. The game began an open beta for Microsoft Windows in March 2021, with plans for open release later that year as a free-to-play title on Windows, PlayStation 4, and Xbox One. On June 29, 2021, it was announced that development would cease. The servers were shut down on October 31, 2021.

References

  1. 1 2 3 Aggro, Combo, and Control by Jeff Cunningham
  2. Pojos Unofficial Total Magic: The Gathering
  3. Next Level Deckbuilding Sneak Peek: The Sixteen Archetypes Of Magic by Patrick Chapin
  4. "TCGplayer Infinite".
  5. Playing Against Aggro by Jeff Cunningham
  6. Arcane Teachings - Project Hollywood by Tom Lapille
  7. Deconstructing Constructed: Processing the Process [ permanent dead link ] by Josh Silvestri
  8. Your First Aggro Deck by Billy Moreno
  9. We've Got the Beatdown by Mark Rosewater
  10. Playing White Weenie In Vintage by Pedro Godinho
  11. The Daffinitive Affinity Guide by Mark Young
  12. The Return of Wild Nacatl by Luis Scott-Vargas
  13. Famous Red Decks in Magic History by Alex Shvartsman
  14. Vintage on a Budget: Suicide Black 2K9 by Stephen Menendian
  15. Playing Against Control by Jeff Cunningham
  16. Your First Control Deck by Ben Rubin
  17. The Anatomy of Vintage Tezzeret by Stephen Menendian
  18. Chicago-Style U/W Control by Zvi Mowshowitz
  19. Giant-Sized Regionals Primer: Psychatog by Mike Flores
  20. Astral Slide in the New Standard by Gabe Walls
  21. The Power of the Dark Side by The Ferrett
  22. You CAN Play Type I #17: The Control Player's Bible, Part I by Oscar Tan
  23. The Perfect Storm Archived 2015-09-20 at the Wayback Machine by Stephen Menendian
  24. Jack Kitchen's Painter SCG Premier IQ -Baltimore by Shuhei Nakamura
  25. 1 2 3 4 The 2010 Guide to Vintage by Stephen Menendian
  26. The Ultimate Vintage Primer by Stephen Menendian
  27. The Steel City Vault Deck Unleashed by Brian DeMars
  28. Busting Cthulhu Out of Dark Depths by Doug Linn
  29. The Midrange Archetype by Ken Nagle
  30. Deck of the Day – Temur Emerge Deck Guide By Eric Froehlich, ChannelFireball.net
  31. Giant Sized Regionals Primer: Blue-Green Madness! by Mike Flores
  32. Naya Lightsaber
  33. RUGs (But Not All Delvers) by Mike Flores
  34. The Guide To Vintage’s Landscape – Attacking The Red Zone by Mark Hornung
  35. The Guide To Vintage’s Landscape – All Things that Gush by Mark Hornung
  36. Building The Best Delver Of Secrets by Gerry Thompson
  37. Deconstructing Stasis by Brian David-Marshall
  38. Illusions-Donate by Gary Wise
  39. "Magic the Gathering Vintage Oath Decks". mtgdecks.net. Retrieved 24 April 2017.
  40. How to Play Control Slaver Now by Brian DeMars
  41. Drain Tendrils: Staying Ahead of the Curve Archived 2008-10-26 at the Wayback Machine by Codi Vinci
  42. Chaining Goblins by Paul Sottosanti
  43. Deconstructing Fires by Brian David-Marshall
  44. Crushing Vintage Without Power Nine: The Manaless Ichorid Primer by Stephen Menendian
  45. Picking Brains – The Past, Present, And Future Of Zombie Nation by Mark Hornung
  46. Gardening In Vintage: How To Gro-A-Tog And Clip A Lotus by Stephen Menendian and Paul Mastriano
  47. 1 2 3 Ah Yes. Very Standard. by Zac Hill