View Full Version : What is your Favorite deck type to play?
apple713
08-06-2013, 11:00 PM
What is your favorite deck type, and why?
I figure it would be interesting to see what players prefer to play most and why.
For me, I prefer combo. I'll pick up other decks because they look interesting but i don't stick with them for long before moving on. I like short games that are not drawn out. It's strange tho but on rare occasion I'll get an itching to play a deck like stax that is just prison based and leaves your opponent unable to cast a single spell the whole game.
If you are confused about what deck type you like playing read below (i did not write this I found it)
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. 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. While strategically simple, 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.
Example decks: Goblins, Zoo, Affinity, Sligh
Control
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. The primary strength of control decks is their ability to devalue the opponent’s cards. They do this in four ways:
Erasing 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 ("grinding"/"milling") with one spell.
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. 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. Dragging the game out past opposing preparations. An opponent's faster, efficient cards will become less effective over time.
Example decks: Miracles, Mono-Black Control, Pox
Combo
Combo decks utilize 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. The term "combo" can also describe a deck built around resolving a single powerful spell such as Tooth and Nail to create the same kind of insurmountable advantage. 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.
Example decks: ANT, Sneak and Show, Belcher, High Tide, Doomsday
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 their control elements are often more temporary; for instance, they may return opposing creatures to their owners' hands rather than remove them entirely.
Example decks: Death and Taxes, Merfolk, RUG, Dragon faeire demon angel stompy decks using chalice / trini
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).
Example decks: Stax, Enchantress, 43 lands
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.
Example decks: Combo Elves, Dredge, Berserk Stompy
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.
Example decks: Survival, Gro-A-Tog
more elaborative definitions can be found from the source of this
http://en.wikipedia.org/wiki/Magic:_The_Gathering_deck_types
Megadeus
08-06-2013, 11:10 PM
I like all strategies except aggro. I mean aggro is fun to play, but I don't ever want to build the deck and play it long term. Ilike comb and control strategies. I am very prone to worrying about answering everything that my opponent plays. I also enjoy playing a combo deck perfectly and winning because of it. It is very rewarding
TheArchitect
08-07-2013, 12:07 AM
I prefer control-combo type strategies. Doing something busted and unfair, but only as an end after I have control of the board and protection for my spells to freely resolve. Decks like Miracles, Scapewish Nic Fit, or UB Tezzetor appeal to me most.
I do also can appreciate traditional combo or control decks, and to a certain degree aggro-control decks. Tempo and EsperBlade variants I like a decent amount. But pure aggro, or more aggro siding midrange decks like Jund, BUG agent or Junk dont appeal to me much at all.
I never thought about dredge/elves being "aggro-combo" but that's a good description for them. I like those types a fair amount too.
Einherjer
08-07-2013, 07:28 AM
Control and Combo-Control. Simply because there is nothing like controlling an opponent out and see them rage either while playing or atleast after the game. Atleast bad players do so...
Greetings
catmint
08-07-2013, 08:33 AM
According to chapin your question is missing out on something called "midrange".
http://www.starcitygames.com/article/26620_Next-Level-Deckbuilding-Sneak-Peak-The-Sixteen-Archetypes-Of-Magic.html
http://static.starcitygames.com/www/images/article/08012013chapin1.jpg
Megadeus
08-07-2013, 08:45 AM
Can we not.use Chapins stupid wheel that is flawed anyway?
apple713
08-07-2013, 09:22 AM
According to chapin your question is missing out on something called "midrange".
http://www.starcitygames.com/article/26620_Next-Level-Deckbuilding-Sneak-Peak-The-Sixteen-Archetypes-Of-Magic.html
http://static.starcitygames.com/www/images/article/08012013chapin1.jpg
Midrange is clearly aggro-control... Look on either side of it. Not sure why he felt like he had to recrete the wheel. Lets try to stay on topic here.
beastman
08-07-2013, 09:49 AM
RGBSA was my favorite deck to play by miles and miles. This was well before vengevine made it an almost pure combo deck. I'm not entirely sure, but I think it was one of the only actual aggro-control-combo decks that ever truly existed. I played zoo for a short time after it was banned, but never really enjoyed playing after that. I haven't played in over 2 years now.
(nameless one)
08-07-2013, 10:15 AM
I like prison decks. I like the interactivity it has to create interactivity. I like its passive nature, unlike combo's aggressive nature. There's something about winning while frustrating your opponent.
Combo can do the same but you win on the spot. I like the false hope that comes with prison decks. Your opponent might get there but probably won't.
catmint
08-07-2013, 10:21 AM
Midrange is clearly aggro-control... Look on either side of it. Not sure why he felt like he had to recrete the wheel. Lets try to stay on topic here.
To me that is not that clear. Aggro-control decks listed by the OP are Canadian and Death and Taxes. Candian plays cheap creatures and control spells. DnT plays disruptive weenies. According to this article (http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/396) which claims to have the truth about the term "midrange", midrange is about fatties, lots of mana, high curve and defense. So how is "aggro-control" clearly "midrange"?
Edit:I also found chapins wheel confusing. Since some archetypes have components from decks which are in the cluster on the other spectrum. Maybe this clustering does not work out. However I don't want to judge about it without reading his explanation. Still, it seems like apple does also not have "the final thruth" on archetype categorization
Madmaniac21
08-07-2013, 10:24 AM
Combo or prison. As unfair as you can get em
apple713
08-07-2013, 10:44 AM
To me that is not that clear. Aggro-control decks listed by the OP are Canadian and Death and Taxes. Candian plays cheap creatures and control spells. DnT plays disruptive weenies. According to this article (http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/396) which claims to have the truth about the term "midrange", midrange is about fatties, lots of mana, high curve and defense. So how is "aggro-control" clearly "midrange"?
Edit:I also found chapins wheel confusing. Since some archetypes have components from decks which are in the cluster on the other spectrum. Maybe this clustering does not work out. However I don't want to judge about it without reading his explanation. Still, it seems like apple does also not have "the final thruth" on archetype categorization
First of all i stated i didnt write those descriptions. I do agree with them for the most part. Midrage doesnt exist in legacy or vintage (eternal formats). You are gonna be dead if you spend your first few turns ramping into a fatty thats gonna get stp. Also keep in mind chapin i belive (i may be wrong) doesnt play eternal formats. Furthermore his article is a primer for his $40 book.
I like the false hope that comes with prison decks. Your opponent might get there but probably won't.
This is what gives me the desire to flip flop between combo and prison. Well said
Star|Scream
08-07-2013, 11:10 AM
I like prison decks. I like the interactivity it has to create interactivity. I like its passive nature, unlike combo's aggressive nature. There's something about winning while frustrating your opponent.
Combo can do the same but you win on the spot. I like the false hope that comes with prison decks. Your opponent might get there but probably won't.
I think it takes a certain type of personality to enjoy prison decks. I could never play one. People don't like when they can't actually play the game. Why drag it out forever? Do you enjoy making people frustrated? At least with combo even though they only get to play 2 or 3 turns at least it's over with quickly--like ripping off a band-aid.
Purgatory
08-07-2013, 11:30 AM
I "voted" aggro-control, it is probably the archetype I hold closest to my heart. In Legacy, I've played ***** and TA for long periods of time, and my favourite deck of all time was in Vintage circa 2006, UGw Threshold (called Birdsh!t), featuring powerhouses like Werebear, Meddling Mage and Kataki alongside the usual disruption of FoW, Daze and Stifle.
Lately I've been dipping into pure control - BUGstill to be precise, but I'm sure I will return to Goyf and friends eventually.
GoblinSettler
08-07-2013, 11:47 AM
I prefer to play aggro-control. I enjoy the flexibility to adapt to different situations. You aren't stone dead to combo. You have have enough speed to punish weak openings and missteps. You can be an aggro deck with card draw.
Just a bit behind that, for me, comes combo. In particular, storm combo. I like cantripping. I like playing many cards in a row. I enjoy the puzzle of sequencing your moves through an interactive opponent. Some of my favorite games have been playing ANT against countertop or combo mirrors that go past turn two.
...
For midrange to be a useful term, I think it has to scale with the speed of the format. To me, midrange is vague, either aggro decks trying to go over the top of other aggro strategies, or aggro-control without counters and limited card draw. I think Big Zoo is midrange. Situated between Zoo and Counter Cat/Blue Zoo.
nedleeds
08-07-2013, 11:51 AM
http://static.starcitygames.com/www/images/article/08012013chapin1.jpg
?
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS8jBdahJKkpHtSk4zlwdTlrhk40uw9thFZEg_MrDl9Ar_TCnNS
catmint
08-07-2013, 12:05 PM
First of all i stated i didnt write those descriptions. I do agree with them for the most part. Midrage doesnt exist in legacy or vintage (eternal formats). You are gonna be dead if you spend your first few turns ramping into a fatty thats gonna get stp. Also keep in mind chapin i belive (i may be wrong) doesnt play eternal formats. Furthermore his article is a primer for his $40 book.
i dont think you can define the amount of ramp or the size of fatties in absolute terms. it has to be on relation to the format. in legacy a 3+ mana creature has to be quite powerful and usually decks running them also run some form of tramp. The way i and others understand midrange in legacy decks like maverick, shardles and deathblade have strong midrange characteristics.
So first you claim aggro-control is midrange which you failed to adress. Now you claim midrange does not exist in legacy.
?!?wtf?!?
GexxX
08-07-2013, 12:11 PM
Can we not.use Chapins stupid wheel that is flawed anyway?
I thought the same thing. Reading the "titels" makes you wonder if geometry may be a reason for inventing stuff...
Megadeus
08-07-2013, 12:23 PM
Ii would say that maverick, nic fit, shardless.bug, stuff like that are the better and more represented mid range decks
Lasraik
08-07-2013, 12:30 PM
I like combo decks. Since everyone I play with is pretty casual we try to come up with interesting combos to win.
kiblast
08-07-2013, 01:42 PM
Midrage doesnt exist in legacy or vintage (eternal formats).
Lol. False both for Legacy and for Vintage.
Also, to the criticizers of Chapin wheel, do you mind to explain what's wrong with it? (I mean, try to explain Instead of just saying ''it's flawed'')
Bed Decks Palyer
08-07-2013, 02:25 PM
Also, to the criticizers of Chapin wheel, do you mind to explain what's wrong with it? (I mean, try to explain Instead of just saying ''it's flawed'')
Looks like he reinvented the wheel just because. There are already countless numbers of fancy fancy metagame clock, but Mr. Chapin must come with his own. And I fear they don't even work as the old ones did. I mean - the ones where your worst matchup was fifteen miutes behind you and your best matchup fifteen minutes before you and the most random matchup right across the clock, not down the road. This wheel learns us nothing. Also because the archetypes seem to be merged.
Erhnamgeddon.
No crap, sry! Willowgeddon it was!
I meant Terrageddon! Yes, Terrageddon, definitely.
And ANT.
apple713
08-07-2013, 02:25 PM
Lol. False both for Legacy and for Vintage.
Also, to the criticizers of Chapin wheel, do you mind to explain what's wrong with it? (I mean, try to explain Instead of just saying ''it's flawed'')
Its really simple. First start by reading the definition for aggro-control. If thats to difficult for you it can be summed up by the following. Creatures with disruption or permission. Disruption can be discard and premission can be counterspells.
Midrange is a wasted extra part of the wheel. They are either slow aggro decks or they are aggo decks with disruption making them aggro-control. The more control you play the more towards a simple control deck.
All of your maverick, rug, shardless, d&t play under the aggro-control umbrella cause they can interact / disrupt combo. Decks like zoo goblins and burn have no interaction / disruption with combo decks and are considered aggro.
Stop trying to over complicate things.
Sloshthedark
08-07-2013, 02:54 PM
inteligent Combo and Prison ... superiority and suffering :laugh:
basically Storm and Lands
Bed Decks Palyer
08-07-2013, 03:10 PM
inteligent Combo and Prison ... superiority and suffering :laugh:
basically Storm and Lands
You should rebuild your Lands, Martin! Because Lands is a joke for Solidarity... :laugh:
I do love me some Control-Combo and Aggro-Combo-Control. I just wish Survival was around because that was a hella dope card.
Sloshthedark
08-07-2013, 03:35 PM
You should rebuild your Lands, Martin! Because Lands is a joke for Solidarity... :laugh:
set myself to everything oldborder = korean or foil mode to prevent that... let's build a house, plant a tree, rise a son, finish beta/jap/kor ANT first, you know, life and such...
catmint
08-07-2013, 04:57 PM
Its really simple. First start by reading the definition for aggro-control. If thats to difficult for you it can be summed up by the following. Creatures with disruption or permission. Disruption can be discard and premission can be counterspells.
Midrange is a wasted extra part of the wheel. They are either slow aggro decks or they are aggo decks with disruption making them aggro-control. The more control you play the more towards a simple control deck.
All of your maverick, rug, shardless, d&t play under the aggro-control umbrella cause they can interact / disrupt combo. Decks like zoo goblins and burn have no interaction / disruption with combo decks and are considered aggro.
Stop trying to over complicate things.
I have quite a different point of view.
Having disruptive elements does not make something control. The same way that finishing in the red zone is not aggro. zoo is a pure aggro deck. Goblins can also start slow with vials and come up with matrons into ringleaders which has midrange character.
Midrange has the plan to trump with bigger stuff which has more control character than aggro which wants to go to the red zone before the opponent can stabilize. So although maverick and shardles kill with creatures and do have the potential to kill fast while disrupting they want to go long with trumps hence their principle gameplan is fundamentally different from a tempo based aggro-control deck like RUG.
I don't want top claim i am right or you are wrong but one thing is sure: if you really think delver variants, mother variants. tribal variants, gsz decks and cascade "play under the same umbrella" the questionnaire does not make sense.
Greenpoe
08-07-2013, 05:54 PM
I always thought of it as Aggro, Combo, Control, Tempo and Prison as the superarchetypes. I'd like to point to Imperial Painter as a combo/aggro/control deck (ok, even though it's not even remotely an "aggro" deck, it still wins a decent amount of the time through beats).
lordofthepit
08-07-2013, 06:08 PM
Midrange
Chalin's classifications are not great, but they're far better than the breakdowns in the OP. Of course, I'm a bit biased since apparently my favorite archetype which I've had the most success with apparently doesn't exist.
I think that the true Legacy composition can't be pegged into one particular supertype exclusively or systematically. The most successful decks throughout Legacy's history (and really all of Magic) have been decks that are adaptable and flexible. Some cards can be played as control; others as aggro. Their inclusion alone doesn't make the deck they sit in automatically those classifications.
Example: Jace, the Mind Sculptor in UW Stoneblade (as Control), and UR Know & Tell (as card advantage/win-con)
Shawon
08-07-2013, 06:24 PM
Aggro (1st one?)
Being someone who loves practicing martial arts, and simply having a lot of rage inside me, I enjoy the primal ecstasy of brutally beating the shit out of my opponent using the combat step. I'm currently playing Affinity and loving it.
from Cairo
08-07-2013, 10:49 PM
I voted Aggro-Control. I think my preference would more be classified as Midrange-Control (Death and Taxes, Punishing Jund, Goblins).
feline
08-07-2013, 11:52 PM
Combo or prison. As unfair as you can get em
I second this, High Tide & Prison Stax are my favorite decks. Please don't hate me!
I like Aggro-Control I suppose.
I've loved Death and Taxes since I first played it about 3 years ago. The tricks and all the fun you can have with it are amazing.
I also love Forgemaster MUD... In short I love decks that have annoying tricks for my opponents. Nic Fit is a fun time as well.
Decks with tricks = Great fun ^_^
(nameless one)
08-08-2013, 07:14 AM
I do love me some Control-Combo and Aggro-Combo-Control. I just wish Survival was around because that was a hella dope card.
Aggro-Combo-Control... Does MUD count in that?
You can beat face with a a turn 2/3 Wurmcoil Engine.
You can turn 2 with a haste + shroud Blightsteel Colossus.
You can turn 1 Chalice at one, turn 2 Triniphere, turn 3 Lodestone Golem.
If it was the Source's way, how would you define strategies? I think Chapin's wheel was close but some are off.
lordofthepit
08-08-2013, 07:35 AM
If it was the Source's way, how would you define strategies? I think Chapin's wheel was close but some are off.
I think his wheel is mostly accurate in terms of enumerating the different possibilities, but he made up some redundant archetypes so that he could neatly fill in four subtypes in each quadrant.
Also, he illustrates aggro and control as diametrically opposites, but in fact, a tempo deck like RUG Delver represents both of those and would be most closely classified on his wheel as "aggro-control", but I think tempo should have a separate entry.
Finally, there are decks like NO RUG which are more appropriately classified by OP's entry of "aggro-combo-control".
===== Edit =====
In my opinion, these are the general archetypes:
Lava Spike - Burn (as Chapin described), Sligh
Swarm aggro - Zoo, White Weenie
Linear aggro - Most tribal decks and Affinity
Tempo - RUG Delver, Team America, Merfolk
Midrange aggro - Maverick, Big Zoo, Bant, Rock, Punishing Jund
Midrange control - Esper Stoneblade, Shardless BUG
Prison - Stompy, Stax, Parfait
Resource Denial - Pox, mono-black control
Stack-based control - Mono-blue control, most Countertop decks, Landstill
One-card combos - Most Show and Tell decks, Flash, Survival (decks which overwhelmingly depend on a card A with several possible card Bs)
Two-card combos - Reanimator, Trix, Painter-Stone, etc. (most decks which rely on two cards or card types)
Engine-based combo - Storm, Elves, High Tide (High Tide requires its namesake card to go off, so it can also be considered a one-card combo in that sense, but there are a lot of redundant pieces to these types of decks)
In addition, there are many hybrid type decks that can switch between one role and another, and I don't feel it's worth making a separate archetype for every possible combination. For example, just to name a couple:
- Elves: switches between aggro and engine-based combo
- Death and Taxes: switches between prison/resource denial control and swarm aggro
- Suicide Necro: switches between swarm aggro and resource denial
I can't organize everything neatly into a handful of categories, which every deck belonging to one and only one. That would be like trying to cram the periodic table of elements into earth, wind, fire, and water.
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